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EBookClubs

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Book A Newborn Business

Download or read book A Newborn Business written by Zoltan Andrejkovics and published by Zoltan Andrejkovics. This book was released on 2018-10-05 with total page 104 pages. Available in PDF, EPUB and Kindle. Book excerpt: Games covered Fortnite, League of Legends, Dota 2, FIFA, Overwatch, CS:GO, Clash Royale, Hearthstone and F1 series "How can I become a professional esports player?" "How can I make a living playing esports?" "What is the lifespan of an esports game?" "What are the most popular esports?" These are just some of the questions I have been asked over the last five years. With the boom of the esports industry, everyone wants to know how they can be part of it. In this book, I have answered those questions, and dozens more, based on my years of experience working in the professional esports scene as a team manager. In this book, you will find no topic was off limits. I talk about the past, present, and future of esports and different aspects of the professional gaming industry at large.

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 From Problem to Possibility

Download or read book From Problem to Possibility written by Mary Ann Jacobs and published by Rowman & Littlefield. This book was released on 2022-02-15 with total page 185 pages. Available in PDF, EPUB and Kindle. Book excerpt: The purpose of this book is to not only persuade leaders that action research is leadership, but that leadership can be more deliberate in promoting human dignity when leaders engage in a reflective process of continuous improvement. An action research frame of mind is the impetus for efforts toward continuous improvement -- dissatisfaction with what is the beginning of improvement! The caveat is that leadership is not a position, leadership is action. Those who want to make their work better, their service better, their clients, customers, stakeholders, children, or students better -- are leaders, with or without a bureaucratic or hierarchical position. Professional leadership, executive leadership, company leadership, and everyday leadership requires action and reflection on those actions to determine the effectiveness of the continuous improvement process. The rationale for this book is to provide leaders at all levels with a framework that progresses through six steps of action and research from considering the challenge faced by the leader within an organization to reflecting on the improvement and next steps to continue the improvement process - thus Leading Up: From Problem to Possibility.

Book Good Luck Have Fun

Download or read book Good Luck Have Fun written by Roland Li and published by Simon and Schuster. This book was released on 2017-09-05 with total page 257 pages. Available in PDF, EPUB and Kindle. Book excerpt: Esports is one of the fastest growing—and most cutthroat—industries in the world. A confluence of technology, culture, and determination has made this possible. Players around the world compete for millions of dollars in prize money, and companies like Amazon, Coca Cola, and Intel have invested billions. Esports are now regularly played live on national TV. Hundreds of people have dedicated their lives to gaming, sacrificing their education, relationships, and even their bodies to compete, committing themselves with the same fervor of any professional athlete. In Good Luck Have Fun, author Roland Li talks to some of the biggest names in the business and explores the players, companies, and games that have made it to the new major leagues. Follow Alex Garfield as he builds Evil Geniuses, a modest gaming group in his college dorm, into a global, multimillion-dollar eSports empire. Learn how Brandon Beck and Marc Merrill made League of Legends the world’s most successful eSports league and most popular PC game, on track to make over $1 billion a year. See how Twitch.tv pivoted from a video streaming novelty into a $1 billion startup on the back of professional gamers. And dive into eSports’ dark side: drug abuse, labor troubles, and for each success story, hundreds of people who failed to make it big. With updates on recent developments, Good Luck Have Fun is the essential guide to the rise of an industry and culture that challenge what we know about sports, games, and competition.

Book This Book Loves You

Download or read book This Book Loves You written by PewDiePie and published by Penguin. This book was released on 2015-10-20 with total page 244 pages. Available in PDF, EPUB and Kindle. Book excerpt: This Book Loves You by PewDiePie is a collection of beautifully illustrated inspirational sayings by which you should live your life. If you follow each and every one, your life will become easier, more fabulous, more rewarding. Imagine what a chilled-out and wonderful human being people would think you were if you lived by the simple principle "You can never fail if you never try." Your wasted life would be an inspiration to others. Think of all the pointless, unhappy striving you could simply give up. Throw away that guitar! Give up on your dreams! Embrace your astounding mediocrity. This Book Loves You has something for everyone--or at least everyone willing to give up and stop caring. If all else fails, remember: "Don’t be yourself. Be a pizza. Everyone loves pizza."

Book Online Gaming

    Book Details:
  • Author : The New York Times Editorial Staff
  • Publisher : The Rosen Publishing Group, Inc
  • Release : 2018-12-15
  • ISBN : 1642821357
  • Pages : 226 pages

Download or read book Online Gaming written by The New York Times Editorial Staff and published by The Rosen Publishing Group, Inc. This book was released on 2018-12-15 with total page 226 pages. Available in PDF, EPUB and Kindle. Book excerpt: In the mid 2000s, online gaming was a robust and thriving culture, with dedicated participants around the world. A decade later, mobile games had spawned billion-dollar franchises, and e-sports had earned a viewership rivaling the audiences of blockbuster films. As online gaming grew into a pop culture industry, new questions were raised about the role of video games in business, politics, education, and culture. The articles in this collection showcase the development of this multi-faceted industry, and features such as media literacy terms and questions will engage readers beyond the text.

