Advertisement
game business and esports degree: Pathways and Opportunities Into the Business of ESports Sharon Andrews, Caroline M. Crawford, 2021 This book explains areas of specialization that intersect and align with eSports and why these are appropriate fields of specialization around eSports, how the fields are developing within the realm of eSports, and what research has already occurred (as well as what research opportunities and needs exist) as current gaps in practice, as well as future-leaning considerations-- |
game business and esports degree: Handbook of Research on Pathways and Opportunities Into the Business of Esports Andrews, Sharon, Crawford, Caroline M., 2021-06-25 Esports have attracted considerable attention over the past few years and become an industry that is projected to continue to increase rapidly. Intersecting with the esports industry are organizations and businesses that develop and support the esports game experience. Included is the entrepreneurial spirit of gamers, who are interested in creating their own career paths through capturing and posting gaming microassists on different public venues that are driven by advertising dollars, invitational competition monetary winnings, and other forms of marketing their expertise for financial gain. All these organizations and industries form satellites of career opportunities as well as opportunities for research and enhanced forward-leaning study. Such career opportunities can be explicitly addressed within the structure of university degree and micro-credential certificate programs, some of which have begun to offer esports-directed degrees, but most of which have not yet moved from esports clubs into a recognition of the business and industry monetization of esports. The Handbook of Research on Pathways and Opportunities Into the Business of Esports addresses the intersection of esports gaming and the business and industry of esports, rather than an exploration of the video games themselves. It is the supporting and intersecting industry driven by esports and the vast opportunities this brings that are the foci of this book. Covering topics including digital learning, esport marketing curriculum, and gaming culture, this text is essential for business professionals, industry analysts, entrepreneurs, managers, coaches, marketers, advertisers, brand managers, university and college administrators, faculty and researchers, students, professors, and academicians. |
game business and esports degree: Esports Business Management David P. Hedlund, Gil Fried, Rick Smith, 2020-11-13 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. |
game business and esports degree: League of Legends: Realms of Runeterra (Official Companion) Riot Games, 2019-11-05 Unlock the mysteries and magic within League of Legends, one of the world's most popular video games, in this encyclopedic and collectible companion book that explores the game's epic lore. Embark on a journey through the realms of Runeterra in this first-ever collectible companion book, published to celebrate the game's tenth anniversary. Spanning the farthest reaches of this universe and venturing into uncharted territory, this encyclopedic compendium connects players to the rich storytelling that inspires all the action. Inside, you'll find: An expedition through eleven regions, chronicling conflicts, entrenched rivalries, and covert alliances Hundreds of illustrations, including never-before-seen maps and artwork Insights into the heroes, flora, fauna, architecture, politics, and technologies from all corners of this world Original narratives that bring the cultures of Runeterra to life League of Legends is an online game played by millions of people around the world, offering endless engagement with an expanding roster of champions, frequent updates, and a thriving esports scene. This volume is an essential reference for fans everywhere. |
game business and esports degree: eSports is Business Tobias M. Scholz, 2019-02-20 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. |
game business and esports degree: Esports Business Management David Hedlund, Gil Fried, Rick Smith, 2020-11-12 Learn about the rapidly expanding esports industry in Esports Business Management. Written by esports executives and experts and endorsed by the International Esports Federation, Esports Research Network, and the United States Esports Federation, this is a comprehensive introduction to the world of esports. |
game business and esports degree: Persuasive Games Ian Bogost, 2010-08-13 An exploration of the way videogames mount arguments and make expressive statements about the world that analyzes their unique persuasive power in terms of their computational properties. Videogames are an expressive medium, and a persuasive medium; they represent how real and imagined systems work, and they invite players to interact with those systems and form judgments about them. In this innovative analysis, Ian Bogost examines the way videogames mount arguments and influence players. Drawing on the 2,500-year history of rhetoric, the study of persuasive expression, Bogost analyzes rhetoric's unique function in software in general and videogames in particular. The field of media studies already analyzes visual rhetoric, the art of using imagery and visual representation persuasively. Bogost argues that videogames, thanks to their basic representational mode of procedurality (rule-based representations and interactions), open a new domain for persuasion; they realize a new form of rhetoric. Bogost calls this new form procedural rhetoric, a type of rhetoric tied to the core affordances of computers: running processes and executing rule-based symbolic manipulation. He argues further that videogames have a unique persuasive power that goes beyond other forms of computational persuasion. Not only can videogames support existing social and cultural positions, but they can also disrupt and change these positions themselves, leading to potentially significant long-term social change. Bogost looks at three areas in which videogame persuasion has already taken form and shows considerable potential: politics, advertising, and learning. |
