Buch, Englisch, 134 Seiten, Format (B × H): 140 mm x 216 mm, Gewicht: 182 g
Challenges and Expectations in a Multi-Screen Society
Buch, Englisch, 134 Seiten, Format (B × H): 140 mm x 216 mm, Gewicht: 182 g
Reihe: Routledge Focus on Digital Media and Culture
ISBN: 978-1-032-22678-1
Verlag: Routledge
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.
The Open Access version of this book has been made available under a Creative Commons Attribution-Non Commercial-No Derivatives 4.0 license: https://www.taylorfrancis.com/books/oa-edit/10.4324/9781003273691/esports-media-angel-torres-toukoumidis
Autoren/Hrsg.
Fachgebiete
- Mathematik | Informatik EDV | Informatik Digital Lifestyle Computerspiele, Internetspiele
- Sozialwissenschaften Medien- und Kommunikationswissenschaften Medienwissenschaften
- Sozialwissenschaften Sport | Tourismus | Freizeit Hobbies & Spiele
- Sozialwissenschaften Soziologie | Soziale Arbeit Spezielle Soziologie Mediensoziologie
- Sozialwissenschaften Medien- und Kommunikationswissenschaften Kommunikationswissenschaften
Weitere Infos & Material
Part I: Overview, 1. E-sports in the Entertainment Industry: Overview, Part II: Media Platforms and Esports, 2. The Social Media Impact of Esports: The Case of Esports on Facebook, Part III: Communicative Globalization of Esports, 3. Live-Streaming Culture in the Esports Community, 4. Marketing Strategies for Esports, 5. Comparative Study of the Transmedia Element in Esports: America, Europe, and Asia, 6. How the Negative Public View of Videogames Threatens Esports Sponsors, 7. Communication Experts' Perspective on Esports