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020 _a9781498589802
_q(hardcover)
020 _a1498589804
_q(hardcover)
020 _a9781498589826
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020 _a1498589820
_q(paperback)
020 _a9781498589819
_q(electronic bk.)
020 _a1498589812
_q(electronic bk.)
035 _a(OCoLC)on1104463045
037 _a9781498589819
_bIngram Content Group
040 _aYDX
_beng
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042 _alccopycat
050 0 0 _aGV1469.34 .E86
_bU65 2019
082 0 4 _a794.8
_223
245 0 0 _aUnderstanding esports :
_ban introduction to the global phenomenon /
_c[edited by] Ryan Rogers.
246 3 _aUnderstanding e sports
264 1 _aLanham, Maryland :
_bLexington Books,
_c[2019]
264 4 _c©2019
300 _aix, 239 pages :
_billustrations ;
_c24 cm
336 _atext
_btxt
_2rdacontent
337 _aunmediated
_bn
_2rdamedia
338 _avolume
_bnc
_2rdacarrier
500 _a"Lexington Books is an imprint of The Rowman & Littlefield Publishing Group, Inc."--Title page verso
504 _aIncludes bibliographical references and index.
505 0 0 _gPart I.
_tBackground. What is esports? /
_rKelly L. Adams, Gabriella "LeTigress" Devia-Allen, and Maria A. Moore --
_tCan video games be a sport? Debating and complicating esports as physical competitions /
_rNicholas David Bowman and Gregory A. Cranmer --
_tThe origins of esport: a half century history of an "overnight" success /
_rAndrew C. Billings and Jue Hou --
_tCompetition formats in Esports /
_rJohn George and Brett Sherrick --
_tNo time for lag: newspaper coverage of esports, 2000-2018 /
_rJessalyn Coble, Catherine Einstein, Kyra Keene, Madison Lanier, Laura Purcell, and James D. Ivory --
_gPart II.
_tFans and players. Esport spectator motivation /
_rAndrew Shaw, Ellen B. Drogin Rodgers, R. Pierre Rodgers, and Brenda P. Wiggins --
_tThe esports consumer experience /
_rMichael L. Naraine and Henry Wear --
_tThe motivations of esports players /
_rDavid P. Hedlund --
_gPart III. Games and genres. Fighting games and social play /
_rLee K. Farquhar --
_tSports video games (SVGs) in the esports landscape /
_rTimothy Mirabito and Jake Kucek --
_tNot your average Sunday driver: the Formula I esports series world championship /
_rDamion Sturm --
_tCounter-Strike or counterpublic? Audience creation, transnational discourses, and the rhetorical legitimation of esports in TBS's ELEAGUE /
_rSteve Young and L. Paul Strait --
_gPart IV.
_tLooking ahead. The law of esports /
_rMark Grabowski --
_tLeveraging esports in higher education /
_rKaren McGrath.
520 _aThis 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.
650 0 _aeSports (Contests)
650 0 _aVideo games
_xHistory.
650 6 _aSport électronique.
650 6 _aJeux vidéo
_xHistoire.
650 7 _aeSports (Contests)
_2fast
_0(OCoLC)fst02010380
650 7 _aVideo games.
_2fast
_0(OCoLC)fst01166421
650 7 _aE-Sport
_2gnd
655 7 _aHistory.
_2fast
_0(OCoLC)fst01411628
700 1 _aRogers, Ryan,
906 _a7
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999 _c522575
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