Esports Business Management (2 ed)

Edited by Gil Fried,Seth E. Jenny,David P. Hedlund

ISBN13: 9781718231054

Imprint: Human Kinetics

Publisher: Human Kinetics Publishers

Format: Paperback / softback

Published: 29/09/2025

Availability: Not yet available

Description
Esports have rapidly expanded from a pastime undertaken by casual players to one of the largest segments of the entertainment industry—one in which hundreds of millions of people play and compete daily. Esports Business Management, Second Edition With HKPropel Access, presents an all-encompassing look into the world of esports business. This updated and enhanced text will inform both aspiring students and esports professionals about this growing industry. Written by renowned esports academics and experts from across the globe, and endorsed by the Esports Research Network, this foundational text covers a wide range of topics essential for a comprehensive education in esports management. With a striking full-color design and dynamic images that bring concepts to life, the book serves as an excellent resource for undergraduate students who want a solid understanding of esports business management. Building on the foundation of the first edition, this textbook begins with an overview of the esports ecosystem, followed by discussions of various levels, from youth esports to the professional ranks. The book delves into the international culture and social issues within esports, and it reviews governance at various levels. It also covers specific business and management activities, including marketing, consumer behavior, sales, sponsorship, venue management, event organization, communications, streaming, finance, legal issues, and team management. The second edition of Esports Business Management offers a thorough exploration of the growing esports industry, highlighting the wide array of stakeholders, including players, fans, teams, leagues, sponsors, and game publishers. The book underscores the similarities between esports and traditional sports—in terms of organization, event management, and business principles—while also addressing the unique aspects of esports, such as intellectual property ownership, rule development, and revenue generation. New discussions address the evolving interest in including esports in the Olympics, the role the International Olympic Committee would play in making that a reality, and the collaboration between esports governing bodies in growing esports internationally. Among the book’s many features are Zoning sidebars, in which industry experts highlight real-world examples, useful to both newcomers and seasoned professionals. Supplemental online resources include 28 articles from the Journal of Electronic Gaming and Esports (JEGE) along with discussion questions and assignments, links to online videos, industry case studies and highlights, and student exercises to help apply the content. 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, Second Edition, is the foundational text for helping students and professionals understand the unique, fast-paced esports industry. Note: A code for accessing HKPropel is included with all new print books.
Foreword Julia Hiltscher, Founder and CEO, Doctor Hiltscher CSR Chapter 1. Introduction to Esports David P. Hedlund, Seth E. Jenny, Gil Fried, and Russell Hamer What Is Esports? A Brief History of Video Games and Esports Esports Platforms Types of Esports Games The Esports Ecosystem Esports Industry Statistics and Market Research Chapter 2. Levels of Esports Seth E. Jenny and Benjamin T. Sharpe Levels of Esports Pathways to Professional Esports Amateur Esports (Tier 3) Semiprofessional Esports (Tier 2) The Esports Pipeline Problem Professional Esports (Tier 1) Chapter 3. Esports Culture and Issues Seth E. Jenny and Lindsey Darvin Perspectives of Gaming Based on Culture Potential Positive Impacts of Gaming Common Areas of Concern Regarding Gaming and Esports Chapter 4. Esports Stakeholders Seth E. Jenny, Josh Jarrett, and Gil Fried Tier 1 Foundational Stakeholders Tier 2 Supporting Stakeholders Chapter 5. Esports Governance Gil Fried and Clint Kennedy Defining Governance Types of Governance International Esports Federation (IESF) Global Esports Federation (GEF) International Olympic Committee and Esports United States Esports Federation (USEF) Collegiate Organizations High School Organizations Governing Professional Esports Should Esports Be Governed the Way Sport Is Governed? Chapter 6. Esports Marketing, Consumer Behavior, and Monetization David P. Hedlund and Marcus Howard The Five Ps of Esports Marketing Unique Aspects of Esports Marketing Marketing Esports to Players, Spectators, and Fans Spectator Motivations to Watch Esports Esports Sales and Monetization Chapter 7. Esports Sponsorship David P. Hedlund and Anthony D. Pizzo Understanding Sponsorship Types of Esports Sponsors Sponsorship Opportunities Issues Facing Sponsors Sponsorship Evaluation Chapter 8. Esports Venues Gil Fried Large-Scale Esports Venues Small-Scale Esports Venues Designing Esports Spaces for Universities and Athletes of the Future Basics of Esports Facility Management Chapter 9. Esports Events Gil Fried and David P. Hedlund Brainstorming and Setting Goals and Objectives Creating the Framework of the Event Event Bidding Event Budgeting Event Registration Event Management Postevent Evaluation Chapter 10. Esports Broadcast Management and Communications Seth E. Jenny, Adam Antor, Brandon C. Harris, and David P. Hedlund Media Production in Esports Tools in Esports Communication Chapter 11. Esports Finance and Economics Gil Fried The Business of Esports Basic Financial Concepts Budgeting for an Esports Team How to Read an Annual Report Chapter 12. Esports Law Gil Fried and Justin M. Jacobson What Is Esports Law? Overview of Important Legal Concepts Intellectual Property (IP) Contract Law Tort Liability Unionizing Esports Players Legal Rights of Esports Athletes Chapter 13. Esports Team and Player Management David P. Hedlund, Seth E. Jenny, Joanne Donoghue, and Oliver Leis The Rise of Esports Coaching Esports Coaching as a Profession The Role of Owners, Game Coaches, and Life Coaches Health and Wellness Considerations Chapter 14. Esports Careers Tobias M. Scholz, Nicholas Besombes, and David P. Hedlund Esports Job Descriptions and Résumés Careers in Esports Career Opportunities Outside of Esports and the Video Game Industry The Future of Esports
  • Service industries
  • Sports management & facilities
  • Tertiary Education (US: College)
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