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Esports in Higher Education

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eBook details

  • Title: Esports in Higher Education
  • Author : George S. McClellan
  • Release Date : January 03, 2020
  • Genre: Education,Books,Professional & Technical,
  • Pages : * pages
  • Size : 3144 KB

Description

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

Acknowledgments


1) Esports in Higher Education: What Is It, How Big Is It, and How Does it Work?

2) Creating Successful Esports Programs on Campus

3) Running a Co-Curricular Esports Program

4) Experiences of a Student Esports Athlete

5) Ethical, Legal, and Governance Considerations for Esports Programs on Campus

6) Esports in Higher Education: Summing Up and Looking Forward


Glossary

Resources

References

About the Authors

Index


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