History Of Esports

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The History of ESPORTS

Author : Hirako San
Publisher : Unknown
Page : 267 pages
File Size : 54,6 Mb
Release : 2018-12-28
Category : Electronic
ISBN : 1791668429

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The History of ESPORTS by Hirako San Pdf

Why do people play video games? Why do they play games competitively, pushing themselves deeper and deeper into a virtual world? There isn't one answer. Reasons vary greatly from person to person and you'd have to decode the fibers that make up the individual to know his or her every motivation. Who knows what leads people to dedicate themselves to mastery of a form like this? This is a form dismissed by millions as a waste of time, enjoyed by millions more still and deeply delved into by only a select few.Why would a person focus their energy on pushing themselves and their games beyond prescribed limits? Why would hundreds of thousands of fans sit with eyes wide, following the every move of the champion, the one who has dedicated 10,000 hours to be the best? This book provides a walk through decades of video gaming evolution, profiling some of the most prominent pro gamers' path, success and outcome. Games debut and history The Beginning (1950s) Atari's Peak (1972) The Golden Age of Arcade (1980s) Hello, Nintendo (1981) Real-Time Strategy (1981-1990) Rise of Nintendo (1983-1990) Wolfenstein 3D and Doom (1992-1995) Quake (1996) Warcraft and the 90s RTS boom (1994) StarCraft (1998) Counter-Strike (1999) Pokemon (1999-2008) Super Smash Bros. (1999-2008) Madden and FIFA (2000s) Halo (2001-2006) Warcraft 3 (2002-2009) Call of Duty (2003-2012) World of Warcraft (2004-2010) Dystopia (2005) StarCraft 2 (2007) Team Fortress 2 (2007-2012) Street Fighter renaissance (2008) DotA (2009)

History of Esports

Author : Josh Gregory
Publisher : Cherry Lake
Page : 32 pages
File Size : 40,5 Mb
Release : 2020-05-21
Category : Juvenile Nonfiction
ISBN : 9781534172395

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History of Esports by Josh Gregory Pdf

Esports competitions have become a world-wide phenomenon with millions of viewers and fans. Learn about the beginning of esports from arcade leaderboards to the creation of the internet. Aligned with curriculum standards, these books also highlight key 21st Century content including information, media, and technology skills. Engaging content and hands-on activities encourage creative and design thinking. Book includes table of contents, glossary, index, author biography, and sidebars.

The Book of Esports

Author : William Collis
Publisher : Rosetta Books
Page : 199 pages
File Size : 46,9 Mb
Release : 2020-08-04
Category : Games & Activities
ISBN : 9781948122580

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The Book of Esports by William Collis Pdf

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.

A History of Competitive Gaming

Author : Lu Zhouxiang
Publisher : Routledge
Page : 320 pages
File Size : 41,9 Mb
Release : 2022-05-13
Category : History
ISBN : 9781000588538

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A History of Competitive Gaming by Lu Zhouxiang Pdf

Competitive gaming, or esports – referring to competitive tournaments of video games among both casual gamers and professional players – began in the early 1970s with small competitions like the one held at Stanford University in October 1972, where some 20 researchers and students attended. By 2022 the estimated revenue of the global esports industry is in excess of $947 million, with over 200 million viewers worldwide. Regardless of views held about competitive gaming, esports have become a modern economic and cultural phenomenon. This book studies the full history of competitive gaming from the 1970s to the 2010s against the background of the arrival of the electronic and computer age. It investigates how competitive gaming has grown into a new form of entertainment, a sport-like competition, a lucrative business and a unique cultural sensation. It also explores the role of competitive gaming in the development of the video game industry, making a distinctive contribution to our knowledge and understanding of the history of video games. A History of Competitive Gaming will appeal to all those interested in the business and culture of gaming, as well as those studying modern technological culture.

