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A History of Competitive Gaming

A History of Competitive Gaming PDF Author: Lu Zhouxiang
Publisher: Routledge
ISBN: 100058853X
Category : History
Languages : en
Pages : 320

Book Description
Competitive gaming, or esports – referring to competitive tournaments of video games among both casual gamers and professional players – began in the early 1970s with small competitions like the one held at Stanford University in October 1972, where some 20 researchers and students attended. By 2022 the estimated revenue of the global esports industry is in excess of $947 million, with over 200 million viewers worldwide. Regardless of views held about competitive gaming, esports have become a modern economic and cultural phenomenon. This book studies the full history of competitive gaming from the 1970s to the 2010s against the background of the arrival of the electronic and computer age. It investigates how competitive gaming has grown into a new form of entertainment, a sport-like competition, a lucrative business and a unique cultural sensation. It also explores the role of competitive gaming in the development of the video game industry, making a distinctive contribution to our knowledge and understanding of the history of video games. A History of Competitive Gaming will appeal to all those interested in the business and culture of gaming, as well as those studying modern technological culture.

A History of Competitive Gaming

A History of Competitive Gaming PDF Author: Lu Zhouxiang
Publisher: Routledge
ISBN: 100058853X
Category : History
Languages : en
Pages : 320

Book Description
Competitive gaming, or esports – referring to competitive tournaments of video games among both casual gamers and professional players – began in the early 1970s with small competitions like the one held at Stanford University in October 1972, where some 20 researchers and students attended. By 2022 the estimated revenue of the global esports industry is in excess of $947 million, with over 200 million viewers worldwide. Regardless of views held about competitive gaming, esports have become a modern economic and cultural phenomenon. This book studies the full history of competitive gaming from the 1970s to the 2010s against the background of the arrival of the electronic and computer age. It investigates how competitive gaming has grown into a new form of entertainment, a sport-like competition, a lucrative business and a unique cultural sensation. It also explores the role of competitive gaming in the development of the video game industry, making a distinctive contribution to our knowledge and understanding of the history of video games. A History of Competitive Gaming will appeal to all those interested in the business and culture of gaming, as well as those studying modern technological culture.

A History of Competitive Gaming

A History of Competitive Gaming PDF Author: Zhouxiang Lu
Publisher: Routledge
ISBN: 9780367559625
Category : Games & Activities
Languages : en
Pages : 0

Book Description
"Competitive gaming, or esports - referring to competitive tournaments of video games among both casual gamers and professional players - began in the early 1970s with small competitions like the one held at Stanford University in October 1972, where some 20 researchers and students attended. By 2022 the estimated revenue of the global esports industry is in excess of $947 million, with over 200 million viewers worldwide. Regardless of views held about competitive gaming, esports have become a modern economic and cultural phenomenon. This book studies the full history of competitive gaming from the 1970s to the 2010s against the background of the arrival of the electronic and computer age. It investigates how competitive gaming has grown into a new form of entertainment, a sport-like competition, a lucrative business and a unique cultural sensation. It also explores the role of competitive gaming in the development of the video game industry, making a distinctive contribution to our knowledge and understanding of the history of video games. A History of Competitive Gaming will appeal to all those interested in the business and culture of gaming, as well as those studying modern technological culture"--

The Book of Esports

The Book of Esports PDF Author: William Collis
Publisher: Rosetta Books
ISBN: 1948122588
Category : Games & Activities
Languages : en
Pages : 199

Book Description
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.

E-Sports and the World of Competitive Gaming

E-Sports and the World of Competitive Gaming PDF Author: Heather Bode
Publisher: Referencepoint Press
ISBN: 9781682825570
Category : Video gamers
Languages : en
Pages : 0

Book Description
Today some people who play video games professionally can make millions of dollars from streaming their gaming on the internet or winning a trophy in an E-Sports tournament. E-Sports and the World of Competitive Gaming examines the history of competitive video games, explores the controversies in the video game industry, and discusses the future advances of E-Sports.

History of Esports

History of Esports PDF Author: Josh Gregory
Publisher: Cherry Lake
ISBN: 1534172394
Category : Juvenile Nonfiction
Languages : en
Pages : 32

Book Description
Esports competitions have become a world-wide phenomenon with millions of viewers and fans. Learn about the beginning of esports from arcade leaderboards to the creation of the internet. Aligned with curriculum standards, these books also highlight key 21st Century content including information, media, and technology skills. Engaging content and hands-on activities encourage creative and design thinking. Book includes table of contents, glossary, index, author biography, and sidebars.

