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esports business summit 2022: Contemporary Sport Management Paul M. Pedersen, 2024-10-17 For over 25 years, Contemporary Sport Management has been the most comprehensive, authoritative introductory text in the field, and the improved eighth edition promises to serve the needs of sport management students even better. Sixty contributors representing a diverse array of scholarly and practitioner backgrounds have teamed up to deliver a timely text to keep pace with the ever-changing sport management landscape. Nearly a third of the contributors are new to this edition, adding fresh perspectives, examples, and experiences to the mix. This full-color text is organized into three parts and aligns with Common Professional Component principles set forth by the Commission on Sport Management Accreditation (COSMA). Part I, Introduction to Sport Management, provides an overview and covers the foundational elements of the field. Part II, Sport Management Sites, exposes students to career opportunities through various sport entities, including interscholastic, intercollegiate, and professional sport organizations and agencies. In part III, Sport Management Functions, readers learn about the core functional areas of sport management, including sport marketing, communication, sales and consumer behavior, analytics, finance, facility and event management, and law. Much has changed in the sport industry since the previous edition was published: name, image, and likeness (NIL) rules; social justice and inclusion initiatives; conference realignments; billion-dollar media rights deals; opportunities for women in sports; and the proliferation of artificial intelligence, sport analytics, and virtual reality and augmented reality—just to name a few. Each chapter incorporates new content, case studies, and sidebars addressing these and other trending topics. A new chapter dedicated to esports discusses its ecosystem, global expansion, and career opportunities and, in response to requests from instructors, returning to the eighth edition is a section on sport tourism. Supplementing the text are online learning materials delivered through HKPropel that are designed to increase student engagement and enhance understanding of chapter content. More than 200 activities, Case Studies in Sport Management journal articles, and case study sidebars underscore key concepts and challenge students to think critically about sport management so they can develop insight into issues they will encounter in their careers. Case studies new to this edition examine the 2026 World Cup, marketing of women’s sports, facility management, and player safety. Contemporary Sport Management has long been a favorite of instructors and students, propelled by its engaging content and visuals, full-color design, robust pedagogical aids, integrated online learning tools, and extensive instructor ancillaries. The updated eighth edition continues that tradition, broadening students’ understanding of today’s sport management issues and preparing them to enter the profession. Note: A code for accessing HKPropel is not included with this ebook but may be purchased separately. |
esports business summit 2022: Proceedings of the 2022 5th International Conference on Humanities Education and Social Sciences (ICHESS 2022) Augustin Holl, Jun Chen, Guiyun Guan, 2023-01-13 This is an open access book. ICHESS started in 2018, the last four sessions of ICHESS have all been successfully published. ICHESS is to bring together innovative academics and industrial experts in the field of Humanities Education and Social Sciences to a common forum. And we achieved the primary goal which is to promote research and developmental activities in Humanities Education and Social Sciences, and another goal is to promote scientific information interchange between researchers, developers, engineers, students, and practitioners working all around the world. 2022 5th International Conference on Humanities Education and Social Sciences (ICHESS 2022) was held on October 14-16, 2022 in Chongqing, China. ICHESS 2022 is to bring together innovative academics and industrial experts in the field of Humanities Education and Social Sciences to a common forum. The primary goal of the conference is to promote research and developmental activities in Humanities Education and Social Sciences and another goal is to promote scientific information interchange between researchers, developers, engineers, students, and practitioners working all around the world. The conference will be held every year to make it an ideal platform for people to share views and experiences in Humanities Education and Social Sciences and related areas. |
esports business summit 2022: Multidimensional and Strategic Outlook in Digital Business Transformation Pelin Vardarlıer, 2023-03-16 Especially after globalization, it can be seen that there is an increase in competition for almost all industries. In order to survive in such a competitive environment, companies have to take some actions to increase their competitive power and sustainability. Effective digital transformation is a significant way for companies to reach this objective. This book explores digital transformation strategy and digital business strategy together with digital innovation and digital learning, adaptability, and agility to illustrate the importance of information technology in business today. The book argues that effective digital management can be provided by increasing the quality in audit, internal control, corporate governance, transparency and improving effective marketing strategies. It touches on concepts such as digital diversity, digital privacy, digital literacy, the digitization of international logistics. This book also provides department specific (e.g., marketing, finance, HR) theories and applications of digital technology to guide companies in determining their specific strategies. |
