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03038nam a2200529 4500 |
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978-3-030-11199-1 |
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DE-He213 |
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20191026042921.0 |
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190220s2019 gw | s |||| 0|eng d |
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|a 9783030111991
|9 978-3-030-11199-1
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|a 10.1007/978-3-030-11199-1
|2 doi
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|d GrThAP
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|a HD28-70
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|a KJC
|2 bicssc
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|a BUS041000
|2 bisacsh
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|a KJC
|2 thema
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|a 658.4092
|2 23
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|a Scholz, Tobias M.
|e author.
|4 aut
|4 http://id.loc.gov/vocabulary/relators/aut
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|a eSports is Business
|h [electronic resource] :
|b Management in the World of Competitive Gaming /
|c by Tobias M. Scholz.
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|a 1st ed. 2019.
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|a Cham :
|b Springer International Publishing :
|b Imprint: Palgrave Pivot,
|c 2019.
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|a XV, 155 p. 4 illus.
|b online resource.
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|a text
|b txt
|2 rdacontent
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|a computer
|b c
|2 rdamedia
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|a online resource
|b cr
|2 rdacarrier
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|a text file
|b PDF
|2 rda
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|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.
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|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.
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|a Leadership.
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|a Management.
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|a Industrial management.
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|a E-business.
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|a Electronic commerce.
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650 |
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|a E-commerce.
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650 |
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|a Computer games-Programming.
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|a Business Strategy/Leadership.
|0 http://scigraph.springernature.com/things/product-market-codes/515010
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650 |
2 |
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|a Innovation/Technology Management.
|0 http://scigraph.springernature.com/things/product-market-codes/518000
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650 |
2 |
4 |
|a e-Business/e-Commerce.
|0 http://scigraph.springernature.com/things/product-market-codes/522060
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650 |
2 |
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|a Game Development.
|0 http://scigraph.springernature.com/things/product-market-codes/I29040
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710 |
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|a SpringerLink (Online service)
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|t Springer eBooks
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776 |
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|i Printed edition:
|z 9783030111984
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776 |
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|i Printed edition:
|z 9783030112004
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856 |
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|u https://doi.org/10.1007/978-3-030-11199-1
|z Full Text via HEAL-Link
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912 |
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|a ZDB-2-BUM
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950 |
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|a Business and Management (Springer-41169)
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