EBookClubs

Read Books & Download eBooks Full Online

EBookClubs

Read Books & Download eBooks Full Online

Book OpTic Gaming

Download or read book OpTic Gaming written by H3CZ and published by HarperCollins. This book was released on 2016-05-17 with total page 188 pages. Available in PDF, EPUB and Kindle. Book excerpt: OpTic Gaming, the four-time Call of Duty Major League Gaming Champions and one of the top eSports teams in the world, now takes fans behind the controller—into the game and the minds of the greatest gamers in the world—in this fascinating and unique memoir and insider guide. Emerging on the scene in 2006, OpTic Gaming has dominated the Call of Duty e-sports arena, thanks to the talents of legendary players such as Matt “NaDeSHoT” Haag, the biggest eSports personality on earth; Seth “Scump” Abner, the best Call of Duty player in the world; Midnite, one of the first girl gamers to rise to stardom on YouTube; and Hector “H3CZ” Rodriguez, the team founder and CEO. With over 14 million followers across social platforms like Twitter, Facebook and YouTube, no other team of players in eSports can match OpTic's popularity or ability to bring fans into the game. Now, these remarkable players have collaborated to produce this one-of-a-kind book. In OpTic Gaming, they candidly share their story of becoming Call of Duty's global royalty—ESPN XGAMES, MLG, ESWC and GFINITY champions—laying bare their lives, exploring what it takes to make it in professional gaming, and speaking honestly about the consequences of their newfound fame. These best-of-the-best take you behind the controller, offering insights, knowledge, and strategies to help you improve your shot, master the most complex maps, and conquer the game with the ultimate weapons. Going beyond their number-one game, the team also discusses the rest of their lineups and how to become a champion in any arena. Revealing their go-to strategies, best missions, and favorite challenges, OpTic Gaming brings fans closer to these wildly popular professional gamers more than ever before.

Book Optic Gaming

Download or read book Optic Gaming written by and published by Dey St. This book was released on 2016 with total page 262 pages. Available in PDF, EPUB and Kindle. Book excerpt: OpTic Gaming, the four-time Call of Duty Major League Gaming Champions and one of the top eSports teams in the world, now takes fans behind the controllerinto the game and the minds of the greatest gamers in the worldin this fascinating and unique memoir and insider guide. Emerging on the scene in 2006, OpTic Gaming has dominated the Call of Duty e-sports arena, thanks to the talents of legendary players such as Matt "NaDeSHoT" Haag, the biggest eSports personality on earth; Seth "Scump" Abner, the best Call of Duty player in the world; Midnite, one of the first girl gamers to rise to stardom on YouTube; and Hector "H3CZ" Rodriguez, the team founder and CEO. With over 14 million followers across social platforms like Twitter, Facebook and YouTube, no other team of players in eSports can match OpTic's popularity or ability to bring fans into the game.

Book Global esports

    Book Details:
  • Author : Dal Yong Jin
  • Publisher : Bloomsbury Publishing USA
  • Release : 2021-03-25
  • ISBN : 1501368753
  • Pages : 336 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 336 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 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 Gaming Utopia

    Book Details:
  • Author : Claudia Costa Pederson
  • Publisher : Indiana University Press
  • Release : 2021-04-06
  • ISBN : 0253054524
  • Pages : 249 pages

Download or read book Gaming Utopia written by Claudia Costa Pederson and published by Indiana University Press. This book was released on 2021-04-06 with total page 249 pages. Available in PDF, EPUB and Kindle. Book excerpt: In Gaming Utopia: Ludic Worlds in Art, Design, and Media, Claudia Costa Pederson analyzes modernist avant-garde and contemporary video games to challenge the idea that gaming is an exclusively white, heterosexual, male, corporatized leisure activity and reenvisions it as a catalyst for social change. By looking at over fifty projects that together span a century and the world, Pederson explores the capacity for sociopolitical commentary in virtual and digital realms and highlights contributions to the history of gaming by women, queer, and transnational artists. The result is a critical tool for understanding video games as imaginative forms of living that offer alternatives to our current reality. With an interdisciplinary approach, Gaming Utopia emphasizes how game design, creation, and play can become political forms of social protest and examines the ways that games as art open doors to a more just and peaceful world.

