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Works Cited

 

Ackman D. At the Cyber Games, Even Virtual Excitement Is in Short Supply. Wall Street Journal – Eastern Edition [serial online]. September 13, 2005:D8. Available from: Academic Search Complete, Ipswich, MA. Accessed July 16, 2014.

 

Aidan, Julian. "Behind the Screens: An inside look at eSports culture." The Michigan Daily. The Michigan Daily, 11 Apr. 2013. Web. 31 July 2014. <https://www.michigandaily.com/arts/04esports-lead11>.

 

Hebbel-Seeger, A. (2012). The relationship between real sports and digital adaptation in e-sport gaming. International Journal Of Sports Marketing & Sponsorship, 13(2), 132-143.

 

HUTCHINS, B. (2008). Signs of meta-change in second modernity: the growth of e-sport and the World Cyber Games. New Media & Society, 10(6), 851-869.

 

Kielman, John. "College recruiting gamers as athletes." chicagotribune.com. N.p., 23 June 2014. Web. 31 July 2014. <http://www.chicagotribune.com/news/local/ct-video-game-scholarship-20140623,0,4334654.story>.

 

Renson, R. (2009). FAIR PLAY: ITS ORIGINS AND MEANINGS IN SPORT AND SOCIETY. Kinesiology, 41(1), 5-18.

 

Robinson, Jon. " Life of a professional gamer." . ESPN, 4 Jan. 2012. Web. 31 July 2014. <http://espn.go.com/espn/thelife/videogames/blog/_/name/thegamer/id/7420111/life-professional-gamer?readmore=fullstory>.

 

Schiesel, Seth. "The Land of the Video Geek." The New York Times. The New York Times, 7 Oct. 2006. Web. 31 July 2014. <http://www.nytimes.com/2006/10/08/arts/08schi.html?pagewanted=all&_r=0>.

 

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