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EBookClubs

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Book eSports Library

Download or read book eSports Library written by Timo Schöber and published by BoD – Books on Demand. This book was released on 2021-08-21 with total page 190 pages. Available in PDF, EPUB and Kindle. Book excerpt: eSports Library is a first collection of guest articles by the author Timo Schöber, which have been published on different platforms online or in print. The contributions deal with different aspects of electronic sports, called eSports. From politics and society, to popular and professional sports, to definitional issues and argumentation against prejudice, many different topics are included in this collection. This anthology offers a very comprehensive overview of the history, status quo, as well as potentials for the future of eSports.

Book Games in Libraries

Download or read book Games in Libraries written by Breanne A. Kirsch and published by McFarland. This book was released on 2014-02-11 with total page 247 pages. Available in PDF, EPUB and Kindle. Book excerpt: Librarians are beginning to see the importance of game based learning and the incorporation of games into library services. This book is written for them--so they can use games to improve people's understanding and enjoyment of the library. Full of practical suggestions, the essays discuss not only innovative uses of games in libraries but also the game making process. The contributors are all well versed in games and game-based learning and a variety of different types of libraries are considered. The essays will inspire librarians and educators to get into this exciting new area of patron and student services.

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 World of ESports

    Book Details:
  • Author : Lisa Owings
  • Publisher :
  • Release : 2021
  • ISBN :
  • Pages : 0 pages

Download or read book World of ESports written by Lisa Owings and published by . This book was released on 2021 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: With huge prize pools, gaming superstars, and worldwide tournaments, it's no wonder eSports are making a splash. Readers will learn all about the biggest games, the best players, and the devoted fans defining esports.

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 Global esports

    Book Details:
  • Author : Dal Yong Jin
  • Publisher : Bloomsbury Publishing USA
  • Release : 2021-03-25
  • ISBN : 1501368761
  • Pages : 384 pages

Download or read book Global esports written by Dal Yong Jin and published by Bloomsbury Publishing USA. This book was released on 2021-03-25 with total page 384 pages. Available in PDF, EPUB and Kindle. Book excerpt: Global esports explores the recent surge of esports in the global scene and comprehensively discusses people's understanding of this spectacle. By historicizing and institutionalizing esports, the contributors analyze the rapid growth of esports and its implications in culture and digital economy. Dal Yong Jin curates a discussion as to why esports has become a global phenomenon. From games such as Spacewar to Starcraft to Overwatch, a key theme, distinguishing this collection from others, is a potential shift of esports from online to mobile gaming. The book addresses why many global game players and fans play and enjoy online and mobile games in professional game competitions, and therefore, they investigate the manner in which the transfer to, from and between online and mobile gaming culture is occurring in a specific subset of global youth. The remaining focus identifies the major platforms used to enjoy esports, including broadcasting and smartphones. By analyzing these unexamined or less-discussed agendas, this book sheds light on the current debates on the growth of global esports culture.

Book Online Battle Arena Esports

Download or read book Online Battle Arena Esports written by Daniel Mauleón and published by Capstone Press a Capstone Imprint. This book was released on 2020 with total page 33 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Explores the history, format, training, and controversies involved in modern multiplayer online battle arena esport tournaments"--

Book Esports and the New Gaming Culture

Download or read book Esports and the New Gaming Culture written by Bradley Steffens and published by . This book was released on 2020-08 with total page 80 pages. Available in PDF, EPUB and Kindle. Book excerpt: More than 450 million people worldwide watch esports each year. That is more than the number of people who watch Netflix, Hulu, ESPN, and HBO combined--and the esports audience keeps growing. Esports and the New Gaming Culture examines the cultural phenomenon that is esports. The book explores the world of professional gamers and teams, the competitions, the spectators, the business of pro gaming, and even the interscholastic programs--all of which make up this exciting revolution in spectator sports.

Book Videogames  Libraries  and the Feedback Loop

Download or read book Videogames Libraries and the Feedback Loop written by Sandra Schamroth Abrams and published by Emerald Group Publishing. This book was released on 2021-04-22 with total page 162 pages. Available in PDF, EPUB and Kindle. Book excerpt: Offering a fresh understanding of the learning potential of youth videogaming in public libraries, and delving into research-based accounts which showcase feedback mechanisms that nurture meaningful learning, Abrams and Gerber equip readers to re-envision library programming that specifically features youth videogame play.

Book A History of Competitive Gaming

Download or read book A History of Competitive Gaming written by Lu Zhouxiang and published by Routledge. This book was released on 2022-05-13 with total page 320 pages. Available in PDF, EPUB and Kindle. Book excerpt: Competitive gaming, or esports – referring to competitive tournaments of video games among both casual gamers and professional players – began in the early 1970s with small competitions like the one held at Stanford University in October 1972, where some 20 researchers and students attended. By 2022 the estimated revenue of the global esports industry is in excess of $947 million, with over 200 million viewers worldwide. Regardless of views held about competitive gaming, esports have become a modern economic and cultural phenomenon. This book studies the full history of competitive gaming from the 1970s to the 2010s against the background of the arrival of the electronic and computer age. It investigates how competitive gaming has grown into a new form of entertainment, a sport-like competition, a lucrative business and a unique cultural sensation. It also explores the role of competitive gaming in the development of the video game industry, making a distinctive contribution to our knowledge and understanding of the history of video games. A History of Competitive Gaming will appeal to all those interested in the business and culture of gaming, as well as those studying modern technological culture.

