Onder Can
Biographic Data
| ID | 209774 |
|---|---|
| NAME | Onder Can |
| GIVEN NAMES | Onder |
| FAMILY NAME | Can |
| SIGNATURE | CAN O |
| AFFILIATIONS | University of Oregon |
| ORCID | 0000-0001-6417-1667 |
| VERIFIED | Yes |
| TOTAL WORKS | 4 |
| TOTAL CITATIONS | 6 |
| AUTHOR COUNT | 4 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2021 |
| LATEST PUBLICATION YEAR | 2024 |
| H-INDEX | 1 |
Esports buffs: The perceived role of fans and fandoms in U.S. collegiate programs
Introduction Collegiate esports—organized competitive gaming—has expanded rapidly in the United States, drawing in student players, broadcasters, and support staff, as well as university employees. Universities have invested financially in esports, hoping to capitalize on gaming fandom to attract prospective students and enhance campus community integration. Little research, however, addresses collegiate esports fandom in depth. Methods Drawing o…
In/visible hurdles: US collegiate esports participants’ perceived barriers to play and involvement
Gaming and esports communities possess cultural barriers that exclude potential participants, limiting their access to social, cultural, and economic opportunities. In the United States, for instance, varsity esports players are increasingly supported by scholarships and tournament prizes, but persistent challenges make these benefits accessible to only a limited portion of the student body. Using a grounded theory analysis of 31 in-depth intervi…
The Covid Season: U.S. Collegiate Esports Programs’ Material Challenges and Opportunities During the 2020–21 Pandemic
During the COVID-19 pandemic, universities were among the first institutions to shift to an online model. As they did so, nascent collegiate esports program lost access to campus spaces and in-person connections, potentially destabilizing this rising industry. Conversely, universities also worked to provide students remote access to resources, and many components of esports already occur online. Therefore, collegiate esports may have adjusted to …
Recasting Collegiate Esports: Independence and Interdependence of University Twitch Streamers
Few online communities exhibit the tensions between independence and interdependence better than collegiate esports. Twitch, the primary platform for live streaming esports, is central in such strife. The platform is a vital tool for colleges and athletes to forward brand, community, and entrepreneurship, while simultaneously its unbridled use indicates the need for administration and institutional interventions by universities. As such the propo…
In/visible hurdles: US collegiate esports participants’ perceived barriers to play and involvement
Gaming and esports communities possess cultural barriers that exclude potential participants, limiting their access to social, cultural, and economic opportunities. In the United States, for instance, varsity esports players are increasingly supported by scholarships and tournament prizes, but persistent challenges make these benefits accessible to only a limited portion of the student body. Using a grounded theory analysis of 31 in-depth intervi…
The Covid Season: U.S. Collegiate Esports Programs’ Material Challenges and Opportunities During the 2020–21 Pandemic
During the COVID-19 pandemic, universities were among the first institutions to shift to an online model. As they did so, nascent collegiate esports program lost access to campus spaces and in-person connections, potentially destabilizing this rising industry. Conversely, universities also worked to provide students remote access to resources, and many components of esports already occur online. Therefore, collegiate esports may have adjusted to …
Recasting Collegiate Esports: Independence and Interdependence of University Twitch Streamers
Few online communities exhibit the tensions between independence and interdependence better than collegiate esports. Twitch, the primary platform for live streaming esports, is central in such strife. The platform is a vital tool for colleges and athletes to forward brand, community, and entrepreneurship, while simultaneously its unbridled use indicates the need for administration and institutional interventions by universities. As such the propo…
The Covid Season: U.S. Collegiate Esports Programs’ Material Challenges and Opportunities During the 2020–21 Pandemic
During the COVID-19 pandemic, universities were among the first institutions to shift to an online model. As they did so, nascent collegiate esports program lost access to campus spaces and in-person connections, potentially destabilizing this rising industry. Conversely, universities also worked to provide students remote access to resources, and many components of esports already occur online. Therefore, collegiate esports may have adjusted to …
Esports buffs: The perceived role of fans and fandoms in U.S. collegiate programs
Introduction Collegiate esports—organized competitive gaming—has expanded rapidly in the United States, drawing in student players, broadcasters, and support staff, as well as university employees. Universities have invested financially in esports, hoping to capitalize on gaming fandom to attract prospective students and enhance campus community integration. Little research, however, addresses collegiate esports fandom in depth. Methods Drawing o…
In/visible hurdles: US collegiate esports participants’ perceived barriers to play and involvement
Gaming and esports communities possess cultural barriers that exclude potential participants, limiting their access to social, cultural, and economic opportunities. In the United States, for instance, varsity esports players are increasingly supported by scholarships and tournament prizes, but persistent challenges make these benefits accessible to only a limited portion of the student body. Using a grounded theory analysis of 31 in-depth intervi…
Digital Games and Media (4 works) · Political science (4 works) · Public relations (4 works) · Sociology (4 works) · Business (3 works) · Impact of Technology on Adolescents (3 works) · Sports, Gender, and Society (3 works) · Marketing (2 works) · Psychology (2 works) · Social Psychology (2 works)