dc.contributor.author | Kerttula, Tero | |
dc.contributor.editor | Reitman, Jason G. | |
dc.contributor.editor | Anderson, Craig G. | |
dc.contributor.editor | Deppe, Mark | |
dc.contributor.editor | Steinkuehler, Constance | |
dc.date.accessioned | 2020-05-25T10:41:03Z | |
dc.date.available | 2020-05-25T10:41:03Z | |
dc.date.issued | 2020 | |
dc.identifier.citation | Kerttula, T. (2020). Early Television Video Game Tournaments as Sports Spectacles. In J. G. Reitman, C. G. Anderson, M. Deppe, & C. Steinkuehler (Eds.), <i>Proceedings of the 2019 Esports Research Conference (ESC)</i>. Carnegie Mellon University; ETC Press. <a href="https://doi.org/10.1184/R1/12217766.v1" target="_blank">https://doi.org/10.1184/R1/12217766.v1</a> | |
dc.identifier.other | CONVID_35736612 | |
dc.identifier.uri | https://jyx.jyu.fi/handle/123456789/69186 | |
dc.description.abstract | This article looks at two televised video game tournaments from the 1980’s from the viewpoint of sports spectacle. Through the analysis of the television episodes and comparison to modern eSports-scene, the aim is to see, if there were similarities or differences between sports broadcasting and video game broadcasting at the time. The article suggests that because of visual choices made in sports broadcasting, the video game tournaments adapted this style coincidentally, which might have affected the style of eSports-broadcasting later. | en |
dc.format.extent | 237 | |
dc.format.mimetype | application/pdf | |
dc.language | eng | |
dc.language.iso | eng | |
dc.publisher | Carnegie Mellon University; ETC Press | |
dc.relation.ispartof | Proceedings of the 2019 Esports Research Conference (ESC) | |
dc.rights | CC BY-NC-ND 4.0 | |
dc.title | Early Television Video Game Tournaments as Sports Spectacles | |
dc.type | conference paper | |
dc.identifier.urn | URN:NBN:fi:jyu-202005253439 | |
dc.contributor.laitos | Musiikin, taiteen ja kulttuurin tutkimuksen laitos | fi |
dc.contributor.laitos | Department of Music, Art and Culture Studies | en |
dc.contributor.oppiaine | Nykykulttuurin tutkimus | fi |
dc.contributor.oppiaine | Hyvinvoinnin tutkimuksen yhteisö | fi |
dc.contributor.oppiaine | Contemporary Culture | en |
dc.contributor.oppiaine | School of Wellbeing | en |
dc.type.uri | http://purl.org/eprint/type/ConferencePaper | |
dc.type.coar | http://purl.org/coar/resource_type/c_5794 | |
dc.description.reviewstatus | nonPeerReviewed | |
dc.type.version | acceptedVersion | |
dc.rights.copyright | © 2020 ETC Press | |
dc.rights.accesslevel | openAccess | fi |
dc.type.publication | conferenceObject | |
dc.relation.conference | Esports Research Conference | |
dc.subject.yso | televisiointi | |
dc.subject.yso | videopelit | |
dc.subject.yso | elektroninen urheilu | |
dc.format.content | fulltext | |
jyx.subject.uri | http://www.yso.fi/onto/yso/p9779 | |
jyx.subject.uri | http://www.yso.fi/onto/yso/p17281 | |
jyx.subject.uri | http://www.yso.fi/onto/yso/p29375 | |
dc.rights.url | https://creativecommons.org/licenses/by-nc-nd/4.0/ | |
dc.relation.doi | 10.1184/R1/12217766.v1 | |
jyx.fundinginformation | Suomen akatemia, Centre of Excellence in Game Studies (312395). | |
dc.type.okm | D3 | |