References
- Bekebrede, G., H. Warmelink, and I. Mayer. 2011. “Reviewing the Need for Gaming in Education to Accommodate the Net Generation.” Computers & Education 57 (2): 1521–1529. doi:10.1016/j.compedu.2011.02.010.
- Belgers, J. 2017. “Hoe seksisme ervoor zorgt dat er zo weinig vrouwelijke gamers zijn.” Het Laatste Nieuws, December 15. https://www.hln.be/internet/hoe-seksisme-ervoor-zorgt-dat-er-zo-weinig-vrouwelijke-gamers-zijn∼a561766a/
- Bhardwaj, P. 2018. “Gaming Tournaments Now Offer Prize Pools Comparable to Some of the Most Established Traditional Sporting Events.” Business Insider, June 8. https://www.businessinsider.com/esports-prize-pools-vs-traditional-sports-2018-6?r=US&IR=T
- Bowman, N. D., and G. A. Cranmer. 2019. “Can Video Games Be a Sport? Debating and Complicating Esports as Physical Competitions.” In Understanding Esports: An Introduction to the Global Phenomenon, edited by R. Rogers, 15–30. Lanham, MD: Lexington Books.
- Chadwick, A. 2013. The Hybrid Media System: Politics and Power. Oxford: Oxford University Press
- Davis, P., and C. Weaving. 2009. Philosophical Perspectives on Gender in Sport and Physical Activity. New York, NY: Routledge.
- Entman, R. M. 1993. “Framing: Toward Clarification of a Fractured Paradigm.” Journal of Communication 43 (4): 51–58. doi:10.1111/j.1460-2466.1993.tb01304.x.
- eSports België. 2021. “Lees alles over de Belgische eSports.” eSports België. Accessed July 31 2021. https://esportsbelgie.be/belgische-spelers/
- eSportsClub.nl. 2020. “Nieuw in België: Outplayed Esports Center opent begin 2021 hun deuren.” eSportsClub.nl, August 20. https://www.esportsclub.nl/nieuws/nieuw-in-belgie-outplayed-esports-center-opent-begin-2021-hun-deuren
- Feys, S. 2014. “Gamers zijn de nieuwe rocksterren.” De Morgen, August 2. https://www.demorgen.be/nieuws/gamers-zijn-de-nieuwe-rocksterren∼bf7d0aea/
- Freys, J. 2017. “Uur wiskunde, uur Frans en twee uur gamen.” De Standaard, July 15. https://www.standaard.be/cnt/dmf20170714_02973448
- Flyvbjerg, B. 2006. “Five Misunderstandings about Case-Study Research.” Qualitative Inquiry 12 (2): 219–245. doi:10.1177/1077800405284363.
- Frandsen, K. 2019. Sport and Mediatization. New York, NY: Routledge.
- Gamson, W. A., and A. Modigliani. 1989. “Media Discourse and Public Opinion on Nuclear Power: A Constructionist Approach.” American Journal of Sociology 95 (1): 1–37. doi:10.1086/229213.
- Gitlin, T. 1980. The Whole World Is Watching: Mass Media in the Making & Unmaking of the New Left. Berkeley, CA: University of California Press.
- Goetomo, F. 2016. “Esports in Korea: A Study on League of Legends Team Performances on the Share Price of Owning Corporations.” Senior thes., Claremont McKenna College.
- Gough, C. 2021. “Leading Esports Tournaments Worldwide as of November 2020, Ranked by Overall Prize Pool” Statista, November 27. https://www.statista.com/statistics/517940/leading-esports-tournamets-worldwide-by-prize-pool/
- Guttmann, A. 1978. From Ritual to Record: The Nature of Modern Sports. New York: Columbia University Press.
- Hall, S., J. Evans, and S. Nixon. 2013. Representation. London: Sage.
- Hallmann, K., and T. Giel. 2018. “eSports – Competitive Sports or Recreational Activity?” Sport Management Review 21 (1): 14–20. doi:10.1016/j.smr.2017.07.011.
- Hamari, J., and M. Sjöblom. 2017. “What is Esports and Why Do People Watch It?” Internet Research 27 (2): 211–232. doi:10.1108/IntR-04-2016-0085.
