WRITE

books and more

Excerpts from my publications

Author, project manager, editor

Non-fiction books, encyclopedia

My focus topics when writing are scientific, popular science and subject-related texts. The focus here is on the economic system of e-sports, mass sport, politics, players, sports discussion, recognition of e-sports, research and basic knowledge.

German National Library

Overview of my publications (excerpt)

Data set at the DNB:

https://d-nb.info/gnd/140853820


A backup copy can be found here.

screen athletes

The phenomenon of eSports

Electronic sports, also known as e-sports, is a relatively young phenomenon. It is international, multicultural and on the way to becoming one of the biggest sports in the world.


At the same time, e-sports have not yet fully arrived in mainstream society. Large parts of the population, including in Germany, are not familiar with e-sports and people without an affinity for the internet hardly have a chance to deal with e-sports.


This book is intended for such people - but also for all other people who would like to deal with e-sports in book form. In almost thirty chapters, the book describes and analyzes eSports in general and in detail: What is eSports? Where is he from and where is he going? What is the current status? How does the eSports system work? Is it a real sport? Can you make money with it? What does it take to become an e-sportsman? How does society see e-sports? What genres and disciplines are there?


These and many other questions are discussed in the book. Even old hands in e-sports can definitely learn something new. eSports will be screened as a global event, with a special focus on Germany. Because this book was created especially for German-speaking people in order to move e-sports a little further into the social focus. This new type of sport not only deserves this, it will also play an outstanding role in the globalized and digitized world in the future - a development that is not yet fully recognized in Germany. This book wants to change that.

Amazon-Link

press (excerpt)

"On the other hand, if you want more in-depth information, you can't avoid Timo Schöber's work Screen Athletes - The Phenomenon of e-Sports. Here it is not only explained in detail what e-Sport is and what is done there, he also talks about it first-hand what it's like to be an e-sportsman and explains what it's like inside the e-sports universe. How is it structured, how is it actually financed and what is its standing here and in other countries? All this will be explains in detail how only someone who has been part of the system for years can do it. And although the author goes into the matter very deeply and presents numerous numbers and data, he always manages to explain everything in such a way that Because of this and the fact that the author does not shy away from showing the dark side of this sport, Screen Athletes – The Phenomenon e-S For me personally, ports is the most important German-language work that currently exists on the subject of e-sports." Splashgames.de
"Despite the thickness of the book of more than 500 pages, we can say that we never ran out of breath while reading and that we were always well taken along by the author on all topics. For us, Screen Athletes is by far the best at the moment German-language book on eSport and above all the complete scope, depth and the author's own developments (e.g. System eSport) are absolutely unique selling points of the book. For us, the clear reference on the topic, both for newcomers and for professionals." eSport-portal.net

Esports collection

Mosaic complete edition

E-Sport Collection (complete edition) is an almost complete collection of guest articles by author Timo Schöber that have appeared on different platforms. In addition, other content, such as some press releases, is included. The book offers a very comprehensive insight into the world of electronic sports and deals with many aspects and topics.


Esports Collection (592 pages) is my final book as a solo author. With E-Sport Collection 2.0 (608 pages), the book was updated one last time.




eSports Mosaic

Three anthologies eSports Mosaic is a collection of guest articles by the author Timo Schöber, which have been published online or in print on various platforms. The articles deal with different aspects of electronic sports, called eSports. From politics and society, to mass and professional sport, to questions of definition and arguments against prejudice, there are many topics in this collection. This anthology offers a very comprehensive overview of the history, the status quo and potential for the future of eSports. The book can also be ordered from Amazon. In addition, a second and a third anthology with further contributions has been published, which can also be purchased from local bookshops and online. 100% of the proceeds from the books published by Flying Kiwi Media go to the voluntary association eSports Nord eV

guides

eSports guide This guide offers "newcomers" and those interested in eSports a first insight. A short journey through eSports is undertaken: history and status quo, genres and disciplines, platforms, structures (clans, clubs, associations), opportunities, benefits and risks. The guide is available for free here. The book can be ordered in print from Amazon, among others. eSports in society and politics This book will put into writing the work that consultants, clubs and others do for eSports in the context of political communication and thus make it accessible to everyone. In addition, some basic knowledge about eSports is imparted. The book can also be ordered from Amazon. 100% of the proceeds from the books published by Flying Kiwi Media go to the voluntary association eSports Nord eV

