02406oam 2200493 450 991033778550332120210104144342.03-030-11199-710.1007/978-3-030-11199-1(OCoLC)1228813855(MiFhGG)GVRL59OK(EXLCZ)99410000000765682520190124h20192019 uy 0engurun|---uuuuatxtrdacontentcrdamediacrrdacarrierEsports is business management in the world of competitive gaming /Tobias M. Scholz1st ed. 2019.New York, New York :Springer Berlin Heidelberg,[2019]�20191 online resource (xv, 155 pages)Gale eBooks3-030-11198-9 Includes bibliographical references and index.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.eSports (Contests)SportsLeadershipElectronic games industryeSports (Contests)Sports.Leadership.Electronic games industry.658.4092Scholz Tobias Mauthttp://id.loc.gov/vocabulary/relators/aut937891MiFhGGMiFhGGBOOK9910337785503321ESports is Business2112854UNINA