Article:
Esports and Live Streaming. Between Grind, Critical Work and Leisure

dc.creatorWenz, Karin
dc.creatorTaylor, T. L.
dc.date.accessioned2024-03-01T11:31:08Z
dc.date.available2024-03-01T11:31:08Z
dc.date.issued2019
dc.identifier.doi10.14361/dc s-2019-0211
dc.identifier.doihttp://dx.doi.org/10.25969/mediarep/21855
dc.identifier.urihttps://www.degruyter.com/document/doi/10.14361/dcs-2019-0211/html
dc.identifier.urihttps://mediarep.org/handle/doc/23186
dc.languageeng
dc.publishertranscript
dc.publisher.placeBielefeld
dc.relation.isPartOfissn:2364-2114
dc.relation.ispartofseriesDigital Culture & Society
dc.rightsCreative Commons Attribution Non Commercial No Derivatives 4.0 Generic
dc.rights.urihttps://creativecommons.org/licenses/by-nc-nd/4.0
dc.subjectplaybouren
dc.subjectlabouren
dc.subjectcomputer gamesen
dc.subject.ddcddc:300
dc.subject.ddcddc:700
dc.titleEsports and Live Streaming. Between Grind, Critical Work and Leisureen
dc.typearticle
dc.type.statuspublishedVersion
dspace.entity.typeArticle
local.coverpage2024-03-02T02:42:43
local.source.epage168
local.source.issue2
local.source.issueTitleThe Boundaries of Play
local.source.spage161
local.source.volume5

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