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With over 450 million viewers worldwide and over $1 billion in revenue in 2019, competitive video gaming - known more popularly as esports - is not a fad, but rather a technological and cultural phenomenon. To remain competitive in this popular and sometimes lucrative field, gamers often practice upwards of 12 hours a day, performing anywhere from 400-600 actions per minute. As such, they are susceptible to a unique set of injuries and disorders from these complex movements, extended screen time and sedentary tendencies. This population requires motivated and educated healthcare providers familiar with their lifestyle and ailments to effectively prevent, diagnose, and treat relevant esports ...
As esports is one of the new and rapidly growing sports programs at the collegiate level, today’s campus leaders are increasingly asked to navigate the complexity of esports. This practical volume helps higher education professionals understand the expanding role of collegiate esports, describing the ecosystem of college esports and the experience for college players, as well as the connections between gaming and career preparation. Chapter authors offer an overview and practical look at the main structures and issues facing collegiate esports programs, athletes, and administrators. Chapters address the needs of the campus gaming community, building gender and racial inclusivity, athlete health, amateurism and the esports athlete, the role of the technology industry, governance, career paths, and coaching. This cutting-edge volume offers information to support campus leaders and practitioners in building and expanding collegiate esports programs in the quickly growing and changing aspects of both online and face-to-face campus communities.
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 Educa...
""The Game Starcraft"" explores how a single video game has revolutionized global gaming, strategy, and artificial intelligence. This book delves into Starcraft's profound impact on e-sports, strategic thinking, and AI development, highlighting its role in bridging cultural divides and inspiring military tacticians. The game's influence extends far beyond entertainment, serving as a powerful tool for understanding and enhancing human cognitive abilities, particularly in strategic thinking and decision-making under pressure. The book traces Starcraft's evolution from its 1998 release to its current status as a global phenomenon, examining its mechanics, role in professional gaming, and contri...
'Hope for the Earth' explores the viability of an eschatological approach to an ecological theology, spirituality, and praxis in the South African context. The basic intuition of such an eschatological approach is that an environmental praxis can only be empowered on the basis of an adequate understanding of Christian hope. Despair in the face of environmental destruction will inevitably lead to a spirit of resignation. Where, then, can a vision of hope that includes hope for the earth be found? The author proposes a Òroad mapÓ for eschatology based on the observation that eschatology has traditionally responded to three aspects of the human predicament, namely 1) the evil effects of sin; ...
Created around the world and available only on the Web, internet "television" series are independently produced, mostly low budget shows that often feature talented but unknown performers. Typically financed through crowd-funding, they are filmed with borrowed equipment and volunteer casts and crews, and viewers find them through word of mouth or by chance. The third of five volumes on Internet TV series, this book covers 335 alphabetically arranged gay and lesbian programs, 1996-2014, giving casts, credits, story lines, episode descriptions, websites, dates and commentary. A complete index lists program titles and headings for gay, lesbian, bi-sexual, transgender and drag queen shows.
Barry Callen is a ""church theologian"" in the finest sense. In this book he once again brings the commitments nurtured by Pietist, Anabaptist, and Wesleyan theological streams into conversation with the issues and debates in contemporary church life and with the most formative voices in contemporary theology. The result is a convincing reminder that Christian teachings about ""ultimate things"" (eschatology) are much more concerned with providing hope and direction for living faithfully in our present settings than they are with providing timetables for the future. His exposition of the role of the church and sacrament in nurturing such hope is particularly helpful. Randy L. Maddox, Profess...
Reviews of Environmental Contamination and Toxicology provides detailed review articles concerned with aspects of chemical contaminants, including pesticides, in the total environment with toxicological considerations and consequences.
The six volumes LNCS 11619-11624 constitute the refereed proceedings of the 19th International Conference on Computational Science and Its Applications, ICCSA 2019, held in Saint Petersburg, Russia, in July 2019. The 64 full papers, 10 short papers and 259 workshop papers presented were carefully reviewed and selected form numerous submissions. The 64 full papers are organized in the following five general tracks: computational methods, algorithms and scientific applications; high performance computing and networks; geometric modeling, graphics and visualization; advanced and emerging applications; and information systems and technologies. The 259 workshop papers were presented at 33 workshops in various areas of computational sciences, ranging from computational science technologies to specific areas of computational sciences, such as software engineering, security, artificial intelligence and blockchain technologies.