Chapter 1: What is Esports? Chapter 2: Can Video Games be a Sport? Debating and Complicating Esports as Physical Competitions Chapter 3: The Origins of Esports: A Half-Century History of an "Overnight" Success Chapter 4: Competition Formats in Esports Chapter 5: No Time for Lag: Newspaper Coverage of Esports, 2000-2018 Chapter 6: Esport Spectator Motivation Chapter 7: The Esports Consumer Experience Chapter 8: The Motivations of Esports Players Chapter 9: Fighting Games and Social Play Chapter 10: Sports Video Games (SVGs) in the Esports Landscape Chapter 11: Not Your Average Sunday Driver: The Formula 1 Esports Series World Championship Chapter 12: Counter-Strike or Counterpublic? Audience Creation, Transnational Discourses, and the Rhetorical Legitimation of Esports in TBS's ELEAGUE Chapter 13: The Law of Esports Chapter 14: Leveraging Esports in Higher Education
Ryan Rogers is assistant professor of sports media and media production at Butler University.
Esports is a field that is emerging rapidly in schools, communities, industry, and educational research, and may well become a crucial new source of modern learning for collaboration and technology. This book is an excellent user manual for an exciting ride into uncharted territory. -- James Paul Gee, Arizona State University