eSports is Business Management in the World of Competitive Gaming
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
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Tobias M. Scholz
eSports is Business
Tobias M. Scholz
eSports is Business Management in the World of Competitive Gaming
Tobias M. Scholz University of Siegen Siegen, Germany
ISBN 978-3-030-11198-4 ISBN 978-3-030-11199-1 (eBook) https://doi.org/10.1007/978-3-030-11199-1 Library of Congress Control Number: 2019931908 © The Editor(s) (if applicable) and The Author(s), under exclusive licence to Springer Nature Switzerland AG 2019 This work is subject to copyright. All rights are solely and exclusively licensed by the Publisher, whether the whole or part of the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on microfilms or in any other physical way, and transmission or information storage and retrieval, electronic adaptation, computer software, or by similar or dissimilar methodology now known or hereafter developed. The use of general descriptive names, registered names, trademarks, service marks, etc. in this publication does not imply, even in the absence of a specific statement, that such names are exempt from the relevant protective laws and regulations and therefore free for general use. The publisher, the authors and the editors are safe to assume that the advice and information in this book are believed to be true and accurate at the date of publication. Neither the publisher nor the authors or the editors give a warranty, express or implied, with respect to the material contained herein or for any errors or omissions that may have been made. The publisher remains neutral with regard to jurisdictional claims in published maps and institutional affiliations. Cover illustration: Pattern © Melisa Hasan This Palgrave Pivot imprint is published by the registered company Springer Nature Switzerland AG The registered company address is: Gewerbestrasse 11, 6330 Cham, Switzerland
Preface
The one thing you should know about eSports is that it is moving fast, and it has been doing that for decades. In my early days in eSports (around 2003 and 2004), I was the editor-in-chief for a German magazine dedicated solely to eSports. Already back then, the questions were which tournaments you cover, which events are relevant, and what can you cover within the limited space of a magazine. In the preparation for this book, I read old issues of that magazine and looked into the documents I had hoarded from that time. Back then, eSports was emerging: it was quite painful to watch the tournaments, but it was already a big thing, in its niche. There were discussions about being part of the Olympics, driven by already existing eSports federations, and non-endemic sponsors like Subway were involved in eSports. There were stars, and we experienced a highly fragmented market. Maybe some of you remember the Enemy Territory tournaments? It becomes evident that eSports is an umbrella term for competitive gaming and a whole industry comprising various actors. That was the same then; and, based on that history, there are observable patterns
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