game business and esports degree: World of ESports Lisa Owings, 2021 With huge prize pools, gaming superstars, and worldwide tournaments, it's no wonder eSports are making a splash. Readers will learn all about the biggest games, the best players, and the devoted fans defining esports. |
game business and esports degree: A Newborn Business Zoltan Andrejkovics, 2018-10-05 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. |
game business and esports degree: The Book of Esports William Collis, 2020-08-04 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. |
game business and esports degree: How to Do Things with Videogames Ian Bogost, 2011-08-05 In recent years, computer games have moved from the margins of popular culture to its center. Reviews of new games and profiles of game designers now regularly appear in the New York Times and the New Yorker, and sales figures for games are reported alongside those of books, music, and movies. They are increasingly used for purposes other than entertainment, yet debates about videogames still fork along one of two paths: accusations of debasement through violence and isolation or defensive paeans to their potential as serious cultural works. In How to Do Things with Videogames, Ian Bogost contends that such generalizations obscure the limitless possibilities offered by the medium’s ability to create complex simulated realities. Bogost, a leading scholar of videogames and an award-winning game designer, explores the many ways computer games are used today: documenting important historical and cultural events; educating both children and adults; promoting commercial products; and serving as platforms for art, pornography, exercise, relaxation, pranks, and politics. Examining these applications in a series of short, inviting, and provocative essays, he argues that together they make the medium broader, richer, and more relevant to a wider audience. Bogost concludes that as videogames become ever more enmeshed with contemporary life, the idea of gamers as social identities will become obsolete, giving rise to gaming by the masses. But until games are understood to have valid applications across the cultural spectrum, their true potential will remain unrealized. How to Do Things with Videogames offers a fresh starting point to more fully consider games’ progress today and promise for the future. |
game business and esports degree: The Economics of Online Gaming Andrew Wagner, 2020-02-14 The Economics of Online Gaming covers basic economic concepts, unique economic issues, and general economic themes. This book is made from the connections that the author saw when he compared his experience inside a video game with what he learned through a formal study of economic theory. Set in the Massively Multiplayer Online Role-Playing Game (MMORPG) of Eternal Lands, it follows the true story of Mr. Mind, a gamer who builds a business inside the game world that he calls RICH. This business grows from a small start-up to an unregulated natural monopoly that abuses its market power by intentionally losing money to drive competitors out of business. RICH becomes so influential that it breaks the market process with a unique case of regulatory capture. Through this story, the book demonstrates how economic thinking is absorbed by experimenting inside an online video game. The Economics of Online Gaming covers basic economic concepts, unique economic issues, and general economic themes. Each of these topics begins with the context of a story and continues with an explanation of the economic theory behind it, finishing with a relevant real-world connection. It supports economic theory in an emotional way that cannot be shared through math or charts or graphs. Appendix B provides a comprehensive outline of ideas for teaching and discussion in each chapter. |
game business and esports degree: Extra Lives Tom Bissell, 2011-06-14 In Extra Lives, acclaimed writer and life-long video game enthusiast Tom Bissell takes the reader on an insightful and entertaining tour of the art and meaning of video games. In just a few decades, video games have grown increasingly complex and sophisticated, and the companies that produce them are now among the most profitable in the entertainment industry. Yet few outside this world have thought deeply about how these games work, why they are so appealing, and what they are capable of artistically. Blending memoir, criticism, and first-rate reportage, Extra Lives is a milestone work about what might be the dominant popular art form of our time. |
game business and esports degree: The Art of Game Design Jesse Schell, 2008-08-04 Anyone can master the fundamentals of game design - no technological expertise is necessary. The Art of Game Design: A Book of Lenses shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top-quality videogames. Good game design happens when you view your game from many different perspectives, or lenses. While touring through the unusual territory that is game design, this book gives the reader one hundred of these lenses - one hundred sets of insightful questions to ask yourself that will help make your game better. These lenses are gathered from fields as diverse as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, writing, puzzle design, and anthropology. Anyone who reads this book will be inspired to become a better game designer - and will understand how to do it. |
game business and esports degree: Esports Motivations Lee K. Farquhar, Ryan Rogers, 2024 This volume explores the many unique motivations driving the rapid growth of the esports industry from a variety of perspectives and theoretical vantage points. Contributors examine the traditions, cultures, expectations, and rituals that factor into decisions to play and watch esports-- |
