Replaying Japan 2022 – Call for Papers

Replaying Japan 2022 

Online and on-site Hotel Anteroom Kyoto 


Replaying Japan 2022: The 10th International Japan

Game Studies Conference


Conference theme: Games for Learning

Date: August 25-27, 2022

Location: Hosted online and on-site at Hotel Anteroom Kyoto by Ritsumeikan University

Please note that as of August 10th, 2022 the location for the on-site section of this conference has changed to the Hotel Anteroom in Kyoto. 

All keynotes and presentations on August 25th and 26th will now be held online. The morning session on August 27th will also be online. Only the poster presentations on August 27th and the keynote held in the afternoon will be conducted on-site. 

Please be aware that, as of now, it is not possible to enter Japan on a tourist visa. No exceptions can be made for academic conferences. Participants from outside Japan should assume at this stage that their presentation will be made online. We thank you for your understanding and will update you if there are any changes.

Replaying Japan2022における会場変更のお知らせ

COVID-19の状況を踏まえ、Replaying Japan 2020におけるオンサイト部門の開催場所が、立命館大学OICキャンパスから、京都のホテル・アンテルームに変更となりましたので、ご注意ください。

8月25日、26日の基調講演とプレゼンテーションは、すべてオンラインで行われるようになりました。また、8月27日のモーニングセッションもオンラインとなります。27日のポスター発表と午後の基調講演のみ、現地で実施します。

Keynotes 2022


Dr. James York

James is a senior assistant professor at Meiji University where he teaches and conducts research on the application of games and play in language and literacy teaching. He is currently exploring projects in the following areas:

– Teaching cyberpragmatics through analysis and participation in Reddit communities.
– “Doing things with games and play” (Having a societal impact with game design).
– The language of games and play (genre analysis, game literacy, learning about the games industry).
– A PBL class focused on the SDGs.
– A task-based language teaching approach to learning English communication skills with board and video games.

James also edits Ludic Language Pedagogy, an open-access journal that publishes research on the integration of games and play into language teaching practices.


明治大学の専任講師として、言語やリテラシー教育におけるゲームや遊びの可能性について研究を行っている。現在、以下のプロジェクトを実施中。

– Reddiの分析や参加による言語教育。
– “Doing things with games and play”(ゲームデザインの社会的かつ教育的なインパクトについて)。
– ゲームと遊びの言語(ジャンル分析、ゲームリテラシー、ゲーム産業についての学習)。
– SDGsに焦点をあてたPBL授業。
– ボードゲームやビデオゲームを使った英語能力を育む授業。

また、ゲームや遊びを言語教育実践に取り入れるための研究を掲載するオープンアクセス・ジャーナル「Ludic Language Pedagogy」の創立者かつ編集者。


岸本 好弘

岸本好弘は、ゲーミフィケーション・デザイナーLv98、日本ゲーミフィケーション協会の代表賢者です。

彼はファミコンが存在する前に、からずっとゲームをデザインしています。ナムコとコーエーのような会社で働いているテレビゲーム発展の29年の経歴で、彼は、ちょうど60のゲーム開発に携わりました。

その後、彼は、同じフィールドの研究者になりました。東京工科大学メディア部の準教授でした。ビデオゲームの力がどのように教育と社会全体のために用いることができるのかについて、彼の研究は集中しました。

その後、彼は日本ゲーミフィケーション協会を立ち上げました。日本の教育や仕事や子育てなどがゲーミフィケーションを活用して、よりやる気に満ち溢れることを目指して、ゲーミフィケーションの講演や勉強会を行っています。「世界を神ゲーに。」が彼のミッションです。

彼の好きな食べ物はオムライスです。


Mr. Yoshihiro Kishimoto

Yoshihiro Kishimoto is a level 98 gamification designer and sage-level representative of the Japan Gamification Association.

He has designed video games long before the Nintendo Entertainment System existed. With 29 years of experience under his belt as a video game developer, Yoshihiro has worked at companies such as Namco and Koei, and has developed 60 games to date.

He wore the hat of a game researcher. He was an associate professor at Tokyo University of Technology School of Media Science, where he taught classes and workshops on gamification. His research was focused on how the power of video games can be used to benefit education and society at large.

He then founded Japan Gamification Association. He gives lectures and holds workshops with the aim of helping motivate people gamify things such as education, work, and child-rearing in Japan. His ultimate mission is to “make the world a fun game!”His favorite food is Omurice.


