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СПОРТ В ЦИФРОВОМ ПРОСТРАНСТВЕ: ФЕНОМЕН КИБЕРСПОРТИВНЫХ МЕРОПРИЯТИЙ И ИХ ТРАНСЛЯЦИЙ
С. 66-69.
Konstantinova K.
In book
СПб. : Университет ИТМО, 2017
Klimova M., Вопросы ономастики 2020 Т. 17 № 3 С. 293-315
The article discusses the use of nicknames in online games (specifi cally, the Dota 2 game) which constitutes a completely new fi eld of onomastic research. The paper starts by reviewing the main onomastic issues related to nicknames: correlation with similar and synonymous terms, questions of their status amongst other categories of anthroponyms, approaches to ...
Added: October 16, 2019
Bulygin D., Musabirov I., Suvorova A. et al., / National Research University Higher School of Economics. Series WP BRP "Basic research program". 2021.
Hundreds of thousands of spectators use Twitch.tv to watch The International, a Dota 2 eSports tournament, and communicate in massive chats. In this paper, we analyse crowd behavior in these chats, disentangle features of social communication, such as contextual meanings of emojis and short messages. We apply structural topic modelling and cross-correlation analysis to investigate ...
Added: December 15, 2020
Shteinman M., Terekhov D., Коммуникации. Медиа. Дизайн 2022 Т. 7 № 4 С. 104-123
В статье побочный квест рассматривается как нарративный феномен. Квест существует на пересечении как минимум двух предметных полей: литературы и гейм-стадиз. В среде видеоигр этот термин прочно закрепился в его утилитарном понимании, однако подобный взгляд существенно упрощает сферу исследования квеста. Только проследив его происхождение, литературные и отчасти философско-этические корни, становится возможным обозначить весь нарративный потенциал квеста и ...
Added: December 7, 2022
Zavertiaeva M. A., Parshakov P., International Journal of Sport Finance 2018 Vol. 13 No. 1 P. 34-51
This study provides readers with new information about key drivers of performance in the emerging area of eSports. Competitive computer gaming (eSports) is becoming increasingly popular, and the number of gamers and amount of prize money is growing. We therefore explore some key country-level characteristics that may contribute to players’ success, measured as money won. ...
Added: May 24, 2018
Saprykina D., Козырева М. -., Коммуникации. Медиа. Дизайн 2020 Т. 5 № 1 С. 70-89
The aim of the study was to determine the media experts’ attitude towards the single measurement system creation and data alliance formation, and towards the development of the common measurement methods for digital media audience analysis using the Big Data technologies. As part of the study, 10 semi-structured expert interviews were conducted with specialists who works ...
Added: July 25, 2020
Coates D. C., Parshakov P., / Высшая школа экономики. Series WP BRP "Economics/EC". 2016. No. 138/EC/2016.
This study tests the implications of tournament theory using data on eSports (video game) competitions. We incorporate team production with the theory of rank order elimination tournaments since in our analysis, competitors in an elimination tournament are groups rather than individuals. In this setting, the issue of proper incentives becomes more complicated than in the ...
Added: June 3, 2016
Samutina N., International Journal of Cultural Studies 2016
This article focuses on fan fiction as a literary experience and especially on fan fiction readers’
receptive strategies. Methodologically, its approach is at the intersection of literary theory, theory of
popular culture, and qualitative research into practices of communication within online communities.
It characterizes fan fiction as a type of contemporary reading and writing. Taking as an example ...
Added: March 9, 2016
Parshakov P., Paklina S., Coates D. C. et al., Journal of Economic Studies 2021 Vol. 48 No. 4 P. 817-835
Purpose – Video games are considered as a leisure activity that makes being unemployed more attractive than
before. In this study, the authors use eSports prizes as a proxy for the popularity of video games to analyze its
influence on total and youth unemployment.
Design/methodology/approach – The authors develop a theoretical model and empirically test it using the
total ...
Added: September 14, 2020
Alekseev S., Куташевская Я. С., Melnik V., Спорт: экономика, право, управление 2020 № 2 С. 5-10
This article is devoted to the study of e-sports and computer sports as components of sports. A distinction is made between the concepts of e-sports and computer sports. The author considers the validity of applying the requirements established by domestic legislation for the recognition of new sports in relation to e-sports and computer sports. The ...
Added: November 12, 2020
Байбеков Р. Р., Спорт: экономика, право, управление 2022 № 4 С. 9-11
This article is devoted to the study of the regulation of relations in the field of e-sports. This industry is just being formed, but already has some differences from the usual sports. The author in the work explores the subject composition of organizations that manage e-sports. It is noted that video game developers play an ...
Added: December 15, 2022
Wien : The OSCE Representative on Freedom of the Media, 2013
This is a compilation of all presentations given at the 14th Central Asia Media Confirence, organized by the Representativ’s office, which brought together international and local experts from five Central Asia participating States of the OBSE. This publication is designed to serve as a record of the events of that conference and is intended for ...
Added: October 8, 2013
Ekaterina Marchenko, Vsevolod Suschevskiy, , in : Digital Transformation and Global Society Third International Conference, DTGS 2018, St. Petersburg, Russia, May 30 –June 2, 2018, Revised Selected Papers, Part I. Issue 858.: Cham : Springer, 2018. P. 468-473.
In this work, we analyse the structure of local and regional market of player transfers in popular eSports discipline Dota 2. Together with team performance metrics, these data provide us with an opportunity to model network of transfers between teams. In turn, the transfers show the actual structure of mobility in the industry. We collected ...
