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eSports is Business
  • Language: en
  • Pages: 165

eSports is Business

  • Type: Book
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  • Published: 2019-02-20
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  • Publisher: Springer

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.

Big Data in Organizations and the Role of Human Resource Management
  • Language: en
  • Pages: 237

Big Data in Organizations and the Role of Human Resource Management

Big data are changing the way we work. This book conveys a theoretical understanding of big data and the related interactions on a socio-technological level as well as on the organizational level. Big data challenge the human resource department to take a new role. An organization's new competitive advantage is its employees augmented by big data.

eSports Yearbook 2013/14
  • Language: en
  • Pages: 146

eSports Yearbook 2013/14

This year issue contains several articles about major eSport topics in 2013 and 2014. André Fagundes Pase and Heelary Schultz wrote about Brazil. Matt Demers wrote a detailed story about commentators. Dominik Härig and Tilo Franke chose topics about marketing and marketisation in eSports. The eSports Yearbook is a collection of articles about eSports.

Esports Business Management
  • Language: en
  • Pages: 273

Esports Business Management

Learn about the rapidly expanding esports industry in Esports Business Management. Written by esports executives and experts and endorsed by the International Esports Federation, Esports Research Network, and the United States Esports Federation, this is a comprehensive introduction to the world of esports.

E-HRM
  • Language: en

E-HRM

  • Type: Book
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  • Published: 2018
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  • Publisher: Unknown

e-HRM is one of the first textbooks on the impact of technology on the delivery of HR services. It includes perspectives from leading scholars and practitioners from across the world, and comes with a companion website to support learning.

Borders and Freedom of Movement in the Holy Roman Empire
  • Language: en
  • Pages: 279

Borders and Freedom of Movement in the Holy Roman Empire

  • Type: Book
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  • Published: 2020
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  • Publisher: Unknown

Borders and Mobility in the Holy Roman Empire tells the history of free movement in the Holy Roman Empire of the German Nation, one of the most fractured landscapes in human history. The boundaries that divided its hundreds of territories make the Old Reich a uniquely valuable site for studying the ordering of movement. The focus is on safe-conduct, an institution that was common throughout the early modern world but became a key framework for negotiating free movement and its restriction in the Old Reich. The study shows that attempts to escort travellers, issue letters of passage, or to criminalize the use of 'forbidden' roads served to transform rights of passage into excludable and fisca...

Change Management and the Human Factor
  • Language: en
  • Pages: 263

Change Management and the Human Factor

  • Type: Book
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  • Published: 2014-10-06
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  • Publisher: Springer

Change management and organizational development is unthinkable without people. Human beings form its core as both subjects and objects of change. This volume attempts to cut through to the core of change management, to the people that stand at its heart and focuses on their intrinsic role in change management and organizational development. Topics covered in this volume encompass the human element within organizational change, how this impacts roles, dynamics of team interaction and affects the workplace in teaching and learning settings. It also addresses resistance to institutional and organizational change and the central role that agile management plays in this process.

Implications and Impacts of eSports on Business and Society: Emerging Research and Opportunities
  • Language: en
  • Pages: 201

Implications and Impacts of eSports on Business and Society: Emerging Research and Opportunities

  • Type: Book
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  • Published: 2019-10-25
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  • Publisher: IGI Global

The global gaming market, due to numerous technological advancements in social media networking and live-streaming video, has exploded in recent years. However, this newly acquired popularity has left many industry professionals pondering a difficult enigma: How does this affect the professional world? Implications and Impacts of eSports on Business and Society: Emerging Research and Opportunities provides innovative research exploring the immersion of competitive electronic sports and applications within global marketing, business, and society. Featuring coverage on a broad range of topics such as social networking, sponsorship branding, and risk management, this book is ideally designed for sports and entertainment practitioners, communications professionals, marketers, business consultants, researchers, professionals, and students seeking current research on potential business opportunities in the eSports industry.

Generations Z in Europe
  • Language: en
  • Pages: 221

Generations Z in Europe

Generations Z in Europe brings together differing geographic perspectives from a range of researchers to present a fascinating picture of the contemporary reality for 'Gen-Z' workers from nine European countries. The findings will help readers understand the diversity of issues and commonalities for this new part of the global workforce.

The Book of Esports
  • Language: en
  • Pages: 199

The Book of Esports

The definitive guide to the modern world of competitive gaming and the official history of Esports™. Almost overnight, esports—or competitive video games—have exploded into the largest entertainment and sporting phenomenon in human history. The Book of Esports answers: What exactly are esports, and how did they become so popular so quickly? Why did blockbuster video games like League of Legends, Fortnite and Starcraft succeed? Where exactly is all this video gaming headed? What do gamers and college students need to know to position themselves for success in the industry? How do you create a billion-dollar esports business? What strategic choices drive success in the modern gaming indu...