Clara Fernández-Vara

Clara Fernández-Vara is Associate Arts Professor at the NYU Game Center. She is a game scholar, designer and writer. Her main research interest is the study and creation of narrative games, and how they create worlds as sites of performance. Clara’s digital media work is grounded in the humanities, informed by her background in literature, film and theatre. Her current work focuses on detective games and their relationship with other media. Her book, Introduction to Game Analysis, been published by Routledge. and is now on its second edition.


Contact Information

For more information see www.replaying.jp or contact replayingjapan@gmail.com. 

You can follow us on Twitter at #replayingjapan

 

Organizing Committee

Replaying Japan 2022 is organized by the Ritsumeikan Center for Game Studies, in collaboration with University of Alberta (AI for Society (AI4S) signature area, the Prince Takamado Japan Centre (PTJC), and the Kule Institute for Advanced Study (KIAS)), University of Delaware, Bath Spa University, Seijoh University, University of Liège, Université du Québec à Montréal (UQAM) and DiGRA Japan.

Call for Papers 2022 – Hybrid (English)

Replaying Japan 2022 – Call for Papers

(Hybrid, English)

The deadline for Replaying Japan 2022 – the 10th International Japan Game Studies Conference is

Deadline extended

April 30th, 2022

Notification of acceptance will be sent at the end of May


Replaying Japan 2022: The 10th International Japan

Game Studies Conference

Replaying Japan 2022 

Online and on-site Hotel Anteroom Kyoto 


Replaying Japan 2022: The 10th International Japan

Game Studies Conference


Conference theme: Games for Learning

Date: August 25-27, 2022

Location: Hosted online and on-site at Hotel Anteroom Kyoto by Ritsumeikan University

Please note that as of August 10th, 2022 the location for the on-site section of this conference has changed to the Hotel Anteroom in Kyoto. 

All keynotes and presentations on August 25th and 26th will now be held online. The morning session on August 27th will also be online. Only the poster presentations on August 27th and the keynote held in the afternoon will be conducted on-site. 

Please be aware that, as of now, it is not possible to enter Japan on a tourist visa. No exceptions can be made for academic conferences. Participants from outside Japan should assume at this stage that their presentation will be made online. We thank you for your understanding and will update you if there are any changes.

Replaying Japan2022における会場変更のお知らせ

COVID-19の状況を踏まえ、Replaying Japan 2020におけるオンサイト部門の開催場所が、立命館大学OICキャンパスから、京都のホテル・アンテルームに変更となりましたので、ご注意ください。

8月25日、26日の基調講演とプレゼンテーションは、すべてオンラインで行われるようになりました。また、8月27日のモーニングセッションもオンラインとなります。27日のポスター発表と午後の基調講演のみ、現地で実施します。

Proposals in Japanese are most welcome! 日本語での発表要旨も受け付けます。

Call for Papers

Since 2012, when we held the first meeting in Edmonton, the Replaying Japan conference has hosted researchers from various fields conducting research on Japanese game culture. The tenth international conference will be hosted by Ritsumeikan University at the Osaka Ibaraki Campus. After a two year hiatus, we hope to have some aspects of this conference conducted on-site, with an online section for those unable to make it to Osaka. Through this conference we wish to continue to celebrate the rich and international research community interested in games and Japan that has evolved since 2012.

This year’s conference theme will be “Games for Learning”. Games in various formats will always have a role in our society, we learn through them, about them, and in playing them. While some might see games as frivolous play, others can see the learning potential gaming can provide. In the right context, games can be a powerful learning tool for children and adults alike.

This theme has been selected to allow participants to demonstrate the broad range in which Japanese games can be used as an instrument for learning. Particular attention will therefore be paid to how learning is represented in Japanese games. Proposals that address games for learning in Japanese game culture are thus encouraged, but other topics are also welcome. This conference focuses broadly on Japanese game culture, education, and industry. It aims to bring academics, educators, and the Japanese game industry together. Academics from all perspectives are welcome, including the humanities, social sciences, business, and education. We encourage poster/demonstration proposals of games or interactive projects related to these themes.

 

Conference Format

As the conference is being held in a hybrid format (online and on site), we will be following a compressed presentation format where presentations are short to leave time for questions.

