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How Esports Transforms People


How Esports Transforms People
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How Esports Transforms People


How Esports Transforms People
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Author : Martin Fritzen
language : en
Publisher: BoD – Books on Demand
Release Date : 2021-08-20

How Esports Transforms People written by Martin Fritzen and has been published by BoD – Books on Demand this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-08-20 with Biography & Autobiography categories.


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


Global Esports
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Author : Dal Yong Jin
language : en
Publisher: Bloomsbury Publishing USA
Release Date : 2021-03-25

Global Esports written by Dal Yong Jin and has been published by Bloomsbury Publishing USA this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-03-25 with Social Science categories.


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


Global Esports
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Author : Dal Yong Jin
language : en
Publisher:
Release Date : 2021

Global Esports written by Dal Yong Jin and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021 with Internet games categories.


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


Sport 2 0
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Author : Andy Miah
language : en
Publisher: MIT Press
Release Date : 2024-02-06

Sport 2 0 written by Andy Miah and has been published by MIT Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2024-02-06 with Social Science categories.


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.



Global Esports


Global Esports
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Author : Dal Yong Jin
language : en
Publisher: Bloomsbury Publishing USA
Release Date : 2021-03-25

Global Esports written by Dal Yong Jin and has been published by Bloomsbury Publishing USA this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-03-25 with Social Science categories.


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.



Changing The Game


Changing The Game
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Author : David Edery
language : en
Publisher: FT Press
Release Date : 2008-10-07

Changing The Game written by David Edery and has been published by FT Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2008-10-07 with Business & Economics categories.


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 Research And Its Integration In Education


Esports Research And Its Integration In Education
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Author : Harvey, Miles M.
language : en
Publisher: IGI Global
Release Date : 2021-06-25

Esports Research And Its Integration In Education written by Harvey, Miles M. and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-06-25 with Games & Activities categories.


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


Online Gaming And Playful Organization
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Author : Harald Warmelink
language : en
Publisher: Routledge
Release Date : 2014-02-03

Online Gaming And Playful Organization written by Harald Warmelink and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014-02-03 with Education categories.


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


Creative Industries And Digital Transformation In China
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Author : Sabine Chrétien-Ichikawa
language : en
Publisher: Springer Nature
Release Date : 2022-08-17

Creative Industries And Digital Transformation In China written by Sabine Chrétien-Ichikawa and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2022-08-17 with Education categories.


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.



Sport 2 0


Sport 2 0
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Author : Andy Miah
language : en
Publisher: MIT Press
Release Date : 2017-02-17

Sport 2 0 written by Andy Miah and has been published by MIT Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-02-17 with Social Science categories.


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.