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E-book: Esports in Higher Education: Fostering Successful Student-Athletes and Successful Programs

  • Format: 170 pages
  • Pub. Date: 03-Jul-2023
  • Publisher: Stylus Publishing
  • Language: eng
  • ISBN-13: 9781000979886
  • Format - EPUB+DRM
  • Price: 38,99 €*
  • * the price is final i.e. no additional discount will apply
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  • This ebook is for personal use only. E-Books are non-refundable.
  • Format: 170 pages
  • Pub. Date: 03-Jul-2023
  • Publisher: Stylus Publishing
  • Language: eng
  • ISBN-13: 9781000979886

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This comprehensive resource examines the rapidly-growing esports phenomenon in higher education, bringing the perspectives of players, administrators, and scholars together in one volume to discuss the basics of esports, how to start and maintain successful esports programs, and issues and trends in the field.

Esports are a global phenomenon with an estimated audience of 400 million people in 2018. Given their already strong base and rising popularity on college campuses, esports have been referred to as the new college football. This book offers practical insights into how to develop and maintain an esports program that is consistent with institutional purposes and values. The book is helpful to all types of institutions (small to large, public and private, 2-year or 4-year). It draws on current scholarship and the professional experience of the authors, focused heavily on practical advice for higher education professionals.

Among the challenges of esports in higher education the book addresses are competition structure, competition climate, child protection, cheating, gambling, lack of reliable relevant data to inform decisions, and the advent of an esports arms race. Some of the opportunities described in the book include student recruitment and success networks with high schools, and partnerships with the esports industry. Done correctly, esports can provide a structured way for all students (on campus, off campus, and online) to engage in both curricular and cocurricular programming that can provide measurable learning outcomes and have a positive impact on retention rates.
Preface ix
Acknowledgments xi
1 An Overview Of Esports In Higher Education What Is It, How Big Is It, And How Does It Work?
1(27)
2 Creating A Successful Esports Program On Campus
28(23)
3 Running A Cocurricular Esports Program
51(21)
Appendix 3A Schreiner University Gamer's Guild Creed
66(6)
4 Experiences Of An Esports Student-Athlete
72(14)
5 Ethical, Legal, And Governance Considerations For Esports Programs On Campus
86(27)
6 Summing Up And Looking Forward
113(14)
Glossary 127(4)
Additional Resources 131(2)
References 133(12)
About The Authors 145(2)
Index 147
George S. McClellan is Associate Professor of Higher Education at the University of Mississippi. He previously served as the Vice Chancellor for Student Affairs at Indiana University Purdue University Fort Wayne (IPFW) for ten years. Prior to joining the IPFW community, McClellan served as Vice President for Student Development at Dickinson State University, Interim Director of Assessment and Research for Campus Life at the University of Arizona, and Director of Graduate and Off Campus Housing at Northwestern University. Dr. McClellan has served as a member of the editorial boards for both NASPAs Journal of College and Character and ACPAs Journal of College Student Development. Ryan S. Arnett has been a competitive player, analyst, recruiter, coach, and team owner in the world of eSports. Most notably, he is currently the owner of HammerHead Gaming, an organization that competes, provides entertainment, and offers agency services to players in the industry. Mr. Arnett recently earned his J.D. from the Stetson University College of Law and holds a B.A. in Political Science and Spanish from Florida Southern College. Charles M. Hueber is the Dean of Students at Schreiner University. Dr. Hueber has worked in higher education for over 20 years. He has served as a speaker and consultant to a variety of universities and businesses in leadership development, customer service and social integration. Dr. Hueber is a self-proclaimed nerd and has a passion for Esports and gaming and has spent the past few years conducting his scholarly research on the impact of Esports on universities and colleges. Dr. Hueber earned his Ed.D. from Texas A&M University at Commerce in Higher Educational Administration and holds B.A. and M.A. degrees in Counseling and Psychology, both from Stephen F. Austin State University.