eSports is Business Management in the World of Competitive Gaming /

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...

Πλήρης περιγραφή

Λεπτομέρειες βιβλιογραφικής εγγραφής
Κύριος συγγραφέας: Scholz, Tobias M. (Συγγραφέας, http://id.loc.gov/vocabulary/relators/aut)
Συγγραφή απο Οργανισμό/Αρχή: SpringerLink (Online service)
Μορφή: Ηλεκτρονική πηγή Ηλ. βιβλίο
Γλώσσα:English
Έκδοση: Cham : Springer International Publishing : Imprint: Palgrave Pivot, 2019.
Έκδοση:1st ed. 2019.
Θέματα:
Διαθέσιμο Online:Full Text via HEAL-Link
LEADER 03038nam a2200529 4500
001 978-3-030-11199-1
003 DE-He213
005 20191026042921.0
007 cr nn 008mamaa
008 190220s2019 gw | s |||| 0|eng d
020 |a 9783030111991  |9 978-3-030-11199-1 
024 7 |a 10.1007/978-3-030-11199-1  |2 doi 
040 |d GrThAP 
050 4 |a HD28-70 
072 7 |a KJC  |2 bicssc 
072 7 |a BUS041000  |2 bisacsh 
072 7 |a KJC  |2 thema 
082 0 4 |a 658.4092  |2 23 
100 1 |a Scholz, Tobias M.  |e author.  |4 aut  |4 http://id.loc.gov/vocabulary/relators/aut 
245 1 0 |a eSports is Business  |h [electronic resource] :  |b Management in the World of Competitive Gaming /  |c by Tobias M. Scholz. 
250 |a 1st ed. 2019. 
264 1 |a Cham :  |b Springer International Publishing :  |b Imprint: Palgrave Pivot,  |c 2019. 
300 |a XV, 155 p. 4 illus.  |b online resource. 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
347 |a text file  |b PDF  |2 rda 
505 0 |a 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. 
520 |a 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. 
650 0 |a Leadership. 
650 0 |a Management. 
650 0 |a Industrial management. 
650 0 |a E-business. 
650 0 |a Electronic commerce. 
650 0 |a E-commerce. 
650 0 |a Computer games-Programming. 
650 1 4 |a Business Strategy/Leadership.  |0 http://scigraph.springernature.com/things/product-market-codes/515010 
650 2 4 |a Innovation/Technology Management.  |0 http://scigraph.springernature.com/things/product-market-codes/518000 
650 2 4 |a e-Business/e-Commerce.  |0 http://scigraph.springernature.com/things/product-market-codes/522060 
650 2 4 |a Game Development.  |0 http://scigraph.springernature.com/things/product-market-codes/I29040 
710 2 |a SpringerLink (Online service) 
773 0 |t Springer eBooks 
776 0 8 |i Printed edition:  |z 9783030111984 
776 0 8 |i Printed edition:  |z 9783030112004 
856 4 0 |u https://doi.org/10.1007/978-3-030-11199-1  |z Full Text via HEAL-Link 
912 |a ZDB-2-BUM 
950 |a Business and Management (Springer-41169)