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The E in Sports: The Platformization of Professional Gaming
The E in Sports: The Platformization of Professional Gaming
The E in Sports: The Platformization of Professional Gaming

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자료유형  
 학위논문 서양
최종처리일시  
20260202103118
ISBN  
9798315712497
DDC  
004
저자명  
Partin, William Clyde, III.
서명/저자  
The E in Sports: The Platformization of Professional Gaming
발행사항  
[Sl] : The University of North Carolina at Chapel Hill, 2025
발행사항  
Ann Arbor : ProQuest Dissertations & Theses, 2025
형태사항  
233 p
주기사항  
Source: Dissertations Abstracts International, Volume: 86-11, Section: B.
주기사항  
Advisor: Monahan, Torin.
학위논문주기  
Thesis (Ph.D.)--The University of North Carolina at Chapel Hill, 2025.
초록/해제  
요약This dissertation examines the development of the professional gaming industry-popularly known as esports-between 2009 and 2020. In contrast to sport-centric frameworks to understanding professional gaming, this dissertation utilizes the framework of platformization of cultural production: the penetration of economic and infrastructural extensions of online platforms into the web, affecting the production, distribution, and circulation of cultural content. Using this framework, I consider how video game publishers, especially Valve, Activision-Blizzard, and Riot Games, sought to transform the underlying technical, legal, and financial arrangements that undergird professional gaming. In particular, I illustrate how, in the 2010s, and like other sectors of cultural production, professional gaming became subject to novel forms of platform governance, multisided markets, and infrastructure. It is argued that esports ought to be understood as an effort to create an articulation of sporting that is aligned with the financial and technical logics of digital platforms.
일반주제명  
Information technology
일반주제명  
Communication
일반주제명  
Sports management
일반주제명  
Political science
키워드  
Cultural industries
키워드  
Esports
키워드  
Game studies
키워드  
Platform governance
키워드  
Platformization
키워드  
Political economy
기타저자  
The University of North Carolina at Chapel Hill Communication Studies
기본자료저록  
Dissertations Abstracts International. 86-11B.
전자적 위치 및 접속  
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MARC

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■020    ▼a9798315712497
■035    ▼a(MiAaPQ)AAI31937613
■040    ▼aMiAaPQ▼cMiAaPQ
■0820  ▼a004
■1001  ▼aPartin,  William  Clyde,  III.
■24510▼aThe  E  in  Sports:  The  Platformization  of  Professional  Gaming
■260    ▼a[Sl]▼bThe  University  of  North  Carolina  at  Chapel  Hill▼c2025
■260  1▼aAnn  Arbor▼bProQuest  Dissertations  &  Theses▼c2025
■300    ▼a233  p
■500    ▼aSource:  Dissertations  Abstracts  International,  Volume:  86-11,  Section:  B.
■500    ▼aAdvisor:  Monahan,  Torin.
■5021  ▼aThesis  (Ph.D.)--The  University  of  North  Carolina  at  Chapel  Hill,  2025.
■520    ▼aThis  dissertation  examines  the  development  of  the  professional  gaming  industry-popularly  known  as  esports-between  2009  and  2020.  In  contrast  to  sport-centric  frameworks  to  understanding  professional  gaming,  this  dissertation  utilizes  the  framework  of  platformization  of  cultural  production:  the  penetration  of  economic  and  infrastructural  extensions  of  online  platforms  into  the  web,  affecting  the  production,  distribution,  and  circulation  of  cultural  content.  Using  this  framework,  I  consider  how  video  game  publishers,  especially  Valve,  Activision-Blizzard,  and  Riot  Games,  sought  to  transform  the  underlying  technical,  legal,  and  financial  arrangements  that  undergird  professional  gaming.  In  particular,  I  illustrate  how,  in  the  2010s,  and  like  other  sectors  of  cultural  production,  professional  gaming  became  subject  to  novel  forms  of  platform  governance,  multisided  markets,  and  infrastructure.  It  is  argued  that  esports  ought  to  be  understood  as  an  effort  to  create  an  articulation  of  sporting  that  is  aligned  with  the  financial  and  technical  logics  of  digital  platforms.
■590    ▼aSchool  code:  0153.
■650  4▼aInformation  technology
■650  4▼aCommunication
■650  4▼aSports  management
■650  4▼aPolitical  science
■653    ▼aCultural  industries
■653    ▼aEsports
■653    ▼aGame  studies
■653    ▼aPlatform  governance
■653    ▼aPlatformization
■653    ▼aPolitical  economy
■690    ▼a0489
■690    ▼a0459
■690    ▼a0430
■690    ▼a0615
■71020▼aThe  University  of  North  Carolina  at  Chapel  Hill▼bCommunication  Studies.
■7730  ▼tDissertations  Abstracts  International▼g86-11B.
■790    ▼a0153
■791    ▼aPh.D.
■792    ▼a2025
■793    ▼aEnglish
■85640▼uhttp://www.riss.kr/pdu/ddodLink.do?id=T17357023▼nKERIS▼z이  자료의  원문은  한국교육학술정보원에서  제공합니다.

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