RC Smith III, Gil Fried, Jide Osipitan, and David P. Marketing Esports to Players, Spectators, and Fans Hedlund, Anthony Palomba, Lisa Cosmas Hanson, Michael Naraine, and Henry Wear Should Esports Be Governed the Way Sport Is Governed?ĭavid P. Scholz, Jason Batzofin, Sang-ho Lee, Lance Mudd, Michael Newhouse-Bailey, and Colin Webster Gil Fried, Aaron Castellan, Aaron Colaiacomo, Clint Kennedy, Michael Newhouse-Bailey, and Sheng Qiang Societal Perspectives of Gaming in the East and West Roger Caramanica, Aaron Colaiacomo, Rob Holub, Sang-ho Lee, John McDermott, Michael Newhouse-Bailey, Sheng Qiang, Ryan Rogers, Melissa Welby, and Ashley Witt RC Smith III, Robert Dranoff, Eric Kammeyer, Daniel Liang, Nick Rider, and Justin Smith WellsĪ Brief History of Video Games and Esports Hedlund, RC Smith III, Gil Fried, Stanley Nana Anyang-Kaakyire, Sang-ho Lee, Michael Newhouse-Bailey, and Janelle E. Note: A code for accessing HK Propel is included with all new print books.ĪudienceUndergraduate and graduate students taking an introductory esports course reference for professionals in esports or pursuing a career in esports.įoreword: James O’Connor, General Manager of the Pittsburgh Knightsĭavid P. Esports Business Management is the foundational text for understanding and working in this exciting, fast-paced industry. While similarities exist between the sports and esports environments, there are also significant differences in how the esports industry must operate to thrive. Student learning will be enhanced by the related online learning aids delivered through HK Propel, with student exercises and case studies that apply content to life, industry profiles, and a list of Internet resources for further learning. Throughout the text, Zoning sidebars provide real-world spotlights that bring the concepts to life. The text concludes by examining careers found in the various segments of the industry and looking at the future of esports. The book addresses managerial and business issues associated with running an esports-related entity, including financial and legal concepts as well as team and player management. A full look at the marketing engine of esports examines sponsorship opportunities, esports events and venues, and communications at all levels, including broadcasting, analytics, and social media. Next, readers will explore the interests and concerns of various tiers of stakeholders-from title publishers and event organizers to leagues, sponsors, fans, and more-and learn about governance at multiple levels, from the international level to college conferences. The text begins with a basic overview of the industry, including various levels of esports, culture, and social issues. Written by esports executives, business experts, and esports educators-and endorsed by the International Esports Federation, Esports Research Network, and the United States Esports Federation-the textbook offers a comprehensive approach to the operational side of esports, supplemented by a striking full-color design and dynamic imagery that will bring concepts to life. Esports Business Management With HKPropel Access is one of the first textbooks to present an all-encompassing look into the world of esports business, will teach both aspiring students and sports professionals about the business of this rapidly expanding industry. Esports have rapidly expanded from a pastime undertaken by casual players to one of the largest segments of the entertainment industry, in which hundreds of millions of people play and compete daily.
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