Author: MR. BIG WEALTH
Publisher: MR. BIG WEALTH
ISBN:
Category : Games & Activities
Languages : en
Pages : 136
Book Description
Unleash Your Potential: The Ultimate VALORANT PC Mastery Guide by Mr. Big Wealth is the ultimate resource for gamers looking to take their VALORANT skills to the next level. Written by the esteemed Mr. Big Wealth, this comprehensive guide is filled with insider tips, strategies, and techniques to help you dominate the game. Whether you're a beginner looking to improve your fundamentals or an experienced player aiming for the top ranks, this guide will equip you with the knowledge and skills needed to unleash your full gaming potential. Get ready to level up your VALORANT gameplay and leave your opponents in awe with the ultimate mastery guide by Mr. Big Wealth.
Unleash Your Potential: The Ultimate VALORANT PC Mastery Guide
Advertising: Methods, Research and Practices
Author: Noprita Herari
Publisher: Sayak Pal
ISBN: 8196340257
Category : Antiques & Collectibles
Languages : en
Pages : 494
Book Description
Millions of people are exposed to thousands of brands daily through different means, and we may categorise some as advertisements. William M. O’Barr calls it “conditioning of the consumers.” Advertisements can be analysed from different perspectives. For instance, Philip Nelson, in his study “Advertising as Information,” analyses advertisements based on the capacity of advertisements to direct the information toward the consumers, helping them separate one brand from another. Demetrios Vakratsas and Tim Ambler, in their study “How Advertising Works: What Do We Really Know?” discussed factors like “consumer’s belief and attitudes” and “behavioral effects” leading to purchasing behavior and brand choice. Research and advertising are intertwined, and it helps to explore the horizon of advertising that helps to improve the advertising industry. The book “Advertising: Methods, Research and Practices” offers a collection of concepts and perspectives like brand identity, buying habits, online advertising, digital gaming, political advertising, contemporary Indian advertising, new age advertising, the impact of advertising on food habits and consumption preferences, AI intervention in advertising, unethical advertising practices, chocolate advertising, marketing of toys, Digital marketing and advertising. The chapters also include metaphorical language in advertising, advertising appeals, e-sport marketing, sustainable advertising, celebrity and advertising, subliminal advertising, MSME and advertising, women in advertising, public service advertising, advertisement for positive behavior change, advertisements on menstrual health and hygiene and many more. Collectively, the chapters would help in understanding the different perspectives of advertising as practice as well as the dimensions of research requirements.
Publisher: Sayak Pal
ISBN: 8196340257
Category : Antiques & Collectibles
Languages : en
Pages : 494
Book Description
Millions of people are exposed to thousands of brands daily through different means, and we may categorise some as advertisements. William M. O’Barr calls it “conditioning of the consumers.” Advertisements can be analysed from different perspectives. For instance, Philip Nelson, in his study “Advertising as Information,” analyses advertisements based on the capacity of advertisements to direct the information toward the consumers, helping them separate one brand from another. Demetrios Vakratsas and Tim Ambler, in their study “How Advertising Works: What Do We Really Know?” discussed factors like “consumer’s belief and attitudes” and “behavioral effects” leading to purchasing behavior and brand choice. Research and advertising are intertwined, and it helps to explore the horizon of advertising that helps to improve the advertising industry. The book “Advertising: Methods, Research and Practices” offers a collection of concepts and perspectives like brand identity, buying habits, online advertising, digital gaming, political advertising, contemporary Indian advertising, new age advertising, the impact of advertising on food habits and consumption preferences, AI intervention in advertising, unethical advertising practices, chocolate advertising, marketing of toys, Digital marketing and advertising. The chapters also include metaphorical language in advertising, advertising appeals, e-sport marketing, sustainable advertising, celebrity and advertising, subliminal advertising, MSME and advertising, women in advertising, public service advertising, advertisement for positive behavior change, advertisements on menstrual health and hygiene and many more. Collectively, the chapters would help in understanding the different perspectives of advertising as practice as well as the dimensions of research requirements.
Valorant: Essential Guide 100% Unofficial
Author: Daniel Lipscombe
Publisher: Dean & Son
ISBN: 9780755502691
Category :
Languages : en
Pages : 64
Book Description
Dive into action with 2020's smash-hit tactical shooter, Valorant! This illustrated in-depth guide explains expert tactics, details the different characters and their heroic abilities, and explores the epic maps that you'll do battle on. Whether you're a noob or a pro, you'll be able to learn something from this book that you can take onto the battlefield. Gear up, Agent!
