Surviving Esports

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Author :
Publisher : ZyoriTV
ISBN 13 : 1734030216
Total Pages : 231 pages
Book Rating : 4.7/5 (34 download)

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Book Synopsis Surviving Esports by : Andrew M. Campbell

Download or read book Surviving Esports written by Andrew M. Campbell and published by ZyoriTV. This book was released on 2019-09-17 with total page 231 pages. Available in PDF, EPUB and Kindle. Book excerpt: Andrew "Zyori" Campbell's journey from college student to successful Dota 2 caster was not an easy path. It took determination, perseverance and repeatedly recommitting to his dream for him to navigate his way through the esports industry. In Surviving Esports, Zyori reveals both the personal and professional development required to hack it in a highly competitive landscape. Zyori's story criss-crosses the globe, taking us around the world, through cyber-bullying, a life-changing haircut, and possibly the most poorly planned Dota 2 tournament in history. At times charming and at others painful, Zyori never holds back in his reflections on becoming a successful commentator for multiple games. If you've ever wondered what it takes to make it in esports, this book provides unparalleled insights.

Get in the Game

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Author :
Publisher : John Wiley & Sons
ISBN 13 : 1119855365
Total Pages : 262 pages
Book Rating : 4.1/5 (198 download)

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Book Synopsis Get in the Game by : Jonathan Stringfield

Download or read book Get in the Game written by Jonathan Stringfield and published by John Wiley & Sons. This book was released on 2022-07-26 with total page 262 pages. Available in PDF, EPUB and Kindle. Book excerpt: An essential guide for marketers and execs wishing to integrate their brands with modern games and esports In Get in the Game: How to Level Up Your Business with Gaming, Esports, and Emerging Technologies, decorated gaming and social media research and marketing executive Jonathan Stringfield delivers a roadmap to understanding and navigating marketing and business integrations into the gaming ecosystem: who plays games (and why), how modern games are created and oriented around the world of esports, and where brands can get involved with modern games. This book explains the breadth and depth of the gaming audience, describing the rapidly changing demographics of modern games and the various motivations gamers have for playing games. It also unpacks the history of gaming and how it has impacted the creative processes and output from the industry. Finally, it offers a practical guide for brands wishing to integrate themselves into new gaming environments, with an emphasis on maximizing success for marketers, developers, content creators, and fans. Get in the Game provides: A thorough introduction to why marketers and executives must pay closer attention to gaming, as well as existing roadblocks to understanding the gaming industry Comprehensive explorations of the psychology and motivations of gaming, and implications towards messaging and brand safety. Practical discussions of gaming as a competitive platform or streaming viewing experience. In-depth examinations of gaming ad placements, deep marketing integrations between companies and games, and future directions for the industry and how it relates to the emergence of the metaverse. Perfect for marketing strategists, brand managers, and Chief Marketing Officers, Get in the Game will also earn a place in the libraries of executives seeking to connect with the misunderstood yet largest segment in consumer entertainment.

The Essential Guide to the Business & Law of Esports & Professional Video Gaming

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Author :
Publisher : CRC Press
ISBN 13 : 1000344444
Total Pages : 327 pages
Book Rating : 4.0/5 (3 download)

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Book Synopsis The Essential Guide to the Business & Law of Esports & Professional Video Gaming by : Justin Jacobson

