![]() ![]() Finally, we discuss practical implications to support the effective management and marketing of eSports. ![]() Research on the economic, political, legal, and environmental aspects of strategic management is in its nascency. Our findings demonstrate a large research interest in the socio-cultural aspects of eSports, focusing on the motives and preferences of eSports consumption. The existing eSports literature is relatively fragmented and spread across several academic disciplines, including sports science, sociology, computer science, business, and law. We synthesize 43 articles iin peer-reviewed journals using the Preferred Reporting Items for Systematic Review and Meta-Analysis (PRISMA) checklist. We systematically review the academic literature published before November 2020 applying the PESTLE-framework to develop a holistic perspective on strategic management contributions. In this paper, we aim to reflect on the phenomenon and the extant literature of eSports from multiple fields to aid an understanding of the strategic management in eSports and to stimulate future research by providing a research agenda. Overall, we synthesize esports scholarship, bridge chasms between disjointed streams of literature, and outline a pragmatic research agenda which could benefit from interdisciplinary inquiries based on a shared understanding of esports.Ĭoinciding with the increasing popularity and the enormous investments that have gone into eSports over the past decade, academic literature on eSports is emerging in several fields, while an overarching perspective on strategic management in eSports is lacking to date. Scholarly issues include researchers examining esports in their respective academic silos, omitting opportunities to connect conceptually similar streams of literature. We find that extant esports scholarship is categorized by literature seeking to conceptualize and legitimize esports via sport parallels, with a focus on the consumers and culture of esports. The purpose of this integrative review is to synthesize esports scholarship from across disciplines, identify critical scholarly issues, and develop a pragmatic, interdisciplinary research agenda. Yet, esports scholarship remains highly fragmented, with scholars operating within traditional academic silos and forgoing opportunities to build on esports' interdisciplinary nature. Check out Our Rules f or more information.Esports, or competitive video gaming competitions, bring together aspects of sports, business, leisure, technology, and digital media, appealing to academics across multiple disciplines. If you’re curious about starting a project, our Creator Handbook can give you a great overview. If you want to know more about how it works, try browsing around and looking at some of the projects on the site - you can start here. Typically, these are one-of-a-kind experiences, limited editions, or copies of the creative work being produced. Kickstarter describes its site as the worlds largest funding platform for creative projects. ![]() This is different than other platforms, like IndieGoGo or GoFundMe. The sites tagline is a new way to fund and follow creativity. Rewards are a creator's chance to share a piece of their project with their backer community. Funding on Kickstarter is based on an all-or-nothing model. Kickstarter is not a store, backers support a creative process. This way, creators always have the budget they scoped out before moving forward.Ī creator is the person or team behind the project idea, working to bring it to life.īackers are folks who pledge money to join creators in bringing projects to life. No one will be charged for a pledge towards a project unless it reaches its funding goal. The funding goal is the amount of money that a creator needs to complete their project.įunding on Kickstarter is all-or-nothing. A project is a finite work with a clear goal that you’d like to bring to life. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |