This year's issue contains several articles about eSports. This time there are more research articles included. The topics range from research about eSports spectatorship, the informal roles in Counter-Strike Teams, a potential reverse gamification effect, the chances of eSports being an Olympic discipline, the connection between League of Legend teams and the owning corporations, the ergonomics in eSports and the health perception of gamers, to the potential shift in FPS games. The book is a statement: eSports is not only booming in the business context but increasingly gains attention in research as well.
A Close-Up Look at the Global Phenomenon of Competitive Video Gaming Esports is one of the fastest growing - and most cutthroat - industries in the world. A confluence of technology, culture, and determination has made this possible. Players around the world compete for millions of dollars in prize money, and companies like Amazon, Coca-Cola, and Intel have invested billions. Esports events have sold out Los Angeles' Staples Center, Seoul's World Cup Stadium, and Seattle's KeyArena. Hundreds of people have dedicated their lives to gaming, sacrificing their education, their relationships, and even their bodies to compete, committing themselves with the same fervor of any professional athlete. In Good Luck Have Fun, author Roland Li talks to some of the biggest names in the business and explores the players, companies, and games that have made it to the new major leagues. Follow Alexander Garfield as he builds Evil Geniuses, a modest gaming group in his college dorm, into a global, multimillion-dollar eSports empire. Learn how Brandon Beck and Marc Merrill made League of Legends the world's most successful eSports league and most popular PC game, on track to make over $1 billion a year. See how Twitch pivoted from a video streaming novelty into a $1 billion start-up on the back of professional gamers. And dive into eSports' dark side: drug abuse, labor troubles, and for each success story hundreds of people who failed to make it big. These are the stories of the rise of an industry and culture that challenge what we know about sports, games, and competition. PLEASE NOTE: When you purchase this title, the accompanying reference material will be available in your Library section along with the audio. 1. Language: English. Narrator: Alexander Cendese. Audio sample: http://samples.audible.de/bk/adbl/027891/bk_adbl_027891_sample.mp3. Digital audiobook in aax.
Esports Funding Guide ab 39.99 € als Taschenbuch: How esports teams organizations and sports clubs can create solid profitable revenue streams to secure the operation and development of their esports activities.. Aus dem Bereich: Bücher, Wissenschaft, Wirtschaftswissenschaft,
Erscheinungsdatum: 09.08.2011, Medium: Taschenbuch, Einband: Kartoniert / Broschiert, Titel: eSports Yearbook 2010, Redaktion: Scholz, Tobias M. // Christophers, Julia, Verlag: Books on Demand // Books on Demand GmbH, Sprache: Englisch, Rubrik: Nachschlagewerke // Lexika, Seiten: 100, Informationen: Paperback, Gewicht: 267 gr, Verkäufer: averdo
Erscheinungsdatum: 13.04.2010, Medium: Taschenbuch, Einband: Kartoniert / Broschiert, Titel: eSports Yearbook 2009, Auflage: 2. Auflage von 2010 // 2. Auflage, Redaktion: Christophers, Julia // Scholz, Tobias, Verlag: Books on Demand // Books on Demand GmbH, Sprache: Englisch, Rubrik: Nachschlagewerke // Lexika, Seiten: 120, Informationen: Paperback, Gewicht: 266 gr, Verkäufer: averdo
Esports Funding Guide ab 12.99 € als epub eBook: How esports teams organizations and sports clubs can create solid profitable revenue streams to secure the operation and development of their esports activities.. Aus dem Bereich: eBooks, Belletristik, Erzählungen,