Abstract
AbstractThe introduction aims to provide an understanding of the status of the esports phenomenon in countries from the Asia-Pacific region. The chapter presents readers with the main objectives and topics of the book. It does this by reviewing extant research on esports, with a focus on outlining the main theoretical, industrial, and social concerns of esports practices. It then defines the gap this book aims to fill. The introduction finally describes the structure of the book, focusing on issues in specific local contexts as well as interconnections across the region.
Publisher
Springer Nature Singapore
Reference34 articles.
1. Abubakar, Iskandar Agung, Linda Efaria, Widodo Zuhdi, and Etty Sofioningrum. 2021. “Study of Influence Factors Esports Development in Indonesia.” Psychology and Education Journal 58 (2): 6170–82.
2. Achmad, Dion, and Ratih Dyah Kusumastuti. 2020. “Analyzing the Effect of Environmental Turbulence, Market Orientation and Organizational Adaptive Capability on Organizational Performance and Market Position of Indonesian Esports Companies.” SSRN Scholarly Paper ID 3793328. Rochester, NY: Social Science Research Network. https://doi.org/10.2139/ssrn.3793328.
3. Campe, Carolin. 2021. “ESports in Asia—Intriguing Investment Possibilities.” Asia Fund Managers.
https://www.asiafundmanagers.com/us/esports-in-asia-investment-possibilities/.
4. Choi, Yeomi, Janine S. Slaker, and Nida Ahmad. 2020. “Deep Strike: Playing Gender in the World of Overwatch and the Case of Geguri.” Feminist Media Studies 20 (8): 1128–43.
5. Cullen, Amanda L. L. 2018. “‘I Play to Win!’: Geguri as a (Post) Feminist Icon in Esports.” Feminist Media Studies 18 (5): 948–52.