Fr. 60.50

Esport and Society - An Introduction

English · Paperback / Softback

Shipping usually within 1 to 3 weeks (not available at short notice)

Description

Read more










Provides the tools to understand the impact, challenges, and opportunities of the esports industry Esports 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. Esports and Society: An Introduction 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, Esports and Society: An Introduction:

  • Discusses the global reach of esports and the diversity of games and player communities
  • Explores key issues such as player well-being, gender representation, industry ethics, and economic impact
  • Focuses on professional competitive gaming and casual gaming culture
  • Examines the role of data analytics in esports, supported by empirical exercises and data-driven insights
  • Includes discussion questions designed to encourage critical thinking and classroom engagement
Integrating academic research with real-world examples and data, Esports and Society: An Introduction 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.

List of contents










Table of Figures viii
Extra Insights x
Notes to the Course Instructor xi
Notes to the Reader xii
Introducing Readers to Esports - a Brief Survey xiii
Introduction 1
1 Benefits and Challenges 6
1.1 Introduction 6
1.2 Esports and Violence 8
1.2.1 Violence in Video Games 9
1.2.2 Violence and Aggression as a Result of Playing Video Games 13
1.3 Esports and Physical Activity 17
1.3.1 Physical Activity and Professional Esports Players 17
1.3.2 Physical Activity and Nonprofessional Esports Players 19
1.4 Esports and Psychological Well- Being 20
1.5 Esports and Inclusion 22
1.6 Loot Boxes, Skins, and Their Relation to Gambling 27
1.7 Participation Costs 31
1.8 Conclusion 34
2 Are Esports Considered Sports? 35
2.1 Introduction 35
2.2 Earning Money from Traditional Sports or Esports 36
2.3 Similarities and Differences Between Esports and Traditional Sports 36
2.4 The Role of Superstars 42
2.5 The Aging of an Athlete: When Players Retire 45
2.6 Conclusion 47
3 Professions in Esports 49
3.1 Introduction 49
3.2 Salary and Wage Distribution for Professional Players 50
3.2.1 Example: Fortnite World Cup 2019 Tournament Earnings 51
3.2.2 Example: CS:GO and Dota 2 Tournament Earnings 53
3.3 Esports- Specific Issues and Perspectives for Professional Players 57
3.4 Job Opportunities in Esports 59
3.4.1 Streaming 59
3.4.2 Coaching 62
3.4.3 Event Organization and Personnel 66
3.4.4 Content Creation 69
3.4.5 Game Development 73
3.4.5.1 Sponsorship 76
3.4.6 Other Job Opportunities 77
3.5 Conclusion 78
4 Games 80
4.1 Introduction 80
4.2 Describing a Game 81
4.3 What Makes a Game Successful? 84
4.3.1 Complexity 85
4.3.2 Equality - Balance in the Game 86
4.3.3 Player/Fan Interaction with the Game - Modifications (Mods) 89
4.3.4 Extra Content 91
4.3.4.1 Extra Content that Potentially Improves the Game or the Game's Story 91
4.3.4.2 Extra Content That Does Not Change the Game at All or Only Cosmetically 92
4.3.5 Player and Fan Interaction with the Game 93
4.3.6 Professional Tournaments 95
4.3.7 Marketing 98
4.3.8 Fun Factor? 101
4.4 Conclusion 103
5 Using Data from Esports 105
5.1 Introduction 105
5.2 Data for Players and Supporters 107
5.2.1 Example: Country of Origin for The International Participants 108
5.2.2 Example: Tournament Earnings for StarCraft II Players 110
5.2.3 Example: Posts in Overwatch, Fortnite, League of Legends, and Doom Subreddits 111
5.2.4 Example: Aiming at Targets 113
5.3 Data for Teams and Groups 114
5.3.1 Example: Team Diversity and Performance for Teams Participating in The International 115
5.3.2 Example: Organizations Focusing on Multiple Teams 117
5.4 Data for Games, Nonprofessional Players, and Tournaments 119
5.4.1 Data for Games and Their Longevity 119
5.4.2 Data for Nonprofessional Players 122
5.4.2.1 Example: Player Nationality and Gaming Platforms 123
5.4.2.2 Example: Player Demographics 125
5.5 Concluding Remarks 127
Conclusion 130
Related Literature and Media 132
Example Data Sets and Exercises 134
Bibliography 140
Appendix 161
Index 174


About the author










CORNEL NESSELER 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 Journal of Business Ethics and Journal of Behavioral and Experimental Economics.

Product details

Authors Cornel Nesseler, Cornel (University of Stavanger Nesseler
Publisher Wiley, John and Sons Ltd
 
Languages English
Product format Paperback / Softback
Released 27.08.2025
 
EAN 9781394320233
ISBN 978-1-394-32023-3
No. of pages 208
Subjects Social sciences, law, business > Sociology > Sociological theories

Sociology, Sociology & anthropology, eSports / Professional video gaming, GAMES & ACTIVITIES / eSports

Customer reviews

No reviews have been written for this item yet. Write the first review and be helpful to other users when they decide on a purchase.

Write a review

Thumbs up or thumbs down? Write your own review.

For messages to CeDe.ch please use the contact form.

The input fields marked * are obligatory

By submitting this form you agree to our data privacy statement.