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dc.contributor.authorChee, Florence M.
dc.contributor.authorKarhulahti, Veli-Matti
dc.date.accessioned2020-09-03T04:43:49Z
dc.date.available2020-09-03T04:43:49Z
dc.date.issued2020
dc.identifier.citationChee, F. M., & Karhulahti, V.-M. (2020). The Ethical and Political Contours of Institutional Promotion in Esports : From Precariat Models to Sustainable Practices. <i>Human Technology</i>, <i>16</i>(2), 200-226. <a href="https://doi.org/10.17011/ht/urn.202008245642" target="_blank">https://doi.org/10.17011/ht/urn.202008245642</a>
dc.identifier.otherCONVID_41869808
dc.identifier.urihttps://jyx.jyu.fi/handle/123456789/71609
dc.description.abstractThis study evaluated five early cases in which esport developer Riot Games made rulings regarding activities and infractions by members of various institutions related to its product, League of Legends. The findings of this study support future theoretical exploration of other esports in seeking a fuller understanding of issues related to consent, power differentials, and roles and behaviors expected of the institutional activities of players and teams in competition. Increased investigation of these—and other—issues from an ethical standpoint could lead to a framework that not only would facilitate future study but also bring opportunities for improvements in practices in concert with necessary policy changes.en
dc.format.mimetypeapplication/pdf
dc.language.isoeng
dc.publisherJyväskylän Yliopisto
dc.relation.ispartofseriesHuman Technology: An Interdisciplinary Journal on Humans in ICT Environments
dc.rightsCC BY-NC 4.0
dc.subject.otheresports
dc.subject.otherinstitutional promotion
dc.subject.otherlabor
dc.subject.otherleague
dc.titleThe Ethical and Political Contours of Institutional Promotion in Esports : From Precariat Models to Sustainable Practices
dc.typeresearch article
dc.identifier.urnURN:NBN:fi:jyu-202009035731
dc.contributor.laitosMusiikin, taiteen ja kulttuurin tutkimuksen laitosfi
dc.contributor.laitosDepartment of Music, Art and Culture Studiesen
dc.type.urihttp://purl.org/eprint/type/JournalArticle
dc.identifier.doi10.17011/ht/urn.202008245642
dc.type.coarhttp://purl.org/coar/resource_type/c_2df8fbb1
dc.description.reviewstatuspeerReviewed
dc.format.pagerange200-226
dc.relation.issn1795-6889
dc.relation.numberinseries2
dc.relation.volume16
dc.type.versionpublishedVersion
dc.rights.copyright©2020 Florence M. Chee & Veli-Matti Karhulahti, and the Open Science Centre, University of Jyväskylä
dc.rights.accesslevelopenAccess
dc.type.publicationarticle
dc.relation.grantnumber312397
dc.subject.ysooikeudet
dc.subject.ysoelektroninen urheilu
dc.subject.ysoetiikka
dc.format.contentfulltext
jyx.subject.urihttp://www.yso.fi/onto/yso/p152
jyx.subject.urihttp://www.yso.fi/onto/yso/p29375
jyx.subject.urihttp://www.yso.fi/onto/yso/p3166
dc.rights.urlhttps://creativecommons.org/licenses/by-nc/4.0/
dc.relation.funderResearch Council of Finlanden
dc.relation.funderSuomen Akatemiafi
jyx.fundingprogramCentre of Excellence, AoFen
jyx.fundingprogramHuippuyksikkörahoitus, SAfi
jyx.fundinginformationThe authors acknowledge the contributions of research dialogue, funding, and support that were instrumental to this scholarly process. We are grateful for the feedback from commentators at key conferences where we presented this work in progress, namely, the Canadian Game Studies Association (Calgary 2016), the Research Institute for Digital Culture and Humanities Conference (Hong Kong 2017), and the Association of Internet Researchers Conference (Tartu 2017). Funding from two Academy of Finland projects (No. 312397 and No. 309382) also supported this study.
dc.type.okmA1


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