Electronic sports industry in China : an overview / / Peng Duan [and three others] |
Edizione | [1st ed. 2023.] |
Pubbl/distr/stampa | Singapore : , : Springer, , [2023] |
Descrizione fisica | 1 online resource (242 pages) |
Disciplina | 794.8 |
Soggetto topico |
eSports (Contests)
eSports (Contests) - Management |
ISBN | 981-19-9288-6 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Overview of E-Sports -- Development History and Status-Quo of Global E-Sports -- Development Environment of China’s E-Sports Industry -- Development History and Status-Quo of China’s E-sports Industry -- Comparative Analysis of Global E-Sports Industry -- Case Analysis on World’s Top E-Sports Events -- Special Analysis on the Development of China’s E-Sports Industry -- Problem Analysis on the Development of China’s E-Sports Industry -- Countermeasures and Suggestions for the Development of China’s E-Sports Industry -- Innovation Characteristics and Development Trend of China’s E-Sports Industry. . |
Record Nr. | UNINA-9910674357203321 |
Singapore : , : Springer, , [2023] | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
ESport in Recht und Gesellschaft / / Margrit Seckelmann, Andreas H. Woerlein (Hrsg.) |
Pubbl/distr/stampa | Baden-Baden : , : Nomos, , 2023 |
Descrizione fisica | 1 online resource (285 pages) |
Disciplina | 794.8 |
Collana | Schriften des Kompetenzzentrums eSport der Leibniz Universität Hannover |
Soggetto topico | eSports (Contests) |
ISBN | 3-7489-3996-5 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Titelei/Inhaltsverzeichnis -- I. Geleitwort -- II. Der Anfang ist gemacht - Jahresbericht des Kompetenzzentrums für die Jahre 2021-2023 -- 1. Zur Begriffsbestimmung - Was bleibt vom bisherigen Diskurs? -- 2. Aus dem Schatten in das Licht? Der rechtliche Status quo des eSports in Deutschland und Vorschläge zu seiner Fortentwicklung -- 3. Gaming, Gambling & eSport - glücksspielrechtliche Herausforderungen am Beispiel von Lootboxen und eSport-Wetten -- 4. Lootboxen - virtuelles Warenautomatenspiel oder Sofortauslosung im Internet? -- 5. NFT und eSport - Erfolgsrezept oder Risiko? -- 6. Blockchain, Smart Contracts und Tokenisierung: der Game-Changer für den eSport? -- 7. Datenschutz im eSport - die Verarbeitung von Leistungsdaten zur Optimierung des Spielverhaltens -- 8. Cheating, Exploiting und Privatrecht - digitale Regeln und rechtliche Sanktionen? -- 9. Strafrechtliche Konsequenzen von Cheating und Doping im eSport -- 10. Kollektive Rechtswahrnehmung im Urheberrecht - braucht es eine "eSport-Verwertungsgesellschaft"? -- 11. Play hard, work hard - eSport als Fair Game? -- 12. eSport als Spiegel der digitalen Gesellschaft - eine Analyse der Plattformisierung des Ökosystems -- 13. Zwischen Arbeitsgemeinschaft und Aktiengesellschaft - eSport an deutschen Universitäten -- III. Informationen zu den Autorinnen und Autoren. |
Record Nr. | UNINA-9910734375203321 |
Baden-Baden : , : Nomos, , 2023 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
ESport in Recht und Gesellschaft / / Margrit Seckelmann, Andreas H. Woerlein (Hrsg.) |
Pubbl/distr/stampa | Baden-Baden : , : Nomos, , 2023 |
Descrizione fisica | 1 online resource (285 pages) |
Disciplina | 794.8 |
Collana | Schriften des Kompetenzzentrums eSport der Leibniz Universität Hannover |
Soggetto topico | eSports (Contests) |
ISBN | 3-7489-3996-5 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Titelei/Inhaltsverzeichnis -- I. Geleitwort -- II. Der Anfang ist gemacht - Jahresbericht des Kompetenzzentrums für die Jahre 2021-2023 -- 1. Zur Begriffsbestimmung - Was bleibt vom bisherigen Diskurs? -- 2. Aus dem Schatten in das Licht? Der rechtliche Status quo des eSports in Deutschland und Vorschläge zu seiner Fortentwicklung -- 3. Gaming, Gambling & eSport - glücksspielrechtliche Herausforderungen am Beispiel von Lootboxen und eSport-Wetten -- 4. Lootboxen - virtuelles Warenautomatenspiel oder Sofortauslosung im Internet? -- 5. NFT und eSport - Erfolgsrezept oder