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ویرایش:
نویسندگان: Filippo Gilardi (editor). Paul Martin (editor)
سری:
ISBN (شابک) : 9819937957, 9789819937950
ناشر: Palgrave Macmillan
سال نشر: 2023
تعداد صفحات: 281
زبان: English
فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود)
حجم فایل: 5 مگابایت
در صورت تبدیل فایل کتاب Esports in the Asia-Pacific: Ecosystem, Communities, and Identities (Palgrave Series in Asia and Pacific Studies) به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.
توجه داشته باشید کتاب ورزشهای ورزشی در آسیا و اقیانوسیه: اکوسیستم، جوامع و هویتها (سری پالگریو در مطالعات آسیا و اقیانوسیه) نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.
Contents Notes on Contributors List of Figures List of Tables Introduction to Esports in the Asia-Pacific Overview of Existing Literature The Macro-level: Esports Ecosystems in the Asia-Pacific The Meso-Level: Communities of Players and Audiences The Micro-level: Gender in Asia-Pacific Esports Overview of Chapters Part I: Ecosystem Part II: Communities Part III: Identities References Ecosystem Bottom-Up and Top-Down Tensions: Comparing the Australian and Singaporean Esports Ecosystems Introduction Esports Australia Singapore Conclusion References In the Wake of Digital Games: A Glance at the Emergence of Esports in Vietnam Introduction The Esports Ecosystem in Vietnam Publishers Teams Audience The Missing Pieces: Parents and the Community The Need for Professionalization Conclusion References Fighting Corruption in Esports. Towards Good Governance in Light of Integrity, Transparency and Neutrality Introduction The Concept of ‘Integrity’ in the Context of Esports Defining the Concept of ‘Integrity of Esports’ ‘Transparency’ in the Context of Esports Neutrality’ in the Context of Esports Summary Economic Relationship Between Esports Governing Bodies, Business Enterprises and/or Public Authorities International Esports Federation (IESF) Global Esports Federation (GEF) Swiss Esports Federation (SESF) Japan Esports Union (JeSU) Summary Conclusion References Communities The Management of Professional Esports Teams on League of Legends in Vietnam Introduction Theoretical Framework Method Data Collection Sample Data Analysis Results Sporting Management Duties Develop a Team Culture by Spending Time with the Players Problem-Solving Organize Specific Meetings with the Players Talent Recognition Commercial Management Duties Sponsors Other Sources of Income Perspectives on the Professionalization of LOL Vietnamese Esports Teams Perspectives Main Limitation—lack of Recognition of Esports in Vietnam Conclusion References Love in Imagination: A Comparative Analysis Between Chinese K-pop Fans and Esports Fans Regarding Their Parasocial Interaction and Relationship Towards the Virtual Idol Group K/DA Introduction Literature Review Parasocial Interaction From Parasocial Interaction to Parasocial Relationship Gaps of Parasocial Interaction Parasocial Interaction in Different Contexts: K-pop Idol and Esports Game Industry K-pop Industry Game and Esports Industry Methodology Research Design Sampling and Positionality Interview and Analysis Findings Parasocial Interaction In-Game Interactions: Immersion vs. Persona In-Music Interaction: Idol-Simulation vs. Game Simulation Parasocial Relationship Parasocial Relationship In-Game: Familial vs. Accompanied Kinship Parasocial Relationship In-Music: Real Idol vs. Blending Identities Conclusion and Discussion Appendix: Interviewee Overview References Labor Migration to League of Legends Pro League: Confronting Local Fandom Communities Introduction Theoretical Framework League of Legends Pro League (LPL) and the Interregional Movement Policy Language Barriers: The Ambivalence of Foreignness Controversial Cooperation: Confronting Nationalism Conclusion References Identities “What They Love About Sports Is What I Love About Esports”: How Esports Factors into Australian National Identity Introduction Sport and Australia Method Esports in Australia Esports and Australian National Identity Final Remarks References Clutch or Gay: Experiences of Gaymers in Valorant Philippines Introduction Esports and Its Global Impact Being LGBTQIA+ in the Philippines LGBTQIA+ in Esports Valorant and the “Gayming” Experience Co-Cultural Communication Theory Methodology Findings Communicating Homophobia Communicative Strategies and Changed In-Game Dynamics Discussion Conclusion References ‘Watching Our Men Playing for the Nation’: Esports LPL’s Hierarchical, Gendered, and Mainstremeist ‘All-Chinese Team’ Fandom in China Introduction Esports Impact, Official Endorsement, and Hierarchical Fandom Circle Idolisation of LOL Players as Nationalised Celebrities Situating the ‘All-China Team’ Fandom in Fandom Literature Gendered and Nationalised ‘All-China Team’ Methodology Findings and Analysis ‘Who Does Not Support the All-Chinese Team Get out of China!’ ‘First-Year Fans Have Already Watched LPL for Four Years!’ ‘LOL Is a Free Game, Just Download and Play It’ Conclusion References Conclusions to Esports in the Asia–Pacific Topics Across Chapters References Correction to: Esports in the Asia-Pacific Correction to: Chapters 1 and 11 in: F. Gilardi and P. Martin (eds.), Esports in the Asia-Pacific, Palgrave Series in Asia and Pacific Studies, https://doi.org/10.1007/978-981-99-3796-7 Bibliography Index