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eSports is businessmanagement in the...
~
Scholz, Tobias M.
eSports is businessmanagement in the world of competitive gaming /
Record Type:
Electronic resources : Monograph/item
Title/Author:
eSports is businessby Tobias M. Scholz.
Reminder of title:
management in the world of competitive gaming /
Author:
Scholz, Tobias M.
Published:
Cham :Springer International Publishing :2019.
Description:
xv, 155 p. :ill., digital ;24 cm.
Contained By:
Springer eBooks
Subject:
Electronic gamesCompetitions
Online resource:
https://doi.org/10.1007/978-3-030-11199-1
ISBN:
9783030111991$q(electronic bk.)
eSports is businessmanagement in the world of competitive gaming /
Scholz, Tobias M.
eSports is business
management in the world of competitive gaming /[electronic resource] :by Tobias M. Scholz. - Cham :Springer International Publishing :2019. - xv, 155 p. :ill., digital ;24 cm.
1. Introduction: The Emergence of eSports -- 2. A Short History of eSports and Management -- 3. Stakeholders in the eSports Industry -- 4. Unwritten Governing Principles -- 5. The Business Model Network -- 6. Conclusion: The Future of eSports.
The global phenomenon of eSports has experienced exponential growth in recent years, gaining interest from the media, sports and technology industries. Being born digital, global and agile, competitive gaming appeals to a young and emerging audience, and therefore the management of businesses within the eSports industry requires a unique strategy. Presenting a short history of the industry and an overview of its various stakeholders, the author explores how important governing principles have emerged to culminate in a business model network. An insightful read for scholars researching innovation, eBusiness and strategy, this book takes a pioneering approach and examines potential implications for the future of eSports.
ISBN: 9783030111991$q(electronic bk.)
Standard No.: 10.1007/978-3-030-11199-1doiSubjects--Topical Terms:
834937
Electronic games
--Competitions
LC Class. No.: GV1469.15 / .S365 2019
Dewey Class. No.: 794.8
eSports is businessmanagement 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 (Springer-41169)
based on 0 review(s)
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電子館藏
Items
1 records • Pages 1 •
1
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Attachments
000000166628
電子館藏
1圖書
電子書
EB GV1469.15 S368 2019 2019
一般使用(Normal)
On shelf
0
1 records • Pages 1 •
1
Multimedia
Multimedia file
https://doi.org/10.1007/978-3-030-11199-1
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