This process is experimental and the keywords may be updated as the learning algorithm improves.
Download to read the full conference paper text. Google Scholar. Beck and M.
Kline, N. Dyer-Witheford and G. Ito, in: Internet Culture , edited by D.
Porter Routledge, New York, pp. CrossRef Google Scholar.
Book: Raising the Stakes: E-Sports and the Professionalization of Computer Gaming by T. L. Taylor
Taylor explores the emerging scene of professional computer gaming and the accompanying efforts to make a sport out of this form of play. In the course of her explorations, Taylor travels to tournaments, including the World Cyber Games Grand Finals which considers itself the computer gaming equivalent of the Olympics , and interviews participants from players to broadcasters. She examines pro-gaming, with its highly paid players, play-by-play broadcasts, and mass audience; discusses whether or not e-sports should even be considered sports; traces the player's path from amateur to professional and how a hobby becomes work ; and describes the importance of leagues, teams, owners, organizers, referees, sponsors, and fans in shaping the structure and culture of pro-gaming.
In Play Between Worlds, T.
- Neural Networks for Vision, Speech and Natural Language.
- Tattoos, Body Piercings, and Teens.
- Share this!;
- Refraining Online Games.
- The Warrior Merchants: Textiles, Trade and Territory in South India!
- Play Between Worlds: Exploring Online Game Culture (The MIT Press)?
- PLAY BETWEEN WORLDS: EXPLORING ONLINE GAME CULTURE – New Media Caucus.
Taylor examines multiplayer gaming life as it is lived on the borders, in the gaps--as players slip in and out of complex social networks that cross online and offline space. Taylor questions the common assumption that playing computer games is an isolating and alienating activity indulged in by solitary teenage boys.
Massively multiplayer online games MMOGs , in which thousands of players participate in a virtual game world in real time, are in fact actively designed for sociability. Games like the popular Everquest, she argues, are fundamentally social spaces. Taylor's detailed look at Everquest offers a snapshot of multiplayer culture.