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    Esports in the Asia-Pacific: Ecosystem, Communities, and Identities

    Esports in the Asia-Pacific by Gilardi, Filippo; Martin, Paul;

    Ecosystem, Communities, and Identities

    Series: Palgrave Series in Asia and Pacific Studies;

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      • Publisher's listprice EUR 128.39
      • The price is estimated because at the time of ordering we do not know what conversion rates will apply to HUF / product currency when the book arrives. In case HUF is weaker, the price increases slightly, in case HUF is stronger, the price goes lower slightly.

        54 463 Ft (51 869 Ft + 5% VAT)
      • Discount 20% (cc. 10 893 Ft off)
      • Discounted price 43 570 Ft (41 495 Ft + 5% VAT)

    54 463 Ft

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    Estimated delivery time: In stock at the publisher, but not at Prospero's office. Delivery time approx. 3-5 weeks.
    Not in stock at Prospero.

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    Product details:

    • Edition number 1st ed. 2023
    • Publisher Palgrave Macmillan
    • Date of Publication 25 October 2023
    • Number of Volumes 1 pieces, Book

    • ISBN 9789819937950
    • Binding Hardback
    • No. of pages272 pages
    • Size 210x148 mm
    • Weight 508 g
    • Language English
    • Illustrations 3 Illustrations, black & white; 2 Illustrations, color
    • 548

    Categories

    Short description:

    ?This book as one of the first academic discourses on the Asia-Pacific esports sphere advances a new horizon in esports and game studies. By dexterously engaging with three different perspectives, including macro, meso, and micro levels of discussions, this book provides fascinating discussions fully supported by a multitude of theoretical and methodological frameworks. The quality of analyses by both leading and emerging scholars posits this book as an essential read for scholars and students alike.?

    ? Dal Yong Jin, Distinguished SFU Professor. Simon Fraser University, Canada
    This is an edited book that fills a gap in knowledge by providing a comprehensive view of esports practice from the Asia and Pacific region. The volume looks at the development of esports through the interconnections between institutions, industries, players, and society, across the Asia-Pacific. Over the last two decades, the Asia-Pacific region has been central to the growth and developmentof esports. The value of this book lies in its ability to provide a view of esport from countries that are currently underrepresented in the literature such as Vietnam, Singapore, Philippines and Australia while still integrating chapters looking at more well-researched countries such as China, Korea, and Japan. 
    Filippo Gilardi is an Associate Professor in Creative Industries and Transmedia and currently the Head of the School of International Communications and the Director of the Institute of Asia and Pacific Studies (IAPS) at the University of Nottingham Ningbo China. His research interests focus on media convergence, copyright protection, the development of global digital platforms, and audience studies.
    Paul Martin is an Associate Professor in Digital Media and Communications in the School of International Communications at the University of Nottingham Ningbo China. He conducts research on computer games and computer game culture, focusingon three main areas: game cultures, games and meaning; and game studies as an academic field. He is a founder member of the Chinese Digital Games Research Association (CDiGRA) and currently serves as its president.
    chapters ?Introduction to Esports in the                 Asia-Pacific? and ?Conclusions to Esports in the Asia?Pacific? are available open access under a Creative Commons                           Attribution 4.0 International License via link.springer.com.

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    Long description:

    This is an edited book that fills a gap in knowledge by providing a comprehensive view of esports practice from the Asia and Pacific region. The volume looks at the development of esports through the interconnections between institutions, industries, players, and society, across the Asia-Pacific. Over the last two decades, the Asia-Pacific region has been central to the growth and development of esports. The value of this book lies in its ability to provide a view of esport from countries that are currently underrepresented in the literature such as Vietnam, Malaysia, Taiwan, Hong Kong, Singapore, Philippines and Australia while still integrating chapters looking at more well-researched countries such as China, Korea, and Japan. Through its diverse case studies, the book serves as a resource for scholars and educators worldwide who seek diverse examples with which to improve understanding of the esports phenomenon and the inclusiveness of media and communication curricula. 

    chapters ?Introduction to Esports in the                 Asia-Pacific? and ?Conclusions to Esports in the Asia?Pacific? are available open access under a Creative Commons                           Attribution 4.0 International License via link.springer.com.

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    Table of Contents:

    Chapter 1. Introduction (Filippo Gilardi and Paul Martin).- Part I. Esports development: institutions, industries, and players.- Chapter 2. Top-Down versus Bottom-Up: Esports Tensions in Australia and Singapore (Dr Mark R Johnson, Dr James Patrick Williams).- Chapter 3. Power Play ? Regulatory Frameworks of Esports in Asia and Europe (Tanja Sihvonen, Peichi Chung, Veli-Matti Karhulahti).- Chapter 4. The Neutrality of Esports Federations through the Comparative Analysis of the Japanese and Swiss Examples (Tsubasa Shinohara).- Chapter 5. In the wake of digital games: A glance at the emergence of esports in Vietnam (Dr Phan Quang Anh).- Chapter 6. The role of the government in the growth of esports industry in Vietnam. (Dr Florian Lefebvre, Dr Pham Vu Thang).- Part II. Progamers and marketing agents: cultural and professional challenges.- Chapter 7. Regional Flows of Labour in Esports: Political, Cultural and Professional Challenges (Yelin Zhao, Hao Luo).- Chapter 8. ESports Dreamings : Pro-gamers and game players in South Korea (Eunkyoung Choi).- Chapter 9. Friend or Foe? Consumer stewards as marketing agents in e-sports (Yan Han Wang, Hél?ne de Burgh-Woodman, Dr Keri Spooner).- Part III. Esports audiences: platforms, marginalisation, and homophobia.- Chapter 10. The Role of Mobile Devices in Malaysian esports (Dr Kyle Moore).- Chapter 11. Constructing an authentic esports spectator through fans? performances of Australianness (Dr David Cumming).- Chapter 12. Homophobia in Competitive Online Gaming (Angelo James F. Esperanzate).- Chapter 13. Conclusion (Dr Filippo Gilardi and Dr Paul Martin).

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