Open this publication in new window or tab >>2007 (English)In: Situated play: The 2007 world conference of Digital Games Research Association / [ed] B. Akira, Digital Games Research Association (DiGRA) , 2007, Vol. 4, p. 157-164Conference paper, Published paper (Refereed)
Abstract [en]
In this paper, a case study of Counter-strike is presented in which cognitive, cultural, economical, and technologicalaspects of people’s gameplay activities are discussed. Most attention is given to Counter-strike as an e-sport – competitive gameplay which borrows forms from traditional sports. Also, methodological and theoretical issues related to the study are discussed, including issues of player-centered approaches and issues related to the crossdisciplinarily of the study, which borrows perspectives from cognitive science as well as cultural studies
Place, publisher, year, edition, pages
Digital Games Research Association (DiGRA), 2007
Series
Digital Games Research Association (DiGRA), E-ISSN 2342-9666
Keywords
Counter-strike, Gameplay, E-sports, Cultural studies, Cognition
National Category
Computer and Information Sciences
Research subject
Technology
Identifiers
urn:nbn:se:his:diva-1463 (URN)2-s2.0-84873349213 (Scopus ID)
Conference
3rd Digital Games Research Association International Conference: "Situated Play", DiGRA 2007, Tokyo, 24 September 2007 through 28 September 2007
2008-09-292008-09-292020-01-03Bibliographically approved