Book The Essential Guide to the Business   Law of Esports   Professional Video Gaming

Download or read book The Essential Guide to the Business Law of Esports Professional Video Gaming written by Justin M Jacobson and published by CRC Press. This book was released on 2021-02-19 with total page 188 pages. Available in PDF, EPUB and Kindle. Book excerpt: "As esports has grown, the need for professional legal representation has grown with it. Justin's Essential Guide to the Business & Law of Esports & Professional Video Gaming provides a great baseline and will help prevent the legal horror stories of esports in the past." Mitch Reames, AdWeek and Esports Insider "Justin’s exploration of the business and law side of the esports sector fills a gap of knowledge that is an absolute necessity in truly understanding the esports space." Kevin Hitt, The Esports Observer The Essential Guide to the Business & Law of Esports & Professional Video Gaming covers everything you need to know about the past, present, and future of esports and professional video gaming. The book is written by one of the foremost attorneys and business practitioners in today’s esports and professional gaming scene, Justin M. Jacobson, Esq. This guide is meant to provide you with an in-depth look at the business and legal matters associated with the esports world. • Includes coverage of the stakeholders in the esports business "ecosystem," including the talent, the teams, the publishers, and the event organizers. • Explores various legal fields involved with esports, including intellectual property, employment and player unions, business investments and tax "write-offs," immigration and visas, event operation tips, social media and on-stream promotions, and much more. • The most current book on the market, with actual contract provisions modeled on existing major esports player, coach, shoutcaster, and sponsorship agreements. About the Author Justin M. Jacobson, Esq. is an entertainment and esports attorney located in New York City. For the last decade, he has worked with professional athletes, musicians, producers, DJs, record labels, fashion designers, as well as professional gamers, streamers, coaches, on-air talent, and esports organizations. He assists these creative individuals with their contract, copyright, trademark, immigration, tax, and related business, marketing, and legal issues. He is a frequent contributor to many industry publications and has been featured on a variety of entertainment, music, and esports publications and podcasts, including Business Insider, The Esports Observer, Esports Insider, Tunecore, and Sport Techie. Justin has positioned himself as a top esports business professional working with talent in a variety of franchise leagues including the Overwatch League, Overwatch Contenders, and Call of Duty Pro League as well as in many popular competitive titles such as Fortnite, CS:GO, Gears of War, Halo, Super Smash Brothers, Rainbow 6, PUBG, Madden, and FIFA and mobile games such as Brawlhalla, Clash of Clans, and Call of Duty mobile. Previously, he worked with various esports talent agencies as well as in an official capacity on behalf of several esports teams and brands.

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 Pro Gaming for Fortniters

Download or read book Pro Gaming for Fortniters written by Jason R. Rich and published by Simon and Schuster. This book was released on 2020-03-24 with total page 312 pages. Available in PDF, EPUB and Kindle. Book excerpt: For Any Gamer who Has Dreamed of Joining a Pro Gaming Team and Bringing Home $100 Million in Prize Money! Find out what it takes to enter, win, and eventually work your way toward the ultimate live gaming competition: the Fortnite World Cup. Pro Gaming for Fortniters will tell you everything you need to know to compete from home (for free!) in some of the most exciting and lucrative showdowns on Earth. Using the valuable tips in this illustrated, information-packed guide, you’ll be better equipped to: train for and enter the world of competitive gaming upgrade your gaming equipment so you have what you need to win stream your game play experiences online for an audience progress to more advanced Fortnite contests and become a member of a pro-gaming team discover crucial winning strategies, and showcase your talents for all to see Whether you play Fortnite: Battle Royale on a PC, Mac, Xbox One, PlayStation 4, Nintendo Switch, or your mobile device, inside you’ll find the essential tips and secrets you need to be taken seriously in the world of pro gaming. With this illustrated, easy-to-use guide, you’ll gain crucial inside information that can turn your dream into a reality. Pro Gaming for Fortniters provides the ultimate, unofficial player advantage for gaming experts in the making.

Book Optic Nerve

    Book Details:
  • Author : Maria Gainza
  • Publisher : Catapult
  • Release : 2019-04-09
  • ISBN : 1948226170
  • Pages : 208 pages

Download or read book Optic Nerve written by Maria Gainza and published by Catapult. This book was released on 2019-04-09 with total page 208 pages. Available in PDF, EPUB and Kindle. Book excerpt: "In this delightful autofiction―the first book by Gainza, an Argentine art critic, to appear in English―a woman delivers pithy assessments of world–class painters along with glimpses of her life, braiding the two into an illuminating whole." ―The New York Times Book Review, Notable Book of the Year and Editors' Choice The narrator of Optic Nerve is an Argentinian woman whose obsession is art. The story of her life is the story of the paintings, and painters, who matter to her. Her intimate, digressive voice guides us through a gallery of moments that have touched her. In these pages, El Greco visits the Sistine Chapel and is appalled by Michelangelo’s bodies. The mystery of Rothko’s refusal to finish murals for the Seagram Building in New York is blended with the story of a hospital in which a prostitute walks the halls while the narrator’s husband receives chemotherapy. Alfred de Dreux visits Géricault’s workshop; Gustave Courbet’s devilish seascapes incite viewers “to have sex, or to eat an apple”; Picasso organizes a cruel banquet in Rousseau’s honor . . . All of these fascinating episodes in art history interact with the narrator’s life in Buenos Aires―her family and work; her loves and losses; her infatuations and disappointments. The effect is of a character refracted by environment, composed by the canvases she studies. Seductive and capricious, Optic Nerve marks the English–language debut of a major Argentinian writer. It is a book that captures, like no other, the mysterious connections between a work of art and the person who perceives it.

