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dc.contributor.authorRuotsalainen, Maria
dc.contributor.authorTörhönen, Maria
dc.contributor.authorKarhulahti, Veli-Matti
dc.contributor.editorRuotsalainen, Maria
dc.contributor.editorTörhönen, Maria
dc.contributor.editorKarhulahti, Veli-Matti
dc.date.accessioned2022-03-16T12:11:17Z
dc.date.available2022-03-16T12:11:17Z
dc.date.issued2022
dc.identifier.citationRuotsalainen, M., Törhönen, M., & Karhulahti, V.-M. (2022). Introduction. In M. Ruotsalainen, M. Törhönen, & V.-M. Karhulahti (Eds.), <i>Modes of Esports Engagement in Overwatch</i> (pp. 1-7). Palgrave Macmillan. <a href="https://doi.org/10.1007/978-3-030-82767-0_1" target="_blank">https://doi.org/10.1007/978-3-030-82767-0_1</a>
dc.identifier.otherCONVID_104618262
dc.identifier.urihttps://jyx.jyu.fi/handle/123456789/80185
dc.description.abstractA 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.en
dc.format.extent229
dc.format.mimetypeapplication/pdf
dc.language.isoeng
dc.publisherPalgrave Macmillan
dc.relation.ispartofModes of Esports Engagement in Overwatch
dc.rightsCC BY 4.0
dc.subject.otherOverwatch
dc.titleIntroduction
dc.typebookPart
dc.identifier.urnURN:NBN:fi:jyu-202203161886
dc.contributor.laitosMusiikin, taiteen ja kulttuurin tutkimuksen laitosfi
dc.contributor.laitosDepartment of Music, Art and Culture Studiesen
dc.type.urihttp://purl.org/eprint/type/BookItem
dc.relation.isbn978-3-030-82766-3
dc.type.coarhttp://purl.org/coar/resource_type/c_3248
dc.description.reviewstatusnonPeerReviewed
dc.format.pagerange1-7
dc.type.versionpublishedVersion
dc.rights.copyright© 2022 the Authors
dc.rights.accesslevelopenAccessfi
dc.relation.grantnumber312397
dc.subject.ysopelikulttuuri
dc.subject.ysoelektroninen urheilu
dc.subject.ysotransmedia
dc.subject.ysodigitaalinen kulttuuri
dc.subject.ysoverkkopelit
dc.subject.ysopelitutkimus
dc.format.contentfulltext
jyx.subject.urihttp://www.yso.fi/onto/yso/p25376
jyx.subject.urihttp://www.yso.fi/onto/yso/p29375
jyx.subject.urihttp://www.yso.fi/onto/yso/p28349
jyx.subject.urihttp://www.yso.fi/onto/yso/p24121
jyx.subject.urihttp://www.yso.fi/onto/yso/p22610
jyx.subject.urihttp://www.yso.fi/onto/yso/p21187
dc.rights.urlhttps://creativecommons.org/licenses/by/4.0/
dc.relation.doi10.1007/978-3-030-82767-0_1
dc.relation.funderResearch Council of Finlanden
dc.relation.funderSuomen Akatemiafi
jyx.fundingprogramCentre of Excellence, AoFen
jyx.fundingprogramHuippuyksikkörahoitus, SAfi
jyx.fundinginformationThis book received funding from and was made open access by the Centre of Excellence in Game Culture Studies, Academy of Finland (312395, 312396, 312397).
dc.type.okmB2


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