esports business summit 2022: Proceedings of International Conference on Governance, Management and Social Innovation (ICGMSI 2023) Marziana Madah Marzuki, 2024 Zusammenfassung: This is an open access book. It is my great pleasure to introduce the Proceedings of the International Conference on Governance, Management, Social Sciences, Education and Innovation (ICGMSI2023). The event was held at UST Angelicum College, Manila, Philippines on 20th - 21st September 2023. The conference convenes researchers, scientists, academics, and practitioners from various nations to facilitate conversations and debates on pertinent problems, opportunities, challenges, and research discoveries. It is one of its significant and valuable features. Building worldwide relationships and offering participants a fantastic venue to share and exchange outstanding original research findings and creative ideas are the main goals of ICGMSI2023. In the fields of governance, management, social sciences, education and innovation, we live up to our pledge of contributing to the development of a positive outlook. A total of 13 submissions including authors from Malaysia, the Philippines, Saudi Arabia, United Arab Emirates, Indonesia and other countries were approved as full papers for publication and presentation in ICGMSI2023. These papers offer excellent illustrations of recent research on pertinent subjects, such as governance, management, social sciences, innovation and education, among others. I express my gratitude to the authors for presenting the conference and contributing their knowledge and research findings to this occasion. We will be able to develop and clear the path for the future of governance, management, social sciences, education, innovation and related fields with their vision, contributions, and involvement. They are the best players and assets available now and in the future. The authors and delegates had a great time during their visit to Manila in the Philippines and that ICGMSI2023 was fascinating, thrilling, and motivating. We would like to take this opportunity to thank and acknowledge the reviewers who assisted us in maintaining the high caliber of the manuscripts published in the ICMGSI Proceedings. We also sincerely thank the organising staff and conference committee members for their tireless efforts |
esports business summit 2022: The Mediating Power of Sport Enqing Tian, Nicholas Wise, 2024-10-07 Encouraging readers in other international settings to consider this topic from their own cultural contexts, this collection demonstrates how China has created new forms of influence through sport and considers what this might mean for how we understand the deeper role sport can play on the world stage. |
esports business summit 2022: 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. |
esports business summit 2022: 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. |
esports business summit 2022: 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. |
esports business summit 2022: Critical Perspectives on Esports Annette R. Hofmann, Pascal Mamudou Camara, 2024-04-17 This book offers new, multidisciplinary perspectives on esports, one of the most rapidly growing sectors in the sports and leisure industries. Drawing on sociology, philosophy, education, business, economics, and sports science, this book considers the rise of esports, its impact on sports and society more widely, and the direction of travel for esports in the future. Featuring cutting-edge work from researchers in Europe, North America, and Asia, this book explores definitions of “esport” and “virtual sport,” and the philosophical basis by which we understand movement and embodiment in the context of digital gaming. It considers the health and well-being needs of esports athletes, across physical, mental, and social dimensions, as well as how nutrition and training relate to performance and injury prevention. This book also considers the economics of the esports industry and how the concept of sportification can be used to describe esports’ development, as well as the challenges and debates surrounding gender and representation in esports. A final section of this book looks at esports in education, in schools and universities, and considers the future of esports for a generation of digital natives. This book makes a useful contribution to the growing body of knowledge on esports and should be a thought-provoking read for anybody with an interest in sports studies, gaming, or the impact of technology on wider society. |
esports business summit 2022: 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. |
esports business summit 2022: eSports Yearbook 2021-23 Julia Hiltscher, Tobias M. Scholz, 2024-08-15 In our latest yearbook, we explore the strategic dynamics and global impact of eSports, highlighting the revolution of intelligent agents, the fusion of traditional sports, and insights into legal and economic challenges. Personal stories showcase the potential for career development within the vibrant gaming community. This edition celebrates the resilience and spirit of eSports, emphasizing its promising future in competitive gaming. Join us in examining the innovations, cultural shifts, and the passionate community driving the industry forward. |
esports business summit 2022: Virtual Events Management Tim Brown, Claire Drakeley, 2023-08-30 The COVID-19 pandemic and resulting lockdowns has seen a boom in the occurrence of virtual events. Virtual Events Management is a unique text as it looks at events from both a live event, virtual event and hybrid perspective. |