Publisher: Dean & Son
ISBN: 9780755502691
Category :
Languages : en
Pages : 64
Book Description
Dive into action with 2020's smash-hit tactical shooter, Valorant! This illustrated in-depth guide explains expert tactics, details the different characters and their heroic abilities, and explores the epic maps that you'll do battle on. Whether you're a noob or a pro, you'll be able to learn something from this book that you can take onto the battlefield. Gear up, Agent!
Routledge Handbook of Esports
Author: Seth E. Jenny
Publisher: Taylor & Francis
ISBN: 104011573X
Category : Games & Activities
Languages : en
Pages : 1025
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.
Publisher: Taylor & Francis
ISBN: 104011573X
Category : Games & Activities
Languages : en
Pages : 1025
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.
Valorant: Match Journal
Author: T. H. E. HIVE
Publisher:
ISBN:
Category :
Languages : en
Pages : 100
Book Description
Valorant Journal, Diary (100 Pages, Blank, 8.5 x 11) (Journals) Lined, Journal is a beautifully produced, glossy journal, complete with 100 pages of lined white paper which is ideal for those who want to write down their thoughts or video game skilss or journey. It is suitable for anyone and would make the perfect gift for birthdays, anniversaries or anything else, to be used for: School work At university or college At work At home On the move Or just about anywhere Can help to keep us motivated when we need it most. With the Unique, Blank, Journal you have something that can be carried easily and will help you to maintain your inspiration wherever you may be. Stay Positive And Motivated When Negativity Seems To Be All Around! Perfect for personal use, or for your whole team. Get yours today! Motivational Notebook, Journal, lined journal, Inspirational Notebook, Humor Notebook, lined Notebook, Journal Notebook, journal pad, Valorant journal
Publisher:
ISBN:
Category :
Languages : en
Pages : 100
Book Description
Valorant Journal, Diary (100 Pages, Blank, 8.5 x 11) (Journals) Lined, Journal is a beautifully produced, glossy journal, complete with 100 pages of lined white paper which is ideal for those who want to write down their thoughts or video game skilss or journey. It is suitable for anyone and would make the perfect gift for birthdays, anniversaries or anything else, to be used for: School work At university or college At work At home On the move Or just about anywhere Can help to keep us motivated when we need it most. With the Unique, Blank, Journal you have something that can be carried easily and will help you to maintain your inspiration wherever you may be. Stay Positive And Motivated When Negativity Seems To Be All Around! Perfect for personal use, or for your whole team. Get yours today! Motivational Notebook, Journal, lined journal, Inspirational Notebook, Humor Notebook, lined Notebook, Journal Notebook, journal pad, Valorant journal
Advanced Game Design
Author: Michael Sellers
Publisher:
ISBN: 9780134668185
Category : Computer games
Languages : en
Pages : 464
Book Description
In Advanced Game Design , pioneering game designer and instructor Michael Sellers situates game design practices in a strong theoretical framework of systems thinking, enabling designers to think more deeply and clearly about their work, so they can produce better, more engaging games for any device or platform. Sellers offers a deep unifying framework in which practical game design best practices and proven systems thinking theory reinforce each other, helping game designers understand what they are trying to accomplish and the best ways to achieve it. Drawing on 20+ years of experience designing games, launching game studios, and teaching game design, Sellers explains: What games are, and how systems thinking can help you think about them more clearly How to systematically promote engagement, interactivity, and fun What you can learn from MDA and other game design frameworks How to create gameplay and core loops How to design the entire player experience, and how to build game mechanics that work together to create that experience How to capture your game’s “big idea” and Unique Selling Proposition How to establish high-level and background design and translate it into detailed design How to build, playtest, and iterate early prototypes How to build your game design career in a field that keeps changing at breakneck speed
Publisher:
ISBN: 9780134668185
Category : Computer games
Languages : en
Pages : 464
Book Description
In Advanced Game Design , pioneering game designer and instructor Michael Sellers situates game design practices in a strong theoretical framework of systems thinking, enabling designers to think more deeply and clearly about their work, so they can produce better, more engaging games for any device or platform. Sellers offers a deep unifying framework in which practical game design best practices and proven systems thinking theory reinforce each other, helping game designers understand what they are trying to accomplish and the best ways to achieve it. Drawing on 20+ years of experience designing games, launching game studios, and teaching game design, Sellers explains: What games are, and how systems thinking can help you think about them more clearly How to systematically promote engagement, interactivity, and fun What you can learn from MDA and other game design frameworks How to create gameplay and core loops How to design the entire player experience, and how to build game mechanics that work together to create that experience How to capture your game’s “big idea” and Unique Selling Proposition How to establish high-level and background design and translate it into detailed design How to build, playtest, and iterate early prototypes How to build your game design career in a field that keeps changing at breakneck speed
Everything Bad is Good for You
Author: Steven Johnson
Publisher: Penguin
ISBN: 9781594481949
Category : Social Science
Languages : en
Pages : 276
Book Description
From the New York Times bestselling author of How We Got To Now and Farsighted Forget everything you’ve ever read about the age of dumbed-down, instant-gratification culture. In this provocative, unfailingly intelligent, thoroughly researched, and surprisingly convincing big idea book, Steven Johnson draws from fields as diverse as neuroscience, economics, and media theory to argue that the pop culture we soak in every day—from Lord of the Rings to Grand Theft Auto to The Simpsons—has been growing more sophisticated with each passing year, and, far from rotting our brains, is actually posing new cognitive challenges that are actually making our minds measurably sharper. After reading Everything Bad is Good for You, you will never regard the glow of the video game or television screen the same way again. With a new afterword by the author.
