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TitleeSports is Business [electronic resource] : Management in the World of Competitive Gaming / by Tobias M. Scholz
ImprintCham : Springer International Publishing : Imprint: Palgrave Pivot, 2019
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Descript XV, 155 p. 4 illus. online resource


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


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

Leadership Management E-business Computer games—Programming Business Strategy/Leadership. Innovation/Technology Management. e-Business/e-Commerce. Game Development.


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