Description

Book Synopsis
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.


Table of Contents
Foreword: James O’Connor, General Manager of the Pittsburgh Knights

Chapter 1. Introduction to Esports
David P. Hedlund, RC Smith III, Gil Fried, Stanley Nana Anyang-Kaakyire, Sang-ho Lee, Michael Newhouse-Bailey, and Janelle E. Wells
Introduction
What Is Esports?
A Brief History of Video Games and Esports
The Esports Ecosystem
Esports Platforms
Types of Esports Games
Esports Industry Statistics
Conclusion
Discussion Questions

Chapter 2. Levels of Esports
RC Smith III, Robert Dranoff, Eric Kammeyer, Daniel Liang, Nick Rider, and Justin Smith
Introduction
Youth Esports
High Schools and Pathways to College
Collegiate Esports
Collegiate Conferences
Professional Esports
Conclusion
Discussion Questions

Chapter 3. Esports Culture and Issues
Roger Caramanica, Aaron Colaiacomo, Rob Holub, Sang-ho Lee, John McDermott, Michael Newhouse-Bailey, Sheng Qiang, Ryan Rogers, Melissa Welby, and Ashley Witt
Introduction
Societal Perspectives of Gaming in the East and West
Positive Impacts of Gaming
Negative Impacts of Gaming
Conclusion
Discussion Questions

Chapter 4. Esports Stakeholders
Gil Fried, Aaron Castellan, Aaron Colaiacomo, Clint Kennedy, Michael Newhouse-Bailey, and Sheng Qiang
Introduction
Tier 1 Stakeholders
Tier 2 Stakeholders
Tier 3 Stakeholders
Conclusion
Discussion Questions

Chapter 5. Esports Governance
Gil Fried, Tobias M. Scholz, Jason Batzofin, Sang-ho Lee, Lance Mudd, Michael Newhouse-Bailey, and Colin Webster
Introduction
Defining Governance
Types of Governance
International Esports Federation (IESF)
United States Esports Federation (USEF)
Collegiate Organizations
High School Organizations
Governing Professional Esports
Should Esports Be Governed the Way Sport Is Governed?
Conclusion
Discussion Questions

Chapter 6. Esports Marketing
David P. Hedlund, Anthony Palomba, Lisa Cosmas Hanson, Michael Naraine, and Henry Wear
Introduction
The Five Ps of Esports Marketing
Unique Aspects of Esports Marketing
Marketing Esports to Players, Spectators, and Fans
Spectator Motivations to Watch Esports
Conclusion
Discussion Questions

Chapter 7. Esports Sponsorship
David Hedlund and Daniel Liang
Introduction
Understanding Sponsorship
Types of Esports Sponsors
Sponsorship Opportunities
Issues Facing Properties and Sponsors
Sponsorship Evaluation
Conclusion
Discussion Questions

Chapter 8. Esports Events
RC Smith III, Gil Fried, Jide Osipitan, and David P. Hedlund
Introduction
Brainstorming and Setting Goals and Objectives
Creating the Framework of the Event
Event Bidding
Event Budgeting
Event Registration
Event Management
Postevent Evaluation
Conclusion
Discussion Questions

Chapter 9. Esports Venues
Gil Fried, Alexander Champlin, Katelyn Chapin, and Matthew McGivern
Introduction
Large-Scale Esports Venues
Small-Scale Esports Venues
Designing Esports Spaces for Universities and Athletes of the Future
Basics of Esports Facility Management
Virtual Reality (VR) Arcades
Conclusion
Discussion Questions

Chapter 10. Esports Communications
Anthony Palomba, Ryan Rogers, Aaron Colaiacomo, and David P. Hedlund
Introduction
Shoutcasting and Broadcasting in Esports
Tools in Esports Communication
Streaming
Esports Communication and Sponsorship
Esports Communication and Analytics
Esports Communication, Fan Emotions, and Motivations
Esports Communications and Social Media
Esports Communications, Public Relations, and Crisis Activities
Esports Communication and Employment
Conclusion
Discussion Questions

Chapter 11. Esports Finance and Economics
Gil Fried
Introduction
The Business of Esports
Basic Financial Concepts
Budgeting for an Esports Team
How to Read an Annual Report
Esports Franchising and Entrepreneurship
Conclusion
Discussion Questions

Chapter 12. Esports Law
Gil Fried, Graciano Gaillard, and Jason Chung
Introduction
Overview of Important Legal Concepts
Intellectual Property (IP)
Contract Law
Liability
Unionizing Esports Players
Legal Rights of Esports Athletes
Conclusion
Discussion Questions

Chapter 13. Esports Team and Player Management
David P. Hedlund, Matthew Williamson, Aaron Colaiacomo, Joanne Donoghue, Courtney James, Taylor Johnson, Ronald “Rambo” Kim, Raffaele Lauretta, John McDermott, Sheng Qiang, and Hallie Zwibel
Introduction
The Rise of Esports Coaching
Esports Coaching as a Profession
The Role of Coaches at Esports Competitions
The Role of Coaches in Esports Organizations and Teams
Collegiate Esports Organization, Management, and Operations
Health and Wellness Considerations in Gaming and Esports
Conclusion
Discussion Questions

Chapter 14. Esports Careers
Roger Caramanica, Lisa Cosmas Hanson, Taylor Johnson, Michael Newhouse-Bailey, and Tobias Scholz
Introduction
Esports Job Descriptions and Résumés
Careers in Esports
Careers in Competition
Careers in Streaming and Content Creation
Careers in Event Production
Planning and Control
Careers in Esports Marketing
Careers in Esports Health and Wellness
Careers in Game Design and Development
International Careers
Conclusion
Discussion Questions

Afterword: Tobias Scholz

Esports Business Management

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    RRP £84.00 – you save £12.60 (15%)

    Order before 4pm today for delivery by Tue 30 Jun 2026.

