Описание: 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.A History of Competitive Gaming will appeal to all those interested in the business and culture of gaming, as well as those studying modern technological culture.
Автор: Seda Gokce Turan Название: Digital Citizenship for Children and Youths ISBN: 363182792X ISBN-13(EAN): 9783631827925 Издательство: Peter Lang Рейтинг: Цена: 4175.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание:
As an educator and researcher, I have tried to create awareness to pupils, teachers and families through seminars and workshops since 2012. I believe that Internet and social media are actually precious and useful. If individuals use digital environments consciously, they can even be counted as educational institutions. Unfortunately, most of the pupils, teachers and parents had great concerns regarding digital environments, which decreased after they obtained information about “digital citizenship”. So, I decided to write a book not only for teachers or parents who guided for safety at digital environments, but also for youths to understand digital citizenship.
The book is written in the hope that it would be helpful for anyone who hold concerns about digital environments.
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