A History of Competitive Gaming

Author : Lu Zhouxiang
Publisher : Routledge
Page : 320 pages
File Size : 50,8 Mb
Release : 2022
Category : History
ISBN : 1003095852

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A History of Competitive Gaming by Lu Zhouxiang Pdf

"Competitive gaming, or esports - referring to competitive tournaments of video games among both casual gamers and professional players - began in the early 1970s with small competitions like the one held at Stanford University in October 1972, where some 20 researchers and students attended. By 2022 the estimated revenue of the global esports industry is in excess of $947 million, with over 200 million viewers worldwide. Regardless of views held about competitive gaming, esports have become a modern economic and cultural phenomenon. This book studies the full history of competitive gaming from the 1970s to the 2010s against the background of the arrival of the electronic and computer age. It investigates how competitive gaming has grown into a new form of entertainment, a sport-like competition, a lucrative business and a unique cultural sensation. It also explores the role of competitive gaming in the development of the video game industry, making a distinctive contribution to our knowledge and understanding of the history of video games. A History of Competitive Gaming will appeal to all those interested in the business and culture of gaming, as well as those studying modern technological culture"--

A History of Competitive Gaming

Author : Zhouxiang Lu
Publisher : Routledge
Page : 0 pages
File Size : 53,8 Mb
Release : 2022
Category : Games & Activities
ISBN : 0367559625

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A History of Competitive Gaming by Zhouxiang Lu Pdf

"Competitive gaming, or esports - referring to competitive tournaments of video games among both casual gamers and professional players - began in the early 1970s with small competitions like the one held at Stanford University in October 1972, where some 20 researchers and students attended. By 2022 the estimated revenue of the global esports industry is in excess of $947 million, with over 200 million viewers worldwide. Regardless of views held about competitive gaming, esports have become a modern economic and cultural phenomenon. This book studies the full history of competitive gaming from the 1970s to the 2010s against the background of the arrival of the electronic and computer age. It investigates how competitive gaming has grown into a new form of entertainment, a sport-like competition, a lucrative business and a unique cultural sensation. It also explores the role of competitive gaming in the development of the video game industry, making a distinctive contribution to our knowledge and understanding of the history of video games. A History of Competitive Gaming will appeal to all those interested in the business and culture of gaming, as well as those studying modern technological culture"--

The Essential Guide to the Business & Law of Esports & Professional Video Gaming

Author : Justin M Jacobson
Publisher : CRC Press
Page : 188 pages
File Size : 43,5 Mb
Release : 2021-02-19
Category : Games & Activities
ISBN : 9781000344486

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The Essential Guide to the Business & Law of Esports & Professional Video Gaming by Justin M Jacobson Pdf

"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.

This is esports (and How to Spell it) – LONGLISTED FOR THE WILLIAM HILL SPORTS BOOK AWARD 2020

Author : Paul Chaloner
Publisher : Bloomsbury Publishing
Page : 256 pages
File Size : 42,5 Mb
Release : 2020-05-28
Category : Computers
ISBN : 9781472977786

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This is esports (and How to Spell it) – LONGLISTED FOR THE WILLIAM HILL SPORTS BOOK AWARD 2020 by Paul Chaloner Pdf

***LONGLISTED FOR THE WILLIAM HILL SPORTS BOOK AWARD 2020 'You need this. Trust me, buy it now.' - Weekly GG 'a triumph... a must-read for newcomers and veterans alike' – Forbes Award-winning broadcaster Paul 'Redeye' Chaloner brings us the definitive book on esports, the fastest growing entertainment phenomenon in the world today. From slapping coins down on arcade cabinets to the lights of Madison Square Garden, competitive video gaming has come a long way. Today, esports is a billion-dollar industry, the best players becoming stars in their own right, battling for eight-figure prizes in front of a global audience of tens of millions. From Call of Duty to Counter-Strike, FIFA to Fortnite, a generation of players have turned multiplayer video games from a pastime into a profession. But there are questions. How did we get here? What exactly is competitive gaming – is it a sport? How much money do the top stars make? Do you really have to retire at 23? And just what the hell is Dota? This is esports (and How to Spell it) addresses all of this and more, as award-winning broadcaster Paul 'Redeye' Chaloner takes you inside the unstoppable rise of pro gaming to reveal the bitter rivalries, scandals and untold history of esports, from origins to sold-out arenas. With his trademark wit – and unrivalled access – Paul delivers the definitive book on the fastest-growing entertainment phenomenon in the world today. 'Paul Chaloner is a living legend in the esports space.' - Jason Lake, founder and CEO of the esports team Complexity Gaming 'Terrific stories and insights from the inside.' - T.L. Taylor, professor of Comparative Media Studies

Handbook of Research on Pathways and Opportunities Into the Business of Esports

Author : Andrews, Sharon,Crawford, Caroline M.
Publisher : IGI Global
Page : 473 pages
File Size : 48,9 Mb
Release : 2021-06-25
Category : Games & Activities
ISBN : 9781799873020

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Handbook of Research on Pathways and Opportunities Into the Business of Esports by Andrews, Sharon,Crawford, Caroline M. Pdf

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.

