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THE LUDIC SPECTACLE AND MEDIATIZED PARTICIPATION IN ESPORTS: POLAND AND HONG KONG.

Authors :
Felczak, Mateusz
Source :
International Conference Game & Entertainment Technologies; 2022, p229-232, 4p
Publication Year :
2022

Abstract

This study, conducted from February 2020 to February 2022, applies constructivist grounded theory approach to the data gathered during participant observation and ethnographical research connected with electronic sports in Poland and Hong Kong. The research involved looking at the data on selected Twitch channels as well as social media communication of leading eSports brands and incentives (including Talon Esports in Hong Kong and ESL Gaming in Poland). The overarching aim of the study was to compare the divergent dynamics of eSports cultures in various digital media ecosystems. Key contributions of this paper to eSports-oriented game studies involve the application of comparative approach and focus on the interconnectedness of fans’ digital labor with the physical and digital spaces dedicated to electronic sports. [ABSTRACT FROM AUTHOR]

Details

Language :
English
Database :
Complementary Index
Journal :
International Conference Game & Entertainment Technologies
Publication Type :
Conference
Accession number :
161146422