Download or read book The Essential Guide to the Business & Law of Esports & Professional Video Gaming written by Justin Jacobson and published by CRC Press. This book was released on 2021-02-23 with total page 327 pages. Available in PDF, EPUB and Kindle. Book excerpt: "As esports has grown, the need for professional legal representation has grown with it. Justin's Essential Guide to the Business & Law of Esports & Professional Video Gaming provides a great baseline and will help prevent the legal horror stories of esports in the past." Mitch Reames, AdWeek and Esports Insider "Justin’s exploration of the business and law side of the esports sector fills a gap of knowledge that is an absolute necessity in truly understanding the esports space." Kevin Hitt, The Esports Observer The Essential Guide to the Business & Law of Esports & Professional Video Gaming covers everything you need to know about the past, present, and future of esports and professional video gaming. The book is written by one of the foremost attorneys and business practitioners in today’s esports and professional gaming scene, Justin M. Jacobson, Esq. This guide is meant to provide you with an in-depth look at the business and legal matters associated with the esports world. • Includes coverage of the stakeholders in the esports business "ecosystem," including the talent, the teams, the publishers, and the event organizers. • Explores various legal fields involved with esports, including intellectual property, employment and player unions, business investments and tax "write-offs," immigration and visas, event operation tips, social media and on-stream promotions, and much more. • The most current book on the market, with actual contract provisions modeled on existing major esports player, coach, shoutcaster, and sponsorship agreements. About the Author Justin M. Jacobson, Esq. is an entertainment and esports attorney located in New York City. For the last decade, he has worked with professional athletes, musicians, producers, DJs, record labels, fashion designers, as well as professional gamers, streamers, coaches, on-air talent, and esports organizations. He assists these creative individuals with their contract, copyright, trademark, immigration, tax, and related business, marketing, and legal issues. He is a frequent contributor to many industry publications and has been featured on a variety of entertainment, music, and esports publications and podcasts, including Business Insider, The Esports Observer, Esports Insider, Tunecore, and Sport Techie. Justin has positioned himself as a top esports business professional working with talent in a variety of franchise leagues including the Overwatch League, Overwatch Contenders, and Call of Duty Pro League as well as in many popular competitive titles such as Fortnite, CS:GO, Gears of War, Halo, Super Smash Brothers, Rainbow 6, PUBG, Madden, and FIFA and mobile games such as Brawlhalla, Clash of Clans, and Call of Duty mobile. Previously, he worked with various esports talent agencies as well as in an official capacity on behalf of several esports teams and brands.

This is esports (and How to Spell it) – LONGLISTED FOR THE WILLIAM HILL SPORTS BOOK AWARD 2020

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Author :
Publisher : Bloomsbury Publishing
ISBN 13 : 1472977785
Total Pages : 265 pages
Book Rating : 4.4/5 (729 download)

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Book Synopsis This is esports (and How to Spell it) – LONGLISTED FOR THE WILLIAM HILL SPORTS BOOK AWARD 2020 by : Paul Chaloner

Download or read book This is esports (and How to Spell it) – LONGLISTED FOR THE WILLIAM HILL SPORTS BOOK AWARD 2020 written by Paul Chaloner and published by Bloomsbury Publishing. This book was released on 2020-05-28 with total page 265 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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 '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 ---- 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.

eSports Yearbook 2019/20

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Author :
Publisher : BoD – Books on Demand
ISBN 13 : 3755754819
Total Pages : 138 pages
Book Rating : 4.7/5 (557 download)

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Book Synopsis eSports Yearbook 2019/20 by : Julia Hiltscher

Download or read book eSports Yearbook 2019/20 written by Julia Hiltscher and published by BoD – Books on Demand. This book was released on 2021-12-08 with total page 138 pages. Available in PDF, EPUB and Kindle. Book excerpt: The seventh edition of the eSports Yearbook is influenced by the Covid-19 pandemic, highlighting recent developments in the scene. The topics range from economic sustainability highlighting dynamic capabilities, the potential threat of video game publisher and sponsors, intercultural management and community building in Pokémon eSports to social sustainability discussing the grassroots development, the debate about Olympic eSports, state recognition in France, and the challenge of being an eSports athlete. Finally, the risks in terms of stakeholder responsibility are discussed. The book highlights the slowed development but eSports is becoming a central part of modern society.

Conditioning for Esports

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Author :
Publisher : Human Kinetics
ISBN 13 : 1718207476
Total Pages : 321 pages
Book Rating : 4.7/5 (182 download)

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Book Synopsis Conditioning for Esports by : Taylor Johnson

Download or read book Conditioning for Esports written by Taylor Johnson and published by Human Kinetics. This book was released on 2024 with total page 321 pages. Available in PDF, EPUB and Kindle. Book excerpt: Help athletes achieve optimal performance in the competitive world of gaming. Written by top experts in the field, Conditioning for Esports is the authoritative guide to injury prevention, specialized exercise routines, cognitive enhancement, esport-specific nutrition strategies, and more.