esports business summit 2022: Proceedings of the Future Technologies Conference (FTC) 2022, Volume 1 Kohei Arai, 2022-10-12 The seventh Future Technologies Conference 2022 was organized in a hybrid mode. It received a total of 511 submissions from learned scholars, academicians, engineers, scientists and students across many countries. The papers included the wide arena of studies like Computing, Artificial Intelligence, Machine Vision, Ambient Intelligence and Security and their jaw- breaking application to the real world. After a double-blind peer review process 177 submissions have been selected to be included in these proceedings. One of the prominent contributions of this conference is the confluence of distinguished researchers who not only enthralled us by their priceless studies but also paved way for future area of research. The papers provide amicable solutions to many vexing problems across diverse fields. They also are a window to the future world which is completely governed by technology and its multiple applications. We hope that the readers find this volume interesting and inspiring and render their enthusiastic support towards it. |
esports business summit 2022: Art and Sustainability Transitions in Business and Society Hanna Lehtimäki, |
esports business summit 2022: Information and Communication Technologies in Tourism 2021 Wolfgang Wörndl, Chulmo Koo, Jason L. Stienmetz, 2021-01-11 This open access book is the proceedings of the International Federation for IT and Travel & Tourism (IFITT)’s 28th Annual International eTourism Conference, which assembles the latest research presented at the ENTER21@yourplace virtual conference January 19–22, 2021. This book advances the current knowledge base of information and communication technologies and tourism in the areas of social media and sharing economy, technology including AI-driven technologies, research related to destination management and innovations, COVID-19 repercussions, and others. Readers will find a wealth of state-of-the-art insights, ideas, and case studies on how information and communication technologies can be applied in travel and tourism as we encounter new opportunities and challenges in an unpredictable world. |
esports business summit 2022: Exploring Animal Crossing Bruce Baer Arnold, 2024-06-11 Animal Crossing is an innovative virtual world with a global audience beyond traditional online gamers. The book is the first major study, offering an interdisciplinary exploration of copyright and other laws, user creativity and sociability, psychology, the virtual world’s economic and technological basis, uptake during COVID-19, gamification of offline brands, relationships with past/contemporary computer games, and Animal Crossing as an example of the Japanification of online popular culture. The book provides insights for students, researchers and non-specialist readers. |
esports business summit 2022: Gamification of Life and the Gaming Society Fabian Arlt, Hans-Jürgen Arlt, 2023-11-22 This interesting book discusses why, as an activity, topic and metaphor, play and game have become an integral part of modern life. Empirically exemplary and theoretically grounded, this book discusses the developments and expansions in gaming, from easily accessible casual games to the galaxy-spanning gaming worlds of Massively Multiplayer Online Role-Playing Games (MMORPGs). It shows how gaming has become a focal point of the entertainment industry, marked by boundless professionalization and monetization, especially in the realm of sports, and how games become global platforms for social networks, where players from all over the world meet in digital sandboxes. The combination of the virtual and the ludic creates hyperreal spaces in which people try out new forms of interaction, cooperation, and even brainstorming. The authors ask if this behavior has become the new way of life and the new normal, and if this heralds the ludic century. They take readers on a journey to understand the dynamics of today's gaming society, and base their observations and analyses on an original theory of play, which, in contrast to social normalcy, revolves around the allure and threats of the unexpected. This book is of interest to students and researchers of social science and communication studies, especially those working on the interface of AI and society. |
esports business summit 2022: The Science of Esports Craig McNulty, Remco Polman, Matthew Watson, Kabir Bubna, 2023-11-10 The Science of Esports draws from contemporary research and coach expertise to examine esports athlete health and performance from a range of disciplinary perspectives, including physiology, psychology, sociology, and nutrition. The rapid expansion of the esports industry has elevated competitive video gaming into the realm of high performance, requiring players, coaches, and practitioners to implement interdisciplinary approaches to performance support. The book covers key topic areas such as: What esports is and similarities and differences to sport Game-specific training Physiological and psychological consideration for esports athletes Social aspects of player performance and the social environment of esports Esports coaching and structure of esports performance environments Technology and its use in esports Safeguarding, cheating, and gambling This book includes worked examples and case studies to allow immediate implementation into practice for esports athletes and coaches. It summarises the current state of research to inform researchers and identify gaps in knowledge. This book is critical reading for students of esports and related courses. It serves as the first scientific resource designed to provide athletes, coaches, and practitioners with interdisciplinary insights into esports health and performance. |
