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A History of Competitive Gaming

A History of Competitive Gaming
Author: Lu Zhouxiang
Publisher: Routledge
Total Pages: 320
Release: 2022-05-13
Genre: History
ISBN: 100058853X

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Competitive gaming, or esports – referring to competitive tournaments of video games among both casual gamers and professional players – began in the early 1970s with small competitions like the one held at Stanford University in October 1972, where some 20 researchers and students attended. By 2022 the estimated revenue of the global esports industry is in excess of $947 million, with over 200 million viewers worldwide. Regardless of views held about competitive gaming, esports have become a modern economic and cultural phenomenon. This book studies the full history of competitive gaming from the 1970s to the 2010s against the background of the arrival of the electronic and computer age. It investigates how competitive gaming has grown into a new form of entertainment, a sport-like competition, a lucrative business and a unique cultural sensation. It also explores the role of competitive gaming in the development of the video game industry, making a distinctive contribution to our knowledge and understanding of the history of video games. A History of Competitive Gaming will appeal to all those interested in the business and culture of gaming, as well as those studying modern technological culture.


A History of Competitive Gaming

A History of Competitive Gaming
Author: Zhouxiang Lu
Publisher: Routledge
Total Pages: 0
Release: 2022
Genre: Games & Activities
ISBN: 9780367559625

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"Competitive gaming, or esports - referring to competitive tournaments of video games among both casual gamers and professional players - began in the early 1970s with small competitions like the one held at Stanford University in October 1972, where some 20 researchers and students attended. By 2022 the estimated revenue of the global esports industry is in excess of $947 million, with over 200 million viewers worldwide. Regardless of views held about competitive gaming, esports have become a modern economic and cultural phenomenon. This book studies the full history of competitive gaming from the 1970s to the 2010s against the background of the arrival of the electronic and computer age. It investigates how competitive gaming has grown into a new form of entertainment, a sport-like competition, a lucrative business and a unique cultural sensation. It also explores the role of competitive gaming in the development of the video game industry, making a distinctive contribution to our knowledge and understanding of the history of video games. A History of Competitive Gaming will appeal to all those interested in the business and culture of gaming, as well as those studying modern technological culture"--


The Book of Esports

The Book of Esports
Author: William Collis
Publisher: Rosetta Books
Total Pages: 199
Release: 2020-08-04
Genre: Games & Activities
ISBN: 1948122588

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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.


The Book of Esports

The Book of Esports
Author: William Collis
Publisher: Collis Insights
Total Pages: 210
Release: 2022-06-10
Genre:
ISBN:

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Read the definitive guide to the modern world of competitive gaming, and The Official History of Esports(TM). 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 is the future of esports? 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. Featuring select interviews from the biggest names in the industry, The Book of Esports weaves 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. Detailed and accessible, gaming luminary and Harvard MBA William Collis has painstakingly translated esports' mysteries into a testament for today. Everyone can enjoy The Book of Esports because everyone should enjoy esports. So what are you waiting for? Take the wildest ride into worlds unreal, and discover that true human competition is always just a click away.


eSports is Business

eSports is Business
Author: Tobias M. Scholz
Publisher: Springer
Total Pages: 165
Release: 2019-02-20
Genre: Business & Economics
ISBN: 3030111997

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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.


Global esports

Global esports
Author: Dal Yong Jin
Publisher: Bloomsbury Publishing USA
Total Pages: 384
Release: 2021-03-25
Genre: Social Science
ISBN: 1501368761

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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.


Demystifying Esports

Demystifying Esports
Author: Baro Hyun
Publisher:
Total Pages: 184
Release: 2020-09-23
Genre: Games & Activities
ISBN: 9781544516486

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While multimillion-dollar prizes are common in esports today, did you know that esports began humbly in a small Asian country without a significant gaming industry at the time? And would you believe that after two decades of embracing esports, Koreans enjoy playing competitive gaming not only privately, but also at official corporate social events? If not, it's understandable. Anyone under forty-five grew up with video games as a natural part of their lives, but older generations have had minimal exposure to gaming. Without firsthand experience, it can be difficult to understand why the industry is booming and why your children and grandchildren love esports so much. Demystifying Esports bridges the generation gap by exploring the history of competitive gaming, the growth of the industry, and its explosion as a global phenomenon. Dr. Baro Hyun relies on his extensive knowledge of esports' history in South Korea to shed light on the growth and risks of this booming field.


Handbook of Research on Pathways and Opportunities Into the Business of Esports

Handbook of Research on Pathways and Opportunities Into the Business of Esports
Author: Andrews, Sharon
Publisher: IGI Global
Total Pages: 473
Release: 2021-06-25
Genre: Games & Activities
ISBN: 1799873021

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Esports have attracted considerable attention over the past few years and become an industry that is projected to continue to increase rapidly. Intersecting with the esports industry are organizations and businesses that develop and support the esports game experience. Included is the entrepreneurial spirit of gamers, who are interested in creating their own career paths through capturing and posting gaming microassists on different public venues that are driven by advertising dollars, invitational competition monetary winnings, and other forms of marketing their expertise for financial gain. All these organizations and industries form satellites of career opportunities as well as opportunities for research and enhanced forward-leaning study. Such career opportunities can be explicitly addressed within the structure of university degree and micro-credential certificate programs, some of which have begun to offer esports-directed degrees, but most of which have not yet moved from esports clubs into a recognition of the business and industry monetization of esports. The Handbook of Research on Pathways and Opportunities Into the Business of Esports addresses the intersection of esports gaming and the business and industry of esports, rather than an exploration of the video games themselves. It is the supporting and intersecting industry driven by esports and the vast opportunities this brings that are the foci of this book. Covering topics including digital learning, esport marketing curriculum, and gaming culture, this text is essential for business professionals, industry analysts, entrepreneurs, managers, coaches, marketers, advertisers, brand managers, university and college administrators, faculty and researchers, students, professors, and academicians.


E-Sports and the World of Competitive Gaming

E-Sports and the World of Competitive Gaming
Author: Heather Bode
Publisher: Referencepoint Press
Total Pages: 0
Release: 2019
Genre: Video gamers
ISBN: 9781682825570

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Today some people who play video games professionally can make millions of dollars from streaming their gaming on the internet or winning a trophy in an E-Sports tournament. E-Sports and the World of Competitive Gaming examines the history of competitive video games, explores the controversies in the video game industry, and discusses the future advances of E-Sports.


Routledge Handbook of Sport History

Routledge Handbook of Sport History
Author: Murray G. Phillips
Publisher: Routledge
Total Pages: 622
Release: 2021-09-19
Genre: History
ISBN: 1000441660

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The Routledge Handbook of Sport History is a new and innovative survey of the discipline of sport history. Global in scope, it examines the key contemporary issues in sports historiography, sheds light on previously ignored topics, and sets an intellectual agenda for the future development of the discipline. The book explores both traditional and non-traditional methodologies in sport history, and traces the interface between sport history and other fields of research, such as literature, material culture and the digital humanities. It considers the importance of key issues such as gender, race, sexuality and politics to our understanding of sport history, and focuses on innovative ways that the scholarship around these issues is challenging accepted discourses. This is the first handbook to include a full section on Indigenous sport history, a topic that has often been ignored in sport history surveys despite its powerful upstream influence on contemporary sport. The book also reflects carefully on the central importance of sport history journals in shaping the development of the discipline. This book is an essential reference for any student, researcher or scholar with an interest in sport history or the relationship between sport and society. It will also be fascinating reading for any historians looking for fresh perspectives on contemporary historiography or social and cultural history.