game business and esports degree: Characteristics of Games George Skaff Elias, Richard Garfield, K. Robert Gutschera, 2020-12-08 Understanding games--whether computer games, card games, board games, or sports--by analyzing certain common traits. Characteristics of Games offers a new way to understand games: by focusing on certain traits--including number of players, rules, degrees of luck and skill needed, and reward/effort ratio--and using these characteristics as basic points of comparison and analysis. These issues are often discussed by game players and designers but seldom written about in any formal way. This book fills that gap. By emphasizing these player-centric basic concepts, the book provides a framework for game analysis from the viewpoint of a game designer. The book shows what all genres of games--board games, card games, computer games, and sports--have to teach each other. Today's game designers may find solutions to design problems when they look at classic games that have evolved over years of playing. |
game business and esports degree: Changing the Game Lucy Chow, 2022-09-27 The Future Is Now Video games are more than interactive entertainment; they are part of a multibillion-dollar industry you may have never heard of. Beyond the stereotypical isolated teenager, today’s players represent every demographic and every part of the world. Championship competitions in esports—complete with professional players, teams, and lucrative sponsorships—are often broadcast to audiences rivaling that of the Super Bowl. And the gaming industry is bursting with investment opportunities, emerging career paths, and innovation. Investment expert Lucy Chow has selected 34 essays from thought leaders in the gaming industry. These curated perspectives of the global network of game-changing esports insiders provide a back-stage pass to the impact and future of gaming. This diverse group of players, entrepreneurs, investors, and educators pull back the curtain, revealing the use of gaming in schools, the growing roles of women in the field, and innovative business opportunities. In building bridges among these, Chow welcomes you into a thriving community to discover a new opportunity for your own success. |
game business and esports degree: 100 Jobs In Esports Coach Alne, Hitmarker.net, 2022-11-14 In this comic-style educational book, readers get to explore the careers and opportunities in the esports industry - a growing sector of the video game industry. |
game business and esports degree: Handbook of Research on Digital Citizenship and Management During Crises Öngün, Erdem, Pembecio?lu, Nilüfer, Gündüz, U?ur, 2021-11-12 Today, individuals and societies of the digital age are no longer constrained by conventional contexts, narratives, settings, and status; they are surrounded and guided by digital tools and applications leading to a digital revolution. That digital revolution changed the individual along with living styles and cultural and social relations among people. Moreover, these revolutionary changes and the increasing capabilities of smart devices have brought today's people a new kind of public sphere with questionable freedoms but also restraints in its digital dimensions. Now, it is possible to talk about the digital dimension and equivalence of all the concepts that are both individually and socially constructed in a new digital world. The Handbook of Research on Digital Citizenship and Management During Crises covers many different components engaged with digital world responsibilities. The authors assess the position, status, and reactions of the new citizen against future catastrophes. Covering topics such as epistemic divide, internet addiction, and new media technologies, this text serves as a cutting-edge resource for researchers, scholars, lawmakers, trainers, instructional designers, university libraries, professors, students, and academicians. |
game business and esports degree: Korea's Online Gaming Empire Dal Yong Jin, 2010-10-01 The rapid growth of the Korean online game industry, viewed in social, cultural, and economic contexts. In South Korea, online gaming is a cultural phenomenon. Games are broadcast on television, professional gamers are celebrities, and youth culture is often identified with online gaming. Uniquely in the online games market, Korea not only dominates the local market but has also made its mark globally. In Korea's Online Gaming Empire, Dal Yong Jin examines the rapid growth of this industry from a political economy perspective, discussing it in social, cultural, and economic terms. Korea has the largest percentage of broadband subscribers of any country in the world, and Koreans spend increasing amounts of time and money on Internet-based games. Online gaming has become a mode of socializing—a channel for human relationships. The Korean online game industry has been a pioneer in software development and eSports (electronic sports and leagues). Jin discusses the policies of the Korean government that encouraged the development of online gaming both as a cutting-edge business and as a cultural touchstone; the impact of economic globalization; the relationship between online games and Korean society; and the future of the industry. He examines the rise of Korean online games in the global marketplace, the emergence of eSport as a youth culture phenomenon, the working conditions of professional gamers, the role of game fans as consumers, how Korea's local online game industry has become global, and whether these emerging firms have challenged the West's dominance in global markets. |
