Author: Erin Nicks
Publisher: ABDO
ISBN: 1098213807
Category : Juvenile Nonfiction
Languages : en
Pages : 35
Book Description
This title introduces fans to some of the biggest names in the world of Esports. The title features informative sidebars, full-color photos and infographics, a glossary, and an index. SportsZone is an imprint of Abdo Publishing Company.
Esports Stars
Author: Erin Nicks
Publisher: ABDO
ISBN: 1098213807
Category : Juvenile Nonfiction
Languages : en
Pages : 35
Book Description
This title introduces fans to some of the biggest names in the world of Esports. The title features informative sidebars, full-color photos and infographics, a glossary, and an index. SportsZone is an imprint of Abdo Publishing Company.
Publisher: ABDO
ISBN: 1098213807
Category : Juvenile Nonfiction
Languages : en
Pages : 35
Book Description
This title introduces fans to some of the biggest names in the world of Esports. The title features informative sidebars, full-color photos and infographics, a glossary, and an index. SportsZone is an imprint of Abdo Publishing Company.
The Book of Esports
Author: William Collis
Publisher: Rosetta Books
ISBN: 1948122588
Category : Games & Activities
Languages : en
Pages : 199
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.
Publisher: Rosetta Books
ISBN: 1948122588
Category : Games & Activities
Languages : en
Pages : 199
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.
Esports Business Management
Author: David P. Hedlund
Publisher: Human Kinetics Publishers
ISBN: 1718200226
Category : Business & Economics
Languages : en
Pages : 273
Book Description
Learn about the rapidly expanding esports industry in Esports Business Management. Written by esports executives and experts and endorsed by the International Esports Federation, Esports Research Network, and the United States Esports Federation, this is a comprehensive introduction to the world of esports.
Publisher: Human Kinetics Publishers
ISBN: 1718200226
Category : Business & Economics
Languages : en
Pages : 273
Book Description
Learn about the rapidly expanding esports industry in Esports Business Management. Written by esports executives and experts and endorsed by the International Esports Federation, Esports Research Network, and the United States Esports Federation, this is a comprehensive introduction to the world of esports.
The Essential Guide to the Business & Law of Esports & Professional Video Gaming
Author: Justin M Jacobson
Publisher: CRC Press
ISBN: 1000344487
Category : Games & Activities
Languages : en
Pages : 201
Book Description
"As esports has grown, the need for professional legal representation has grown with it. Justin's Essential Guide to the Business & Law of Esports & Professional Video Gaming provides a great baseline and will help prevent the legal horror stories of esports in the past." Mitch Reames, AdWeek and Esports Insider "Justin’s exploration of the business and law side of the esports sector fills a gap of knowledge that is an absolute necessity in truly understanding the esports space." Kevin Hitt, The Esports Observer The Essential Guide to the Business & Law of Esports & Professional Video Gaming covers everything you need to know about the past, present, and future of esports and professional video gaming. The book is written by one of the foremost attorneys and business practitioners in today’s esports and professional gaming scene, Justin M. Jacobson, Esq. This guide is meant to provide you with an in-depth look at the business and legal matters associated with the esports world. • Includes coverage of the stakeholders in the esports business "ecosystem," including the talent, the teams, the publishers, and the event organizers. • Explores various legal fields involved with esports, including intellectual property, employment and player unions, business investments and tax "write-offs," immigration and visas, event operation tips, social media and on-stream promotions, and much more. • The most current book on the market, with actual contract provisions modeled on existing major esports player, coach, shoutcaster, and sponsorship agreements. About the Author Justin M. Jacobson, Esq. is an entertainment and esports attorney located in New York City. For the last decade, he has worked with professional athletes, musicians, producers, DJs, record labels, fashion designers, as well as professional gamers, streamers, coaches, on-air talent, and esports organizations. He assists these creative individuals with their contract, copyright, trademark, immigration, tax, and related business, marketing, and legal issues. He is a frequent contributor to many industry publications and has been featured on a variety of entertainment, music, and esports publications and podcasts, including Business Insider, The Esports Observer, Esports Insider, Tunecore, and Sport Techie. Justin has positioned himself as a top esports business professional working with talent in a variety of franchise leagues including the Overwatch League, Overwatch Contenders, and Call of Duty Pro League as well as in many popular competitive titles such as Fortnite, CS:GO, Gears of War, Halo, Super Smash Brothers, Rainbow 6, PUBG, Madden, and FIFA and mobile games such as Brawlhalla, Clash of Clans, and Call of Duty mobile. Previously, he worked with various esports talent agencies as well as in an official capacity on behalf of several esports teams and brands.
