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Esports Is Business by Tobias M. Scholz

Title eSports is Business
Author Tobias M. Scholz
Publisher Springer
Release Date 2019-02-20
Category Business & Economics
Total Pages 155
ISBN 9783030111991
Language English, Spanish, and French
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Book Summary:

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.

The Book Of Esports by William Collis

Title The Book of Esports
Author William Collis
Publisher Rosetta Books
Release Date 2020-08-04
Category Games & Activities
Total Pages 208
ISBN 9781948122580
Language English, Spanish, and French
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Book Summary:

The definitive guide to the modern world of competitive gaming and the official history of Esports™. Almost overnight, esports—or competitive video games—have exploded into the largest entertainment and sporting phenomenon in human history. The Book of Esports answers: What exactly are esports, and how did they become so popular so quickly? Why did blockbuster video games like League of Legends, Fortnite and Starcraft succeed? Where exactly is all this video gaming headed? What do gamers and college students need to know to position themselves for success in the industry? How do you create a billion-dollar esports business? What strategic choices drive success in the modern gaming industry? Can video games really get your kid into college? (All expenses paid, of course...) Whether you are a lifelong gamer, a curious Fortnite parent, or a businessperson seeking to understand the marketing opportunities of this multibillion-dollar phenomenon, The Book of Esports charts the rise of this exciting new industry, for the first time ever crafting a comprehensive overview of esports and its implications for human competition—and even the future of humanity itself. Gaming luminary and Harvard MBA William Collis has painstakingly translated esports’ mysteries into a detailed and accessible testament for today. Featuring select interviews from the biggest names in the industry, The Book of Esportsweaves tales of trust, betrayal, and superhuman reflexes into predictive frameworks, explaining exactly why our industry looks the way it does, and how all this growth—and more—is inevitable as the divide between man and machine blurs into oblivion.

Title Implications and Impacts of eSports on Business and Society Emerging Research and Opportunities
Author Finch, David J.
Publisher IGI Global
Release Date 2019-10-25
Category Sports & Recreation
Total Pages 185
ISBN 9781799815402
Language English, Spanish, and French
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Book Summary:

The global gaming market, due to numerous technological advancements in social media networking and live-streaming video, has exploded in recent years. However, this newly acquired popularity has left many industry professionals pondering a difficult enigma: How does this affect the professional world? Implications and Impacts of eSports on Business and Society: Emerging Research and Opportunities provides innovative research exploring the immersion of competitive electronic sports and applications within global marketing, business, and society. Featuring coverage on a broad range of topics such as social networking, sponsorship branding, and risk management, this book is ideally designed for sports and entertainment practitioners, communications professionals, marketers, business consultants, researchers, professionals, and students seeking current research on potential business opportunities in the eSports industry.

Title Esports Business Management
Author David Hedlund
Publisher Human Kinetics
Release Date 2020-11-13
Category Sports & Recreation
Total Pages 272
ISBN 9781492597230
Language English, Spanish, and French
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Book Summary:

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. 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. 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. The text begins with a basic overview of the industry, including various levels of esports, culture, and social issues. 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. 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. 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. The text concludes by examining careers found in the various segments of the industry and looking at the future of esports. Throughout the text, Zoning sidebars provide real-world spotlights that bring the concepts to life. Student learning will be enhanced by the related online learning aids delivered through HKPropel, with student exercises and case studies that apply content to life, industry profiles, and a list of Internet resources for further learning. While similarities exist between the sports and esports environments, there are also significant differences in how the esports industry must operate to thrive. Esports Business Management is the foundational text for understanding and working in this exciting, fast-paced industry. Note: A code for accessing HKPropel is not included with this ebook but may be purchased separately.

