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Zhouxiang Lu, "A History of Competitive Gaming" (Routledge, 2022)

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Content provided by New Books Network. All podcast content including episodes, graphics, and podcast descriptions are uploaded and provided directly by New Books Network or their podcast platform partner. If you believe someone is using your copyrighted work without your permission, you can follow the process outlined here https://player.fm/legal.

Competitive gaming, or esports - referring to competitive tournaments of video games among both casual gamers and professional players - began in the early 1970s with small competitions like the one held at Stanford University in October 1972, where some 20 researchers and students attended. By 2022, the estimated revenue of the global esports industry is in excess of $947 million, with over 200 million viewers worldwide. Regardless of views held about competitive gaming, esports have become a modern economic and cultural phenomenon.

This book studies the full history of competitive gaming from the 1970s to the 2010s against the background of the arrival of the electronic and computer age. It investigates how competitive gaming has grown into a new form of entertainment, a sport-like competition, a lucrative business and a unique cultural sensation. It also explores the role of competitive gaming in the development of the video game industry, making a distinctive contribution to our knowledge and understanding of the history of video games.

Zhouxiang Lu's A History of Competitive Gaming (Routledge, 2022) will appeal to all those interested in the business and culture of gaming, as well as those studying modern technological culture.

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Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/sports

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427 episodes

Artwork
iconShare
 
Manage episode 365809689 series 2421473
Content provided by New Books Network. All podcast content including episodes, graphics, and podcast descriptions are uploaded and provided directly by New Books Network or their podcast platform partner. If you believe someone is using your copyrighted work without your permission, you can follow the process outlined here https://player.fm/legal.

Competitive gaming, or esports - referring to competitive tournaments of video games among both casual gamers and professional players - began in the early 1970s with small competitions like the one held at Stanford University in October 1972, where some 20 researchers and students attended. By 2022, the estimated revenue of the global esports industry is in excess of $947 million, with over 200 million viewers worldwide. Regardless of views held about competitive gaming, esports have become a modern economic and cultural phenomenon.

This book studies the full history of competitive gaming from the 1970s to the 2010s against the background of the arrival of the electronic and computer age. It investigates how competitive gaming has grown into a new form of entertainment, a sport-like competition, a lucrative business and a unique cultural sensation. It also explores the role of competitive gaming in the development of the video game industry, making a distinctive contribution to our knowledge and understanding of the history of video games.

Zhouxiang Lu's A History of Competitive Gaming (Routledge, 2022) will appeal to all those interested in the business and culture of gaming, as well as those studying modern technological culture.

Learn more about your ad choices. Visit megaphone.fm/adchoices

Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/sports

  continue reading

427 episodes

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