Esports meets human-computer interaction
Bibliographic Data
| ID | 15323908 |
|---|---|
| Authors | Simone Kriglstein (0000-0001-7817-5589, Masaryk University, Austrian Institute of Technology, and University of Vienna, corresponding author), Anna Lisa Martin-Niedecken (Zurich University of the Arts), Anna Lisa Martin‐niedecken (0000-0001-8726-1120, Zurich University of the Arts), Josef Spjut (0000-0001-5483-7867, Nvidia), Nicole B Damen (University of Nebraska at Omaha), Selen Türkay (0000-0001-8684-2070, Queensland University of Technology, Brisbane), Anders Drachen (0000-0002-1002-0414, University of Southern Denmark) |
| Year | 2022 |
| Volume | 29 |
| Issue | 3 |
| Pages | 42-47 |
| Publication date | 2022-05-01 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | interactions (JOURNAL) |
| Journal identifiers | ISSN: 1072-5520 • E-ISSN: 1558-3449 |
| Publisher | Association for Computing Machinery (PUBLISHER • US) |
| DOI | 10.1145/3524855 |
| OpenAlex | W4225274962 |
| Language | EN |
| References cited | 6 |
people's leisure activities and to the sporting industry, which had to cancel or postpone many events. Platforms such as Twitch and YouTube allow esports fans to be esports event spectators in a manner that can be highly interactive, with livestreaming data Such events are viewed by tens of millions of people, with some events offering prize money exceeding that of major traditional sporting events
Citation · Library science · Media studies · Open university · Sociology · Computer Science · Digital Games and Media · Engineering · Impact of Technology on Adolescents · Innovative Human-Technology Interaction
| Citation velocity | historical |
|---|---|
| Highly cited | No |