A Newborn Business by Zoltan Andrejkovics

Title A Newborn Business
Author Zoltan Andrejkovics
Publisher Zoltan Andrejkovics
Release Date 2018-10-05
Category Business & Economics
Total Pages 104
ISBN 1723831050
Language English, Spanish, and French
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Book Summary:

Games covered Fortnite, League of Legends, Dota 2, FIFA, Overwatch, CS:GO, Clash Royale, Hearthstone and F1 series "How can I become a professional esports player?" "How can I make a living playing esports?" "What is the lifespan of an esports game?" "What are the most popular esports?" These are just some of the questions I have been asked over the last five years. With the boom of the esports industry, everyone wants to know how they can be part of it. In this book, I have answered those questions, and dozens more, based on my years of experience working in the professional esports scene as a team manager. In this book, you will find no topic was off limits. I talk about the past, present, and future of esports and different aspects of the professional gaming industry at large.

Title Sports Business Management
Author George Foster
Publisher Routledge
Release Date 2020-08-10
Category Sports & Recreation
Total Pages 616
ISBN 9781000065855
Language English, Spanish, and French
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Book Summary:

This new edition of a widely adopted textbook equips students with a comprehensive understanding of the sport industry. With a focus on management, strategy, marketing and finance, the decision-making approach of the book emphasizes key concepts while translating them into practice. Content specific to each of the vital stakeholders in the sport business is included. Foster, O’Reilly and Dávila present a set of modular chapters supported with international examples. Supplementary materials available to instructors include mini-cases, full case studies, activities, in-class lecture materials and exercises to help students apply the decision-making approach to real-world situations. The book includes content about sport organizations, such as the Olympic Games, FIFA World Cup, the European Premier Leagues and Major North American Professional Sport Leagues. Stanford cases are updated for the second edition and entirely new chapters cover the latest topics, including esports, sports gambling, fantasy sports and crisis management. This is an ideal textbook for upper-level undergraduate and postgraduate students of sports business and management.

Good Luck Have Fun by Roland Li

Title Good Luck Have Fun
Author Roland Li
Publisher Simon and Schuster
Release Date 2017-09-05
Category Games & Activities
Total Pages 268
ISBN 9781634506588
Language English, Spanish, and French
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Book Summary:

Esports is one of the fastest growing—and most cutthroat—industries in the world. A confluence of technology, culture, and determination has made this possible. Players around the world compete for millions of dollars in prize money, and companies like Amazon, Coca Cola, and Intel have invested billions. Esports are now regularly played live on national TV. Hundreds of people have dedicated their lives to gaming, sacrificing their education, relationships, and even their bodies to compete, committing themselves with the same fervor of any professional athlete. In Good Luck Have Fun, author Roland Li talks to some of the biggest names in the business and explores the players, companies, and games that have made it to the new major leagues. Follow Alex Garfield as he builds Evil Geniuses, a modest gaming group in his college dorm, into a global, multimillion-dollar eSports empire. Learn how Brandon Beck and Marc Merrill made League of Legends the world’s most successful eSports league and most popular PC game, on track to make over $1 billion a year. See how Twitch.tv pivoted from a video streaming novelty into a $1 billion startup on the back of professional gamers. And dive into eSports’ dark side: drug abuse, labor troubles, and for each success story, hundreds of people who failed to make it big. With updates on recent developments, Good Luck Have Fun is the essential guide to the rise of an industry and culture that challenge what we know about sports, games, and competition.

The Business Of Esports by Janelle E. Wells

Title The Business of Esports
Author Janelle E. Wells
Publisher Unknown
Release Date 2019-09-18
Category
Total Pages 86
ISBN 1733443703
Language English, Spanish, and French
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Book Summary:

As esports is changing so rapidly, our book is a starting point for the reader to learn about the basic business aspects of esports. Purpose: To educate practitioners, students, gamers, and parents about the business of esports.Audience: For the discipline of sport management to grow, we need to cultivate more practitioner-scholar relationships and shine light on professors of practice, so the contributors are a blend of industry and academic professionals. While we will promote the book to sport management programs, the general audience is broader, and includes novice individuals who would like to learn about the esports landscape.Chapters/Outline: The book starts by giving an overview of "What is esports?" leading to the specifics of the business ecosystem. Next, we detail the stakeholders, revenue streams and products including tournaments. Then, we dive into more details on the specific entities in the space including the sponsors, media and streamers/players. To close up the book, we provide context on why content is so important, and finish up with thought provoking questions on the future of esports.Unique Features: Each chapter contains case studies and interviews with esports professionals. Throughout the book, comparisons are made between traditional sports and esports.

