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Digital Athletics: The Convergence of Esports and Traditional Sports

Digital Athletics: The Convergence of Esports and Traditional Sports PDF Author: Mr. Koushik Chatterjee
Publisher: OrangeBooks Publication
ISBN:
Category : Young Adult Nonfiction
Languages : en
Pages : 138

Book Description
"Digital Athletics: The Convergence of Esports and Traditional Sports" likely explores the fascinating intersection between the digital realm of competitive gaming and the physical world of traditional sports. This book presumably delves into how esports is increasingly adopting structures, training regimens, and business models similar to traditional sports, while also examining how traditional sports are embracing digital elements and esports-style engagement. It may analyze the shared challenges and opportunities in areas such as athlete development, fan engagement, media rights, and sponsorships. The book probably investigates how the lines between digital and physical athletics are blurring, with esports athletes requiring physical fitness and traditional athletes honing their skills in video game versions of their sports. It likely discusses the potential for crossover events, hybrid sports, and the integration of esports into major sporting institutions like the Olympics. By examining this convergence, the book aims to provide insights into the future of competitive entertainment and athletics in an increasingly digital world.

Digital Athletics: The Convergence of Esports and Traditional Sports

Digital Athletics: The Convergence of Esports and Traditional Sports PDF Author: Mr. Koushik Chatterjee
Publisher: OrangeBooks Publication
ISBN:
Category : Young Adult Nonfiction
Languages : en
Pages : 138

Book Description
"Digital Athletics: The Convergence of Esports and Traditional Sports" likely explores the fascinating intersection between the digital realm of competitive gaming and the physical world of traditional sports. This book presumably delves into how esports is increasingly adopting structures, training regimens, and business models similar to traditional sports, while also examining how traditional sports are embracing digital elements and esports-style engagement. It may analyze the shared challenges and opportunities in areas such as athlete development, fan engagement, media rights, and sponsorships. The book probably investigates how the lines between digital and physical athletics are blurring, with esports athletes requiring physical fitness and traditional athletes honing their skills in video game versions of their sports. It likely discusses the potential for crossover events, hybrid sports, and the integration of esports into major sporting institutions like the Olympics. By examining this convergence, the book aims to provide insights into the future of competitive entertainment and athletics in an increasingly digital world.

Understanding Collegiate Esports

Understanding Collegiate Esports PDF Author: Jennifer Lee Hoffman
Publisher: Taylor & Francis
ISBN: 1000618730
Category : Education
Languages : en
Pages : 169

Book Description
As esports is one of the new and rapidly growing sports programs at the collegiate level, today’s campus leaders are increasingly asked to navigate the complexity of esports. This practical volume helps higher education professionals understand the expanding role of collegiate esports, describing the ecosystem of college esports and the experience for college players, as well as the connections between gaming and career preparation. Chapter authors offer an overview and practical look at the main structures and issues facing collegiate esports programs, athletes, and administrators. Chapters address the needs of the campus gaming community, building gender and racial inclusivity, athlete health, amateurism and the esports athlete, the role of the technology industry, governance, career paths, and coaching. This cutting-edge volume offers information to support campus leaders and practitioners in building and expanding collegiate esports programs in the quickly growing and changing aspects of both online and face-to-face campus communities.

Can Esports Substitute Traditional Sports?

Can Esports Substitute Traditional Sports? PDF Author: Haozhou Pu
Publisher:
ISBN:
Category :
Languages : en
Pages : 18

Book Description
This research examines the various ways that video games, particularly esports, have been leveraged for content production and fan engagement (i.e., gamification) in traditional sports during the COVID-19 pandemic, as well as sports fans' reactions in relation to their motives, points of attachment, and other consumer behavior. The study presents a sports-gaming convergence framework and identifies six popular gamification modes where video games and traditional sports converge during the pandemic. The survey results further reveal that gamification content is not consumed as simply a "substitute" for traditional sports, but instead a complementary yet unique product. In conclusion, the authors suggest that it is critical to recognize the differences between fans of video games and fans of traditional sports concerning market segmentation. Nevertheless, esports could effectively bridge these two industries and their consumers by enriching the content offering and extending distribution channels.

Global esports

Global esports PDF Author: Dal Yong Jin
Publisher: Bloomsbury Publishing USA
ISBN: 1501368761
Category : Social Science
Languages : en
Pages : 384

Book Description
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.

Sports (and) Economics

Sports (and) Economics PDF Author: Isabel Artero Escartín
Publisher:
ISBN: 9788417609238
Category :
Languages : en
Pages : 519

Book Description


Understanding Esports

Understanding Esports PDF Author: Ryan Rogers
Publisher: Rowman & Littlefield
ISBN: 1498589812
Category : Games & Activities
Languages : en
Pages : 251

Book Description
Understanding Esports: An Introduction to the Global Phenomenon places professional Esports, a rapidly growing industry, in both the cultural and athletic landscape. This book explores how the rise of professional gaming has shaped—and been shaped by—media trends, interpersonal communication, and what it means to be classified as an athlete. Ryan Rogers has assembled contributors from a variety of backgrounds and experiences in order to provide a broad view of the history, experience, and impact of professional gaming. Scholars of media studies, communication, sports, and cultural studies will find this book especially useful.

Sport Beyond Television

Sport Beyond Television PDF Author: Brett Hutchins
Publisher: Routledge
ISBN: 0415887186
Category : Computers
Languages : en
Pages : 256

Book Description
Computers, the Internet, Web, mobile, and other digital media are increasingly important technologies in the production and consumption of sports media. Sport Beyond Television analyzes the changes that have given rise to this situation, combining theoretical insights with original evidence collected through extensive research and interviews with people working in the media and sport industries. It locates sports media as a pivotal component in online content economies and cultures, and counteracts the scant scholarly attention to sports media when compared to music, film and publishing in convergent media cultures.

Understanding Games and Game Cultures

Understanding Games and Game Cultures PDF Author: Ingrid Richardson
Publisher: SAGE
ISBN: 1529738520
Category : Language Arts & Disciplines
Languages : en
Pages : 194

Book Description
Digital games are one of the most significant media interfaces of contemporary life. Games today interweave with the social, economic, material, and political complexities of living in a digital age. But who makes games, who plays them, and what, how and where do we play? This book explores the ways in which games and game cultures can be understood. It investigates the sites, genres, platforms, interfaces and contexts for games and gameplay, offering a critical overview of the breadth of contemporary game studies. It is an essential companion for students looking to understand games and games cultures in our increasingly playful and ‘gamified’ digital society.

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.

21st Century Sports

21st Century Sports PDF Author: Sascha L. Schmidt
Publisher: Springer Nature
ISBN: 3030508013
Category : Business & Economics
Languages : en
Pages : 303

Book Description
This book outlines the effects that technology-induced change will have on sport within the next five to ten years, and provides food for thought concerning what lies further ahead. Presented as a collection of essays, the authors are leading academics from renowned institutions such as Massachusetts Institute of Technology, Queensland University of Technology, and the University of Cambridge, and practitioners with extensive technological expertise. In their essays, the authors examine the impacts of emerging technologies like artificial intelligence, the Internet of Things, and robotics on sports and assess how they will change sport itself, consumer behavior, and existing business models. The book will help athletes, entrepreneurs, and innovators working in the sports industry to spot trendsetting technologies, gain deeper insights into how they will affect their activities, and identify the most effective responses to stay ahead of the competition both on and off the pitch.