Routledge Handbook of Esports (eBook, ePUB)
Redaktion: Jenny, Seth E.; Scholz, Tobias M.; Cote, Amanda C.; Brock, Tom; Besombes, Nicolas
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Routledge Handbook of Esports (eBook, ePUB)
Redaktion: Jenny, Seth E.; Scholz, Tobias M.; Cote, Amanda C.; Brock, Tom; Besombes, Nicolas
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This handbook 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, it emphasizes the multifaceted nature of esports and explores the most pressing issues defining the competitive video gaming landscape today.
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- Größe: 39.48MB
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This handbook 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, it emphasizes the multifaceted nature of esports and explores the most pressing issues defining the competitive video gaming landscape today.
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Produktdetails
- Produktdetails
- Verlag: Taylor & Francis
- Erscheinungstermin: 24. September 2024
- Englisch
- ISBN-13: 9781040115732
- Artikelnr.: 72270902
- Verlag: Taylor & Francis
- Erscheinungstermin: 24. September 2024
- Englisch
- ISBN-13: 9781040115732
- Artikelnr.: 72270902
Senior Editor Seth E. Jenny is Associate Professor teaching esports courses within the Department of Exercise Science at Slippery Rock University of Pennsylvania (SRU), USA. He serves as a founding board member of the Esports Research Network, Associate Editor of the Journal of Electronic Gaming and Esports and the International Journal of Esports, and faculty advisor to the SRU Esports Club. X: @DrSethJenny Website: www.sethjenny.com Associate Editors Nicolas Besombes is Associate Professor with the Sports Faculty of Université Paris Cité, France. He is a founding board member of the Esports Research Network, founding member of the French Speaking Association for Esports Research and Studies, and is the former Vice President of France Esports. Tom Brock is Senior Lecturer in the Department of Sociology at Manchester Metropolitan University, UK. He is the Reviews Editor for Journal of Consumer Culture and sits on the editorial boards of Journal of Gaming and Virtual Worlds, Journal of Electronic Gaming and Esports, International Journal of Esports, and Critical Gambling Studies. Amanda C. Cote is Associate Professor and Director of the Serious Games Certificate in the Department of Media and Information at Michigan State University, USA. Her research focusses on gender, identity and representation, game development and labor, and collegiate esports. Tobias M. Scholz is Associate Professor for Esports at the University of Agder, Norway. He serves as the founding chair of the Esports Research Network, he co-wrote an invited esports report for the European Parliament, and is co-editor of the book series eSports Yearbook.
SECTION 1: INTRODUCTION TO ESPORTS 1.1 Introduction to Esports
1.2 Defining and Spelling Esports
1.3 Global History of Esports
1.4 Esports Ecosystems and Stakeholders
1.5 Esports Genres and Games
1.6 Esports Developers
Publishers
and Game Design Considerations
1.7 Esports Equipment and Infrastructure
SECTION 2: ESPORTS RESEARCH 2.1 Introduction to Esports Research
2.2 Current Status and Key Topics in Esports Research
2.3 Organizations
Labs/Centers
and Journals Related to Esports Research
2.4 General Recommendations for Esports Research
2.5 Qualitative Esports Research Methodology
2.6 Survey Esports Research Methodology
2.7 Experimental/Intervention Esports Research Methodology
SECTION 3: ESPORTS PLAYERS 3.1 Introduction to Esports Players
3.2 Esports Players
3.3 Esports Performance Skills
3.4 Esports Player Analytics
3.5 Esports Coaching
3.6 Applied Sport Psychology in Esports
3.7 Esports Player Health and Wellness
3.8 Esports Ergonomics and Injuries
3.9 Esports Player Parental and Family Support
3.10 Esports Professional Player Career Process
SECTION 4: ESPORTS BUSINESS AND MANAGEMENT 4.1 Introduction to Esports Business and Management
4.2 Esports Business and Finance
4.3 Esports Management
4.4 Organizing Esports Events
4.5 Esports Venue Design and Management
4.6 Esports Hospitality and Tourism
4.7 Esports Branding and Marketing
4.8 Sponsorship in Esports
4.9 Esports Public Relations
4.10 Human Resource Management in Esports
SECTION 5: ESPORTS MEDIA AND COMMUNICATION 5.1 Introduction to Esports Media and Communication