Risiko? -- 6. Blockchain, Smart Contracts und Tokenisierung: der Game-Changer für den eSport? -- 7. Datenschutz im eSport - die Verarbeitung von Leistungsdaten zur Optimierung des Spielverhaltens -- 8. Cheating, Exploiting und Privatrecht - digitale Regeln und rechtliche Sanktionen? -- 9. Strafrechtliche Konsequenzen von Cheating und Doping im eSport -- 10. Kollektive Rechtswahrnehmung im Urheberrecht - braucht es eine "eSport-Verwertungsgesellschaft"? -- 11. Play hard, work hard - eSport als Fair Game? -- 12. eSport als Spiegel der digitalen Gesellschaft - eine Analyse der Plattformisierung des Ökosystems -- 13. Zwischen Arbeitsgemeinschaft und Aktiengesellschaft - eSport an deutschen Universitäten -- III. Informationen zu den Autorinnen und Autoren. |
Record Nr. | UNISA-996540323003316 |
Baden-Baden : , : Nomos, , 2023 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. di Salerno | ||
|
Esports and the Media / / Ángel Torres-Toukoumidis |
Autore | Torres-Toukoumidis Ángel |
Pubbl/distr/stampa | Taylor & Francis, 2022 |
Descrizione fisica | 1 online resource (134 pages) |
Disciplina | 794.8 |
Collana | Routledge Focus on Digital Media and Culture |
Soggetto topico | eSports (Contests) |
Soggetto non controllato | communication;Esports;e-sports;gamers;gaming;livestreaming;live-streaming;marketing;online games;social media;transmedia;twitch streaming;video games;YouTube |
ISBN |
1-00-327369-6
1-003-27369-6 1-000-65286-6 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Altri titoli varianti | Esports and the Media |
Record Nr. | UNINA-9910580201803321 |
Torres-Toukoumidis Ángel | ||
Taylor & Francis, 2022 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Esports in the Asia-Pacific : Ecosystem, Communities, and Identities / / edited by Filippo Gilardi and Paul Martin |
Edizione | [First edition.] |
Pubbl/distr/stampa | Singapore : , : Macmillan Palgrave, , [2023] |
Descrizione fisica | 1 online resource (278 pages) |
Disciplina | 794.8 |
Collana | Palgrave Series in Asia and Pacific Studies |
Soggetto topico |
Video games
eSports (Contests) |
ISBN | 981-9937-96-5 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Intro -- Contents -- Notes on Contributors -- List of Figures -- List of Tables -- Introduction to Esports in the Asia-Pacific -- Overview of Existing Literature -- The Macro-level: Esports Ecosystems in the Asia-Pacific -- The Meso-Level: Communities of Players and Audiences -- The Micro-level: Gender in Asia-Pacific Esports -- Overview of Chapters -- Part I: Ecosystem -- Part II: Communities -- Part III: Identities -- References -- Ecosystem -- Bottom-Up and Top-Down Tensions: Comparing the Australian and Singaporean Esports Ecosystems -- Introduction -- Esports -- Australia -- Singapore -- Conclusion -- References -- In the Wake of Digital Games: A Glance at the Emergence of Esports in Vietnam -- Introduction -- The Esports Ecosystem in Vietnam -- Publishers -- Teams -- Audience -- The Missing Pieces: Parents and the Community -- The Need for Professionalization -- Conclusion -- References -- Fighting Corruption in Esports. Towards Good Governance in Light of Integrity, Transparency and Neutrality -- Introduction -- The Concept of 'Integrity' in the Context of Esports -- Defining the Concept of 'Integrity of Esports' -- 'Transparency' in the Context of Esports -- Neutrality' in the Context of Esports -- Summary -- Economic Relationship Between Esports Governing Bodies, Business Enterprises and/or Public Authorities -- International Esports Federation (IESF) -- Global Esports Federation (GEF) -- Swiss Esports Federation (SESF) -- Japan Esports Union (JeSU) -- Summary -- Conclusion -- References -- Communities -- The Management of Professional Esports Teams on League of Legends in Vietnam -- Introduction -- Theoretical Framework -- Method -- Data Collection -- Sample -- Data Analysis -- Results -- Sporting Management Duties -- Develop a Team Culture by Spending Time with the Players -- Problem-Solving.