esports business summit 2022: HCI in Games Xiaowen Fang, 2023-07-08 This two-volume set of HCI-Games 2023, constitutes the refereed proceedings of the 5th International Conference on HCI in Games, held as Part of the 24th International Conference, HCI International 2023, which took place in July 2023 in Copenhagen, Denmark. The total of 1578 papers and 396 posters included in the HCII 2023 proceedings volumes was carefully reviewed and selected from 7472 submissions. The HCI in Games 2023 proceedings intends to help, promote and encourage research in this field by providing a forum for interaction and exchanges among researchers, academics, and practitioners in the fields of HCI and games. The Conference addresses HCI principles, methods and tools for better games. |
esports business summit 2022: Advertising: Methods, Research and Practices Noprita Herari, Ulani Yunus, Santosh Swarnakar, Dr. Linie Darli, Suchivrat Arya, Aijaz Ahmad Mir, Md. Nuruddin Pier Shihab, Lakshita Pant, Dr. Shrinkhala Upadhyaya, Dr. Mona Gupta, Dr. Chetna Bhatia, Dr. Anjali Gupta, Manna Dey, Dr. Abhilasha R, Gadamsetty Surya, Manisha Khanal, Akshoy Kumar Das Chakravorty, Dr. Seema Shukla, Ms. Ashiqha Sultana, Dr. Jisha K, Saranya P S, Dr. Kongkona Dutta, Dr. Shafia Jan, Mohammad Azhar Ishaq, Ritika Sanwal, Vani Harpanahalli, Nagunuri. Srinivas, P. Ganesh Anand, Dr. Ravi Kant Vajpai, Dr. Alka Sanyal, Mr. Adarsh Kumar, Dr. Rachna Patel, Dr. Samuel Okechukwu Omeje, Buike Oparaugo, Dr. Obiora C. Igwebuike, Jyoti Dutta, Dr. Kuldeep Siwach, Alex Arghya Adhikari, Devaki V, Dr. Archana Sharma, Arpan Paul, Vimal Kr. Singh, Tran Minh Tung, Sanchita Chatterjee, Dr. Rohit Ganguly, Dr. Manpreet Kaur, Vaishali Sinha, Shailja Singh, Manishi Shriwas, Dr. C. M. Vinaya Kumar, Dr. Shruti Mehrotra, Dr. Reshmi Naskar, Sumedha Halder, 2024-05-25 Millions of people are exposed to thousands of brands daily through different means, and we may categorise some as advertisements. William M. O’Barr calls it “conditioning of the consumers.” Advertisements can be analysed from different perspectives. For instance, Philip Nelson, in his study “Advertising as Information,” analyses advertisements based on the capacity of advertisements to direct the information toward the consumers, helping them separate one brand from another. Demetrios Vakratsas and Tim Ambler, in their study “How Advertising Works: What Do We Really Know?” discussed factors like “consumer’s belief and attitudes” and “behavioral effects” leading to purchasing behavior and brand choice. Research and advertising are intertwined, and it helps to explore the horizon of advertising that helps to improve the advertising industry. The book “Advertising: Methods, Research and Practices” offers a collection of concepts and perspectives like brand identity, buying habits, online advertising, digital gaming, political advertising, contemporary Indian advertising, new age advertising, the impact of advertising on food habits and consumption preferences, AI intervention in advertising, unethical advertising practices, chocolate advertising, marketing of toys, Digital marketing and advertising. The chapters also include metaphorical language in advertising, advertising appeals, e-sport marketing, sustainable advertising, celebrity and advertising, subliminal advertising, MSME and advertising, women in advertising, public service advertising, advertisement for positive behavior change, advertisements on menstrual health and hygiene and many more. Collectively, the chapters would help in understanding the different perspectives of advertising as practice as well as the dimensions of research requirements. |
esports business summit 2022: Game Usability Katherine Isbister, Celia Hodent, 2022-03-13 This book introduces the basics in game usability and overall game UX mindset and techniques, as well as looking at current industry best practices and trends. Fully updated for its second edition, it includes practical advice on how to include usability in already tight development timelines, and how to advocate for UX and communicate results to higher-ups effectively. The book begins with an introduction to UX strategy considerations for games, and to UX design, before moving on to cover core user research and usability techniques as well as how to fit UX practices into the business process. It provides considerations of player differences and offers strategies for inclusion as well as chapters that give platform and context specific advice. With a wealth of new interviews with industry leaders and contributions from the very best in game UX, the book also includes brand new chapters on: Accessibility Mobile Game Usability Data Science Virtual and Augmented Reality Esports This book will be vital reading for all professional game developers and game UX advocates, as well as those students aspiring to work in game development and game UX. |
esports business summit 2022: Hochschulmodul zum E-Sport Timo Schöber, 2023-05-15 Der elektronische Sport, E-Sport genannt, wird zunehmend zu einem Massenphänomen. Um den Sport herum hat sich eine Industrie entwickelt. Daher ist es nur logisch, dass sich vermehrt Hochschulen in unterschiedlichen Disziplinen des Themas annehmen. Dies betrifft insbesondere ökonomische, sozialwissenschaftliche, juristische, sportwissenschaftliche, journalistische, pädagogische und politikwissenschaftliche Fakultäten. Dieses Buch bietet ein komplettes Hochschulmodul zum Thema. Das Modul ist durch Dr. Timo Schöber erstellt worden und fand an der Hochschule der Medien Stuttgart im Masterstudiengang Crossmedia Publishing & Management praktische Anwendung. Er selbst war Dozent des Moduls, sodass der Nutzen der Inhalte dieses Buches im Hochschulkontext erprobt worden ist. Das Buch gliedert sich dabei in zehn Vorlesungsabschnitte mit Inhalten für insgesamt 40 Vorlesungsstunden je 45 Minuten. Thematisch wird der gesamte Themenkomplex E-Sport beleuchtet. Dies reicht von definitorischen Fragestellungen und der politischen Einordnung des Themas, über eine Beschreibung der Disziplinen sowie Genres, bis hin zu komplexen Themenfeldern wie der Sportdiskussion zum E-Sport und gesellschaftlicher Aspekte. |
