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E-grāmata: Esports in the Asia-Pacific: Ecosystem, Communities, and Identities

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This 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, Malaysia, Taiwan, Hong Kong, Singapore, Philippines and Australia while still integrating chapters looking at more well-researched countries such as China, Korea, and Japan. Through its diverse case studies, the book serves as a resource for scholars and educators worldwide who seek diverse examples with which to improve understanding of the esports phenomenon and the inclusiveness of media and communication curricula. chapters Introduction to Esports in the                 Asia-Pacific and Conclusions to Esports in the AsiaPacific are available open access under a Creative Commons                           Attribution 4.0 International License via link.springer.com.
Chapter
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, Hélčne 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).
Filippo Gilardi is an Associate Professor in Creative Industries and Transmedia and currently the Head of the School of International Communications at the University of Nottingham Ningbo China and the Director of the Institute of Asia and Pacific Studies (IAPS) at the University of Nottinghams China campus. He is also the chief editor of the Palgrave Series in Asia and Pacific Studies. 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.