Esports and the Media

Esports and the Media
Author: Angel Torres-Toukoumidis
Publisher: Taylor & Francis
Total Pages: 119
Release: 2022-07-04
Genre: Games & Activities
ISBN: 1000652904

This book takes a multidisciplinary approach to the question of esports and their role in society. A diverse group of authors tackle the impact of esports and the ways in which it has grown within the entertainment industry around the world. Chapters offer a coherent response to the following questions: What role do esports play in the entertainment industry? What communication skills can be learned through esports? What do the media gain from broadcasting esports? What is the relationship between social networks and esports? What are the main marketing strategies used in esports? What effect does communicative globalization have on the development of esports? What is the relationship between merchandising and esports? What do communication experts think about esports? Offering clear insights into this rapidly developing area, this volume will be of great interest to scholars, students, and anyone working in game studies, new media, leisure, sport studies, communication studies, transmedia literacy, and digital culture. The Open Access version of this book has been made available under a Creative Commons Attribution-Non Commercial-No Derivatives 4.0 license: https://www.taylorfrancis.com/books/oa-edit/10.4324/9781003273691/esports-media-angel-torres-toukoumidis

The Book of Esports

The Book of Esports
Author: William Collis
Publisher: Rosetta Books
Total Pages: 199
Release: 2020-08-04
Genre: Games & Activities
ISBN: 1948122588

The definitive guide to the modern world of competitive gaming and the official history of Esports™. Almost overnight, esports—or competitive video games—have exploded into the largest entertainment and sporting phenomenon in human history. The Book of Esports answers: What exactly are esports, and how did they become so popular so quickly? Why did blockbuster video games like League of Legends, Fortnite and Starcraft succeed? Where exactly is all this video gaming headed? What do gamers and college students need to know to position themselves for success in the industry? How do you create a billion-dollar esports business? What strategic choices drive success in the modern gaming industry? Can video games really get your kid into college? (All expenses paid, of course...) Whether you are a lifelong gamer, a curious Fortnite parent, or a businessperson seeking to understand the marketing opportunities of this multibillion-dollar phenomenon, The Book of Esports charts the rise of this exciting new industry, for the first time ever crafting a comprehensive overview of esports and its implications for human competition—and even the future of humanity itself. Gaming luminary and Harvard MBA William Collis has painstakingly translated esports’ mysteries into a detailed and accessible testament for today. Featuring select interviews from the biggest names in the industry, The Book of Esportsweaves tales of trust, betrayal, and superhuman reflexes into predictive frameworks, explaining exactly why our industry looks the way it does, and how all this growth—and more—is inevitable as the divide between man and machine blurs into oblivion.

Understanding Esports

Understanding Esports
Author: Ryan Rogers
Publisher: Rowman & Littlefield
Total Pages: 251
Release: 2019-09-18
Genre: Games & Activities
ISBN: 1498589812

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.

Raising the Stakes

Raising the Stakes
Author: T. L. Taylor
Publisher: MIT Press
Total Pages: 333
Release: 2015-01-30
Genre: Games & Activities
ISBN: 0262527588

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.

Implications and Impacts of eSports on Business and Society: Emerging Research and Opportunities

Implications and Impacts of eSports on Business and Society: Emerging Research and Opportunities
Author: Finch, David J.
Publisher: IGI Global
Total Pages: 201
Release: 2019-10-25
Genre: Sports & Recreation
ISBN: 1799815404

The global gaming market, due to numerous technological advancements in social media networking and live-streaming video, has exploded in recent years. However, this newly acquired popularity has left many industry professionals pondering a difficult enigma: How does this affect the professional world? Implications and Impacts of eSports on Business and Society: Emerging Research and Opportunities provides innovative research exploring the immersion of competitive electronic sports and applications within global marketing, business, and society. Featuring coverage on a broad range of topics such as social networking, sponsorship branding, and risk management, this book is ideally designed for sports and entertainment practitioners, communications professionals, marketers, business consultants, researchers, professionals, and students seeking current research on potential business opportunities in the eSports industry.

eSports is Business

eSports is Business
Author: Tobias M. Scholz
Publisher: Springer
Total Pages: 165
Release: 2019-02-20
Genre: Business & Economics
ISBN: 3030111997

The global phenomenon of eSports has experienced exponential growth in recent years, gaining interest from the media, sports and technology industries. Being born digital, global and agile, competitive gaming appeals to a young and emerging audience, and therefore the management of businesses within the eSports industry requires a unique strategy. Presenting a short history of the industry and an overview of its various stakeholders, the author explores how important governing principles have emerged to culminate in a business model network. An insightful read for scholars researching innovation, eBusiness and strategy, this book takes a pioneering approach and examines potential implications for the future of eSports.