Added: December 10, 2018
Dagaev D., Stoyan E., Journal of Economic Psychology 2020 Vol. 81 Article 102305
We analyse betting behaviour patterns of the visitors of the specialized betting website dedicated to the popular eSports game \textit{Counter-Strike: Global Offensive}. The reverse favourite-longshot bias is found, which is rather unusual for parimutuel betting markets, where favourite-longshot bias is more common. We define simple betting strategies based on the bets on underdogs and show ...
Added: July 17, 2020
Polukhina E., Strelnikova A., The Qualitative Report 2015 Vol. 20 No. 12 P. 2041-2049
This paper reports on 2 weeks nethnographic (online) observation of 4 online gift-exchange communities – virtual platforms, where participants conduct barter exchange of different daily objects such as books, children's products, furniture, home ware and others. These communities as case of informal economy initially do not have formal attributed rules. It is essential to find ...
Added: December 1, 2015
Maksimovtsova K., East European Politics and Societies 2020 Vol. 34 No. 2 P. 375-399
The transformation of the peaceful demonstrations, which started on November 21, 2013, against Yanukovych’s decision to suspend the signing of the association agreement with the EU, into the bloodshed in Kyiv and eastern Ukraine, has vividly demonstrated that the rhetoric of the “protection of Russian-speakers’ rights” can be easily transformed from the level of “discursive ...
Added: October 4, 2019
Киберспорт: особенности и перспективы развития правовой регламентации (российский и зарубежный опыт)
Павлов С. И., Mikheeva I. V., В кн. : Народ и власть: взаимодействие в истории и современности: научный ежегодник факультета права НИУ ВШЭ - Нижний Новгород. Вып. 6.: НИУ ВШЭ - Нижний Новгород, 2019. С. 166-175.
The article is devoted to the regulatory legal relations in the field of electronic sports. Particular attention is paid to the analysis of the definitions content used in the eSport. The experience of foreign legal regulation of public relations in the field of eSports and the nature of eSports in the digital era are considered. ...
Added: December 21, 2019
Rykov Y., В кн. : Интернет и современное общество: сборник тезисов докладов. Труды XIX Международной объединенной научной конференции «Интернет и современное общество» (IMS‑2016), Санкт-Петербург, 22 – 24 июня 2016 г. : СПб. : Университет ИТМО, 2016. С. 33-36.
В докладе представлены результаты анализа сетей «дружбы», сформированных участниками 55 онлайн групп в социальной сети «ВКонтакте». Предметом исследования стала оценка сетей «дружбы» с точки зрения социальной сплоченности. Для оценки сплоченности были использованы метрики сетевого анализа, для сравнения показателей между группами - линейная регрессия и дисперсионный анализ. Исследование сфокусировано на трех типах онлайн сообществ: группах поклонников, ...
Added: September 27, 2016
Sukharkova M., Известия высших учебных заведений. Социология. Экономика. Политика 2021 № 3 С. 108-122
This article is about the interaction of participants in the Olympic volunteer program, which was implemented in Russia after the Olympic and Paralympic Games. Based on the interactions of the Olympic volunteers on social media, we will study the issue of maintaining the integrity of the volunteer community after the Games. The Olympic Volunteer Program ...
Added: January 14, 2022
Gambarato R., Lapina-Kratasyuk E., The Russian Journal of Communication 2016 Vol. 8 No. 1 P. 1-16
The main research question of the article is what specificity Russian transmedia storytelling initiatives present. The goal of the research is to underline the social and cultural contexts in which transmedia storytelling is inserted in the country, reconstructing the panorama of Russian transmedia landscape. In addition, the rationale for the research is to investigate implications ...
Added: October 28, 2014
Parshakov P., Shakina E., Barajas A., Economic Research-Ekonomska Istraživanja 2022 Vol. 35 No. 1 P. 122-142
This article contributes to the development of contestable market theory by investigating how competitiveness in the eSports industry influences the size of this industry, as measured by the volume of monetary prizes. We use data on each gamer's prize earnings for each tournament from 1999 to 2015 to estimate panel vector autoregression (VAR) model with ...
Added: April 22, 2021
М. : Издательские решения По лицензии Ridero, 2021
Этот сборник — попытка «остановить мгновенье» начала переосмысления и трансформаций, связанных с «глобальным заражением», возникшим в 2020-м году из-за встречи природного коронавируса с медиавирусом. В работе над про- ектом приняли участие сотрудники и выпускники Департамента медиа НИУ ВШЭ. Книга реализована при поддержке Центра цифровых культур и медиаграмотности НИУ ВШЭ. ...
Added: February 9, 2021
Vetushinskiy A., Социология власти 2020 № 3 С. 14-31
The article proposes a new approach to understanding gamification. Its feature lies in taking into account the criticism expressed against gamification to date. The article examines in detail the history of gamification, it is shown that at its first stage (before 2015) approaches oriented towards extrinsic motivation prevailed, while at the second stage (after 2015) approaches oriented towards ...
Added: August 21, 2021
Kachkayeva A., , in : From traditional to online media: Best practices and perspectives. : Wien : The OSCE Representative on Freedom of the Media, 2013. P. 41-45.
This is a compilation of all presentations given at the 9th South Caucasus Media Confirence, organized by the Representativ’s office, which brought together international and local experts from three South Caucasus participating States of the OBSE. This publication is designed to serve as a record of the events of that conference and is intended for ...
Added: October 8, 2013