eSports Library

eSports Library PDF Author: Timo Schöber
Publisher: BoD – Books on Demand
ISBN: 3940989479
Category : Sports & Recreation
Languages : en
Pages : 190

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Book Description
eSports Library is a first collection of guest articles by the author Timo Schöber, which have been published on different platforms online or in print. The contributions deal with different aspects of electronic sports, called eSports. From politics and society, to popular and professional sports, to definitional issues and argumentation against prejudice, many different topics are included in this collection. This anthology offers a very comprehensive overview of the history, status quo, as well as potentials for the future of eSports.

eSports Library

eSports Library PDF Author: Timo Schöber
Publisher: BoD – Books on Demand
ISBN: 3940989479
Category : Sports & Recreation
Languages : en
Pages : 190

Get Book Here

Book Description
eSports Library is a first collection of guest articles by the author Timo Schöber, which have been published on different platforms online or in print. The contributions deal with different aspects of electronic sports, called eSports. From politics and society, to popular and professional sports, to definitional issues and argumentation against prejudice, many different topics are included in this collection. This anthology offers a very comprehensive overview of the history, status quo, as well as potentials for the future of eSports.

The Book of Esports

The Book of Esports PDF Author: William Collis
Publisher: Rosetta Books
ISBN: 1948122588
Category : Games & Activities
Languages : en
Pages : 199

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Book Description
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.

Games in Libraries

Games in Libraries PDF Author: Breanne A. Kirsch
Publisher: McFarland
ISBN: 0786474912
Category : Language Arts & Disciplines
Languages : en
Pages : 247

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Book Description
Librarians are beginning to see the importance of game based learning and the incorporation of games into library services. This book is written for them--so they can use games to improve people's understanding and enjoyment of the library. Full of practical suggestions, the essays discuss not only innovative uses of games in libraries but also the game making process. The contributors are all well versed in games and game-based learning and a variety of different types of libraries are considered. The essays will inspire librarians and educators to get into this exciting new area of patron and student services.

Understanding Esports

Understanding Esports PDF Author: Ryan Rogers
Publisher: Rowman & Littlefield
ISBN: 1498589812
Category : Games & Activities
Languages : en
Pages : 251

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Book Description
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 shaped—and been shaped by—media 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.

Professional Esports Leagues

Professional Esports Leagues PDF Author: Josh Gregory
Publisher: Cherry Lake
ISBN: 1534172378
Category : Juvenile Nonfiction
Languages : en
Pages : 32

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Book Description
Esports competitions have become a world-wide phenomenon with millions of viewers and fans. Learn about the different facets of a professional esports league. 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.

Global esports

Global esports PDF Author: Dal Yong Jin
Publisher: Bloomsbury Publishing USA
ISBN: 1501368761
Category : Social Science
Languages : en
Pages : 384

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Book Description
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.

Online Battle Arena Esports

Online Battle Arena Esports PDF Author: Daniel Mauleon
Publisher: Capstone Press
ISBN: 1543573665
Category : Juvenile Nonfiction
Languages : en
Pages : 33

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Book Description
You don't need to wield huge weapons, wear armor, or cast powerful magic in real life to defeat your opponents and claim the prize. With plenty of practice, quick reflexes, and great teamwork, players of League of Legends, Dota 2, and other multiplayer online battle arena games can hit the big-time on the esports scene. Championship titles, fame, and enormous cash prizes await the very best players. But it takes a lot of hard work to become the best. Learn all about MOBA game esports leagues and what it takes to compete full-time as a professional esport gamer.

Esports: Game Design

Esports: Game Design PDF Author: Josh Gregory
Publisher: Cherry Lake
ISBN: 1534172424
Category : Juvenile Nonfiction
Languages : en
Pages : 32

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Book Description
Esports competitions have become a world-wide phenomenon with millions of viewers and fans. Learn about the different components of creating a game, from coding and art development, to marketing and advertisements. 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.

eSports is Business

eSports is Business PDF Author: Tobias M. Scholz
Publisher: Springer
ISBN: 3030111997
Category : Business & Economics
Languages : en
Pages : 165

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Book Description
The global phenomenon of eSports has experienced exponential growth in recent years, gaining interest from the media, sports and technology industries. Being born digital, global and agile, competitive gaming appeals to a young and emerging audience, and therefore the management of businesses within the eSports industry requires a unique strategy. Presenting a short history of the industry and an overview of its various stakeholders, the author explores how important governing principles have emerged to culminate in a business model network. An insightful read for scholars researching innovation, eBusiness and strategy, this book takes a pioneering approach and examines potential implications for the future of eSports.

Videogames, Libraries, and the Feedback Loop

Videogames, Libraries, and the Feedback Loop PDF Author: Sandra Schamroth Abrams
Publisher: Emerald Group Publishing
ISBN: 1800715072
Category : Language Arts & Disciplines
Languages : en
Pages : 162

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Book Description
Offering a fresh understanding of the learning potential of youth videogaming in public libraries, and delving into research-based accounts which showcase feedback mechanisms that nurture meaningful learning, Abrams and Gerber equip readers to re-envision library programming that specifically features youth videogame play.