Esports in the Asia-Pacific -

Esports in the Asia-Pacific (eBook)

Ecosystem, Communities, and Identities

Filippo Gilardi, Paul Martin (Herausgeber)

eBook Download: PDF
2023 | 1st ed. 2023
XV, 272 Seiten
Springer Nature Singapore (Verlag)
978-981-99-3796-7 (ISBN)
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117,69 inkl. MwSt
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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. 

Filippo Gilardi is an Associate Professor in Creative Industries and Transmedia and currently the Head of the School of International Communications at the University of Nottingham Ningbo China and the Director of the Institute of Asia and Pacific Studies (IAPS) at the University of Nottingham's China campus. He is also the chief editor of the Palgrave Series in Asia and Pacific Studies. 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, focusing on 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.


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 "e;Introduction to Esports in the                 Asia-Pacific"e; and "e;Conclusions to Esports in the Asia-Pacific"e; are available open access under a Creative Commons                           Attribution 4.0 International License via link.springer.com.
Erscheint lt. Verlag 24.10.2023
Reihe/Serie Palgrave Series in Asia and Pacific Studies
Palgrave Series in Asia and Pacific Studies
Zusatzinfo XV, 272 p. 5 illus., 2 illus. in color.
Sprache englisch
Themenwelt Sachbuch/Ratgeber Freizeit / Hobby Spielen / Raten
Sachbuch/Ratgeber Sport
Mathematik / Informatik Informatik Grafik / Design
Informatik Software Entwicklung Spieleprogrammierung
Sozialwissenschaften Kommunikation / Medien Kommunikationswissenschaft
Sozialwissenschaften Kommunikation / Medien Medienwissenschaft
Sozialwissenschaften Soziologie
Wirtschaft Betriebswirtschaft / Management Unternehmensführung / Management
Schlagworte Comparative analysis • digital games • Esports Development • Game players • Regulatory frameworks
ISBN-10 981-99-3796-5 / 9819937965
ISBN-13 978-981-99-3796-7 / 9789819937967
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