{"product_id":"esport-and-society-isbn-9781394320233","title":"Esport and Society","description":"\u003cp\u003e\u003cb\u003eProvides the tools to understand the impact, challenges, and opportunities of the esports industry\u003c\/b\u003e \u003c\/p\u003e\u003cp\u003eEsports has transformed from a niche hobby into a global industry, influencing entertainment, economics, and social structures. Yet it remains a topic of intense debate. Critics argue that competitive gaming promotes unhealthy behaviors, fosters addiction, and fails to cultivate essential life skills. On the other hand, supporters see esports as a rapidly growing sector that provides career opportunities, fosters inclusivity, and redefines modern sports culture. \u003c\/p\u003e\u003cp\u003e\u003ci\u003eEsports and Society: An Introduction\u003c\/i\u003e provides a balanced and research-backed examination of this phenomenon, unpacking both the benefits and concerns surrounding esports. In this student-friendly textbook, author Cornel Nesseler moves beyond common misconceptions to provide a nuanced analysis of the industry's real-world impact. Concise chapters explore the intersection of competitive and non-competitive gaming and broader societal trends while offering real-world insights into esports career opportunities, connections to traditional sports, and the games at the core of the industry. Equipping readers with the critical tools to assess the role of an industry that continues to redefine modern sports and digital culture, \u003ci\u003eEsports and Society: An Introduction:\u003c\/i\u003e \u003c\/p\u003e\u003cul\u003e \u003cli\u003eDiscusses the global reach of esports and the diversity of games and player communities\u003c\/li\u003e   \u003cli\u003eExplores key issues such as player well-being, gender representation, industry ethics, and economic impact\u003c\/li\u003e \u003cli\u003eFocuses on professional competitive gaming and casual gaming culture\u003c\/li\u003e \u003cli\u003eExamines the role of data analytics in esports, supported by empirical exercises and data-driven insights\u003c\/li\u003e \u003cli\u003eIncludes discussion questions designed to encourage critical thinking and classroom engagement\u003c\/li\u003e \u003c\/ul\u003e \u003cp\u003eIntegrating academic research with real-world examples and data, \u003ci\u003eEsports and Society: An Introduction\u003c\/i\u003e is essential reading for students and educators in sports sciences, business, data analytics, and digital media. It is an ideal textbook for undergraduate and graduate courses on esports, sports and society, and gaming culture. \u003c\/p\u003e\u003cp\u003eTable of Figures viii\u003c\/p\u003e \u003cp\u003eExtra Insights x\u003c\/p\u003e \u003cp\u003eNotes to the Course Instructor xi\u003c\/p\u003e \u003cp\u003eNotes to the Reader xii\u003c\/p\u003e \u003cp\u003eIntroducing Readers to Esports – a Brief Survey xiii\u003c\/p\u003e \u003cp\u003eIntroduction 1\u003c\/p\u003e \u003cp\u003e\u003cb\u003e1 Benefits and Challenges 6\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e1.1 Introduction 6\u003c\/p\u003e \u003cp\u003e1.2 Esports and Violence 8\u003c\/p\u003e \u003cp\u003e1.2.1 Violence in Video Games 9\u003c\/p\u003e \u003cp\u003e1.2.2 Violence and Aggression as a Result of Playing Video Games 13\u003c\/p\u003e \u003cp\u003e1.3 Esports and Physical Activity 17\u003c\/p\u003e \u003cp\u003e1.3.1 Physical Activity and Professional Esports Players 17\u003c\/p\u003e \u003cp\u003e1.3.2 Physical Activity and Nonprofessional Esports Players 19\u003c\/p\u003e \u003cp\u003e1.4 Esports and Psychological Well- Being 20\u003c\/p\u003e \u003cp\u003e1.5 Esports and Inclusion 22\u003c\/p\u003e \u003cp\u003e1.6 Loot Boxes, Skins, and Their Relation to Gambling 27\u003c\/p\u003e \u003cp\u003e1.7 Participation Costs 31\u003c\/p\u003e \u003cp\u003e1.8 Conclusion 34\u003c\/p\u003e \u003cp\u003e\u003cb\u003e2 Are Esports Considered Sports? 