Esport Play

Esport Play

Author: Veli-Matti Karhulahti

Publisher: Bloomsbury Publishing USA

Published: 2020-06-11

Total Pages: 208

ISBN-13: 1501359320

DOWNLOAD EBOOK

Weaving the author's own lived experience with theoretical insights from the fields of game studies, psychology, and anthropology, Esport Play probes and advances current gaming topics such as addiction, skill development, and toxicity. With a focus on League of Legends – one of the flagship esports of our time – Karhulahti explicates what esport play is: documenting and identifying competitive play as a present-day means to satisfy basic human needs. Ultimately, the book presents a theory of psycholudic development that explains and organizes the development of player-play relationships that may last for years.


Raising the Stakes

Raising the Stakes

Author: T. L. Taylor

Publisher: MIT Press

Published: 2015-01-30

Total Pages: 333

ISBN-13: 0262527588

DOWNLOAD EBOOK

How a form of play becomes a sport: players, agents, referees, leagues, tournaments, sponsorships, and spectators, and the culture of professional computer game play. Competitive video and computer game play is nothing new: the documentary King of Kong memorably portrays a Donkey Kong player's attempts to achieve the all-time highest score; the television show Starcade (1982–1984) featured competitions among arcade game players; and first-person shooter games of the 1990s became multiplayer through network play. A new development in the world of digital gaming, however, is the emergence of professional computer game play, complete with star players, team owners, tournaments, sponsorships, and spectators. In Raising the Stakes, T. L. Taylor explores the emerging scene of professional computer gaming and the accompanying efforts to make a sport out of this form of play. In the course of her explorations, Taylor travels to tournaments, including the World Cyber Games Grand Finals (which considers itself the computer gaming equivalent of the Olympics), and interviews participants from players to broadcasters. She examines pro-gaming, with its highly paid players, play-by-play broadcasts, and mass audience; discusses whether or not e-sports should even be considered sports; traces the player's path from amateur to professional (and how a hobby becomes work); and describes the importance of leagues, teams, owners, organizers, referees, sponsors, and fans in shaping the structure and culture of pro-gaming. Taylor connects professional computer gaming to broader issues: our notions of play, work, and sport; the nature of spectatorship; the influence of money on sports. And she examines the ongoing struggle over the gendered construction of play through the lens of male-dominated pro-gaming. Ultimately, the evolution of professional computer gaming illuminates the contemporary struggle to convert playful passions into serious play.


No Game for Boys to Play

No Game for Boys to Play

Author: Kathleen Bachynski

Publisher: UNC Press Books

Published: 2019-11-25

Total Pages: 297

ISBN-13: 1469653710

DOWNLOAD EBOOK

From the untimely deaths of young athletes to chronic disease among retired players, roiling debates over tackle football have profound implications for more than one million American boys—some as young as five years old—who play the sport every year. In this book, Kathleen Bachynski offers the first history of youth tackle football and debates over its safety. In the postwar United States, high school football was celebrated as a "moral" sport for young boys, one that promised and celebrated the creation of the honorable male citizen. Even so, Bachynski shows that throughout the twentieth century, coaches, sports equipment manufacturers, and even doctors were more concerned with "saving the game" than young boys' safety—even though injuries ranged from concussions and broken bones to paralysis and death. By exploring sport, masculinity, and citizenship, Bachynski uncovers the cultural priorities other than child health that made a collision sport the most popular high school game for American boys. These deep-rooted beliefs continue to shape the safety debate and the possible future of youth tackle football.


Esports For Dummies

Esports For Dummies

Author: Phill Alexander

Publisher: John Wiley & Sons

Published: 2020-04-28

Total Pages: 310

ISBN-13: 1119650593

DOWNLOAD EBOOK

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.


Esports World

Esports World

Author: Maximus Wilson

Publisher: Adidas Wilson

Published: 2023-03-21

Total Pages: 61

ISBN-13:

DOWNLOAD EBOOK

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.


Fighting Game Esports

Fighting Game Esports

Author: Thomas Kingsley Troupe

Publisher: Wide World of Esports

Published: 2019-08

Total Pages: 33

ISBN-13: 1543574548

DOWNLOAD EBOOK

"Explores the history, format, training, and controversies involved in modern fighting game esport tournaments"--


Pay for Play

Pay for Play

Author: Ronald A. Smith

Publisher: University of Illinois Press

Published: 2011

Total Pages: 362

ISBN-13: 0252035879

DOWNLOAD EBOOK

In an era when college football coaches frequently command higher salaries than university presidents, many call for reform to restore the balance between amateur athletics and the educational mission of schools. This book traces attempts at college athletics reform from 1855 through the early twenty-first century while analyzing the different roles played by students, faculty, conferences, university presidents, the NCAA, legislatures, and the Supreme Court. Pay for Play: A History of Big-Time College Athletic Reform also tackles critically important questions about eligibility, compensation, recruiting, sponsorship, and rules enforcement. Discussing reasons for reform--to combat corruption, to level the playing field, and to make sports more accessible to minorities and women--Ronald A. Smith candidly explains why attempts at change have often failed. Of interest to historians, athletic reformers, college administrators, NCAA officials, and sports journalists, this thoughtful book considers the difficulty in balancing the principles of amateurism with the need to draw income from sporting events.


Esports

Esports

Author: M.G. Higgins

Publisher: Saddleback Educational Publishing

Published: 2019-07-30

Total Pages: 64

ISBN-13: 1630789097

DOWNLOAD EBOOK

Series Name: White Lightning Nonfiction Esports is more than just professional gaming. There are hundreds of contests, serious cash prizes, and millions of fans. Pro gamers have been working hard since the 1970s to build their skills and win big. The Esports industry isn't perfect, but it's definitely on the rise.Ê Take a look inside White Lightning Nonfiction, a hi-lo nonfiction series for students in the middle grades. Mature, high-interest topics pull in readers and engage them with interesting information;Êfull-color photographsÊand illustrations; detailed graphic elements including charts, tables, and infographics; and fascinating facts. A 20-word glossary is included for vocabulary support.


Online Battle Arena Esports

Online Battle Arena Esports

Author: Daniel Montgomery Cole Mauleón

Publisher: Wide World of Esports

Published: 2019-08

Total Pages: 33

ISBN-13: 1543573541

DOWNLOAD EBOOK

"Explores the history, format, training, and controversies involved in modern multiplayer online battle arena esport tournaments"--


Global esports

Global esports

Author: Dal Yong Jin

Publisher: Bloomsbury Publishing USA

Published: 2021-03-25

Total Pages: 384

ISBN-13: 1501368761

DOWNLOAD EBOOK

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.