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HKSYU Library

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    LEADER 01963nam a22003613i 4500
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    991008275468007546
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    20250220161525.0
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    190227s2019 sz a f b 000 0 eng d
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    a| 9783030111984
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    z| 9783030111991 q| (eBook)
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    a| (CaONFJC)70171722
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    d| NNfCLS b| eng e| rda d| HK-SYU
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    4
    a| GV1469.34.E86 b| S36 2019
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    0
    4
    a| 338.4'77948 2| 23
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    a| 794.8 b| SCH 2019
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    a| Scholz, Tobias, e| author.
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    a| eSports is business : b| management in the world of competitive gaming / c| Tobias M. Scholz.
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    a| Management in the world of competitive gaming
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    a| Cham, Switzerland : b| Palgrave Macmillan, c| [2019].
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    c| ©2019
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    a| xv, 155 pages : b| illustrations ; c| 22 cm
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    a| text b| txt 2| rdacontent
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    a| unmediated b| n 2| rdamedia
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    a| volume b| nc 2| rdacarrier
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    a| Includes bibliographical references and index.
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    a| 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. c| Back cover.
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    a| Video games x| Competitions x| Management.
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    a| eSports (Contests)
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    a| Sports.
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    a| Leadership.
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    b| kkl c| wsl
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    a| book b| 20-02-25
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    h| Principal l| location i| barcode y| id f| bookplate a| callnoa b| callnob n| GDM523