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The history of European videogames has so far been overshadowed by the global impact of the Japanese and North American industries. However, European game development studios have played a major role in videogame history, and many prominent videogames in popular culture, such as Grand Theft Auto, Tomb Raider, Alone in the Dark, and The Witcher, were made in Europe. This book proposes an inquiry into European videogames, including both analyses of transnational aspects of European production and close readings of national specificities. It offers a kaleidoscope of European videogame culture, focusing on the analysis of European works and creators but also addressing contextual aspects and placing videogames within a wider sociocultural and philosophical ground. The aim of this collective work is to contribute to the creation of a, until now, almost non-existent yet necessary academic endeavour: a story and critical exploration of the works, authors, styles, and cultures of the European videogame.
This Open Access book provides a comprehensive review of the rapidly developing esport phenomenon by examining one of its contemporary flagship titles, Overwatch (Blizzard Entertainment 2016), through three central themes and from a rich variety of research methods and perspectives. As a game with more than 40 million individual players, an annual international World Cup, and a franchised professional league with teams from Canada, China, Europe, South Korea, and the US, Overwatch provides a multifaceted perspective to the cultural, social, and economic topics associated with the development of esports, which has begun to attract attention from both commercial and academic audiences.The book starts with an introduction chapter to Overwatch and esports engagement in general, co-authored by the editors. This is followed by 15 unique chapters from scholars within the field of game cultures and esports, representing ten different nationalities. The contributions construct thematic sections that divide the book into three parts: Players, Diverse Audiences? and Fan & Fiction Work. As such, the parts provide a wide-ranging overview of esport engagement, thus disclosing the phenomenon's cross-cultural, transmedial, and interconnected relations that have not been probed earlier in a single anthology.
This Open Access book provides a comprehensive review of the rapidly developing esport phenomenon by examining one of its contemporary flagship titles, Overwatch (Blizzard Entertainment 2016), through three central themes and from a rich variety of research methods and perspectives. As a game with more than 40 million individual players, an annual international World Cup, and a franchised professional league with teams from Canada, China, Europe, South Korea, and the US, Overwatch provides a multifaceted perspective to the cultural, social, and economic topics associated with the development of esports, which has begun to attract attention from both commercial and academic audiences.The book starts with an introduction chapter to Overwatch and esports engagement in general, co-authored by the editors. This is followed by 15 unique chapters from scholars within the field of game cultures and esports, representing ten different nationalities. The contributions construct thematic sections that divide the book into three parts: Players, Diverse Audiences? and Fan & Fiction Work. As such, the parts provide a wide-ranging overview of esport engagement, thus disclosing the phenomenon's cross-cultural, transmedial, and interconnected relations that have not been probed earlier in a single anthology.
Weaving the author's own lived experience with theoretical insights from the fields of game studies, psychology, and anthropology, Esport Play probes and advances current gaming topics such as addiction, skill development, and toxicity. With a focus on League of Legends – one of the flagship esports of our time – Karhulahti explicates what esport play is: documenting and identifying competitive play as a present-day means to satisfy basic human needs. Ultimately, the book presents a theory of psycholudic development that explains and organizes the development of player-play relationships that may last for years.
Weaving the author's own lived experience with theoretical insights from the fields of game studies, psychology, and anthropology, Esport Play probes and advances current gaming topics such as addiction, skill development, and toxicity. With a focus on League of Legends - one of the flagship esports of our time - Karhulahti explicates what esport play is: documenting and identifying competitive play as a present-day means to satisfy basic human needs. Ultimately, the book presents a theory of psycholudic development that explains and organizes the development of player-play relationships that may last for years.
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