ISBN13: | 9781032531502 |
ISBN10: | 1032531509 |
Binding: | Hardback |
No. of pages: | 764 pages |
Size: | 246x174 mm |
Weight: | 1570 g |
Language: | English |
Illustrations: | 68 Illustrations, black & white; 39 Halftones, black & white; 29 Line drawings, black & white; 99 Tables, black & white |
681 |
Theory of computing, computing in general
Computer Graphics Softwares
Computer games
Safety and health aspects of computing
Arts in general
Sports, physical education in general
Game planning
Social economics
Media and communication science in general
Theory of computing, computing in general (charity campaign)
Computer Graphics Softwares (charity campaign)
Computer games (charity campaign)
Safety and health aspects of computing (charity campaign)
Arts in general (charity campaign)
Sports, physical education in general (charity campaign)
Game planning (charity campaign)
Social economics (charity campaign)
Media and communication science in general (charity campaign)
Routledge Handbook of Esports
GBP 205.00
Click here to subscribe.
Not in stock at Prospero.
This handbook 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, it emphasizes the multifaceted nature of esports and explores the most pressing issues defining the competitive video gaming landscape today.
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.
SECTION 1: INTRODUCTION TO ESPORTS 1.1 Introduction to Esports, 1.2 Defining and Spelling Esports, 1.3 Global History of Esports, 1.4 Esports Ecosystems and Stakeholders, 1.5 Esports Genres and Games, 1.6 Esports Developers, Publishers, and Game Design Considerations, 1.7 Esports Equipment and Infrastructure, SECTION 2: ESPORTS RESEARCH 2.1 Introduction to Esports Research, 2.2 Current Status and Key Topics in Esports Research, 2.3 Organizations, Labs/Centers, and Journals Related to Esports Research, 2.4 General Recommendations for Esports Research, 2.5 Qualitative Esports Research Methodology, 2.6 Survey Esports Research Methodology, 2.7 Experimental/Intervention Esports Research Methodology, SECTION 3: ESPORTS PLAYERS 3.1 Introduction to Esports Players, 3.2 Esports Players, 3.3 Esports Performance Skills, 3.4 Esports Player Analytics, 3.5 Esports Coaching, 3.6 Applied Sport Psychology in Esports, 3.7 Esports Player Health and Wellness, 3.8 Esports Ergonomics and Injuries, 3.9 Esports Player Parental and Family Support, 3.10 Esports Professional Player Career Process, SECTION 4: ESPORTS BUSINESS AND MANAGEMENT 4.1 Introduction to Esports Business and Management, 4.2 Esports Business and Finance, 4.3 Esports Management, 4.4 Organizing Esports Events, 4.5 Esports Venue Design and Management, 4.6 Esports Hospitality and Tourism, 4.7 Esports Branding and Marketing, 4.8 Sponsorship in Esports, 4.9 Esports Public Relations, 4.10 Human Resource Management in Esports, SECTION 5: ESPORTS MEDIA AND COMMUNICATION 5.1 Introduction to Esports Media and Communication, 5.2 Esports Journalism, 5.3 Esports Production, 5.4 Streaming Esports, 5.5 Esports Spectatorship, 5.6 Esports Fandom, SECTION 6: ESPORTS EDUCATION 6.1 Introduction to Esports Education, 6.2 Esports Education, 6.3 Competitive Collegiate Esports Programs, 6.4 Competitive Primary and Secondary School Esports Programs, SECTION 7: CRITICAL CONCERNS IN ESPORTS 7.1 Introduction to Critical Concerns in Esports, 7.2 Esports Governance and Esports Law, 7.3 Esports in the Olympics, 7.4 Esports Gambling, 7.5 Ethics and Cheating in Esports, 7.6 Toxicity in Esports, 7.7 Diversity, Equity, and Inclusion in Esports, 7.8 Esports for People with Disabilities, 7.9 Esports Environmental Sustainability, SECTION 8: GLOBAL ESPORTS CULTURES 8.1 Introduction to Global Esports Cultures, 8.2 Esports Culture in the Middle East and Africa, 8.3 Esports Culture in Asia, 8.4 Esports Culture in Europe, 8.5 Esports Culture in Oceania, 8.6 Esports Culture in North America, 8.7 Esports Culture in South America, SECTION 9: ESPORTS FUTURE DIRECTIONS 9.1 The Future of Esports, SECTION 10: KEY TERMS DEFINITIONS 10.1 Key Terms Definitions