How Esports Transforms People

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How Esports Transforms People

Author : Martin Fritzen
Publisher : BoD – Books on Demand
Page : 178 pages
File Size : 51,7 Mb
Release : 2021-08-20
Category : Biography & Autobiography
ISBN : 9788743032939

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How Esports Transforms People by Martin Fritzen Pdf

This book reviews psychological and pedagogical theories, research reports, evidence, and practical experiences of the transformative effect that esports can have on the lives of people both young and old. Through this book, you will learn how organized esports in healthy environments transform children, young people, vulnerable young people, adults, as well as whole families and communities.

Global Esports

Author : Dal Yong Jin
Publisher : Unknown
Page : 328 pages
File Size : 45,7 Mb
Release : 2021
Category : Internet games
ISBN : 1501368745

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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.

Global esports

Author : Dal Yong Jin
Publisher : Bloomsbury Publishing USA
Page : 384 pages
File Size : 48,7 Mb
Release : 2021-03-25
Category : Social Science
ISBN : 9781501368769

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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.

Sport 2.0

Author : Andy Miah
Publisher : MIT Press
Page : 285 pages
File Size : 41,6 Mb
Release : 2024-02-06
Category : Social Science
ISBN : 9780262551212

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Sport 2.0 by Andy Miah Pdf

Ramifications of the convergence of sports and digital technology, from athlete and spectator experience to the role of media innovation at the Olympics. Digital technology is changing everything about modern sports. Athletes and coaches rely on digital data to monitor and enhance performance. Officials use tracking systems to augment their judgment in what is an increasingly superhuman field of play. Spectators tune in to live sports through social media, or even through virtual reality. Audiences now act as citizen journalists whose collective shared data expands the places in which we consume sports news. In Sport 2.0, Andy Miah examines the convergence of sports and digital cultures, examining not only how it affects our participation in sport but also how it changes our experience of life online. This convergence redefines how we think of about our bodies, the social function of sports, and the kinds of people who are playing. Miah describes a world in which the rise of competitive computer game playing—e-sports—challenges and invigorates the social mandate. Miah also looks at the Olympic Games as an exemplar of digital innovation in sports, and offers a detailed look at the social media footprint of the 2012 London Games, discussing how organizers, sponsors, media, and activists responded to the world's largest media event. In the end, Miah does not argue that physical activity will cease to be central to sports, or that digital corporeality will replace the nondigital version. Rather, he provides a road map for how sports will become mixed-reality experiences and abandon the duality of physical and digital.

Esports Research and Its Integration in Education

Author : Harvey, Miles M.,Marlatt, Rick
Publisher : IGI Global
Page : 313 pages
File Size : 54,5 Mb
Release : 2021-06-25
Category : Games & Activities
ISBN : 9781799870715

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Esports Research and Its Integration in Education by Harvey, Miles M.,Marlatt, Rick Pdf

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.

Online Gaming and Playful Organization

Author : Harald Warmelink
Publisher : Routledge
Page : 287 pages
File Size : 44,6 Mb
Release : 2014-02-03
Category : Education
ISBN : 9781135040239

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Online Gaming and Playful Organization by Harald Warmelink Pdf

Online Gaming and Playful Organization explores the cultural impact of gaming on organizations. While gaming is typically a form of entertainment, this book argues that gaming communities can function as a useful analogue for work organizations because both are comprised of diverse members who must communicate and collaborate to solve complex problems. By examining the impact of gaming beyond its own context, this book argues that one can apply numerous lessons from the virtual world of online games to the “real” world of businesses, schools, and other professional communities. Most notably, it articulates the concept of playful organizations, defined as organizations in which the ability to play has become so institutionalized that it is spontaneous, creative, and enjoyable. Based on original research, Online Gaming and Playful Organization establishes an interdisciplinary framework for further conceptual and empirical investigation into this topic, with the dual goals of a better understanding of the role of online games and virtual worlds, and of the possible structural and cultural transformation of public and private organizations.

