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

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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.

Author(s): Caroline M. Crawford
Series: Advances in E-Business Research
Publisher: IGI Global
Year: 2021

Language: English
Pages: 473
City: Hershey

Cover
Title Page
Copyright Page
Book Series
Editorial Advisory Board
List of Contributors
Table of Contents
Detailed Table of Contents
Preface
Section 1: Framing an Understanding of the Competitive World of eSports
Chapter 1: eSports
Chapter 2: Barriers, Issues, and Similarities Among Women in eSports and Similar Mixed Gender Sports
Chapter 3: Pwning Noobs for Fun and Profit
Chapter 4: What Competitive Chess Can Learn From eSports
Chapter 5: Burgeoning Growth of eCycling as an eSport
Chapter 6: Soccer Esports in Europe
Section 2: Educational Consideration Surrounding eSports
Chapter 7: Games, Gamification, and eSports Intersections Within Digital and Online Learning
Chapter 8: Impact of eSports Upon Higher Education From a Faculty Perspective
Chapter 9: Recruiting Faculty for Esports Programs in Academia
Chapter 10: Game Changers
Chapter 11: Art Education in eSports
Chapter 12: ESportsU Digital Warrior Camp
Section 3: Encompassing Impact of eSports in Marketing, Media, and Tourism
Chapter 13: Incorporating Key Human “High-Touch” Needs Into eSports
Chapter 14: eSports as a News Specialty Gold Rush
Chapter 15: Marketing and Sponsorship of Esports Without Getting Ganked
Chapter 16: The Role of Esports Events in the Tourism Industry
Chapter 17: Hotel Amenities and Hidden Costs Associated With eSports Tourism in the Ukraine
Compilation of References
About the Contributors
Index