  1. Each session will be 30 minutes and will have a chair.
  2. We will ask that full papers/posters/demos be uploaded a week before the conference to a conference website. 
  3. During the online sessions, presenters will not present their papers. Instead they will be given 3 minutes to summarize their work.
  4. There will be a respondent who will comment briefly on the papers/posters/demos and ask the first questions.
  5. We will take written questions from the online chat.
  6. Sessions will be in English, but we will have translation support for presenters who are not comfortable with English.
  7. For work in progress there will be a special Lightning Talks session.
  8. All sessions will be recorded and shared among the participants. We intend to make them accessible to a wider audience after the conference, pending the approval of the speakers.

 

Submission Guidelines

Abstracts must be submitted to replayingjapan@gmail.com as a MS Word Document. The abstract should be no more than 500 words. Figures, tables and references do not count toward the word limit. Please include your name, affiliation and email address in the email, but not in the submitted abstract. In addition, please add the title of your presentation/demo in the email as well when submitting.

The following paper categories are welcome:

  • Full papers: If accepted you will be expected to submit a paper (around 3,000 words) or a video presentation (up to 20 minutes) in English one week before the conference.
  • Posters/demos: Presenters who want to demonstrate innovative work best shown visually rather than submit a written paper should take advantage of our poster/demo sessions. If accepted you will be expected to submit a poster OR a short video (up to 5 minutes) in English a week before the conference. Again, there will be an online session where you can talk to your poster/demo.
  • Lightning Talks: If you have work in progress that you would like to present we will have a Lightning Talk format. Abstracts can be shorter than 500 words. If accepted you will be expected to post a short video a week before and to submit a single PowerPoint slide. We will have a session when each Lightning Talk presenter will get 1 minute to talk to their slide.

It is understood that by submitting to Replaying Japan 2022 you assert that the work is original and that there are no copyright issues. You also agree to let the University of Alberta post you work and archive the conference proceedings/video/draft papers. 

Note that we plan to have support for Japanese speakers for whom presenting in English is difficult. We will have workshops in Japanese for graduate students on preparing for presentations at international conferences. We will also have ad-hoc translation support during the conference to help with presentations and questions. 

Announcing: The Prince Takamado Japan Centre will also be awarding two essay prizes (1500 words) to the best student presentations on Japanese games. These will have a value of $500 CAD each.

 

Important dates

Submission of proposals: April 15, 2022

Notification of acceptance: May 31, 2022

Revised proposals in English due: July 15, 2022

Full papers, video presentations, posters etc.: August 10, 2022

Conference: August 25-28, 2022

Keynotes 2022


Dr. James York

James is a senior assistant professor at Meiji University where he teaches and conducts research on the application of games and play in language and literacy teaching. He is currently exploring projects in the following areas:

– Teaching cyberpragmatics through analysis and participation in Reddit communities.
– “Doing things with games and play” (Having a societal impact with game design).
– The language of games and play (genre analysis, game literacy, learning about the games industry).
– A PBL class focused on the SDGs.
– A task-based language teaching approach to learning English communication skills with board and video games.

James also edits Ludic Language Pedagogy, an open-access journal that publishes research on the integration of games and play into language teaching practices.


明治大学の専任講師として、言語やリテラシー教育におけるゲームや遊びの可能性について研究を行っている。現在、以下のプロジェクトを実施中。

– Reddiの分析や参加による言語教育。
– “Doing things with games and play”(ゲームデザインの社会的かつ教育的なインパクトについて)。
– ゲームと遊びの言語(ジャンル分析、ゲームリテラシー、ゲーム産業についての学習)。
– SDGsに焦点をあてたPBL授業。
– ボードゲームやビデオゲームを使った英語能力を育む授業。

また、ゲームや遊びを言語教育実践に取り入れるための研究を掲載するオープンアクセス・ジャーナル「Ludic Language Pedagogy」の創立者かつ編集者。


岸本 好弘

岸本好弘は、ゲーミフィケーション・デザイナーLv98、日本ゲーミフィケーション協会の代表賢者です。

彼はファミコンが存在する前に、からずっとゲームをデザインしています。ナムコとコーエーのような会社で働いているテレビゲーム発展の29年の経歴で、彼は、ちょうど60のゲーム開発に携わりました。

その後、彼は、同じフィールドの研究者になりました。東京工科大学メディア部の準教授でした。ビデオゲームの力がどのように教育と社会全体のために用いることができるのかについて、彼の研究は集中しました。

その後、彼は日本ゲーミフィケーション協会を立ち上げました。日本の教育や仕事や子育てなどがゲーミフィケーションを活用して、よりやる気に満ち溢れることを目指して、ゲーミフィケーションの講演や勉強会を行っています。「世界を神ゲーに。」が彼のミッションです。

彼の好きな食べ物はオムライスです。


Mr. Yoshihiro Kishimoto

Yoshihiro Kishimoto is a level 98 gamification designer and sage-level representative of the Japan Gamification Association.

