top of page
VGL_Banner_wLogo.png

A HISTORY OF COMPETITIVE GAMING

Lu Zhouxiang



 

Competitive gaming, or esports – referring to competitive tournaments of video games among both casual gamers and professional players – began in the early 1970s with small competitions like the one held at Stanford University in October 1972, where some 20 researchers and students attended. By 2022, the estimated revenue of the global esports industry is in excess of $947 million, with over 200 million viewers worldwide. Regardless of views held about competitive gaming, esports have become a modern economic and cultural phenomenon.


This book studies the full history of competitive gaming from the 1970s to the 2010s against the background of the arrival of the electronic and computer age. It investigates how competitive gaming has grown into a new form of entertainment, a sport-like competition, a lucrative business and a unique cultural sensation. It also explores the role of competitive gaming in the development of the video game industry, making a distinctive contribution to our knowledge and understanding of the history of video games.


A History of Competitive Gaming will appeal to all those interested in the business and culture of gaming, as well as those studying modern technological culture.

 

PUBLICATION DETAILS

LANGUAGE

BINDING

EDITION

ISBN

YEAR

PAGES

English

Hardcover

9780367559618

2022

338

English

eBook

9781003095859

2022

338

 

TAGS


Authors: #LuZhouxiang

Publishers: #Routledge (Routledge)

Languages: #English

Accessibility: N/A

Year: #Year2022


Companies:

N/A


Public Figures:

N/A


Games:

N/A


Misc:

N/A

bottom of page