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Book Critical Perspectives on Esports

Download or read book Critical Perspectives on Esports written by Annette R. Hofmann and published by Taylor & Francis. This book was released on 2024-04-17 with total page 182 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book offers new, multidisciplinary perspectives on esports, one of the most rapidly growing sectors in the sports and leisure industries. Drawing on sociology, philosophy, education, business, economics, and sports science, this book considers the rise of esports, its impact on sports and society more widely, and the direction of travel for esports in the future. Featuring cutting-edge work from researchers in Europe, North America, and Asia, this book explores definitions of “esport” and “virtual sport,” and the philosophical basis by which we understand movement and embodiment in the context of digital gaming. It considers the health and well-being needs of esports athletes, across physical, mental, and social dimensions, as well as how nutrition and training relate to performance and injury prevention. This book also considers the economics of the esports industry and how the concept of sportification can be used to describe esports’ development, as well as the challenges and debates surrounding gender and representation in esports. A final section of this book looks at esports in education, in schools and universities, and considers the future of esports for a generation of digital natives. This book makes a useful contribution to the growing body of knowledge on esports and should be a thought-provoking read for anybody with an interest in sports studies, gaming, or the impact of technology on wider society.

Book Raising the Stakes

Download or read book Raising the Stakes written by T. L. Taylor and published by MIT Press. This book was released on 2015-01-30 with total page 333 pages. Available in PDF, EPUB and Kindle. Book excerpt: How a form of play becomes a sport: players, agents, referees, leagues, tournaments, sponsorships, and spectators, and the culture of professional computer game play. Competitive video and computer game play is nothing new: the documentary King of Kong memorably portrays a Donkey Kong player's attempts to achieve the all-time highest score; the television show Starcade (1982–1984) featured competitions among arcade game players; and first-person shooter games of the 1990s became multiplayer through network play. A new development in the world of digital gaming, however, is the emergence of professional computer game play, complete with star players, team owners, tournaments, sponsorships, and spectators. In Raising the Stakes, T. L. Taylor explores the emerging scene of professional computer gaming and the accompanying efforts to make a sport out of this form of play. In the course of her explorations, Taylor travels to tournaments, including the World Cyber Games Grand Finals (which considers itself the computer gaming equivalent of the Olympics), and interviews participants from players to broadcasters. She examines pro-gaming, with its highly paid players, play-by-play broadcasts, and mass audience; discusses whether or not e-sports should even be considered sports; traces the player's path from amateur to professional (and how a hobby becomes work); and describes the importance of leagues, teams, owners, organizers, referees, sponsors, and fans in shaping the structure and culture of pro-gaming. Taylor connects professional computer gaming to broader issues: our notions of play, work, and sport; the nature of spectatorship; the influence of money on sports. And she examines the ongoing struggle over the gendered construction of play through the lens of male-dominated pro-gaming. Ultimately, the evolution of professional computer gaming illuminates the contemporary struggle to convert playful passions into serious play.

Book Esports in Education

    Book Details:
  • Author : Paul Richards
  • Publisher :
  • Release : 2020
  • ISBN : 9781673224436
  • Pages : 141 pages

