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EBookClubs

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Book Ahead of the Game

Download or read book Ahead of the Game written by Kevin J. Ryan and published by HarperCollins Leadership. This book was released on 2022-01-25 with total page 320 pages. Available in PDF, EPUB and Kindle. Book excerpt: Prepare to be inspired by the story of Delane Parnell, the unlikeliest of CEOs now leading a gaming empire at the center of the booming, multibillion-dollar esports industry. Delane Parnell is not your typical tech entrepreneur. He was raised in a gang-riddled neighborhood on Detroit’s west side, bouncing between homes as his mother tried to make ends meet. Many of his closest friends and family members ended up in jail or dead. This makes it even more incredible that Delane became the 25-year-old founder and CEO of PlayVS, a Los Angeles company that is forever changing the gaming landscape in America. In 2018, esports— team-based competitive video gaming—became an officially sanctioned high school sport, meaning student gamers can now earn varsity letters just like their basketball and volleyball player peers. Delane’s startup is making that happen, providing the infrastructure that hosts the competitions, compiles the statistics, organizes playoff tournaments, and streams state championships for tens of thousands of students across the country. Ahead of the Game is a deeply reported narrative that tells the story of Delane, the motley group of underdogs and hustlers that helped build his several-hundred-million-dollar startup, and the previously overlooked students now participating in America’s growing esports phenomenon. It’s a tale of perseverance, courage, loyalty, race, family, tragedy, and believing you can overcome the odds—no matter how severely they’re stacked against you. Readers will also: Learn how the growing Esports industry is changing the lives of students across the country who were previously not engaged in the high school experience. Get a glimpse into a successful entrepreneur path unlike any other by following the story of how Delane Parnell created PlayVs in spite of the greatest of challenges. Be inspired that there is hope and opportunity available to people who go against conventional paths to realize their dreams. With a foreword by Sean "Diddy" Combs

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 374 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 Esports Business Management

Download or read book Esports Business Management written by David P. Hedlund and published by Human Kinetics Publishers. This book was released on 2021 with total page 273 pages. Available in PDF, EPUB and Kindle. Book excerpt: Learn about the rapidly expanding esports industry in Esports Business Management. Written by esports executives and experts and endorsed by the International Esports Federation, Esports Research Network, and the United States Esports Federation, this is a comprehensive introduction to the world of esports.

Book Championing Technology Infusion in Teacher Preparation

Download or read book Championing Technology Infusion in Teacher Preparation written by Arlene C. Borthwick and published by International Society for Technology in Education. This book was released on 2022-08-17 with total page 274 pages. Available in PDF, EPUB and Kindle. Book excerpt: Educators learning how to meaningfully integrate technology into their teaching practice will find resources and action plans to prepare them for today’s tech-infused lessons. Advancing teacher preparation to full adoption of technology infusion is no small undertaking. Written by 20 experts in the teacher prep field, Championing Technology Infusion in Teacher Preparation provides research- and practice-based direction for faculty, administrators, PK-12 school partners and other stakeholders who support programwide technology infusion in teacher education programs. Such organizational change involves almost every individual and system involved in teacher preparation. Topics addressed include: • Defining technology infusion and integration. • Systemic planning and readiness of college-level leadership. • Programwide, iterative candidate experiences across courses and clinical work. • Technology use and expectations for teachers and students in PK-12 settings. • Instructional design in teacher preparation programs to include integration of technology in face-to-face, blended and online PK-12 teaching and learning. • Strategies to support induction of new teachers in PK-12 settings. • Technology use, expectations, and professional development for teacher educators • Models for effective candidate and program evaluation. • Roles for government agencies and non-governmental organizations (NGOs) in nationwide collaboration for technology infusion in teacher preparation. This book will help administrators in colleges and schools of education as well as teacher educators in preparation programs support the developmental needs of teacher candidates as they learn how to teach with technology. With action steps and getting started resources in each chapter, the book is well-adapted for small group study and planning by collaborative leadership teams in colleges and schools of education. The book is also appropriate for the study of effective organizational change in education by graduate students.