Publisher: CRC Press
ISBN: 1000344487
Category : Games & Activities
Languages : en
Pages : 201
Book Description
"As esports has grown, the need for professional legal representation has grown with it. Justin's Essential Guide to the Business & Law of Esports & Professional Video Gaming provides a great baseline and will help prevent the legal horror stories of esports in the past." Mitch Reames, AdWeek and Esports Insider "Justin’s exploration of the business and law side of the esports sector fills a gap of knowledge that is an absolute necessity in truly understanding the esports space." Kevin Hitt, The Esports Observer The Essential Guide to the Business & Law of Esports & Professional Video Gaming covers everything you need to know about the past, present, and future of esports and professional video gaming. The book is written by one of the foremost attorneys and business practitioners in today’s esports and professional gaming scene, Justin M. Jacobson, Esq. This guide is meant to provide you with an in-depth look at the business and legal matters associated with the esports world. • Includes coverage of the stakeholders in the esports business "ecosystem," including the talent, the teams, the publishers, and the event organizers. • Explores various legal fields involved with esports, including intellectual property, employment and player unions, business investments and tax "write-offs," immigration and visas, event operation tips, social media and on-stream promotions, and much more. • The most current book on the market, with actual contract provisions modeled on existing major esports player, coach, shoutcaster, and sponsorship agreements. About the Author Justin M. Jacobson, Esq. is an entertainment and esports attorney located in New York City. For the last decade, he has worked with professional athletes, musicians, producers, DJs, record labels, fashion designers, as well as professional gamers, streamers, coaches, on-air talent, and esports organizations. He assists these creative individuals with their contract, copyright, trademark, immigration, tax, and related business, marketing, and legal issues. He is a frequent contributor to many industry publications and has been featured on a variety of entertainment, music, and esports publications and podcasts, including Business Insider, The Esports Observer, Esports Insider, Tunecore, and Sport Techie. Justin has positioned himself as a top esports business professional working with talent in a variety of franchise leagues including the Overwatch League, Overwatch Contenders, and Call of Duty Pro League as well as in many popular competitive titles such as Fortnite, CS:GO, Gears of War, Halo, Super Smash Brothers, Rainbow 6, PUBG, Madden, and FIFA and mobile games such as Brawlhalla, Clash of Clans, and Call of Duty mobile. Previously, he worked with various esports talent agencies as well as in an official capacity on behalf of several esports teams and brands.
Foul or Fair?
Author: Larry Atkins
Publisher: McFarland
ISBN: 1476650993
Category : Sports & Recreation
Languages : en
Pages : 281
Book Description
There's more to sports than what occurs during games. Check your social media, listen to sports talk radio, or watch ESPN--there are daily stories of social issues in sports regarding concussions, playing hurt, gambling, Olympics and politics, athletes as social activists, paying college athletes, recruiting violations, academics, youth sports, diversity and gender issues, hazing, athletes' mental health, disabled athletes' rights, sportsmanship, and media coverage. How do these issues affect athletes, fans, and society? Written equally for casual and hardcore fans, this book analyzes social and ethical issues in sports in a lively, journalistic manner, combining quotes from writers, broadcasters, athletes, coaches and others with the author's observations. It shows pros and cons of how sports affect our daily lives and society. While sports inspire and excite us and lead to social change like the civil rights movement, Title IX, and rights of disabled people, controversies surrounding sports can be divisive even as sports work as a uniting factor in society.
Publisher: McFarland
ISBN: 1476650993
Category : Sports & Recreation
Languages : en
Pages : 281
Book Description
There's more to sports than what occurs during games. Check your social media, listen to sports talk radio, or watch ESPN--there are daily stories of social issues in sports regarding concussions, playing hurt, gambling, Olympics and politics, athletes as social activists, paying college athletes, recruiting violations, academics, youth sports, diversity and gender issues, hazing, athletes' mental health, disabled athletes' rights, sportsmanship, and media coverage. How do these issues affect athletes, fans, and society? Written equally for casual and hardcore fans, this book analyzes social and ethical issues in sports in a lively, journalistic manner, combining quotes from writers, broadcasters, athletes, coaches and others with the author's observations. It shows pros and cons of how sports affect our daily lives and society. While sports inspire and excite us and lead to social change like the civil rights movement, Title IX, and rights of disabled people, controversies surrounding sports can be divisive even as sports work as a uniting factor in society.