He has designed video games long before the Nintendo Entertainment System existed. With 29 years of experience under his belt as a video game developer, Yoshihiro has worked at companies such as Namco and Koei, and has developed 60 games to date.

He wore the hat of a game researcher. He was an associate professor at Tokyo University of Technology School of Media Science, where he taught classes and workshops on gamification. His research was focused on how the power of video games can be used to benefit education and society at large.

He then founded Japan Gamification Association. He gives lectures and holds workshops with the aim of helping motivate people gamify things such as education, work, and child-rearing in Japan. His ultimate mission is to “make the world a fun game!”

His favorite food is Omurice.


Clara Fernández-Vara

Clara Fernández-Vara is Associate Arts Professor at the NYU Game Center. She is a game scholar, designer and writer. Her main research interest is the study and creation of narrative games, and how they create worlds as sites of performance. Clara’s digital media work is grounded in the humanities, informed by her background in literature, film and theatre. Her current work focuses on detective games and their relationship with other media. Her book, Introduction to Game Analysis, been published by Routledge. and is now on its second edition.


Contact Information

For more information see www.replaying.jp or contact replayingjapan@gmail.com. 

You can follow us on Twitter at #replayingjapan

 

Organizing Committee

Replaying Japan 2022 is organized by the Ritsumeikan Center for Game Studies, in collaboration with University of Alberta (AI for Society (AI4S) signature area, the Prince Takamado Japan Centre (PTJC), and the Kule Institute for Advanced Study (KIAS)), University of Delaware, Bath Spa University, Seijoh University, University of Liège, Université du Québec à Montréal (UQAM) and DiGRA Japan.

Call for Papers 2022 – (日本語)

【】第10回国際日本ゲーム研究カンファレンス-Replaying Japan 2022

 (ハイブリッド、立命館大学大阪いばらきキャンパス)

 

Deadline extended

投稿締め切り:2022年4月30日

採択通知:2022年5月31日予定


第10回国際日本ゲーム研究カンファレンス-

Replaying Japan 2022


テーマ: 学習ゲーム ・ Games for Learning

日時: 2022年8月25日〜27日

場所: ハイブリッド(立命館大学大阪いばらきキャンパス & オンライン)

発表募集

Replaying Japanは、各国の研究者、学生、ゲームクリエイターが一堂に会し、発表と交流を図ることを目的としています。

Replaying Japanは、2012年より、日本のゲーム文化を研究している様々な分野の研究者が参加する会議として開催されてきました。第10回目となる今回は、立命館大学大阪いばらきキャンパスとオンラインのハイブリッドで開催します。2012年以降、進化し続けてきた国際的に優れた研究者コミュニティが、この会議を通じて、より力強く発展していく機会になるものと考えています。

今回のテーマは「学習ゲーム・Games for Learning」です。ゲームを通じて学び、ゲームについて学び、ゲームをする際にその内容を自然に覚えてしまうことが多い私たちにとって、ゲームは、社会の中で常に大切な役割を担ってきました。ゲームを不真面目な遊びとして評価する人もいれば、その学習における可能性に着目する人も多くいます。しかし、適切な文脈で活用すれば、ゲームは大人にとっても子供にとっても、学び(学習)のための強力なツールになりえます。

今回のテーマは、日本のゲームが学習ツールとして持つ多様な可能性を紹介・議論するために設定されました。もちろん、これまでと同様に、人文学・社会科学・ビジネス・教育の観点から、日本のゲーム文化・ゲーム産業など、学習とゲームに関わるもの以外にも日本とゲームの関係を扱う投稿を歓迎します。また、これらのテーマに関連したゲームやインタラクティブなプロジェクトのポスターやデモンストレーションの提案も募集します。

 

【発表環境】

Replaying Japan 2022はハイブリッド(対面・オンライン)で開催されるため、ショートプレゼンテーション形式を採用し、質疑応答のための時間を長くとります。

