EBookClubs

Read Books & Download eBooks Full Online

EBookClubs

Read Books & Download eBooks Full Online

Book Computer Games as Professional Sport  digital original edition

Download or read book Computer Games as Professional Sport digital original edition written by T. L. Taylor and published by MIT Press. This book was released on 2014-01-10 with total page 65 pages. Available in PDF, EPUB and Kindle. Book excerpt: Competitive video and computer game play is nothing new; what is new in the world of digital gaming is the emergence of professional computer game play. This BIT explores how a form of play becomes a sport, with professional players, agents, referees, leagues, tournaments, sponsorships, and spectators.

Book The Routledge Handbook of Digital Sport Management

Download or read book The Routledge Handbook of Digital Sport Management written by Michael L. Naraine and published by Taylor & Francis. This book was released on 2022-12-01 with total page 396 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Routledge Handbook of Digital Sport Management provides students, researchers, and practitioners with a contemporary roadmap of the impact of digital technologies in sport management, at all levels and in all sectors, in a global context. Divided into three sections addressing digital transformations, digital tools, and emerging digital issues, this book explores the impact of digital technology in the core functional areas of sport management, such as sponsorship, event management, and human resources. It introduces essential digital innovations such as esports, social media, VR, wearables, analytics, and artificial intelligence, and examines the debates and issues that are likely to shape and transform sport business over the next decade. The only book to survey the full sweep of digital sport management, this book is an essential reference for all serious students of sport business and management, any researcher working in the nexus of sport business and digital, and all managers, policy-makers or associated professionals working in the sport industry.

Book The Book of Esports

Download or read book The Book of Esports written by William Collis and published by Rosetta Books. This book was released on 2020-08-04 with total page 199 pages. Available in PDF, EPUB and Kindle. Book excerpt: The definitive guide to the modern world of competitive gaming and the official history of Esports™. Almost overnight, esports—or competitive video games—have exploded into the largest entertainment and sporting phenomenon in human history. The Book of Esports answers: What exactly are esports, and how did they become so popular so quickly? Why did blockbuster video games like League of Legends, Fortnite and Starcraft succeed? Where exactly is all this video gaming headed? What do gamers and college students need to know to position themselves for success in the industry? How do you create a billion-dollar esports business? What strategic choices drive success in the modern gaming industry? Can video games really get your kid into college? (All expenses paid, of course...) Whether you are a lifelong gamer, a curious Fortnite parent, or a businessperson seeking to understand the marketing opportunities of this multibillion-dollar phenomenon, The Book of Esports charts the rise of this exciting new industry, for the first time ever crafting a comprehensive overview of esports and its implications for human competition—and even the future of humanity itself. Gaming luminary and Harvard MBA William Collis has painstakingly translated esports’ mysteries into a detailed and accessible testament for today. Featuring select interviews from the biggest names in the industry, The Book of Esportsweaves tales of trust, betrayal, and superhuman reflexes into predictive frameworks, explaining exactly why our industry looks the way it does, and how all this growth—and more—is inevitable as the divide between man and machine blurs into oblivion.

Book Playing the Field

    Book Details:
  • Author : Sascha Pöhlmann
  • Publisher : Walter de Gruyter GmbH & Co KG
  • Release : 2019-08-19
  • ISBN : 3110655721
  • Pages : 302 pages

Download or read book Playing the Field written by Sascha Pöhlmann and published by Walter de Gruyter GmbH & Co KG. This book was released on 2019-08-19 with total page 302 pages. Available in PDF, EPUB and Kindle. Book excerpt: American Studies has only gradually turned its attention to video games in the twenty-first century, even though the medium has grown into a cultural industry that is arguably the most important force in American and global popular culture today. There is an urgent need for a substantial theoretical reflection on how the field and its object of study relate to each other. This anthology, the first of its kind, seeks to address this need by asking a dialectic question: first, how may American Studies apply its highly diverse theoretical and methodological tools to the analysis of video games, and second, how are these theories and methods in turn affected by the games? The eighteen essays offer exemplary approaches to video games from the perspective of American cultural and historical studies as they consider a broad variety of topics: the US-American games industry, Puritan rhetoric, cultural geography, mobility and race, urbanity and space, digital sports, ludic textuality, survival horror and the eighteenth-century novel, gamer culture and neoliberalism, terrorism and agency, algorithm culture, glitches, theme parks, historical guilt, visual art, sonic meaning-making, and nonverbal gameplay.