Transformational Innovation in the Creative and Cultural Industries
Author: Alison Rieple
Publisher: Taylor & Francis
ISBN: 1000876675
Category : Business & Economics
Languages : en
Pages : 230
Book Description
Interest in the management of creative and cultural organisations has grown at pace with the size of this sector. This textbook uniquely focuses on how innovation in these industries transforms practice. Uncovering the strategic role of innovation for organizations in the creative and cultural sector, the book provides readers with practical guidance to help traverse seismic disruptions brought about by global health and economic crises. The authors examine how innovation in business models, products, services, and technology has disrupted the competitive landscapes of the arts world. Innovations are characterized as deriving from other industries as well as via exogenous shocks that privilege some companies over others. Case studies bring to life how innovation is used strategically in different ways around varying competitive forces. Enhanced by conceptual tools and replete with industry examples, this textbook is an ideal resource for students and reflective practitioners to understand how innovation can be a productive tool for transforming their own creative and cultural industry practice and performance during a period of rapid technological change and unprecedented societal challenge.
Publisher: Taylor & Francis
ISBN: 1000876675
Category : Business & Economics
Languages : en
Pages : 230
Book Description
Interest in the management of creative and cultural organisations has grown at pace with the size of this sector. This textbook uniquely focuses on how innovation in these industries transforms practice. Uncovering the strategic role of innovation for organizations in the creative and cultural sector, the book provides readers with practical guidance to help traverse seismic disruptions brought about by global health and economic crises. The authors examine how innovation in business models, products, services, and technology has disrupted the competitive landscapes of the arts world. Innovations are characterized as deriving from other industries as well as via exogenous shocks that privilege some companies over others. Case studies bring to life how innovation is used strategically in different ways around varying competitive forces. Enhanced by conceptual tools and replete with industry examples, this textbook is an ideal resource for students and reflective practitioners to understand how innovation can be a productive tool for transforming their own creative and cultural industry practice and performance during a period of rapid technological change and unprecedented societal challenge.
Global esports
Author: Dal Yong Jin
Publisher: Bloomsbury Publishing USA
ISBN: 1501368753
Category : Social Science
Languages : en
Pages : 345
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.
Publisher: Bloomsbury Publishing USA
ISBN: 1501368753
Category : Social Science
Languages : en
Pages : 345
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.
Restart. Sport After the Covid-19 Time Out
Author: Jörg Krieger
Publisher: Common Ground Research Networks
ISBN: 1957792140
Category : Sports & Recreation
Languages : en
Pages : 338
Book Description
In the edited collection Restart: Sport After the Covid-19 Time Out, practitioners and international scholars explore the “restart” of sport and fitness following the initial period of lockdowns during spring 2020. The chapters provide insight into the sport and fitness landscape following the initial wave of the pandemic. The book focuses on challenges for sport providers, consequences for sporting participants, and opportunities for new ways of practicing sports. It contributes contemporaneous data, analyses, and insights into the global sport landscape that has been impacted by the Covid-19 pandemic. This book presents a variety of interdisciplinary perspectives in a total of nineteen individual chapters, organized around five main themes. The first four chapters deal with the restart of sporting events in four countries. This section is followed by an assessment of the Olympic Movement’s challenges after its postponement of the 2020 Summer Olympic Games to 2021. Chapters in the next theme provide analyses of how national governments handled restarting sport and fitness in different geographical locations. Finally, the last three chapters look at the role of the media during the restart phase, both in reporting sport and with regards to innovations and the implementation of new technology in staging and broadcasting elite sport.
Publisher: Common Ground Research Networks
ISBN: 1957792140
Category : Sports & Recreation
Languages : en
Pages : 338
Book Description
In the edited collection Restart: Sport After the Covid-19 Time Out, practitioners and international scholars explore the “restart” of sport and fitness following the initial period of lockdowns during spring 2020. The chapters provide insight into the sport and fitness landscape following the initial wave of the pandemic. The book focuses on challenges for sport providers, consequences for sporting participants, and opportunities for new ways of practicing sports. It contributes contemporaneous data, analyses, and insights into the global sport landscape that has been impacted by the Covid-19 pandemic. This book presents a variety of interdisciplinary perspectives in a total of nineteen individual chapters, organized around five main themes. The first four chapters deal with the restart of sporting events in four countries. This section is followed by an assessment of the Olympic Movement’s challenges after its postponement of the 2020 Summer Olympic Games to 2021. Chapters in the next theme provide analyses of how national governments handled restarting sport and fitness in different geographical locations. Finally, the last three chapters look at the role of the media during the restart phase, both in reporting sport and with regards to innovations and the implementation of new technology in staging and broadcasting elite sport.
