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New Business Model In The Growing E-Sports Industry

Author

Listed:
  • Anita Radman Peša

    (University of Zadar, Department of Economics)

  • Dijana Čičin-Šain

    (University of Zadar, Department of Economics)

  • Toni Blažević

    (University of Zadar, Department of Economics)

Abstract

E-sports - competition based playing of video games is becoming a growing industry and an increasingly frequent subject of various international research. The purpose of this analysis is to design a new, innovative business model in the e-sports industry, which it will be possible to apply in the form of a significant business opportunity. The main goals of this paper include determining the key components of the success of e-sports in the growing video game industry and presenting some innovative ways of using them in the form of new business opportunities. By observing the concept of e-sports through several components, it is possible to analyze their profitability and the possibility of profiting primarily from the entrepreneurship perspective. Furthermore, the paper determines the segmentation of the e-sports target market and compares it to the traditional sports markets, since these two concepts, according to various authors, should be viewed separately.

Suggested Citation

  • Anita Radman Peša & Dijana Čičin-Šain & Toni Blažević, 2017. "New Business Model In The Growing E-Sports Industry," Poslovna izvrsnost/Business Excellence, Faculty of Economics and Business, University of Zagreb, vol. 11(2), pages 121-131.
  • Handle: RePEc:zag:busexc:v:11:y:2017:i:2:p:121-131
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    References listed on IDEAS

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    1. Marchand, André & Hennig-Thurau, Thorsten, 2013. "Value Creation in the Video Game Industry: Industry Economics, Consumer Benefits, and Research Opportunities," Journal of Interactive Marketing, Elsevier, vol. 27(3), pages 141-157.
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