35\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e2.1 Introduction 35\u003c\/p\u003e \u003cp\u003e2.2 Earning Money from Traditional Sports or Esports 36\u003c\/p\u003e \u003cp\u003e2.3 Similarities and Differences Between Esports and Traditional Sports 36\u003c\/p\u003e \u003cp\u003e2.4 The Role of Superstars 42\u003c\/p\u003e \u003cp\u003e2.5 The Aging of an Athlete: When Players Retire 45\u003c\/p\u003e \u003cp\u003e2.6 Conclusion 47\u003c\/p\u003e \u003cp\u003e\u003cb\u003e3 Professions in Esports 49\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e3.1 Introduction 49\u003c\/p\u003e \u003cp\u003e3.2 Salary and Wage Distribution for Professional Players 50\u003c\/p\u003e \u003cp\u003e3.2.1 Example: Fortnite World Cup 2019 Tournament Earnings 51\u003c\/p\u003e \u003cp\u003e3.2.2 Example: CS:GO and Dota 2 Tournament Earnings 53\u003c\/p\u003e \u003cp\u003e3.3 Esports- Specific Issues and Perspectives for Professional Players 57\u003c\/p\u003e \u003cp\u003e3.4 Job Opportunities in Esports 59\u003c\/p\u003e \u003cp\u003e3.4.1 Streaming 59\u003c\/p\u003e \u003cp\u003e3.4.2 Coaching 62\u003c\/p\u003e \u003cp\u003e3.4.3 Event Organization and Personnel 66\u003c\/p\u003e \u003cp\u003e3.4.4 Content Creation 69\u003c\/p\u003e \u003cp\u003e3.4.5 Game Development 73\u003c\/p\u003e \u003cp\u003e3.4.5.1 Sponsorship 76\u003c\/p\u003e \u003cp\u003e3.4.6 Other Job Opportunities 77\u003c\/p\u003e \u003cp\u003e3.5 Conclusion 78\u003c\/p\u003e \u003cp\u003e\u003cb\u003e4 Games 80\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e4.1 Introduction 80\u003c\/p\u003e \u003cp\u003e4.2 Describing a Game 81\u003c\/p\u003e \u003cp\u003e4.3 What Makes a Game Successful? 84\u003c\/p\u003e \u003cp\u003e4.3.1 Complexity 85\u003c\/p\u003e \u003cp\u003e4.3.2 Equality – Balance in the Game 86\u003c\/p\u003e \u003cp\u003e4.3.3 Player\/Fan Interaction with the Game – Modifications (Mods) 89\u003c\/p\u003e \u003cp\u003e4.3.4 Extra Content 91\u003c\/p\u003e \u003cp\u003e4.3.4.1 Extra Content that Potentially Improves the Game or the Game’s Story 91\u003c\/p\u003e \u003cp\u003e4.3.4.2 Extra Content That Does Not Change the Game at All or Only Cosmetically 92\u003c\/p\u003e \u003cp\u003e4.3.5 Player and Fan Interaction with the Game 93\u003c\/p\u003e \u003cp\u003e4.3.6 Professional Tournaments 95\u003c\/p\u003e \u003cp\u003e4.3.7 Marketing 98\u003c\/p\u003e \u003cp\u003e4.3.8 Fun Factor? 101\u003c\/p\u003e \u003cp\u003e4.4 Conclusion 103\u003c\/p\u003e \u003cp\u003e\u003cb\u003e5 Using Data from Esports 105\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e5.1 Introduction 105\u003c\/p\u003e \u003cp\u003e5.2 Data for Players and Supporters 107\u003c\/p\u003e \u003cp\u003e5.2.1 Example: Country of Origin for The International Participants 108\u003c\/p\u003e \u003cp\u003e5.2.2 Example: Tournament Earnings for StarCraft II Players 110\u003c\/p\u003e \u003cp\u003e5.2.3 Example: Posts in Overwatch, Fortnite, League of Legends, and Doom Subreddits 111\u003c\/p\u003e \u003cp\u003e5.2.4 Example: Aiming at Targets 113\u003c\/p\u003e \u003cp\u003e5.3 Data for Teams and Groups 114\u003c\/p\u003e \u003cp\u003e5.3.1 Example: Team Diversity and Performance for Teams Participating in The International 115\u003c\/p\u003e \u003cp\u003e5.3.2 Example: