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Esports World

Esports World
Author: Maximus Wilson
Publisher: Adidas Wilson
Total Pages: 61
Release: 2023-03-21
Genre: Games & Activities
ISBN:

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In the past, playing video games was often seen as a waste of time, and parents would tell their children to stop playing and do something more productive instead. However, in recent years, the rise of eSports has changed the way that people view video games, and teenagers are now getting paid to play competitive video games professionally. The growth of eSports has been fueled by the increasing popularity of video games and online gaming. As more and more people have gained access to gaming platforms and technologies, the audience for competitive gaming has grown, with millions of people now watching and participating in eSports events. The rise of social media and online streaming platforms has also helped to boost the popularity of eSports. Platforms like Twitch and YouTube have provided a way for gamers to showcase their skills and connect with audiences around the world. This has helped to increase the visibility of eSports and make it more mainstream. As the popularity of eSports has grown, so has the financial opportunity for professional gamers.


Legendary Korean Esports World Champions

Legendary Korean Esports World Champions
Author: Kim Hyung-seok
Publisher: 겜툰(주)
Total Pages: 263
Release: 2022-02-25
Genre: Antiques & Collectibles
ISBN:

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The history of esports in Korea as a cartoon! The games and the star players we loved throughout the history of esports! It shows the rise and fall of the game industry which has grown with esports in a book! Let’s meet the future of Korea where is “The birthplace of esports" through these cartoons! 1. RISE, Ambition Legendary LOL pro gamer, Ambition. He showed his top skills in both positions, the mid-liner and the jungler. We call him as an undead legend that left a big mark in esports history. "You can't get to the top with your skills alone. Only those who have ambition to fly higher than anyone else will be remembered as an eternal legend." 2. WORLD CHAMPION, KNEE His ID is “Knee” and nickname is Tekken God. He is the world's No. 1 professional gamer in Tekken history. However, he is not arrogant about the title of the best and always plays in a challenging manner. His challenge doesn't stop. He's still an active professional gamer. 3. The LEGEND, EscA In Korea, which was called the barren land of FPS, EscA achieved an all-time career of winning five events only with effort. He will be remembered as a legend of South Korea's FPS, which combines not only brilliant play but also leadership of dedication. Through the footsteps of esports, Let's meet the future of Korea, the birthplace of esports!


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.


Esports Insights

Esports Insights
Author: Emily Hayday
Publisher: Routledge
Total Pages: 96
Release: 2022-02-27
Genre: Sports & Recreation
ISBN: 1000589218

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Esports Insights outlines the fundamental characteristics, features, and structures of the rapidly growing esports industry and acts as the perfect primer for readers without any prior knowledge of esports. Featuring international case studies in every chapter, this book showcases the contemporary nature of esports through illustrative, industry examples. By offering a concise and easy to understand introduction, it discusses the key components, stakeholders, and features of this commercially driven sector, which by its very nature is dynamic and highly complex. Exploring current regulatory and governance structures within esports, it unpacks the industry’s essential features by outlining the various genres, formats and stakeholders who are instrumental to the functioning of the esports industry. Adopting a critical but balanced analysis, the book discusses the social benefits of esports, outlining its potential as a tool for social inclusion and sport development, whilst acknowledging the potential impacts and risks of esports participation and spectatorship, related to health and wellbeing. Finally, Esports Insights also considers future developments and changes within esports, as the sector evolves and continues to professionalise. This book will be of interest to any student, researcher, or practitioner with an interest in sport business, sport and society, event studies, esports or video gaming, or the wider media industry.


Esports Yearbook 2010

Esports Yearbook 2010
Author: Julia Christophers
Publisher: BoD – Books on Demand
Total Pages: 102
Release: 2011-08
Genre: Reference
ISBN: 3842374925

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This year's issue contains articles about many major eSports topics in 2010, StarCraft II for example. Jasper Mah and Colin Webster chose topics that focus on Asia and South Africa. And we are proud to present you some beautiful eSports and gaming art in the eSports Yearbook for the very first time, as art is a very important cultural area in eSports media. Handpicked artists Daniel Andersson, Kee Ahnström and Emil Erlandsson are starring in this book.The eSports Yearbook is a collection of academic articles and columns about eSports. It is published every year.


Esports For Dummies

Esports For Dummies
Author: Phill Alexander
Publisher: John Wiley & Sons
Total Pages: 329
Release: 2020-03-27
Genre: Games & Activities
ISBN: 1119650615

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Discover the path to the big leagues It's time to prove all those people who said “video games are a waste of time” wrong. Esports has rewarded top gamers with prize money, glory, and even college scholarships. Want to get in on the action? This book puts you on the path to get your share of the growing world of esports. It helps you figure out the gear you need to be competitive, the games that drive esports, how to break into competitive play, and how to use online platforms to get attention. Written by the esports program director at the first Division I university to field an esports team, this book defines and demystifies the complex world of competitive video gaming. Get the gear for your first esports battles Gain recognition for your skills online or in tournaments Discover the path to earning scholarships in esports Build your online identity Get the insider tips you need to make your name in the esports universe.


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.


Global esports

Global esports
Author: Dal Yong Jin
Publisher: Bloomsbury Publishing USA
Total Pages: 336
Release: 2021-03-25
Genre: Social Science
ISBN: 1501368753

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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.


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.


Esports Business Management

Esports Business Management
Author: David Hedlund
Publisher: Human Kinetics Publishers
Total Pages: 273
Release: 2020-11-12
Genre:
ISBN: 1718200226

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Learn about the rapidly expanding esports industry in Esports Business Management. Written by esports executives and experts and endorsed by the International Esports Federation, Esports Research Network, and the United States Esports Federation, this is a comprehensive introduction to the world of esports.