The Literacies of the Esports Ecosystem

The Literacies of the Esports Ecosystem PDF Author:
Publisher: BRILL
ISBN: 900468977X
Category : Education
Languages : en
Pages : 242

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Book Description
Esports is a global phenomenon that has attracted the attention of multiple interested parties—from investors to K-12 schools and universities. This text chronicles the multitude of ways that people are making meaning within and around the esports ecosystem. Literacies that occur in the esports ecosystem are the result of a collision of diverse experiences, actions, peoples, games, software, hardware, and roles. These literacies are multifaceted, multilayered, and multifarious. By acknowledging the call that these literacies hold, stakeholders can argue for their appreciation at all levels of the ecosystem. Literacies of the Esports Ecosystem answers this call. Contributors are: Anthony Betrus, Andrew Cochran, Luis E. Pérez Cortés, Jason Engerman, Thorkild Hanghøj, Ryan Rish and Kevin Sweeney.

The Literacies of the Esports Ecosystem

The Literacies of the Esports Ecosystem PDF Author:
Publisher: BRILL
ISBN: 900468977X
Category : Education
Languages : en
Pages : 242

Get Book Here

Book Description
Esports is a global phenomenon that has attracted the attention of multiple interested parties—from investors to K-12 schools and universities. This text chronicles the multitude of ways that people are making meaning within and around the esports ecosystem. Literacies that occur in the esports ecosystem are the result of a collision of diverse experiences, actions, peoples, games, software, hardware, and roles. These literacies are multifaceted, multilayered, and multifarious. By acknowledging the call that these literacies hold, stakeholders can argue for their appreciation at all levels of the ecosystem. Literacies of the Esports Ecosystem answers this call. Contributors are: Anthony Betrus, Andrew Cochran, Luis E. Pérez Cortés, Jason Engerman, Thorkild Hanghøj, Ryan Rish and Kevin Sweeney.

Esports in the Asia-Pacific

Esports in the Asia-Pacific PDF Author: Filippo Gilardi
Publisher: Springer Nature
ISBN: 9819937965
Category : Social Science
Languages : en
Pages : 281

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Book Description
This is an edited book that fills a gap in knowledge by providing a comprehensive view of esports practice from the Asia and Pacific region. The volume looks at the development of esports through the interconnections between institutions, industries, players, and society, across the Asia-Pacific. Over the last two decades, the Asia-Pacific region has been central to the growth and development of esports. The value of this book lies in its ability to provide a view of esport from countries that are currently underrepresented in the literature such as Vietnam, Malaysia, Taiwan, Hong Kong, Singapore, Philippines and Australia while still integrating chapters looking at more well-researched countries such as China, Korea, and Japan. Through its diverse case studies, the book serves as a resource for scholars and educators worldwide who seek diverse examples with which to improve understanding of the esports phenomenon and the inclusiveness of media and communication curricula. chapters “Introduction to Esports in the Asia-Pacific” and “Conclusions to Esports in the Asia–Pacific” are available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.

Esports Research and Its Integration in Education

Esports Research and Its Integration in Education PDF Author: Harvey, Miles M.
Publisher: IGI Global
ISBN: 1799870715
Category : Games & Activities
Languages : en
Pages : 313

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Book Description
The world of esports in education is booming, and the field needs empirical studies to help ground much of what is going on in the field. Over the last couple years, there appears to be a large amount of anecdotal evidence surrounding esports and its role in education, but researchers, teachers, coaches, and organizations need peer-reviewed, research-based evidence so they can evolve the field at large. As the amount of esports teams and organizations continues to rise, so will the need for the field to provide empirical research about esports and education and the effect it has on students and those who partake in it. Esports Research and Its Integration in Education is an essential reference source for those interested in educational research related to esports topics as they are approached through multiple ages of schooling and infused throughout a variety of content areas and research methodologies. The book covers empirical studies that help practitioners to understand how esports is developing within and around learning institutions and what the impact may be on students and their contemporary educational experiences. Covering topics such as college and career readiness, literacy practices, and urban education, this text is essential for stakeholders involved in the rise of esports, administrators, teachers, coaches, researchers, students, and academicians.

Esports and the Media

Esports and the Media PDF Author: Angel Torres-Toukoumidis
Publisher: Taylor & Francis
ISBN: 1000652904
Category : Games & Activities
Languages : en
Pages : 119

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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

Leveling up campus life

Leveling up campus life PDF Author: Martin Fritzen
Publisher: BoD – Books on Demand
ISBN: 8743039979
Category : Computers
Languages : en
Pages : 93

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Book Description
"Leveling Up Campus Life: A Comprehensive Guide to Implementing Esports at University of Portland" is a cutting-edge resource written by Martin Fritzen, a renowned expert in the esports industry. Leveraging his extensive experience and knowledge in esports, Fritzen offers a step-by-step guide for integrating esports into university settings, particularly at the University of Portland. The book caters to Student Affairs professionals, presenting them with valuable insights, strategies, and tools to foster esports initiatives on campus. It addresses key aspects such as understanding the esports landscape, gauging current interest and initiatives, engaging key stakeholders, promoting esports' benefits, establishing esports clubs, and setting up esports events. Notably, the book delves into esports' potential to enhance the academic and co-curricular experience of students, featuring esports-related courses, internships, leadership opportunities, and industry partnerships. It also explores the prospects of university participation in collegiate esports leagues and the collaborative opportunities with other institutions and organizations. "Leveling Up Campus Life" further discusses the critical aspects of sustainability and growth, such as budgeting and revenue generation, monitoring program success, and adapting to evolving trends in the esports landscape. Lastly, it envisions the future of esports at the University of Portland and calls the university community to action, instilling the realization that esports is not just a transient phenomenon, but a transformative force in the landscape of education, entertainment, and technology. This book is an invaluable resource for educators, administrators, and professionals aiming to harness the power of esports to enhance the student experience on their campuses.

