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Video Games And Esports

Video Games and Esports PDF

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Author: Michael Maley
ISBN: 9781534568198
Size: 37.90 MB
Format: PDF
Category : Electronic games
Languages : en
Pages : 104
View: 3871

Book Description: Just as athletes from the NFL and NBA have gained fame and fortune, professional gamers who compete in esports are attracting loyal fans. Esports encompass any competitive, organized gaming endeavor. This competitive activity is becoming a billion-dollar industry. However, some people still argue that playing video games has many negative effects. The ever-evolving world of video games is explained through engaging text that delves into the details so readers gain a full understanding. Full-color photographs, annotated quotes, sidebars, and informative charts highlight the many debates surrounding the popularity of video games.

Esports Business Management

Esports Business Management PDF

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Author: David Hedlund
Publisher: Human Kinetics
ISBN: 1492597236
Size: 50.19 MB
Format: PDF
Category : Sports & Recreation
Languages : en
Pages : 272
View: 3046

Book Description: Esports have rapidly expanded from a pastime undertaken by casual players to one of the largest segments of the entertainment industry, in which hundreds of millions of people play and compete daily. Esports Business Management With HKPropel Access is one of the first textbooks to present an all-encompassing look into the world of esports business, will teach both aspiring students and sports professionals about the business of this rapidly expanding industry. Written by esports executives, business experts, and esports educators—and endorsed by the International Esports Federation, Esports Research Network, and the United States Esports Federation—the textbook offers a comprehensive approach to the operational side of esports, supplemented by a striking full-color design and dynamic imagery that will bring concepts to life. The text begins with a basic overview of the industry, including various levels of esports, culture, and social issues. Next, readers will explore the interests and concerns of various tiers of stakeholders—from title publishers and event organizers to leagues, sponsors, fans, and more—and learn about governance at multiple levels, from the international level to college conferences. A full look at the marketing engine of esports examines sponsorship opportunities, esports events and venues, and communications at all levels, including broadcasting, analytics, and social media. The book addresses managerial and business issues associated with running an esports-related entity, including financial and legal concepts as well as team and player management. The text concludes by examining careers found in the various segments of the industry and looking at the future of esports. Throughout the text, Zoning sidebars provide real-world spotlights that bring the concepts to life. Student learning will be enhanced by the related online learning aids delivered through HKPropel, with student exercises and case studies that apply content to life, industry profiles, and a list of Internet resources for further learning. While similarities exist between the sports and esports environments, there are also significant differences in how the esports industry must operate to thrive. Esports Business Management is the foundational text for understanding and working in this exciting, fast-paced industry. Note: A code for accessing HKPropel is not included with this ebook but may be purchased separately.

Understanding Esports

Understanding Esports PDF

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Author: Ryan Rogers
Publisher: Rowman & Littlefield
ISBN: 1498589812
Size: 13.84 MB
Format: PDF, ePub, Mobi
Category : Social Science
Languages : en
Pages : 250
View: 1528

Book Description: This book provides a broad view of the history, experience, and impact of professional Esports as it has shifted the cultural and athletic landscape during its rise.

The Book Of Esports

The Book of Esports PDF

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Author: William Collis
Publisher: RosettaBooks
ISBN: 9781948122573
Size: 51.55 MB
Format: PDF
Category : Games & Activities
Languages : en
Pages : 224
View: 4775

Book Description: Join gaming luminary William Collis as he 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. Almost overnight, esports—or competitive video games—have exploded into the largest entertainment and sporting phenomenon in human history. But what exactly are esports? How did they become so popular so quickly? And where exactly is all this video gaming headed? 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 is the definitive guide to understanding all that the modern world of competitive gaming has to offer, and The Official History of Esports™ itself. Ever wonder what it’s like to be a pro gamer? How to create a billion-dollar esports business? Or just curious if video games can really get your kid into college? (All expenses paid, of course.) This book answers all these questions and more! Featuring select interviews from the biggest names in the industry, The Book of Esports weaves 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. Detailed and accessible, and written by a lifelong gamer and Harvard MBA who has painstakingly translated esports’ mysteries into a testament for today, everyone can enjoy The Book of Esports because everyone should enjoy esports. So what are you waiting for? Take the wildest ride into worlds unreal, and discover that true human competition is always just a click away.

Integrating Video Game Research And Practice In Library And Information Science

Integrating Video Game Research and Practice in Library and Information Science PDF

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Author: Ratliff, Jacob A.
Publisher: IGI Global
ISBN: 1466681764
Size: 15.34 MB
Format: PDF, ePub, Mobi
Category : Language Arts & Disciplines
Languages : en
Pages : 300
View: 4906

Book Description: Video games are now a ubiquitous form of media used by the majority of the American population. However, the academic research field surrounding this genre does not accurately reflect the pervasive influence of video games. The field of library and information sciences helps provide the necessary foundational support for this media. Integrating Video Game Research and Practice in Library and Information Science brings together video gaming culture and its unique forms of communication with information behavior research. By detailing the nuances of video games and their influence, this reference book reveals communication patterns within society and provides comprehensive background and analysis for libraries, librarians, and information professionals.

Video Games Esports

Video Games   Esports PDF

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Author: Skyler Rankin
Size: 50.97 MB
Format: PDF, ePub
Category :
Languages : en
Pages : 120
View: 4772

Book Description: VIDEO GAMES & ESPORTS: AN ADULT COLORING BOOK: An Awesome Coloring Book For Adults *An awesome collection of VIDEO GAME & ESPORT coloring patterns *Perfect for relaxation and stress relief *2 copies of each image, for two chances to color! *Rad original designs, from Scribble Press!

