Description

Book Synopsis
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 Cortez, Jason Engerman, Thorkild Hanghøj, Ryan Rish and Kevin Sweeney.

Table of Contents
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

The Literacies of the Esports Ecosystem

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    A Paperback by Hannah R. Gerber

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      Publisher: Brill
      Publication Date: 20/12/2023
      ISBN13: 9789004689787, 978-9004689787
      ISBN10:

      Description

      Book Synopsis
      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 Cortez, Jason Engerman, Thorkild Hanghøj, Ryan Rish and Kevin Sweeney.

      Table of Contents
      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

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