The Literacies of the Esports Ecosystem

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Esports is a global phenomenon that has attracted the attention of multiple interested parties—from investors to K-12 schools and universities. This text chronicles the multitude of ways that people are making meaning within and around the esports ecosystem. Literacies that occur in the esports ecosystem are the result of a collision of diverse experiences, actions, peoples, games, software, hardware, and roles. These literacies are multifaceted, multilayered, and multifarious. By acknowledging the call that these literacies hold, stakeholders can argue for their appreciation at all levels of the ecosystem. Literacies of the Esports Ecosystem answers this call.

Contributors are: Anthony Betrus, Andrew Cochran, Luis E. Pérez Cortés, Jason Engerman, Thorkild Hanghøj, Ryan Rish and Kevin Sweeney.

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Hannah R. Gerber, Ph.D., is Professor of Literacy at Sam Houston State University, Honorary Professor at the University of South Africa, and immediate Past President of the International Council for Educational Media. She has published over 70 works, including seven book titles.
Foreword
Rick Marlatt
Preface
Acknowledgements
List of Figures and Tables
Notes on Contributors

Introduction
Hannah R. Gerber

PART 1: Literacies of the Esports Ecosystem in Schools



Introduction to Part 1: Literacies of the Esports Ecosystem in School
Hannah R. Gerber

1 Literacies at Play: Digital-Age Literacies in High School Esports
Luis Cortez

2 Designing an ESportsU Living Learning Community with the Creative Media Factory through Culturally Relevant Computing Activities
Manjuli Gupta, Jason A. Engerman, Richard F. Otto and Mark Van Auken

3 League of Legends: The Case for Nested & Braided Communities of Practice
Andrew F. Cochran, Stephen T. Slota and Michael F. Young

PART 2: Literacies of the Esports Ecosystem beyond Schools



Introduction to Part 2: Literacies of the Esports Ecosystem beyond Schools
Hannah R. Gerber

4 “We Have to Talk Together”: Addressing Communicative Challenges among Amateur Esports Players
Thorkild Hanghøj, Rebecca Boriis Höper, Tanya Isabell Rudberg and Emma Malling Steensen

5 Virtual Bike Racing: Contrastive Case Studies of Embodiment on Zwift
Ryan M. Rish and Erin M. Rish

6 Merging Twitch Culture with Esports
Colin Michaud and Anthony K. Betrus

7 Understanding Gambling Esports Markets
Kevin Sweeney, Doug Berg and Mark Tuttle

Index
Academic libraries, post graduate students, graduate students, faculty, and practitioners. Relevant subject areas include education, learning sciences, literacy, and game studies.
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