  1. 各セッションは30分で、司会者がつきます。
  2. 論文、ポスター、デモは、開催の1週間前までにカンファレンスウェブサイトにアップロードしていただきます(詳細は後日お伝えします)。
  3. オンラインセッションでは、発表者は論文を発表しません。その代わりに、発表者には3分間の要約報告をお願いします。
  4. コメンテーター(respondent)が論文、ポスター、デモについて簡単なコメントをし、最初の質問をします。
  5. オンラインチャットからの質問も受け付けます。
  6. セッションは英語で行われますが、英語が苦手な発表者のために翻訳サポートがあります。
  7. 進行中の研究については、特別にライトニングトークセッションを行います。
  8. 全セッションを録画し、参加者に共有する予定です。発表者の賛同を得る場合に限り、開催後録画したセッションを公開する方針です。

 

【投稿ガイドライン】

発表要旨は、英語(500語以内)または日本語(1200字以内)MSワード様式でreplayingjapan@gmail.comへご投稿ください。 図・表・参考文献リストは字数に含まれません。投稿する際、お名前、ご所属、メールアドレスを、投稿要旨に含めず、投稿メールでのみお知らせください。また、発表タイトルはメール・投稿要旨のどちらにも含めてください。

論文のカテゴリーは以下の通りです。

  • フルペーパー。採択された場合は、会議の 1 週間前に論文の草稿(英語、3000語前後)またはビデオプレゼンテーション(20分以内、英語)を投稿していただきます。
  • ポスター/デモ。書面での発表よりも、視覚的に革新的な研究成果をアピールしたい方は、ポスター/デモセッションをご利用ください。採択された場合は、会議の1週間前までにポスターまたは短いビデオ(5分以内、英語)を提出していただくことになります。オンラインセッションでは、ポスター/デモを見ながら話をすることができます。
  • ライトニングトーク。発表したい進行中の作品・研究がある場合は、ライトニングトーク形式で発表いただけます。採択された場合は、会議の1週間前に短いビデオを投稿していただき、1枚のパワーポイントスライドを提出していただきます。

 

Replaying Japan 2022に投稿する論文・発表・ポスターなどのすべてはオリジナルである必要があります。投稿者は、投稿する資料に著作権の問題がないことを保証します。投稿することで、投稿者は、(会議の録画資料を除く)投稿資料、発表資料、プロシーディングスなどを、アルバータ大学のレポジトリーに保管することに同意する。 

本会議は、国際交流に焦点を当て、日本語母国語者に発表資料の準備や英訳に関してできる限りのサポートをします。その一環として、英語報告の基礎に関するワークショップを事前に開催する予定です。会議中には、一部のセッションや質疑応答にかぎり必要に応じて通訳を提供する予定です。気軽にお問い合わせください。

【告知】The Prince Takamado Japan Centreは、日本のゲームに関する学生の発表の中で、優れた発表を二件選び、エッセイ賞を授与することになりました。エッセイ賞は1500ワードが目安となります。また、エッセイ賞には500カナダドルが付与されます。

 

【スケジュール】

投稿締め切り: 2022年4月15日

採用通知: 2022年5月31日予定

投稿要旨修正締切: 2022年7月15日

論文・ビデオ・ポスターなどの発表資料投稿締め切り:2022年8月10日

会議開催:2022年8月25日〜28日

 

連絡先

ご不明な点や質問がございましたら、replayingjapan@gmail.com までお寄せ下さい。 皆様の積極的な投稿をお待ちしております。

英語でのご投稿を検討されている方は、replaying.jpの英語版CFPをあわせてご確認ください。

Replaying JapanのTwitterは #replayingjapan

 

主催

立命館大学ゲーム研究センター

 

共催

The University of Alberta(AI4Society of the University of Alberta, The Prince Takamado Japan Centre, Kule Institute for Advanced Study)、University of Delaware、Bath Spa University、星城大学、Université de Liège、Université du Québec à Montréal (UQAM)、日本デジタルゲーム学会(DiGRA JAPAN)

 

カテゴリーConference、Event、ReplayingJapan

Call for Papers 2020 – Liège

The deadline for Replaying Japan 2020 – the 8th International Japan Game Studies Conference – has been postponed to March 13th!


Replaying Japan 2020: The 8th International Japan Game Studies Conference


Conference theme: “Ludolympics 2020”

Date: August 10-12, 2020

Location: University of Liège (7 Place du 20-Août, 4000 Liège, Belgium)

Proposals in Japanese are most welcome! 日本語での発表要旨も受け付けます。

Call for Papers

Since 2012, the Replaying Japan conference has hosted researchers from various fields conducting research on Japanese game culture. The eighth conference is being organized by the Liège Game Lab (a research group specialized in the study of video games as a cultural objects in French-speaking Belgium) in collaboration with the Ritsumeikan Center for Game Studies, the University of Alberta, the University of Delaware, Bath Spa University, Seijoh University and DiGRA Japan.