Book Gaming the System

    Book Details:
  • Author : David J. Gunkel
  • Publisher : Indiana University Press
  • Release : 2018-05-09
  • ISBN : 0253035732
  • Pages : 216 pages

Download or read book Gaming the System written by David J. Gunkel and published by Indiana University Press. This book was released on 2018-05-09 with total page 216 pages. Available in PDF, EPUB and Kindle. Book excerpt: 1. This extremely multidisciplinary book engages descriptive and prescriptive methods of study to video games, drawing heavily on philosophical traditions. It will have appeal outside of Film & Media and Philosophy to other areas of scholarly research including Sociology, Anthropology and Political Science. 2.The author is a senior scholar with extensive publications that explore the intersection of philosophy and ethics with digital games and reality. He has a strong presence on Facebook and Twitter as well as a well-designed personal website. He has historically be very engaged with his own digital and social media marketing for books he authors and plans to do the same for this title. 3. The author works to debunk and reframe what readers think they know about video games and digital culture, showing that it is wrong (or at least misguided) and that the important questions are often far more interesting and potentially disturbing than anticipated.

Book Metagaming

    Book Details:
  • Author : Stephanie Boluk
  • Publisher : U of Minnesota Press
  • Release : 2017-04-04
  • ISBN : 145295416X
  • Pages : 413 pages

Download or read book Metagaming written by Stephanie Boluk and published by U of Minnesota Press. This book was released on 2017-04-04 with total page 413 pages. Available in PDF, EPUB and Kindle. Book excerpt: The greatest trick the videogame industry ever pulled was convincing the world that videogames were games rather than a medium for making metagames. Elegantly defined as “games about games,” metagames implicate a diverse range of practices that stray outside the boundaries and bend the rules: from technical glitches and forbidden strategies to Renaissance painting, algorithmic trading, professional sports, and the War on Terror. In Metagaming, Stephanie Boluk and Patrick LeMieux demonstrate how games always extend beyond the screen, and how modders, mappers, streamers, spectators, analysts, and artists are changing the way we play. Metagaming uncovers these alternative histories of play by exploring the strange experiences and unexpected effects that emerge in, on, around, and through videogames. Players puzzle through the problems of perspectival rendering in Portal, perform clandestine acts of electronic espionage in EVE Online, compete and commentate in Korean StarCraft, and speedrun The Legend of Zelda in record times (with or without the use of vision). Companies like Valve attempt to capture the metagame through international e-sports and online marketplaces while the corporate history of Super Mario Bros. is undermined by the endless levels of Infinite Mario, the frustrating pranks of Asshole Mario, and even Super Mario Clouds, a ROM hack exhibited at the Whitney Museum of American Art. One of the only books to include original software alongside each chapter, Metagaming transforms videogames from packaged products into instruments, equipment, tools, and toys for intervening in the sensory and political economies of everyday life. And although videogames conflate the creativity, criticality, and craft of play with the act of consumption, we don’t simply play videogames—we make metagames.

Book Level Up

    Book Details:
  • Author : Gene Luen Yang
  • Publisher : Macmillan
  • Release : 2011-06-07
  • ISBN : 1596432357
  • Pages : 164 pages

Download or read book Level Up written by Gene Luen Yang and published by Macmillan. This book was released on 2011-06-07 with total page 164 pages. Available in PDF, EPUB and Kindle. Book excerpt: Dennis, the son of Chinese immigrants, yearns to play video games like his friends and, upon his strict father's death, becomes obsessed with them but later, realizing how his father sacrificed for him, he chooses a nobler path.

Book Playing to Win

Download or read book Playing to Win written by Robert Alan Brookey and published by Indiana University Press. This book was released on 2015-01-12 with total page 260 pages. Available in PDF, EPUB and Kindle. Book excerpt: In this era of big media franchises, sports branding has crossed platforms, so that the sport, its television broadcast, and its replication in an electronic game are packaged and promoted as part of the same fan experience. Editors Robert Alan Brookey and Thomas P. Oates trace this development back to the unexpected success of Atari's Pong in the 1970s, which provoked a flood of sport simulation games that have had an impact on every sector of the electronic game market. From golf to football, basketball to step aerobics, electronic sports games are as familiar in the American household as the televised sporting events they simulate. This book explores the points of convergence at which gaming and sports culture merge.