Book Research Handbook on the Law of Virtual and Augmented Reality

Download or read book Research Handbook on the Law of Virtual and Augmented Reality written by Woodrow Barfield and published by Edward Elgar Publishing. This book was released on 2018-12-28 with total page 709 pages. Available in PDF, EPUB and Kindle. Book excerpt: Virtual and augmented reality raise significant questions for law and policy. When should virtual world activities or augmented reality images count as protected First Amendment ‘speech’, and when are they instead a nuisance or trespass? When does copying them infringe intellectual property laws? When should a person (or computer) face legal consequences for allegedly harmful virtual acts? The Research Handbook on the Law of Virtual and Augmented Reality addresses these questions and others, drawing upon free speech doctrine, criminal law, issues of data protection and privacy, legal rights for increasingly intelligent avatars, and issues of jurisdiction within virtual and augmented reality worlds.

Book Digital Media Sport

Download or read book Digital Media Sport written by Brett Hutchins and published by Routledge. This book was released on 2013-09-05 with total page 305 pages. Available in PDF, EPUB and Kindle. Book excerpt: Live broadband streaming of the 2008 Beijing Olympics accounted for 2,200 of the estimated 3,600 total hours shown by the American NBC-Universal networks. At the 2012 London Olympics, unprecedented multi-platforming embraced online, mobile devices, game consoles and broadcast television, with the BBC providing 2,500 hours of live coverage, including every competitive event, much in high definition and some in 3D. The BBC also had 12 million requests for video on mobile phones and 9.2 million browsers on its mobile Olympics website and app. This pattern will only intensify at future sport mega events like the 2014 FIFA World Cup and 2016 Summer Olympics, both of which will take place in Brazil. Increasingly, when people talk of the screen that delivers footage of their favorite professional sport, they are describing desktop, laptop, and tablet computer screens as well as television and mobile handsets. Digital Media Sport analyzes the intersecting issues of technological change, market power, and cultural practices that shape the contemporary global sports media landscape. The complexity of these related issues demands an interdisciplinary approach that is adopted here in a series of thematically-organized essays by international scholars working in media studies, Internet studies, sociology, cultural studies, and sport studies. .

Book Rules of Play

    Book Details:
  • Author : Katie Salen Tekinbas
  • Publisher : MIT Press
  • Release : 2003-09-25
  • ISBN : 9780262240451
  • Pages : 680 pages

Download or read book Rules of Play written by Katie Salen Tekinbas and published by MIT Press. This book was released on 2003-09-25 with total page 680 pages. Available in PDF, EPUB and Kindle. Book excerpt: An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.

Book Game On

    Book Details:
  • Author : Dustin Hansen
  • Publisher : Macmillan
  • Release : 2016-11-22
  • ISBN : 1250080959
  • Pages : 369 pages

Download or read book Game On written by Dustin Hansen and published by Macmillan. This book was released on 2016-11-22 with total page 369 pages. Available in PDF, EPUB and Kindle. Book excerpt: "A middle-grade nonfiction book about the history and impact on pop culture of video games"--

Book A History of Sports Video Games

Download or read book A History of Sports Video Games written by Lu Zhouxiang and published by Taylor & Francis. This book was released on 2024-12-09 with total page 262 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book explores the history of sports and sports-themed video games, providing a comprehensive and holistic view of this complex and diverse genre. The author highlights the influence of technological advancement, industry competition and popular culture on game design, marketing strategies and user experience. Offering valuable insights into the historical process of interaction and integration between real-world sport and video games, this volume will enrich existing scholarship on video games. This volume is a valuable contribution to the fields of both game studies and sports studies, and will be perfect for those interested in the history of science and technology as well as social and cultural history.