Download or read book Esports in Education written by Paul Richards and published by . This book was released on 2020 with total page 141 pages. Available in PDF, EPUB and Kindle. Book excerpt: The intersection between esports and education is a place where innovation and excitement flourish. From a perspective of acceptance and encouragement, parents and educators have the chance to find common ground that can help students excel in a sport they are passionate about. Competitive video gaming today already holds the power to create heroes. Athletes who are admired for their determination and excellence are no different whether they are playing on a field or in a computer lab. The tremendous growth in esports is fueled by the internet, live streaming, and global economic demand. The need for a strong educational support system that can ensure positive student development is imperative.This book reviews the history of video gaming and sports to uncover how esports have evolved from a teenage pastime to an international stage. Richards brings to light opportunities for technology-related career paths that students and educators are finding in the growing Esports industry. Richards explains in plain English how modern esports games like Fortnite and League of Legends, require players to manage multiple economies, respond with split-second reaction times, and communicate with groups of players like a team of navy seals. Just like Rock and Roll in the 70s, the esports movement may come as a shock to some parents and educators. Using music and culture as examples to explain esports explosive popularity with our society's youth, parents and educators are invited to look at games, sports, and human history in a new light. We now live a world where anyone with a high-speed internet connection has an honest chance to compete on the world esports stage. As the Esports and Education systems in place today come together to channel the excitement and energy behind competitive video gaming, there is the opportunity to create an inclusive and productive culture that can embolden today's youth to take on the challenges our world will face in the decades to come. The good news for parents, educators, and everyone involved with esports is that this movement is a sport. Sports are deeply embedded in our culture and history. Sports are in many ways responsible for helping generations share their identities. Richards draws on his experience with Broadcast Clubs in education to draw on collaboration and career path opportunities for students. The author draws on a recent esports tournament which included a 100% student-run broadcast team in NYC. Richards teams up with the Center for Educational Innovation Esports program along with a host of other schools to provide real-world perspectives on what is working in esports and education today. As educators continue to embrace the esports movement students will benefit from learning opportunities that are fueled by passion, excitement, and opportunity. Parents of video gamers will enjoy a recurring theme discussed in this book outlining strategies to create common ground between children, parents, and educators. Richards outlines the history of video game studies to help illustrate the fundamental research parents and educators should understand in terms of video game literacy. Simple strategies can greatly increase the educational value kids can garner from their video gaming experiences. Perhaps sitting down and playing video games with your child isn't such a bad idea after all? Getting the most educational value from video games requires a full understanding of the social development issues facing kids who simply play too many video games. This book addresses topics of interest from concerned parents and provides strategies for parents who want to curb their children's video gaming addictions. Engaging students and preparing them for their interactions in the online world is perhaps the best way of shepherding the youth toward a positive future. This book serves as a wonderful guide and shareable reference for students, parents and educators alike.

Book Out of Left Field

Download or read book Out of Left Field written by Gamal Abdel-Shehid and published by Fernwood Publishing. This book was released on 2011 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: High-performance sport, like other social and cultural formations, is a site of social, economic and racial inequalities emerging from larger histories of colonialism and capitalism. In this introductory text, the authors explore the nature of historical and contemporary social inequality in high-performance sport, both globally and locally understanding high-performance sport as a model that is emulated on other sports fields. In addition, the authors examine the enduring appeal of high-performance sport and its role in the making of identity as well as high-performance sport as a site for resisting the forces of colonialism and capitalism. "

Book Watch Me Play

    Book Details:
  • Author : T. L. Taylor
  • Publisher : Princeton University Press
  • Release : 2018-10-16
  • ISBN : 0691184976
  • Pages : 328 pages

Download or read book Watch Me Play written by T. L. Taylor and published by Princeton University Press. This book was released on 2018-10-16 with total page 328 pages. Available in PDF, EPUB and Kindle. Book excerpt: A look at the revolution in game live streaming and esports broadcasting Every day thousands of people broadcast their gaming live to audiences over the internet using popular sites such as Twitch, which reaches more than one hundred million viewers a month. In these new platforms for interactive entertainment, big esports events featuring digital game competitors live stream globally, and audiences can interact with broadcasters—and each other—through chat in real time. What are the ramifications of this exploding online industry? Taking readers inside home studios and backstage at large esports events, Watch Me Play investigates the rise of game live streaming and how it is poised to alter how we understand media and audiences. Through extensive interviews and immersion in this gaming scene, T. L. Taylor delves into the inner workings of the live streaming platform Twitch. From branding to business practices, she shows the pleasures and work involved in this broadcasting activity, as well as the management and governance of game live streaming and its hosting communities. At a time when gaming is being reinvented through social media, the potential of an ever-growing audience is transforming user-generated content and alternative distribution methods. These changes will challenge the meaning of ownership and intellectual property and open the way to new forms of creativity. The first book to explore the online phenomenon Twitch and live streaming games, Watch Me Play offers a vibrant look at the melding of private play and public entertainment.

Book Understanding Esports

Download or read book Understanding Esports written by Ryan Rogers and published by Rowman & Littlefield. This book was released on 2019-09-18 with total page 251 pages. Available in PDF, EPUB and Kindle. Book excerpt: Understanding Esports: An Introduction to the Global Phenomenon places professional Esports, a rapidly growing industry, in both the cultural and athletic landscape. This book explores how the rise of professional gaming has shaped—and been shaped by—media trends, interpersonal communication, and what it means to be classified as an athlete. Ryan Rogers has assembled contributors from a variety of backgrounds and experiences in order to provide a broad view of the history, experience, and impact of professional gaming. Scholars of media studies, communication, sports, and cultural studies will find this book especially useful.