Understanding Esports

Author : Ryan Rogers
Publisher : Rowman & Littlefield
Page : 250 pages
File Size : 55,5 Mb
Release : 2019-09-18
Category : Social Science
ISBN : 9781498589819

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Understanding Esports by Ryan Rogers Pdf

This book provides a broad view of the history, experience, and impact of professional Esports as it has shifted the cultural and athletic landscape during its rise.

eSports is Business

Author : Tobias M. Scholz
Publisher : Springer
Page : 165 pages
File Size : 54,9 Mb
Release : 2019-02-20
Category : Business & Economics
ISBN : 9783030111991

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eSports is Business by Tobias M. Scholz Pdf

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.

Power On: The History of Gaming

Author : Kaitlyn Duling
Publisher : Carson-Dellosa Publishing
Page : 32 pages
File Size : 48,5 Mb
Release : 2021-08-11
Category : Juvenile Nonfiction
ISBN : 9781731649959

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Power On: The History of Gaming by Kaitlyn Duling Pdf

Book Features: • Ages 8-14, Grades 3-8 • 32 pages, 7 inches x 9 inches • Simple, easy-to-read pages with full-color pictures • Includes pre- and post-reading activities • Reading/teaching tips and glossary included Gaming and eSports: In Power On: The History of Gaming, 3rd—8th graders are taken back in time to learn about the history of video games and how they evolved into competitive eSports of today’s culture. Paving The Way: With captivating photos that bring the history of gaming to life, young readers learn about the most popular video games, characters, and consoles that can trace their origins back to the dawn of the computer age. Build Reading Skills: This engaging 32-page children’s book will help your child improve comprehension and build confidence with guided pre- and post-reading questions and fun activities. Leveled Books: Part of the Gaming and Esports series, the lower reading level text and full-color pictures make this children’s book an engaging read with fun and interesting facts about your child’s favorite video games. Why Rourke Educational Media: Since 1980, Rourke Publishing Company has specialized in publishing engaging and diverse non-fiction and fiction books for children in a wide range of subjects that support reading success on a level that has no limits.

eSports Yearbook 2013/14

Author : Julia Hiltscher,Tobias M. Scholz
Publisher : BoD – Books on Demand
Page : 146 pages
File Size : 48,5 Mb
Release : 2015-10-06
Category : Reference
ISBN : 9783738649819

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eSports Yearbook 2013/14 by Julia Hiltscher,Tobias M. Scholz Pdf

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.

Global esports

Author : Dal Yong Jin
Publisher : Bloomsbury Publishing USA
Page : 336 pages
File Size : 49,6 Mb
Release : 2021-03-25
Category : Social Science
ISBN : 9781501368752

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Global esports by Dal Yong Jin Pdf

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.

Understanding Collegiate Esports

Author : Jennifer Lee Hoffman,Regena Pauketat,Kelsey A. Varzeas
Publisher : Taylor & Francis
Page : 169 pages
File Size : 44,6 Mb
Release : 2022-08-08
Category : Education
ISBN : 9781000618730

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Understanding Collegiate Esports by Jennifer Lee Hoffman,Regena Pauketat,Kelsey A. Varzeas Pdf

As esports is one of the new and rapidly growing sports programs at the collegiate level, today’s campus leaders are increasingly asked to navigate the complexity of esports. This practical volume helps higher education professionals understand the expanding role of collegiate esports, describing the ecosystem of college esports and the experience for college players, as well as the connections between gaming and career preparation. Chapter authors offer an overview and practical look at the main structures and issues facing collegiate esports programs, athletes, and administrators. Chapters address the needs of the campus gaming community, building gender and racial inclusivity, athlete health, amateurism and the esports athlete, the role of the technology industry, governance, career paths, and coaching. This cutting-edge volume offers information to support campus leaders and practitioners in building and expanding collegiate esports programs in the quickly growing and changing aspects of both online and face-to-face campus communities.