Esportpedia - The Esports Encyclopedia

World's first analog esports encyclopedia. As a project, Esportpedia is primarily designed to bring e-sports further into society and to educate people about the topic. In addition, with this first analogue e-sports encyclopedia in the world, we want to create improved sources for students who want to take on the topic. The first two volumes were published in 2021 by Meyer & Meyer Verlag, i.e. the German sports publisher. Meyer & Meyer is the largest sports publisher in Europe and the second largest in the world. Press release (Link): In April 2022 there were changes at the top of the project. Esportpedia is a great project, but also one of the reasons I withdrew a bit from e-sports. Unfortunately, I often had to keep track of and do tasks here that were not my duties. In addition, promises are often not kept. This is also one of the reasons why I no longer work with PENTA. It should also be mentioned that I didn't earn any euros with the project (as of 09/2022) - which is OK for me personally, because money is basically not important to me, but it's still unusual for a project like this. In the future, however, I will be remunerated accordingly. The co-founder (please see press release) and PENTA no longer play a role in Esportpedia. Volume 1 of Esportpedia focuses on athletes in esports. Opportunities, risks and challenges for players are shown - including comprehensive insider know-how, comparisons to football and forecasts for the development of e-sports. The book can also be ordered from Amazon. Volume 2 deals with e-sports at the state level. The big professional sport is not necessarily relevant here, but rather the popular sport, the club system and much more. How can funding in this area look like? What problems does it face? These and many other aspects are covered in this book. The book can also be ordered from Amazon. Volume 3 (can be ordered here) deals with mass sport in e-sports, while Volume 4 (can be ordered here) deals with e-sports and journalism. In addition, the 5th volume of Esportpedia, which deals with marketing in e-sports, will be published in 2023. To Esportpedia: The world's first e-sports encyclopedia in book form Subdivided into different files (gamification), subject areas Bringing in experts from different areas Popular scientific presentation of content Foundation of the topic e-sports in understandable language Use of various, verified sources Available in various university libraries Source for Bachelor, master and student theses Explanation of e-sports for "everyone"

Zero2Hero Guide

Many young people today have the desire to become professional e-athletes - but very few make it. This guide gives young players tips from people who know what it's like to be a pro or what it takes to become a pro. It also goes into the fact that it is important not to focus too much on e-sports, but also to finish school and complete an apprenticeship or study. The book was published by HEEL Verlag. The book can also be ordered from Amazon.

E-Sports Radar

Numbers, data, facts. An important area in e-sports, especially when it comes to research, science and courses, but also to companies, economic processes and social aspects. Together with the West Coast University of Applied Sciences, Nielsen Sports carried out the "Market Analysis E-Sports and Gaming". This happened over four waves and several years, so that unique comparative and historical data are available. The whole thing will be published in book form at gamescom 2021 (status 02/2021). Not only are the data presented and classified by the authors, but there are also quotes and opinions from over a dozen experts. The book can also be ordered from Amazon. In addition, the second part of the E-Sport Radar will appear in 2023. This includes a variety of statistics and opinions from experts. Experts on the books include: Prof. Dr. Annette R. Hofmann Prof. dr Andreas Bergmann Dr. Julia Hiltscher Dr. Marie-Christin Bareuther Dr. Lennart Brüggemann Dr. Oliver DaumManuel OberholzerJörg AdamiMatthias ZanderJonas Stratmann

eSports Library (Englischsprachig)

eSports Library is a collection of guest articles by the author Timo Schöber, which have been published on different platforms online or in print. The contributions deal with different aspects of electronic sports, called eSports. 
From politics and society, to popular and professional sports, to definitional issues and argumentation against prejudice, many different topics are included in this collection. This anthology offers a very comprehensive overview of the history, status quo, as well as potentials for the future of eSports.
Das Buch kann unter anderem bei Amazon bestellt werden.