esports business summit 2022: Game-Based Education Approaches to Inclusive Business Management Modarelli, Giuseppe, Rainero, Christian, Amelio, Stefano, 2024-10-07 Addressing social inequalities and fostering holistic well-being has never been more pressing. As people grapple with environmental challenges and navigate the complexities of human interactions, the need for a paradigm shift in how businesses are managed becomes vital. Seeking to confront the profound issue at the heart of our societal fabric — the need for organizations, both public and private, to transcend conventional practices— emerges Game-Based Education Approaches to Inclusive Business Management as a tool for change. The book advocates for a transformative approach that integrates game-based learning and working methodologies to instigate a shift towards inclusivity, social responsibility, and overall well-being. Scholars, academics, practitioners, and those passionate about reshaping our societal fabric are invited to contribute to this collective effort, shaping a future where inclusivity and well-being are not mere ideals but integral components of business management. Grounded in the understanding that the fate of our planet hinges not only on environmental responsibility but also on the quality of human interactions within our work environments, this book ventures into uncharted territory. The objective is clear: to dissect the challenges impeding inclusive practices in business management. By melding research with game-based methodologies, the book seeks to uncover solutions that transcend traditional boundaries. It endeavors to examine the complexities of reducing inequalities and fostering inclusivity by delving into organizational, economic, and personal perspectives. The fusion of game-based learning and game-based working emerges as a driving force for promoting organizational well-being, challenging existing norms, and paving the way for a future where inclusivity is not just an aspiration but an intrinsic aspect of business management. |
esports business summit 2022: 7th International Conference on Tourism Research Prof Rishi Balkaran, Dr Chris Hattingh, 2024-03-18 These proceedings represent the work of contributors to the 7th International Conference on Tourism Research (ICTR 2024), hosted by the Centre for Tourism Research in Africa at the Cape Town Hotel School, Cape Peninsula University of Technology, South Africa on 18-19 March 2024. The Conference Chair is Prof Rishi Balkaran and the Programme Chair is Dr Chris Hattingh, both from Cape Peninsula University of Technology (CPUT), South Africa. ICTR is a well-established event on the academic research calendar and now in its 7th year the key aim remains the opportunity for participants to share ideas and meet the people who hold them. The scope of papers will ensure an interesting two days. The subjects covered illustrate the wide range of topics that fall into this important and ever-growing area of research. Today, more than ever, there is a need for research and scientific guidance as the tourist sector struggles to cope with the consequences of the Covid-19 pandemic, inflation, socio-political turbulences, climate change and disaster risk. |
esports business summit 2022: The Grounds of Gaming Nicholas Taylor, 2024-12-02 How do we make space for video games in the places where we live, work, and play—and who is allowed to feel welcome there? Despite attempts to expand games beyond their conventional audience of young men, the physical contexts of gameplay and production remain off-limits and unsafe for so many. The Grounds of Gaming explores the physical places where games are played and how they contribute to the persistence of gaming's problematic politics. Drawing on fieldwork in an array of sites, author Nicholas Taylor explores the real-world settings where games are played, watched, discussed and designed. Sometimes these places are sticky, dark, and stinky; other times they are pristine and well appointed. Situating its chapters in such scenes as domestic gaming setups, campus computer labs, LAN parties, esports arenas, and convention centers, Taylor maps the infrastructural connections between games, place, masculinity, and whiteness. By inviting us to reconsider gaming's cultural politics from the ground up, The Grounds of Gaming offers new theoretical insights and practical resources regarding how to make game cultures and industries more inclusive. |
esports business summit 2022: Wissenschaftliches Arbeiten im E-Sport Timo Schöber, 2023-06-20 Der elektronische Sport, E-Sport genannt, wächst seit Jahren exponentiell. Damit verbunden ist ein zunehmendes Interesse unterschiedlicher Wissenschafts-disziplinen am Thema. Zu nennen sind hier etwa die Sport-, Wirtschafts-, Sozial-, Rechts-, Geistes- und Medizinwissenschaften. E-Sport ist interdisziplinär in seinen Forschungs- und Lehrmöglichkeiten, was das Phänomen unheimlich interessant für Forschung und Studien macht. Der andere große Vorteil, der es aus Forschersicht lohnend macht, sich mit E-Sport zu befassen, ist der Fakt, dass das Spielfeld noch relativ unbespielt ist. Es gibt viele Chancen zu Grundlagenforschung und neue Erkenntnisse, die auch übertragbar auf Lebenswelten außerhalb des E-Sports sind. Daher soll diese Übersicht, primär bestehend aus einem Beispielpaper, aufzeigen, warum es sich lohnt, wissenschaftlich im Bereich E-Sport aktiv zu sein. |