Title Korea s Online Gaming Empire
Author Dal Yong Jin
Publisher MIT Press
Release Date 2010-10-01
Category Computers
Total Pages 208
ISBN 9780262288965
Language English, Spanish, and French
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Book Summary:

The rapid growth of the Korean online game industry, viewed in social, cultural, and economic contexts. In South Korea, online gaming is a cultural phenomenon. Games are broadcast on television, professional gamers are celebrities, and youth culture is often identified with online gaming. Uniquely in the online games market, Korea not only dominates the local market but has also made its mark globally. In Korea's Online Gaming Empire, Dal Yong Jin examines the rapid growth of this industry from a political economy perspective, discussing it in social, cultural, and economic terms. Korea has the largest percentage of broadband subscribers of any country in the world, and Koreans spend increasing amounts of time and money on Internet-based games. Online gaming has become a mode of socializing—a channel for human relationships. The Korean online game industry has been a pioneer in software development and eSports (electronic sports and leagues). Jin discusses the policies of the Korean government that encouraged the development of online gaming both as a cutting-edge business and as a cultural touchstone; the impact of economic globalization; the relationship between online games and Korean society; and the future of the industry. He examines the rise of Korean online games in the global marketplace, the emergence of eSport as a youth culture phenomenon, the working conditions of professional gamers, the role of game fans as consumers, how Korea's local online game industry has become global, and whether these emerging firms have challenged the West's dominance in global markets.

Title Esports the Complete Guide 17 18
Author Naeem Shabir
Publisher Unknown
Release Date 2017-12-11
Category Computer games
Total Pages 227
ISBN 197351785X
Language English, Spanish, and French
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Book Summary:

This book provides a comprehensive guide on the complex, vast and exciting world of esports, or competitive gaming. According to NewZoo, the gaming industry is expected to generate $108.9 billion by the end of 2017, just on games revenue alone. Therefore it is only natural that we see a competitive element arise from the flames of the global phenomenon.Although esports has technically been about for over 20 years, it is only in the last 5 that the industry has began to make real waves. Esports is expected to reach a global revenue of over $700 million this year. By 2020, the global revenue is projected to exceed $1.5 billion, particularly as brand investment increases significantly.The demographics of the esports audience and participants is something that brands simply cannot ignore. Even traditional sports organisations have got into the space, recognising it's potential. The Philadelphia 76ers and large football clubs, such as Manchester City & PSG, for example, have invested into teams and players. Brands can also invest in events.Additionally, the variety of key revenue sources that could be tapped into is also huge attraction for investors. Revenue can primarily be generated through sponsorship, advertising, media rights, merchandise and tickets. As esports converges various established industries as it matures, more opportunities within esports will arise. Understanding this industry is fundamental for anyone wishing to enter the space. This book considers the esports market, the industry, opportunities, challenges, and what the future of esports may look like.CONTENTS:CHAPTER 1: BACKGROUND1.1 Introduction1.2 What are Esports?1.3 History of Esports1.4 Driving FactorsCHAPTER 2: ESPORTS MARKET ECONOMICS2.1 Overview of the Market2.2 Market Size & Growth Rate2.3 Audience Profile2.4 Market Segmentation2.5 Revenue Streams2.6 Regional Analysis2.7 Direct Advertising & SponsorshipCHAPTER 3: THE ESPORTS INDUSTRY3.1 Esports Genres3.2 Esports Titles3.3 Game Publishers3.4 Esports Event Producers3.5 Esports Teams3.6 Esports Players3.7 Esports Viewers3.8 Esports Competitions3.9 Brands in Esports: Case Studies & Tips3.10 Esports Associations3.11 Esports Media Broadcasters3.12 Comparison with Traditional Sports3.13 Esports BettingCHAPTER 4: REPORTS ON ESPORTS4.1 The Nielsen Report4.2 NewZoo Report4.3 Business Insiders ReportCHAPTER 5: OPPORTUNITIES & CHALLENGES IN ESPORTS5.1 Opportunities in Esports5.2 Careers in Esports5.3 Challenges in EsportsCHAPTER 6: THE FUTURE OF ESPORTS6.1 Esports - The Next Olympic Sport?6.2 What Needs to Happen in the Esports Industry6.3 The Future of EsportsCHAPTER 7: CONCLUSIONCHAPTER 8: INTERGALACTIC GAMING

Title Esports The Ultimate Guide
Author Scholastic
Publisher Scholastic Inc.
Release Date 2019-12-26
Category Juvenile Fiction
Total Pages 176
ISBN 9781338615869
Language English, Spanish, and French
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Book Summary:

An exciting new insider's guide to all the biggest and best competitive games and esports teams and players.

