Fighting Game Esports

Fighting Game Esports
Author: Thomas Kingsley Troupe
Publisher: Wide World of Esports
Total Pages: 33
Release: 2019-08
Genre: Juvenile Nonfiction
ISBN: 1543574548

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

Fighting Game Esports

Fighting Game Esports
Author: Thomas Kingsley Troupe
Publisher:
Total Pages: 33
Release: 2019-08
Genre: Juvenile Nonfiction
ISBN: 1543583288

Playing to Win

Playing to Win
Author: David Sirlin
Publisher: Lulu.com
Total Pages: 144
Release: 2006-04-01
Genre: Games & Activities
ISBN: 1411666798

Winning at competitive games requires a results-oriented mindset that many players are simply not willing to adopt. This book walks players through the entire process: how to choose a game and learn basic proficiency, how to break through the mental barriers that hold most players back, and how to handle the issues that top players face. It also includes a complete analysis of Sun Tzu's book The Art of War and its applications to games of today. These foundational concepts apply to virtually all competitive games, and even have some application to "real life." Trade paperback. 142 pages.

The Culture of Digital Fighting Games

The Culture of Digital Fighting Games
Author: Todd Harper
Publisher: Routledge
Total Pages: 172
Release: 2013-11-26
Genre: Games & Activities
ISBN: 1136747648

This book examines the complex network of influences that collide in the culture of digital fighting games. Players from all over the world engage in competitive combat with one another, forming communities in both real and virtual spaces, attending tournaments and battling online via internet-connected home game consoles. But what is the logic behind their shared playstyle and culture? What are the threads that tie them together, and how does this inform our understanding of competitive gaming, community, and identity? Informed by observations made at one of the biggest fighting game events in the world – the Evolution Series tournament, or "EVO" – and interviews with fighting game players themselves, this book covers everything from the influence of arcade spaces, to the place of gender and ethnicity in the community, to the clash of philosophies over how these games should be played in the first place. In the process, it establishes the role of technology, gameplay, and community in how these players define both themselves and the games that they play.

Esports For Dummies

Esports For Dummies
Author: Phill Alexander
Publisher: John Wiley & Sons
Total Pages: 329
Release: 2020-03-27
Genre: Games & Activities
ISBN: 1119650615

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.

A Newborn Business

A Newborn Business
Author: Zoltan Andrejkovics
Publisher: Zoltan Andrejkovics
Total Pages: 104
Release: 2018-10-05
Genre: Business & Economics
ISBN: 9781723831058

Games covered Fortnite, League of Legends, Dota 2, FIFA, Overwatch, CS:GO, Clash Royale, Hearthstone and F1 series "How can I become a professional esports player?" "How can I make a living playing esports?" "What is the lifespan of an esports game?" "What are the most popular esports?" These are just some of the questions I have been asked over the last five years. With the boom of the esports industry, everyone wants to know how they can be part of it. In this book, I have answered those questions, and dozens more, based on my years of experience working in the professional esports scene as a team manager. In this book, you will find no topic was off limits. I talk about the past, present, and future of esports and different aspects of the professional gaming industry at large.

Gief's Gym: a Guide to Street Fighter V

Gief's Gym: a Guide to Street Fighter V
Author: Joe Munday
Publisher:
Total Pages: 196
Release: 2016-09-01
Genre:
ISBN: 9781537114705

Cover Art by: Quasimodox Kindle Edition: https://www.amazon.com/dp/B01JZMN6WC Paperwhite Edition: https://www.amazon.com/dp/B01KUDHEUU Welcome to Gief's Gym! This guide has been crafted and honed by the dedicated community at r/StreetFighter to help players with absolutely no experience understand and practically improve at fighting games. This first edition includes 50 lessons covering everything from the very basics of controlling your character to the high level of thinking required to control your opponent. Numerous players have used this guide to quickly learn and execute on the core concepts having never played a fighting game. Gief's Gym will provide the workouts and encouragement you need to become fluent in fighting games.

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.

How Video Games Impact Players

How Video Games Impact Players
Author: Ryan Rogers
Publisher: Lexington Books
Total Pages: 173
Release: 2016-05-17
Genre: Social Science
ISBN: 1498513085

How Video Games Impact Players provides a balanced and nuanced look at the complex role that video games play in society through an analysis of the positive and negative effects of game rules, feedback, and self-presentation. Rogers examines the positive aspects of video games like their use in education, encouragement of prosocial behaviors, and enablement of mood management, as well as the negative aspects like their association with violence and diversity issues, promotion of substance use behaviors, and their role as an outlet for harassment behaviors.

Evo Moment 37

Evo Moment 37
Author: Glenn Cravens
Publisher:
Total Pages:
Release: 2014-04-07
Genre:
ISBN: 9780996010900