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Understanding Esports

An Introduction to the Global Phenomenon

Ryan Rogers Kelly L. Adams Andrew C. Billings Nick Bowman

$77.99

Paperback

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English
Lexington Books
21 October 2021
Understanding Esports: An Introduction to the Global Phenomenon places professional Esports, a rapidly growing industry, in both the cultural and athletic landscape. This book explores how the rise of professional gaming has shaped—and been shaped by—media trends, interpersonal communication, and what it means to be classified as an athlete. Ryan Rogers has assembled contributors from a variety of backgrounds and experiences in order to provide a broad view of the history, experience, and impact of professional gaming. Scholars of media studies, communication, sports, and cultural studies will find this book especially useful.
Contributions by:   , , ,
Edited by:  
Imprint:   Lexington Books
Country of Publication:   United States
Dimensions:   Height: 230mm,  Width: 153mm,  Spine: 16mm
Weight:   404g
ISBN:   9781498589826
ISBN 10:   1498589820
Pages:   250
Publication Date:  
Audience:   Professional and scholarly ,  Undergraduate
Format:   Paperback
Publisher's Status:   Active

Ryan Rogers is assistant professor of sports media and media production at Butler University.

Reviews for Understanding Esports: An Introduction to the Global Phenomenon

"Rogers (Butler Univ.) offers a practical volume to enable scholars and students of sports entertainment to gain an understanding of ""esports"" (electronic sports), a relatively new, billion-dollar, worldwide industry. Esports is here defined as ""organized competitive gaming,"" a form of play as mediated by human-computer interfaces. Video games were mainly enjoyed by amateur players until the late 2000s, when a crescendo of interest in observing tournaments between professional players emerged. Professional games can now be watched by spectators through live streaming, and such activities currently represent a major sector of the video game industry. As explained by Rogers, this project took shape in 2018 as he was teaching a course on esports, and encountered difficulty with locating sufficient reading materials. The book was then quickly developed, with 14 chapters contributed by 30 authors, many of whom are experts in media and communications. . . the book provides a highly informative orientation to esports and its history, analyzing the roles of fans, players, and entrepreneurs, and identifying the principal games and genres. Summing Up: Recommended. Upper-division undergraduates through faculty and professionals. * CHOICE * Esports is a field that is emerging rapidly in schools, communities, industry, and educational research, and may well become a crucial new source of modern learning for collaboration and technology. This book is an excellent user manual for an exciting ride into uncharted territory. -- James Paul Gee, Arizona State University"


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