Book eSports Yearbook 2013 14

    Book Details:
  • Author : Julia Hiltscher
  • Publisher : BoD – Books on Demand
  • Release : 2015-10-06
  • ISBN : 3738649816
  • Pages : 146 pages

Download or read book eSports Yearbook 2013 14 written by Julia Hiltscher and published by BoD – Books on Demand. This book was released on 2015-10-06 with total page 146 pages. Available in PDF, EPUB and Kindle. Book excerpt: This year issue contains several articles about major eSport topics in 2013 and 2014. André Fagundes Pase and Heelary Schultz wrote about Brazil. Matt Demers wrote a detailed story about commentators. Dominik Härig and Tilo Franke chose topics about marketing and marketisation in eSports. The eSports Yearbook is a collection of articles about eSports.

Book Grown and Flown

Download or read book Grown and Flown written by Lisa Heffernan and published by Flatiron Books. This book was released on 2019-09-03 with total page 291 pages. Available in PDF, EPUB and Kindle. Book excerpt: PARENTING NEVER ENDS. From the founders of the #1 site for parents of teens and young adults comes an essential guide for building strong relationships with your teens and preparing them to successfully launch into adulthood The high school and college years: an extended roller coaster of academics, friends, first loves, first break-ups, driver’s ed, jobs, and everything in between. Kids are constantly changing and how we parent them must change, too. But how do we stay close as a family as our lives move apart? Enter the co-founders of Grown and Flown, Lisa Heffernan and Mary Dell Harrington. In the midst of guiding their own kids through this transition, they launched what has become the largest website and online community for parents of fifteen to twenty-five year olds. Now they’ve compiled new takeaways and fresh insights from all that they’ve learned into this handy, must-have guide. Grown and Flown is a one-stop resource for parenting teenagers, leading up to—and through—high school and those first years of independence. It covers everything from the monumental (how to let your kids go) to the mundane (how to shop for a dorm room). Organized by topic—such as academics, anxiety and mental health, college life—it features a combination of stories, advice from professionals, and practical sidebars. Consider this your parenting lifeline: an easy-to-use manual that offers support and perspective. Grown and Flown is required reading for anyone looking to raise an adult with whom you have an enduring, profound connection.

Book The Grounds of Gaming

Download or read book The Grounds of Gaming written by Nicholas Taylor and published by Indiana University Press. This book was released on 2024-12-02 with total page 225 pages. Available in PDF, EPUB and Kindle. Book excerpt: How do we make space for video games in the places where we live, work, and play—and who is allowed to feel welcome there? Despite attempts to expand games beyond their conventional audience of young men, the physical contexts of gameplay and production remain off-limits and unsafe for so many. The Grounds of Gaming explores the physical places where games are played and how they contribute to the persistence of gaming's problematic politics. Drawing on fieldwork in an array of sites, author Nicholas Taylor explores the real-world settings where games are played, watched, discussed and designed. Sometimes these places are sticky, dark, and stinky; other times they are pristine and well appointed. Situating its chapters in such scenes as domestic gaming setups, campus computer labs, LAN parties, esports arenas, and convention centers, Taylor maps the infrastructural connections between games, place, masculinity, and whiteness. By inviting us to reconsider gaming's cultural politics from the ground up, The Grounds of Gaming offers new theoretical insights and practical resources regarding how to make game cultures and industries more inclusive.

