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E-book Modes of Esports Engagement in Overwatch
A decade ago, it was still somewhat conventional to start a study by writ-ing how “esports is a novel phenomenon.” As we write this introduction in 2021, that is no longer true. Today, more than a thousand studies have been published on esports, including several books and special issues. Moreover, the work is no longer conducted purely in the “game studies” related fields, but across numerous domains from medical and health sci-ences to economics and sports. Esportsis no longer a novel phenomenon, not even for researchers. As both the industry and academia of esports progress—with hundreds of digital (and some analog) game titles being played as “esports”—it is more and more difficult to address “esports” in general. As the need for more specific case studies keeps increasing, this book on Overwatch responds to that need.The global esports scene is currently dominated by roughly two dozen major game titles, ranging from long-standing series, such as Counter Strike and StarCraft, to some recently skyrocketed newcomers like Fortnite. In this group, Overwatch—first released in 2016—belongs to the middle tier in terms of popularity; however, with an eventful (even if short) history, which includes numerous significant cases specific to its cycle of development. The goal of this book was to set up a platform for discussing these Overwatch specific cases, but without ignoring the elements that link to and overlap with other esports. As such, the upcoming chapters paint a carefully and deliberately framed picture of esports through the limited scope of Overwatch, which, as the upcoming chapters demonstrate, can and should be perceived through many non-esports perspectives as well. Regardless of the chosen perspective, what remains of primary interest are Overwatch’s numerous modes of engagement that the game provides for its diverse audience.
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