Esports in Higher Education

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A01=Charles M. Hueber
A01=George S. McClellan
A01=Ryan S. Arnett
academic program development
Author_Charles M. Hueber
Author_George S. McClellan
Author_Ryan S. Arnett
Category=JNM
Category=UDBV
Category=UDX
child protection
Club Team
cocurricular
Cocurricular Programming
College Student Gambling
competition climate
competition structure
digital sports management
educational technology integration
eq_bestseller
eq_computing
eq_isMigrated=1
eq_isMigrated=2
eq_nobargain
eq_non-fiction
eq_society-politics
esports athlete
Esports Game
ethical gaming practices
Face To Face
Fantasy Sports
Fps Game
gamer
gamer guild creed
GPA
Grand Theft Auto
higher education esports program design
institutional policy analysis
Intercollegiate Athletics
Intercollegiate Varsity
LAN
LAN Event
Maryville University
NAIA
NHL
NJCAA
Online Gaming
Program Level Learning Outcomes
Registered Student Organization
student affairs
student engagement strategies
Student Gambling
Title IX
Toxic Behavior
Varsity Team

Product details

  • ISBN 9781642671445
  • Weight: 394g
  • Dimensions: 152 x 229mm
  • Publication Date: 16 Jun 2020
  • Publisher: Taylor & Francis Inc
  • Publication City/Country: US
  • Product Form: Hardback
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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.

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 NASPA’s Journal of College and Character and ACPA’s 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.

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