Optic Gaming by H3CZ

Title OpTic Gaming
Author H3CZ
Publisher HarperCollins
Release Date 2016-05-17
Category Biography & Autobiography
Total Pages 272
ISBN 9780062449306
Language English, Spanish, and French
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Book Summary:

OpTic Gaming, the four-time Call of Duty Major League Gaming Champions and one of the top eSports teams in the world, now takes fans behind the controller—into the game and the minds of the greatest gamers in the world—in this fascinating and unique memoir and insider guide. Emerging on the scene in 2006, OpTic Gaming has dominated the Call of Duty e-sports arena, thanks to the talents of legendary players such as Matt “NaDeSHoT” Haag, the biggest eSports personality on earth; Seth “Scump” Abner, the best Call of Duty player in the world; Midnite, one of the first girl gamers to rise to stardom on YouTube; and Hector “H3CZ” Rodriguez, the team founder and CEO. With over 14 million followers across social platforms like Twitter, Facebook and YouTube, no other team of players in eSports can match OpTic's popularity or ability to bring fans into the game. Now, these remarkable players have collaborated to produce this one-of-a-kind book. In OpTic Gaming, they candidly share their story of becoming Call of Duty's global royalty—ESPN XGAMES, MLG, ESWC and GFINITY champions—laying bare their lives, exploring what it takes to make it in professional gaming, and speaking honestly about the consequences of their newfound fame. These best-of-the-best take you behind the controller, offering insights, knowledge, and strategies to help you improve your shot, master the most complex maps, and conquer the game with the ultimate weapons. Going beyond their number-one game, the team also discusses the rest of their lineups and how to become a champion in any arena. Revealing their go-to strategies, best missions, and favorite challenges, OpTic Gaming brings fans closer to these wildly popular professional gamers more than ever before.

Esports For Dummies by Phill Alexander

Title Esports For Dummies
Author Phill Alexander
Publisher John Wiley & Sons
Release Date 2020-03-27
Category Games & Activities
Total Pages 304
ISBN 9781119650614
Language English, Spanish, and French
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Book Summary:

Discover the path to the big leagues It's time to prove all those people who said “video games are a waste of time” wrong. Esports has rewarded top gamers with prize money, glory, and even college scholarships. Want to get in on the action? This book puts you on the path to get your share of the growing world of esports. It helps you figure out the gear you need to be competitive, the games that drive esports, how to break into competitive play, and how to use online platforms to get attention. Written by the esports program director at the first Division I university to field an esports team, this book defines and demystifies the complex world of competitive video gaming. Get the gear for your first esports battles Gain recognition for your skills online or in tournaments Discover the path to earning scholarships in esports Build your online identity Get the insider tips you need to make your name in the esports universe.

Esports In Education by Paul Richards

Title Esports in Education
Author Paul Richards
Publisher Unknown
Release Date 2020
Category
Total Pages 141
ISBN 1673224431
Language English, Spanish, and French
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Book Summary:

The intersection between esports and education is a place where innovation and excitement flourish. From a perspective of acceptance and encouragement, parents and educators have the chance to find common ground that can help students excel in a sport they are passionate about. Competitive video gaming today already holds the power to create heroes. Athletes who are admired for their determination and excellence are no different whether they are playing on a field or in a computer lab. The tremendous growth in esports is fueled by the internet, live streaming, and global economic demand. The need for a strong educational support system that can ensure positive student development is imperative.This book reviews the history of video gaming and sports to uncover how esports have evolved from a teenage pastime to an international stage. Richards brings to light opportunities for technology-related career paths that students and educators are finding in the growing Esports industry. Richards explains in plain English how modern esports games like Fortnite and League of Legends, require players to manage multiple economies, respond with split-second reaction times, and communicate with groups of players like a team of navy seals. Just like Rock and Roll in the 70s, the esports movement may come as a shock to some parents and educators. Using music and culture as examples to explain esports explosive popularity with our society's youth, parents and educators are invited to look at games, sports, and human history in a new light. We now live a world where anyone with a high-speed internet connection has an honest chance to compete on the world esports stage. As the Esports and Education systems in place today come together to channel the excitement and energy behind competitive video gaming, there is the opportunity to create an inclusive and productive culture that can embolden today's youth to take on the challenges our world will face in the decades to come. The good news for parents, educators, and everyone involved with esports is that this movement is a sport. Sports are deeply embedded in our culture and history. Sports are in many ways responsible for helping generations share their identities. Richards draws on his experience with Broadcast Clubs in education to draw on collaboration and career path opportunities for students. The author draws on a recent esports tournament which included a 100% student-run broadcast team in NYC. Richards teams up with the Center for Educational Innovation Esports program along with a host of other schools to provide real-world perspectives on what is working in esports and education today. As educators continue to embrace the esports movement students will benefit from learning opportunities that are fueled by passion, excitement, and opportunity. Parents of video gamers will enjoy a recurring theme discussed in this book outlining strategies to create common ground between children, parents, and educators. Richards outlines the history of video game studies to help illustrate the fundamental research parents and educators should understand in terms of video game literacy. Simple strategies can greatly increase the educational value kids can garner from their video gaming experiences. Perhaps sitting down and playing video games with your child isn't such a bad idea after all? Getting the most educational value from video games requires a full understanding of the social development issues facing kids who simply play too many video games. This book addresses topics of interest from concerned parents and provides strategies for parents who want to curb their children's video gaming addictions. Engaging students and preparing them for their interactions in the online world is perhaps the best way of shepherding the youth toward a positive future. This book serves as a wonderful guide and shareable reference for students, parents and educators alike.

Understanding Esports by Ryan Rogers

Title Understanding Esports
Author Ryan Rogers
Publisher Rowman & Littlefield
Release Date 2019-09-18
Category Social Science
Total Pages 250
ISBN 9781498589819
Language English, Spanish, and French
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Book Summary:

This book provides a broad view of the history, experience, and impact of professional Esports as it has shifted the cultural and athletic landscape during its rise.

The Invisible Game by Zoltan Andrejkovics

Title The Invisible Game
Author Zoltan Andrejkovics
Publisher Createspace Independent Publishing Platform
Release Date 2016-05-07
Category
Total Pages 190
ISBN 1517457017
Language English, Spanish, and French
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Book Summary:

Competitive gaming and eSports among youths became a major theme these days. For an e-Athlete, having the best strategy or belonging to a team with the best skills are sometimes not enough for success. Real life tournaments are tougher than we can imagine. The Invisible Game covers the necessary mental development of eSport players. The book helps to prepare the players' minds for the challenges, both on the map and in real life. Nowadays we overestimate the power of our thoughts, and we forget the potential of our inner wisdom. This book guides you with honest life experiences of an eSport team manager on a journey to find the mental balance for peak performance.

The Esports Market And Esports Sponsoring by Julian Heinz Anton Ströh

Title The eSports Market and eSports Sponsoring
Author Julian Heinz Anton Ströh
Publisher Tectum Wissenschaftsverlag
Release Date 2017-02-03
Category Business & Economics
Total Pages 184
ISBN 9783828866485
Language English, Spanish, and French
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Book Summary:

In the last decades, the market for digital games has grown to nearly $100 billion. During this growth, a special gaming segment and community formed surrounding the direct competitive aspect of games: eSports. The core of eSports is similar to traditional types of sport. Players train to become better, clubs are established, tournaments are organized and fans enjoy watching their game being played on the highest level of performance. With viewers and prize money in the millions, eSports have grown into an economically significant media sport ecosystem and a marketing landscape that started to attract non-endemic companies as advertisers and sponsors. This book analyzes the components of the eSports ecosystem as well as their interactions with each other. Furthermore, the attitude of eSports fans towards engagements of non-endemic companies is researched by using a real case study including the Electronic Sports League and German home loan bank Wüstenrot.