game business and esports degree: Esports Research and Its Integration in Education Harvey, Miles M., Marlatt, Rick, 2021-06-25 The world of esports in education is booming, and the field needs empirical studies to help ground much of what is going on in the field. Over the last couple years, there appears to be a large amount of anecdotal evidence surrounding esports and its role in education, but researchers, teachers, coaches, and organizations need peer-reviewed, research-based evidence so they can evolve the field at large. As the amount of esports teams and organizations continues to rise, so will the need for the field to provide empirical research about esports and education and the effect it has on students and those who partake in it. Esports Research and Its Integration in Education is an essential reference source for those interested in educational research related to esports topics as they are approached through multiple ages of schooling and infused throughout a variety of content areas and research methodologies. The book covers empirical studies that help practitioners to understand how esports is developing within and around learning institutions and what the impact may be on students and their contemporary educational experiences. Covering topics such as college and career readiness, literacy practices, and urban education, this text is essential for stakeholders involved in the rise of esports, administrators, teachers, coaches, researchers, students, and academicians. |
game business and esports degree: Game Development 2042 Tim Fields, 2022-10-14 This book is a fast-paced look at the next two decades of the games industry with a focus on game design, the evolution of gaming markets around the world, the future of technology, Artificial Intelligence, Big Data, crypto-currency, and the art and business of creating and publishing hit games. The book contains interviews with a dozen veteran games industry luminaries, who have collectively created many of the greatest hits of the last twenty years and grossed tens of billions of dollars in revenue for companies like Electronic Arts, Facebook, Apple, Activision, Microsoft, Amazon, Supercell, Netflix, Warner Brothers, and others. Game Development 2042 is meant for game developers, anyone with a financial interest in the games business, and for gamers who want to know what the future holds. Mobile, console, PC, web, free-to-play, play-to-earn, and other businesses are discussed in depth with specific examples. |
game business and esports degree: The Essential Guide to the Business & Law of Esports & Professional Video Gaming Justin M Jacobson, 2021-02-19 As esports has grown, the need for professional legal representation has grown with it. Justin's Essential Guide to the Business & Law of Esports & Professional Video Gaming provides a great baseline and will help prevent the legal horror stories of esports in the past. Mitch Reames, AdWeek and Esports Insider Justin’s exploration of the business and law side of the esports sector fills a gap of knowledge that is an absolute necessity in truly understanding the esports space. Kevin Hitt, The Esports Observer The Essential Guide to the Business & Law of Esports & Professional Video Gaming covers everything you need to know about the past, present, and future of esports and professional video gaming. The book is written by one of the foremost attorneys and business practitioners in today’s esports and professional gaming scene, Justin M. Jacobson, Esq. This guide is meant to provide you with an in-depth look at the business and legal matters associated with the esports world. • Includes coverage of the stakeholders in the esports business ecosystem, including the talent, the teams, the publishers, and the event organizers. • Explores various legal fields involved with esports, including intellectual property, employment and player unions, business investments and tax write-offs, immigration and visas, event operation tips, social media and on-stream promotions, and much more. • The most current book on the market, with actual contract provisions modeled on existing major esports player, coach, shoutcaster, and sponsorship agreements. About the Author Justin M. Jacobson, Esq. is an entertainment and esports attorney located in New York City. For the last decade, he has worked with professional athletes, musicians, producers, DJs, record labels, fashion designers, as well as professional gamers, streamers, coaches, on-air talent, and esports organizations. He assists these creative individuals with their contract, copyright, trademark, immigration, tax, and related business, marketing, and legal issues. He is a frequent contributor to many industry publications and has been featured on a variety of entertainment, music, and esports publications and podcasts, including Business Insider, The Esports Observer, Esports Insider, Tunecore, and Sport Techie. Justin has positioned himself as a top esports business professional working with talent in a variety of franchise leagues including the Overwatch League, Overwatch Contenders, and Call of Duty Pro League as well as in many popular competitive titles such as Fortnite, CS:GO, Gears of War, Halo, Super Smash Brothers, Rainbow 6, PUBG, Madden, and FIFA and mobile games such as Brawlhalla, Clash of Clans, and Call of Duty mobile. Previously, he worked with various esports talent agencies as well as in an official capacity on behalf of several esports teams and brands. |
game business and esports degree: eSports Yearbook 2017/18 Julia Hiltscher, Tobias M. Scholz, 2019-06-05 The sixth edition of the eSports yearbook focuses on the recent developments in the scene. Especially with the ongoing professionalization, there is an increase in academic research observable. The topics range from governance and institutionalization of the eSports industry to the continuing professionalization of companies involved in the industry. Still, sponsoring stays crucial for the survivability of businesses in eSports. Furthermore, critical issues such as nationalism and censorship will be discussed. The book highlights the development of eSports from being a niche phenomenon towards becoming a central part of modern society. |
game business and esports degree: First Course in Algebra Joseph Antonius Nyberg, 1932 |