Organizations Focusing on Multiple Teams 117\u003c\/p\u003e \u003cp\u003e5.4 Data for Games, Nonprofessional Players, and Tournaments 119\u003c\/p\u003e \u003cp\u003e5.4.1 Data for Games and Their Longevity 119\u003c\/p\u003e \u003cp\u003e5.4.2 Data for Nonprofessional Players 122\u003c\/p\u003e \u003cp\u003e5.4.2.1 Example: Player Nationality and Gaming Platforms 123\u003c\/p\u003e \u003cp\u003e5.4.2.2 Example: Player Demographics 125\u003c\/p\u003e \u003cp\u003e5.5 Concluding Remarks 127\u003c\/p\u003e \u003cp\u003eConclusion 130\u003c\/p\u003e \u003cp\u003eRelated Literature and Media 132\u003c\/p\u003e \u003cp\u003eExample Data Sets and Exercises 134\u003c\/p\u003e \u003cp\u003eBibliography 140\u003c\/p\u003e \u003cp\u003eAppendix 161\u003c\/p\u003e \u003cp\u003eIndex 174\u003c\/p\u003e  \u003cp\u003e\u003cb\u003eCORNEL NESSELER\u003c\/b\u003e is an Associate Professor at the University of Stavanger, Norway, specializing in field experiments in sports and esports. His research focuses on discrimination, performance, and decision-making within sports industries. He has held academic positions at NTNU Trondheim, the University of Zurich, and the University of Amsterdam, and has published in journals such as the \u003ci\u003eJournal of Business Ethics\u003c\/i\u003e and \u003ci\u003eJournal of Behavioral and Experimental Economics\u003c\/i\u003e.   \u003c\/p\u003e\u003cp\u003e\u003cb\u003eExploring the Societal Impact of Esport: Challenges, Benefits, and Future Directions\u003c\/b\u003e \u003c\/p\u003e\u003cp\u003eEsport has emerged as a global industry, influencing entertainment, economics, and culture. While critics argue that competitive gaming fosters unhealthy behaviors and lacks real-world value, supporters see it as an innovative, inclusive, and rapidly growing field that redefines modern sports. In \u003ci\u003eEsport and Society: An Introduction,\u003c\/i\u003e author Cornel Nesseler provides a comprehensive and research-driven exploration of these debates, examining the industry’s benefits, challenges, and broader societal implications. \u003c\/p\u003e\u003cp\u003eThis concise textbook covers key topics such as player well-being, industry ethics, gender representation, and the economic significance of Esport. It clarifies the differences between professional competitive gaming and casual play while analyzing how Esport intersects with data analytics, business, and digital media. Featuring real-world examples, empirical exercises, and discussion questions, the book’s student-friendly chapters encourage critical thinking and engagement with one of the most dynamic cultural movements of the twenty-first century. \u003c\/p\u003e\u003cp\u003eWith up-to-date coverage of career opportunities and the games that lead the industry, \u003ci\u003eEsport and Society: An Introduction\u003c\/i\u003e is perfect for undergraduate and graduate students taking courses on Esports, sports and society, digital media, and business, whether used as a core text or supplementary reading. It is also a valuable resource for educators, researchers, and industry professionals seeking a deeper understanding of Esport and its evolving role in society.\u003c\/p\u003e","brand":"Wiley-Blackwell","offers":[{"title":"Default Title","offer_id":47989154480357,"sku":"NP9781394320233","price":45.0,"currency_code":"USD","in_stock":false}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/1842\/7735\/files\/9781394320233.jpg?v=1761783017","url":"https:\/\/k12savings.com\/es\/products\/esport-and-society-isbn-9781394320233","provider":"K12savings","version":"1.0","type":"link"}