Sport elektroniczny i jego medialne interfejsy

Q4 Arts and Humanities Images (Poland) Pub Date : 2023-07-03 DOI:10.14746/i.2023.33.42.14
M. Felczak
{"title":"Sport elektroniczny i jego medialne interfejsy","authors":"M. Felczak","doi":"10.14746/i.2023.33.42.14","DOIUrl":null,"url":null,"abstract":"\n \n \nThis paper provides an overview of changes on the electronic sports information circuit in the period from 2012 to 2022. The research here focuses on visual components of e-sports events, especially games’ GUIs and interactive elements of the digital platform interfaces that provide technological scaffolding for e-sports broadcasts (such as Twitch). The analysis is conducted from the software studies perspective, with the StarCraft franchise as a chief example of the phenomena assessed in the paper. The findings presented in this study stem from the juxtaposition of divergent modes of interaction between the viewers, players and e-sports media professionals, which are subsequently confronted with the computational rules of e-sports games’ mechanics. \n \n \n","PeriodicalId":37086,"journal":{"name":"Images (Poland)","volume":"101 1","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2023-07-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Images (Poland)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.14746/i.2023.33.42.14","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q4","JCRName":"Arts and Humanities","Score":null,"Total":0}
引用次数: 0

Abstract

This paper provides an overview of changes on the electronic sports information circuit in the period from 2012 to 2022. The research here focuses on visual components of e-sports events, especially games’ GUIs and interactive elements of the digital platform interfaces that provide technological scaffolding for e-sports broadcasts (such as Twitch). The analysis is conducted from the software studies perspective, with the StarCraft franchise as a chief example of the phenomena assessed in the paper. The findings presented in this study stem from the juxtaposition of divergent modes of interaction between the viewers, players and e-sports media professionals, which are subsequently confronted with the computational rules of e-sports games’ mechanics.
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
本文对2012 - 2022年电子竞技信息线路的变化进行了概述。这里的研究重点是电子竞技赛事的视觉组件,特别是游戏的gui和数字平台界面的交互元素,这些元素为电子竞技广播(如Twitch)提供了技术脚手架。本文从软件研究的角度进行分析,并以《星际争霸》系列作为本文所评估的现象的主要例子。本研究的发现源于观众、玩家和电子竞技媒体专业人员之间的不同互动模式的并置,这些模式随后面临着电子竞技游戏机制的计算规则。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 去求助
来源期刊
Images (Poland)
Images (Poland) Arts and Humanities-Visual Arts and Performing Arts
自引率
0.00%
发文量
0
期刊最新文献
Queerowanie gier AAA na przykładzie serii Assassin’s Creed – możliwości i zagrożenia Grofilia. Omówienie zjawiska na przykładzie wybranych seriali platformy Netflix Rola regulacji prawnych w kształtowaniu treści gier i mechanizmów ich promocji na przykładzie wybranych zagadnień ochrony konsumentów Postklasyczna groza. Przeobrażenia fuzji gatunkowej survival horroru Otwarty świat i narracja rozproszona w grze Elden Ring studia FromSoftware
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1