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Titlebook: Modes of Esports Engagement in Overwatch; Maria Ruotsalainen,Maria T?rh?nen,Veli-Matti Karhu Book‘‘‘‘‘‘‘‘ 2022 The Editor(s) (if applicabl

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發(fā)表于 2025-3-21 17:21:00 | 只看該作者 |倒序瀏覽 |閱讀模式
書目名稱Modes of Esports Engagement in Overwatch
編輯Maria Ruotsalainen,Maria T?rh?nen,Veli-Matti Karhu
視頻videohttp://file.papertrans.cn/638/637818/637818.mp4
概述Furthers understanding of esports as a form of entertainment and sport.Posits esports as a facilitator for communication and interaction in co-creative activities.15 chapters from game cultures and es
圖書封面Titlebook: Modes of Esports Engagement in Overwatch;  Maria Ruotsalainen,Maria T?rh?nen,Veli-Matti Karhu Book‘‘‘‘‘‘‘‘ 2022 The Editor(s) (if applicabl
描述This Open Access book provides a comprehensive review of the rapidly developing esport phenomenon by examining one of its contemporary flagship titles, Overwatch (Blizzard Entertainment 2016), through three central themes and from a rich variety of research methods and perspectives. As a game with more than 40 million individual players, an annual international World Cup, and a franchised professional league with teams from Canada, China, Europe, South Korea, and the US, Overwatch provides a multifaceted perspective to the cultural, social, and economic topics associated with the development of esports, which has begun to attract attention from both commercial and academic audiences..The book starts with an introduction chapter to Overwatch and esports engagement in general, co-authored by the editors. This is followed by 15 unique chapters from scholars within the field of game cultures and esports, representing ten different nationalities. The contributions construct thematicsections that divide the book into three parts: Players, Diverse Audiences? and Fan & Fiction Work. As such, the parts provide a wide-ranging overview of esport engagement, thus disclosing the phenomenon’s cr
出版日期Book‘‘‘‘‘‘‘‘ 2022
關鍵詞Game culture; Game studies; Overwatch; Game development; Digital culture; Digital media; esports; Open Acce
版次1
doihttps://doi.org/10.1007/978-3-030-82767-0
isbn_softcover978-3-030-82769-4
isbn_ebook978-3-030-82767-0
copyrightThe Editor(s) (if applicable) and The Author(s) 2022
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https://doi.org/10.1007/978-3-030-82767-0Game culture; Game studies; Overwatch; Game development; Digital culture; Digital media; esports; Open Acce
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978-3-030-82769-4The Editor(s) (if applicable) and The Author(s) 2022
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Book‘‘‘‘‘‘‘‘ 2022, Overwatch (Blizzard Entertainment 2016), through three central themes and from a rich variety of research methods and perspectives. As a game with more than 40 million individual players, an annual international World Cup, and a franchised professional league with teams from Canada, China, Europe,
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