Book Integrating Video Game Research and Practice in Library and Information Science

Download or read book Integrating Video Game Research and Practice in Library and Information Science written by Ratliff, Jacob A. and published by IGI Global. This book was released on 2015-02-28 with total page 316 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video games are now a ubiquitous form of media used by the majority of the American population. However, the academic research field surrounding this genre does not accurately reflect the pervasive influence of video games. The field of library and information sciences helps provide the necessary foundational support for this media. Integrating Video Game Research and Practice in Library and Information Science brings together video gaming culture and its unique forms of communication with information behavior research. By detailing the nuances of video games and their influence, this reference book reveals communication patterns within society and provides comprehensive background and analysis for libraries, librarians, and information professionals.

Book How To Be a Professional Gamer

Download or read book How To Be a Professional Gamer written by Fnatic and published by Random House. This book was released on 2016-10-06 with total page 258 pages. Available in PDF, EPUB and Kindle. Book excerpt: It’s time to become a Legend. Watched by millions and contested by the best professional gamers in the world, League of Legends is more than a game. Since the very beginnning of eSports, Fnatic have been competing at the highest level. In 2011, they won the World Championships and in 2015 they achieved the impossible: an entire regular season undefeated. In How to be a Professional Gamer, they take you inside the elite world of the sport, and into the world of competitive gaming. Sharing their knowledge, expertise, and strategies, it’s only a matter of time before you’re a world champion, too. Including tips on game strategy, teamwork and mental strength, How to be a Professional Gamer is both a guide for how to improve as a regular gamer, and the story of Fnatic and how they’ve conquered the world of eSports. Are you ready?

Book Warp Zone  The Future of Gaming

Download or read book Warp Zone The Future of Gaming written by Kaitlyn Duling and published by Carson-Dellosa Publishing. This book was released on 2021-08-11 with total page 32 pages. Available in PDF, EPUB and Kindle. Book excerpt: Book Features: • Ages 8-14, Grades 3-8 • 32 pages, 7 inches x 9 inches • Simple, easy-to-read pages with full-color pictures • Includes pre- and post-reading activities • Reading/teaching tips and glossary included Gaming and eSports: In Warp Zone: The Future of Gaming, 3rd—8th graders discover the latest advancements in one of children's favorite past-times: gaming! Learn about new video game technology, virtual reality, eSports, and so much more! Paving The Way: Young readers learn about new gaming technology, augmented reality, adaptive gaming, and advancements in the eSports industry that will make gaming in the future even more exciting. Build Reading Skills: This engaging 32-page children’s book will help your child improve comprehension and build confidence with guided pre- and post-reading questions and fun activities. Leveled Books: Part of the Gaming and Esports series, the lower reading level text and full-color pictures make this children’s book an engaging read with fun and interesting facts about the future of gaming. Why Rourke Educational Media: Since 1980, Rourke Publishing Company has specialized in publishing engaging and diverse non-fiction and fiction books for children in a wide range of subjects that support reading success on a level that has no limits.

Book eSports is Business

Download or read book eSports is Business written by Tobias M. Scholz and published by Springer. This book was released on 2019-02-20 with total page 165 pages. Available in PDF, EPUB and Kindle. Book excerpt: The global phenomenon of eSports has experienced exponential growth in recent years, gaining interest from the media, sports and technology industries. Being born digital, global and agile, competitive gaming appeals to a young and emerging audience, and therefore the management of businesses within the eSports industry requires a unique strategy. Presenting a short history of the industry and an overview of its various stakeholders, the author explores how important governing principles have emerged to culminate in a business model network. An insightful read for scholars researching innovation, eBusiness and strategy, this book takes a pioneering approach and examines potential implications for the future of eSports.

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 Implications and Impacts of eSports on Business and Society  Emerging Research and Opportunities

Download or read book Implications and Impacts of eSports on Business and Society Emerging Research and Opportunities written by Finch, David J. and published by IGI Global. This book was released on 2019-10-25 with total page 201 pages. Available in PDF, EPUB and Kindle. Book excerpt: The global gaming market, due to numerous technological advancements in social media networking and live-streaming video, has exploded in recent years. However, this newly acquired popularity has left many industry professionals pondering a difficult enigma: How does this affect the professional world? Implications and Impacts of eSports on Business and Society: Emerging Research and Opportunities provides innovative research exploring the immersion of competitive electronic sports and applications within global marketing, business, and society. Featuring coverage on a broad range of topics such as social networking, sponsorship branding, and risk management, this book is ideally designed for sports and entertainment practitioners, communications professionals, marketers, business consultants, researchers, professionals, and students seeking current research on potential business opportunities in the eSports industry.

Book Press B to Belong

    Book Details:
  • Author : Matthew Harrison
  • Publisher : Emerald Group Publishing
  • Release : 2024-07-26
  • ISBN : 1804559261
  • Pages : 193 pages

Download or read book Press B to Belong written by Matthew Harrison and published by Emerald Group Publishing. This book was released on 2024-07-26 with total page 193 pages. Available in PDF, EPUB and Kindle. Book excerpt: Positioning esports programs as spaces for social inclusion within our schools, this work provides educators with practical strategies for removing barriers to participation and belonging for students with disabilities and neurological differences to make school a place where all students want to be.