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Inside the E-Sports Industry

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  • ISBN
    978-1-59953-891-4

Look Inside Competitive gaming starts with great games, but that’s just one small part of the E-Sports industry. Professional leagues, rules and regulations, advertising, and media rights are other aspects of this growing global business. They help take video games out of the rec room and into the board room.

Video games aren’t just a hobby anymore. E-Sports is on the rise and reaching people of all ages. This series looks at 4 facets of competitive video gaming: the industry, the careers, the game development, and the competition. Each book contains fast facts and in-depth sidebars, plus a glossary, an index, and places to go for more information. E-Sports: Game On! is a great mix of high-interest content with STEM connections. 

  • Binding
    Hardcover
  • Dewey Number Range
    300-399
  • Accelerated Reader Level Range
    6.0-6.9
  • Fountas & Pinnell Level
    Z
  • Series
    E-Sports: Game On!
  • Copyright
    2018
  • Fiction/Non-Fiction
    Non-Fiction
  • Dewey Number
    338.4
  • Grade Level
    5-8
  • Author
    Carla Mooney
  • Subject
    E-Sports
  • Accelerated Reader Level
    6.9
  • Lexile
    TBD

The popularity of e-sports is on the rise. Professional Gaming Careers is full of advice from professional gamers, including required training time to develop mastery of each game, care of injuries sustained while playing, and how to make money through tournaments, streaming, and sponsorships. Carrying on from there, E-Sports Competitions provides a deeper understanding of the equipment and training required to become a top gamer. Inside the E-Sports Industry and E-Sports Game Design chronicle the history of the gaming described, along with the process of game development from concept to completion. Readers who are interested in making gaming a career will get plenty of insight into how teams are developed, how gamers make and keep an audience of fans, and the reaction time and reflexes they must develop to excel in the various styles, including multiplayer online battle arena, first-person shooter, and real-time strategy games. While the writing itself is not super exciting, readers who seek these books will be pleased nonetheless. VERDICT Bound to be popular wherever games like Minecraft are in demand.

Series Made Simple/School Library Journal, November 2017

Informative and interesting view of the e-sports industry. I never knew much about this until my teenagers started telling me more about the phenomenon of e-sports and how it has started to be recognized and respected as a "real" sport. It is beyond simply playing video games on your couch. With the advent of EVO (Evolution Championship Series) drawing large crowds and even being televised on ESPN, this industry has exploded into mainstream consciousness. This book describes well this phenomenon and what/who are behind it. I found it also a great beginner guide for young people who might be considering a career in making video games or related computer sciences. NetGalley, February 2018

Evidently making money playing video games is nothing new however, it is now becoming big business and something you can now major in at some colleges. This book is a great introduction to E-Sports, how far its come and a look into the future. Very informative! 4/5 stars 

NetGalley, July 2017

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