000 | 03665cam a2200541 i 4500 | ||
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001 | 21244255 | ||
003 | MiTN | ||
005 | 20221130102526.0 | ||
008 | 191016t20192019mdua b 001 0 eng d | ||
010 | _a 2019952870 | ||
015 |
_aGBB9J3183 _2bnb |
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020 |
_a9781498589802 _q(hardcover) |
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020 |
_a1498589804 _q(hardcover) |
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020 |
_a9781498589826 _q(paperback) |
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020 |
_a1498589820 _q(paperback) |
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020 |
_a9781498589819 _q(electronic bk.) |
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020 |
_a1498589812 _q(electronic bk.) |
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035 | _a(OCoLC)on1104463045 | ||
037 |
_a9781498589819 _bIngram Content Group |
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040 |
_aYDX _beng _cYDX _erda _dOCLCQ _dYDX _dOCLCQ _dYDXIT _dOCLCF _dSD1 _dCHVBK _dOCLCO _dOKX _dOCL _dGUA _dS1C _dBUF _dGZN _dEXC _dERASA _dOCLCO _dAU@ _dOCLCQ _dLCY _dOCLCO _dDLC |
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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] |
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264 | 4 | _c©2019 | |
300 |
_aix, 239 pages : _billustrations ; _c24 cm |
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336 |
_atext _btxt _2rdacontent |
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337 |
_aunmediated _bn _2rdamedia |
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338 |
_avolume _bnc _2rdacarrier |
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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. |
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650 | 6 | _aSport électronique. | |
650 | 6 |
_aJeux vidéo _xHistoire. |
|
650 | 7 |
_aeSports (Contests) _2fast _0(OCoLC)fst02010380 |
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650 | 7 |
_aVideo games. _2fast _0(OCoLC)fst01166421 |
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650 | 7 |
_aE-Sport _2gnd |
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655 | 7 |
_aHistory. _2fast _0(OCoLC)fst01411628 |
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700 | 1 | _aRogers, Ryan, | |
906 |
_a7 _bcbc _ccopycat _d2 _encip _f20 _gy-gencatlg |
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942 | _2lcc | ||
999 |
_c522575 _d522575 |