Book Research Anthology on Business Strategies  Health Factors  and Ethical Implications in Sports and eSports

Download or read book Research Anthology on Business Strategies Health Factors and Ethical Implications in Sports and eSports written by Management Association, Information Resources and published by IGI Global. This book was released on 2020-11-27 with total page 1008 pages. Available in PDF, EPUB and Kindle. Book excerpt: From issues of racism to the severity of concussions to celebrity endorsements, the sports industry continues to significantly impact society. With the rise of eSports and its projection as the next billion dollar industry, it is vital that a multifaceted approach to sports research be undertaken. On one side, businesses are continually offering new methods for marketing and branding and finding the best ways to enhance consumer engagement and the consumer experience. On the other side, there has been progress and new findings in the physical fitness and training of the athletes themselves along with discussions on their psychology and wellbeing. This two-tiered approach to analyzing sports and eSports from a practical business perspective, along with a lens placed on the athletes themselves, provides a comprehensive view of the current advancements, technologies, and strategies within various aspects of the sports and esports industry. Research Anthology on Business Strategies, Health Factors, and Ethical Implications in Sports and eSports covers the latest findings on all factors of sports: the branding and marketing of sports and eSports, studies on athletes and consumers, a dive into the ethics of sports, and the introduction of eSports to the industry. This wide coverage of all fields of research recently conducted leads this book to be a well-rounded view of how sports are functioning in modern times. Highlighted topics include branding tactics, consumer engagement, eSports history and technologies, ethics and law, and psychological studies of athlete wellness. This book is ideal for sports managers, athletes, trainers, marketers, brand managers, advertisers, practitioners, stakeholders, researchers, academicians, and students interested working in the fields of sports medicine, law, physical education, assistive technologies, marketing, consumer behavior, and psychology.

Book Media Technologies for Work and Play in East Asia

Download or read book Media Technologies for Work and Play in East Asia written by Lee, Micky and published by Policy Press. This book was released on 2021-05-28 with total page 312 pages. Available in PDF, EPUB and Kindle. Book excerpt: Media technologies for play have become major industries in Japan and South Korea. Even in North Korea, citizens bypass the state to enjoy popular culture. At the same time, corporations and governments encourage people to produce economic values through play. The first comparative study of media technologies in Japan and the two Koreas, this book illuminates the peculiar geopolitical relations between the three countries through their development and use of digital technologies. Drawing from political economy, cultural studies and technology studies, this book will be essential reading for researchers and students of media technologies and popular culture in Northeast Asia.

Book This is Esports  and How to Spell It      LONGLISTED FOR THE WILLIAM HILL SPORTS BOOK AWARD

Download or read book This is Esports and How to Spell It LONGLISTED FOR THE WILLIAM HILL SPORTS BOOK AWARD written by Paul Chaloner and published by Bloomsbury Publishing. This book was released on 2020-05-26 with total page 265 pages. Available in PDF, EPUB and Kindle. Book excerpt: Paul "Redeye" Chaloner is quite simply a legend of the esports scene. And now, he will use all his years of experience to write the definitive book on the modern world of esports. What is it? What is life like in an esports team? Just how much corruption and cheating goes on behind it all?

Book Contemporary Issues in Sport Management

Download or read book Contemporary Issues in Sport Management written by Dr. Terri Byers and published by SAGE. This book was released on 2015-11-30 with total page 633 pages. Available in PDF, EPUB and Kindle. Book excerpt: ‘Contemporary Issues in Sport Management presents an extensive array of absorbing contemporary issues relevant to managing sport. Internationally recognised scholars have contributed thought-provoking chapters on current global and local issues that are challenging traditional ways of thinking about and delivering sport. This exciting new book is rich in theory and stimulates readers to really think through the associated implications for sport management practice.’ -Tracy Taylor, Professor and Deputy Dean, University of Technology Sydney Business School Contemporary Issues in Sports Management offers a rich and dynamic introduction to the management of sport. An essential companion for all students embarking on a sports management course or module, it draws on research expertise from around the world and integrates these perspectives into engaging and accessible chapters. This book offers: Contemporary and international case studies followed by ‘Tools for analysis’ so students can put the methodology into practice. A range of pedagogical features including learning objectives, learning outcomes and short ‘Thinking points’ Useful websites and further reading at the end of each chapter A discussion of up-to-date issues including corruption in sport, sport policy, doping, athlete transgressions and much more. This book will lead students on a comprehensive exploration of global, national issues, and organizational issues in sport management. The authors encourage critical thought, investigation and the questioning of current practice in order to improve the leadership and management of sport in today’s society. Ideal for Undergraduate students of sport management, sport business, sport policy, sport marketing and sport development.

