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Produktbild: Global esports

Global esports Transformation of Cultural Perceptions of Competitive Gaming

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Beschreibung

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...

Beschreibung

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.

Produktdetails

Einband

Taschenbuch

Erscheinungsdatum

20.10.2022

Herausgeber Dal Yong Jin
Verlag Bloomsbury Academic

Produktdetails

Einband

Taschenbuch

Erscheinungsdatum

20.10.2022

Herausgeber Dal Yong Jin
Verlag Bloomsbury Academic
Seitenzahl

338

Maße (L/B/H)

22,9/15,2/1,8 cm

Gewicht

491 g

Sprache

Englisch

ISBN

978-1-5013-6925-4

Herstelleradresse

Libri GmbH
Europaallee 1
36244 Bad Hersfeld
DE

Email: gpsr@libri.de

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Die Leseprobe wird geladen.
  • Produktbild: Global esports
  • Preface
    1 Introduction: Esports
    Dal Yong Jin (Simon Fraser University, Canada)

    Part 1 History, Institutionalization, and Legitimization

    2 The Future of Esports Institutions: A Comparative Analysis of "Late-Twentieth-Century Sports" and "Esports" Institutions
    Rory K. Summerley (Falmouth University, UK)

    3 Sports versus Esports: A Comparison of Industry Size, Viewer Friendliness, and Game Competitiveness
    William Campbell, Amanda Goss, Kyle Trottier and Mark Claypool (Worcester Polytechnic Institute, USA)

    4 Esports: A Chinese Sport?
    Milan Ismangil and Anthony Fung (Chinese University of Hong Kong)

    5 Historiography of Korean Esports: Perspectives on Spectatorship
    Dal Yong Jin (Simon Fraser University, Canada)

    Part 2 Money, Data Power, and Network

    6 The Business Model Network of Esports: The Convergence of Overwatch
    Tobias M. Scholz (University of Siegen, Germany)

    7 Statistics, Spectatorship, and the "Attention Economy" of Esport
    Ben Egliston (University of Sydney, Australia)

    8 Counting Clicks: Esports, Neoliberalism, and the Affective Power of Gameplay Metrics
    Tom Brock (Manchester Metropolitan University, UK)

    9 Esports Transmedia Universes: The Case of Overwatch
    Raine Koskimaa, Tanja Välisalo, Maria Ruotsalainen, Veli-Matti Karhulahti, (University of Jyvaskyla, Finland)

    Part 3 Media and Esports

    10 Orienting Esports: Locating the Perceptual and Cultural Work of Shoutcasters
    Max M. Renner and Nicholas Taylor (North Carolina State University, USA)

    11 Convergence of Music and Esports
    Yaewon Jin & Tae-Jin Yoon (Yonsei University, Korea)

    12Esports, Australianness, and Beating New Zealand: Portrayals of Esports in Mainstream Australian News Media
    David Jian-Jia Cumming (The University of Melbourne, Australia)

    13The Emergence and Transformation of Global Esports: Comparative Perspectives of Korean and Canadian Esports Scenes
    Dal Yong Jin (Simon Fraser University, Canada)

    Part 4 Collegial Esports, Youth Culture, and Gender

    14 Are Esports Only for "Youth"?: How Ageing and the Institutionalization of Esports Blur the Generational Lines of Video Game Culture
    Dan Padua (Queensland University of Technology, Australia)

    15 The Emergence of College Esports in North America
    Nyle Sky Kauweloa (University of Hawaii, USA)

    16 Gaming on Campus: The Promotion of Esports in Chinese Universities
    Paul Martin and Wei Song (University of Nottingham Ningbo China)

    17 A Balance between Competition and Community in Public Gaming Spaces
    Ying-Ying Law (Staffordshire University, UK)

    About the Contributors
    Index