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oapen-20.500.12657-572652022-07-08T03:03:38Z Esports and the Media Torres-Toukoumidis, Angel communication;Esports;e-sports;gamers;gaming;livestreaming;live-streaming;marketing;online games;social media;transmedia;twitch streaming;video games;YouTube bic Book Industry Communication::U Computing & information technology::UD Digital lifestyle::UDX Computer games / online games: strategy guides bic Book Industry Communication::G Reference, information & interdisciplinary subjects::GT Interdisciplinary studies::GTC Communication studies This book takes a multidisciplinary approach to the question of esports and their role in society. A diverse group of authors tackle the impact of esports and the ways in which it has grown within the entertainment industry around the world. Chapters offer a coherent response to the following questions: What role do esports play in the entertainment industry? What communication skills can be learned through esports? What do the media gain from broadcasting esports? What is the relationship between social networks and esports? What are the main marketing strategies used in esports? What effect does communicative globalization have on the development of esports? What is the relationship between merchandising and esports? What do communication experts think about esports? Offering clear insights into this rapidly developing area, this volume will be of great interest to scholars, students, and anyone working in game studies, new media, leisure, sport studies, communication studies, transmedia literacy, and digital culture. 2022-07-07T10:07:29Z 2022-07-07T10:07:29Z 2022 book 9781032222653 9781032226781 9781000652864 https://library.oapen.org/handle/20.500.12657/57265 eng Routledge Focus on Digital Media and Culture application/pdf Attribution-NonCommercial-NoDerivatives 4.0 International 9781000652864.pdf http://www.routledge.com Taylor & Francis Routledge 10.4324/9781003273691 10.4324/9781003273691 7b3c7b10-5b1e-40b3-860e-c6dd5197f0bb 9781032222653 9781032226781 9781000652864 Routledge 135 open access
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This book takes a multidisciplinary approach to the question of esports and their role in society. A diverse group of authors tackle the impact of esports and the ways in which it has grown within the entertainment industry around the world.
Chapters offer a coherent response to the following questions: What role do esports play in the entertainment industry? What communication skills can be learned through esports? What do the media gain from broadcasting esports? What is the relationship between social networks and esports? What are the main marketing strategies used in esports? What effect does communicative globalization have on the development of esports? What is the relationship between merchandising and esports? What do communication experts think about esports?
Offering clear insights into this rapidly developing area, this volume will be of great interest to scholars, students, and anyone working in game studies, new media, leisure, sport studies, communication studies, transmedia literacy, and digital culture.
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