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  • Broschiertes Buch

This year's issue contains several articles about eSports. This time there are more research articles included. The topics range from research about eSports spectatorship, the informal roles in Counter-Strike Teams, a potential reverse gamification effect, the chances of eSports being an Olympic discipline, the connection between League of Legend teams and the owning corporations, the ergonomics in eSports and the health perception of gamers, to the potential shift in FPS games. The book is a statement: eSports is not only booming in the business context but increasingly gains attention in research as well.…mehr

Produktbeschreibung
This year's issue contains several articles about eSports. This time there are more research articles included. The topics range from research about eSports spectatorship, the informal roles in Counter-Strike Teams, a potential reverse gamification effect, the chances of eSports being an Olympic discipline, the connection between League of Legend teams and the owning corporations, the ergonomics in eSports and the health perception of gamers, to the potential shift in FPS games. The book is a statement: eSports is not only booming in the business context but increasingly gains attention in research as well.
Autorenporträt
Tobias M. Scholz is currently holding a position as a Post-Doctoral Researcher at the University of Siegen. After graduating from universities in Germany and the U.S., he has worked as a research and teaching assistant. His field of research is human resource management and organizational behavior. In 2018 he initiated the University of Siegen eSports team Siegen Bisons and he founded the eSports Lab of the University of Siegen in 2019. He recently published the book "eSports is Business - Management in the World of Competitive Gaming".