Book Handbook of Esports Medicine

Download or read book Handbook of Esports Medicine written by Lindsey Migliore and published by Springer Nature. This book was released on 2021-05-24 with total page 273 pages. Available in PDF, EPUB and Kindle. Book excerpt: With over 450 million viewers worldwide and over $1 billion in revenue in 2019, competitive video gaming - known more popularly as esports - is not a fad, but rather a technological and cultural phenomenon. To remain competitive in this popular and sometimes lucrative field, gamers often practice upwards of 12 hours a day, performing anywhere from 400-600 actions per minute. As such, they are susceptible to a unique set of injuries and disorders from these complex movements, extended screen time and sedentary tendencies. This population requires motivated and educated healthcare providers familiar with their lifestyle and ailments to effectively prevent, diagnose, and treat relevant esports medical conditions. This handbook will serve as the first of its kind, an in-depth dive into the fundamentals of treating competitive video gamers created by the medical professionals and industry leaders. Esports medicine is a subspecialty in its infancy: Research, resources, and guidelines are evolving rapidly as more is understood about this burgeoning patient population. This unique handbook will provide a comprehensive overview of the basics of esports, play mechanics and terminology specifically targeted towards healthcare professionals previously unfamiliar with the subject matter. It will convey the essentials of an esports history and physical exam and act as a step-by-step guide for treating video gamers and esports athletes. Furthermore, it will guide providers through each and every major diagnosis related to gaming, with the specific mechanisms of the injury, relevant physical exam maneuvers, and treatments selected specifically for gaming, covering upper and lower extremity injuries, conditions of the neck and back, gaming ergonomics, and psychological, nutritional and cultural considerations. Timely and practical, Handbook of Esports Medicine will be a valuable resource for primarily sports medicine, orthopedic, physical medical and rehabilitation, and pediatric physicians, as well as therapists, psychologists and trainers involved in competitive gaming.

Book HCI in Games

    Book Details:
  • Author : Xiaowen Fang
  • Publisher : Springer Nature
  • Release : 2023-07-08
  • ISBN : 3031359798
  • Pages : 360 pages

Download or read book HCI in Games written by Xiaowen Fang and published by Springer Nature. This book was released on 2023-07-08 with total page 360 pages. Available in PDF, EPUB and Kindle. Book excerpt: This two-volume set of HCI-Games 2023, constitutes the refereed proceedings of the 5th International Conference on HCI in Games, held as Part of the 24th International Conference, HCI International 2023, which took place in July 2023 in Copenhagen, Denmark. The total of 1578 papers and 396 posters included in the HCII 2023 proceedings volumes was carefully reviewed and selected from 7472 submissions. The HCI in Games 2023 proceedings intends to help, promote and encourage research in this field by providing a forum for interaction and exchanges among researchers, academics, and practitioners in the fields of HCI and games. The Conference addresses HCI principles, methods and tools for better games.

Book Handbook of Research on Digital Citizenship and Management During Crises

Download or read book Handbook of Research on Digital Citizenship and Management During Crises written by Öngün, Erdem and published by IGI Global. This book was released on 2021-11-12 with total page 440 pages. Available in PDF, EPUB and Kindle. Book excerpt: Today, individuals and societies of the digital age are no longer constrained by conventional contexts, narratives, settings, and status; they are surrounded and guided by digital tools and applications leading to a digital revolution. That digital revolution changed the individual along with living styles and cultural and social relations among people. Moreover, these revolutionary changes and the increasing capabilities of smart devices have brought today's people a new kind of public sphere with questionable freedoms but also restraints in its digital dimensions. Now, it is possible to talk about the digital dimension and equivalence of all the concepts that are both individually and socially constructed in a new digital world. The Handbook of Research on Digital Citizenship and Management During Crises covers many different components engaged with digital world responsibilities. The authors assess the position, status, and reactions of the new citizen against future catastrophes. Covering topics such as epistemic divide, internet addiction, and new media technologies, this text serves as a cutting-edge resource for researchers, scholars, lawmakers, trainers, instructional designers, university libraries, professors, students, and academicians.

Book Using Video Games to Level Up Collaboration for Students

Download or read book Using Video Games to Level Up Collaboration for Students written by Matthew Harrison and published by Taylor & Francis. This book was released on 2022-07-13 with total page 173 pages. Available in PDF, EPUB and Kindle. Book excerpt: Using Video Games to Level Up Collaboration for Students provides a research-informed, systematic approach for using cooperative multiplayer video games as tools for teaching collaborative social skills and building social connections. Video games have become an ingrained part of our culture, and many teachers, school leaders and allied health professionals are exploring ways to harness digital games–based learning in their schools and settings. At the same time, collaborative skills and social inclusion have never been more important for our children and young adults. Taking a practical approach to supporting a range of learners, this book provides a three-stage system that guides professionals with all levels of gaming experience through skill instruction, supported play and guided reflection. A range of scaffolds and resources support the implementation of this program in primary and secondary classrooms and private clinics. Complementing this intervention design are a set of principles of game design that assist in the selection of games for use with this program, which assists with the selection of existing games or the design of future games for use with this program. Whether you are a novice or an experienced gamer, Level Up Collaboration provides educators with an innovative approach to ensuring that children and young adults can develop the collaborative social skills essential for thriving in their communities. By using an area of interest and strength for many individuals experiencing challenges with developing friendships and collaborative social skills, this intervention program will help your school or setting to level up social outcomes for all participants.