game business and esports degree: Global esports Dal Yong Jin, 2021-03-25 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. |
game business and esports degree: Sports (and) Economics Isabel Artero Escartín, 2019 |
game business and esports degree: Build It Like benjyfishy & MrSavage Johnny Troset Andersen, 2022-01-01 BEHIND EVERY PROFESSIONAL ESPORTS PLAYER IS A SUPPORT TEAM MAKING THEIR DREAMS COME TRUE. Anne Fish, mother of Benjy e;benjyfishye; Fish and Johnny Troset Andersen, father of Martin e;MrSavagee; Foss Andersen were plunged into the world of esports when their sons transitioned from gaming enthusiasts to becoming professional Fortnite players and duo partners. They soon found themselves signing contracts with esports organisations and providing all the administrative and technical support it takes to manage a player and their business. In this book, Anne and Johnny share the highs and lows of their individual journeys as parents in supporting the esports careers of their sons, from the early days of trying to create a balance between gaming and education, to dealing with tournament disappointments and social media negativity. This book may not teach you about Fortnite gameplay or tactics, but it aims to support future professional players, and inform esports-novice parents, and anyone interested in supporting young players.FEATURING EXCLUSIVE INTERVIEWS WITH:Falconer (professional player for 100 Thieves)Bloodx (esports mentor and coach)DestinysJesus (Fortnite coach)Jacob Toft-Andersen (VP Esports at 100 Thieves) Andy Miller (CEO at NRG)Grady Rains (Executive Producer at NRG)AussieAntics (content creator at NRG) and other leading industry insiders who offer a range of perspectives and insights into the ever-growing world of esports. |
game business and esports degree: The Invisible Game Zoltan Andrejkovics, 2016-05-07 Competitive gaming and eSports among youths became a major theme these days. For an e-Athlete, having the best strategy or belonging to a team with the best skills are sometimes not enough for success. Real life tournaments are tougher than we can imagine. The Invisible Game covers the necessary mental development of eSport players. The book helps to prepare the players' minds for the challenges, both on the map and in real life. Nowadays we overestimate the power of our thoughts, and we forget the potential of our inner wisdom. This book guides you with honest life experiences of an eSport team manager on a journey to find the mental balance for peak performance. |
game business and esports degree: Breaking Into the Game Industry Brenda Brathwaite, Ian Schreiber, 2012 Provides an overview of the game industry and offers advice from experienced professionals on entering the video game industry. |
game business and esports degree: Raising the Stakes T. L. Taylor, 2015-01-30 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. |
game business and esports degree: Games User Research Anders Drachen, Pejman Mirza-Babaei, Lennart E. Nacke, 2018 Games live and die commercially on the player experience. Games User Research is collectively the way we optimise the quality of the user experience (UX) in games, working with all aspects of a game from the mechanics and interface, visuals and art, interaction and progression, making sure every element works in concert and supports the game UX. This means that Games User Research is essential and integral to the production of games and to shape the experience of players. Today, Games User Research stands as the primary pathway to understanding players and how to design, build, and launch games that provide the right game UX. Until now, the knowledge in Games User Research and Game UX has been fragmented and there were no comprehensive, authoritative resources available. This book bridges the current gap of knowledge in Games User Research, building the go-to resource for everyone working with players and games or other interactive entertainment products. It is accessible to those new to Games User Research, while being deeply comprehensive and insightful for even hardened veterans of the game industry. In this book, dozens of veterans share their wisdom and best practices on how to plan user research, obtain the actionable insights from users, conduct user-centred testing, which methods to use when, how platforms influence user research practices, and much, much more. |
game business and esports degree: eSports Yearbook 2019/20 Julia Hiltscher, Tobias M. Scholz, 2021-12-08 The seventh edition of the eSports Yearbook is influenced by the Covid-19 pandemic, highlighting recent developments in the scene. The topics range from economic sustainability highlighting dynamic capabilities, the potential threat of video game publisher and sponsors, intercultural management and community building in Pokémon eSports to social sustainability discussing the grassroots development, the debate about Olympic eSports, state recognition in France, and the challenge of being an eSports athlete. Finally, the risks in terms of stakeholder responsibility are discussed. The book highlights the slowed development but eSports is becoming a central part of modern society. |
game business and esports degree: Contemporary Sport Management Paul Mark Pedersen, 2024-11-08 Contemporary Sport Management, Eighth Edition, examines core functions, career opportunities, and current trends in sport management conveyed by a diverse team of contributors. Reflecting the latest information and examples from the field, the text covers the essentials for entering the profession. |
