Modes of Esports Engagement in Overwatch [electronic resource] / edited by Maria Ruotsalainen, Maria Törhönen, Veli-Matti Karhulahti.
Erişim Adresi
ISBN
9783030827670
Dil Kodu
İngilizce
Yer Numarası
EK/4620
Basım Bildirimi
1st ed. 2022.
Yayın Bilgisi
Cham : Springer International Publishing : Imprint: Palgrave Macmillan, 2022.
Fiziksel Niteleme
XVII, 229 p. 31 illus. online resource.
İçindekiler Notu
1. Introduction; Maria Ruotsalainen, Maria Törhönen & Veli-Matti Karhulahti -- 2. Two Overwatch Player Profiles; Jukka Vahlo & Veli-Matti Karhulahti -- 3. One Tricks, Hero Picks, and Player Politics: Highlighting the Casual-Competitive Divide in the Overwatch Forums; Courtney Blamey -- 4. The Player’s Interpretative Agency and the Developer’s Disruptive Powers: How Blizzard Entertainment Enforces Authorial Intention in Overwatch; Joleen Blom -- 5. Player Reception of Change and Stability in Character Mechanics; Tanja Välisalo & Maria Ruotsalainen -- 6. “KKona Where’s Your Sense of Patriotism?” - Positioning Nationality in the Spectatorship of Competitive Overwatch Play; Marko Siitonen & Maria Ruotsalainen -- 7. A Region of Contenders: Overwatch in Brazil; Mayara Caetano -- 8. Gender and Toxic Meritocracy in Competitive Overwatch: Case “Ellie”; Usva Friman & Maria Ruotsalainen -- 9. Overwatch Fandom and the Range of Corporate Responses; Hanna Wirman & Rhys Jones -- 10. Overwatch to Oversnatch: The Mutually Reinforcing Gendered Power Relations of Pornography, Streaming, and Esports; Thomas Apperley -- 11. The Talk of the Town: Community Perspectives on Loot Boxes; Joseph Macey & Mila Bujić.
Özet, vb.
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. A decade ago, it was still somewhat conventional to start a study by writing how “esports is a novel phenomenon.” As today more than a thousand studies have been published on esports, including several books and special issues, the need for more specific case studies keeps increasing. This multidisciplinary and multi-methodological book on Overwatch responds to that need. With 15 authors from various backgrounds, the book provides a far-reaching analysis of Overwatch and its modes of engagement. Ten chapters provide a foundation for understanding how a title like Overwatch operates both as an esport and a more general entertainment product at the same time. Maria Ruotsalainen is a PhD candidate at the University of Jyväskylä, Finland. Her dissertation focuses on Overwatch Esports, gender, and nationality. She has had articles published by the Men and Masculinities, European Journal of Cultural Studies, and Games and Culture. Dr. Maria Törhönen is a researcher and a project manager at Tampere University, Finland. Maria’s research focuses on the merger of work and play, especially in the context of streaming and esports. Maria is also a founding and board member of the Esports Research Network and has worked in game development prior to her academic career. Veli-Matti Karhulahti is Senior Researcher at the University of Jyväskylä, Finland, and holds an Adjunct Professorship at the University of Turku, Finland. His research tackles gaming, play, and technology use in many ways, and he is the author of Esport Play: Anticipation, Attachment, and Addiction in Psycholudic Development (2020).
Konu
Games.
Popular Culture.
Games Studies.
Popular Culture.
Popular Culture.
Games Studies.
Popular Culture.
Diğer Yazarlar
Kurum Adı
Eseri Alıntıla
Referansları kullanmadan önce gözden geçirmeniz ve varsa gerekli düzeltmeleri yapmanız önerilir.
