Looking Forward: Online Gaming: The Surge of Esports and Mobile Gaming, 1st Edition

  • Published By: New York Times Educational Pub
  • ISBN-10: 1642821357
  • ISBN-13: 9781642821352
  • DDC: 794.8
  • Grade Level Range: 7th Grade - 12th Grade
  • 224 Pages | eBook
  • Original Copyright 2019 | Published/Released August 2019
  • This publication's content originally published in print form: 2019

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In the mid 2000s, online gaming was a robust and thriving culture, with dedicated participants around the world. A decade later, mobile games had spawned billion-dollar franchises, and e-sports had earned a viewership rivaling the audiences of blockbuster films. As online gaming grew into a pop culture industry, new questions were raised about the role of video games in business, politics, education, and culture. The articles in this collection showcase the development of this multi-faceted industry, and features such as media literacy terms and questions will engage readers beyond the text.

Table of Contents

Front Cover.
Title Page.
Copyright Page.
Massively Multiplayer Online Gaming.
1: Go to the Mattresses (No, It's Not a Mob War).
2: Even in a Virtual World, ‘Stuff’ Matters.
3: It's Love at First Kill.
4: Four Hours of Screen Time? No Problem.
5: Disruptions: Minecraft, an Obsession and an Educational Tool.
6: Behind League of Legends, E-Sports's Main Attraction.
7: The Minecraft Generation.
8: Closing the Gender Gap, One E-Battle at a Time.
9: A New Phase for World of Warcraft's Lead Designer: His Own Start-Up.
10: A Non-Gamer's Guide to Fortnite, the Game That Conquered All the Screens.
The Fast Paced Market for Mobile Games.
11: Will Zynga Become the Google of Games?.
12: From the Land of Angry Birds, a Mobile Game Maker Lifts Off.
13: Candy Crush and the Curve of Impressiveness.
14: Executive at Struggling Rovio, Maker of Angry Birds, Pushes Silver Lining.
15: Bobby Kotick's Activision Blizzard to Buy King Digital, Maker of Candy Crush.
16: Pokémon Go See the World in Its Splendor.
17: Mario, Nintendo's Mustachioed Gaming Legend, Arrives on iPhones.
18: How I Became Addicted to Online Word Games.
19: An Angry Birds Empire: Games, Toys, Movies and Now an I.P.O..
20: China Embraces a Game about a Traveling Frog.
Esports and Gaming as Public Spectacle.
21: The Land of the Video Geek.
22: Video Gaming on the Pro Tour, for Glory but Little Gold.
23: Seeking to Be Both N.F.L. and ESPN of Video Gaming.
24: What's Twitch? Gamers Know, and Amazon Is Spending $1 Billion on It.
25: Activision Buys Major League Gaming to Broaden Role in E-Sports.
26: Esports Sees Profit in Attracting Female Gamers.
27: Big Ten Universities Entering a New Realm: E-Sports.
28: Gamer's Death Pushes Risks of Live Streaming Into View.
29: All We Want to Do Is Watch Each Other Play Video Games.
30: With Twitch, Amazon Tightens Grip on Live Streams of Video Games.
Struggles in Gaming Communities.
31: Feminist Critics of Video Games Facing Threats in ‘GamerGate’ Campaign.
32: It's Game Over for ‘Gamers’.
33: Twine, the Video-Game Technology for All.
34: In the Documentary ‘GTFO,’ Female Video Gamers Fight Back.
35: How Gaming Helped Launch the Attack of the Internet Trolls.
36: Why Some Men Don't Work: Video Games Have Gotten Really Good.
37: The Real Problem with Video Games.
38: Video Game Addiction Tries to Move from Basement to Doctor's Office.
39: Endless Gaming May Be a Bad Habit. That Doesn't Make It a Mental Illness..
Media Literacy Terms.
Media Literacy Questions.