Introduction
Ruotsalainen, M., Törhönen, M., & Karhulahti, V.-M. (2022). Introduction. In M. Ruotsalainen, M. Törhönen, & V.-M. Karhulahti (Eds.), Modes of Esports Engagement in Overwatch (pp. 1-7). Palgrave Macmillan. https://doi.org/10.1007/978-3-030-82767-0_1
Date
2022Copyright
© 2022 the Authors
A decade ago, it was still somewhat conventional to start a study by writing how “esports is a novel phenomenon.” As we write this introduction in 2021, that is no longer true. Today, more than a thousand studies have been published on esports, including several books and special issues. Moreover, the work is no longer conducted purely in the “game studies” related fields, but across numerous domains from medical and health sciences to economics and sports. Esports is no longer a novel phenomenon, not even for researchers. As both the industry and academia of esports progress—with hundreds of digital (and some analog) game titles being played as “esports”—it is more and more difficult to address “esports” in general. As the need for more specific case studies keeps increasing, this book on Overwatch responds to that need.
Publisher
Palgrave MacmillanParent publication ISBN
978-3-030-82766-3Is part of publication
Modes of Esports Engagement in OverwatchKeywords
Publication in research information system
https://converis.jyu.fi/converis/portal/detail/Publication/104618262
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Related funder(s)
Research Council of FinlandFunding program(s)
Centre of Excellence, AoFAdditional information about funding
This book received funding from and was made open access by the Centre of Excellence in Game Culture Studies, Academy of Finland (312395, 312396, 312397).License
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