The Routledge Handbook of Esports offers the first fully comprehensive, interdisciplinary study of esports, one of the fastest growing sectors of the contemporary sports and entertainment industries. Global in coverage, the book emphasizes the multifaceted nature of esports and explores the most pressing issues defining the competitive video gaming landscape today.
Featuring the work of 93 leading esports academics and industry specialists from around the world, and rigorously peer-reviewed, the book is structured around ten key themes: 1) Introduction to Esports, 2) Esports Research, 3) Esports Players, 4) Esports Business and Management, 5) Esports Media and Communication, 6) Esports Education, 7) Critical Concerns in Esports, 8) Global Esports Cultures, 9) Esports Future Directions, and 10) Key Terms Definitions. Examining the current state of esports, emerging areas of interest and the ongoing debates shaping the esports industry, each of the 62 chapters offers key highlights, an assessment of the latest research, practical esports examples and recommendations, and is complemented by enlightening case studies or industry interviews. For further academic and professional depth, chapters also include a guide to recommended additional resources.
Explaining technical terms and gaming jargon in a user-friendly manner, and maintaining a balanced tone throughout, this handbook is essential reading for any student or researcher with an interest in esports, gaming, or sport studies, and for any practitioner or policy-maker working in the esports industry.
SECTION 1: INTRODUCTION TO ESPORTS 1.1 Introduction to Esports, 1.2
Defining and Spelling Esports, 1.3 Global History of Esports, 1.4 Esports
Ecosystems and Stakeholders, 1.5 Esports Genres and Games, 1.6 Esports
Developers, Publishers, and Game Design Considerations, 1.7 Esports Equipment
and Infrastructure, SECTION 2: ESPORTS RESEARCH 2.1 Introduction to Esports
Research, 2.2 Current Status and Key Topics in Esports Research, 2.3
Organizations, Labs/Centers, and Journals Related to Esports Research, 2.4
General Recommendations for Esports Research, 2.5 Qualitative Esports
Research Methodology, 2.6 Survey Esports Research Methodology, 2.7
Experimental/Intervention Esports Research Methodology, SECTION 3: ESPORTS
PLAYERS 3.1 Introduction to Esports Players, 3.2 Esports Players, 3.3 Esports
Performance Skills, 3.4 Esports Player Analytics, 3.5 Esports Coaching, 3.6
Applied Sport Psychology in Esports, 3.7 Esports Player Health and Wellness,
3.8 Esports Ergonomics and Injuries, 3.9 Esports Player Parental and Family
Support, 3.10 Esports Professional Player Career Process, SECTION 4: ESPORTS
BUSINESS AND MANAGEMENT 4.1 Introduction to Esports Business and Management,
4.2 Esports Business and Finance, 4.3 Esports Management, 4.4 Organizing
Esports Events, 4.5 Esports Venue Design and Management, 4.6 Esports
Hospitality and Tourism, 4.7 Esports Branding and Marketing, 4.8 Sponsorship
in Esports, 4.9 Esports Public Relations, 4.10 Human Resource Management in
Esports, SECTION 5: ESPORTS MEDIA AND COMMUNICATION 5.1 Introduction to
Esports Media and Communication, 5.2 Esports Journalism, 5.3 Esports
Production, 5.4 Streaming Esports, 5.5 Esports Spectatorship, 5.6 Esports
Fandom, SECTION 6: ESPORTS EDUCATION 6.1 Introduction to Esports Education,
6.2 Esports Education, 6.3 Competitive Collegiate Esports Programs, 6.4
Competitive Primary and Secondary School Esports Programs, SECTION 7:
CRITICAL CONCERNS IN ESPORTS 7.1 Introduction to Critical Concerns in
Esports, 7.2 Esports Governance and Esports Law, 7.3 Esports in the Olympics,
7.4 Esports Gambling, 7.5 Ethics and Cheating in Esports, 7.6 Toxicity in
Esports, 7.7 Diversity, Equity, and Inclusion in Esports, 7.8 Esports for
People with Disabilities, 7.9 Esports Environmental Sustainability, SECTION
8: GLOBAL ESPORTS CULTURES 8.1 Introduction to Global Esports Cultures, 8.2
Esports Culture in the Middle East and Africa, 8.3 Esports Culture in Asia,
8.4 Esports Culture in Europe, 8.5 Esports Culture in Oceania, 8.6 Esports
Culture in North America, 8.7 Esports Culture in South America, SECTION 9:
ESPORTS FUTURE DIRECTIONS 9.1 The Future of Esports, SECTION 10: KEY TERMS
DEFINITIONS 10.1 Key Terms Definitions
Senior Editor
Seth E. Jenny is Associate Professor teaching esports courses within the Department of Exercise Science at Slippery Rock University of Pennsylvania (SRU), USA. He serves as a founding board member of the Esports Research Network, Associate Editor of the Journal of Electronic Gaming and Esports and the International Journal of Esports, and faculty advisor to the SRU Esports Club. X: @DrSethJenny Website: www.sethjenny.com
Associate Editors
Nicolas Besombes is Associate Professor with the Sports Faculty of Université Paris Cité, France. He is a founding board member of the Esports Research Network, founding member of the French Speaking Association for Esports Research and Studies, and is the former Vice President of France Esports.
Tom Brock is Senior Lecturer in the Department of Sociology at Manchester Metropolitan University, UK. He is the Reviews Editor for Journal of Consumer Culture and sits on the editorial boards of Journal of Gaming and Virtual Worlds, Journal of Electronic Gaming and Esports, International Journal of Esports, and Critical Gambling Studies.
Amanda C. Cote is Associate Professor and Director of the Serious Games Certificate in the Department of Media and Information at Michigan State University, USA. Her research focusses on gender, identity and representation, game development and labor, and collegiate esports.
Tobias M. Scholz is Associate Professor for Esports at the University of Agder, Norway. He serves as the founding chair of the Esports Research Network, he co-wrote an invited esports report for the European Parliament, and is co-editor of the book series eSports Yearbook.