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Understanding Esports: An Introduction to the Global Phenomenon [Minkštas viršelis]

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  • Formatas: Paperback / softback, 250 pages, aukštis x plotis x storis: 230x153x16 mm, weight: 404 g, 2 Charts, 8 Tables
  • Išleidimo metai: 21-Oct-2021
  • Leidėjas: Lexington Books
  • ISBN-10: 1498589820
  • ISBN-13: 9781498589826
Kitos knygos pagal šią temą:
  • Formatas: Paperback / softback, 250 pages, aukštis x plotis x storis: 230x153x16 mm, weight: 404 g, 2 Charts, 8 Tables
  • Išleidimo metai: 21-Oct-2021
  • Leidėjas: Lexington Books
  • ISBN-10: 1498589820
  • ISBN-13: 9781498589826
Kitos knygos pagal šią temą:
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 shapedand been shaped bymedia 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.

Recenzijos

Rogers (Butler Univ.) offers a practical volume to enable scholars and students of sports entertainment to gain an understanding of "esports" (electronic sports), a relatively new, billion-dollar, worldwide industry. Esports is here defined as "organized competitive gaming," a form of play as mediated by human-computer interfaces. Video games were mainly enjoyed by amateur players until the late 2000s, when a crescendo of interest in observing tournaments between professional players emerged. Professional games can now be watched by spectators through live streaming, and such activities currently represent a major sector of the video game industry. As explained by Rogers, this project took shape in 2018 as he was teaching a course on esports, and encountered difficulty with locating sufficient reading materials. The book was then quickly developed, with 14 chapters contributed by 30 authors, many of whom are experts in media and communications. . . the book provides a highly informative orientation to esports and its history, analyzing the roles of fans, players, and entrepreneurs, and identifying the principal games and genres.









Summing Up: Recommended. Upper-division undergraduates through faculty and professionals. * CHOICE * Esports is a field that is emerging rapidly in schools, communities, industry, and educational research, and may well become a crucial new source of modern learning for collaboration and technology. This book is an excellent user manual for an exciting ride into uncharted territory. -- James Paul Gee, Arizona State University

Preface vii
PART I BACKGROUND
1 What Is Esports?
3(12)
Kelly L. Adams
Gabriella "Le Tigress" Devia-Allen
Maria A. Moore
2 Can Video Games Be a Sport? Debating and Complicating Esports as Physical Competitions
15(16)
Nicholas David Bowman
Gregory A. Cranmer
3 The Origins of Esport: A Half Century History of an "Overnight" Success
31(14)
Andrew C. Billings
Jue Hou
4 Competition Formats in Esports
45(12)
John George
Brett Sherrick
5 No Time for Lag: Newspaper Coverage of Esports, 2000-2018
57(16)
Jessalyn Coble
Catherine Einstein
Kyra Keene
Madison Lanier
Laura Purcell
James D. Ivory
PART II FANS AND PLAYERS
6 Esport Spectator Motivation
73(12)
Andrew Shaw
Ellen B. Drogin Rodgers
R. Pierre Rodgers
Brenda P. Wiggins
7 The Esports Consumer Experience
85(10)
Michael L. Naraine
Henry Wear
8 The Motivations of Esports Players
95(22)
David P. Hedlund
PART III GAMES AND GENRES
9 Fighting Games and Social Play
117(18)
Lee K. Farquhar
10 Sports Video Games (SVGs) in the Esports Landscape
135(18)
Timothy Mirabito
Jake Kucek
11 Not Your Average Sunday Driver: The Formula 1 Esports Series World Championship
153(14)
Damion Sturm
12 Counter-Strike or Counterpublic? Audience Creation, Transnational Discourses, and the Rhetorical Legitimation of Esports in TBS's ELEAGUE
167(18)
Steve Young
L. Paul Strait
PART IV LOOKING AHEAD
13 The Law of Esports
185(16)
Mark Grabowski
14 Leveraging Esports in Higher Education
201(18)
Karen McGrath
Index 219(14)
About the Contributors 233(6)
About the Editor 239
Ryan Rogers is assistant professor of sports media and media production at Butler University.