Annotated Bibliography

  1. Li, Roland. Good Luck Have Fun: The Rise of ESports. Skyhorse Publishing, 2017.

Li’s “Good Luck Have Fun” serves as both an admiring spotlight and damning trial of the growing eSports scene as it copes with the growing pains any booming industry experiences. Through talking to legendary names in the eSports scene, Li not only highlights the incredible Cinderella stories the industry has been built upon, but also the issues that lay at the core of any rapidly expanding venture such as stress on players not only to perform well but physical stress on their bodies as well. The most important parts of “Good Luck Have Fun” for my research are the parallels the book draws between eSports and traditional sports, which both further legitimize my arguments for the similarities between the two as well as emphasize that eSports is not an industry without fault or controversy, which ironically legitimizes it further in a way.

 

  1. Diver, Mike. How To Be a Professional Gamer: An ESports Guide to League of Legends. Cornerstone Digital, 2016.

Fnatic have been an eSports powerhouse for years now. My own first experiences with eSports included them winning major tournaments left and right across several games. This guide written primarily by Mike Diver but co-written by several Fnatic players from over the years presents itself as the end-all be-all guide on how to become a professional League of Legends player, but it is not for this reason that I look to this source for my project. A big theme in this long-term project is the parallel between traditional sports we have today and the rising eSports of tomorrow, and as this book serves as a combination explanation of the workings of League of Legends as well as its strategies and nuances, it reads as the first certified playbook of a new age of sports. It reads as an amalgamation of experience and skill over years of dominance in a fledgling league, as well as an in-depth look into the player’s side of eSports, an often-overlooked facet of the rising industry.

 

  1. Tillier, Martin. “The Incredible Rise Of eSports.” com, Nasdaq Inc., 12 Jan. 2018, www.nasdaq.com/article/the-incredible-rise-of-esports-cm904589.

Martin Tillier’s article “The Incredible Rise Of eSports” works as both a perspective on the meteoric rise in viewership that eSports is experiencing as well as a financial analysis of the economy surrounding the growing market surrounding the concept. Tillier utilizes historical comparisons between then-fledgling tech giants Google and Amazon to the growth of eSports market values to highlight the fiscal opportunity that eSports presents that so many corporations are beginning to catch on to. This will aid my study into this subject by not only supplying me with solid data on eSports viewership for me to reference, but also firmly reinforce an argument for the legitimacy of eSports as a business venture.

 

  1. Fernandez, Matt. “Professional Competitive Gaming on the Rise, Overwatch Shows Olympic Potential.” Variety, Variety Media, 19 Mar. 2018, variety.com/2018/digital/news/esports-video-games-olympics-1202709110/.

Matt Fernandez’s article on the rise of professional Overwatch proves to be one of the more valuable pieces of information surrounding not only the meteoric rise of professional Overwatch on the global stage, but also the struggles a major eSports title like Overwatch faces when trying to gain legitimacy in the public eye. Fernandez contrasts the rising independence and popularity and publicity of major eSports titles like Overwatch, which has its own dedicated league, to the resistance they encounter from major traditional sports establishments like The Olympics or The Asian Games. This contrast serves my research excellently, indicating that while eSports wants acceptance now, soon they won’t care if they have it or not and may eventually overpower traditional sports viewing ventures.

 

  1. Hill, Nathan. “The Overwatch Videogame League Aims to Become the New NFL.” Wired, Conde Nast, 23 Jan. 2018, wired.com/story/overwatch-videogame-league-aims-to-become-new-nfl/.

Hill’s WIRED article follows the life and times of one Stefano Disalvo, known more prominently by his screen-name Verbo, through his ascent into professional eSports as well as chronicles the early development of Overwatch as the perfect mass-appeal first person shooter, and by extension a perfect suitor to be a global eSports phenomenon. Hill also expands on his time with the game and marvels at the complexity of its mechanics, as well as how poorly he performed. This article carries tremendous weight for my project, not only as a fresh and unaccustomed view on Overwatch and its respective League, but also an analysis on how the Overwatch League models itself after traditional sports leagues like the NBA and NFL, all the way from a structure of coaches and staff down to player salaries and benefits.

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