Press B to Belong

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Author :
Publisher : Emerald Group Publishing
ISBN 13 : 1804559288
Total Pages : 231 pages
Book Rating : 4.8/5 (45 download)

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Book Synopsis Press B to Belong by : Matthew Harrison

Download or read book Press B to Belong written by Matthew Harrison and published by Emerald Group Publishing. This book was released on 2024-07-26 with total page 231 pages. Available in PDF, EPUB and Kindle. Book excerpt: Positioning esports programs as spaces for social inclusion within our schools, this work provides educators with practical strategies for removing barriers to participation and belonging for students with disabilities and neurological differences to make school a place where all students want to be.

Gamers' Survival Guide

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Author :
Publisher : Penguin
ISBN 13 : 1465472029
Total Pages : 63 pages
Book Rating : 4.4/5 (654 download)

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Book Synopsis Gamers' Survival Guide by : DK

Download or read book Gamers' Survival Guide written by DK and published by Penguin. This book was released on 2017-10-17 with total page 63 pages. Available in PDF, EPUB and Kindle. Book excerpt: Full of fun fitness and lifestyle tips, this humorous guide will also give genuine advice to improve your gaming experience. Find advice on how to engage maximum comfort levels for a perfect day of gaming; one-handed snacks that won't get your console greasy; and exercises to improve your dexterity and hand-eye coordination. Unwind with some gaming-friendly yoga poses, and read a brief history of video games. From cosplay and consoles to eSports and gaming communities, Gamers' Survival Guide will tell you everything you need to know to gamify your life!

Media Technologies for Work and Play in East Asia

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Author :
Publisher : Policy Press
ISBN 13 : 152921338X
Total Pages : 312 pages
Book Rating : 4.5/5 (292 download)

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Book Synopsis Media Technologies for Work and Play in East Asia by : Lee, Micky

Download or read book Media Technologies for Work and Play in East Asia written by Lee, Micky and published by Policy Press. This book was released on 2021-05-28 with total page 312 pages. Available in PDF, EPUB and Kindle. Book excerpt: Media technologies for play have become major industries in Japan and South Korea. Even in North Korea, citizens bypass the state to enjoy popular culture. At the same time, corporations and governments encourage people to produce economic values through play. The first comparative study of media technologies in Japan and the two Koreas, this book illuminates the peculiar geopolitical relations between the three countries through their development and use of digital technologies. Drawing from political economy, cultural studies and technology studies, this book will be essential reading for researchers and students of media technologies and popular culture in Northeast Asia.

Brand Co-Creation Tourism Research

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Author :
Publisher : CRC Press
ISBN 13 : 1000779017
Total Pages : 268 pages
Book Rating : 4.0/5 (7 download)

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Book Synopsis Brand Co-Creation Tourism Research by : Raouf Ahmad Rather

Download or read book Brand Co-Creation Tourism Research written by Raouf Ahmad Rather and published by CRC Press. This book was released on 2023-10-13 with total page 268 pages. Available in PDF, EPUB and Kindle. Book excerpt: Responding to the rapidly changing business landscape (including advances in social media and information technology) and the COVID-19 pandemic where customers, visitors, or tourists have become more connected, accessible, and informed than ever before, many brands and firms are investing in brand management and brand co-creation. This new volume provides an enlightening perspective on brand co-creation, brand management, and branding through contemporary conceptual discussions and empirical research studies from thought leaders. Providing a step-by-step guide to the brand co-creation and branding process in the hospitality and tourism industry, the volume identifies cutting-edge measurements, strategies, and metrics for capturing and measuring brand co-creation and highlights best practices in implementing brand management marketing strategies. Starting with a basic understanding of brand (value) co-creation, the volume then explores deeper by defining the concept, describing the ways to measure it, and providing several strategies to capitalize on it. The authors emphasize the interrelationship of these concepts and how they manage brand co-creation. The book illustrates the concepts with examples from around the globe. Topics cover the impact of social media on brand co-creation during the COVID-19 outbreak in the tourism industry, co-branding emerging tourist destinations, analysis of the content of hotel websites, creating better customer value, brand co-creation in e-sports gaming events, post-COVID-19 educational tourism, and more. The volume also presents a chapter on the state-ofthe-art role of augmented reality and virtual reality in improving the customer experience. A synthesis of a decade-long effort in brand co-creation, the book will be valuable to academics, practitioners, consultants, destination management organizations (DMOs), and managers looking to improve brand co-creation pre-, during-, and post-pandemics.

