Skip to main content

ETHNOS_APP

Home • Search • Journals • List 0

Andrei Zanescu

Biographic Data

ID6715110
NAMEAndrei Zanescu
GIVEN NAMESAndrei
FAMILY NAMEZanescu
SIGNATUREZANESCU A
AFFILIATIONSConcordia University
ORCID0000-0001-7414-2595
VERIFIEDYes
TOTAL WORKS5
TOTAL CITATIONS9
WORKS AS AUTHOR5
WORKS AS EDITOR0
FIRST PUBLICATION YEAR2020
LATEST PUBLICATION YEAR2025
H-INDEX2
  • Streaming by the Rest of Us

    Open Access•M Consalvo, Marc J Lajeunesse et al.•BOOK•Streaming by the Rest of Us•2025

    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

    Open Access•Andrei Zanescu•ARTICLE•Convergence The International…•2025

    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

    Open Access•L Eklund, Andrei Zanescu•ARTICLE•Games and Culture•2024•References: 7

    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

    Open Access•Andrei Zanescu, Marc J Lajeunesse et al.•ARTICLE•Journal of Consumer Culture•2021•Cited by: 3•References: 9

    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

    Open Access•Andrei Zanescu, Martin French et al.•ARTICLE•New Media & Society•2020•Cited by: 6•References: 5

    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

    Open Access•Andrei Zanescu, Martin French et al.•ARTICLE•New Media & Society•2020•Cited by: 6•References: 5

    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

    Open Access•Andrei Zanescu, Marc J Lajeunesse et al.•ARTICLE•Journal of Consumer Culture•2021•Cited by: 3•References: 9

    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

    Open Access•Andrei Zanescu, Martin French et al.•ARTICLE•New Media & Society•2020•Cited by: 6•References: 5

    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

    Open Access•Andrei Zanescu, Marc J Lajeunesse et al.•ARTICLE•Journal of Consumer Culture•2021•Cited by: 3•References: 9

    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

    Open Access•L Eklund, Andrei Zanescu•ARTICLE•Games and Culture•2024•References: 7

    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

    Open Access•M Consalvo, Marc J Lajeunesse et al.•BOOK•Streaming by the Rest of Us•2025

    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

    Open Access•Andrei Zanescu•ARTICLE•Convergence The International…•2025

    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)

Ethnos_APP • Open Source Project • MIT License • Frontend v2.0.0 • Privacy and Cookies • API Documentation: api.ethnos.app/docs • API Source Code: GitHub • DOI: 10.5281/zenodo.17049435 • Frontend Source Code: GitHub • DOI: 10.5281/zenodo.17050053 • cruz.rio.br • Expectantes Misericordiae