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Record W2930217046 · doi:10.11575/prism/35765

The Argonauts of esports Practice: Zooming in on the practice-networks of everyday gamers

2019· dissertation· en· W2930217046 on OpenAlexaboutno aff
Aiden Buckland

Bibliographic record

VenueOpen MIND · 2019
Typedissertation
Languageen
FieldSocial Sciences
TopicDigital Games and Media
Canadian institutionsnot available
Fundersnot available
KeywordsZoomArtGeographyEngineering

Abstract

fetched live from OpenAlex

Should people be concerned about everyday gamers’ participation in esports practices? This dissertation will address the question by exploring how everyday gamers’ practices are informed by professional gaming (esports). The rise of professional competitive video gaming has exploded in the past two decades. Billions of dollars of prize money have been awarded to thousands of people around the globe since the turn of the century. While a valorized few players have been able to professionalize their gaming, millions of everyday gamers spend countless hours participating in these same practices with no hope of ever being professionals. Who benefits from the perpetuation of the instrumental in-game practices? Who shapes the practices of groups attempting to organize their esports gaming? How do the affordances of nonhuman actors shape the practices of everyday gamers participating in esports gaming? Can the creation of esports media really empower everyday gamers? Using a micro-ethnographic approach this project will trace practice-networks of a student gaming club at the University of Calgary. The approach draws from the theoretical perspectives of practice theory and actor-network theory. Assessing whether the practices elucidated through this framework should be of concern will be accomplished primarily through the concept of participatory culture. Many scholars have weighed in on the value of participatory culture in contemporary society and those positions will be used in the evaluation of the practice-networks of the gaming group. Through this perspective the study will zoom in on the in-game practices of everyday gamers. Through a series of interviews, event observations and time spent in the game I will examine what resources esports practices require and what benefits players receive for their execution. Through engaging with the concept of gamer capital, and expanding it, I will trace the different pressures placed on everyday gamers in relation to in-game practices. I will then zoom out to examine two of the actants, the Students’ Union and Riot Games, which shaped the organization of the student club. The esports game explored in this study forces everyday gamers to seek out others to form teams to play the game. In their efforts to organize their gaming on campus two main actants exerted influence over the organization of the group. I will trace how this influence was exercise. The group drew on various nonhuman actors, from social media to university lecture halls, in their participation in esports practice. I will then zoom in on how the affordances of these actors shaped the practice of the club. Finally, I will explore a competitive series produced by the group and streamed on YouTube, to assess whether this kind of participation is empowering everyday gamers.

Fetched live from OpenAlex and de-inverted. Abstracts are not stored in this database: the inverted indexes are 8.6 GB of the frame’s 9.3 GB of text, and the host has 13 GB free.

How this classification was reachedexpand

Full frame distilled prediction

Teacher imitation

Not calibrated prevalence, not ground truth. Human validation pending. Learned from the 10,348 direct Codex labels and 10,348 direct Gemma labels. Candidate is the union of thresholded teacher heads; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels or direct frontier model labels.

metaresearch head score (Codex)0.003
metaresearch head score (Gemma)0.005
Version: codex-gemma-dda1882f352aValidation status: machine_predicted_unvalidated
Candidate categoriesnone
Consensus categoriesnone
DomainCandidate signal: none · Consensus signal: none
Study designCandidate signal: Other design · Consensus signal: none
GenreCandidate signal: Other · Consensus signal: none
Teacher disagreement score0.918
Threshold uncertainty score0.542

Codex and Gemma teacher scores by category

CategoryCodexGemma
Metaresearch0.0030.005
Meta-epidemiology (narrow)0.0000.000
Meta-epidemiology (broad)0.0000.000
Bibliometrics0.0000.000
Science and technology studies0.0000.000
Scholarly communication0.0000.001
Open science0.0010.000
Research integrity0.0000.000
Insufficient payload (model declined to judge)0.0000.000

Machine scores (provisional)

The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.

Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.

Opus teacher head0.025
GPT teacher head0.375
Teacher spread0.350 · how far apart the two teachers sit on this one work
Validation statusscore_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from it

Classification

machine, unvalidated

Machine predicted; a candidate call from one teacher head, not a consensus.

The models applied no category: nothing in the taxonomy fit this work.
Study designOther design
Domainnot available
GenreOther

How this classification was reached, model by model and score by score, is at the end of the page under "How this classification was reached".

Quick stats

Citations1
Published2019
Admission routes1
Has abstractyes

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