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.
This book explores the history of sports and sports-themed video games, providing a comprehensive and holistic view of this complex and diverse genre. The author highlights the influence of technological advancement, industry competition and popular culture on game design, marketing strategies and user experience. Offering valuable insights into the historical process of interaction and integration between real-world sport and video games, this volume will enrich existing scholarship on video games. This volume is a valuable contribution to the fields of both game studies and sports studies, and will be perfect for those interested in the history of science and technology as well as social and cultural history.
Imagine a world where your child's curiosity is constantly fueled, their imagination expanded, and their knowledge enriched—all from the pages of a single book. Introducing "Amazing Facts Odyssey: The Ultimate Guide to Interesting Stories, Curious Chronicles, and Obscure Facts About Our World," a must-have treasure trove that promises to captivate, educate, and entertain your child like never before. Unlock a Universe of Unbelievable Wonders In a world inundated with screens and digital distractions, "Amazing Facts Odyssey" offers a refreshing escape into the realm of the extraordinary. This book is not just a collection of facts; it's an odyssey through the most mind-boggling and awe-inspiring realities our world has to offer. From the heartbeats of blue whales that can be heard miles away to the regenerative powers of axolotls, your child will embark on a journey that transcends the ordinary and delves deep into the extraordinary. Fuel Their Passion for Learning Every page of "Amazing Facts Odyssey" is meticulously crafted to ignite your child's passion for learning. The book's unique blend of historical truths, scientific marvels, and quirky anecdotes ensures that there's something to pique the interest of every young reader. Whether it's exploring the mysteries of the Mariana Trench, understanding the complexities of human biology, or marveling at the obscure facts about our planet, your child will be constantly engaged and eager to learn more. Enhance Critical Thinking and Curiosity In an age where critical thinking is more important than ever, "Amazing Facts Odyssey" stands out as a valuable educational tool. The book's rich content challenges young minds to think beyond the obvious, question the status quo, and develop a deeper understanding of the world around them. With chapters dedicated to topics like "Unlocking the Unbelievable," "Crazy Travel Stories," and "Intriguing Animal Facts," your child will learn to appreciate the nuances and complexities of our world in a fun and engaging way. Foster a Love for Reading One of the greatest gifts you can give your child is a love for reading. "Amazing Facts Odyssey" is designed to captivate young readers from the very first page. The book's lively narrative, combined with its symphony of sentence variations and bursts of fascinating information, ensures that your child will be hooked and hungry for more. By fostering a love for reading, you're setting the foundation for a lifelong habit that will benefit your child academically and personally. Bonus Download for Continued Exploration As a special bonus, "Amazing Facts Odyssey" includes a free additional book download, offering even more content for your child to explore. This exclusive bonus ensures that the journey of discovery doesn't end with the last page of the book but continues to inspire and educate your child long after they've finished reading.
This book examines a decade-long period of instability, violence and state decay in Central Africa from 1996, when the war started, to 2006, when elections formally ended the political transition in the Democratic Republic of Congo. A unique combination of circumstances explain the unravelling of the conflicts: the collapsed Zairian/Congolese state; the continuation of the Rwandan civil war across borders; the shifting alliances in the region; the politics of identity in Rwanda, Burundi and eastern DRC; the ineptitude of the international community; and the emergence of privatized and criminalized public spaces and economies, linked to the global economy, but largely disconnected from the state - on whose territory the "entrepreneurs of insecurity" function. As a complement to the existing literature, this book seeks to provide an in-depth analysis of concurrent developments in Zaire/DRC, Rwanda, Burundi and Uganda in African and international contexts. By adopting a non-chronological approach, it attempts to show the dynamics of the inter-relationships between these realms and offers a toolkit for understanding the past and future of Central Africa.
The subject of UFOs has been hotly debated. Are UFOs space vehicles from another world? Are they top-secret military aircraft of some kind? Or are they simply a figment of our imagination? Malcolm Robinson is a UFO & Paranormal Researcher with over 40 year's expertise and has had `hands on' experience with each of the cases contained in this book. The full story regarding the wave of UFO sightings over the town of Bonnybridge is given here, as is the full story of Scotland's first `reported' UFO abduction (the A70 Incident) This book presents the most fascinating UFO cases that Scotland has to offer and clearly shows that Scotland as a country has been touched by the UFO presence. This book will leave you with little doubt that mankind is dealing with a very real and bona fide phenomenon, as the witnesses in this book can clearly testify to.