- Harper, T. L. 2010. “The Art of War: Fighting Games, Performativity, and Social Game Play.” PhD diss., Ohio University.
- Hope, A. 2014. “The Evolution of the Electronic Sports Entertainment Industry and Its Popularity.” In Computers for Everyone, edited by J. Sharp and R. Self, 87–89.
- ICES. 2019. Genderongelijkheid en Heteronormativiteit in de Sport. Een verkennende Analyse van de Vlaamse Context. Gent: ICES (Centrum Ethiek in de Sport). http://www.ethicsandsport.com/images/uploads/downloads/ICES_2019_Genderongelijkheid_en_heteronormativiteit_in_de_sport.pdf
- Jarvie, G. 2018. Sport, Culture and Society: An Introduction. 3rd ed. London: Routledge.
- Jenny, S. E., R. D. Manning, M. C. Keiper, and T. W. Olrich. 2017. “Virtual(ly) Athletes: Where Esports Fit within the Definition of ‘Sport.” Quest 69 (1): 1–18. doi:10.1080/00336297.2016.1144517.
- Jin, D. Y. 2010. Korea’s Online Gaming Empire. Cambridge, MA: MIT Press.
- Kelly, M. 2020. “The Most Watched Esports Events of 2020” Dot Esports, December 24. https://dotesports.com/streaming/news/the-most-watched-esports-events-of-2020
- Kendall, L. 1999. “Nerd Nation: Images of Nerds in US Popular Culture.” International Journal of Cultural Studies 2 (2): 260–283. doi:10.1177/136787799900200206.
- Kendall, L. 2000. “‘OH NO! I’M a NERD!’ Hegemonic Masculinity on an Online Forum.” Gender & Society 14 (2): 256–274. doi:10.1177/089124300014002003.
- Kim, S. J. 2017. “Gender Inequality in eSports Participation: Examining League of Legends.” Master’s thes., University of Texas.
- Kowert, R., M. D. Griffiths, and J. A. Oldmeadow. 2012. “Geek or Chic? Emerging Stereotypes of Online Gamers.” Bulletin of Science, Technology & Society 32 (6): 471–479. doi:10.1177/0270467612469078.
- Le Bacq, T. 2018. “Vergeet Mario Bros, Tetris en Call of Duty.” Het Nieuwsblad, September 29. https://academic.gopress.be/vy2r0ds5k8/
- Limelight Networks 2017. The State of Online Video 2017. Scottsdale, AZ: Limelight Networks. https://www.limelight.com/resources/white-paper/state-of-online-video-2017/
- Maclean, E. 2016. “Girls, Guys and Games: How News Media Perpetuate Stereotypes of Male and Female Gamers.” Press Start 3 (1): 17–45. https://press-start.gla.ac.uk/index.php/press-start/article/view/44.
- Maguire, J. A. 2011. “Development through Sport and the Sports–Industrial Complex: The Case for Human Development in Sports and Exercise Sciences.” Sport in Society 14 (7-8): 937–949. doi:10.1080/17430437.2011.603550.
- Marien, S. 2018. “Wordt e-Sport Mainstream in België?” Data News, May 18. https://datanews.knack.be/ict/nieuws/wordt-e-sport-mainstream-in-belgie/article-longread-1148707.html
- Martin, M. 2017. “Balkunstenaars Met Controllers.” De Morgen, October 23. https://www.demorgen.be/nieuws/balkunstenaars-met-controllers∼b6100ed6/
- Martin, M. 2018. “Gezocht: Beleid voor e-Sports.” De Morgen, August 20. https://academic.gopress.be/hg4mx16017/
- Matheï, S. 2021. “Kamercommissie keurt fiscale ondersteuning gamingsector goed,” Steven Matheï (blog), July 13. https://www.stevenmathei.be/blog/2021/7/13/kamercommissie-keurt-fiscale-ondersteuning-gamingsector-goed
- Matthes, J. 2009. “What’s in a Frame? A Content Analysis of Media Framing Studies in the World’s Leading Communication Journals, 1990-2005.” Journalism & Mass Communication Quarterly 86 (2): 349–367. doi:10.1177/107769900908600206.
