
A History of Competitive Gaming
- Length: 322 pages
- Edition: 1
- Language: English
- Publisher: Routledge
- Publication Date: 2022-05-13
- ISBN-10: 0367559617
- ISBN-13: 9780367559618
- Sales Rank: #8679806 (See Top 100 Books)
Competitive gaming, or esports – referring to competitive tournaments of video games among both casual gamers and professional players – began in the early 1970s with small competitions like the one held at Stanford University in October 1972, where some 20 researchers and students attended. By 2022, the estimated revenue of the global esports industry is in excess of $947 million, with over 200 million viewers worldwide. Regardless of views held about competitive gaming, esports have become a modern economic and cultural phenomenon.
This book studies the full history of competitive gaming from the 1970s to the 2010s against the background of the arrival of the electronic and computer age. It investigates how competitive gaming has grown into a new form of entertainment, a sport-like competition, a lucrative business and a unique cultural sensation. It also explores the role of competitive gaming in the development of the video game industry, making a distinctive contribution to our knowledge and understanding of the history of video games.
A History of Competitive Gaming will appeal to all those interested in the business and culture of gaming, as well as those studying modern technological culture.
Cover Endorsements Half Title Series Page Title Page Copyright Page Contents Figures Acknowledgements Abbreviations 1. Introduction Notes Bibliography 2. The Early Years The birth of video games The emergence of competitive gaming Competing for high scores Conclusion Notes Bibliography 3. The Golden Age Building a link between video games and the Olympics Gaming competition as marketing Operator- and distributor-sponsored events PC gaming contests Competing on TV Twin Galaxies The video game crash of The U.S. National Video Game Team Conclusion Notes Bibliography 4. From PvC to PvP The further developments of high score competitions Fighting game fever and the rise of PvP tournaments The dawn of online competitive gaming Sports game tournaments From Doom to Quake From Warcraft to StarCraft Online gaming service provider-organised tournaments Game publisher-organised events Professional gaming tournament organisers Asia, the new powerhouse Online console game tournaments Mech pilots, virtual golfers, cyberathletes Classic gaming contests Conclusion Notes Bibliography 5. The Esports Age Integrating with real-world sport Virtual fighters QuakeCon, CPL and MLG New frontiers Ever-evolving esports games The rise of team-based FPS games From RTS to MOBA WoW and the return of PvE competitions From arcade racers to sim racing Yesterday once more Speedrunning The rise of esports governing bodies Participating in international sporting events Conclusion Notes Bibliography 6. Obstacles and Challenges Sustainability IP issues and antitrust concerns Cheating and doping Match-fixing and gambling Addiction problems Notes Bibliography Appendix: Chronology of Major Events in the History of Competitive Gaming Index
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