Publisher: Penguin
ISBN: 9781594481949
Category : Social Science
Languages : en
Pages : 276
Book Description
From the New York Times bestselling author of How We Got To Now and Farsighted Forget everything you’ve ever read about the age of dumbed-down, instant-gratification culture. In this provocative, unfailingly intelligent, thoroughly researched, and surprisingly convincing big idea book, Steven Johnson draws from fields as diverse as neuroscience, economics, and media theory to argue that the pop culture we soak in every day—from Lord of the Rings to Grand Theft Auto to The Simpsons—has been growing more sophisticated with each passing year, and, far from rotting our brains, is actually posing new cognitive challenges that are actually making our minds measurably sharper. After reading Everything Bad is Good for You, you will never regard the glow of the video game or television screen the same way again. With a new afterword by the author.
Handbook of Esports Medicine
Author: Lindsey Migliore
Publisher: Springer Nature
ISBN: 3030736105
Category : Medical
Languages : en
Pages : 273
Book Description
With over 450 million viewers worldwide and over $1 billion in revenue in 2019, competitive video gaming - known more popularly as esports - is not a fad, but rather a technological and cultural phenomenon. To remain competitive in this popular and sometimes lucrative field, gamers often practice upwards of 12 hours a day, performing anywhere from 400-600 actions per minute. As such, they are susceptible to a unique set of injuries and disorders from these complex movements, extended screen time and sedentary tendencies. This population requires motivated and educated healthcare providers familiar with their lifestyle and ailments to effectively prevent, diagnose, and treat relevant esports medical conditions. This handbook will serve as the first of its kind, an in-depth dive into the fundamentals of treating competitive video gamers created by the medical professionals and industry leaders. Esports medicine is a subspecialty in its infancy: Research, resources, and guidelines are evolving rapidly as more is understood about this burgeoning patient population. This unique handbook will provide a comprehensive overview of the basics of esports, play mechanics and terminology specifically targeted towards healthcare professionals previously unfamiliar with the subject matter. It will convey the essentials of an esports history and physical exam and act as a step-by-step guide for treating video gamers and esports athletes. Furthermore, it will guide providers through each and every major diagnosis related to gaming, with the specific mechanisms of the injury, relevant physical exam maneuvers, and treatments selected specifically for gaming, covering upper and lower extremity injuries, conditions of the neck and back, gaming ergonomics, and psychological, nutritional and cultural considerations. Timely and practical, Handbook of Esports Medicine will be a valuable resource for primarily sports medicine, orthopedic, physical medical and rehabilitation, and pediatric physicians, as well as therapists, psychologists and trainers involved in competitive gaming.