Creative Industries and Digital Transformation in China

Author : Sabine Chrétien-Ichikawa,Karolina Pawlik
Publisher : Springer Nature
Page : 167 pages
File Size : 53,5 Mb
Release : 2022-08-17
Category : Education
ISBN : 9789811930492

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Creative Industries and Digital Transformation in China by Sabine Chrétien-Ichikawa,Karolina Pawlik Pdf

As China gains momentum in economic terms, its technological transformation, cultural confidence, and creative influence also grow steadily. This book explores socio-cultural context, in which new trends, enabled by the power of digital technology, emerge. Focused on the urban context, in China's large cities like Shanghai, and through the lens of art, design, fashion, gaming, and media industries, this book highlights innovation processes in the making, as well as ongoing shifts in Chinese identities and narratives. This collaborative work written by European authors based in China offer new insights from within. Their shared, yet multi-faceted, engagement with China and its creative industries culminates in this book written for international scholars, students, and industry players.

Changing the Game

Author : David Edery,Ethan Mollick
Publisher : FT Press
Page : 238 pages
File Size : 51,6 Mb
Release : 2008-10-07
Category : Business & Economics
ISBN : 9780137151752

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Changing the Game by David Edery,Ethan Mollick Pdf

Use Video Games to Drive Innovation, Customer Engagement, Productivity, and Profit! Companies of all shapes and sizes have begun to use games to revolutionize the way they interact with customers and employees, becoming more competitive and more profitable as a result. Microsoft has used games to painlessly and cost-effectively quadruple voluntary employee participation in important tasks. Medical schools have used game-like simulators to train surgeons, reducing their error rate in practice by a factor of six. A recruiting game developed by the U.S. Army, for just 0.25% of the Army’s total advertising budget, has had more impact on new recruits than all other forms of Army advertising combined. And Google is using video games to turn its visitors into a giant, voluntary labor force--encouraging them to manually label the millions of images found on the Web that Google’s computers cannot identify on their own. Changing the Game reveals how leading-edge organizations are using video games to reach new customers more cost-effectively; to build brands; to recruit, develop, and retain great employees; to drive more effective experimentation and innovation; to supercharge productivity...in short, to make it fun to do business. This book is packed with case studies, best practices, and pitfalls to avoid. It is essential reading for any forward-thinking executive, marketer, strategist, and entrepreneur, as well as anyone interested in video games in general. In-game advertising, advergames, adverworlds, and beyond Choose your best marketing opportunities--and avoid the pitfalls Use gaming to recruit and develop better employees Learn practical lessons from America’s Army and other innovative case studies Channel the passion of your user communities Help your customers improve your products and services--and have fun doing it What gamers do better than computers, scientists, or governments Use games to solve problems that can’t be solved any other way

Esports Business Management

Author : David Hedlund,Gil Fried,Rick Smith
Publisher : Human Kinetics Publishers
Page : 273 pages
File Size : 48,6 Mb
Release : 2020-11-12
Category : Electronic
ISBN : 9781718200227

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Esports Business Management by David Hedlund,Gil Fried,Rick Smith Pdf

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.

Gender, Sport and Society

Author : Hanya Pielichaty
Publisher : Taylor & Francis
Page : 159 pages
File Size : 43,8 Mb
Release : 2024-02-23
Category : Sports & Recreation
ISBN : 9781003845478

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Gender, Sport and Society by Hanya Pielichaty Pdf

Introducing the core concepts, issues and debates in the study of gender and sport, this is an accessible, engaging and thought-provoking textbook for anyone studying or interested in sport. It highlights the complexity of the gendered sporting world. Exploring inequalities in society that are reflected in sporting spaces and practices, and offering practical guidance on how to develop study skills and critical thinking, this textbook empowers readers to view the world in a different way. The book explores the social and political aspects of gender, sport and society, as well as their intersection with race/ethnicity, dis/ability, and sexualities. Introducing the basics of gender theory as applied to sport, and placing equity, diversity and inclusion at the heart of the discussion, the book explores key themes, current issues and hot topics, such as women in esports, mental health, and parenthood. The book also looks at how gender and gender stereotypes play out in the world of sport business and management. The reader is asked to co-create the textbook’s narrative by engaging with several pedagogical features, such as ‘stop and think’ and seminar activities, requesting the reader to be an active and critical participant. The compact and considered chapters will help to break down the complexity involved in this subject area. The final chapter is dedicated to study skills and practical learning advice, acting as a study guide to complement the discipline-rich chapters that come before it. This textbook is written from practitioner-educator experience ensuring the content is degree-specific, critically positioned, and most importantly, inclusive and accessible. Full of useful features in every chapter, from subject ‘insights’ to guides on further reading, media links and other sources, as well as example assignment questions, this is an indispensable textbook for all students of gender and sport, women and sport, the sporting body, sport and society, social issues in sport, inclusion in sport, and sport development, and fascinating reading for anyone with an interest in sport, gender studies or sociology more broadly.