game business and esports degree: Esports in the Asia-Pacific Filippo Gilardi, Paul Martin, 2023-10-24 This is an edited book that fills a gap in knowledge by providing a comprehensive view of esports practice from the Asia and Pacific region. The volume looks at the development of esports through the interconnections between institutions, industries, players, and society, across the Asia-Pacific. Over the last two decades, the Asia-Pacific region has been central to the growth and development of esports. The value of this book lies in its ability to provide a view of esport from countries that are currently underrepresented in the literature such as Vietnam, Malaysia, Taiwan, Hong Kong, Singapore, Philippines and Australia while still integrating chapters looking at more well-researched countries such as China, Korea, and Japan. Through its diverse case studies, the book serves as a resource for scholars and educators worldwide who seek diverse examples with which to improve understanding of the esports phenomenon and the inclusiveness of media and communication curricula. chapters “Introduction to Esports in the Asia-Pacific” and “Conclusions to Esports in the Asia–Pacific” are available open access under a Creative Commons Attribution 4.0 International License via link.springer.com. |
game business and esports degree: Gaming Sexism Amanda C. Cote, 2020-09-01 Interviews with female gamers about structural sexism across the gaming landscape When the Nintendo Wii was released in 2006, it ushered forward a new era of casual gaming in which video games appealed to not just the stereotypical hardcore male gamer, but also to a much broader, more diverse audience. However, the GamerGate controversy six years later, and other similar public incidents since, laid bare the internalized misogyny and gender stereotypes in the gaming community. Today, even as women make up nearly half of all gamers, sexist assumptions about the what and how of women’s gaming are more actively enforced. In Gaming Sexism, Amanda C. Cote explores the video game industry and its players to explain this contradiction, how it affects female gamers, and what it means in terms of power and gender equality. Across in-depth interviews with women-identified gamers, Cote delves into the conflict between diversification and resistance to understand their impact on gaming, both casual and “core” alike. From video game magazines to male reactions to female opponents, she explores the shifting expectations about who gamers are, perceived changes in gaming spaces, and the experiences of female gamers amidst this gendered turmoil. While Cote reveals extensive, persistent problems in gaming spaces, she also emphasizes the power of this motivated, marginalized audience, and draws on their experiences to explore how structural inequalities in gaming spaces can be overcome. Gaming Sexism is a well-timed investigation of equality, power, and control over the future of technology. |
game business and esports degree: eSports Yearbook 2013/14 Julia Hiltscher, Tobias M. Scholz, 2015-10-06 This year issue contains several articles about major eSport topics in 2013 and 2014. André Fagundes Pase and Heelary Schultz wrote about Brazil. Matt Demers wrote a detailed story about commentators. Dominik Härig and Tilo Franke chose topics about marketing and marketisation in eSports. The eSports Yearbook is a collection of articles about eSports. |
game business and esports degree: This is Esports (and How to Spell It) – LONGLISTED FOR THE WILLIAM HILL SPORTS BOOK AWARD Paul Chaloner, 2020-05-26 Paul Redeye Chaloner is quite simply a legend of the esports scene. And now, he will use all his years of experience to write the definitive book on the modern world of esports. What is it? What is life like in an esports team? Just how much corruption and cheating goes on behind it all? |
game business and esports degree: Routledge Handbook of Esports Seth E. Jenny, Nicolas Besombes, Tom Brock, Amanda C. Cote, Tobias M. Scholz, 2024-09-24 The Routledge Handbook of Esports offers the first fully comprehensive, interdisciplinary study of esports, one of the fastest growing sectors of the contemporary sports and entertainment industries. Global in coverage, the book emphasizes the multifaceted nature of esports and explores the most pressing issues defining the competitive video gaming landscape today. Featuring the work of 93 leading esports academics and industry specialists from around the world, and rigorously peer-reviewed, the book is structured around ten key themes: 1) Introduction to Esports, 2) Esports Research, 3) Esports Players, 4) Esports Business and Management, 5) Esports Media and Communication, 6) Esports Education, 7) Critical Concerns in Esports, 8) Global Esports Cultures, 9) Esports Future Directions, and 10) Key Terms Definitions. Examining the current state of esports, emerging areas of interest and the ongoing debates shaping the esports industry, each of the 62 chapters offers key highlights, an assessment of the latest research, practical esports examples and recommendations, and is complemented by enlightening case studies or industry interviews. For further academic and professional depth, chapters also include a guide to recommended additional resources. Explaining technical terms and gaming jargon in a user-friendly manner, and maintaining a balanced tone throughout, this handbook is essential reading for any student or researcher with an interest in esports, gaming, or sport studies, and for any practitioner or policy-maker working in the esports industry. |
game business and esports degree: Against Flow Braxton Soderman, 2021-04-13 A critical discussion of the experience and theory of flow (as conceptualized by Mihaly Csikszentmihalyi) in video games. Flow--as conceptualized by the psychologist Mihaly Csikszentmihalyi--describes an experience of being in the zone, of intense absorption in an activity. It is a central concept in the study of video games, although often applied somewhat uncritically. In Against Flow, Braxton Soderman takes a step back and offers a critical assessment of flow's historical, theoretical, political, and ideological contexts in relation to video games. With close readings of games that implement and represent flow, Soderman not only evaluates the concept of flow in terms of video games but also presents a general critique of flow and its sibling, play. |
