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dc.contributor.editorRuotsalainen, Maria
dc.contributor.editorTörhönen, Maria
dc.contributor.editorKarhulahti, Veli-Matti
dc.date.accessioned2025-03-08T06:01:49Z
dc.date.available2025-03-08T06:01:49Z
dc.date.issued2022
dc.date.submitted2022-03-15T07:53:08Z
dc.identifierONIX_20220314_9783030827670_41
dc.identifierhttps://library.oapen.org/handle/20.500.12657/53330
dc.identifier.urihttps://doab-dev.siscern.org/handle/20.500.12854/183413
dc.description.abstractThis 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 thematic sections 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 cross-cultural, transmedial, and interconnected relations that have not been probed earlier in a single anthology.
dc.languageEnglish
dc.rightsopen access
dc.subject.otherGame culture
dc.subject.otherGame studies
dc.subject.otherOverwatch
dc.subject.otherGame development
dc.subject.otherDigital culture
dc.subject.otherDigital media
dc.subject.otheresports
dc.subject.otherOpen Access
dc.subject.otherthema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCC Cultural studies::JBCC1 Popular culture
dc.subject.otherthema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies
dc.titleModes of Esports Engagement in Overwatch
dc.typebook
oapen.identifier.doi10.1007/978-3-030-82767-0
oapen.relation.isPublishedBy9fa3421d-f917-4153-b9ab-fc337c396b5a
oapen.relation.isFundedBy9964fdf7-2f7f-4293-b7da-46b0bc574dd8
oapen.relation.isFundedBy84095f4f-fc6b-435e-a379-4a99a66fabad
oapen.relation.isbn9783030827670
oapen.imprintPalgrave Macmillan
oapen.pages229
oapen.place.publicationCham
oapen.grant.number[grantnumber unknown]
dc.relationisFundedBy84095f4f-fc6b-435e-a379-4a99a66fabad


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