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Titlebook: eSports is Business; Management in the Wo Tobias M. Scholz Book 2019 The Editor(s) (if applicable) and The Author(s), under exclusive licen

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樓主
發(fā)表于 2025-3-21 17:22:38 | 只看該作者 |倒序瀏覽 |閱讀模式
書目名稱eSports is Business
副標題Management in the Wo
編輯Tobias M. Scholz
視頻videohttp://file.papertrans.cn/321/320844/320844.mp4
概述Provides a history of eSports and the concept of competitive gaming, discussing its growth and evolution.Examines the ‘business model network,‘ as well as the stakeholders and actors within the eSport
圖書封面Titlebook: eSports is Business; Management in the Wo Tobias M. Scholz Book 2019 The Editor(s) (if applicable) and The Author(s), under exclusive licen
描述.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..
出版日期Book 2019
關鍵詞competitive gaming; business model; business model network; eco-system; co-opetition; new media; video gam
版次1
doihttps://doi.org/10.1007/978-3-030-11199-1
isbn_ebook978-3-030-11199-1
copyrightThe Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerl
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沙發(fā)
發(fā)表于 2025-3-21 20:15:30 | 只看該作者
板凳
發(fā)表于 2025-3-22 01:23:28 | 只看該作者
https://doi.org/10.1007/978-1-4684-7603-3here was always space for business, and many existing stakeholders appeared in the early 2000s. The recent years, however, have indeed been a time of exponential growth as well as potential business opportunities.
地板
發(fā)表于 2025-3-22 04:36:35 | 只看該作者
https://doi.org/10.1007/978-3-0348-0303-8, and the game design. The Wild West metaphor is an ongoing motif, but a more in-depth observation highlights its potential influence. The principle of born digital, born global, and born agile explains the uniqueness of eSports, being an industry that is by its nature part of a digitized, global, and agile world.
5#
發(fā)表于 2025-3-22 09:49:35 | 只看該作者
6#
發(fā)表于 2025-3-22 13:17:13 | 只看該作者
Lectures in Mathematics. ETH Zürichaudience. Besides the risk of not having a solid business model, eSports organizations need to govern the risk concerning future developments related to franchising, new markets, new games, and an ongoing fragmentation of the eSports industry. The eSports industry will, despite any events, grow, though the composition of stakeholders may change.
7#
發(fā)表于 2025-3-22 18:23:35 | 只看該作者
Introduction: The Emergence of eSports,lobal approach, and the digitized environment, the eSports industry does not follow traditional business rules. Consequently, an observation of the history from a business perspective and an in-depth analysis of the strategic management are necessary to categorize the eSports industry.
8#
發(fā)表于 2025-3-22 21:54:14 | 只看該作者
9#
發(fā)表于 2025-3-23 01:30:59 | 只看該作者
Unwritten Governing Principles,, and the game design. The Wild West metaphor is an ongoing motif, but a more in-depth observation highlights its potential influence. The principle of born digital, born global, and born agile explains the uniqueness of eSports, being an industry that is by its nature part of a digitized, global, and agile world.
10#
發(fā)表于 2025-3-23 07:15:06 | 只看該作者
The Business Model Network,model network. However, with the entrance of new organizations, the business model network may experience frictions and this development may in the future lead to changes in the business model network of the eSports industry, eventually changing the prevailing rules of coopetition, co-destiny, and convergence.
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