esports business summit 2022: Sports Marketing Michael J. J. Fetchko, Donald P. P. Roy, Vassilis Dalakas, 2024-01-31 Highly practical and engaging, Sports Marketing equips students with the skills, techniques, and tools they need to be successful marketers in any sporting environment. The book blends relevant marketing theory—focusing on industry-specific terminology and practices—with practitioner insights into current issues and future directions in the sports industry. This anticipated third edition has been fully updated to incorporate a broad range of global and diverse perspectives from industry experts and international case studies throughout. Contemporary topics within the sports industry have been expanded upon, including esports, social responsibility, sustainability, digital and social media, and personal branding. Popular You Make the Call cases, insider and early career insights, and review questions stimulate lively classroom discussion, while chapter summaries and terms support further support learning. Overall, this exciting text will: • Increase students’ depth of knowledge about sports marketing • Challenge students to apply concepts to real-world situations • Profile best practices of organizations and individuals within the sports industry as they relate to the book’s content • Equip students to position themselves to compete for entry-level positions in sports business • Provide faculty with a concise but thorough text that meets their needs. Sports Marketing remains a core textbook for undergraduate and postgraduate students of sports marketing and management, providing a firm grasp of the ins and outs of working in sports. Additional online resources include PowerPoint slides for each chapter, a test bank of questions, and an instructor’s manual. |
esports business summit 2022: Sports, Media, and Society Kevin Hull, 2024-05-30 Details how sports, media, and social issues intersect outside the playing field. Featuring a unique blend of theory, discussion topics, and pertinent case studies, the text takes students beyond the how-tos of creating content to understanding the whys behind it. |
esports business summit 2022: Esports Insights Emily Hayday, Holly Collison-Randall, Sarah Kelly, 2022-02-27 Esports Insights outlines the fundamental characteristics, features, and structures of the rapidly growing esports industry and acts as the perfect primer for readers without any prior knowledge of esports. Featuring international case studies in every chapter, this book showcases the contemporary nature of esports through illustrative, industry examples. By offering a concise and easy to understand introduction, it discusses the key components, stakeholders, and features of this commercially driven sector, which by its very nature is dynamic and highly complex. Exploring current regulatory and governance structures within esports, it unpacks the industry’s essential features by outlining the various genres, formats and stakeholders who are instrumental to the functioning of the esports industry. Adopting a critical but balanced analysis, the book discusses the social benefits of esports, outlining its potential as a tool for social inclusion and sport development, whilst acknowledging the potential impacts and risks of esports participation and spectatorship, related to health and wellbeing. Finally, Esports Insights also considers future developments and changes within esports, as the sector evolves and continues to professionalise. This book will be of interest to any student, researcher, or practitioner with an interest in sport business, sport and society, event studies, esports or video gaming, or the wider media industry. |
esports business summit 2022: Exploring the Financial Landscape in the Digital Age Thomas Andreas Maurer, 2024-08-13 The Proceedings of the International Conference on Financial Management and the Digital Economy (ICFMDE 2023) offers an overview of research and insights into how financial management is evolving in the digital age. The book covers a broad spectrum from examining cryptocurrency trends to exploring fintech advancements. Topics also extend to digital transformation strategies, practical applications of blockchain technology, and the profound impact of digital innovations on financial markets. Through rigorous research and analysis, the proceedings offer valuable insights into the future trajectory of the global economy. Written for scholars, researchers, and industry professionals in finance, economics, and digital innovation, this collection provides valuable insights into the rapidly changing field of financial management. Readers will gain deep perspectives on how digitalization is reshaping financial landscapes worldwide. |
esports business summit 2022: The dark and the light side of gaming Felix Reer, Marko Siitonen, Teresa De La Hera, 2024-01-23 |
esports business summit 2022: The Routledge Handbook of Mega-Sporting Events and Human Rights William Rook, Daniela Heerdt, 2023-10-04 The Routledge Handbook of Mega-Sporting Events and Human Rights is the first book to explore in depth the topic of mega-sporting events (MSEs) and human rights, offering accounts of adverse human rights impacts linked to MSEs while considering the potential for promoting human rights in and through the framework of these events. Drawing on the contributions of an international group of leading researchers, practitioners and advocates, the book introduces key concepts in human rights and considers how they relate to ethical, social, managerial and governance issues in contemporary MSEs, from inclusion and welfare to corruption and sustainability. It examines the role of key stakeholders in the delivery of MSEs, including organising committees, sport governing bodies, governments, athletes, sponsors and broadcasters, as well as the role of activists and advocates, and presents historical and contemporary case studies of human rights as an active issue in MSEs. The book provides new perspectives on human rights as a lens for understanding modern sport and as a guiding principle for responsible sport that protects the interests of individuals and communities, as well as offering guidance on best practice. It is essential reading for all advanced students, researchers, practitioners, policymakers and stakeholders with an interest in organisation and delivery of MSEs, as well as general sport management, sport policy, sport governance, the ethics of sport, event management, political science, development studies, ethical business or the significance of sport in wider society. |