Book Electronic Sports Industry in China

Download or read book Electronic Sports Industry in China written by Peng Duan and published by Springer Nature. This book was released on 2023-02-21 with total page 242 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book presents a series of studies on the status quo, characteristics of and trends in China’s eSports industry, while also analyzing key problems to help the industry avoid potential risks, seize opportunities for development, and promote industrial drivers. In addition, it puts forward feasible plans and strategic suggestions for high-quality innovation and development of the industry. Electronic sports or eSports refers to digital entertainment activities that combine technological, sports, cultural and social aspects, and which have a unique commercial and user value. With their rapid growth in this century, eSports are now an emerging sector with huge growth potential and room for innovation. In 2020, China’s eSports industry led the globe in growth rates; contributing roughly RMB 75.198 billion, it brought considerable new momentum to the national economy. As a new cultural phenomenon, eSports are politically, economically, culturally, and socially suited to helping use information technologies to restructure human social activities. The emergence and spread of an eSports culture embody the richness of subcultural phenomena and the importance of multicultural spaces, while also having a positive effect on people’s competitive spirit, intelligence, aesthetic tastes, etc. However, during the COVID-19 pandemic, China’s eSports industry has faced a host of problems, e.g. postponed competitions, management difficulties and brand devaluation, all of which have hampered its progress. Nevertheless, the number of Chinese eSports users is on the rise and the online market share is climbing steadily, establishing a user base for the industry. Moreover, new technological advances like 5G, VR and AR offer a wealth of new opportunities for innovation in China’s eSports industry. The book encourages readers to approach the topic from various perspectives and think across disciplines. As a result, it is not only essential reading for students at colleges and universities, but also offers a valuable reference guide for eSports researchers and enthusiasts.

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 One Up

    Book Details:
  • Author : Joost van Dreunen
  • Publisher : Columbia University Press
  • Release : 2020-10-06
  • ISBN : 0231552211
  • Pages : 317 pages

Download or read book One Up written by Joost van Dreunen and published by Columbia University Press. This book was released on 2020-10-06 with total page 317 pages. Available in PDF, EPUB and Kindle. Book excerpt: What explains the massive worldwide success of video games such as Fortnite, Minecraft, and Pokémon Go? Game companies and their popularity are poorly understood and often ignored from the standpoint of traditional business strategy. Yet this industry generates billions in revenue by thinking creatively about digital distribution, free-to-play content, and phenomena like e-sports and live streaming. What lessons can we draw from its major successes and failures about the future of entertainment? One Up offers a pioneering empirical analysis of innovation and strategy in the video game industry to explain how it has evolved from a fringe activity to become a mainstream form of entertainment. Joost van Dreunen, a widely recognized industry expert with over twenty years of experience, analyzes how game makers, publishers, and platform holders have tackled strategic challenges to make the video game industry what it is today. Using more than three decades of rigorously compiled industry data, he demonstrates that video game companies flourish when they bring the same level of creativity to business strategy that they bring to game design. Filled with case studies of companies such as Activision Blizzard, Apple, Electronic Arts, Epic Games, Microsoft, Nexon, Sony, Take-Two Interactive, Tencent, and Valve, this book forces us to rethink common misconceptions around the emergence of digital and mobile gaming. One Up is required reading for investors, creatives, managers, and anyone looking to learn about the major drivers of change and growth in contemporary entertainment.

Book The Computer

    Book Details:
  • Author : Eric G. Swedin
  • Publisher : Bloomsbury Publishing USA
  • Release : 2022-07-08
  • ISBN : 1440866058
  • Pages : 320 pages

Download or read book The Computer written by Eric G. Swedin and published by Bloomsbury Publishing USA. This book was released on 2022-07-08 with total page 320 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book, aimed at general readers, covers the entirety of computing history from antiquity to the present, placing the story of computing into the broader context of politics, economics, society, and more. Computers dominate the world we live in, and this book describes how we got here. The Computer: A Brief History of the Machine That Changed the World covers topics from early efforts at mathematical computation back in ancient times, such as the abacus and the Antikythera device, through Babbage's Difference Engine and the Hollerith Tabulating Machines of the 19th century, to the eventual invention of the modern computer during World War II and its aftermath. The scope of the text reaches into the modern day, with chapters on social media and the influence of computers and technology on recent elections. The information in this book, perfect for readers new to the topic or those looking to delve into the history of computers in greater detail, can be accessed both chronologically and topically. With chapters focusing on larger time periods as well as shorter subsections covering specific people and topics, this book is designed to make the history of computing as approachable as possible.

Book Streaming Culture

    Book Details:
  • Author : David Arditi
  • Publisher : Emerald Group Publishing
  • Release : 2021-04-15
  • ISBN : 1839827688
  • Pages : 184 pages

Download or read book Streaming Culture written by David Arditi and published by Emerald Group Publishing. This book was released on 2021-04-15 with total page 184 pages. Available in PDF, EPUB and Kindle. Book excerpt: Encouraging us to look beyond the seemingly limitless supply of multimedia content, David Arditi calls attention to the underlying dynamics of instant viewing - in which our access to our favourite binge-worthy show, blockbuster movie or hot new album release depends on any given service’s willingness, and ability, to license it.

