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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
21#
發(fā)表于 2025-3-25 05:40:15 | 只看該作者
22#
發(fā)表于 2025-3-25 09:19:01 | 只看該作者
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..978-3-030-11199-1
23#
發(fā)表于 2025-3-25 12:38:29 | 只看該作者
The Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerl
24#
發(fā)表于 2025-3-25 19:50:03 | 只看該作者
https://doi.org/10.1007/978-1-4684-3503-0e are many similarities with traditional sports and media businesses, but there are many differences, too, in the eSports industry. With the absence of a standardized governance structure, eSports is predominantly self-organizing and mostly business-driven. Primarily due to the young audience, the g
25#
發(fā)表于 2025-3-25 21:19:44 | 只看該作者
26#
發(fā)表于 2025-3-26 01:54:43 | 只看該作者
https://doi.org/10.1007/978-3-0348-8774-8ation of the audience that is experiencing the various eSports products. Notably, the long-term stakeholders in eSports are highly intertwined and interconnected, creating a business around the audience. Based on the long-term relationships, certain essential eSports characteristics emerge that expl
27#
發(fā)表于 2025-3-26 06:49:33 | 只看該作者
https://doi.org/10.1007/978-3-0348-0303-8re 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
28#
發(fā)表于 2025-3-26 08:33:07 | 只看該作者
https://doi.org/10.1007/978-3-0348-0952-8 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
29#
發(fā)表于 2025-3-26 15:45:33 | 只看該作者
Lectures in Mathematics. ETH Zürich disrupt the industry every five years or so. Furthermore, many external stakeholders invest in eSports, creating a potential bubble, due to an overheated market. Such a development may result in a correction or a crisis, but it highlights the importance of creating a business model to monetize the
30#
發(fā)表于 2025-3-26 19:12:58 | 只看該作者
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