eスポーツと社会:入門<br>Esport and Society : An Introduction

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eスポーツと社会:入門
Esport and Society : An Introduction

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  • 製本 Paperback:紙装版/ペーパーバック版/ページ数 208 p.
  • 言語 ENG
  • 商品コード 9781394320233
  • DDC分類 794.8

Full Description

Provides the tools to understand the impact, challenges, and opportunities of the esports industry

Esports has transformed from a niche hobby into a global industry, influencing entertainment, economics, and social structures. Yet it remains a topic of intense debate. Critics argue that competitive gaming promotes unhealthy behaviors, fosters addiction, and fails to cultivate essential life skills. On the other hand, supporters see esports as a rapidly growing sector that provides career opportunities, fosters inclusivity, and redefines modern sports culture.

Esports and Society: An Introduction provides a balanced and research-backed examination of this phenomenon, unpacking both the benefits and concerns surrounding esports. In this student-friendly textbook, author Cornel Nesseler moves beyond common misconceptions to provide a nuanced analysis of the industry's real-world impact. Concise chapters explore the intersection of competitive and non-competitive gaming and broader societal trends while offering real-world insights into esports career opportunities, connections to traditional sports, and the games at the core of the industry. Equipping readers with the critical tools to assess the role of an industry that continues to redefine modern sports and digital culture, Esports and Society: An Introduction:

Discusses the global reach of esports and the diversity of games and player communities
Explores key issues such as player well-being, gender representation, industry ethics, and economic impact
Focuses on professional competitive gaming and casual gaming culture
Examines the role of data analytics in esports, supported by empirical exercises and data-driven insights
Includes discussion questions designed to encourage critical thinking and classroom engagement

Integrating academic research with real-world examples and data, Esports and Society: An Introduction is essential reading for students and educators in sports sciences, business, data analytics, and digital media. It is an ideal textbook for undergraduate and graduate courses on esports, sports and society, and gaming culture.

Contents

Table of Figures viii

Extra Insights x

Notes to the Course Instructor xi

Notes to the Reader xii

Introducing Readers to Esports - a Brief Survey xiii

Introduction 1

1 Benefits and Challenges 6

1.1 Introduction 6

1.2 Esports and Violence 8

1.2.1 Violence in Video Games 9

1.2.2 Violence and Aggression as a Result of Playing Video Games 13

1.3 Esports and Physical Activity 17

1.3.1 Physical Activity and Professional Esports Players 17

1.3.2 Physical Activity and Nonprofessional Esports Players 19

1.4 Esports and Psychological Well- Being 20

1.5 Esports and Inclusion 22

1.6 Loot Boxes, Skins, and Their Relation to Gambling 27

1.7 Participation Costs 31

1.8 Conclusion 34

2 Are Esports Considered Sports? 35

2.1 Introduction 35

2.2 Earning Money from Traditional Sports or Esports 36

2.3 Similarities and Differences Between Esports and Traditional Sports 36

2.4 The Role of Superstars 42

2.5 The Aging of an Athlete: When Players Retire 45

2.6 Conclusion 47

3 Professions in Esports 49

3.1 Introduction 49

3.2 Salary and Wage Distribution for Professional Players 50

3.2.1 Example: Fortnite World Cup 2019 Tournament Earnings 51

3.2.2 Example: CS:GO and Dota 2 Tournament Earnings 53

3.3 Esports- Specific Issues and Perspectives for Professional Players 57

3.4 Job Opportunities in Esports 59

3.4.1 Streaming 59

3.4.2 Coaching 62

3.4.3 Event Organization and Personnel 66

3.4.4 Content Creation 69

3.4.5 Game Development 73

3.4.5.1 Sponsorship 76

3.4.6 Other Job Opportunities 77

3.5 Conclusion 78

4 Games 80

4.1 Introduction 80

4.2 Describing a Game 81

4.3 What Makes a Game Successful? 84

4.3.1 Complexity 85

4.3.2 Equality - Balance in the Game 86

4.3.3 Player/Fan Interaction with the Game - Modifications (Mods) 89

4.3.4 Extra Content 91

4.3.4.1 Extra Content that Potentially Improves the Game or the Game's Story 91

4.3.4.2 Extra Content That Does Not Change the Game at All or Only Cosmetically 92

4.3.5 Player and Fan Interaction with the Game 93

4.3.6 Professional Tournaments 95

4.3.7 Marketing 98

4.3.8 Fun Factor? 101

4.4 Conclusion 103

5 Using Data from Esports 105

5.1 Introduction 105

5.2 Data for Players and Supporters 107

5.2.1 Example: Country of Origin for The International Participants 108

5.2.2 Example: Tournament Earnings for StarCraft II Players 110

5.2.3 Example: Posts in Overwatch, Fortnite, League of Legends, and Doom Subreddits 111

5.2.4 Example: Aiming at Targets 113

5.3 Data for Teams and Groups 114

5.3.1 Example: Team Diversity and Performance for Teams Participating in The International 115

5.3.2 Example: Organizations Focusing on Multiple Teams 117

5.4 Data for Games, Nonprofessional Players, and Tournaments 119

5.4.1 Data for Games and Their Longevity 119

5.4.2 Data for Nonprofessional Players 122

5.4.2.1 Example: Player Nationality and Gaming Platforms 123

5.4.2.2 Example: Player Demographics 125

5.5 Concluding Remarks 127

Conclusion 130

Related Literature and Media 132

Example Data Sets and Exercises 134

Bibliography 140

Appendix 161

Index 174

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