All Stories

  1. Past, Present, Future of Meaningful Play: Building and Bridging Communities Through Games Research and Design
  2. Labor Games, Citizenship, and Control: Book Review Essay of Weststar & Legault and Wu LegaultM.WeststarJ. (2024). Not All Fun and Games: Videogame Labour, Project-based Workplaces, and the New Citizenship at Work. Montreal: Concordia University Pre...
  3. Competitive Collegiate Esports Programs
  4. Esports Journalism
  5. Introduction to Critical Concerns in Esports
  6. Introduction to Esports Media and Communication
  7. Introduction to Global Esports Cultures
  8. Key Terms Definitions
  9. Qualitative Esports Research Methodology
  10. Routledge Handbook of Esports
  11. The Future of Esports
  12. In/visible hurdles: US collegiate esports participants’ perceived barriers to play and involvement
  13. Inevitable or Exploitative? A Case Study of Consumers’ Divergent Attitudes towards Video Game Crunch
  14. Taking Care of Toxicity: Challenges and Strategies for Inclusion in U.S. Collegiate Esports Programs
  15. Philanthropic, prosocial players: How game-related charity events motivate unlikely donors
  16. The COVID Season: U.S. Collegiate Esports Programs’ Material Challenges and Opportunities During the 2020–21 Pandemic
  17. “Starting from scratch to looking really clean and professional”: how students’ productive labor legitimizes collegiate esports
  18. The cruel optimism of “good crunch”: How game industry discourses perpetuate unsustainable labor practices
  19. The interplay of parenting style and family rules about video games on subsequent fighting behavior
  20. Casual Resistance: A Longitudinal Case Study of Video Gaming’s Gendered Construction and Related Audience Perceptions
  21. ‘Weekends became something other people did’: Understanding and intervening in the habitus of video game crunch
  22. Book Review: Fake Geek Girls: Fandom, Gender, and the Convergence Culture Industry
  23. Book review of "Ready Player Two: Women Gamers and Designed Identity" (Chess, 2017)
  24. Gamers, gender, and cruel optimism: the limits of social identity constructs in The Guild
  25. “I Can Defend Myself”
  26. Writing “Gamers”