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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: 使醉
11#
發(fā)表于 2025-3-23 11:33:05 | 只看該作者
Conclusion: The Future of eSports,audience. 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.
12#
發(fā)表于 2025-3-23 14:12:49 | 只看該作者
13#
發(fā)表于 2025-3-23 21:47:02 | 只看該作者
https://doi.org/10.1007/978-3-0348-8774-8backgrounds. They have introduced new ideas and new concepts, but are trying to find their place in the stakeholder network of eSports. Consequently, defining the primary and secondary stakeholders is necessary.
14#
發(fā)表于 2025-3-23 23:31:59 | 只看該作者
Stakeholders in the eSports Industry,backgrounds. They have introduced new ideas and new concepts, but are trying to find their place in the stakeholder network of eSports. Consequently, defining the primary and secondary stakeholders is necessary.
15#
發(fā)表于 2025-3-24 05:04:20 | 只看該作者
Book 2019s. 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
16#
發(fā)表于 2025-3-24 10:22:41 | 只看該作者
17#
發(fā)表于 2025-3-24 14:22:38 | 只看該作者
18#
發(fā)表于 2025-3-24 15:33:27 | 只看該作者
19#
發(fā)表于 2025-3-24 19:36:15 | 只看該作者
Unwritten Governing Principles,re unwritten, and reviewing the management decisions in the past reveals these principles. These principles are derived and institutionalized over time and show self-governance within eSports. The roots of eSports are influenced by concepts like ‘easy to learn, hard to master’, the shifting metagame
20#
發(fā)表于 2025-3-25 01:22:25 | 只看該作者
The Business Model Network, eSports industry. The focus is on a value integration toward the audience and doing business around this audience. Furthermore, there are three existing rules: coopetition, co-destiny, and convergence. These rules imply an increased interconnectedness of stakeholders and result in a tight business
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