Dijital Kaynak
MARC Görünümü
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505 0 |a1. Introduction; Maria Ruotsalainen, Maria Törhönen & Veli-Matti Karhulahti -- 2. Two Overwatch Player Profiles; Jukka Vahlo & Veli-Matti Karhulahti -- 3. One Tricks, Hero Picks, and Player Politics: Highlighting the Casual-Competitive Divide in the Overwatch Forums; Courtney Blamey -- 4. The Player’s Interpretative Agency and the Developer’s Disruptive Powers: How Blizzard Entertainment Enforces Authorial Intention in Overwatch; Joleen Blom -- 5. Player Reception of Change and Stability in Character Mechanics; Tanja Välisalo & Maria Ruotsalainen -- 6. “KKona Where’s Your Sense of Patriotism?” - Positioning Nationality in the Spectatorship of Competitive Overwatch Play; Marko Siitonen & Maria Ruotsalainen -- 7. A Region of Contenders: Overwatch in Brazil; Mayara Caetano -- 8. Gender and Toxic Meritocracy in Competitive Overwatch: Case “Ellie”; Usva Friman & Maria Ruotsalainen -- 9. Overwatch Fandom and the Range of Corporate Responses; Hanna Wirman & Rhys Jones -- 10. Overwatch to Oversnatch: The Mutually Reinforcing Gendered Power Relations of Pornography, Streaming, and Esports; Thomas Apperley -- 11. The Talk of the Town: Community Perspectives on Loot Boxes; Joseph Macey & Mila Bujić.
506 0 |aOpen Access
520 |aThis 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. A decade ago, it was still somewhat conventional to start a study by writing how “esports is a novel phenomenon.” As today more than a thousand studies have been published on esports, including several books and special issues, the need for more specific case studies keeps increasing. This multidisciplinary and multi-methodological book on Overwatch responds to that need. With 15 authors from various backgrounds, the book provides a far-reaching analysis of Overwatch and its modes of engagement. Ten chapters provide a foundation for understanding how a title like Overwatch operates both as an esport and a more general entertainment product at the same time. Maria Ruotsalainen is a PhD candidate at the University of Jyväskylä, Finland. Her dissertation focuses on Overwatch Esports, gender, and nationality. She has had articles published by the Men and Masculinities, European Journal of Cultural Studies, and Games and Culture. Dr. Maria Törhönen is a researcher and a project manager at Tampere University, Finland. Maria’s research focuses on the merger of work and play, especially in the context of streaming and esports. Maria is also a founding and board member of the Esports Research Network and has worked in game development prior to her academic career. Veli-Matti Karhulahti is Senior Researcher at the University of Jyväskylä, Finland, and holds an Adjunct Professorship at the University of Turku, Finland. His research tackles gaming, play, and technology use in many ways, and he is the author of Esport Play: Anticipation, Attachment, and Addiction in Psycholudic Development (2020).
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532 8 |aNo reading system accessibility options actively disabled
532 8 |aPublisher contact for further accessibility information: accessibilitysupport@springernature.com
650 0|aGames.
650 0|aPopular Culture.
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650 24|aPopular Culture.
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072 7|aJBCT|2thema
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245 10|aModes of Esports Engagement in Overwatch|h[electronic resource] /|cedited by Maria Ruotsalainen, Maria Törhönen, Veli-Matti Karhulahti.
250 |a1st ed. 2022.
264 1|aCham :|bSpringer International Publishing :|bImprint: Palgrave Macmillan,|c2022.
300 |aXVII, 229 p. 31 illus.|bonline resource.
