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eSports is Business - Management in the World of Competitive Gaming

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eSports is Business

eSports is Business

Management in the World of Competitive Gaming

by Tobias M. Scholz

Publisher Springer
Published Date 2019-02-20
Page Count 155
Categories Business & Economics / Management, Business & Economics / Production & Operations Management, Business & Economics / E-Commerce / General, Computers / Programming / Games, Business & Economics / Strategic Planning, Business & Economics / Research & Development
Language EN
Average Rating N/A (based on N/A ratings)
Maturity Rating No Mature Content Detected
ISBN 3030111997
Book Cover

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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