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MARC Record from marc_columbia

Record ID marc_columbia/Columbia-extract-20221130-033.mrc:42104157:3952
Source marc_columbia
Download Link /show-records/marc_columbia/Columbia-extract-20221130-033.mrc:42104157:3952?format=raw

LEADER: 03952cam a2200709 i 4500
001 16097431
005 20220716231355.0
006 m o d
007 cr |||||||||||
008 211222s2022 nyu ob 001 0 eng
010 $a 2021057732
035 $a(OCoLC)on1290246303
035 $a(NNC)16097431
040 $aDLC$beng$erda$cDLC$dOCLCF$dYDX$dTYFRS$dN$T$dUKMGB$dDLC$dTYFRS
015 $aGBC246426$2bnb
016 7 $a020520212$2Uk
019 $a1289995361
020 $a9781003095859$q(ebook)
020 $a1003095852
020 $a9781000588538$q(electronic bk. : PDF)
020 $a100058853X$q(electronic bk. : PDF)
020 $a1000588599$q(electronic bk. : EPUB)
020 $a9781000588590$q(electronic bk.)
020 $z9780367559618$q(hardback)
020 $z9780367559625$q(paperback)
024 7 $a10.4324/9781003095859$2doi
035 $a(OCoLC)1290246303$z(OCoLC)1289995361
037 $a9781003095859$bTaylor & Francis
042 $apcc
050 00 $aGV1469.34.E86
072 7 $aHIS$x037030$2bisacsh
072 7 $aHIS$x054000$2bisacsh
072 7 $aHIS$x037000$2bisacsh
072 7 $aHBTB$2bicssc
082 00 $a794.809$223/eng/20211222
049 $aZCUA
100 1 $aLu, Zhouxiang,$eauthor.
245 12 $aA History of Competitive Gaming /$cLu Zhouxiang.
264 1 $aNew York, NY :$bRoutledge,$c2022.
300 $a1 online resource.
336 $atext$btxt$2rdacontent
337 $acomputer$bc$2rdamedia
338 $aonline resource$bcr$2rdacarrier
490 0 $aRoutledge studies in cultural history ;$v117
504 $aIncludes bibliographical references and index.
520 $a"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 $947 million, with over 200 million viewers worldwide. Regardless of views held about competitive gaming, esports have become a modern economic and cultural phenomenon. This book studies the full history of competitive gaming from the 1970s to the 2010s against the background of the arrival of the electronic and computer age. It investigates how competitive gaming has grown into a new form of entertainment, a sport-like competition, a lucrative business and a unique cultural sensation. It also explores the role of competitive gaming in the development of the video game industry, making a distinctive contribution to our knowledge and understanding of the history of video games. A History of Competitive Gaming will appeal to all those interested in the business and culture of gaming, as well as those studying modern technological culture"--$cProvided by publisher.
588 $aDescription based on print version record and CIP data provided by publisher.
545 0 $aLu Zhouxiang is an Associate Professor within the School of Modern Languages, Literatures and Cultures at National University of Ireland Maynooth, Ireland.
650 0 $aeSports (Contests)$xHistory.
650 0 $aVideo games$xHistory.
650 6 $aSport électronique$xHistoire.
650 6 $aJeux vidéo$xHistoire.
650 7 $aHISTORY / Modern / General$2bisacsh
650 7 $aHISTORY / Social History$2bisacsh
650 7 $aHISTORY / World$2bisacsh
650 7 $aeSports (Contests)$2fast$0(OCoLC)fst02010380
650 7 $aVideo games.$2fast$0(OCoLC)fst01166421
655 4 $aElectronic books.
655 7 $aHistory.$2fast$0(OCoLC)fst01411628
776 08 $iPrint version:$aLu, Zhouxiang.$tHistory of competitive gaming$dNew York, NY : Routledge, 2022$z9780367559618$w(DLC) 2021057731
856 40 $uhttp://www.columbia.edu/cgi-bin/cul/resolve?clio16097431$zTaylor & Francis eBooks
852 8 $blweb$hEBOOKS