Write


Feedback and overview Book of the Month Screen Athletes was awarded Book of the Month January 2020 by the Addiction Prevention Institute, pro mente Upper Austria. Standard work Screen Athletes is considered a standard work in the field of e-sports, here: Institute for Ludology, Berlin. Popular sport (t3n) Mention of an article I wrote on the subject of popular sport on the Twitter account of game – Verband der Deutschen Games-Branche e. V. Associations in e-sports Mention of an article by me in the DOSB press review. Topic: Critical examination of associations in e-sports.

Range

Press releases and guest articles that I have written or contributed significantly to get a wide reach. These include reports from the dpa, the press review of the German Olympic Sports Confederation (DOSB) and articles in online magazines such as t3n and Mein-MMO.

Science

Publication of scientific papers as co-author or author (excerpt):
Survival of professional CS:GO teams: What matters? A Research Note (2021), Discussion Paper, European University Viadrina Definitions and Discussion: Sport, Gaming and E-Sport (2021), Paidia, Ludwig-Maximilians-University MunichProduct differentiation in video games: A closer look at Fortnite's success (2020/ 2021), Research Journal for Applied Management (RJAM), International School of Management, DortmundThe LoP Game: BigMac versus Fortnite (2020/2021), Economics Bulletin, Vanderbilt University, Tennessee, USA Fortnite: The Business Model Pattern Behind the Scene (2020 ), Die Unternehmung 04/2020, University of St. Gallen, Switzerland Price Differentiation in Video Games: A Closer Look at the Free-to-Play Segment (2020), The IUP Journal of Business Strategy, Vol. XVII, No. 2, Hyderabad, IndiaThe Adjusted Big Mac Index (2020), Das Wirtschaftsstudium, Vol. 49, Düsseldorf

Dissertation

Cumulative dissertation, focus: sports economics, definitions, doping and teams.

Topics: Sports Discussion, Business Model Pattern, Game Theory, Survival Analysis, Law of One Price.

Results of the written reports: 1. summa cum laude (1.0), 2. summa cum laude (1.3).

Result of the oral disputation: summa cum laude (1.3).

Since then I have been a postdoc at the European University Viadrina.

Condemnation of Epic Games


$520 million fine

Based on the study by Prof. Stadtmann and me, among other things, Epic Games has been fined more than half a billion US dollars. The background is the money illusion used in the game and proven by us. In addition, factors play a role that result in a high potential for addiction among players.

On the classification of Stadtmann/Junge/Schöber in the games economy

media interest

The interest in the topic was/is great, also in my home region (here NDR television), but also nationwide and internationally.


Please click here for a TV report.

Together!


work as a team

In addition to the projects that I have implemented alone, such as screen athletes or two guides on e-sports, I am also used to working in a team. Working as a team is exciting and fruitful because so many different approaches, opinions and experiences flow into a project.

Scientific Papers

Here: definitions and discussion: sports, gaming and e-sports

Abstract: The term "e-sport" describes the competitive playing of video games, the so-called electronic sports. A generally valid, closed definition for the term "e-sport" does not exist in the scientific literature and in general usage.

This article deals with the question of how e-sport is defined and discussed discursively, in particular with regard to its classification as a sport. The term sport and the term "gaming" are also considered, as these are relevant in the social debate and for the definition of the term "e-sport" and are to be classified accordingly.


distribution

Books by me as the author and/or co-author can be borrowed free of charge from numerous academic libraries outside of the national library. Many of these libraries have appropriately advertised the books and are making them available free of charge. If you are interested, please contact the respective library. A list of the relevant libraries can be found below.

Baden State Library

Bavarian State Library

University of Wuppertal

Berlin City Library

Library of the European University Viadrina, Frankfurt (Oder)

