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Über Esports in the Asia-Pacific

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 ¿Introduction to Esports in the Asia-Pacific¿ and ¿Conclusions to Esports in the AsiäPacific¿ are available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.

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  • Sprache:
  • Englisch
  • ISBN:
  • 9789819937950
  • Einband:
  • Gebundene Ausgabe
  • Seitenzahl:
  • 292
  • Veröffentlicht:
  • 25. Oktober 2023
  • Ausgabe:
  • 23001
  • Abmessungen:
  • 153x21x216 mm.
  • Gewicht:
  • 493 g.
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Beschreibung von Esports in the Asia-Pacific

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 ¿Introduction to Esports in the Asia-Pacific¿ and ¿Conclusions to Esports in the AsiäPacific¿ are available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.

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