This year’s conference theme will be “Ludolympics 2020”. Particular attention will therefore be paid to the relationship between games and sport in Japan, to the Japanese esport scene and its cultural specificities (see Goto-Jones, 2016; Harper, 2014) and to competitive video game practices (Taylor, 2012 ; Hamari & Sjöblom, 2017 ; Witkowski, 2012 ; Besombes, 2016), but also, more generally, to the notion of video game performance and to the mediatization or spectacularization of this performance.

Through the prism of this theme, fundamental aspects of games and play will be questioned: the physicality of the playing practices, the place of competition in Japanese game culture, the role of rules and conventions in games and play (Salen and Zimmerman, 2004), as well as the possibilities of bypassing these rules (through cheating, for instance; Consalvo, 2009) or the spaces of appropriation that they allow (visible in the amateur practices, fan creations or doujin circles, among others).

Furthermore, esports are a common and robust entry point into the study of Japanese video games, their surrounding industry, their history, structuring, cultural variants (through the multiplicity of competitive game scenes, for example), and their surrounding economy. Competitive gaming has been an important vector for players’ professionalization and has led to the emergence of new figures in game culture: pro-players, commentators, streamers, video makers, speedrunners, specialized journalists, etc.

Beyond video game practices in the strict sense, the conference will thus focus on the different forms of mediatization of these practices inside and outside Japan. How are game performances commented, represented, transformed into spectacles? What media formats and discourses are being invented to promote them? What “paraludic” cultural practices are developing around these scenes and communities?

Lastly, the inclusion of (competitive) play in society and the many societal issues it raises must be questioned: the issue of the (in)accessibility of games (especially in the competitive field), the minority representation in this domain or the political tensions it harbors are topics that also deserve further attention.

Proposals that address these different issues are thus welcome, but these should not be understood in a restrictive sense. This conference focuses broadly on Japanese game culture, education, and industry. It aims to bring together a wide range of researchers and creators from many different countries to present and exchange their work. We therefore also invite papers on other topics relating to games, game culture, video games and education, and the Japanese game industry from the perspectives of humanities, social sciences, business, or education. We encourage poster/demonstration proposals of games or interactive projects related to these themes.

 


Submission Guidelines


Abstracts must be submitted through the platform EasyChair, following this link: <https://easychair.org/conferences/?conf=rj2020>

The deadline for Replaying Japan 2020 has been postponed: March 13, 2020

Notification of Acceptance: April, 2020

All papers must be original. The following paper categories are welcome:

  • Full papers, posters/demos and short papers: please send anonymized abstracts (pdf) of no more than 500 words in English or Japanese
  • Panels: panel proposals should have a maximum length of 1500 words, including a description of each presentation and a short biography of each participant; they can be submitted in English or Japanese

Figures, tables and references do not count toward the word limit.

Proposals in Japanese are most welcome! 日本語の発表要旨はrcgs[a]st.ritsumei.ac.jpにご送付ください。詳しくはRCGSのウェブサイトをご覧ください

 


Contact Information


Fanny Barnabé <fanny.barnabe@uliege.be>

@LiegeGameLab

#replayingjapan

 


Works cited


Besombes N. (2016), Sport électronique, agressivité motrice et sociabilités, Doctoral thesis in Sports Sciences, Sorbonne Paris-Cité-University, France

Consalvo M. (2009), Cheating. Gaining Advantage in Videogames, Cambridge, MIT Press

Goto-Jones C. (2016), The Virtual Ninja Manifesto: Fighting Games, Martial Arts, and Gamic Orientalism, Lanham, Rowman & Littlefield

Hamari J. and Sjöblom M. (2017), “What is eSports and why do people watch it?”, Internet research, vol. 27, n° 2, pp. 211-232

Harper T. (2014), The Culture of Digital Fighting Games: Performance and Practice, New York, Routledge

Salen K. and Zimmerman E. (2004), Rules of Play. Game Design Fundamentals, Cambridge, MIT Press

Taylor T.L. (2012), Raising the Stakes: E-Sports and the Professionalization of Computer Gaming. Cambridge, The MIT Press

Witkowski E. (2012), “On the Digital Playing Field How We ‘Do Sport’ with Networked Computer Games”, Games and Culture, vol. 7, n° 5, pp. 349-374