NEW

eBook 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
  • Price:  Sign in for price

About

Overview

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.
Contents.
Introduction.
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..
Glossary.
Media Literacy Terms.
Media Literacy Questions.
Citations.
Index.