All Stories

  1. A Typology for Identifying Digitally-Induced Altered States of Consciousness Through Input Discrepancy
  2. Digital Technologies and Human Consciousness: A Futures Workshop for Exploring Potential Implications
  3. Digitally-Induced Altered States of Consciousness and Playful HCI: Future Research Agenda of a Novel Perspective
  4. Does esports spectating influence game consumption?
  5. “Empathy machine”: how virtual reality affects human rights attitudes
  6. The convergence of play: interrelations of social casino gaming, gambling, and digital gaming in Finland
  7. What predicts esports betting? A study on consumption of video games, esports, gambling and demographic factors
  8. Digital athletics in analogue stadiums
  9. GamCog: A measurement instrument for miscognitions related to gamblification, gambling, and video gaming.
  10. The ingredients of Twitch streaming: Affordances of game streams
  11. VGO, NFT, OMG! COMMENTARY ON CONTINUED DEVELOPMENTS IN SKINS WAGERING
  12. Online Abuse and Age in Dota 2
  13. Comment on the global gaming industry's statement on ICD-11 gaming disorder: a corporate strategy to disregard harm and deflect social responsibility?
  14. Liking the Game
  15. eSports, skins and loot boxes: Participants, practices and problematic behaviour associated with emergent forms of gambling
  16. Investigating relationships between video gaming, spectating esports, and gambling
  17. VGO, NFT, OMG!: Commentary on Continued Developments in Skins Wagering
  18. Content structure is king: An empirical study on gratifications, game genres and content type on Twitch