The History of ESPORTS

The History of ESPORTS PDF Author: Hirako San
Publisher:
ISBN: 9781791668426
Category :
Languages : en
Pages : 267

Book Description
Why do people play video games? Why do they play games competitively, pushing themselves deeper and deeper into a virtual world? There isn't one answer. Reasons vary greatly from person to person and you'd have to decode the fibers that make up the individual to know his or her every motivation. Who knows what leads people to dedicate themselves to mastery of a form like this? This is a form dismissed by millions as a waste of time, enjoyed by millions more still and deeply delved into by only a select few.Why would a person focus their energy on pushing themselves and their games beyond prescribed limits? Why would hundreds of thousands of fans sit with eyes wide, following the every move of the champion, the one who has dedicated 10,000 hours to be the best? This book provides a walk through decades of video gaming evolution, profiling some of the most prominent pro gamers' path, success and outcome. Games debut and history The Beginning (1950s) Atari's Peak (1972) The Golden Age of Arcade (1980s) Hello, Nintendo (1981) Real-Time Strategy (1981-1990) Rise of Nintendo (1983-1990) Wolfenstein 3D and Doom (1992-1995) Quake (1996) Warcraft and the 90s RTS boom (1994) StarCraft (1998) Counter-Strike (1999) Pokemon (1999-2008) Super Smash Bros. (1999-2008) Madden and FIFA (2000s) Halo (2001-2006) Warcraft 3 (2002-2009) Call of Duty (2003-2012) World of Warcraft (2004-2010) Dystopia (2005) StarCraft 2 (2007) Team Fortress 2 (2007-2012) Street Fighter renaissance (2008) DotA (2009)

The Book of Esports

The Book of Esports PDF Author: William Collis
Publisher: RosettaBooks
ISBN: 9781948122573
Category : Games & Activities
Languages : en
Pages : 224

Book Description
Join gaming luminary William Collis as he 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. Almost overnight, esports—or competitive video games—have exploded into the largest entertainment and sporting phenomenon in human history. But what exactly are esports? How did they become so popular so quickly? And where exactly is all this video gaming headed? 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 is the definitive guide to understanding all that the modern world of competitive gaming has to offer, and The Official History of Esports™ itself. Ever wonder what it’s like to be a pro gamer? How to create a billion-dollar esports business? Or just curious if video games can really get your kid into college? (All expenses paid, of course.) This book answers all these questions and more! Featuring select interviews from the biggest names in the industry, The Book of Esports weaves 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. Detailed and accessible, and written by a lifelong gamer and Harvard MBA who has painstakingly translated esports’ mysteries into a testament for today, everyone can enjoy The Book of Esports because everyone should enjoy esports. So what are you waiting for? Take the wildest ride into worlds unreal, and discover that true human competition is always just a click away.

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 PDF Author: Paul Chaloner
Publisher: Bloomsbury Publishing
ISBN: 1472977785
Category : Computers
Languages : en
Pages : 256

Book Description
***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

Power On: The History of Gaming

Power On: The History of Gaming PDF Author: Kaitlyn Duling
Publisher: Carson-Dellosa Publishing
ISBN: 1731649959
Category : Juvenile Nonfiction
Languages : en
Pages : 32

Book Description
Book Features: • Ages 8-14, Grades 3-8 • 32 pages, 7 inches x 9 inches • Simple, easy-to-read pages with full-color pictures • Includes pre- and post-reading activities • Reading/teaching tips and glossary included Gaming and eSports: In Power On: The History of Gaming, 3rd—8th graders are taken back in time to learn about the history of video games and how they evolved into competitive eSports of today’s culture. Paving The Way: With captivating photos that bring the history of gaming to life, young readers learn about the most popular video games, characters, and consoles that can trace their origins back to the dawn of the computer age. Build Reading Skills: This engaging 32-page children’s book will help your child improve comprehension and build confidence with guided pre- and post-reading questions and fun activities. Leveled Books: Part of the Gaming and Esports series, the lower reading level text and full-color pictures make this children’s book an engaging read with fun and interesting facts about your child’s favorite video games. Why Rourke Educational Media: Since 1980, Rourke Publishing Company has specialized in publishing engaging and diverse non-fiction and fiction books for children in a wide range of subjects that support reading success on a level that has no limits.

eSports is Business

eSports is Business PDF Author: Tobias M. Scholz
Publisher: Springer
ISBN: 3030111997
Category : Business & Economics
Languages : en
Pages : 165

Book Description
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.