ISBN13: | 9781032226781 |
ISBN10: | 1032226781 |
Binding: | Paperback |
No. of pages: | 134 pages |
Size: | 216x138 mm |
Weight: | 453 g |
Language: | English |
Illustrations: | 6 Illustrations, black & white; 1 Halftones, black & white; 5 Line drawings, black & white; 13 Tables, black & white |
648 |
Sociology in general, methodology, handbooks
Computer Graphics Softwares
Computer games
Arts in general
Sports, physical education in general
Game planning
Cultural studies
Media and communication science in general
Sociology in general, methodology, handbooks (charity campaign)
Computer Graphics Softwares (charity campaign)
Computer games (charity campaign)
Arts in general (charity campaign)
Sports, physical education in general (charity campaign)
Game planning (charity campaign)
Cultural studies (charity campaign)
Media and communication science in general (charity campaign)
Esports and the Media
GBP 19.99
Click here to subscribe.
Not in stock at Prospero.
This book takes a multidisciplinary approach to the question of esports and their role in society. It 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.
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
Part I: Overview, 1. E-sports in the Entertainment Industry: Overview, Part II: Media Platforms and Esports, 2. The Social Media Impact of Esports: The Case of Esports on Facebook, Part III: Communicative Globalization of Esports, 3. Live-Streaming Culture in the Esports Community, 4. Marketing Strategies for Esports, 5. Comparative Study of the Transmedia Element in Esports: America, Europe, and Asia, 6. How the Negative Public View of Videogames Threatens Esports Sponsors, 7. Communication Experts' Perspective on Esports