- Meeus, R. 2016. “Games kijken Is Big Business.” De Morgen, September 12. https://academic.gopress.be/wc8ucuaes1/
- Meeus, R. 2018. “Bedenk een videogame, en bouw er een stadion bij.” De Morgen, January 13. https://www.demorgen.be/nieuws/bedenk-een-videogame-en-bouw-er-een-stadion-bij∼b5289815/
- Mortensen, T. E. 2018. “Anger, Fear, and Games: The Long Event of #Gamergate.” Games and Culture 13 (8): 787–806. doi:10.1177/1555412016640408.
- Newzoo. 2020. “Global Esports Market Report 2020.” San Francisco, CA: Newzoo. https://newzoo.com/insights/trend-reports/newzoo-global-esports-market-report-2020-light-version/
- Nieborg, D, and M. Foxman. 2016. “The Mainstreaming of US Games Journalism.” Paper presented at the First International Joint Conference of DiGRA and FDG, Dundee, August 1–6.
- Nielsen, R. K L, and V.-M. Karhulahti. 2017. “The Problematic Coexistence of “Internet Gaming Disorder” and eSports.” In Proceedings of the 12th International Conference on the Foundations of Digital Games, edited by S. Deterding, 1–4. Hyannis, MA: ACM.
- Orme, S. 2020. “Playing to Win: The Global Esports Industry and Key Issues.” In The Video Game Debate 2: Revisiting the Physical, Social, and Psychological Effects of Video Games, edited by R. Kowert and T. Quandt, 65–79. New York, NY: Routledge.
- Parshakov, P., and M. Zavertiaeva. 2018. “Determinants of Performance in Esports: A Country-Level Analysis.” International Journal of Sport Finance 13 (1): 34–51. https://fitpublishing.com/articles/determinants-performance-esports-country-level-analysis.
- Ponsaerts, S. 2018. “21-jarige Limburger is vicewereldkampioen ‘FIFA 18’: 60.000 euro verdiend dit jaar met spelletjes.” Het Laatste Nieuws, August 7. https://www.hln.be/de-krant/21-jarige-limburger-is-vicewereldkampioen-fifa-18-60-000-euro-verdiend-dit-jaar-met-spelletjes∼adcff3d8/
- Reitman, J. G., M. J. Anderson-Coto, M. Wu, J. S. Lee, and C. Steinkuehler. 2020. “Esports Research: A Literature Review.” Games and Culture 15 (1): 32–50. doi:10.1177/1555412019840892.
- Robeers, T, and L. C. Sharp. 2020. “British and American Media Framing of Online Sim Racing during Covid-19.” In Sport and the Pandemic: Perspectives on Covid-19’s Impact on the Sport Industry, edited by P. M. Pedersen, B. J. Ruihley, and B. Li, 95–105. London: Routledge.
- Rowe, D. 2013. “The Sport/Media Complex: Formation, Flowering, and Future.” In A Companion to Sport, edited by D. L. Andrews and B. Carrington, 61–77. Hoboken, NJ: Blackwell Publishing.
- Serrure, B. 2018. “Miljoenenpubliek, sterrenstatus, toploon: Welkom in de lucratieve wereld van de e-sports.” De Tijd, February 10. https://www.tijd.be/tech-media/entertainment/miljoenenpubliek-sterrenstatus-toploon-welkom-in-de-lucratieve-wereld-van-de-e-sports/9981135.html
- Shenton, A. K. 2004. “Strategies for Ensuring Trustworthiness in Qualitative Research Projects.” Education for Information 22 (2): 63–75. doi:10.3233/EFI-2004-22201.
- Sjöblom, M. L. Hassan, J. Macey, M. Törhönen, and J. Hamari. 2018. “Liking the Game: How Can Spectating Motivations Influence Social Media Usage at Live eSports Events?.” In Proceedings of the 9th International Conference on Social Media and Society, 160–167. New York, NY: ACM.
- Stassijns, J. 2017. “Topsport achter een computerscherm.” Gazet van Antwerpen, November 4. https://www.gva.be/cnt/dmf20171103_03167513
- Steinkuehler, C. 2020. “Esports Research: Critical, Empirical, and Historical Studies of Competitive Videogame Play.” Games and Culture 15 (1): 3–8. doi:10.1177/1555412019836855.
