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Beschreibung
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.
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.
Über den Autor
Ryan Rogers is assistant professor of sports media and media production at Butler University.
Inhaltsverzeichnis
Chapter 1: What is Esports?
Chapter 2: Can Video Games be a Sport? Debating and Complicating Esports as Physical Competitions
Chapter 3: The Origins of Esports: A Half-Century History of an "Overnight" Success
Chapter 4: Competition Formats in Esports
Chapter 5: No Time for Lag: Newspaper Coverage of Esports, 2000-2018
Chapter 6: Esport Spectator Motivation
Chapter 7: The Esports Consumer Experience
Chapter 8: The Motivations of Esports Players
Chapter 9: Fighting Games and Social Play
Chapter 10: Sports Video Games (SVGs) in the Esports Landscape
Chapter 11: Not Your Average Sunday Driver: The Formula 1 Esports Series World Championship
Chapter 12: Counter-Strike or Counterpublic? Audience Creation, Transnational Discourses, and the Rhetorical Legitimation of Esports in TBS's ELEAGUE
Chapter 13: The Law of Esports
Chapter 14: Leveraging Esports in Higher Education
Chapter 2: Can Video Games be a Sport? Debating and Complicating Esports as Physical Competitions
Chapter 3: The Origins of Esports: A Half-Century History of an "Overnight" Success
Chapter 4: Competition Formats in Esports
Chapter 5: No Time for Lag: Newspaper Coverage of Esports, 2000-2018
Chapter 6: Esport Spectator Motivation
Chapter 7: The Esports Consumer Experience
Chapter 8: The Motivations of Esports Players
Chapter 9: Fighting Games and Social Play
Chapter 10: Sports Video Games (SVGs) in the Esports Landscape
Chapter 11: Not Your Average Sunday Driver: The Formula 1 Esports Series World Championship
Chapter 12: Counter-Strike or Counterpublic? Audience Creation, Transnational Discourses, and the Rhetorical Legitimation of Esports in TBS's ELEAGUE
Chapter 13: The Law of Esports
Chapter 14: Leveraging Esports in Higher Education
Details
Erscheinungsjahr: | 2021 |
---|---|
Genre: | Importe, Sport |
Produktart: | Nachschlagewerke |
Rubrik: | Hobby & Freizeit |
Thema: | Sonstige Sportarten |
Medium: | Taschenbuch |
Inhalt: | Kartoniert / Broschiert |
ISBN-13: | 9781498589826 |
ISBN-10: | 1498589820 |
Sprache: | Englisch |
Einband: | Kartoniert / Broschiert |
Redaktion: | Rogers, Ryan |
Hersteller: | Lexington Books |
Verantwortliche Person für die EU: | Libri GmbH, Europaallee 1, D-36244 Bad Hersfeld, gpsr@libri.de |
Maße: | 229 x 152 x 14 mm |
Von/Mit: | Ryan Rogers |
Erscheinungsdatum: | 21.10.2021 |
Gewicht: | 0,368 kg |
Über den Autor
Ryan Rogers is assistant professor of sports media and media production at Butler University.
Inhaltsverzeichnis
Chapter 1: What is Esports?
Chapter 2: Can Video Games be a Sport? Debating and Complicating Esports as Physical Competitions
Chapter 3: The Origins of Esports: A Half-Century History of an "Overnight" Success
Chapter 4: Competition Formats in Esports
Chapter 5: No Time for Lag: Newspaper Coverage of Esports, 2000-2018
Chapter 6: Esport Spectator Motivation
Chapter 7: The Esports Consumer Experience
Chapter 8: The Motivations of Esports Players
Chapter 9: Fighting Games and Social Play
Chapter 10: Sports Video Games (SVGs) in the Esports Landscape
Chapter 11: Not Your Average Sunday Driver: The Formula 1 Esports Series World Championship
Chapter 12: Counter-Strike or Counterpublic? Audience Creation, Transnational Discourses, and the Rhetorical Legitimation of Esports in TBS's ELEAGUE
Chapter 13: The Law of Esports
Chapter 14: Leveraging Esports in Higher Education
Chapter 2: Can Video Games be a Sport? Debating and Complicating Esports as Physical Competitions
Chapter 3: The Origins of Esports: A Half-Century History of an "Overnight" Success
Chapter 4: Competition Formats in Esports
Chapter 5: No Time for Lag: Newspaper Coverage of Esports, 2000-2018
Chapter 6: Esport Spectator Motivation
Chapter 7: The Esports Consumer Experience
Chapter 8: The Motivations of Esports Players
Chapter 9: Fighting Games and Social Play
Chapter 10: Sports Video Games (SVGs) in the Esports Landscape
Chapter 11: Not Your Average Sunday Driver: The Formula 1 Esports Series World Championship
Chapter 12: Counter-Strike or Counterpublic? Audience Creation, Transnational Discourses, and the Rhetorical Legitimation of Esports in TBS's ELEAGUE
Chapter 13: The Law of Esports
Chapter 14: Leveraging Esports in Higher Education
Details
Erscheinungsjahr: | 2021 |
---|---|
Genre: | Importe, Sport |
Produktart: | Nachschlagewerke |
Rubrik: | Hobby & Freizeit |
Thema: | Sonstige Sportarten |
Medium: | Taschenbuch |
Inhalt: | Kartoniert / Broschiert |
ISBN-13: | 9781498589826 |
ISBN-10: | 1498589820 |
Sprache: | Englisch |
Einband: | Kartoniert / Broschiert |
Redaktion: | Rogers, Ryan |
Hersteller: | Lexington Books |
Verantwortliche Person für die EU: | Libri GmbH, Europaallee 1, D-36244 Bad Hersfeld, gpsr@libri.de |
Maße: | 229 x 152 x 14 mm |
Von/Mit: | Ryan Rogers |
Erscheinungsdatum: | 21.10.2021 |
Gewicht: | 0,368 kg |
Sicherheitshinweis