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 Creatures of the Night

Download or read book Creatures of the Night written by Grace Collins and published by Penguin UK. This book was released on 2021-11-11 with total page 236 pages. Available in PDF, EPUB and Kindle. Book excerpt: Milena, an obedient teenager, has to team up with the supernatural creatures she was taught to fear in order to escape the people she once loved... In a world where humans must hide underground to stay safe from the creatures who roam the night, Milena's life as an outcast is hardly worth noticing. But on the day her village is attacked and her life is spared by the mysterious Elias, Milena is forced to throw everything she thought she knew about her world out the window. Because while Elias looks just as human as she is, he's actually the leader of a pack of wolf shifters, and the bond she feels with him compels her to start asking questions about the things she's been told about the creatures of the night. Because if her village was willing to lie about something like this, what other secrets might they be keeping from her?

Book Mouse Count

    Book Details:
  • Author : Ellen Stoll Walsh
  • Publisher : Houghton Mifflin Harcourt
  • Release : 1995
  • ISBN : 9780152002664
  • Pages : 64 pages

Download or read book Mouse Count written by Ellen Stoll Walsh and published by Houghton Mifflin Harcourt. This book was released on 1995 with total page 64 pages. Available in PDF, EPUB and Kindle. Book excerpt: Ten mice outsmart a hungry snake. Board book.

Book Information and Communication Technologies in Tourism 2021

Download or read book Information and Communication Technologies in Tourism 2021 written by Wolfgang Wörndl and published by Springer Nature. This book was released on 2021-01-11 with total page 587 pages. Available in PDF, EPUB and Kindle. Book excerpt: This open access book is the proceedings of the International Federation for IT and Travel & Tourism (IFITT)’s 28th Annual International eTourism Conference, which assembles the latest research presented at the ENTER21@yourplace virtual conference January 19–22, 2021. This book advances the current knowledge base of information and communication technologies and tourism in the areas of social media and sharing economy, technology including AI-driven technologies, research related to destination management and innovations, COVID-19 repercussions, and others. Readers will find a wealth of state-of-the-art insights, ideas, and case studies on how information and communication technologies can be applied in travel and tourism as we encounter new opportunities and challenges in an unpredictable world.

Book The Tyranny of Virtue

Download or read book The Tyranny of Virtue written by Robert Boyers and published by Scribner. This book was released on 2019-09-24 with total page 192 pages. Available in PDF, EPUB and Kindle. Book excerpt: From public intellectual and professor Robert Boyers, “a powerfully persuasive, insightful, and provocative prose that mixes erudition and first-hand reportage” (Joyce Carol Oates) addressing recent developments in American culture and arguing for the tolerance of difference that is at the heart of the liberal tradition. Written from the perspective of a liberal intellectual who has spent a lifetime as a writer, editor, and college professor, The Tyranny of Virtue is a “courageous, unsparing, and nuanced to a rare degree” (Mary Gaitskill) insider’s look at shifts in American culture—most especially in the American academy—that so many people find alarming. Part memoir and part polemic, Boyers’s collection of essays laments the erosion of standard liberal values, and covers such subjects as tolerance, identity, privilege, appropriation, diversity, and ableism that have turned academic life into a minefield. Why, Robert Boyers asks, are a great many liberals, people who should know better, invested in the drawing up of enemies lists and driven by the conviction that on critical issues no dispute may be tolerated? In stories, anecdotes, and character profiles, a public intellectual and longtime professor takes on those in his own progressive cohort who labor in the grip of a poisonous and illiberal fundamentalism. The end result is a finely tuned work of cultural intervention from the front lines.

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.