Book Sport in Iceland

Download or read book Sport in Iceland written by Vidar Halldorsson and published by Routledge. This book was released on 2017-04-07 with total page 176 pages. Available in PDF, EPUB and Kindle. Book excerpt: Iceland is a tiny Nordic nation with a population of just 330,000 and no professional sports leagues, and yet its soccer, basketball and handball teams have all qualified for major international tournaments in recent years. This fascinating study argues that team sport success is culturally produced and that in order to understand collective achievement we have to consider the socio-cultural context. Based on unparalleled access to key personnel, including top coaches, athletes and administrators, the book explores Icelandic cultural capital as a factor in sporting success, from traditions of workmanship, competitive play and teamwork to international labour migration and knowledge transfer. The first book to focus specifically on the socio-cultural aspects of a small nation’s international sporting success, this is an original and illuminating contribution to the study of the sociology of sport. Sport in Iceland: How small nations achieve international success is fascinating reading for team sport enthusiasts, coaches, managers and organisers, as well as for any student or scholar with an interest in the sociology of sport, strategic sports development, sports policy or sports administration.

Book Esports Business Management

Download or read book Esports Business Management written by David P. Hedlund and published by Human Kinetics. This book was released on 2020-11-13 with total page 369 pages. Available in PDF, EPUB and Kindle. Book excerpt: Esports have rapidly expanded from a pastime undertaken by casual players to one of the largest segments of the entertainment industry, in which hundreds of millions of people play and compete daily. Esports Business Management With HKPropel Access is one of the first textbooks to present an all-encompassing look into the world of esports business, will teach both aspiring students and sports professionals about the business of this rapidly expanding industry. Written by esports executives, business experts, and esports educators—and endorsed by the International Esports Federation, Esports Research Network, and the United States Esports Federation—the textbook offers a comprehensive approach to the operational side of esports, supplemented by a striking full-color design and dynamic imagery that will bring concepts to life. The text begins with a basic overview of the industry, including various levels of esports, culture, and social issues. Next, readers will explore the interests and concerns of various tiers of stakeholders—from title publishers and event organizers to leagues, sponsors, fans, and more—and learn about governance at multiple levels, from the international level to college conferences. A full look at the marketing engine of esports examines sponsorship opportunities, esports events and venues, and communications at all levels, including broadcasting, analytics, and social media. The book addresses managerial and business issues associated with running an esports-related entity, including financial and legal concepts as well as team and player management. The text concludes by examining careers found in the various segments of the industry and looking at the future of esports. Throughout the text, Zoning sidebars provide real-world spotlights that bring the concepts to life. Student learning will be enhanced by the related online learning aids delivered through HKPropel, with student exercises and case studies that apply content to life, industry profiles, and a list of Internet resources for further learning. While similarities exist between the sports and esports environments, there are also significant differences in how the esports industry must operate to thrive. Esports Business Management is the foundational text for understanding and working in this exciting, fast-paced industry. Note: A code for accessing HKPropel is not included with this ebook but may be purchased separately.

Book Men as Managers  Managers as Men

Download or read book Men as Managers Managers as Men written by David Collinson and published by SAGE. This book was released on 1996-09-28 with total page 292 pages. Available in PDF, EPUB and Kindle. Book excerpt: Most managers in most organizations in most countries are men. This book is the first international work to address the relationships between men, masculinities and managements. It examines the processes through which gendered managerial structures, cultures and practices are reproduced. Exploring top and middle managers, entrepreneurs, corporate executives, and public and private sector managers, the book breaks new ground by critically examining the gendered power processes that have largely been assumed and ignored by conventional organizational and management theory. As well as providing new insights into how managements and masculinities may reinforce each other, this challenging book ultimately explores the ways in w

