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

This is esports (and How to Spell it) – LONGLISTED FOR THE WILLIAM HILL SPORTS BOOK AWARD 2020
Title This is esports (and How to Spell it) – LONGLISTED FOR THE WILLIAM HILL SPORTS BOOK AWARD 2020 PDF eBook
Author Paul Chaloner
Publisher Bloomsbury Publishing
Total Pages 265
Release 2020-05-28
Genre Computers
ISBN 1472977777

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***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

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

This is esports (and How to Spell it) – LONGLISTED FOR THE WILLIAM HILL SPORTS BOOK AWARD 2020
Title This is esports (and How to Spell it) – LONGLISTED FOR THE WILLIAM HILL SPORTS BOOK AWARD 2020 PDF eBook
Author Paul Chaloner
Publisher Bloomsbury Publishing
Total Pages 256
Release 2020-05-28
Genre Computers
ISBN 1472977785

Download This is esports (and How to Spell it) – LONGLISTED FOR THE WILLIAM HILL SPORTS BOOK AWARD 2020 Book in PDF, Epub and Kindle

***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

Digital Athletics: The Convergence of Esports and Traditional Sports

Digital Athletics: The Convergence of Esports and Traditional Sports
Title Digital Athletics: The Convergence of Esports and Traditional Sports PDF eBook
Author Mr. Koushik Chatterjee
Publisher OrangeBooks Publication
Total Pages 138
Release 2024-08-10
Genre Young Adult Nonfiction
ISBN

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"Digital Athletics: The Convergence of Esports and Traditional Sports" likely explores the fascinating intersection between the digital realm of competitive gaming and the physical world of traditional sports. This book presumably delves into how esports is increasingly adopting structures, training regimens, and business models similar to traditional sports, while also examining how traditional sports are embracing digital elements and esports-style engagement. It may analyze the shared challenges and opportunities in areas such as athlete development, fan engagement, media rights, and sponsorships. The book probably investigates how the lines between digital and physical athletics are blurring, with esports athletes requiring physical fitness and traditional athletes honing their skills in video game versions of their sports. It likely discusses the potential for crossover events, hybrid sports, and the integration of esports into major sporting institutions like the Olympics. By examining this convergence, the book aims to provide insights into the future of competitive entertainment and athletics in an increasingly digital world.

The Book of Esports

The Book of Esports
Title The Book of Esports PDF eBook
Author William Collis
Publisher Rosetta Books
Total Pages 199
Release 2020-08-04
Genre Games & Activities
ISBN 1948122588

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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.

eSports is Business

eSports is Business
Title eSports is Business PDF eBook
Author Tobias M. Scholz
Publisher Springer
Total Pages 165
Release 2019-02-20
Genre Business & Economics
ISBN 3030111997

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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.

A Newborn Business

A Newborn Business
Title A Newborn Business PDF eBook
Author Zoltan Andrejkovics
Publisher Zoltan Andrejkovics
Total Pages 104
Release 2018-10-05
Genre Business & Economics
ISBN 9781723831058

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Games covered Fortnite, League of Legends, Dota 2, FIFA, Overwatch, CS:GO, Clash Royale, Hearthstone and F1 series "How can I become a professional esports player?" "How can I make a living playing esports?" "What is the lifespan of an esports game?" "What are the most popular esports?" These are just some of the questions I have been asked over the last five years. With the boom of the esports industry, everyone wants to know how they can be part of it. In this book, I have answered those questions, and dozens more, based on my years of experience working in the professional esports scene as a team manager. In this book, you will find no topic was off limits. I talk about the past, present, and future of esports and different aspects of the professional gaming industry at large.

Rerolling Boardgames

Rerolling Boardgames
Title Rerolling Boardgames PDF eBook
Author Douglas Brown
Publisher McFarland
Total Pages 228
Release 2020-08-27
Genre Games & Activities
ISBN 147667079X

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Despite the advent and explosion of videogames, boardgames--from fast-paced party games to intensely strategic titles--have in recent years become more numerous and more diverse in terms of genre, ethos and content. The growth of gaming events and conventions such as Essen Spiel, Gen Con and the UK Games EXPO, as well as crowdfunding through sites like Kickstarter, has diversified the evolution of game development, which is increasingly driven by fans, and boardgames provide an important glue to geek culture. In academia, boardgames are used in a practical sense to teach elements of design and game mechanics. Game studies is also recognizing the importance of expanding its focus beyond the digital. As yet, however, no collected work has explored the many different approaches emerging around the critical challenges that boardgaming represents. In this collection, game theorists analyze boardgame play and player behavior, and explore the complex interactions between the sociality, conflict, competition and cooperation that boardgames foster. Game designers discuss the opportunities boardgame system designs offer for narrative and social play. Cultural theorists discuss boardgames' complex history as both beautiful physical artifacts and special places within cultural experiences of play.