Ebook: Social Issues in Esports
Author: Anne Tjønndal
- Genre: Other Social Sciences // Sociology
- Series: Routledge Research in Sport Culture and Society
- Year: 2022
- Publisher: Routledge
- City: London
- Language: English
- pdf
This book provides important new insights into social issues in the rapidly growing field of esports, filling a gap in the literature that has, until now, been dominated by business and management perspectives.
Bringing together leading esports experts from Europe, North America, and Australia, the book provides new sociological analyses that define and locate esports in social studies. It explores key issues in esports and in the wider sociology of sport, including gender equity, diversity, cheating and doping, physical and mental health, and issues related to the governance of esports. Presenting new empirical research alongside critical, theoretical perspectives, the book addresses themes such as digitalisation, technology, equality, innovation, and welfare, suggesting directions for future research and highlighting implications for practice and development in the esports industry.
This is essential reading for advanced students, researchers, and practitioners working in esports, the sociology of sport, gaming studies, media studies, sociology, or the interaction of ICT and wider society.
Bringing together leading esports experts from Europe, North America, and Australia, the book provides new sociological analyses that define and locate esports in social studies. It explores key issues in esports and in the wider sociology of sport, including gender equity, diversity, cheating and doping, physical and mental health, and issues related to the governance of esports. Presenting new empirical research alongside critical, theoretical perspectives, the book addresses themes such as digitalisation, technology, equality, innovation, and welfare, suggesting directions for future research and highlighting implications for practice and development in the esports industry.
This is essential reading for advanced students, researchers, and practitioners working in esports, the sociology of sport, gaming studies, media studies, sociology, or the interaction of ICT and wider society.
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