Library of the West Coast University of Applied Sciences

Library of the Free University of Berlin

Library of the Humboldt University Berlin

Libraries of the Berufsakademie Sachsen and Ev. University of Dresden

Bremen, State and University Library

German Sport University Cologne

Greifswald, University Library

Hanover, Gottfried Wilhelm Leibniz Library - Lower Saxony State Library

Helmut Schmidt University, University of the Federal Armed Forces Hamburg

University and State Library Fulda

Würzburg University Library

Stuttgart Media University

University of Applied Sciences Würzburg-Schweinfurt

Janusz Korczak Bibliothek Berlin

Justus-Liebig university of Giessen

Ostfalia University of Applied Sciences, library

Otto von Guericke University Library Magdeburg

University of Education Freiburg

University of Education Weingarten

Rheinische Landesbibliothek Koblenz

State and University Library Hamburg Carl von Ossietzky

Berlin State Library - Prussian cultural heritage

Brunswick City Library

Zwickau City Library

Hanover City Library

City and Regional Library of Erfurt

Mittweida University of Applied Sciences, university library

Technical Information Library (TIB) Hanover

Technical University of Darmstadt, University and State Library Darmstadt

Technical university Dortmund

University of the Federal Armed Forces Munich, University Library

university Duisburg-Essen

University of Hohenheim

University of Koblenz · Landau

University of Paderborn

University and State Library of Saxony-Anhalt

University and State Library of Saxony-Anhalt (Halle)

Mannheim University Library

University Library Augsburg

Bamberg University Library

University Library of the Eberhard Karls University (Tübingen)

Eichstätt-Ingolstadt University Library

Erfurt University Library / Gotha Research Library

University Library Erlangen-Nuremberg, main library

University Library Hildesheim

University Library Johann Christian Senckenberg (Frankfurt/Main)

Kassel University Library

Kiel University Library

Landau University Library

Marburg University Library

Oldenburg University Library Ibit

Passau University Library

Regensburg University Library

Stuttgart University Library

Leipzig University Library

Mainz University Library

Karlsruhe Institute of Technology, KIT Library

Württemberg State Library

Thuringian University and State Library

Westfälische Hochschule Gelsenkirchen

Wolfenbüttel, Ostfalia University of Applied Sciences

ZBW - Leibniz Information Center for Economics, Kiel location

Central University Library Flensburg

Jacobs University Bremen


American University of Malta

American University of Nigeria

Specialist library at the Institute for Addiction Prevention Linz (Austria)

University of Vienna (Austria)

State library association Austria / South Tyrol (Austria, Italy)

Royal Library (Netherlands)

University of Groningen Library (Netherlands)

University of New Zealand

Aargau Cantonal Library (Switzerland)

University Library Bern (Switzerland)

University of Education St. Gallen (Switzerland)

West Virginia University at Parkersburg (USA)

University of Alaska Fairbanks (USA)

Norwich University (USA)

Bucknell University (USA)

Butler University Libraries (USA)

Pepperdine University Libraries (USA)

OCLC WorldCat knowledge base (USA)

OCLC Asia Pacific Library (Taiwan)

Interdisciplinary Center Herzliya (Israel)



Several book publications on e-sports and other topics (1 book under a pseudonym).

Consideration of numerous peripheral areas and special topics in esports contributions and considerations.


LinkedIn

I use the professional network LinkedIn as a social media platform. Please find my profile here.


The profile contents of my LinkedIn profile before my order stop can be found at linkedin.schoeber.net.


Some posts that I published there, as well as additional content, can be found here.


Topics on LinkedIn:

    Market overviewSports discussionE-sports and HRResearch and science E-sports and politicsClub workVolunteeringWriting and publicationsTeaching



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PLATFORMS

60



GUEST POSTS


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TOPIC AREAS

Taking e-sports to other areas, social classes and realities of life.


Three-page portrait about e-sports and me in a Christian magazine: connection between faith and e-sports.


mass sport

Mass sport is an important concern for me in e-sports, which is why some of my articles revolve around this topic.

For example, I was allowed to report on e-sports for all in the Löwenmagazin of the traditional German club TSV 1860 Munich, which is one of the clubs with the most members in Germany and has many different sections for all kinds of sport.

"Due to his many years of experience in e-sports and in science as well as his previous publications, such as "Screen athletes - the phenomenon of e-sports", he brings with him a great deal of competence in this regard, which he uses through clever comparisons and contextualizations applied to current events and developments."


Jonas Walter, Editor-in-Chief Gaming-Grounds.de


guest posts


Writing guest posts on different platforms is an affair of the heart for me. In this way, knowledge, opinions and insights can be published and discussed in many places and with the possibility of receiving direct feedback. Below is a list of guest posts that I have written. This excerpt and information about it can also be found under this link, in case one of the websites on which the articles appeared no longer exists, for example.
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