The dark and the light side of gaming

Author : Felix Reer,Marko Siitonen,Teresa De La Hera
Publisher : Frontiers Media SA
Page : 199 pages
File Size : 50,9 Mb
Release : 2024-01-23
Category : Science
ISBN : 9782832543368

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The dark and the light side of gaming by Felix Reer,Marko Siitonen,Teresa De La Hera Pdf

The Digital Transformation of the Fitness Sector

Author : Jerónimo García-Fernández,Manel Valcarce-Torrente,Sardar Mohammadi,Pablo Gálvez-Ruiz
Publisher : Emerald Group Publishing
Page : 208 pages
File Size : 47,9 Mb
Release : 2022-07-20
Category : Business & Economics
ISBN : 9781801178600

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The Digital Transformation of the Fitness Sector by Jerónimo García-Fernández,Manel Valcarce-Torrente,Sardar Mohammadi,Pablo Gálvez-Ruiz Pdf

The Digital Transformation of the Fitness Sector highlights the challenges and opportunities of the digitalization of the fitness sector in the wake of recent global challenges in countries around the world.

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 : 44,6 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.

Culture and Tourism in a Smart, Globalized, and Sustainable World

Author : Vicky Katsoni,Ciná van Zyl
Publisher : Springer Nature
Page : 771 pages
File Size : 42,8 Mb
Release : 2021-06-21
Category : Business & Economics
ISBN : 9783030724696

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Culture and Tourism in a Smart, Globalized, and Sustainable World by Vicky Katsoni,Ciná van Zyl Pdf

This book gathers the proceedings of the 7th International Conference, with the theme “Culture and Tourism in a Smart, Globalized and Sustainable World,” held on Hydra Island, Greece, on June 17–19, 2020, published with the support of the International Association of Cultural and Digital Tourism. Highlighting the contributions made by numerous writers to the advancement of tourism research, this book presents a critical academic discourse on sustainable practices in the smart tourism context, improving readers’ understanding of, and stimulating future debates in, this critical area. In addition to the knowledge economy and the concept of smart destinations, the book addresses new modes of tourism management and development, as well as emerging technologies, including location-based services, the Internet of things, smart cities, mobile services, gamification, digital collections and the virtual visitor, social media, social networking, and augmented reality.

Digital Transformation and Global Society

Author : Daniel A. Alexandrov,Alexander V. Boukhanovsky,Andrei V. Chugunov,Yury Kabanov,Olessia Koltsova,Ilya Musabirov
Publisher : Springer Nature
Page : 783 pages
File Size : 46,9 Mb
Release : 2020-01-03
Category : Computers
ISBN : 9783030378585

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Digital Transformation and Global Society by Daniel A. Alexandrov,Alexander V. Boukhanovsky,Andrei V. Chugunov,Yury Kabanov,Olessia Koltsova,Ilya Musabirov Pdf

This volume constitutes the refereed proceedings of the 4th International Conference on Digital Transformation and Global Society, DTGS 2019, held in St. Petersburg, Russia, in June 2019. The 56 revised full papers and 9 short papers presented in the volume were carefully reviewed and selected from 194 submissions. The papers are organized in topical sections on ​e-polity: governance; e-polity: politics online; e-city: smart cities and urban planning; e-economy: online consumers and solutions; e-society: computational social science; e-society: humanities and education; international workshop on internet psychology; international workshop on computational linguistics.