5.2 Esports Journalism
5.3 Esports Production
5.4 Streaming Esports
5.5 Esports Spectatorship
5.6 Esports Fandom
SECTION 6: ESPORTS EDUCATION 6.1 Introduction to Esports Education
6.2 Esports Education
6.3 Competitive Collegiate Esports Programs
6.4 Competitive Primary and Secondary School Esports Programs
SECTION 7: CRITICAL CONCERNS IN ESPORTS 7.1 Introduction to Critical Concerns in Esports
7.2 Esports Governance and Esports Law
7.3 Esports in the Olympics
7.4 Esports Gambling
7.5 Ethics and Cheating in Esports
7.6 Toxicity in Esports
7.7 Diversity
Equity
and Inclusion in Esports
7.8 Esports for People with Disabilities
7.9 Esports Environmental Sustainability
SECTION 8: GLOBAL ESPORTS CULTURES 8.1 Introduction to Global Esports Cultures
8.2 Esports Culture in the Middle East and Africa
8.3 Esports Culture in Asia
8.4 Esports Culture in Europe
8.5 Esports Culture in Oceania
8.6 Esports Culture in North America
8.7 Esports Culture in South America
SECTION 9: ESPORTS FUTURE DIRECTIONS 9.1 The Future of Esports
SECTION 10: KEY TERMS DEFINITIONS 10.1 Key Terms Definitions
1.2 Defining and Spelling Esports
1.3 Global History of Esports
1.4 Esports Ecosystems and Stakeholders
1.5 Esports Genres and Games
1.6 Esports Developers
Publishers
and Game Design Considerations
1.7 Esports Equipment and Infrastructure
SECTION 2: ESPORTS RESEARCH 2.1 Introduction to Esports Research
2.2 Current Status and Key Topics in Esports Research
2.3 Organizations
Labs/Centers
and Journals Related to Esports Research
2.4 General Recommendations for Esports Research
2.5 Qualitative Esports Research Methodology
2.6 Survey Esports Research Methodology
2.7 Experimental/Intervention Esports Research Methodology
SECTION 3: ESPORTS PLAYERS 3.1 Introduction to Esports Players
3.2 Esports Players
3.3 Esports Performance Skills
3.4 Esports Player Analytics
3.5 Esports Coaching
3.6 Applied Sport Psychology in Esports
3.7 Esports Player Health and Wellness
3.8 Esports Ergonomics and Injuries
3.9 Esports Player Parental and Family Support
3.10 Esports Professional Player Career Process
SECTION 4: ESPORTS BUSINESS AND MANAGEMENT 4.1 Introduction to Esports Business and Management
4.2 Esports Business and Finance
4.3 Esports Management
4.4 Organizing Esports Events
4.5 Esports Venue Design and Management
4.6 Esports Hospitality and Tourism
4.7 Esports Branding and Marketing
4.8 Sponsorship in Esports
4.9 Esports Public Relations
4.10 Human Resource Management in Esports
SECTION 5: ESPORTS MEDIA AND COMMUNICATION 5.1 Introduction to Esports Media and Communication
5.2 Esports Journalism
5.3 Esports Production
5.4 Streaming Esports
5.5 Esports Spectatorship
5.6 Esports Fandom
SECTION 6: ESPORTS EDUCATION 6.1 Introduction to Esports Education
6.2 Esports Education
6.3 Competitive Collegiate Esports Programs
6.4 Competitive Primary and Secondary School Esports Programs
SECTION 7: CRITICAL CONCERNS IN ESPORTS 7.1 Introduction to Critical Concerns in Esports
7.2 Esports Governance and Esports Law
7.3 Esports in the Olympics
7.4 Esports Gambling
7.5 Ethics and Cheating in Esports
7.6 Toxicity in Esports
7.7 Diversity
Equity
and Inclusion in Esports
7.8 Esports for People with Disabilities
7.9 Esports Environmental Sustainability
SECTION 8: GLOBAL ESPORTS CULTURES 8.1 Introduction to Global Esports Cultures
8.2 Esports Culture in the Middle East and Africa
8.3 Esports Culture in Asia
8.4 Esports Culture in Europe
8.5 Esports Culture in Oceania
8.6 Esports Culture in North America
8.7 Esports Culture in South America
SECTION 9: ESPORTS FUTURE DIRECTIONS 9.1 The Future of Esports
SECTION 10: KEY TERMS DEFINITIONS 10.1 Key Terms Definitions
SECTION 1: INTRODUCTION TO ESPORTS 1.1 Introduction to Esports
1.2 Defining and Spelling Esports
1.3 Global History of Esports
1.4 Esports Ecosystems and Stakeholders
1.5 Esports Genres and Games
1.6 Esports Developers
Publishers
and Game Design Considerations
1.7 Esports Equipment and Infrastructure
SECTION 2: ESPORTS RESEARCH 2.1 Introduction to Esports Research
2.2 Current Status and Key Topics in Esports Research
2.3 Organizations
Labs/Centers
and Journals Related to Esports Research
2.4 General Recommendations for Esports Research
2.5 Qualitative Esports Research Methodology
2.6 Survey Esports Research Methodology
2.7 Experimental/Intervention Esports Research Methodology
SECTION 3: ESPORTS PLAYERS 3.1 Introduction to Esports Players
3.2 Esports Players
