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OverviewFull Product DetailsAuthor: Ryan Rogers , Kelly L. Adams , Andrew C. Billings , Nick Bowman, Texas Tech UniversityPublisher: Lexington Books Imprint: Lexington Books Dimensions: Width: 15.30cm , Height: 1.60cm , Length: 23.00cm Weight: 0.404kg ISBN: 9781498589826ISBN 10: 1498589820 Pages: 250 Publication Date: 15 June 2021 Audience: Professional and scholarly , Professional & Vocational Format: Paperback Publisher's Status: Active Availability: Manufactured on demand We will order this item for you from a manufactured on demand supplier. Table of Contents"Chapter 1: What is Esports? Chapter 2: Can Video Games be a Sport? Debating and Complicating Esports as Physical Competitions Chapter 3: The Origins of Esports: A Half-Century History of an ""Overnight"" Success Chapter 4: Competition Formats in Esports Chapter 5: No Time for Lag: Newspaper Coverage of Esports, 2000-2018 Chapter 6: Esport Spectator Motivation Chapter 7: The Esports Consumer Experience Chapter 8: The Motivations of Esports Players Chapter 9: Fighting Games and Social Play Chapter 10: Sports Video Games (SVGs) in the Esports Landscape Chapter 11: Not Your Average Sunday Driver: The Formula 1 Esports Series World Championship Chapter 12: Counter-Strike or Counterpublic? Audience Creation, Transnational Discourses, and the Rhetorical Legitimation of Esports in TBS's ELEAGUE Chapter 13: The Law of Esports Chapter 14: Leveraging Esports in Higher Education"Reviews"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" 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 Author InformationRyan Rogers is assistant professor of sports media and media production at Butler University. Tab Content 6Author Website:Countries AvailableAll regions |