Esports Business Management

Esports Business Management
Author: David P. Hedlund
Publisher: Human Kinetics
Total Pages: 369
Release: 2020-11-13
Genre: Sports & Recreation
ISBN: 1492597236

Esports have rapidly expanded from a pastime undertaken by casual players to one of the largest segments of the entertainment industry, in which hundreds of millions of people play and compete daily. Esports Business Management With HKPropel Access is one of the first textbooks to present an all-encompassing look into the world of esports business, will teach both aspiring students and sports professionals about the business of this rapidly expanding industry. Written by esports executives, business experts, and esports educators—and endorsed by the International Esports Federation, Esports Research Network, and the United States Esports Federation—the textbook offers a comprehensive approach to the operational side of esports, supplemented by a striking full-color design and dynamic imagery that will bring concepts to life. The text begins with a basic overview of the industry, including various levels of esports, culture, and social issues. Next, readers will explore the interests and concerns of various tiers of stakeholders—from title publishers and event organizers to leagues, sponsors, fans, and more—and learn about governance at multiple levels, from the international level to college conferences. A full look at the marketing engine of esports examines sponsorship opportunities, esports events and venues, and communications at all levels, including broadcasting, analytics, and social media. The book addresses managerial and business issues associated with running an esports-related entity, including financial and legal concepts as well as team and player management. The text concludes by examining careers found in the various segments of the industry and looking at the future of esports. Throughout the text, Zoning sidebars provide real-world spotlights that bring the concepts to life. Student learning will be enhanced by the related online learning aids delivered through HKPropel, with student exercises and case studies that apply content to life, industry profiles, and a list of Internet resources for further learning. While similarities exist between the sports and esports environments, there are also significant differences in how the esports industry must operate to thrive. Esports Business Management is the foundational text for understanding and working in this exciting, fast-paced industry. Note: A code for accessing HKPropel is not included with this ebook but may be purchased separately.

Watch Me Play

Watch Me Play
Author: T. L. Taylor
Publisher: Princeton University Press
Total Pages: 328
Release: 2018-10-16
Genre: Social Science
ISBN: 0691184976

A look at the revolution in game live streaming and esports broadcasting Every day thousands of people broadcast their gaming live to audiences over the internet using popular sites such as Twitch, which reaches more than one hundred million viewers a month. In these new platforms for interactive entertainment, big esports events featuring digital game competitors live stream globally, and audiences can interact with broadcasters—and each other—through chat in real time. What are the ramifications of this exploding online industry? Taking readers inside home studios and backstage at large esports events, Watch Me Play investigates the rise of game live streaming and how it is poised to alter how we understand media and audiences. Through extensive interviews and immersion in this gaming scene, T. L. Taylor delves into the inner workings of the live streaming platform Twitch. From branding to business practices, she shows the pleasures and work involved in this broadcasting activity, as well as the management and governance of game live streaming and its hosting communities. At a time when gaming is being reinvented through social media, the potential of an ever-growing audience is transforming user-generated content and alternative distribution methods. These changes will challenge the meaning of ownership and intellectual property and open the way to new forms of creativity. The first book to explore the online phenomenon Twitch and live streaming games, Watch Me Play offers a vibrant look at the melding of private play and public entertainment.

Esports and the New Gaming Culture

Esports and the New Gaming Culture
Author: Bradley Steffens
Publisher:
Total Pages: 80
Release: 2020-08
Genre: eSports (Contests)
ISBN: 9781682829257

More than 450 million people worldwide watch esports each year. That is more than the number of people who watch Netflix, Hulu, ESPN, and HBO combined--and the esports audience keeps growing. Esports and the New Gaming Culture examines the cultural phenomenon that is esports. The book explores the world of professional gamers and teams, the competitions, the spectators, the business of pro gaming, and even the interscholastic programs--all of which make up this exciting revolution in spectator sports.

The ESports Market and ESports Sponsoring

The ESports Market and ESports Sponsoring
Author: Julian Heinz Anton Ströh
Publisher: Tectum Verlag
Total Pages: 0
Release: 2017
Genre: Computer games
ISBN: 9783828838918

In the last decades, the market for digital games has grown to nearly $100 billion. During this growth, a special gaming segment and community formed surrounding the direct competitive aspect of games: eSports. The core of eSports is similar to traditional types of sport. Players train to become better, clubs are established, tournaments are organized and fans enjoy watching their game being played on the highest level of performance. With viewers and prize money in the millions, eSports have grown into an economically significant media sport ecosystem and a marketing landscape that started to attract non-endemic companies as advertisers and sponsors. This book analyzes the components of the eSports ecosystem as well as their interactions with each other. Furthermore, the attitude of eSports fans towards engagements of non-endemic companies is researched by using a real case study including the Electronic Sports League and German home loan bank Wustenrot.