References
- Campbell, C. (2019, April 23). How Fortnite’s success led to months of intense crunch at Epic Games. Polygon. https://www.polygon.com/2019/4/23/18507750/fortnite-work-crunch-epic-games
- Cheng, J., Danescu-Niculescu-Mizil, C., Leskovec, J. (2015, April 21). Antisocial behavior in online discussion communities. Ninth International AAAI Conference on Web and Social Media. Ninth International AAAI Conference on Web and Social Media. https://www.aaai.org/ocs/index.php/ICWSM/ICWSM15/paper/view/10469
- Chesney, T., Coyne, I., Logan, B., & Madden, N. (2009). Griefing in virtual worlds: Causes, casualties and coping strategies. Information Systems Journal, 19(6), 525–548. doi:10.1111/j.1365-2575.2009.00330.x
- Chess, S., & Shaw, A. (2015). A Conspiracy of Fishes, or, How We Learned to Stop Worrying About #GamerGate and Embrace Hegemonic Masculinity. Journal of Broadcasting & Electronic Media, 59(1), 208–220. doi:10.1080/08838151.2014.999917
- Consalvo, M. (2011). Crunched by Passion: Women Game Developers and Workplace Challenges. In Y. Kafai, C. Heeter, J. Denner, & J. Sun (Eds.), Beyond barbie and mortal kombat. New perspectives on gender and gaming (pp. 177–191). MIT.
- Dibbell, J. (1994). A rape in cyberspace or how an evil clown, a haitian trickster spirit, two wizards, and a cast of dozens turned a database into a society. Annual Survey of American Law, 1994, 471.
- Ducheneaut, N., Yee, N., Nickell, E., & Moore, R. (2006). Alone together? Exploring the social dynamics of massively multiplayer online games. Proceedings of the SIGCHI conference on Human Factors in computing systems. 1, 407–416.
- Enarson, E. (2001). What women do: Gendered labor in the Red River Valley flood. Environmental Hazards, 3(1), 1–18.
- Enarson, E., & Pease, B. (2016). The gendered terrain of disaster. In E. Enarson & B. Pease (Eds.), Men, masculinities and disaster. Routledge.
- Fothergill, A. (2003). The stigma of charity: Gender, class, and disaster assistance. The Sociological Quarterly, 44(4), 659–680. doi:10.1111/j.1533-8525.2003.tb00530.x
- Gilbert, B. (2019, May 9). Grueling, 100-hour work weeks and “crunch culture” are pushing the video game industry to a breaking point. Here’s what’s going on. Business Insider. https://www.businessinsider.com/video-game-development-problems-crunch-culture-ea-rockstar-epic-explained-2019-5
- Gillespie, T. (2018). Custodians of the internet: Platforms, content moderation, and the hidden decisions that shape social media. Yale University Press.
- Gray, K. L. (2012). Intersecting oppressions and online communities. Information, Communication & Society, 15(3), 411–428. doi:10.1080/1369118X.2011.642401
- Gray, K. L. (2014). Race, gender, and deviance in Xbox Live: Theoretical perspectives from the virtual margins. Routledge.
- Indeed.com. (2020, April 7). Community manager salaries in the United States. Indeed.Com. https://www.indeed.com/salaries/community-manager-Salaries
- Jackson, G. (2016, December 9). A career waiter’s journey to twitch cooking star. Kotaku. https://kotaku.com/a-career-waiters-journey-to-becoming-a-twitch-cooking-s-1789931103
- Kerr, A. (2017). Global games: Production, circulation and policy in the networked era. Routledge.
- Kerr, A., & Kelleher, J. D. (2015). The recruitment of passion and community in the service of capital: community managers in the digital games industry. Critical Studies in Media Communication, 32(3), 177–192. doi:10.1080/15295036.2015.1045005
- Malaby, T. M. (2009). Making virtual worlds: Linden lab and second life. Cornell University Press.
- Massanari, A. (2017). #Gamergate and The Fappening: How Reddit’s algorithm, governance, and culture support toxic technocultures. New Media & Society, 19(3), 329–346. doi:10.1177/1461444815608807
- Mortensen, T. E. (2018). Anger, fear, and games: The long event of #GamerGate. Games and Culture, 13(8), 787–806. doi:10.1177/1555412016640408
- Mostov, A., & Adam, M. (2020, March 15). Could video games and other entertainment help slow the spread of COVID-19? Scientific American Blog Network. https://blogs.scientificamerican.com/observations/could-video-games-and-other-entertainment-help-slow-the-spread-of-covid-19/
- Putnam, R. D. (2000). Bowling alone: The collapse and revival of american community. Simon and Schuster.
- Ridings, C. M., & Gefen, D. (2004). Virtual community attraction: Why people hang out online. Journal of Computer-Mediated Communication, 10(1). https://doi.org/10.1111/j.1083-6101.2004.tb00229.x
- Roberts, S. T. (2019). Behind the screen: Content moderation in the shadows of social media. Yale University Press.
- Rosenblatt, K. (2019, September 29). Meet the drag queen revolutionizing the streaming world on Twitch. NBC News. https://www.nbcnews.com/feature/nbc-out/meet-drag-queen-revolutionizing-streaming-world-twitch-n1060021
- Simon, B. (2006). Never playing alone: The social contextures of digital gaming. Proceedings of the CGSA 2006 Symposium, 13.
- Taylor, H. (2020, March 18). Gaming and live streaming rise globally amid COVID-19 crisis. GamesIndustry.Biz. https://www.gamesindustry.biz/articles/2020-03-18-gaming-and-live-streaming-rise-globally-amid-covid-19-crisis
- Taylor, T. L. (2006). Play between worlds: Exploring online game culture. The MIT Press.
- U.S. Bureau of Labor Statistics. (2020, April 15). Usual Weekly Earnings Summary. U.S. Bureau of Labor Statistics. https://www.bls.gov/news.release/wkyeng.nr0.htm
- Whitson, J. R. (2013). Gaming the Quantified Self. Surveillance & Society, 11(1/2), 163–176. doi:10.24908/ss.v11i1/2.4454
- Williams, D. (2006). Why game studies now? Gamers don’t bowl alone. Games and Culture - Game Cult, 1(1), 13–16. doi:10.1177/1555412005281774