336 |atext|btxt|2rdacontent
337 |acomputer|bc|2rdamedia
338 |aonline resource|bcr|2rdacarrier
341 0 |bTable of contents navigation|2onix
341 0 |bSingle logical reading order|2onix
341 0 |bShort alternative textual descriptions|2onix
341 0 |bUse of color is not sole means of conveying information|2onix
341 0 |bUse of high contrast between text and background color|2onix
341 0 |bNext / Previous structural navigation|2onix
341 0 |bAll non-decorative content supports reading without sight|2onix
347 |atext file|bPDF|2rda
505 0 |a1. Introduction; Maria Ruotsalainen, Maria Törhönen & Veli-Matti Karhulahti -- 2. Two Overwatch Player Profiles; Jukka Vahlo & Veli-Matti Karhulahti -- 3. One Tricks, Hero Picks, and Player Politics: Highlighting the Casual-Competitive Divide in the Overwatch Forums; Courtney Blamey -- 4. The Player’s Interpretative Agency and the Developer’s Disruptive Powers: How Blizzard Entertainment Enforces Authorial Intention in Overwatch; Joleen Blom -- 5. Player Reception of Change and Stability in Character Mechanics; Tanja Välisalo & Maria Ruotsalainen -- 6. “KKona Where’s Your Sense of Patriotism?” - Positioning Nationality in the Spectatorship of Competitive Overwatch Play; Marko Siitonen & Maria Ruotsalainen -- 7. A Region of Contenders: Overwatch in Brazil; Mayara Caetano -- 8. Gender and Toxic Meritocracy in Competitive Overwatch: Case “Ellie”; Usva Friman & Maria Ruotsalainen -- 9. Overwatch Fandom and the Range of Corporate Responses; Hanna Wirman & Rhys Jones -- 10. Overwatch to Oversnatch: The Mutually Reinforcing Gendered Power Relations of Pornography, Streaming, and Esports; Thomas Apperley -- 11. The Talk of the Town: Community Perspectives on Loot Boxes; Joseph Macey & Mila Bujić.
506 0 |aOpen Access
520 |aThis 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. A decade ago, it was still somewhat conventional to start a study by writing how “esports is a novel phenomenon.” As today more than a thousand studies have been published on esports, including several books and special issues, the need for more specific case studies keeps increasing. This multidisciplinary and multi-methodological book on Overwatch responds to that need. With 15 authors from various backgrounds, the book provides a far-reaching analysis of Overwatch and its modes of engagement. Ten chapters provide a foundation for understanding how a title like Overwatch operates both as an esport and a more general entertainment product at the same time. Maria Ruotsalainen is a PhD candidate at the University of Jyväskylä, Finland. Her dissertation focuses on Overwatch Esports, gender, and nationality. She has had articles published by the Men and Masculinities, European Journal of Cultural Studies, and Games and Culture. Dr. Maria Törhönen is a researcher and a project manager at Tampere University, Finland. Maria’s research focuses on the merger of work and play, especially in the context of streaming and esports. Maria is also a founding and board member of the Esports Research Network and has worked in game development prior to her academic career. Veli-Matti Karhulahti is Senior Researcher at the University of Jyväskylä, Finland, and holds an Adjunct Professorship at the University of Turku, Finland. His research tackles gaming, play, and technology use in many ways, and he is the author of Esport Play: Anticipation, Attachment, and Addiction in Psycholudic Development (2020).
532 8 |aAccessibility summary: This PDF does not fully comply with PDF/UA standards, but does feature limited screen reader support, described non-text content (images, graphs), bookmarks for easy navigation and searchable, selectable text. Users of assistive technologies may experience difficulty navigating or interpreting content in this document. We recognize the importance of accessibility, and we welcome queries about accessibility for any of our products. If you have a question or an access need, please get in touch with us at accessibilitysupport@springernature.com.
532 8 |aNo reading system accessibility options actively disabled
532 8 |aPublisher contact for further accessibility information: accessibilitysupport@springernature.com
650 0|aGames.
650 0|aPopular Culture.
650 14|aGames Studies.
650 24|aPopular Culture.
700 1 |aRuotsalainen, Maria.|eeditor.|4edt|4http://id.loc.gov/vocabulary/relators/edt
700 1 |aTörhönen, Maria.|eeditor.|4edt|4http://id.loc.gov/vocabulary/relators/edt
700 1 |aKarhulahti, Veli-Matti.|eeditor.|4edt|4http://id.loc.gov/vocabulary/relators/edt
710 2 |aSpringerLink (Online service)
773 0 |tSpringer Nature eBook
776 08|iPrinted edition:|z9783030827663
776 08|iPrinted edition:|z9783030827687
776 08|iPrinted edition:|z9783030827694
856 40|uhttps://doi.org/10.1007/978-3-030-82767-0
912 |aZDB-2-LCM
912 |aZDB-2-SXL
912 |aZDB-2-SOB
950 |aLiterature, Cultural and Media Studies (SpringerNature-41173)
950 |aLiterature, Cultural and Media Studies (R0) (SpringerNature-43723)
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