Andrei Zanescu
Biographic Data
| ID | 6715110 |
|---|---|
| NAME | Andrei Zanescu |
| GIVEN NAMES | Andrei |
| FAMILY NAME | Zanescu |
| SIGNATURE | ZANESCU A |
| AFFILIATIONS | Concordia University |
| ORCID | 0000-0001-7414-2595 |
| VERIFIED | Yes |
| TOTAL WORKS | 5 |
| TOTAL CITATIONS | 9 |
| WORKS AS AUTHOR | 5 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2020 |
| LATEST PUBLICATION YEAR | 2025 |
| H-INDEX | 2 |
Streaming by the Rest of Us
An in-depth investigation of the Twitch streamers who make up the largest population on the platform: those streaming to small audiences or even no one. The vast majority of people who stream themselves playing videogames online do so with few or no viewers. In Streaming by the Rest of Us, Mia Consalvo, Marc Lajeunesse, and Andrei Zanescu investigate who they are, why they do so, and why this form of leisure activity is important to understand.Un…
Cybermania ’94
As videogame awards shows garner increasing viewership numbers while seeking to canonize a version of the games industry, much of the early years of these ventures remain understudied. In particular, The Game Awards (2014–2024) and the D.I.C.E. Awards (1998–2024) have an antecedent program produced by the first incarnation of the Academy of Interactive Arts and Sciences (AIAS): Cybermania ’94. Set up by entertainment lawyer Andrew S. Zucker, thro…
Times They Are A-Changin’? Evolving Representations of Women in the Assassin's Creed Franchise
This study analyzes representations of women—protagonists and NPCs—in Assassińs Creed games between 2007 and 2024, to explore the impact of the last decades’ work for gender rights on the English language AAA game industry. Through close playing, we explore game bodies with attention to the surface level of narrative, graphics, sound, and underlying mechanics of actions and reactions. Through netnography, we add promotional material, retail sites…
Speculating on Steam
The rise of platforms as the premier model of videogame distribution has led to a number of changes in the business models of producers and distributors. Consumers are constantly hailed by games platforms through freemium business models that offer cosmetic items contained in loot boxes or recurring subscriptions. Thus far, game studies and consumer studies have been unable to account for the totality of how these new and dynamic platforms circum…
Betting on Dota 2’s Battle Pass
The transformation of games with the advent of platformized distribution systems continues to produce new and agile forms of consumption and exploitation. Valve Corporation’s DOTA 2 is a key example of a gaming space that is constantly atomized and rebuilt with the aim of optimizing player participation. This participatory form is ever-more gamblified and framed by systems designed to habituate players to a new form of consumption. This article e…
Betting on Dota 2’s Battle Pass
The transformation of games with the advent of platformized distribution systems continues to produce new and agile forms of consumption and exploitation. Valve Corporation’s DOTA 2 is a key example of a gaming space that is constantly atomized and rebuilt with the aim of optimizing player participation. This participatory form is ever-more gamblified and framed by systems designed to habituate players to a new form of consumption. This article e…
Speculating on Steam
The rise of platforms as the premier model of videogame distribution has led to a number of changes in the business models of producers and distributors. Consumers are constantly hailed by games platforms through freemium business models that offer cosmetic items contained in loot boxes or recurring subscriptions. Thus far, game studies and consumer studies have been unable to account for the totality of how these new and dynamic platforms circum…
Betting on Dota 2’s Battle Pass
The transformation of games with the advent of platformized distribution systems continues to produce new and agile forms of consumption and exploitation. Valve Corporation’s DOTA 2 is a key example of a gaming space that is constantly atomized and rebuilt with the aim of optimizing player participation. This participatory form is ever-more gamblified and framed by systems designed to habituate players to a new form of consumption. This article e…
Speculating on Steam
The rise of platforms as the premier model of videogame distribution has led to a number of changes in the business models of producers and distributors. Consumers are constantly hailed by games platforms through freemium business models that offer cosmetic items contained in loot boxes or recurring subscriptions. Thus far, game studies and consumer studies have been unable to account for the totality of how these new and dynamic platforms circum…
Times They Are A-Changin’? Evolving Representations of Women in the Assassin's Creed Franchise
This study analyzes representations of women—protagonists and NPCs—in Assassińs Creed games between 2007 and 2024, to explore the impact of the last decades’ work for gender rights on the English language AAA game industry. Through close playing, we explore game bodies with attention to the surface level of narrative, graphics, sound, and underlying mechanics of actions and reactions. Through netnography, we add promotional material, retail sites…
Streaming by the Rest of Us
An in-depth investigation of the Twitch streamers who make up the largest population on the platform: those streaming to small audiences or even no one. The vast majority of people who stream themselves playing videogames online do so with few or no viewers. In Streaming by the Rest of Us, Mia Consalvo, Marc Lajeunesse, and Andrei Zanescu investigate who they are, why they do so, and why this form of leisure activity is important to understand.Un…
Cybermania ’94
As videogame awards shows garner increasing viewership numbers while seeking to canonize a version of the games industry, much of the early years of these ventures remain understudied. In particular, The Game Awards (2014–2024) and the D.I.C.E. Awards (1998–2024) have an antecedent program produced by the first incarnation of the Academy of Interactive Arts and Sciences (AIAS): Cybermania ’94. Set up by entertainment lawyer Andrew S. Zucker, thro…
Digital Games and Media (5 works) · Computer Science (3 works) · Business (2 works) · Digital Economy and Work Transformation (2 works) · Economics (2 works) · Marketing (2 works) · Political science (2 works) · Sexuality, Behavior, and Technology (2 works) · Sociology (2 works) · Advertising (1 work)