Louise H. Trudgett-Klose , Sarven S. McLinton , Susannah Emery , David H. Gleaves
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引用次数: 0
Abstract
Despite the growing popularity of gaming content creators, esports, and professional videogaming in research, there is no clear, unified understanding of these concepts. Using a mixed-methods approach, we analysed how members of the gaming community (recreational players, esports players, content creators, and content consumers) defined game-related content, esports, and gameplaying careers. Participants (N = 85) from 18 countries completed an online questionnaire including Likert items and long-response options. We found “game-related content” was an umbrella term comprising information dissemination, vicarious gaming, and competitive content (e.g., esports). We developed the theme season-bound events as key in defining esports. Furthermore, most participants agreed that playing videogames could be a valid career, listing income and exchange of goods and services as their main justifications. This work is a fundamental first step to understanding the nature of gameplay careers, and establishing foundations for organisational classifications, worker rights, and safety policies for this emerging workforce.
期刊介绍:
Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.