Buch, Englisch, 230 Seiten, Format (B × H): 156 mm x 234 mm, Gewicht: 453 g
Players, Fans, and the Esports Industry
Buch, Englisch, 230 Seiten, Format (B × H): 156 mm x 234 mm, Gewicht: 453 g
ISBN: 978-1-032-66546-7
Verlag: Taylor & Francis Ltd
This fascinating new book lifts the lid on the rapidly growing esports industry to examine its human dimension, exploring the career paths, performance and wellbeing of esports players, as well as the marketing, media and venue strategies that can keep fans engaged across the life course.
The book introduces the fundamentals of esports for the reader who may not have prior knowledge, including key concepts and terminology. Drawing on cutting-edge research from psychology, high performance, business and management, the book explores key issues in contemporary esports, including skill development, health and fitness, career transitions, live streaming, sponsorship, consumer behaviour, and social identity in esports, as well as looking at special populations, from parents of esports players to older people active in esports. Every chapter opens with a thought-provoking question and contains real-world case studies from around the world, as well as the voices of industry professionals.
Offering a unique set of perspectives on esports and adding depth to the reading list for any esports course, this is essential reading for any student, researcher or practitioner looking to better understand the esports industry.
Zielgruppe
Postgraduate and Undergraduate Core
Autoren/Hrsg.
Fachgebiete
- Sozialwissenschaften Sport | Tourismus | Freizeit Sport Sportveranstaltungen, Sportmanagement, Teams & Clubs
- Wirtschaftswissenschaften Wirtschaftssektoren & Branchen Dienstleistungssektor & Branchen
- Sozialwissenschaften Sport | Tourismus | Freizeit Hobbies & Spiele
- Mathematik | Informatik EDV | Informatik Digital Lifestyle Computerspiele, Internetspiele
Weitere Infos & Material
Part I: Esports in Sport Psychology, 1. Introduction to Esports, 2. Parental Involvement, Support, and Pressure for Esports Players, 3. Life Skills Development and Transfer in Esports, 4. Esports Players’ Physical and Mental Wellbeing, 5. Career Transition Out of Esports, Part II: Esports in Sport Marketing, 6. Understanding Motivations for Streaming and Viewing for Esports Live Streaming, 7. Esports Event Venue Marketing, 8. Esports Fan Behaviour: Multiple Identifications, 9. Sponsorship in Esports, 10. Market Segmentation: Silver Marketing and Women-centric Marketing, Conclusion