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eSports is Business = Management in ...
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SpringerLink (Online service)
eSports is Business = Management in the World of Competitive Gaming /
Record Type:
Language materials, printed : Monograph/item
Title/Author:
eSports is Business/ by Tobias M. Scholz.
Reminder of title:
Management in the World of Competitive Gaming /
Author:
Scholz, Tobias M.
Description:
XV, 155 p. 4 illus.online resource. :
Contained By:
Springer Nature eBook
Subject:
Leadership. -
Online resource:
https://doi.org/10.1007/978-3-030-11199-1
ISBN:
9783030111991
eSports is Business = Management in the World of Competitive Gaming /
Scholz, Tobias M.
eSports is Business
Management in the World of Competitive Gaming /[electronic resource] :by Tobias M. Scholz. - 1st ed. 2019. - XV, 155 p. 4 illus.online resource.
1. Introduction: The Emergence of eSports -- 2. A Short History of eSports and Management -- 3. Stakeholders in the eSports Industry -- 4. Unwritten Governing Principles -- 5. The Business Model Network -- 6. Conclusion: The Future of eSports.
The global phenomenon of eSports has experienced exponential growth in recent years, gaining interest from the media, sports and technology industries. Being born digital, global and agile, competitive gaming appeals to a young and emerging audience, and therefore the management of businesses within the eSports industry requires a unique strategy. Presenting a short history of the industry and an overview of its various stakeholders, the author explores how important governing principles have emerged to culminate in a business model network. An insightful read for scholars researching innovation, eBusiness and strategy, this book takes a pioneering approach and examines potential implications for the future of eSports.
ISBN: 9783030111991
Standard No.: 10.1007/978-3-030-11199-1doiSubjects--Topical Terms:
562584
Leadership.
LC Class. No.: HD28-70
Dewey Class. No.: 658.4092
eSports is Business = Management in the World of Competitive Gaming /
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1. Introduction: The Emergence of eSports -- 2. A Short History of eSports and Management -- 3. Stakeholders in the eSports Industry -- 4. Unwritten Governing Principles -- 5. The Business Model Network -- 6. Conclusion: The Future of eSports.
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The global phenomenon of eSports has experienced exponential growth in recent years, gaining interest from the media, sports and technology industries. Being born digital, global and agile, competitive gaming appeals to a young and emerging audience, and therefore the management of businesses within the eSports industry requires a unique strategy. Presenting a short history of the industry and an overview of its various stakeholders, the author explores how important governing principles have emerged to culminate in a business model network. An insightful read for scholars researching innovation, eBusiness and strategy, this book takes a pioneering approach and examines potential implications for the future of eSports.
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Business and Management (R0) (SpringerNature-43719)
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