Book Appreneur

    Book Details:
  • Author : Taylor Pierce
  • Publisher : Apress
  • Release : 2013-10-28
  • ISBN : 1430264756
  • Pages : 84 pages

Download or read book Appreneur written by Taylor Pierce and published by Apress. This book was released on 2013-10-28 with total page 84 pages. Available in PDF, EPUB and Kindle. Book excerpt: You are interested in making an app. You have read all of the stories of successful developers and appreneurs. You are determined to get a piece of the pie. The world of apps is the fastest growing market in the world today, and it is here to stay. The best part is you can get in on it! Now what if I told you that without the knowledge contained in this book the odds of you making a profit are slim to none? What if I also told you that you probably wouldn’t break even? There is more to apps than most people think. The average person assumes that if they make an app, they will instantly become a millionaire. The truth is without the knowledge from years of successes and failures, you just won’t know where to begin. Appreneur book contains tips, tricks, secrets, and stories from the top developers, appreneurs, and companies from around the globe. After reading this book, you will have the knowledge to bring your idea to life, market it, promote it, and sell it in a way that would have otherwise been impossible. What you’ll learn How to start at the bottom and rise to the top How to choose the right development and platform for you How to create a market for yourself instead of playing the competition How to generate revenue from various app business models available How to figure out what's hot versus what's not How to make the most of your advertising dollars What is free to pay (F2P) model and how to take advantage of it How to secure your rights and later sell your rights to cash out or "hit it big" How to evolve with the app stores and keep piracy to a minimum Who this book is for This book is for aspiring indie mobile app developers, especially those who want to build and sell apps on Apple iTunes App Store. Table of ContentsStarting at the Bottom and Rising to the Top Choosing the Right Development Option for You Don't Compete in a Market; Create it Generating Revenue from Various Business Models Managing Users for Today for Success Tomorrow What's Hot and What's Not Making the Most of your Advertising Money Plan to Scale or Your App Will Fail Life Cycles of Apps Selling The Rights and Cashing Out Keeping Piracy to a Minimum Evolving with the App Store Appendix: Guest Chapter by Appversal

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 268 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 Game Time

    Book Details:
  • Author : Christopher Hanson
  • Publisher : Indiana University Press
  • Release : 2018-03-08
  • ISBN : 0253032830
  • Pages : 275 pages

Download or read book Game Time written by Christopher Hanson and published by Indiana University Press. This book was released on 2018-03-08 with total page 275 pages. Available in PDF, EPUB and Kindle. Book excerpt: Pausing, slowing, rewinding, replaying, reactivating, reanimating . . . Has manipulating video game timelines altered our experience of time? “Compelling.” —Choice Video game scholar Christopher Hanson argues that the mechanics of time in digital games have presented a new model for understanding time in contemporary culture, a concept he calls “game time.” Multivalent in nature, game time is characterized by apparent malleability, navigability, and possibility while simultaneously being highly restrictive and requiring replay and repetition. When compared to analog tabletop games, sports, film, television, and other forms of media, Hanson demonstrates, the temporal structures of digital games provide unique opportunities to engage players with liveness, causality, potentiality, and lived experience that create new ways of experiencing time. Features comparative analysis of key video games titles—including Braid, Quantum Break, Battle of the Bulge, Prince of Persia: The Sands of Time, Passage, The Legend of Zelda: The Ocarina of Time, Lifeline, and A Dark Room. “The text is well-researched, and the introduction is an excellent, focused overview of video game studies.” —Choice

Book Valentin   s Diary

Download or read book Valentin s Diary written by Valentin Diaz and published by WestBow Press. This book was released on 2020-02-24 with total page 136 pages. Available in PDF, EPUB and Kindle. Book excerpt: How do you recover from a devastating heartbreak, otherwise known as broken heart syndrome? The sufferer experiences heart pain, shortness of breath and even thinks he may be dying. Do you give in to overwhelming grief? Or do you, like the author, have personal dialogues with God searching for insight? In the beginning there is denial and bargaining: “God, here is my game plan. If it be Your will, let me have Liliana... and I will give her back to you.” Then anger and bitterness. “What’s wrong with me God? I hate this. Why can’t you just snap your fingers and make it happen? Finally, acceptance. The long six-year journey to recovery is over. The reader will not only learn about God’s plan for the author, but will learn something about God’s divine purpose in their lives as well.