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Literature Review: Esports problem for Gaming
This “Ten Problems for Gaming in the 2020s” booklet identifies ten relevant areas from very recent contributions put forward at academic level in the form journal articles, conference proceedings and students’ theses. Ten freely accessible internet references have been selected for each area and direct links are provided at the end of each chapter for own consultation. Our selected references do not intend to mirror ranking indexes nor establish novel classifications. On the contrary, they are meant to represent peer-reviewed, diverse and scientifically-sound case studies for vertical dissemination aimed at non-specialist readers. They will also be able to scoop even more references through the bibliography that is reported at the end of each selected reference.
Without further ado, these are the ten problems that we are going to introduce in this booklet:
- mental health,
- social withdrawal,
- digital divide,
- mobile games,
Each problem has its own dedicated chapter made of an introductory section, a short presentation of the ten selected references and a conclusions section.
The final chapter of this booklet will report the conclusions from each chapter again in order to provide a complete executive summary.
THE PROBLEM — Esports has been a significant new topic over the past decade but their place in the sports industry has not been specifically defined over the years. Traditional sports clubs are starting to see esports as a way to diversify their product or brand. An understanding of esports business models, consumers and platforms has become increasingly important as the industry continues to grow and evolve.
CASE STUDIES — … buy this booklet from Amazon …
CONCLUSIONS — There are 175 schools in the United States that have their collegiate Esport teams. Esports fans do not seem to be fans of esports in general, but rather fans of specific esports titles within the marketplace. Esports can help revitalize traditional sports, reach a young audience, and venture into the digital society. The economics of esports, which has received scant attention in the literature up to date. The cultural production of the field of video game culture is strongly in the control of gaming companies. Esports practitioners’ interactions essentially depend on intercorporeality, understood as a form of reciprocity of bodily intentionality between the players. The unique cognitive skillset possessed by elite gamers has earned them the moniker of cognitive athletes. Esports provoke a typical stress response, as is demonstrated by increased heart rate instead of energy expenditure. Real competitive context and player’s expertise are factors associated with an anticipatory stress response. Both esports sponsors and academia are not aware of how disreputable behavior in the esports scene can negatively affect their brands.
TEN FREE REFERENCES FROM THE INTERNET — … buy this booklet from Amazon …