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Annotated Bibliography

Annotated Bibliography

Feuer, Alan. "Grooming the Champions of the Keyboard." New York Times, The New York Times Company,

28 Sept. 2013, www.nytimes.com/2013/09/29/sports/grooming-the-champions-of-the-keyboard.html.

This article takes a look at e-sports, the fast-growing, lucrative world of professional competitive video gaming. It talks about the stories of multiple individual professional gamers and their daily lives. This source relates to my research topic since it pertains to video games being recognized as a sport, and it also defends the fact that it is a sport. This source is different from the other sources since it does not specifically mention the game Star Craft II and it uses real life examples from actual perspective and interview. “We’re kind of like this bizarre combination of the Yankees, ESPN and Ogilvy Mather,” Garfield, a tattooed 28-year-old, said recently. “EG is primarily a sports team, but we’re also a television network and an advertising company wrapped in one.”

Funk, John. "MOBA, DOTA, ARTS: A brief introduction to gaming's biggest, most impenetrable genre."

Polygon, Vox Media, 2 Sept. 2013, www.polygon.com/2013/9/2/4672920/

moba-dota-arts-a-brief-introduction-to-gamings-biggest-most.

This article takes a look at another e-sport, but this one particularly focuses on a past championship that occurred. North America's top professional League of Legends teams fought for the chance to play in this month's World Championship tournament, with newcomers Cloud 9 and Vulcun Techbargains winning big alongside old guard holdout TSM Snapdragon. This source relates to my research topic since it pertains to video games being recognized as a sport, and it also defends the fact that it is a sport. It also defined the term MOBA which was helpful, since that is the genre that the most popular professional video games are under.

Hamari, Juho and Max Sjöblom. "What Is Esports and Why Do People Watch It?." Internet Research, vol. 27, no. 2, Mar. 2017, pp. 211-232. EBSCOhost, doi:10.1108/IntR-04-2016-0085.

The purpose of this paper is to investigate why do people spectate eSports on the internet. The authors define eSports (electronic sports) as “a form of sports where the primary aspects of the sport are facilitated by electronic systems; the input of players and teams as well as the output of the eSports system are mediated by human-computer interfaces.” In more practical terms, eSports refer to competitive video gaming (broadcasted on the internet).Design/methodology/approach The study employs the motivations scale for sports consumption which is one of the most widely applied measurement instruments for sports consumption in general. The questionnaire was designed and pre-tested before distributing to target respondents. This source relates to my research topic since it pertains to video games being recognized as a sport, and it also defends the fact that it is a sport. The present investigation presents a large study on gratification-related determinants of why people spectate eSports on the internet.

McCormick, Katherine E. "Time to Be Grown-Ups about Video Gaming: The Rising Esports Industry and the Need for Regulation." Arizona Law Review, vol. 57, no. 3, Sept. 2015, pp. 823-847. EBSCOhost, search.ebscohost.com/login.aspx?direct=true&db=a9h&AN=110216612&site=ehost-live.

This article explored why traditional solutions, like existing labor laws, fail to address the problem, why unionizing is impracticable under the current model, and finally, suggest regulatory solutions to address the unique characteristics of the industry. This source relates to my research topic since it pertains to video games being recognized as a sport, and it also defends the fact that it is a sport. Electronic Sports have seen meteoric growth in dozens of markets, attracting tens of millions of viewers each year in the United States, alone. Meanwhile, the players who make up the various teams that play eSports professionally enjoy few protections. The result is that many of these players-whose average ages are between 18 and 22-are experiencing health complications after practicing as much as 14 hours a day to retain their professional status.

Stivers, Colby. "The First Competitive Video Gaming Anti-Doping Policy and Its Deficiencies under European Union Law." San Diego International Law Journal, vol. 10, no. 2, Spring2017, pp. 263-294. EBSCOhost, search.ebscohost.com/login.aspx?direct=true&db=a9h&AN=123744799&site=ehost-live.

The article offers information on the deficiencies of Electronic Sports League (ESL) anti-doping policy in the European Union (EU) countries and discusses the solutions for its compliance with international law. This source relates to my research topic since it pertains to video games being recognized as a sport, and it also defends the fact that it is a sport. Topics discussed include analysis of eSports stakeholders along with the philosophical values of sports competition; and analysis of EU treaty-based law under the European Convention on Human Rights.

Taylor, T. L. Raising the Stakes E-Sports and the Professionalization of Computer Gaming. MIT Media

Studies, 2009.

This book looks at competitive video and computer game play is nothing new: the documentary King of Kong memorably portrays a Donkey Kong player’s attempts to achieve the all-time highest score; the television show Starcade (1982–1984) featured competitions among arcade game players; and first-person shooter games of the 1990s became multiplayer through network play. A new development in the world of digital gaming, however, is the emergence of professional computer game play, complete with star players, team owners, tournaments, sponsorships, and spectators. In Raising the Stakes, T. L. Taylor explores the emerging scene of professional computer gaming and the accompanying efforts to make a sport out of this form of play. This source relates to my research topic since it pertains to video games being recognized as a sport, and it also defends the fact that it is a sport. There are and interviews participants from players to broadcasters. She examines pro-gaming, with its highly paid players, play-by-play broadcasts, and mass audience; discusses whether or not e-sports should even be considered sports; traces the player’s path from amateur to professional (and how a hobby becomes work); and describes the importance of leagues, teams, owners, organizers, referees, sponsors, and fans in shaping the structure and culture of pro-gaming.

Young, Timothy. "E-sports, the future of competition: Timothy Young at TEDxUCIrvine." YouTube, 4 May 2012,

www.youtube.com/watch?v=FPoxgvaKrTs.

This video was a professional talker in a TED talk on youtube. Mr. Young is a gamer giving a gamers perspective on video games and the whole competitive scene behind it. It is interesting to see a gamer actually talk about this to a live audience. This source relates to my research topic since it pertains to video games being recognized as a sport, and it also defends the fact that it is a sport. Their was plenty of statements made in this, like why it is a video game.


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