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eSports (Contests) --- Competitive electronic sports (Contests) --- E-sports (Contests) --- Electronic sports (Contests) --- Video games --- Contests --- Competitions
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eSports (Contests) --- Competitive electronic sports (Contests) --- E-sports (Contests) --- Electronic sports (Contests) --- Video games --- Contests --- Competitions
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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.
eSports (Contests) --- Competitive electronic sports (Contests) --- E-sports (Contests) --- Electronic sports (Contests) --- Video games --- Contests --- Competitions --- communication;Esports;e-sports;gamers;gaming;livestreaming;live-streaming;marketing;online games;social media;transmedia;twitch streaming;video games;YouTube
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This open access book focuses on how and why digital games and gambling are increasingly intertwined and asks “does this matter?” Looking at how “loot boxes” became the poster child for the convergence of gambling and gaming, Wardle traces how we got here. She argues that the intersection between gambling and gaming cultures has a long lineage, one that can be traced back throughout the 20th century but also incorporates more recent trends like the poker boom of the 1990s, the development of social media gambling products and the development of skin betting markets. Underpinned by changing technology, which facilitated new ways to bet, trade and play, the intersection between gaming and gambling cultures and products has accelerated within the last decade – and shows little signs of stopping. Wardle explores what this means for our understanding of risk, how gaming and gambling entities use each other for commercial advantage, and crucially explores what young people think of this, before making recommendations for action.
Sociology --- Popular culture --- Media studies --- Sociology: sport & leisure --- Sports & outdoor recreation --- Internet --- Online --- Australia --- UK --- USA --- Reward --- Risk --- Money --- E-sports --- Leisure
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"This book reveals the unequal politics of game development as a dream job, which only privileged subjects can enjoy, while many others have to face significant social and individual costs"---
Ethnology --- Video games industry --- Video game designers --- Video game industry --- Electronic games industry --- Designers --- Cultural anthropology --- Ethnography --- Races of man --- Social anthropology --- Anthropology --- Human beings --- Social aspects --- Job satisfaction --- Employees --- video games, labor studies, e-sports, game development, gender inequality. --- Computer games industry --- Internet games industry --- Electronic industries --- Toy industry
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This book presents a series of studies on the status quo, characteristics of and trends in China’s eSports industry, while also analyzing key problems to help the industry avoid potential risks, seize opportunities for development, and promote industrial drivers. In addition, it puts forward feasible plans and strategic suggestions for high-quality innovation and development of the industry. Electronic sports or eSports refers to digital entertainment activities that combine technological, sports, cultural and social aspects, and which have a unique commercial and user value. With their rapid growth in this century, eSports are now an emerging sector with huge growth potential and room for innovation. In 2020, China’s eSports industry led the globe in growth rates; contributing roughly RMB 75.198 billion, it brought considerable new momentum to the national economy. As a new cultural phenomenon, eSports are politically, economically, culturally, and socially suited to helping use information technologies to restructure human social activities. The emergence and spread of an eSports culture embody the richness of subcultural phenomena and the importance of multicultural spaces, while also having a positive effect on people’s competitive spirit, intelligence, aesthetic tastes, etc. However, during the COVID-19 pandemic, China’s eSports industry has faced a host of problems, e.g. postponed competitions, management difficulties and brand devaluation, all of which have hampered its progress. Nevertheless, the number of Chinese eSports users is on the rise and the online market share is climbing steadily, establishing a user base for the industry. Moreover, new technological advances like 5G, VR and AR offer a wealth of new opportunities for innovation in China’s eSports industry. The book encourages readers to approach the topic from various perspectives and think across disciplines. As a result, it is not only essential reading for students at colleges and universities, but also offers a valuable reference guide for eSports researchers and enthusiasts.
Mass media and culture. --- Communication and traffic. --- Digital media. --- Mass media. --- Media Culture. --- Media Industries. --- Digital and New Media. --- Media Sociology. --- Mass communication --- Media, Mass --- Media, The --- Communication --- Electronic media --- New media (Digital media) --- Mass media --- Digital communications --- Online journalism --- Communications industries --- Traffic --- Transportation --- Culture and mass media --- Culture --- eSports (Contests) --- Management. --- Competitive electronic sports (Contests) --- E-sports (Contests) --- Electronic sports (Contests) --- Video games --- Contests --- Competitions
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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.
Leadership. --- Management. --- E-business. --- Computer games—Programming. --- Business Strategy/Leadership. --- Innovation/Technology Management. --- e-Business/e-Commerce. --- Game Development. --- Video games --- Competitions. --- Television games --- Videogames --- Electronic games --- Cybercommerce --- E-business --- E-commerce --- E-tailing --- eBusiness --- eCommerce --- Electronic business --- Internet commerce --- Internet retailing --- Online commerce --- Web retailing --- Commerce --- Information superhighway --- Administration --- Industrial relations --- Organization --- Ability --- Command of troops --- Followership --- eSports (Contests) --- Competitive electronic sports (Contests) --- E-sports (Contests) --- Electronic sports (Contests) --- Contests --- Competitions --- Industrial management. --- Electronic commerce. --- E-commerce. --- Business administration --- Business enterprises --- Business management --- Corporate management --- Corporations --- Industrial administration --- Management, Industrial --- Rationalization of industry --- Scientific management --- Management --- Business --- Industrial organization --- Sports. --- Electronic games industry.
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