Understanding Collegiate Esports

Understanding Collegiate Esports PDF Author: Jennifer Lee Hoffman
Publisher: Taylor & Francis
ISBN: 1000618730
Category : Education
Languages : en
Pages : 169

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Book Description
As esports is one of the new and rapidly growing sports programs at the collegiate level, today’s campus leaders are increasingly asked to navigate the complexity of esports. This practical volume helps higher education professionals understand the expanding role of collegiate esports, describing the ecosystem of college esports and the experience for college players, as well as the connections between gaming and career preparation. Chapter authors offer an overview and practical look at the main structures and issues facing collegiate esports programs, athletes, and administrators. Chapters address the needs of the campus gaming community, building gender and racial inclusivity, athlete health, amateurism and the esports athlete, the role of the technology industry, governance, career paths, and coaching. This cutting-edge volume offers information to support campus leaders and practitioners in building and expanding collegiate esports programs in the quickly growing and changing aspects of both online and face-to-face campus communities.

Routledge Handbook of Esports

Routledge Handbook of Esports PDF Author: Seth E. Jenny
Publisher: Taylor & Francis
ISBN: 104011573X
Category : Games & Activities
Languages : en
Pages : 1025

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Book Description
The Routledge Handbook of Esports offers the first fully comprehensive, interdisciplinary study of esports, one of the fastest growing sectors of the contemporary sports and entertainment industries. Global in coverage, the book emphasizes the multifaceted nature of esports and explores the most pressing issues defining the competitive video gaming landscape today. Featuring the work of 93 leading esports academics and industry specialists from around the world, and rigorously peer-reviewed, the book is structured around ten key themes: 1) Introduction to Esports, 2) Esports Research, 3) Esports Players, 4) Esports Business and Management, 5) Esports Media and Communication, 6) Esports Education, 7) Critical Concerns in Esports, 8) Global Esports Cultures, 9) Esports Future Directions, and 10) Key Terms Definitions. Examining the current state of esports, emerging areas of interest and the ongoing debates shaping the esports industry, each of the 62 chapters offers key highlights, an assessment of the latest research, practical esports examples and recommendations, and is complemented by enlightening case studies or industry interviews. For further academic and professional depth, chapters also include a guide to recommended additional resources. Explaining technical terms and gaming jargon in a user-friendly manner, and maintaining a balanced tone throughout, this handbook is essential reading for any student or researcher with an interest in esports, gaming, or sport studies, and for any practitioner or policy-maker working in the esports industry.

The ESports Market and ESports Sponsoring

The ESports Market and ESports Sponsoring PDF Author: Julian Heinz Anton Ströh
Publisher: Tectum Verlag
ISBN: 9783828838918
Category : Computer games
Languages : en
Pages : 0

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Book Description
In the last decades, the market for digital games has grown to nearly $100 billion. During this growth, a special gaming segment and community formed surrounding the direct competitive aspect of games: eSports. The core of eSports is similar to traditional types of sport. Players train to become better, clubs are established, tournaments are organized and fans enjoy watching their game being played on the highest level of performance. With viewers and prize money in the millions, eSports have grown into an economically significant media sport ecosystem and a marketing landscape that started to attract non-endemic companies as advertisers and sponsors. This book analyzes the components of the eSports ecosystem as well as their interactions with each other. Furthermore, the attitude of eSports fans towards engagements of non-endemic companies is researched by using a real case study including the Electronic Sports League and German home loan bank Wustenrot.

Understanding Collegiate Esports

Understanding Collegiate Esports PDF Author: Jennifer Lee Hoffman
Publisher: Routledge
ISBN: 9781032210575
Category :
Languages : en
Pages : 174

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Book Description
This practical volume helps higher education professionals understand the expanding role of collegiate esports, describing the ecosystem of college esports and the experience for college players, as well as the connections between gaming and career preparation.

Playing with Teaching

Playing with Teaching PDF Author: Antero Garcia
Publisher: Gaming Ecologies and Pedagogie
ISBN: 9789004388741
Category : Education
Languages : en
Pages : 105

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Book Description
The possibilities of gaming for transformative and equity-driven instructional teaching practice are more robust than ever before. And yet, support for designing playful learning opportunities are too often not addressed or taught in professional development or teacher education programs. Considering the complex demands in public schools today and the niche pockets of extracurricular engagement in which youth find themselves, Playing with Teaching serves as a hands-on resource for teachers and teacher educators. Particularly focused on how games - both digital and non-digital - can shape unique learning and literacy experiences for young people today, this book's chapters look at numerous examples that educators can bring into their classrooms today.0By exploring how teachers can support literacy practices through gaming, this volume provides specific strategies for heightening literacy learning and playful experiences in classrooms. The classroom examples of gameful teaching described in each chapter not only provide practical examples of games and learning, but offer critical perspectives on why games in literacy classrooms matter today. 0Through depictions of cutting-edge of powerful and playful pedagogy, this book is not a how-to manual. Rather, Playing with Teaching fills a much-needed space demonstrating how games are applied in classrooms today. It is an invitation to reimagine classrooms as spaces to newly investigate playful approaches to teaching and learning with adolescents. Roll the dice and give playful literacy instruction a try. 0Contributors are: Jill Bidenwald, Jennifer S. Dail, Elizabeth DeBoeser, Antero Garcia, Kip Glazer, Emily Howell, Lindy L. Johnson, Rachel Kaminski Sanders, Jon Ostenson, Chad Sansing, and Shelbie Witte.