The Palgrave Handbook on the Economics of Manipulation in Sport

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Author :
Publisher : Springer Nature
ISBN 13 : 3031635817
Total Pages : 329 pages
Book Rating : 4.0/5 (316 download)

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Book Synopsis The Palgrave Handbook on the Economics of Manipulation in Sport by : Markus Breuer

Download or read book The Palgrave Handbook on the Economics of Manipulation in Sport written by Markus Breuer and published by Springer Nature. This book was released on with total page 329 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Gamescom Survival Guide - Help I have to go to gamescom!

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Author :
Publisher : Sebastian Huskynarr Selinger
ISBN 13 :
Total Pages : 44 pages
Book Rating : 4.5/5 (251 download)

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Book Synopsis Gamescom Survival Guide - Help I have to go to gamescom! by : Sebastian "Huskynarr" Selinger

Download or read book Gamescom Survival Guide - Help I have to go to gamescom! written by Sebastian "Huskynarr" Selinger and published by Sebastian Huskynarr Selinger. This book was released on 2022-06-22 with total page 44 pages. Available in PDF, EPUB and Kindle. Book excerpt: For gamers, gamescom at the Cologne trade fair is a pilgrimage city. But why do so many want to go there? How do I have to prepare myself? In this guide you will learn everything you need to survive as a companion. With over 380,000 visitors per year, gamescom is the largest games fair in the world.

Encyclopedia of Play in Today's Society

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Author :
Publisher : SAGE
ISBN 13 : 1412966701
Total Pages : 1033 pages
Book Rating : 4.4/5 (129 download)

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Book Synopsis Encyclopedia of Play in Today's Society by : Rodney P. Carlisle

Download or read book Encyclopedia of Play in Today's Society written by Rodney P. Carlisle and published by SAGE. This book was released on 2009-04-02 with total page 1033 pages. Available in PDF, EPUB and Kindle. Book excerpt: Selected as an Outstanding Academic Title by Choice Magazine, January 2010 The Encyclopedia of Play: A Social History explores the concept of play in history and modern society in the United States and internationally. Its scope encompasses leisure and recreation activities of children as well as adults throughout the ages, from dice games in the Roman empire to video games today. As an academic social history, it includes the perspectives of several curricular disciplines, from sociology to child psychology, from lifestyle history to social epidemiology. This two-volume set will serve as a general, non-technical resource for students in education and human development, health and sports psychology, leisure and recreation studies and kinesiology, history, and other social sciences to understand the importance of play as it has developed globally throughout history and to appreciate the affects of play on child and adult development, particularly on health, creativity, and imagination.

Audit and Accounting Guide: Gaming 2017

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Author :
Publisher : John Wiley & Sons
ISBN 13 : 1945498919
Total Pages : 322 pages
Book Rating : 4.9/5 (454 download)

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Book Synopsis Audit and Accounting Guide: Gaming 2017 by : AICPA

Download or read book Audit and Accounting Guide: Gaming 2017 written by AICPA and published by John Wiley & Sons. This book was released on 2017-11-20 with total page 322 pages. Available in PDF, EPUB and Kindle. Book excerpt: Most of the accounting and financial reporting practices of entities undertaking gaming or gaming-related activities (collectively referred to as “gaming entities”) are essentially the same as those of other industries. However, some activities of gaming entities are unique. Updated for recent auditing standards, including SAS No. 132, The Auditor’s Consideration of an Entity’s Ability to Continue as a Going Concern, this guide explains the numerous activities specific to gaming entities and provides information regarding accounting and auditing for many types of gaming industry issues. Also included are illustrative independent auditor’s reports and financial statements of both a non-governmental gaming entity and a governmental gaming entity.