Publisher: Springer Nature
ISBN: 3030736105
Category : Medical
Languages : en
Pages : 273
Book Description
With over 450 million viewers worldwide and over $1 billion in revenue in 2019, competitive video gaming - known more popularly as esports - is not a fad, but rather a technological and cultural phenomenon. To remain competitive in this popular and sometimes lucrative field, gamers often practice upwards of 12 hours a day, performing anywhere from 400-600 actions per minute. As such, they are susceptible to a unique set of injuries and disorders from these complex movements, extended screen time and sedentary tendencies. This population requires motivated and educated healthcare providers familiar with their lifestyle and ailments to effectively prevent, diagnose, and treat relevant esports medical conditions. This handbook will serve as the first of its kind, an in-depth dive into the fundamentals of treating competitive video gamers created by the medical professionals and industry leaders. Esports medicine is a subspecialty in its infancy: Research, resources, and guidelines are evolving rapidly as more is understood about this burgeoning patient population. This unique handbook will provide a comprehensive overview of the basics of esports, play mechanics and terminology specifically targeted towards healthcare professionals previously unfamiliar with the subject matter. It will convey the essentials of an esports history and physical exam and act as a step-by-step guide for treating video gamers and esports athletes. Furthermore, it will guide providers through each and every major diagnosis related to gaming, with the specific mechanisms of the injury, relevant physical exam maneuvers, and treatments selected specifically for gaming, covering upper and lower extremity injuries, conditions of the neck and back, gaming ergonomics, and psychological, nutritional and cultural considerations. Timely and practical, Handbook of Esports Medicine will be a valuable resource for primarily sports medicine, orthopedic, physical medical and rehabilitation, and pediatric physicians, as well as therapists, psychologists and trainers involved in competitive gaming.
eSports is Business
Author: Tobias M. Scholz
Publisher: Springer
ISBN: 3030111997
Category : Business & Economics
Languages : en
Pages : 165
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.
Publisher: Springer
ISBN: 3030111997
Category : Business & Economics
Languages : en
Pages : 165
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.
Raising the Stakes
Author: T. L. Taylor
Publisher: MIT Press
ISBN: 0262527588
Category : Games & Activities
Languages : en
Pages : 333
Book Description
How a form of play becomes a sport: players, agents, referees, leagues, tournaments, sponsorships, and spectators, and the culture of professional computer game play. Competitive video and computer game play is nothing new: the documentary King of Kong memorably portrays a Donkey Kong player's attempts to achieve the all-time highest score; the television show Starcade (1982–1984) featured competitions among arcade game players; and first-person shooter games of the 1990s became multiplayer through network play. A new development in the world of digital gaming, however, is the emergence of professional computer game play, complete with star players, team owners, tournaments, sponsorships, and spectators. In Raising the Stakes, T. L. Taylor explores the emerging scene of professional computer gaming and the accompanying efforts to make a sport out of this form of play. In the course of her explorations, Taylor travels to tournaments, including the World Cyber Games Grand Finals (which considers itself the computer gaming equivalent of the Olympics), and interviews participants from players to broadcasters. She examines pro-gaming, with its highly paid players, play-by-play broadcasts, and mass audience; discusses whether or not e-sports should even be considered sports; traces the player's path from amateur to professional (and how a hobby becomes work); and describes the importance of leagues, teams, owners, organizers, referees, sponsors, and fans in shaping the structure and culture of pro-gaming. Taylor connects professional computer gaming to broader issues: our notions of play, work, and sport; the nature of spectatorship; the influence of money on sports. And she examines the ongoing struggle over the gendered construction of play through the lens of male-dominated pro-gaming. Ultimately, the evolution of professional computer gaming illuminates the contemporary struggle to convert playful passions into serious play.
Publisher: MIT Press
ISBN: 0262527588
Category : Games & Activities
Languages : en
Pages : 333
Book Description
How a form of play becomes a sport: players, agents, referees, leagues, tournaments, sponsorships, and spectators, and the culture of professional computer game play. Competitive video and computer game play is nothing new: the documentary King of Kong memorably portrays a Donkey Kong player's attempts to achieve the all-time highest score; the television show Starcade (1982–1984) featured competitions among arcade game players; and first-person shooter games of the 1990s became multiplayer through network play. A new development in the world of digital gaming, however, is the emergence of professional computer game play, complete with star players, team owners, tournaments, sponsorships, and spectators. In Raising the Stakes, T. L. Taylor explores the emerging scene of professional computer gaming and the accompanying efforts to make a sport out of this form of play. In the course of her explorations, Taylor travels to tournaments, including the World Cyber Games Grand Finals (which considers itself the computer gaming equivalent of the Olympics), and interviews participants from players to broadcasters. She examines pro-gaming, with its highly paid players, play-by-play broadcasts, and mass audience; discusses whether or not e-sports should even be considered sports; traces the player's path from amateur to professional (and how a hobby becomes work); and describes the importance of leagues, teams, owners, organizers, referees, sponsors, and fans in shaping the structure and culture of pro-gaming. Taylor connects professional computer gaming to broader issues: our notions of play, work, and sport; the nature of spectatorship; the influence of money on sports. And she examines the ongoing struggle over the gendered construction of play through the lens of male-dominated pro-gaming. Ultimately, the evolution of professional computer gaming illuminates the contemporary struggle to convert playful passions into serious play.