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This book provides important new insights into social issues in the rapidly growing field of esports, filling a gap in the literature that has, until now, been dominated by business and management perspectives.
This book provides important new insights into social issues in the rapidly growing field of esports, filling a gap in the literature that has, until now, been dominated by business and management perspectives.
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Autorenporträt
Anne Tjønndal is Head of the Department of Leadership and Innovation and Head of RESPONSE - Research Group for Sport and Society at Nord University, Norway. She is also Visiting Professor at the Norwegian University of Science and Technology (NTNU).
Inhaltsangabe
Part I: Setting the scene, 1. Introduction to social issues in esports, 2. Social issues in esports: Current and emerging trends in research, Part II: Gender, 3. The representation of women in Hearthstone esports, 4. Leadership and gender inclusion in esports organisations, 5. The importance of female characters in esports: A quantitative analysis of players' perceptions of gendered character representations in sports video games, Part III: Mental health and integrity issues, 6. Stress and coping in esports, 7. Doping in esports, 8. 'Virtually cycling': The impact of technology, cheating, and performance enhancement in bicycle e-racing, Part IV: Diversity and inclusion, 9. Understanding the potential for esports to support social inclusion agendas, 10. The Olympic Movement and esports governance: Finding the right way of cooperating for diversity, equity, and inclusion, Part V: Conclusion, 11. Conclusion: Moving forward in research on social issues in esports
Part I: Setting the scene, 1. Introduction to social issues in esports, 2. Social issues in esports: Current and emerging trends in research, Part II: Gender, 3. The representation of women in Hearthstone esports, 4. Leadership and gender inclusion in esports organisations, 5. The importance of female characters in esports: A quantitative analysis of players' perceptions of gendered character representations in sports video games, Part III: Mental health and integrity issues, 6. Stress and coping in esports, 7. Doping in esports, 8. 'Virtually cycling': The impact of technology, cheating, and performance enhancement in bicycle e-racing, Part IV: Diversity and inclusion, 9. Understanding the potential for esports to support social inclusion agendas, 10. The Olympic Movement and esports governance: Finding the right way of cooperating for diversity, equity, and inclusion, Part V: Conclusion, 11. Conclusion: Moving forward in research on social issues in esports
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