Understanding Esports: An Introduction to the Global Phenomenon
Editat de Dr. Ryan Rogers Contribuţii de Kelly L. Adams, Andrew C. Billings, Nick Bowman, Jessalyn Coble, Gregory A. Cranmer, Gabriella Devia-Allen, Ellen B. Drogin Rodgers, Catherine Einstein, Lee K. Farquhar, John George IV, Mark Grabowski, David P. Hedlund, Jue Hou, James D. Ivory, Kyra Keene, Jake Kucek, Madison Lanier, Karen McGrath, Timothy Mirabito, Maria A. Moore, Michael Naraine, Laura Purcell, R. Pierre Rodgers, Andrew Shaw, Brett Sherrick, L. Paul Strait, Damion Sturm, Henry Wear, Brenda P. Wiggins, Steve Youngen Limba Engleză Paperback – 21 oct 2021
| Toate formatele și edițiile | Preț | Express |
|---|---|---|
| Paperback (1) | 243.92 lei 43-57 zile | +71.55 lei 5-11 zile |
| Bloomsbury Publishing – 21 oct 2021 | 243.92 lei 43-57 zile | +71.55 lei 5-11 zile |
| Hardback (1) | 553.72 lei 43-57 zile | |
| Bloomsbury Publishing – 18 sep 2019 | 553.72 lei 43-57 zile |
Preț: 243.92 lei
Preț vechi: 294.95 lei
-17%
Puncte Express: 366
Preț estimativ în valută:
43.18€ • 50.28$ • 37.51£
43.18€ • 50.28$ • 37.51£
Carte tipărită la comandă
Livrare economică 23 februarie-09 martie
Livrare express 16-22 ianuarie pentru 81.54 lei
Preluare comenzi: 021 569.72.76
Specificații
ISBN-13: 9781498589826
ISBN-10: 1498589820
Pagini: 250
Ilustrații: 8 tables; 2 charts
Dimensiuni: 148 x 226 x 16 mm
Greutate: 0.36 kg
Editura: Bloomsbury Publishing
Colecția Lexington Books
Locul publicării:New York, United States
ISBN-10: 1498589820
Pagini: 250
Ilustrații: 8 tables; 2 charts
Dimensiuni: 148 x 226 x 16 mm
Greutate: 0.36 kg
Editura: Bloomsbury Publishing
Colecția Lexington Books
Locul publicării:New York, United States
Cuprins
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
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
Recenzii
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.
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.
Summing Up: Recommended. Upper-division undergraduates through faculty and professionals.
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.