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Palgrave Macmillan

Organization3 reports

3 reports, presentations and talks by Palgrave Macmillan in the Game Industry Library, the newest “Learning and Identity in Competitive Gaming: An Empirical and Methodological Discussion” (2026).

Documents

Cover of Learning and Identity in Competitive Gaming: An Empirical and Methodological Discussion
Whitepaper168 pages

Learning and Identity in Competitive Gaming: An Empirical and Methodological Discussion

This research investigates the pedagogical and sociocultural dimensions of competitive gaming, specifically focusing on how young players in Finland construct identity and competence within team-based digital environments.

  • Competitive gaming functions as a 'toxic meritocracy' where high-level skill acquisition and social cohesion coexist with systemic biases regarding race, gender, and sexuality.
  • Effective team performance in Counter-Strike: Global Offensive relies on 'interperceptivity,' a state of shared awareness achieved through standardized communication and non-verbal cues.
  • Players treat gameplay outcomes like kills and deaths as technical data points for strategic analysis rather than moral judgments, facilitating a 'failing forward' approach to skill development.
Palgrave MacmillanJan 2026
Cover of Modes of Esports Engagement in Overwatch
Whitepaper234 pages

Modes of Esports Engagement in Overwatch

This analysis explores the multifaceted impact of Overwatch on contemporary gaming culture, positioning the title as a complex intersection of competitive esports, transmedia entertainment, and corporate-controlled digital space.

  • Overwatch players who engage with esports spend significantly more money and time on gaming than non-esports players.
  • Blizzard Entertainment frequently alters Overwatch's core mechanics and hero designs, which forces players to constantly adapt their interpretative agency and gameplay strategies.
  • The Overwatch community exhibits a deep rift between casual and competitive players, often fueled by developer-led moderation tactics and conflicting expectations for the gameplay experience.
Palgrave MacmillanJan 2022
Cover of Games Without Frontiers? Socio-historical Perspectives at the Gaming/Gambling Intersection
Whitepaper121 pages

Games Without Frontiers? Socio-historical Perspectives at the Gaming/Gambling Intersection

The convergence of digital gaming and gambling represents a profound socio-historical shift rather than a novel technological anomaly.

  • The boundaries between digital gaming and gambling are increasingly blurred, as game developers integrate psychological 'hook' mechanisms like variable rewards and micro-transactions to drive user retention and revenue.
  • Legislative frameworks, such as those in Great Britain, are currently ill-equipped to address the 'gambling turn' in gaming, as they often fail to classify virtual currencies and digital items as having real-world monetary value.
  • The esports sector has become a significant target for gambling operators, with research indicating that 28% of users interacting with esports betting-related tweets are children under 16.
Palgrave MacmillanJan 2021

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