win11怎么关闭右上角fps? - 知乎
我的是天选5,不知道怎么搞的右上角就有这个了,只要一开机就显示。
integrating ogre 3d into a game engie - Ogre Forums
Oct 12, 2012 · i know there are many game engines out there i like them (especially unity) idk i have this temptation of making a game engines …
和外国人打网游要知道哪些游戏术语? - 知乎
Oct 14, 2013 · gg wp——good game well play,国际惯例末一句——玩得漂亮. noob——表示菜鸟,群嘲极易引起对骂,尤其星际这种内置语音的,可怜的耳朵。。。 …
利用 Sunshine & Moonlight 实现校园网内远程串流游戏 - 知乎
GitHub - LizardByte/Sunshine: Self-hosted game stream host for Moonlight. 安装过程中,请注意安装路径不能存在中文,并安装所有控件。 安装完成 …
英伟达显卡game ready驱动与studio驱动的区别是什么? - 知乎
从更新频次上来说,game ready就相当于测试版驱动。studio相当于稳定版驱动。 从实际性能上来说,我经常混着用,大部分时间没什么区别。(CUDA版本还是有区别的) 我 …
BTEC 2019 Specification - Pearson qualifications
Changes made to Unit 1: Introduction to Esports content to include a rider statement for clarity under Learning aim B and ‘ Fighting games’ and ‘Sports based games’ have been added under …
Degree Program CIP Codes - Morris College
Early Childhood Education BSED 43.0402 Criminal Forensics BS. English Secondary Education; BA. 43.0404
Degrees, Certificates, and Transfer Preparation Information
esports while preparing them for careers in media and game studies. Students completing the esports degree and certificates get prepared for employment opportunities in the digital media …
eSports - Mercer Capital
While game developers and league creators are able to come to broadcast agreements, it is more difficult for eSports teams. eSports teams generally do not share in broadcast revenues as …
Business: Sports Marketing & Media Concentration, Game …
Business: Sports Marketing & Media Concentration, Game Business & Esports DATE EVENT ROOM TIME Monday, August 26 Program Director Meet & Greet FS2-206A 2:00pm Monday, …
Aapo Lukkari Effects of Caffeine on Performance in Esports
List of Symbols WADA: World Anti-Doping Agency Tabletop game: Game played normally on a tabletop, e.g., chess 3rd person shooter: Shooter game where gameplay is presented from a …
Timo Uusitalo Players Manual to Self-Development in Esports …
Degree Title: Bachelor of Business Admininstration Keywords: esports, gaming This thesis was commissioned by Incoach Oy. Incoach Oy is a Finnish company whose business revolves …
Spor ts Lea - Northeastern University Academic Catalog
LDR 6480 The Business of eSports LDR 6615 Academic Advising for Student-Athletes Program Credit/GPA Requirements 45 total quarter hours required Minimum 3.000 GPA required …
Esports Partnerships from a Consumer’s Per- - Theseus
Abstract Author: Jääskeläinen Erkki Title of the Publication: Esports Partnerships from a onsumer’s Perspective – Case: Pelaajatcom Esports Oy Degree Title: Bachelor of Business …
Top 10 Esports Schools - techtoday.lenovo.com
Launched in October 2020, Drexel’s esports degree program is one of the first in the country to offer a specific degree for gaming. It builds on the school’s existing game design program, and …
LYCEUM OF THE PHILIPPINES UNIVERSITY
LYCEUM OF THE PHILIPPINES UNIVERSITY Intramuros, Manila Bachelor of Science in Esports - Esports Management Effective, SY 2022-2023 THIRD YEAR Course Code Descriptive Title …
Validation Analysis to Integrate Esports into Existing Tourism …
To explore how esports education can prepare students for emerging career opportunities in tourism. A mixed-methods approach was used, analyzing survey data and student testimonials …
DREXEL UNIVERSITY LEBOW COLLEGE OF BUSINESS
• BS in Business Administration/MBA • Minor in Esports — Offered in Westphal College of Media Arts & Design • The Business of Esport • Sports Facility Planning & Management • Sports …
Jarmo Helttunen Effects of Sleep in Competitive Esports
Degree title: Bachelor of Business Administration, Esports Business Keywords: sports, sleep, performance, coaching This thesis was conducted to examine the effects of sleep in player …
Esports: The world of competitive gaming - British Esports …
Staffordshire University introduced the first full BA (Hons) Esports degree in the UK, which started in September 2018 Many other universities and colleges are getting involved. The University of …
Atlantic Cape Community College FY2024 Perkins Eligible …
Name of Approved Perkins Eligible Program Program Code CIP Code Degree Type Year of Approval Business Administration, Esports Option ESPO 520201 A.A.S. 2023 Air Traffic …
Esport Business Models in Finland - Theseus
Degree Programme: International Business Author: Eetu Markus Lager Title of thesis: Esport Business Models in Finland Supervisor: Kimmo Kulmala Year: 2023 Number of pages: 41 …
Understanding the business model in the video game …
2014); and the evolution of two major business model paradigms in the video game industry, PC/console and mobile (Rayna & Striukova, 2014). 1.4 Purpose One perspective which is still …
eSports: Reaching All Students - BoardDocs, a Diligent Brand
VESL: Varsity Esports + STEM League NC Varsity Esports and STEM League, VESL, is a groundbreaking project that offers an official esports (competitive gaming) and STEM league …
Subscription-Based Gaming A New Business Model In the …
8 Terminology Augmented Reality (AR): A technology that supplements real-life views of users with computer-generated sensory input as images or sounds Battle Royale: An online …
ESPORTS MANAGEMENT, PRODUCTION AND …
media and game studies. Students completing the esports degree and certi ficates get prepared for employment opportunities in the digital media industry and transfer into four -year degree …
eSports: a new industry - shs-conferences.org
eSports: a new industry Sebastian Block1,*, and Florian Haack2 1Sebastian Block LL.M. is a doctoral student at the Technical University Košice and works as a research associate at the …
Business - NMC
Business 3 ACC 290 - Accounting Internship Credit Hours: 3, Contact Hours: 3 Division: Business The purpose of the internship is to provide on-the-job training for the
SPONSORSHIPS IN ESPORTS - aaltodoc.aalto.fi
