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Exploring E-sports: A case study of game play in Counter-strike
University of Skövde, School of Technology and Society.
University of Södertörn, Sweden.
Royal Insitute of Technology, Sweden.
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. Vol. 4, p. 157-164
Series
Digital Games Research Association (DiGRA), E-ISSN 2342-9666
Keywords [en]
Counter-strike, Gameplay, E-sports, Cultural studies, Cognition
National Category
Computer and Information Sciences
Research subject
Technology
Identifiers
URN: urn:nbn:se:his:diva-1463Scopus ID: 2-s2.0-84873349213OAI: oai:DiVA.org:his-1463DiVA, id: diva2:25495
Conference
3rd Digital Games Research Association International Conference: "Situated Play", DiGRA 2007, Tokyo, 24 September 2007 through 28 September 2007
Available from: 2008-09-29 Created: 2008-09-29 Last updated: 2020-01-03Bibliographically approved
In thesis
1. Situated Play
Open this publication in new window or tab >>Situated Play
2008 (English)Licentiate thesis, comprehensive summary (Other academic)
Abstract [en]

 

This thesis addresses computer game play activities from the perspective of embodied and situated cognition. From such a perspective, game play can be divided into the physical handling of the game and the players' understanding of it. Game play can also be described in terms of three different levels of situatedness "high-level" situatedness, the contextual "here and now", and "low-level" situatedness. Moreover, theoretical and empirical implications of such a perspective have been explored more in detail in two case studies.

Place, publisher, year, edition, pages
Department of Computer and Information Science, Linköpings universitet, 2008. p. 31
Series
Linköping studies in science and technology.Thesis, ISSN 0280-7971 ; 1359
Keywords
computer game play, embodied and situated cognition, situatedness
National Category
Computer Sciences
Research subject
Technology
Identifiers
urn:nbn:se:his:diva-2821 (URN)978-91-7393-930-0 (ISBN)
Presentation
2008-04-11, G110, Hus G, Högskolan i Skövde, Skövde, 13:15 (English)
Supervisors
Available from: 2009-04-03 Created: 2009-03-04 Last updated: 2018-01-13Bibliographically approved

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Rambusch, Jana

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CiteExportLink to record
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Citation style
  • apa
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Output format
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