esports business summit 2022: 21st Century Sports Sascha L. Schmidt, 2024-01-29 Discover the exciting future of sports in the digital age with 21st Century Sports: How Technologies Will Change Sports in the Digital Age. This thought-provoking book, now in its second edition, delves into the transformative power of technology on the world of sports within the next five to ten years and beyond. Written by esteemed academics from prestigious institutions like the Massachusetts Institute of Technology, Queensland University of Technology, and the University of Cambridge, alongside seasoned practitioners with extensive technological expertise, this collection of essays offers profound insights. Through their comprehensive analysis, the authors explore the profound impacts of emerging technologies such as artificial intelligence, the Internet of Things, blockchain, web3 and robotics on sports. Uncover how these technologies will revolutionize not only the nature of sports itself but also consumer behavior and existing business models. Athletes, entrepreneurs, and innovators working in the sports and other industries will find invaluable guidance to identify trendsetting technologies, gain deeper insights into their implications, and stay ahead of the competition, both on and off the field. In this new edition, a special focus is given to technology convergence, featuring chapters on the future of fandom, sports in the third connected age and in new digital worlds like the Metaverse. This book is your gateway to the dynamic world where technology and sports intersect, offering a compelling vision of what lies ahead. |
esports business summit 2022: Press B to Belong Matthew Harrison, Jess Rowlings, Daniel Aivaliotis-Martinez, 2024-07-26 Positioning esports programs as spaces for social inclusion within our schools, this work provides educators with practical strategies for removing barriers to participation and belonging for students with disabilities and neurological differences to make school a place where all students want to be. |
esports business summit 2022: 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-- |
esports business summit 2022: Esports and the Media Angel Torres-Toukoumidis, 2022-07-04 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 |
esports business summit 2022: Handbook of Research on Current Trends in Cybersecurity and Educational Technology Jimenez, Remberto, O'Neill, Veronica E., 2023-02-17 There has been an increased use of technology in educational settings since the start of the COVID-19 pandemic. Despite the benefits of including such technologies to support education, there is still the need for vigilance to counter the inherent risk that comes with the use of such technologies as the protection of students and their information is paramount to the effective deployment of any technology in education. The Handbook of Research on Current Trends in Cybersecurity and Educational Technology explores the full spectrum of cybersecurity and educational technology today and brings awareness to the recent developments and use cases for emergent educational technology. Covering key topics such as artificial intelligence, gamification, robotics, and online learning, this premier reference source is ideal for computer scientists, industry professionals, policymakers, administrators, researchers, academicians, scholars, practitioners, instructors, and students. |
esports business summit 2022: E-Sport Sammlung 2.0 Timo Schöber, 2022-09-12 Anmerkung: Wer bereits die erste Version der E-Sport Sammlung besitzt, sollte sich nicht die neue Auflage kaufen, da hier nur ein paar Änderungen vorgenommen worden sind. E-Sport Sammlung (Komplettedition) ist eine nahezu vollständige Sammlung der Gastartikel des Autors Timo Schöber, die auf unterschiedlichen Plattformen erschienen sind. Darüber hinaus sind weitere Inhalte, beispielsweise einige Pressemittelungen enthalten. Das Buch bietet einen sehr umfassenden Einblick in die Welt des elektronischen Sports und behandelt dabei vielerlei Aspekte und Themengebiete. |
esports business summit 2022: E-Business. New Challenges and Opportunities for Digital-Enabled Intelligent Future Yiliu Paul Tu, |
esports business summit 2022: Technology for Physical Educators, Health Educators, and Coaches Seth E. Jenny, Jennifer M. Krause, Tess Armstrong, 2021 Technology for Physical Educators, Health Educators, and Coaches guides instructors and coaches in taking full advantage of current technology to help them enhance their instruction, assessment, management, communication, professional development, and advocacy. |
Serving Sports Fans. Anytime. Anywhere. - ESPN
Visit ESPN for live scores, highlights and sports news. Stream exclusive games on ESPN+ and play fantasy sports.
eSports is a massive industry -- and it's growing - ESPN
May 22, 2015 · In ESPN The Magazine's eSports issue, FiveThirtyEight's Ben Casselman breaks down the expansive eSports industry -- from total participants to top earners.