Guinness World Records 2017 Gamer’s Edition
Author: Guinness World Records
Publisher: Guinness World Records
ISBN: 191056169X
Category : Games & Activities
Languages : en
Pages : 219
Book Description
It’s time to celebrate the 10th anniversary of the Guinness World Records: Gamer’s Edition! With over four million copies sold, this is the ultimate annual for every gaming fan. It’s bursting with the latest facts and stats on your favorite games from the futuristic soccer action of Rocket League to the psychedelic paint battles of Splatoon. And as Star Wars mania explodes once again, we explore everything Jedi in a special feature section. Plus, you’ll get a sneak peek at all-new games from the ever-evolving gaming universe! Get an inside look at the indie game scene, the big-money world of eSports, and a celebration of 25 years of Mario Kart. There’s everything from space shooters such as Destiny, to RPGs such as Fallout 4, to the hit sport series FIFAand Madden. We’ve got sims, strategy games, and horror titles, and we also take a look at the toys-to-life phenomenon. From League of Legends to The Legend of Zelda, it’s all here in the 2017 edition of Guinness World Records: Gamer’s Edition!
Publisher: Guinness World Records
ISBN: 191056169X
Category : Games & Activities
Languages : en
Pages : 219
Book Description
It’s time to celebrate the 10th anniversary of the Guinness World Records: Gamer’s Edition! With over four million copies sold, this is the ultimate annual for every gaming fan. It’s bursting with the latest facts and stats on your favorite games from the futuristic soccer action of Rocket League to the psychedelic paint battles of Splatoon. And as Star Wars mania explodes once again, we explore everything Jedi in a special feature section. Plus, you’ll get a sneak peek at all-new games from the ever-evolving gaming universe! Get an inside look at the indie game scene, the big-money world of eSports, and a celebration of 25 years of Mario Kart. There’s everything from space shooters such as Destiny, to RPGs such as Fallout 4, to the hit sport series FIFAand Madden. We’ve got sims, strategy games, and horror titles, and we also take a look at the toys-to-life phenomenon. From League of Legends to The Legend of Zelda, it’s all here in the 2017 edition of Guinness World Records: Gamer’s Edition!
Esports and the Media
Author: Angel Torres-Toukoumidis
Publisher: Taylor & Francis
ISBN: 1000652904
Category : Games & Activities
Languages : en
Pages : 119
Book Description
This book takes a multidisciplinary approach to the question of esports and their role in society. A diverse group of authors tackle the impact of esports and the ways in which it has grown within the entertainment industry around the world. Chapters offer a coherent response to the following questions: What role do esports play in the entertainment industry? What communication skills can be learned through esports? What do the media gain from broadcasting esports? What is the relationship between social networks and esports? What are the main marketing strategies used in esports? What effect does communicative globalization have on the development of esports? What is the relationship between merchandising and esports? What do communication experts think about esports? Offering clear insights into this rapidly developing area, this volume will be of great interest to scholars, students, and anyone working in game studies, new media, leisure, sport studies, communication studies, transmedia literacy, and digital culture. The Open Access version of this book has been made available under a Creative Commons Attribution-Non Commercial-No Derivatives 4.0 license: https://www.taylorfrancis.com/books/oa-edit/10.4324/9781003273691/esports-media-angel-torres-toukoumidis
Publisher: Taylor & Francis
ISBN: 1000652904
Category : Games & Activities
Languages : en
Pages : 119
Book Description
This book takes a multidisciplinary approach to the question of esports and their role in society. A diverse group of authors tackle the impact of esports and the ways in which it has grown within the entertainment industry around the world. Chapters offer a coherent response to the following questions: What role do esports play in the entertainment industry? What communication skills can be learned through esports? What do the media gain from broadcasting esports? What is the relationship between social networks and esports? What are the main marketing strategies used in esports? What effect does communicative globalization have on the development of esports? What is the relationship between merchandising and esports? What do communication experts think about esports? Offering clear insights into this rapidly developing area, this volume will be of great interest to scholars, students, and anyone working in game studies, new media, leisure, sport studies, communication studies, transmedia literacy, and digital culture. The Open Access version of this book has been made available under a Creative Commons Attribution-Non Commercial-No Derivatives 4.0 license: https://www.taylorfrancis.com/books/oa-edit/10.4324/9781003273691/esports-media-angel-torres-toukoumidis