Book Korea s Online Gaming Empire

Download or read book Korea s Online Gaming Empire written by Dal Yong Jin and published by MIT Press. This book was released on 2010-10-01 with total page 201 pages. Available in PDF, EPUB and Kindle. Book excerpt: The rapid growth of the Korean online game industry, viewed in social, cultural, and economic contexts. In South Korea, online gaming is a cultural phenomenon. Games are broadcast on television, professional gamers are celebrities, and youth culture is often identified with online gaming. Uniquely in the online games market, Korea not only dominates the local market but has also made its mark globally. In Korea's Online Gaming Empire, Dal Yong Jin examines the rapid growth of this industry from a political economy perspective, discussing it in social, cultural, and economic terms. Korea has the largest percentage of broadband subscribers of any country in the world, and Koreans spend increasing amounts of time and money on Internet-based games. Online gaming has become a mode of socializing—a channel for human relationships. The Korean online game industry has been a pioneer in software development and eSports (electronic sports and leagues). Jin discusses the policies of the Korean government that encouraged the development of online gaming both as a cutting-edge business and as a cultural touchstone; the impact of economic globalization; the relationship between online games and Korean society; and the future of the industry. He examines the rise of Korean online games in the global marketplace, the emergence of eSport as a youth culture phenomenon, the working conditions of professional gamers, the role of game fans as consumers, how Korea's local online game industry has become global, and whether these emerging firms have challenged the West's dominance in global markets.

Book Pathways and Opportunities Into the Business of ESports

Download or read book Pathways and Opportunities Into the Business of ESports written by Sharon Andrews and published by . This book was released on 2021 with total page 740 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book explains areas of specialization that intersect and align with eSports and why these are appropriate fields of specialization around eSports, how the fields are developing within the realm of eSports, and what research has already occurred (as well as what research opportunities and needs exist) as current gaps in practice, as well as future-leaning considerations"--

Book Mapping Digital Game Culture in China

Download or read book Mapping Digital Game Culture in China written by Marcella Szablewicz and published by Springer Nature. This book was released on 2020-02-18 with total page 229 pages. Available in PDF, EPUB and Kindle. Book excerpt: In this book, Marcella Szablewicz traces what she calls the topography of digital game culture in urban China, drawing our attention to discourse and affect as they shape the popular imaginary surrounding digital games. Szablewicz argues that games are not mere sites of escape from Real Life, but rather locations around which dominant notions about failure, success, and socioeconomic mobility are actively processed and challenged. Covering a range of issues including nostalgia for Internet cafés as sites of youth sociality, the media-driven Internet addiction moral panic, the professionalization of e-sports, and the rise of the self-proclaimed loser (diaosi), Mapping Digital Game Culture in China uses games as a lens onto youth culture and the politics of everyday life in contemporary China. Based on ethnographic fieldwork conducted between 2009 and 2015 and first-hand observations spanning over two decades, the book is also a social history of urban China’s shifting technological landscape.

Book Gaming Sexism

    Book Details:
  • Author : Amanda C. Cote
  • Publisher : NYU Press
  • Release : 2020-09-01
  • ISBN : 1479838527
  • Pages : 274 pages

Download or read book Gaming Sexism written by Amanda C. Cote and published by NYU Press. This book was released on 2020-09-01 with total page 274 pages. Available in PDF, EPUB and Kindle. Book excerpt: Interviews with female gamers about structural sexism across the gaming landscape When the Nintendo Wii was released in 2006, it ushered forward a new era of casual gaming in which video games appealed to not just the stereotypical hardcore male gamer, but also to a much broader, more diverse audience. However, the GamerGate controversy six years later, and other similar public incidents since, laid bare the internalized misogyny and gender stereotypes in the gaming community. Today, even as women make up nearly half of all gamers, sexist assumptions about the what and how of women’s gaming are more actively enforced. In Gaming Sexism, Amanda C. Cote explores the video game industry and its players to explain this contradiction, how it affects female gamers, and what it means in terms of power and gender equality. Across in-depth interviews with women-identified gamers, Cote delves into the conflict between diversification and resistance to understand their impact on gaming, both casual and “core” alike. From video game magazines to male reactions to female opponents, she explores the shifting expectations about who gamers are, perceived changes in gaming spaces, and the experiences of female gamers amidst this gendered turmoil. While Cote reveals extensive, persistent problems in gaming spaces, she also emphasizes the power of this motivated, marginalized audience, and draws on their experiences to explore how structural inequalities in gaming spaces can be overcome. Gaming Sexism is a well-timed investigation of equality, power, and control over the future of technology.