Dal Yong Jin, Dan Padua, William Campbell, Amanda Goss, Kyle Trottier, Mark Claypool, Rory K. Summerley, Milan Ismangil, Anthony Fung, Tobias M. Scholz, Ben Egliston, Thiago Falcão, Tom Brock, William Clyde Partin III, Max Renner, Nicholas Taylor, Yaewon Jin, Tae-Jin Yoon, David Cumming, Nyle Sky Kauweloa, Paul Martin, Wei Song, Ying-Ying Law, Raine Koskimaa, Tanja Välisalo, Maria Ruotsalainen, Veli-Matti Karhulahti
Global eSports explores the recent surge of eSports in the global scene and comprehensively discusses people's understanding of this spectacle. By historicizing and institutionalizing eSports, the contributors analyze the rapid growth of eSports and its implications in culture and digital economy. Dal Yong Jin curates a discussion as to why eSports has become a global phenomenon.
From games such as Spacewar to Starcraft to Overwatch, a key theme, distinguishing this collection from others, is a potential shift of eSports from online to mobile gaming. The book addresses why many global game players and fans play and enjoy online and mobile games in professional game competitions, and therefore, they investigate the manner in which the transfer to, from and between online and mobile gaming culture is occurring in a specific subset of global youth.
The remaining focus identifies the major platforms used to enjoy eSports, including broadcasting and smartphones. By analyzing these unexamined or less-discussed agendas, this book sheds light on the current debates on the growth of global eSports culture.
THE DIGITAL ROLE-PLAYING GAME AND TECHNICAL COMMUNICATION: THE HISTORY OF BETHESDA, BIOWARE AND CD PROJEKT RED