About the Book
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 included with all new print books.
About the Author: David P. Hedlund, PhD, is the chairperson of the division of sport management at St. John's University, where he is also a faculty expert and faculty leader on research and topics related to esports. Hedlund earned his PhD in sport management and a certificate in measurement and statistics from Florida State University. He has more than 20 years of domestic and international experience in sport, esports, coaching, business, education, and analytics. He has published more than 30 journal articles and book chapters on related topics. He is a research committee member for the International Esports Federation, an educational program assistant for the United States Esports Federation, and a member of the Esports Research Network. In recent years, Hedlund has also acted as a consultant for dozens of domestic and international high school, college, and professional esports teams as well as business and entrepreneurial ventures, including the World Cyber Games and the Global Esports Executive Summit. Gil Fried, JD, is a professor at the University of New Haven in Connecticut. He has taught sport law, sport finance, and sport facility management for more than 25 years and has written numerous articles, books, and book chapters on various sport management issues. He taught the first business-school-based esports class several years ago and has worked to expand the professionalism of the esports industry. Fried speaks throughout the United States on issues such as building and financing facilities and dealing with risk management concerns. Fried was a practicing attorney before becoming an academician. Before that, he was a collegiate coach, helped run major events, and was the vice president of marketing for a women's professional basketball league. At one point in the early 1980s he sold video games (Donkey Kong, Pac-Man, Centipede, and more) to bars, restaurants, and other establishments. In addition to researching and writing about sport management, Fried enjoys playing badminton, collecting stamps, farming, being with his wife and kids, and traveling. R.C. Smith III, MAA, MSJ, is an assistant professor of sport management in the department of business and economics and the director of esports at Marietta College. Smith has over 12 years of work in higher education in various roles, including alumni relations, teaching, and collegiate athletics. He has earned two master's degrees--one from Seton Hall University School of Law in intellectual property and one from University of the Incarnate Word in sport management--and he earned his bachelors in multimedia journalism from Florida Atlantic University. Smith's areas of strength are event management, fan engagement, innovation, and revenue generation. Recently, Smith became a software trainer and consultant for sports teams and organizations in the areas of game management and fan engagement.