3.3 Esports Performance Skills
3.4 Esports Player Analytics
3.5 Esports Coaching
3.6 Applied Sport Psychology in Esports
3.7 Esports Player Health and Wellness
3.8 Esports Ergonomics and Injuries
3.9 Esports Player Parental and Family Support
3.10 Esports Professional Player Career Process
SECTION 4: ESPORTS BUSINESS AND MANAGEMENT 4.1 Introduction to Esports Business and Management
4.2 Esports Business and Finance
4.3 Esports Management
4.4 Organizing Esports Events
4.5 Esports Venue Design and Management
4.6 Esports Hospitality and Tourism
4.7 Esports Branding and Marketing
4.8 Sponsorship in Esports
4.9 Esports Public Relations
4.10 Human Resource Management in Esports
SECTION 5: ESPORTS MEDIA AND COMMUNICATION 5.1 Introduction to Esports Media and Communication
5.2 Esports Journalism
5.3 Esports Production
5.4 Streaming Esports
5.5 Esports Spectatorship
5.6 Esports Fandom
SECTION 6: ESPORTS EDUCATION 6.1 Introduction to Esports Education
6.2 Esports Education
6.3 Competitive Collegiate Esports Programs
6.4 Competitive Primary and Secondary School Esports Programs
SECTION 7: CRITICAL CONCERNS IN ESPORTS 7.1 Introduction to Critical Concerns in Esports
7.2 Esports Governance and Esports Law
7.3 Esports in the Olympics
7.4 Esports Gambling
7.5 Ethics and Cheating in Esports
7.6 Toxicity in Esports
7.7 Diversity
Equity
and Inclusion in Esports
7.8 Esports for People with Disabilities
7.9 Esports Environmental Sustainability
SECTION 8: GLOBAL ESPORTS CULTURES 8.1 Introduction to Global Esports Cultures
8.2 Esports Culture in the Middle East and Africa
8.3 Esports Culture in Asia
8.4 Esports Culture in Europe
8.5 Esports Culture in Oceania
8.6 Esports Culture in North America
8.7 Esports Culture in South America
SECTION 9: ESPORTS FUTURE DIRECTIONS 9.1 The Future of Esports
SECTION 10: KEY TERMS DEFINITIONS 10.1 Key Terms Definitions
1.2 Defining and Spelling Esports
1.3 Global History of Esports
1.4 Esports Ecosystems and Stakeholders
1.5 Esports Genres and Games
1.6 Esports Developers
Publishers
and Game Design Considerations
1.7 Esports Equipment and Infrastructure
SECTION 2: ESPORTS RESEARCH 2.1 Introduction to Esports Research
2.2 Current Status and Key Topics in Esports Research
2.3 Organizations
Labs/Centers
and Journals Related to Esports Research
2.4 General Recommendations for Esports Research
2.5 Qualitative Esports Research Methodology
2.6 Survey Esports Research Methodology
2.7 Experimental/Intervention Esports Research Methodology
SECTION 3: ESPORTS PLAYERS 3.1 Introduction to Esports Players
3.2 Esports Players
3.3 Esports Performance Skills
3.4 Esports Player Analytics
3.5 Esports Coaching
3.6 Applied Sport Psychology in Esports
3.7 Esports Player Health and Wellness
3.8 Esports Ergonomics and Injuries
3.9 Esports Player Parental and Family Support
3.10 Esports Professional Player Career Process
SECTION 4: ESPORTS BUSINESS AND MANAGEMENT 4.1 Introduction to Esports Business and Management
4.2 Esports Business and Finance
4.3 Esports Management
4.4 Organizing Esports Events
4.5 Esports Venue Design and Management
4.6 Esports Hospitality and Tourism
4.7 Esports Branding and Marketing
4.8 Sponsorship in Esports
4.9 Esports Public Relations
4.10 Human Resource Management in Esports
SECTION 5: ESPORTS MEDIA AND COMMUNICATION 5.1 Introduction to Esports Media and Communication
5.2 Esports Journalism
5.3 Esports Production
5.4 Streaming Esports
5.5 Esports Spectatorship
5.6 Esports Fandom
SECTION 6: ESPORTS EDUCATION 6.1 Introduction to Esports Education
6.2 Esports Education
6.3 Competitive Collegiate Esports Programs
6.4 Competitive Primary and Secondary School Esports Programs
SECTION 7: CRITICAL CONCERNS IN ESPORTS 7.1 Introduction to Critical Concerns in Esports
7.2 Esports Governance and Esports Law
7.3 Esports in the Olympics
7.4 Esports Gambling
7.5 Ethics and Cheating in Esports
7.6 Toxicity in Esports
7.7 Diversity
Equity
and Inclusion in Esports
7.8 Esports for People with Disabilities
7.9 Esports Environmental Sustainability
SECTION 8: GLOBAL ESPORTS CULTURES 8.1 Introduction to Global Esports Cultures
8.2 Esports Culture in the Middle East and Africa
8.3 Esports Culture in Asia
8.4 Esports Culture in Europe
8.5 Esports Culture in Oceania
8.6 Esports Culture in North America
8.7 Esports Culture in South America
SECTION 9: ESPORTS FUTURE DIRECTIONS 9.1 The Future of Esports
SECTION 10: KEY TERMS DEFINITIONS 10.1 Key Terms Definitions