Organize Specific Meetings with the Players -- Talent Recognition -- Commercial Management Duties -- Sponsors -- Other Sources of Income -- Perspectives on the Professionalization of LOL Vietnamese Esports Teams -- Perspectives -- Main Limitation-lack of Recognition of Esports in Vietnam -- Conclusion -- References -- Love in Imagination: A Comparative Analysis Between Chinese K-pop Fans and Esports Fans Regarding Their Parasocial Interaction and Relationship Towards the Virtual Idol Group K/DA -- Introduction -- Literature Review -- Parasocial Interaction -- From Parasocial Interaction to Parasocial Relationship -- Gaps of Parasocial Interaction -- Parasocial Interaction in Different Contexts: K-pop Idol and Esports Game Industry -- K-pop Industry -- Game and Esports Industry -- Methodology -- Research Design -- Sampling and Positionality -- Interview and Analysis -- Findings -- Parasocial Interaction -- In-Game Interactions: Immersion vs. Persona -- In-Music Interaction: Idol-Simulation vs. Game Simulation -- Parasocial Relationship -- Parasocial Relationship In-Game: Familial vs. Accompanied Kinship -- Parasocial Relationship In-Music: Real Idol vs. Blending Identities -- Conclusion and Discussion -- Appendix: Interviewee Overview -- References -- Labor Migration to League of Legends Pro League: Confronting Local Fandom Communities -- Introduction -- Theoretical Framework -- League of Legends Pro League (LPL) and the Interregional Movement Policy -- Language Barriers: The Ambivalence of Foreignness -- Controversial Cooperation: Confronting Nationalism -- Conclusion -- References -- Identities -- "What They Love About Sports Is What I Love About Esports": How Esports Factors into Australian National Identity -- Introduction -- Sport and Australia -- Method -- Esports in Australia -- Esports and Australian National Identity -- Final Remarks. References -- Clutch or Gay: Experiences of Gaymers in Valorant Philippines -- Introduction -- Esports and Its Global Impact -- Being LGBTQIA+ in the Philippines -- LGBTQIA+ in Esports -- Valorant and the "Gayming" Experience -- Co-Cultural Communication Theory -- Methodology -- Findings -- Communicating Homophobia -- Communicative Strategies and Changed In-Game Dynamics -- Discussion -- Conclusion -- References -- 'Watching Our Men Playing for the Nation': Esports LPL's Hierarchical, Gendered, and Mainstremeist 'All-Chinese Team' Fandom in China -- Introduction -- Esports Impact, Official Endorsement, and Hierarchical Fandom Circle -- Idolisation of LOL Players as Nationalised Celebrities -- Situating the 'All-China Team' Fandom in Fandom Literature -- Gendered and Nationalised 'All-China Team' -- Methodology -- Findings and Analysis -- 'Who Does Not Support the All-Chinese Team Get out of China!' -- 'First-Year Fans Have Already Watched LPL for Four Years!' -- 'LOL Is a Free Game, Just Download and Play It' -- Conclusion -- References -- Conclusions to Esports in the Asia-Pacific -- Topics Across Chapters -- References -- Bibliography -- Index. |
Record Nr. | UNINA-9910754093103321 |
Singapore : , : Macmillan Palgrave, , [2023] | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Esports is business : management in the world of competitive gaming / / Tobias M. Scholz |
Autore | Scholz Tobias M |
Edizione | [1st ed. 2019.] |
Pubbl/distr/stampa | New York, New York : , : Springer Berlin Heidelberg, , [2019] |
Descrizione fisica | 1 online resource (xv, 155 pages) |
Disciplina | 658.4092 |
Collana | Gale eBooks |
Soggetto topico |
eSports (Contests)
Sports Leadership Electronic games industry |
ISBN | 3-030-11199-7 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | 1. Introduction: The Emergence of eSports -- 2. A Short History of eSports and Management -- 3. Stakeholders in the eSports Industry -- 4. Unwritten Governing Principles -- 5. The Business Model Network -- 6. Conclusion: The Future of eSports. |
Record Nr. | UNINA-9910337785503321 |
Scholz Tobias M | ||
New York, New York : , : Springer Berlin Heidelberg, , [2019] | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
International journal of eSports multidisciplinary research |
Pubbl/distr/stampa | Hershey, PA : , : IGI Global, , [2022]- |
Disciplina | 794.8 |
Soggetto topico | eSports (Contests) |
Soggetto genere / forma | Periodicals. |
ISSN | 2771-2001 |
Formato | Materiale a stampa |
Livello bibliografico | Periodico |
Lingua di pubblicazione | eng |
Altri titoli varianti |
IJEMR
eSports multidisciplinary research |
Record Nr. | UNINA-9910802599603321 |
Hershey, PA : , : IGI Global, , [2022]- | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
International journal of eSports research |
Pubbl/distr/stampa | Hershey PA : , : IGI Global, , [2021] |
Disciplina | 794.8 |
Soggetto topico | eSports (Contests) |
Soggetto genere / forma | Periodicals. |
ISSN | 2691-9281 |
Formato | Materiale a stampa |
Livello bibliografico | Periodico |
Lingua di pubblicazione | eng |
Altri titoli varianti |
IJeSR
eSports research IJER |
Record Nr. | UNINA-9910895108303321 |
Hershey PA : , : IGI Global, , [2021] | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
La Situación de Los Esports en España : una Perspectiva Cualitativa / / Álvaro Fernández Luna |
Autore | Fernández Luna Álvaro |
Pubbl/distr/stampa | Madrid, España : , : Editorial DYKINSON, S.L., , 2020 |
Descrizione fisica | 1 online resource (78 pages) |
Disciplina | 794.8 |
Soggetto topico | eSports (Contests) |
ISBN | 84-1377-538-8 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | spa |
Record Nr. | UNINA-9910794536903321 |
Fernández Luna Álvaro | ||
Madrid, España : , : Editorial DYKINSON, S.L., , 2020 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
La Situación de Los Esports en España : una Perspectiva Cualitativa / / Álvaro Fernández Luna |
Autore | Fernández Luna Álvaro |
Pubbl/distr/stampa | Madrid, España : , : Editorial DYKINSON, S.L., , 2020 |
Descrizione fisica | 1 online resource (78 pages) |
Disciplina | 794.8 |
Soggetto topico | eSports (Contests) |
ISBN | 84-1377-538-8 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | spa |
Record Nr. | UNINA-9910816885803321 |
Fernández Luna Álvaro | ||
Madrid, España : , : Editorial DYKINSON, S.L., , 2020 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|