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Esport and Society cover

Esport and Society

An Introduction

by Cornel Nesseler

1st Edition

Publisher: Wiley-Blackwell

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Book Details

Print ISBN9781394320233
eText ISBN9781394320240
PublisherWiley-Blackwell
Publishing Year2025
Edition1st Edition
LanguageEnglish
Pages208

The textbook Esport and Society: An Introduction, 1st Edition, provides students with a structured framework for analyzing competitive gaming and its place within contemporary society. It establishes how organized digital play intersects with individual behaviors, broader social norms, and institutional structures.

The text systematically covers several core social topics within digital gaming environments. It explores ongoing debates regarding video games and violence, evaluates physical activity patterns among players, and assesses psychological well-being. Further coverage investigates issues of inclusion and diversity across gaming communities, while also examining commercial game features such as loot boxes and skins along with their relationship to gambling.

To reinforce student comprehension, the textbook incorporates dedicated discussion questions created to encourage critical thinking and facilitate classroom engagement. These pedagogical elements support instructional goals in higher education courses dedicated to esports, sports and society, and gaming culture.

Table of Contents

  1. Chapter 1: Benefits and Challenges

    • • 1.1 Introduction
    • • 1.2 Esports and Violence
    • • 1.2.1 Violence in Video Games
    • • 1.2.2 Violence and Aggression as a Result of Playing Video Games
    • • 1.3 Esports and Physical Activity
    • • 1.3.1 Physical Activity and Professional Esports Players
    • • 1.3.2 Physical Activity and Nonprofessional Esports Players
    • • 1.4 Esports and Psychological Well-Being
    • • 1.5 Esports and Inclusion
    • • 1.6 Loot Boxes, Skins, and Their Relation to Gambling
    • • 1.7 Participation Costs
    • • 1.8 Conclusion
  2. Chapter 2: Are Esports Considered Sports?

    • • 2.1 Introduction
    • • 2.2 Earning Money from Traditional Sports or Esports
    • • 2.3 Similarities and Differences Between Esports and Traditional Sports
    • • 2.4 The Role of Superstars
    • • 2.5 The Aging of an Athlete: When Players Retire
    • • 2.6 Conclusion
  3. Chapter 3: Professions in Esports

    • • 3.1 Introduction
    • • 3.2 Salary and Wage Distribution for Professional Players
    • • 3.2.1 Example: Fortnite World Cup 2019 Tournament Earnings
    • • 3.2.2 Example: CS:GO and Dota 2 Tournament Earnings
    • • 3.3 Esports-Specific Issues and Perspectives for Professional Players
    • • 3.4 Job Opportunities in Esports
    • • 3.4.1 Streaming
    • • 3.4.2 Coaching
    • • 3.4.3 Event Organization and Personnel
    • • 3.4.4 Content Creation
    • • 3.4.5 Game Development
    • • 3.4.5.1 Sponsorship
    • • 3.4.6 Other Job Opportunities
    • • 3.5 Conclusion
  4. Chapter 4: Games

    • • 4.1 Introduction
    • • 4.2 Describing a Game
    • • 4.3 What Makes a Game Successful?
    • • 4.3.1 Complexity
    • • 4.3.2 Equality - Balance in the Game
    • • 4.3.3 Player/Fan Interaction with the Game - Modifications (Mods)
    • • 4.3.4 Extra Content
    • • 4.3.4.1 Extra Content that Potentially Improves the Game or the Game's Story
    • • 4.3.4.2 Extra Content That Does Not Change the Game at All or Only Cosmetically
    • • 4.3.5 Player and Fan Interaction with the Game
    • • 4.3.6 Professional Tournaments
    • • 4.3.7 Marketing
    • • 4.3.8 Fun Factor?
    • • 4.4 Conclusion
  5. Chapter 5: Using Data from Esports

    • • 5.1 Introduction
    • • 5.2 Data for Players and Supporters
    • • 5.2.1 Example: Country of Origin for The International Participants
    • • 5.2.2 Example: Tournament Earnings for StarCraft II Players
    • • 5.2.3 Example: Posts in Overwatch, Fortnite, League of Legends, and Doom Subreddits
    • • 5.2.4 Example: Aiming at Targets
    • • 5.3 Data for Teams and Groups
    • • 5.3.1 Example: Team Diversity and Performance for Teams Participating in The International
    • • 5.3.2 Example: Organizations Focusing on Multiple Teams
    • • 5.4 Data for Games, Nonprofessional Players, and Tournaments
    • • 5.4.1 Data for Games and Their Longevity
    • • 5.4.2 Data for Nonprofessional Players
    • • 5.4.2.1 Example: Player Nationality and Gaming Platforms
    • • 5.4.2.2 Example: Player Demographics
    • • 5.5 Concluding Remarks

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