Game Usability

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Author :
Publisher : CRC Press
ISBN 13 : 1000523489
Total Pages : 453 pages
Book Rating : 4.0/5 (5 download)

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Book Synopsis Game Usability by : Katherine Isbister

Download or read book Game Usability written by Katherine Isbister and published by CRC Press. This book was released on 2022-03-13 with total page 453 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book introduces the basics in game usability and overall game UX mindset and techniques, as well as looking at current industry best practices and trends. Fully updated for its second edition, it includes practical advice on how to include usability in already tight development timelines, and how to advocate for UX and communicate results to higher-ups effectively. The book begins with an introduction to UX strategy considerations for games, and to UX design, before moving on to cover core user research and usability techniques as well as how to fit UX practices into the business process. It provides considerations of player differences and offers strategies for inclusion as well as chapters that give platform and context specific advice. With a wealth of new interviews with industry leaders and contributions from the very best in game UX, the book also includes brand new chapters on: Accessibility Mobile Game Usability Data Science Virtual and Augmented Reality Esports This book will be vital reading for all professional game developers and game UX advocates, as well as those students aspiring to work in game development and game UX.

Gaming the Stage

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Author :
Publisher : University of Michigan Press
ISBN 13 : 0472901087
Total Pages : 304 pages
Book Rating : 4.4/5 (729 download)

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Book Synopsis Gaming the Stage by : Gina Bloom

Download or read book Gaming the Stage written by Gina Bloom and published by University of Michigan Press. This book was released on 2018-07-12 with total page 304 pages. Available in PDF, EPUB and Kindle. Book excerpt: Rich connections between gaming and theater stretch back to the 16th and 17th centuries, when England's first commercial theaters appeared right next door to gaming houses and blood-sport arenas. In the first book-length exploration of gaming in the early modern period, Gina Bloom shows that theaters succeeded in London's new entertainment marketplace largely because watching a play and playing a game were similar experiences. Audiences did not just see a play; they were encouraged to play the play, and knowledge of gaming helped them become better theatergoers. Examining dramas written for these theaters alongside evidence of analog games popular then and today, Bloom argues for games as theatrical media and theater as an interactive gaming technology. Gaming the Stage also introduces a new archive for game studies: scenes of onstage gaming, which appear at climactic moments in dramatic literature. Bloom reveals plays to be systems of information for theater spectators: games of withholding, divulging, speculating, and wagering on knowledge. Her book breaks new ground through examinations of plays such as The Tempest, Arden of Faversham, A Woman Killed with Kindness, and A Game at Chess; the histories of familiar games such as cards, backgammon, and chess; less familiar ones, like Game of the Goose; and even a mixed-reality theater videogame.

Gaming for Growth

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Author :
Publisher : BoD – Books on Demand
ISBN 13 : 8743044530
Total Pages : 176 pages
Book Rating : 4.7/5 (43 download)

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Book Synopsis Gaming for Growth by : Morten Saxtorff

Download or read book Gaming for Growth written by Morten Saxtorff and published by BoD – Books on Demand. This book was released on 2021-12-10 with total page 176 pages. Available in PDF, EPUB and Kindle. Book excerpt: The world of esport simply does not use the potential for human development that esport gives us. How can we understand the potential that esport has for psychological development? What tools can we utilize to reach this potential? How can we use esport as a learning journey? The book you are about to read will try to answer these questions. By examining purpose and motivation, optimization of training, self-reflection, how to overcome adversity, and self-worth, this book takes a deep dive into the initial development of esports psychology as an important part of the esports world.