Modes of Esports Engagement in Overwatch.

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Bibliographic Details
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TeilnehmendeR:
Place / Publishing House:Cham : : Springer International Publishing AG,, 2022.
©2022.
Year of Publication:2022
Edition:1st ed.
Language:English
Online Access:
Physical Description:1 online resource (234 pages)
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Table of Contents:
  • Modes of Esports Engagement in Overwatch
  • Preface
  • Acknowledgment
  • Contents
  • List of Images
  • List of Tables
  • Notes on Contributors
  • Chapter 1: Introduction
  • Modes of Engagement
  • Something for Everyone
  • Ten Chapters
  • References
  • Part I: Playing Overwatch
  • Chapter 2: Two Overwatch Player Profiles
  • Introduction
  • Esport Players and Overwatch
  • Data and Method
  • Measures
  • Esports and Correlations
  • Cluster Analysis
  • Data Analysis
  • Beyond Esports Genres
  • Preferences and Motives
  • Discussion
  • References
  • Chapter 3: One Tricks, Hero Picks, and Player Politics: Highlighting the Casual-Competitive Divide in the Overwatch Forums
  • Introduction
  • Earlier Research
  • Data and Methods
  • Moderation/Report System
  • March 17, 2017, "Moderation of in Game Voice Comms"
  • Avoid as Teammate
  • March 25, 2018, "Avoid as Teammate Griefing Unpopular Heroes"
  • Endorsements (Released June 2018)
  • July 1, 2018, "Flaws in the Endorsement System"
  • Conclusion
  • References
  • Chapter 4: The Player's Interpretative Agency and the Developer's Disruptive Powers: How Blizzard Enforces Authorial Intention in Overwatch
  • Introduction
  • The Player's Interpretative Agency Over a Game
  • Puzzling Characters Together
  • The Return of Authorial Intention
  • Conclusions
  • References
  • Chapter 5: Player Reception of Change and Stability in Character Mechanics
  • Theory
  • Materials and Methods
  • Reinhardt: Steadfast Warrior
  • Brigitte: Introducing a New Playable Character
  • Discussion
  • References
  • Part II: Competing in Overwatch
  • Chapter 6: "KKona where's your sense of patriotism?": Positioning Nationality in the Spectatorship of Competitive Overwatch Play
  • Nationalism and Esports
  • Positioning Theory
  • Twitch as a Platform
  • Overwatch World Cup 2019 as a Setting
  • Data and Analysis
  • Findings.
  • Visual and Symbolic Positioning of Nationality
  • The Ambivalence of Ethnically Loaded Memes
  • Positioning the Other
  • In-Group Positioning by Using National Languages in an International Chat
  • Conclusions
  • References
  • Chapter 7: A Region of Contenders: Overwatch in Brazil
  • Introduction and Background
  • Methodology
  • Overwatch Categorization Overview
  • Sentiment Coding
  • Results
  • The "Path to Pro" in an "Emerging Region"
  • The Brazilian Overwatch Community Around the Competitive Scene
  • Conclusions
  • References
  • Chapter 8: Gender and Toxic Meritocracy in Competitive Overwatch: Case "Ellie"
  • Introduction
  • Case "Ellie"
  • Gender and Toxic Meritocracy in Overwatch and Competitive Gaming
  • Reading Case "Ellie"
  • Data and Method
  • Gender, Performance, and Suspiciousness: (de)Constructing "Ellie" as a (Fake) Woman Gamer
  • Gendered Agency, Blame, and Consequences: Discussing the "Experiment"
  • Being a Woman in Competitive Overwatch: Significant, Challenging, and Irrelevant
  • Why You Cannot Trust the Leaderboard: Conclusions and Discussion
  • References
  • Part III: Playing with Overwatch
  • Chapter 9: Overwatch Fandom and the Range of Corporate Responses
  • Introduction
  • Modding on Overwatch Workshop
  • Official Cosplay Battles
  • Character Fanon
  • Political Activism
  • Overwatch Pornography
  • Discussion
  • References
  • Chapter 10: Overwatch to Oversnatch: The Mutually Reinforcing Gendered Power Relations of Pornography, Streaming, and Esports
  • Overwatch, Esports, and Popular Misogyny
  • Esports Public Persona
  • Esports Players in Pornography
  • Overwatch Parody Porn
  • Overwatch Cosplay
  • Conclusion
  • References
  • Media
  • Chapter 11: The Talk of the Town: Community Perspectives on Loot Boxes
  • Introduction
  • Method
  • Data Collection
  • Data Analysis
  • Results and Discussion
  • Monetization of Loot Boxes: T1.
  • Contents of Loot Boxes: T2
  • The Effects of Loot Boxes on Games in General: T3
  • The Implementation of Loot Boxes in Overwatch: T4
  • Loot Boxes and Gambling: T5
  • Loot Boxes and Regulation: T6
  • Alternatives to Loot Boxes: T7
  • Meta-perspectives
  • Limitations and Future Work
  • Conclusion
  • References
  • Index.