Video Games And The Global South

Video Games and the Global South PDF

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Author: Phillip Penix-Tadsen
ISBN: 0359641393
Size: 37.61 MB
Format: PDF, ePub, Mobi
Category : Computer games
Languages : en
Pages : 290
View: 402

Book Description: "Redefines games and game culture from south to north, analyzing the social impact of video games, the growth of game development and the vitality of game cultures across Africa, the Middle East, Central and South America, the Indian subcontinent, Oceania and Asia."--Back cover.

Esports In Education

Esports in Education PDF

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Author: Paul Richards
ISBN: 9781673224436
Size: 75.10 MB
Format: PDF, ePub
Category :
Languages : en
Pages : 141
View: 1575

Book Description: The intersection between esports and education is a place where innovation and excitement flourish. From a perspective of acceptance and encouragement, parents and educators have the chance to find common ground that can help students excel in a sport they are passionate about. Competitive video gaming today already holds the power to create heroes. Athletes who are admired for their determination and excellence are no different whether they are playing on a field or in a computer lab. The tremendous growth in esports is fueled by the internet, live streaming, and global economic demand. The need for a strong educational support system that can ensure positive student development is imperative.This book reviews the history of video gaming and sports to uncover how esports have evolved from a teenage pastime to an international stage. Richards brings to light opportunities for technology-related career paths that students and educators are finding in the growing Esports industry. Richards explains in plain English how modern esports games like Fortnite and League of Legends, require players to manage multiple economies, respond with split-second reaction times, and communicate with groups of players like a team of navy seals. Just like Rock and Roll in the 70s, the esports movement may come as a shock to some parents and educators. Using music and culture as examples to explain esports explosive popularity with our society's youth, parents and educators are invited to look at games, sports, and human history in a new light. We now live a world where anyone with a high-speed internet connection has an honest chance to compete on the world esports stage. As the Esports and Education systems in place today come together to channel the excitement and energy behind competitive video gaming, there is the opportunity to create an inclusive and productive culture that can embolden today's youth to take on the challenges our world will face in the decades to come. The good news for parents, educators, and everyone involved with esports is that this movement is a sport. Sports are deeply embedded in our culture and history. Sports are in many ways responsible for helping generations share their identities. Richards draws on his experience with Broadcast Clubs in education to draw on collaboration and career path opportunities for students. The author draws on a recent esports tournament which included a 100% student-run broadcast team in NYC. Richards teams up with the Center for Educational Innovation Esports program along with a host of other schools to provide real-world perspectives on what is working in esports and education today. As educators continue to embrace the esports movement students will benefit from learning opportunities that are fueled by passion, excitement, and opportunity. Parents of video gamers will enjoy a recurring theme discussed in this book outlining strategies to create common ground between children, parents, and educators. Richards outlines the history of video game studies to help illustrate the fundamental research parents and educators should understand in terms of video game literacy. Simple strategies can greatly increase the educational value kids can garner from their video gaming experiences. Perhaps sitting down and playing video games with your child isn't such a bad idea after all? Getting the most educational value from video games requires a full understanding of the social development issues facing kids who simply play too many video games. This book addresses topics of interest from concerned parents and provides strategies for parents who want to curb their children's video gaming addictions. Engaging students and preparing them for their interactions in the online world is perhaps the best way of shepherding the youth toward a positive future. This book serves as a wonderful guide and shareable reference for students, parents and educators alike.

Viral Marketing Concept Explication And Case Studies In The Video Game And Esports Industries

Viral Marketing  Concept Explication and Case Studies in the Video Game and Esports Industries PDF

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Author: Matthew Shiflet
Size: 55.92 MB
Format: PDF
Category : Social media
Languages : en
Pages : 95
View: 6912

Book Description: For the purpose of this review, viral marketing is explained as the application of five connected components: Web 2.0, social media, virality, memes and marketing itself. In essence, memes disseminate virally through social media networks on the internet in ways that marketers can harness to reach consumers. But viral marketing is much more than creating funny image macros and hoping they go viral. The relevant components and their roles in viral marketing will be defined and explained in subsequent sections. The second portion of this paper will be dedicated to two brands that utilize viral marketing in intelligent ways. While the two topics of the case studies, Fortnite and Overwatch League, are very different in their approaches to viral marketing, both harness the power of viral marketing’s five components. While Fortnite utilizes a far-reaching approach, Overwatch League focuses on building a community that, to the members, feels closely-knit. Both strategies are proving successful for the brands and provide ample, vivid examples for how each component of viral marketing can be enacted. For Fortnite, this includes embracing user-generated content and partnering with EDM artist Marshmello. For Overwatch League, this means closing the gap between players and fans. Both unique strategies have earned their place in this paper for their understanding and implementation of viral marketing. Ultimately, my goal is to show that viral marketing is a legitimate strategy for the future and that there are pioneers in this moment achieving incredible feats through the approach.

Esports Games And Genres

Esports  Games and Genres PDF

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Author: Josh Gregory
Publisher: 21st Century Skills Library: E
ISBN: 9781534170575
Size: 65.82 MB
Format: PDF, Mobi
Category : Juvenile Nonfiction
Languages : en
Pages : 32
View: 4121

Book Description: Esports competitions have become a world-wide phenomenon with millions of viewers and fans. Learn about different games and genres that make the best esports, from first-person shooters to RTS and MOBAs. Aligned with curriculum standards, these books also highlight key 21st Century content including information, media, and technology skills. Engaging content and hands-on activities encourage creative and design thinking. Book includes table of contents, glossary, index, author biography, and sidebars.