Raising The Stakes by T. L. Taylor

Title Raising the Stakes
Author T. L. Taylor
Publisher Mit Press
Release Date 2015-01-30
Category Games & Activities
Total Pages 323
ISBN 9780262527583
Language English, Spanish, and French
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Book Summary:

How a form of play becomes a sport: players, agents, referees, leagues, tournaments, sponsorships, and spectators, and the culture of professional computer game play. Competitive video and computer game play is nothing new: the documentary King of Kong memorably portrays a Donkey Kong player's attempts to achieve the all-time highest score; the television show Starcade (1982-1984) featured competitions among arcade game players; and first-person shooter games of the 1990s became multiplayer through network play. A new development in the world of digital gaming, however, is the emergence of professional computer game play, complete with star players, team owners, tournaments, sponsorships, and spectators. In Raising the Stakes, T. L. Taylor explores the emerging scene of professional computer gaming and the accompanying efforts to make a sport out of this form of play. In the course of her explorations, Taylor travels to tournaments, including the World Cyber Games Grand Finals (which considers itself the computer gaming equivalent of the Olympics), and interviews participants from players to broadcasters. She examines pro-gaming, with its highly paid players, play-by-play broadcasts, and mass audience; discusses whether or not e-sports should even be considered sports; traces the player's path from amateur to professional (and how a hobby becomes work); and describes the importance of leagues, teams, owners, organizers, referees, sponsors, and fans in shaping the structure and culture of pro-gaming. Taylor connects professional computer gaming to broader issues: our notions of play, work, and sport; the nature of spectatorship; the influence of money on sports. And she examines the ongoing struggle over the gendered construction of play through the lens of male-dominated pro-gaming. Ultimately, the evolution of professional computer gaming illuminates the contemporary struggle to convert playful passions into serious play.

Watch Me Play by T.L. Taylor

Title Watch Me Play
Author T.L. Taylor
Publisher Princeton University Press
Release Date 2018-10-16
Category Social Science
Total Pages 328
ISBN 9780691184975
Language English, Spanish, and French
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Book Summary:

A look at the revolution in game live streaming and esports broadcasting Every day thousands of people broadcast their gaming live to audiences over the internet using popular sites such as Twitch, which reaches more than one hundred million viewers a month. In these new platforms for interactive entertainment, big esports events featuring digital game competitors live stream globally, and audiences can interact with broadcasters—and each other—through chat in real time. What are the ramifications of this exploding online industry? Taking readers inside home studios and backstage at large esports events, Watch Me Play investigates the rise of game live streaming and how it is poised to alter how we understand media and audiences. Through extensive interviews and immersion in this gaming scene, T. L. Taylor delves into the inner workings of the live streaming platform Twitch. From branding to business practices, she shows the pleasures and work involved in this broadcasting activity, as well as the management and governance of game live streaming and its hosting communities. At a time when gaming is being reinvented through social media, the potential of an ever-growing audience is transforming user-generated content and alternative distribution methods. These changes will challenge the meaning of ownership and intellectual property and open the way to new forms of creativity. The first book to explore the online phenomenon Twitch and live streaming games, Watch Me Play offers a vibrant look at the melding of private play and public entertainment.

Title Handbook of Research on Global Business Opportunities
Author Christiansen, Bryan
Publisher IGI Global
Release Date 2014-10-31
Category Business & Economics
Total Pages 702
ISBN 9781466665521
Language English, Spanish, and French
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Book Summary:

In the modern globalized economy, it is important for businesses of all sizes to take advantage of the opportunity to enter diverse markets around the world. Through an international presence, organizations can remain competitive. The Handbook of Research on Global Business Opportunities combines comprehensive viewpoints and research on various business enterprises from around the world in companies of all sizes and models, discussing different aspects and concerns in the global business environment such as corruption, taxation, supply chain management, and economic impacts. This handbook is an essential reference source for business executives from both large and small firms, business scholars, researchers, academics, students, and professionals.