Accompanying esports’ explosion in popularity, the amount of academic research focused on organized, competitive gaming has grown rapidly. From 2002 through March 2018, esports research has developed from nonexistent into a field of study spread across seven academic disciplines. We review work in business, sports science, cognitive science, informatics, law, media studies, and sociology to understand the current state of academic research of esports and to identify convergent research questions, findings, and trends across fields.
A crisis of literacy has emerged among high school students in the United States. In order to encourage students’ engagement with literacy education, there is a need for an integrated curriculum of English Language Arts (ELA). An integrated language arts curriculum would allow students to learn literacy and reading skills while engaging with a motivating context. Meanwhile, esports has grown as a worldwide culture, expanding to more than just players and spectators to include a whole ecosystem of stakeholders. As esports grow in popularity and acceptance, educators have looked to connect the skills developed in esports with academic and career opportunities. We found esports to be a viable content area for the integrated curriculum because esports is favored among many students and involves reading activity as an essential part of participation.
Live streaming is a new media format that simultaneously records and broadcasts in real time, in multiple channels including video, audio, and text. A new application area of live streaming is in the video game community, where players stream their gameplay. Since most of the streamed games are team-based, one's live streaming may involve other players' gameplay and disclosure. In the present paper, we aim to understand the attitudes and strategies of players who have been streamed by others in video game live streaming. From an interview study with 20 World of Warcraft (WoW) players, we found that participants had concerns about being streamed due to different factors, and adopted individual and collaborative strategies to cope with their concerns. We discuss privacy challenges in live streaming and present design implications for live streaming tools to improve privacy management.
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