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Starcraft from the stands
14 references·16 citing·39 second hop
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References

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  • 2003Rules of Play: Game Design Fundamentals5,481 cited
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  • 2013Live-streaming changes the (video) game

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190 cited
  • 2017World of Streaming. Motivation and Gratification on Twitch146 cited
  • 2018Watching Players: An Exploration of Media Enjoyment on Twitch145 cited
  • 2021Social presence or physical presence? Determinants of purchasing behaviour in tourism live-streamed shopping145 cited
  • 2019Factors Influencing eSports Viewership: An Approach Based on the Theory of Reasoned Action140 cited
  • 2021Content versus community focus in live streaming services: how to drive engagement in synchronous social media132 cited
  • 2019Beyond the Game: Dimensions of Esports Online Spectator Demand124 cited
  • 2018eSport vs. Sport: A Comparison of Spectator Motives122 cited
  • 2020Gamification of ChemDraw during the COVID-19 Pandemic: Investigating How a Serious, Educational-Game Tournament (Molecule Madness) Impacts Student Wellness and Organic Chemistry Skills while Distance Learning70 cited
  • 2022What Do You Think of AI? Research on the Influence of AI News Anchor Image on Watching Intention57 cited
  • 2021Understanding Tilt in Esports: A Study on Young League of Legends Players53 cited
  • 2017Career Transitions of eSports Athletes: A Proposal for a Research Framework42 cited
  • 2018Gamification of Older Adults’ Physical Activity: An Eight-Week Study39 cited
  • 2023Esports fan identity toward sponsor–sponsee relationship: an understanding of the role-based identity23 cited
  • 2020Toward Live Streamed Improvisational Game Experiences10 cited