This carefully crafted ebook is formatted for your eReader with a functional and detailed table of contents. Captain America: Civil War is a 2016 American superhero film based on the Marvel Comics character Captain America, produced by Marvel Studios and distributed by Walt Disney Studios Motion Pictures. It is the sequel to 2011's Captain America: The First Avenger and 2014's Captain America: The Winter Soldier, and the thirteenth film of the Marvel Cinematic Universe (MCU). The film is directed by Anthony and Joe Russo, with a screenplay by Christopher Markus & Stephen McFeely, and features an ensemble cast, including Chris Evans, Robert Downey Jr., Scarlett Johansson, Sebastian Stan, Anthony Mackie, Don Cheadle, Jeremy Renner, Chadwick Boseman, Paul Bettany, Elizabeth Olsen, Paul Rudd, Emily VanCamp, Tom Holland, Frank Grillo, William Hurt, and Daniel Brühl. In Captain America: Civil War, disagreement over international oversight of the Avengers fractures them into opposing factions—one led by Steve Rogers and the other by Tony Stark. This book has been derived from Wikipedia: it contains the entire text of the title Wikipedia article + the entire text of all the 634 related (linked) Wikipedia articles to the title article. This book does not contain illustrations.
Backpacker brings the outdoors straight to the reader's doorstep, inspiring and enabling them to go more places and enjoy nature more often. The authority on active adventure, Backpacker is the world's first GPS-enabled magazine, and the only magazine whose editors personally test the hiking trails, camping gear, and survival tips they publish. Backpacker's Editors' Choice Awards, an industry honor recognizing design, feature and product innovation, has become the gold standard against which all other outdoor-industry awards are measured.
The Secret History of Marvel Comics digs back to the 1930s when Marvel Comics wasn't just a comic-book producing company. Marvel Comics owner Martin Goodman had tentacles into a publishing world that might have made that era’s conservative American parents lynch him on his front porch. Marvel was but a small part of Goodman’s publishing empire, which had begun years before he published his first comic book. Goodman mostly published lurid and sensationalistic story books (known as “pulps”) and magazines, featuring sexually-charged detective and romance short fiction, and celebrity gossip scandal sheets. And artists like Jack Kirby, who was producing Captain America for eight-year-olds, were simultaneously dipping their toes in both ponds. The Secret History of Marvel Comics tells this parallel story of 1930s/40s Marvel Comics sharing offices with those Goodman publications not quite fit for children. The book also features a comprehensive display of the artwork produced for Goodman’s other enterprises by Marvel Comics artists such as Jack Kirby and Joe Simon, Alex Schomburg, Bill Everett, Al Jaffee, and Dan DeCarlo, plus the very best pulp artists in the field, including Norman Saunders, John Walter Scott, Hans Wesso, L.F. Bjorklund, and Marvel Comics #1 cover artist Frank R. Paul. Goodman’s magazines also featured cover stories on celebrities such as Jackie Gleason, Elizabeth Taylor, Liberace, and Sophia Loren, as well as contributions from famous literary and social figures such as Isaac Asimov, Theodore Sturgeon, and L. Ron Hubbard.
Did you ever wonder who built the first head-mounted display? Who first detailed a coherent theory of Cyberspace? Who wrote about cybersex and the challenges it creates? Who worried about addiction to VR? Did anyone ever cure cyber-sickness? From 1991 to 1996, CyberEdge Journal covered these stories and hundreds more. CEJ was read in more than 40 countries by thousands of VR investors, researchers, entrepreneurs, vendors, and aficionados. Appreciated for its "No VR Hype" attitude, CyberEdge Journal was the publication of record for the VR industry in the 90's. Author Ben Delaney was the Publisher and Editor of CyberEdge Journal, and was one of the most respected commentators and presenters in the field, and went on to publish the industry-defining multi-year market study, The Market for Visual Simulation/Virtual Reality Systems until 2004. Now that VR is enjoying a renaissance, it's time to understand where it came from, and avoid making the same mistakes that were made in the first golden age of VR, the 1990's. It's also a good time to remember the excitement and sense of adventure, as well as the people, that characterized those time. The 5-star reviewed Virtual Reality 1.0 describes not just some of the hot topics of VR, but also the origins, issues, and solutions that were chronicled in the pages of CyberEdge Journal. Complemented by over 100 photos and drawings, there is a surprisingly contemporary feel to these old articles. In addition, more than a dozen VR pioneers have contributed new reminiscences of their work in VR. Another treat, the book is introduced by one of the acknowledged leaders of VR research and industry, Dr. Thomas Furness, Founding Director of the world-famous Human Interface Technology Laboratory at the University of Washington. This book is a re-issue of Sex Drugs and Tessellation, with minor edits.