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  • © 2019

eSports is Business

Management in the World of Competitive Gaming

Authors:

  • 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 eSports industry
  • Fills a gap in literature by offering a macro-level view of a global phenomenon

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Table of contents (6 chapters)

  1. Front Matter

    Pages i-xv
  2. Introduction: The Emergence of eSports

    • Tobias M. Scholz
    Pages 1-16
  3. A Short History of eSports and Management

    • Tobias M. Scholz
    Pages 17-41
  4. Stakeholders in the eSports Industry

    • Tobias M. Scholz
    Pages 43-99
  5. Unwritten Governing Principles

    • Tobias M. Scholz
    Pages 101-116
  6. The Business Model Network

    • Tobias M. Scholz
    Pages 117-134
  7. Conclusion: The Future of eSports

    • Tobias M. Scholz
    Pages 135-147
  8. Back Matter

    Pages 149-155

About this book

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.


Authors and Affiliations

  • University of Siegen, Siegen, Germany

    Tobias M. Scholz

About the author

Tobias M. Scholz is a Postdoctoral Researcher for Human Resource Management and Organisational Behaviour at the University of Siegen, Germany. He has been involved in eSports since 2001, and is the Editor of the eSports Yearbook. He was the Editor-in-chief of the first German eSports magazine. His research focuses on organisational technology studies, HRM, and eSports. Tobias’ most recent book is Big Data in Organizations and the Role of Human Resource Management (2017). 

Bibliographic Information

  • Book Title: eSports is Business

  • Book Subtitle: Management in the World of Competitive Gaming

  • Authors: Tobias M. Scholz

  • DOI: https://doi.org/10.1007/978-3-030-11199-1

  • Publisher: Palgrave Pivot Cham

  • eBook Packages: Business and Management, Business and Management (R0)

  • Copyright Information: The Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerland AG, part of Springer Nature 2019

  • Hardcover ISBN: 978-3-030-11198-4Published: 02 March 2019

  • eBook ISBN: 978-3-030-11199-1Published: 20 February 2019

  • Edition Number: 1

  • Number of Pages: XV, 155

  • Number of Illustrations: 4 b/w illustrations

  • Topics: Business Strategy/Leadership, Innovation/Technology Management, e-Business/e-Commerce, Game Development

Buy it now

Buying options

eBook USD 54.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Hardcover Book USD 69.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Other ways to access