Jan 31, 2024 · However, because eSports is a relatively new phenomenon, the field has not been studied or researched by academics extensively. This presented the opportunity to research …
John Boccacino: communications specialist at Syracuse …
for a little background for our audience, Joey is no stranger to developing esports degree programs. Syracuse University is, I believe, the third institution where he has played an integral …
An Overview of Esports Business Model Research
An Overview of Esports Business Model Research Jinxuan 1,a,*Sun 1Zhejiang University of Finance and Economics , Faculty of Business Administration Hangzhou 310018, China a. …
Racing Esports in China-COi's Business Expansion Plan
The most common video game genres associated with esports are first person shooting (FPS), third person shooting (TPS), real time strategy (RTS), multiplayer online battle arena (MOBA), …
The value of esports in the UK - ukie-cms.project-n.com
6 | Foreword and Introduction The esports sector has grown at an annual average rate of 8.5% between 2016 and 2019. The sector supported over 1,200 jobs in 2019. The UK esports sector …
Current Situation and Development of Trend of Chinese …
developing patterns in China's mobile gaming business. He evaluated the present state of the mobile gaming business in China and the sector's potential prospects until 2021. He pointed …
ANGLAIS IENA 2020 - Dialogue 39 - A New Esports Degree …
lecturers is interviewed. He explains that the course will focus on the business of esports, teaching students how to host and promote events, create businesses and build online …
How eSports players create brand loyalty through online
Dec 4, 2020 · Degree Bachelor of Business Administration Degree Programme Degree Programme in International Business and Logistics Instructor/Tutor Daryl Chapman, Title …
Jorit Maarten Bonekamp The Impact of Mental Health
Abstract Author: Jorit Maarten Bonekamp Title of the Publication: The impact of mental health professionals in esports? Degree Title: Bachelor of Business Administration, Esports Business …
Motivation To Play Esports: Case of League of Legends
the output of the Esports system are mediated by human-computer interfaces (Hamari & Sjöblom, 2016). The most common video game genres associated with Esports are real-time strategy, …
Atlantic Cape Community College FY2023 Perkins Eligible
Business Administration, Esports Option ESPO 520201 A.A.S. 2023 Air Traffic Control Terminal ATCT 490105 A.A.S. 2015 Baking and Pastry Option BAKG 120501 A.A.S. 2020 Business …
“Analysis of eSports as a commercial activity”
he article deals with eSports as a perspective kind of commercial activity. he research urgency is determined by the fact that, given the active increase of eSports market with growth rates of …
Innovation and Intellectual Property Use in the Global Video …
This paper is an analysis of the evolution of the global video game industry, a sector characterized by rapid technological innovation and changing business models. It builds on the work of Özalp …
CONTENTS
following table sets forth our revenues by line of business for the years ended 31 December 2023 and 2022: Year ended 31 December 2023 2022 Amount % of total revenues Amount % of total …
Degree Completion (DC) Campus - Walsh University
Walsh University graduates holding a baccalaureate degree may pursue an additional major baccalaureate degree through Degree Completion. Candidates for an additional degree must …
Arcade Business Plan Business Plan Example
Arcade Business Plan Games, Fun, Memories ... Game Galaxy 15 NextGen Playroom 16 Market trends 16 Regulatory environment 16 Products and Services 18 Services 19 Virtual Reality …
Esports examples of progression pathways - Pearson …
Degree Master’s Degree Apprenticeship L7 ICT Data Engineer Technical Producer Network Technician At companies like: Aimlabs, HP, Nintendo, Sennheiser 6 Esports Degree Esports …
How Math Is Used In The Real World (Download Only)
should always be cautious and verify the legality of the source before downloading How Math Is Used In The Real World any PDF files. With these platforms, the world of PDF downloads is …
Lindenwood University Digital Commons@Lindenwood …
An example of Esports includes video games, such as Dota 2, Fortnite, and League of Legends. Esports entail virtual sports and action-based video games including, but not limited to, plat …
Program Index - Walsh University
Program Index 1 PROGRAM INDEX • # • A • B • C • D • E • F • G • H • I • J • K • L • M • N • O • P • Q • R • S • T • U • V
FACTORS AFFECTING CREATION OF JOB OPPORTUNITIES IN …
Keywords: The Opportunity to work, The game and e-sports business, eSports Student, Suan sunandha Rajabhat University INTRODUCTION Personnel in the business group related to …
PROGRAMS OF STUDY - Lone Star College
CF: LSC-CyFair HN: LSC-Houston North K: LSC-Kingwood M: LSC-Montgomery NH: LSC-North Harris T: LSC-Tomball UP: LSC-University Park OL: LSC-Online Learning | ★ Total Certificate …
LONDON & UK
first esports degree and master’s programme. • Abertay University is globally recognised for its computer games courses. Some of the UK’s biggest games creators • Bossa Studios • Sports …
Esports Scholarship Review: Synthesis, Contributions, and …
Esports, or competitive video gaming competitions, bring together aspects of sports, business, leisure, technology, and digital media, appealing to academics across multiple disciplines.
ESPORTS - MINOR
Admission to a minor is open to students declared in a bachelor’s degree, the A.A.B. or A.A.S. degree or the A.T.S. degree (not Individualized Program major). Students declared only in the …
INVESTIGATING THE RELATIONSHIPS BETWEEN …
difficult end-game enemies (Nardi & Harris, 2006). As a result of the coordination required between members of an Esports team, it is important to understand the group processes that …
Morris Brown College
MORRIS BROWN COLLEGE “To God and Truth” 2024 - 2025 CATALOG Physical Address: 643 Martin Luther King Jr. Drive, N.W. Atlanta, Georgia 30314-4140