LEADER 02406oam 2200493 450 001 9910337785503321 005 20210104144342.0 010 $a3-030-11199-7 024 7 $a10.1007/978-3-030-11199-1 035 $a(OCoLC)1228813855 035 $a(MiFhGG)GVRL59OK 035 $a(EXLCZ)994100000007656825 100 $a20190124h20192019 uy 0 101 0 $aeng 135 $aurun|---uuuua 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aEsports is business $emanagement in the world of competitive gaming /$fTobias M. Scholz 205 $a1st ed. 2019. 210 1$aNew York, New York :$cSpringer Berlin Heidelberg,$d[2019] 210 4$d?2019 215 $a1 online resource (xv, 155 pages) 225 0 $aGale eBooks 311 $a3-030-11198-9 320 $aIncludes bibliographical references and index. 327 $a1. 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. 330 $aThe 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. 606 $aeSports (Contests) 606 $aSports 606 $aLeadership 606 $aElectronic games industry 615 0$aeSports (Contests) 615 0$aSports. 615 0$aLeadership. 615 0$aElectronic games industry. 676 $a658.4092 700 $aScholz$b Tobias M$4aut$4http://id.loc.gov/vocabulary/relators/aut$0937891 801 0$bMiFhGG 801 1$bMiFhGG 906 $aBOOK 912 $a9910337785503321 996 $aESports is Business$92112854 997 $aUNINA