001482747 000__ 05630cam\\22005777i\4500 001482747 001__ 1482747 001482747 003__ OCoLC 001482747 005__ 20231128003349.0 001482747 006__ m\\\\\o\\d\\\\\\\\ 001482747 007__ cr\un\nnnunnun 001482747 008__ 231101s2023\\\\si\a\\\\ob\\\\001\0\eng\d 001482747 019__ $$a1406406306$$a1406412390 001482747 020__ $$a9789819937967$$q(electronic bk.) 001482747 020__ $$a9819937965$$q(electronic bk.) 001482747 020__ $$z9789819937950 001482747 020__ $$z9819937957 001482747 0247_ $$a10.1007/978-981-99-3796-7$$2doi 001482747 035__ $$aSP(OCoLC)1407037112 001482747 040__ $$aGW5XE$$beng$$erda$$epn$$cGW5XE$$dGW5XE$$dEBLCP$$dYDX$$dOCLCO 001482747 043__ $$ap------ 001482747 049__ $$aISEA 001482747 050_4 $$aGV1469.34.E86$$bE87 2023 001482747 08204 $$a794.8$$223/eng/20231101 001482747 24500 $$aEsports in the Asia-Pacific :$$becosystem, communities, and identities /$$cFilippo Gilardi, Paul Martin, editors. 001482747 264_1 $$aSingapore :$$bPalgrave Macmillan,$$c2023. 001482747 300__ $$a1 online resource (xv, 270 pages) :$$billustrations (some color). 001482747 336__ $$atext$$btxt$$2rdacontent 001482747 337__ $$acomputer$$bc$$2rdamedia 001482747 338__ $$aonline resource$$bcr$$2rdacarrier 001482747 4901_ $$aPalgrave series in Asia and Pacific studies,$$x2662-7930 001482747 504__ $$aIncludes bibliographical references and index. 001482747 5050_ $$aChapter 1. Introduction (Filippo Gilardi and Paul Martin) -- Part I. Esports development: institutions, industries, and players -- Chapter 2. Top-Down versus Bottom-Up: Esports Tensions in Australia and Singapore (Dr Mark R Johnson, Dr James Patrick Williams) -- Chapter 3. Power Play - Regulatory Frameworks of Esports in Asia and Europe (Tanja Sihvonen, Peichi Chung, Veli-Matti Karhulahti) -- Chapter 4. The Neutrality of Esports Federations through the Comparative Analysis of the Japanese and Swiss Examples (Tsubasa Shinohara) -- Chapter 5. In the wake of digital games: A glance at the emergence of esports in Vietnam (Dr Phan Quang Anh) -- Chapter 6. The role of the government in the growth of esports industry in Vietnam. (Dr Florian Lefebvre, Dr Pham Vu Thang) -- Part II. Progamers and marketing agents: cultural and professional challenges -- Chapter 7. Regional Flows of Labour in Esports: Political, Cultural and Professional Challenges (Yelin Zhao, Hao Luo) -- Chapter 8. ESports Dreamings : Pro-gamers and game players in South Korea (Eunkyoung Choi) -- Chapter 9. Friend or Foe? Consumer stewards as marketing agents in e-sports (Yan Han Wang, Hélène de Burgh-Woodman, Dr Keri Spooner) -- Part III. Esports audiences: platforms, marginalisation, and homophobia -- Chapter 10. The Role of Mobile Devices in Malaysian esports (Dr Kyle Moore) -- Chapter 11. Constructing an authentic esports spectator through fans' performances of Australianness (Dr David Cumming) -- Chapter 12. Homophobia in Competitive Online Gaming (Angelo James F. Esperanzate) -- Chapter 13. Conclusion (Dr Filippo Gilardi and Dr Paul Martin). 001482747 506__ $$aAccess limited to authorized users. 001482747 520__ $$aThis is an edited book that fills a gap in knowledge by providing a comprehensive view of esports practice from the Asia and Pacific region. The volume looks at the development of esports through the interconnections between institutions, industries, players, and society, across the Asia-Pacific. Over the last two decades, the Asia-Pacific region has been central to the growth and development of esports. The value of this book lies in its ability to provide a view of esport from countries that are currently underrepresented in the literature such as Vietnam, Singapore, Philippines and Australia while still integrating chapters looking at more well-researched countries such as China, Korea, and Japan. Filippo Gilardi is an Associate Professor in Creative Industries and Transmedia and currently the Head of the School of International Communications and the Director of the Institute of Asia and Pacific Studies (IAPS) at the University of Nottingham Ningbo China. His research interests focus on media convergence, copyright protection, the development of global digital platforms, and audience studies. Paul Martin is an Associate Professor in Digital Media and Communications in the School of International Communications at the University of Nottingham Ningbo China. He conducts research on computer games and computer game culture, focusing on three main areas: game cultures, games and meaning; and game studies as an academic field. He is a founder member of the Chinese Digital Games Research Association (CDiGRA) and currently serves as its president. 001482747 588__ $$aOnline resource; title from PDF title page (SpringerLink, viewed November 1, 2023). 001482747 650_0 $$aeSports (Contests)$$zPacific Area. 001482747 650_0 $$aVideo games$$zPacific Area. 001482747 650_6 $$aSport électronique$$zPacifique, Région du. 001482747 655_0 $$aElectronic books. 001482747 7001_ $$aGilardi, Filippo,$$eeditor.$$0(orcid)0000-0002-5702-4391$$1https://orcid.org/0000-0002-5702-4391 001482747 7001_ $$aMartin, Paul,$$eeditor.$$0(orcid)0000-0002-3464-2103$$1https://orcid.org/0000-0002-3464-2103 001482747 77608 $$iPrint version:$$aGilardi, Filippo$$tEsports in the Asia-Pacific$$dSingapore : Palgrave Macmillan,c2023$$z9789819937950 001482747 830_0 $$aPalgrave series in Asia and Pacific studies,$$x2662-7930 001482747 852__ $$bebk 001482747 85640 $$3Springer Nature$$uhttps://univsouthin.idm.oclc.org/login?url=https://link.springer.com/10.1007/978-981-99-3796-7$$zOnline Access$$91397441.1 001482747 909CO $$ooai:library.usi.edu:1482747$$pGLOBAL_SET 001482747 980__ $$aBIB 001482747 980__ $$aEBOOK 001482747 982__ $$aEbook 001482747 983__ $$aOnline 001482747 994__ $$a92$$bISE