PUBLICATIONS

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.

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 with 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 eSports player and explains what it's like inside the eSports 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 all this in a way that that even complete e-sports newcomers understand everything straight away. 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 eS 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 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, many different subject areas are included 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 "newbies" 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. 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 deals with popular sports in e-sports, while volume 4 deals with e-sports and journalism. About 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-Sport 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.

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.

To 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), Diskussionspapier, Europa-Universität Viadrina Definitionen und Diskussion: Sport, Gaming und E-Sport (2021), Paidia, Ludwig-Maximilians-Universität MünchenProduct 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, Universität St. Gallen, Schweiz  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, IndienDer adjustierte Big-Mac-Index (2020), Das Wirtschaftsstudium, Bd. 49, Düsseldorf

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-sports are 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 Library 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

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 of 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

Westfälische Hochschule Gelsenkirchen

Wolfenbüttel, Ostfalia University of Applied Sciences

Central University Library Flensburg


American University of Malta

American University of Nigeria

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

Royal Library (Netherlands)

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

University of New Zealand (New Zealand)

University of Vienna (Austria)

University of Groningen Library (Netherlands)

West Virginia University at Parkersburg (USA)



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.


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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