Book Understanding Video Games

Download or read book Understanding Video Games written by Simon Egenfeldt-Nielsen and published by Taylor & Francis. This book was released on 2024-05-08 with total page 445 pages. Available in PDF, EPUB and Kindle. Book excerpt: The fifth edition of this pioneering textbook takes video game studies into the next decade, highlighting changes in mobile, social, and casual gaming. This book introduces students to both the major theories used to analyze games, such as ludology and narratology, and the commercial and organizational aspects of the game industry. Drawing from historical and contemporary examples, this student-friendly text also explores the aesthetics of games, evaluates the cultural position of video games, and considers the potential effects of both violent and "serious" games. This new edition includes updates to the history, statistics, and developments in the vast game studies landscape throughout. The book has been expanded with additional theory, research, and insights from scholars around the world, making it more inclusive and broadening its global perspective. Extensively illustrated and featuring discussion questions, a glossary of key terms, and a detailed video game history timeline, Understanding Video Games, Fifth Edition is an indispensable resource for anyone interested in examining the ways video games are reshaping entertainment, education, and society.

Book Social Influence on Digital Content Contribution and Consumption

Download or read book Social Influence on Digital Content Contribution and Consumption written by Xuejing Ma and published by Springer Nature. This book was released on 2023-09-28 with total page 200 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book examines users’ digital content contribution and consumption behavior from a social perspective. Digital content is everywhere—from search results on search engines to posts on social media. Incentivizing users to contribute abundant content and motivating users to engage in and pay for digital content are vital for online platforms, especially those relying on digital content generated by users. This book develops a theoretical framework to incorporate social influence, including social presence, social interaction, social comparison, social loafing, and social relationships, in users’ digital content contribution and consumption decisions. Further, using a large volume of data from online platforms, the author empirically studies the role of social interaction in digital content provision and monetization from the supply side. Also, regarding the digital content demand side, this book explores how to boost content consumption via social motives and social norms. The book enriches the understanding of social influence in digital content contribution and consumption and provides practical suggestions for digital platforms’ mechanism design.

Book Globalizing Sport

Download or read book Globalizing Sport written by George H. Sage and published by Routledge. This book was released on 2015-11-17 with total page 291 pages. Available in PDF, EPUB and Kindle. Book excerpt: Sport is enjoyed by millions of people across the world, and both watching and playing sport constitutes a major part of modern leisure time. But sport is also a huge worldwide industry. In Globalizing Sport, George Sage invites readers to explore a deeper understanding of the global dynamics of sport - not only competitions but of the big businesses of money, media coverage, athletic apparel and more. He shows how phenomena such as migration, labour, commerce and politics affect the athletes and the fans, continually reshaping the business and experience of sport. Globalizing Sport puts sport in its political, economic and social context, revealing its connections with businesses, countries, media outlets and education systems.

Book Ludopolitics

    Book Details:
  • Author : Liam Mitchell
  • Publisher : John Hunt Publishing
  • Release : 2018-12-14
  • ISBN : 1785354892
  • Pages : 265 pages

Download or read book Ludopolitics written by Liam Mitchell and published by John Hunt Publishing. This book was released on 2018-12-14 with total page 265 pages. Available in PDF, EPUB and Kindle. Book excerpt: What can videogames tell us about the politics of contemporary technoculture, and how are designers and players responding to its impositions? To what extent do the technical features of videogames index our assumptions about what exists and what is denied that status? And how can we use games to identify and shift those assumptions without ever putting down the controller? Ludopolitics responds to these questions with a critique of one of the defining features of modern technology: the fantasy of control. Videogames promise players the opportunity to map and master worlds, offering closed systems that are perfect in principle if not in practice. In their numerical, rule-bound, and goal-oriented form, they express assumptions about both the technological world and the world as such. More importantly, they can help us identify these assumptions and challenge them. Games like Spec Ops: The Line, Braid, Undertale, and Bastion, as well as play practices like speedrunning, theorycrafting, and myth-making provide an aesthetic means of mounting a political critique of the pursuit and valorization of technological control.

Book The Privilege of Play

Download or read book The Privilege of Play written by Aaron Trammell and published by NYU Press. This book was released on 2023-04-18 with total page 240 pages. Available in PDF, EPUB and Kindle. Book excerpt: "From model trains to board games, this book tells the story of how the attitudes and beliefs of a predominantly white culture of hobbyists still pervades geek culture today"--

Book Plunkett s Entertainment   Media Industry Almanac

Download or read book Plunkett s Entertainment Media Industry Almanac written by Jack W. Plunkett and published by Plunkett Research, Ltd.. This book was released on 2009-01-22 with total page 591 pages. Available in PDF, EPUB and Kindle. Book excerpt: Offers profiles on many of firms in film, radio, television, cable, media, and publishing of various types including books, magazines and newspapers. This book contains many contacts for business and industry leaders, industry associations, Internet sites and other resources. It provides profiles of nearly 400 of top entertainment and media firms.