Book Encyclopedia of Video Games  3 volumes

Download or read book Encyclopedia of Video Games 3 volumes written by Mark J. P. Wolf and published by Bloomsbury Publishing USA. This book was released on 2021-05-24 with total page 1173 pages. Available in PDF, EPUB and Kindle. Book excerpt: Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike.

Book Digital Crossroads  second edition

Download or read book Digital Crossroads second edition written by Jonathan E. Nuechterlein and published by MIT Press. This book was released on 2013-07-05 with total page 527 pages. Available in PDF, EPUB and Kindle. Book excerpt: A thoroughly updated, comprehensive, and accessible guide to U.S. telecommunications law and policy, covering recent developments including mobile broadband issues, spectrum policy, and net neutrality. In Digital Crossroads, two experts on telecommunications policy offer a comprehensive and accessible analysis of the regulation of competition in the U.S. telecommunications industry. The first edition of Digital Crossroads (MIT Press, 2005) became an essential and uniquely readable guide for policymakers, lawyers, scholars, and students in a fast-moving and complex policy field. In this second edition, the authors have revised every section of every chapter to reflect the evolution in industry structure, technology, and regulatory strategy since 2005. The book features entirely new discussions of such topics as the explosive development of the mobile broadband ecosystem; incentive auctions and other recent spectrum policy initiatives; the FCC's net neutrality rules; the National Broadband Plan; the declining relevance of the traditional public switched telephone network; and the policy response to online video services and their potential to transform the way Americans watch television. Like its predecessor, this new edition of Digital Crossroads not only helps nonspecialists climb this field's formidable learning curve, but also makes substantive contributions to ongoing policy debates.

Book The Digital Era 2

    Book Details:
  • Author : Jean-Pierre Chamoux
  • Publisher : John Wiley & Sons
  • Release : 2019-01-23
  • ISBN : 1119585759
  • Pages : 176 pages

Download or read book The Digital Era 2 written by Jean-Pierre Chamoux and published by John Wiley & Sons. This book was released on 2019-01-23 with total page 176 pages. Available in PDF, EPUB and Kindle. Book excerpt: Over 200 years, industry has mastered iron, fire, power and energy. Today, electronics shape our everyday objects with the widespread integration of chips; from computers and telephones to keys, games and white goods. Data, software and computation structure our behavior and the organization of our lives. Everything is translated into data: the digit is king. Consisting of three volumes, The Digital Era explores technical, economic and social phenomena that result from the generalization of the Internet. This second volume discusses the impact of digital technology on the evolution of market relations and the media and examines the reasons why such changes put political economy to the test.

Book Digital Marketing in Sports

Download or read book Digital Marketing in Sports written by Brandon Mastromartino and published by Taylor & Francis. This book was released on 2023-11-10 with total page 345 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book examines how the sport industry is adapting to the needs of the digital-first global economy. Focusing on digital techniques in sport marketing, this volume explores new and emerging technologies and considers how they can help to build commercially successful and sustainable sport business. Featuring the work of sport business and management researchers from around the world, the book shines new light on key aspects of sport marketing such as brand development, consumer behavior and marketing communications. Illustrated with informative figures throughout, it presents cutting-edge case studies and new research on digital marketing covering topics including the metaverse and video games; esports; athlete endorsement; digital immersion; social media; equity crowdfunding; digital fandom and dark market brands. Global in scope, this book is fascinating reading for any student, researcher or industry professional looking to deepen their understanding of digital marketing in the context of the global sport industry.