- Summerley, R. 2020. “The Development of Sports: A Comparative Analysis of the Early Institutionalization of Traditional Sports and E-Sports.” Games and Culture 15 (1): 51–72. doi:10.1177/1555412019838094.
- Taylor, T. L. 2008. “Becoming a Player: Networks, Structures, and Imagined Futures.” In Beyond Barbie and Mortal Kombat: New Perspectives on Gender, Games, and Computing, edited by Y. B. Kafai, C. Heeter, J. Denner, and J. Y. Sun, 51–66. Cambridge, MA: Mit Press.
- Taylor, T. L. 2012. Raising the Stakes: E-Sports and the Professionalization of Computer Gaming. Cambridge, MA: MIT Press.
- Tikkanen, S. 2019. “From Basements to Stadiums: Representations of Esports in Online Newspapers.” Bachelor’s thesis, University of Jyväskylä.
- Turner, J. S. 2014. “A Longitudinal Content Analysis of Gender and Ethnicity Portrayals on ESPN’s SportsCenter from 1999 to 2009.” Communication & Sport 2 (4): 303–327. doi:10.1177/2167479513496222.
- Vancaeneghem, J. 2018. “600.000 supporters en 8.000 euro voor Belg die Europees kampioen werd: Twaalf uur gamen per dag loont.” Het Nieuwsblad, April 11. https://academic.gopress.be/vy2r0ds5k8/
- Van Baelen, J. 2018. “Topsport met een toetsenbord: de onstuitbare opmars van het professioneel gamen.” Knack, June 6. https://www.knack.be/nieuws/belgie/topsport-met-een-toetsenbord-de-onstuitbare-opmars-van-het-professioneel-gamen/article-longread-1156803.html
- Van den Bulck, H., and N. Claessens. 2013. “Guess Who Tiger Is Having Sex with Now? Celebrity Sex and the Framing of the Moral High Ground.” Celebrity Studies 4 (1): 46–57. doi:10.1080/19392397.2012.750110.
- Van Gorp, B. 2007. “The Constructionist Approach to Framing: Bringing Culture Back In.” Journal of Communication 57 (1): 60–78. doi:10.1111/j.0021-9916.2007.00329.x.
- Van Gorp, B. 2010. “Strategies to Take Subjectivity out of Framing Analysis.” In Doing News Framing Analysis: Empirical and Theoretical Perspectives, edited by P. D’Angelo and J. A. Kuypers, 84–109. New York, NY: Routledge.
- Vermeulen, L., and J. Van Looy. 2016. “‘I Play so I Am?’ A Gender Study into Stereotype Perception and Genre Choice of Digital Game Players.” Journal of Broadcasting & Electronic Media 60 (2): 286–304. doi:10.1080/08838151.2016.1164169.
- Wagner, M. G. 2006. “On the Scientific Relevance of eSports.” Paper presented at the International Conference on Internet Computing, Las Vegas, June 26–29.
- Williams, D. 2003. “The Video Game Lightning Rod.” Information, Communication & Society 6 (4): 523–550. doi:10.1080/1369118032000163240.
- Wood, L., O. Hoeber, R. Snelgrove, and L. Hoeber. 2019. “Computer Science Meets Digital Leisure: Multiple Perspectives on Social Media and Esport Collaborations.” Journal of Leisure Research 50 (5): 425–437. doi:10.1080/00222216.2019.1594466.
- Yenişehirlioğlu, E., Òª. Erdoğan, S. Şahin, and Ş. Ulama. 2018. “A Conceptional Research on Determining the Tourism Potential of Electronic Sports Events: e-Sports Tourism.” The Journal of Kesit Academy 4 (16): 341–353. doi:10.18020/kesit.1515.
- Yin, R. K. 2017. Case Study Research and Applications: Design and Methods. 6th ed. Thousand Oaks, CA: Sage.
- Zhou, Y., and P. Moy. 2007. “Parsing Framing Processes: The Interplay between Online Public Opinion and Media Coverage.” Journal of Communication 57 (1): 79–98. doi:10.1111/j.0021-9916.2007.00330.x.