Stephanie Orme
Biographic Data
| ID | 6715122 |
|---|---|
| NAME | Stephanie Orme |
| GIVEN NAMES | Stephanie |
| FAMILY NAME | Orme |
| SIGNATURE | ORME S |
| AFFILIATIONS | Pennsylvania State University |
| ORCID | 0000-0002-1099-2459 |
| VERIFIED | Yes |
| TOTAL WORKS | 3 |
| TOTAL CITATIONS | 10 |
| AUTHOR COUNT | 3 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2016 |
| LATEST PUBLICATION YEAR | 2021 |
| H-INDEX | 1 |
Just watching”
This study explores the phenomenon of video game spectatorship from the perspective of a population I refer to as “just watchers.” Previous studies have tended to focus on game spectatorship from turn-taking “non-players” or live-streaming audiences, specifically. “Just watchers” are individuals who express no desire to play video games themselves, yet are avid spectators of others’ video game play, both virtually and in-person. Drawing on semi-s…
Parasocial attributes and YouTube personalities
Gaming at the edge
Gaming at the edge: sexuality and gender at the margins of gamer culture." Feminist Media Studies, 16(2), pp. 374–375
Just watching”
This study explores the phenomenon of video game spectatorship from the perspective of a population I refer to as “just watchers.” Previous studies have tended to focus on game spectatorship from turn-taking “non-players” or live-streaming audiences, specifically. “Just watchers” are individuals who express no desire to play video games themselves, yet are avid spectators of others’ video game play, both virtually and in-person. Drawing on semi-s…
Gaming at the edge
Gaming at the edge: sexuality and gender at the margins of gamer culture." Feminist Media Studies, 16(2), pp. 374–375
Parasocial attributes and YouTube personalities
Just watching”
This study explores the phenomenon of video game spectatorship from the perspective of a population I refer to as “just watchers.” Previous studies have tended to focus on game spectatorship from turn-taking “non-players” or live-streaming audiences, specifically. “Just watchers” are individuals who express no desire to play video games themselves, yet are avid spectators of others’ video game play, both virtually and in-person. Drawing on semi-s…
Computer Science (3 works) · Psychology (3 works) · Social Psychology (3 works) · Digital Games and Media (2 works) · Media Influence and Health (2 works) · Social Psychology (2 works) · Sociology (2 works) · Content (measure theory) (1 works) · Educational Games and Gamification (1 works) · Enhanced Data Rates for GSM Evolution (1 works)