Book Introduction to Translation and Interpreting Studies

Download or read book Introduction to Translation and Interpreting Studies written by Aline Ferreira and published by John Wiley & Sons. This book was released on 2022-08-31 with total page 340 pages. Available in PDF, EPUB and Kindle. Book excerpt: A unique and balanced combination of translation and interpreting studies, edited and written by leading voices in the fields In Introduction to Translation and Interpreting Studies, accomplished scholars Aline Ferreira and John W. Schwieter have brought together a detailed and comprehensive introductory-level textbook covering the essential aspects of translation and interpreting studies. Through chapters authored by leading voices in the field, this book covers topics of theoretical and conceptual relevance—such as the history of the development of the field and methods for understanding gender, society, and culture as aspects of the role of the interpreter—as well as critical topics in the application of theory to real world practice. Beginning with an authoritative treatment of the theoretical developments that have defined the field since the early 1970s, this textbook first describes the influential work of such figures as Jakobson, Holmes, and Toury, thus ensuring students develop a thorough understanding of the history and theoretical underpinnings of the fields of translation and interpreting studies. The text then begins to introduce grounded discussions of interpreting in specialized fields such as legal and healthcare interpreting and sign language translation. Learning is reinforced throughout the text through pedagogical features including reflection questions, highlighted key words, further readings, and chapter objectives. Instructors will also have access to companion website with PowerPoint slides and multiple-choice questions to support classroom application. Truly a unique work in translation and interpreting studies, this essential new textbook offers: A thorough introduction to the fields of translation and interpreting with discussion of applications to interdisciplinary topics Explorations of translation machines and technology, including their history and recent trends Practical discussions of culture, gender, and society in the context of translation and interpreting studies, as well as training and pedagogical issues in translation and interpreting A concise examination of translation process research and methods, including the mental processes and actions that people take while translating Complementary web materials including PowerPoint slides and practice questions Ideal for advanced undergraduate and graduate students in programs in such as linguistics, language studies, and communications, or for those who plan to work in translation and/or interpreting, Introduction to Translation and Interpreting Studies will earn a place in the libraries of anyone interested in a reader-friendly translation and interpreting resource.

Book Interdisciplinary Analyses of Professional Basketball

Download or read book Interdisciplinary Analyses of Professional Basketball written by Till Neuhaus and published by Springer Nature. This book was released on 2024-01-03 with total page 355 pages. Available in PDF, EPUB and Kindle. Book excerpt: This edited collection conceptualizes professional basketball not just as a sport but as an historically, culturally, and economically embedded entity. The chapters analyse the fact that the sport of basketball contains alternative logics that can easily clash, and by treating professional basketball as the negotiation place of these multiple demands, ideas, and logics, the editors have identified three areas in which these clashes manifest: the realization of the game; the cultural impact of professional basketball and the global outreach of professional basketball. The book is explanatory and qualitative, offering new perspectives and touching on topics including gender, diversity, racism, and minority experiences within professional basketball. As such it will be of interest to sport sociologists, as well as those researching the history of sport, sports marketing and cultural studies.

Book The Art of Computer Game Design

Download or read book The Art of Computer Game Design written by Linda L Crawford and published by McGraw-Hill/Glencoe. This book was released on 1984-01-01 with total page 120 pages. Available in PDF, EPUB and Kindle. Book excerpt: Discusses the elements of games, surveys the various types of computer games, and describes the steps in the process of computer game development

Book Fifty Key Video Games

Download or read book Fifty Key Video Games written by Bernard Perron and published by Taylor & Francis. This book was released on 2022-07-26 with total page 349 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume examines fifty of the most important video games that have contributed significantly to the history, development, or culture of the medium, providing an overview of video games from their beginning to the present day. This volume covers a variety of historical periods and platforms, genres, commercial impact, artistic choices, contexts of play, typical and atypical representations, uses of games for specific purposes, uses of materials or techniques, specific subcultures, repurposing, transgressive aesthetics, interfaces, moral or ethical impact, and more. Key video games featured include Animal Crossing, Call of Duty, Grand Theft Auto, The Legend of Zelda, Minecraft, PONG, Super Mario Bros., Tetris, and World of Warcraft. Each game is closely analyzed in order to properly contextualize it, to emphasize its prominent features, to show how it creates a unique experience of gameplay, and to outline the ways it might speak about society and culture. The book also acts as a highly accessible showcase to a range of disciplinary perspectives that are found and practiced in the field of game studies. With each entry supplemented by references and suggestions for further reading, Fifty Key Video Games is an indispensable reference for anyone interested in video games.