Paris open to esports competition for 2024 Summer Olympics
Aug 8, 2017 · The explosion in popularity of esports events, drawing large crowds of youngsters to arenas for tournaments, has already seen gaming embraced by the Asian Games.
Esports calendar - Top events for League of Legends, Overwatch, …
Apr 12, 2016 · ONE Esports Dota 2 World Pro Invitational Jakarta: Jakarta, Indonesia: FGC (Fighting Game Community) Capcom Pro Tour 2019. Date Event Location; Dec. 13-15: …
ESPN Deportes - Lo Último del Mundo Deportivo
ESPN lo último del mundo deportivo. Información completa de todo tipo de deporte incluyendo Fútbol Mexicano, Fútbol Argentino, Fútbol Italiano, Fútbol de España, Fútbol de MLS
ESPN - Serving Sports Fans. Anytime. Anywhere.
Visit ESPN for live scores, highlights and sports news. Stream exclusive games on ESPN+ and play fantasy sports.
Saudi Arabia to host inaugural Olympics Esports Games in 2025
Jul 12, 2024 · Saudi Arabia will host the inaugural Olympics Esports Games in 2025, the International Olympic Committee announced Friday. The IOC said the partnership with the …
ESports athletes put in hours of training to reach the pinnacle - ESPN
May 29, 2015 · In ESPN the Magazine's eSports issue, Rich Stanton writes that the training for eSports athletes is no less strenuous than athletes in other mainstream sports.
The next big thing in collegiate athletics is esports - ESPN
Oct 23, 2017 · Nearly 50 colleges and universities sponsor varsity esports nationwide, and that is expected to double in the coming year. How the NCAA reacts might change the collegiate …
Resultados NBA, Temporada 2024-25 - ESPN DEPORTES
Resultados en vivo de todos los partidos de la temporada 2024-25 de la NBA en ESPN DEPORTES. Incluye box scores, highlights, análisis de jugadas y cuotas actualizadas.
Serving Sports Fans. Anytime. Anywhere. - ESPN
Visit ESPN for live scores, highlights and sports news. Stream exclusive games on ESPN+ and play fantasy sports.
eSports is a massive industry -- and it's growing - ESPN
May 22, 2015 · In ESPN The Magazine's eSports issue, FiveThirtyEight's Ben Casselman breaks down the expansive eSports industry -- from total participants to top earners.
Paris open to esports competition for 2024 Summer Olympics
Aug 8, 2017 · The explosion in popularity of esports events, drawing large crowds of youngsters to arenas for tournaments, has already seen gaming embraced by the Asian Games.
Esports calendar - Top events for League of Legends, Overwatch, …
Apr 12, 2016 · ONE Esports Dota 2 World Pro Invitational Jakarta: Jakarta, Indonesia: FGC (Fighting Game Community) Capcom Pro Tour 2019. Date Event Location; Dec. 13-15: …
ESPN Deportes - Lo Último del Mundo Deportivo
ESPN lo último del mundo deportivo. Información completa de todo tipo de deporte incluyendo Fútbol Mexicano, Fútbol Argentino, Fútbol Italiano, Fútbol de España, Fútbol de MLS
ESPN - Serving Sports Fans. Anytime. Anywhere.
Visit ESPN for live scores, highlights and sports news. Stream exclusive games on ESPN+ and play fantasy sports.
Saudi Arabia to host inaugural Olympics Esports Games in 2025
Jul 12, 2024 · Saudi Arabia will host the inaugural Olympics Esports Games in 2025, the International Olympic Committee announced Friday. The IOC said the partnership with the …
ESports athletes put in hours of training to reach the pinnacle - ESPN
May 29, 2015 · In ESPN the Magazine's eSports issue, Rich Stanton writes that the training for eSports athletes is no less strenuous than athletes in other mainstream sports.
The next big thing in collegiate athletics is esports - ESPN
Oct 23, 2017 · Nearly 50 colleges and universities sponsor varsity esports nationwide, and that is expected to double in the coming year. How the NCAA reacts might change the collegiate …
Resultados NBA, Temporada 2024-25 - ESPN DEPORTES
Resultados en vivo de todos los partidos de la temporada 2024-25 de la NBA en ESPN DEPORTES. Incluye box scores, highlights, análisis de jugadas y cuotas actualizadas.