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The ingredients of Twitch streaming: Affordances of game streams., , , and . Comput. Hum. Behav., (2019)Aiming for validity: The experience of conflicts in legitimacy judgments in esports actors and new grassroots activism., , and . GamiFIN, volume 2883 of CEUR Workshop Proceedings, page 190-199. CEUR-WS.org, (2021)Relationships between the consumption of gamblified media and associated gambling activities in a sample of esports fans., , , and . GamiFIN, volume 2883 of CEUR Workshop Proceedings, page 120-129. CEUR-WS.org, (2021)What predicts esports betting? A study on consumption of video games, esports, gambling and demographic factors., , and . New Media Soc., (2021)A conceptual framework for understanding and identifying gamblified experiences., , and . Comput. Hum. Behav., (March 2024)Introduction to the Minitrack on Streaming Media in Entertainment., , , and . HICSS, page 2493-2494. ScholarSpace, (2023)Does esports spectating influence game consumption?, , , and . Behav. Inf. Technol., 41 (1): 181-197 (2022)"Empathy machine": how virtual reality affects human rights attitudes., , , and . Internet Res., 30 (5): 1407-1425 (2020)Content structure is king: An empirical study on gratifications, game genres and content type on Twitch., , , and . Comput. Hum. Behav., (2017)Introduction to the Minitrack on Streaming Media in Entertainment., , , and . HICSS, page 2873-2874. ScholarSpace, (2024)