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eSports is business = management in ...
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Scholz, Tobias M.
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eSports is business = management in the world of competitive gaming /
紀錄類型:
書目-電子資源 : Monograph/item
正題名/作者:
eSports is business/ by Tobias M. Scholz.
其他題名:
management in the world of competitive gaming /
作者:
Scholz, Tobias M.
出版者:
Cham :Springer International Publishing : : 2019.,
面頁冊數:
xv, 155 p. :ill., digital ;24 cm.
內容註:
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.
Contained By:
Springer eBooks
標題:
Electronic games - Competitions -
電子資源:
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. - 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
Standard No.: 10.1007/978-3-030-11199-1doiSubjects--Topical Terms:
3385084
Electronic games
--Competitions
LC Class. No.: GV1469.15 / .S365 2019
Dewey Class. No.: 794.8
eSports is business = management in the world of competitive gaming /
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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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