    A Paperback / softback by David P. Hedlund, Gil Fried, Rick Smith

      Trusted by thousands of customers. See 2,385+ Customer Reviews

      View other formats and editions of Esports Business Management by David P. Hedlund

      Publisher: Human Kinetics Publishers
      Publication Date: 12/11/2020
      ISBN13: 9781718200227, 978-1718200227
      ISBN10: 1718200226

      Description

      Book Synopsis
      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.


      Table of Contents
      Foreword: James O’Connor, General Manager of the Pittsburgh Knights

      Chapter 1. Introduction to Esports
      David P. Hedlund, RC Smith III, Gil Fried, Stanley Nana Anyang-Kaakyire, Sang-ho Lee, Michael Newhouse-Bailey, and Janelle E. Wells
      Introduction
      What Is Esports?
      A Brief History of Video Games and Esports
      The Esports Ecosystem
      Esports Platforms
      Types of Esports Games
      Esports Industry Statistics
      Conclusion
      Discussion Questions

      Chapter 2. Levels of Esports
      RC Smith III, Robert Dranoff, Eric Kammeyer, Daniel Liang, Nick Rider, and Justin Smith
      Introduction
      Youth Esports
      High Schools and Pathways to College
      Collegiate Esports
      Collegiate Conferences
      Professional Esports
      Conclusion
      Discussion Questions

      Chapter 3. Esports Culture and Issues
      Roger Caramanica, Aaron Colaiacomo, Rob Holub, Sang-ho Lee, John McDermott, Michael Newhouse-Bailey, Sheng Qiang, Ryan Rogers, Melissa Welby, and Ashley Witt
      Introduction
      Societal Perspectives of Gaming in the East and West
      Positive Impacts of Gaming
      Negative Impacts of Gaming
      Conclusion
      Discussion Questions

      Chapter 4. Esports Stakeholders
      Gil Fried, Aaron Castellan, Aaron Colaiacomo, Clint Kennedy, Michael Newhouse-Bailey, and Sheng Qiang
      Introduction
      Tier 1 Stakeholders
      Tier 2 Stakeholders
      Tier 3 Stakeholders
      Conclusion
      Discussion Questions

      Chapter 5. Esports Governance
      Gil Fried, Tobias M. Scholz, Jason Batzofin, Sang-ho Lee, Lance Mudd, Michael Newhouse-Bailey, and Colin Webster
      Introduction
      Defining Governance
      Types of Governance
      International Esports Federation (IESF)
      United States Esports Federation (USEF)
      Collegiate Organizations
      High School Organizations
      Governing Professional Esports
      Should Esports Be Governed the Way Sport Is Governed?
      Conclusion
      Discussion Questions

      Chapter 6. Esports Marketing
      David P. Hedlund, Anthony Palomba, Lisa Cosmas Hanson, Michael Naraine, and Henry Wear
      Introduction
      The Five Ps of Esports Marketing
      Unique Aspects of Esports Marketing
      Marketing Esports to Players, Spectators, and Fans
      Spectator Motivations to Watch Esports
      Conclusion
      Discussion Questions

      Chapter 7. Esports Sponsorship
      David Hedlund and Daniel Liang
      Introduction
      Understanding Sponsorship
      Types of Esports Sponsors
      Sponsorship Opportunities
      Issues Facing Properties and Sponsors
      Sponsorship Evaluation
      Conclusion
      Discussion Questions

      Chapter 8. Esports Events
      RC Smith III, Gil Fried, Jide Osipitan, and David P. Hedlund
      Introduction
      Brainstorming and Setting Goals and Objectives
      Creating the Framework of the Event
      Event Bidding
      Event Budgeting
      Event Registration
      Event Management
      Postevent Evaluation
      Conclusion
      Discussion Questions

      Chapter 9. Esports Venues
      Gil Fried, Alexander Champlin, Katelyn Chapin, and Matthew McGivern
      Introduction
      Large-Scale Esports Venues
      Small-Scale Esports Venues
      Designing Esports Spaces for Universities and Athletes of the Future
      Basics of Esports Facility Management
      Virtual Reality (VR) Arcades
      Conclusion
      Discussion Questions

      Chapter 10. Esports Communications
      Anthony Palomba, Ryan Rogers, Aaron Colaiacomo, and David P. Hedlund
      Introduction
      Shoutcasting and Broadcasting in Esports
      Tools in Esports Communication
      Streaming
      Esports Communication and Sponsorship
      Esports Communication and Analytics
      Esports Communication, Fan Emotions, and Motivations
      Esports Communications and Social Media
      Esports Communications, Public Relations, and Crisis Activities
      Esports Communication and Employment
      Conclusion
      Discussion Questions

      Chapter 11. Esports Finance and Economics
      Gil Fried
      Introduction
      The Business of Esports
      Basic Financial Concepts
      Budgeting for an Esports Team
      How to Read an Annual Report
      Esports Franchising and Entrepreneurship
      Conclusion
      Discussion Questions

      Chapter 12. Esports Law
      Gil Fried, Graciano Gaillard, and Jason Chung
      Introduction
      Overview of Important Legal Concepts
      Intellectual Property (IP)
      Contract Law
      Liability
      Unionizing Esports Players
      Legal Rights of Esports Athletes
      Conclusion
      Discussion Questions

      Chapter 13. Esports Team and Player Management
      David P. Hedlund, Matthew Williamson, Aaron Colaiacomo, Joanne Donoghue, Courtney James, Taylor Johnson, Ronald “Rambo” Kim, Raffaele Lauretta, John McDermott, Sheng Qiang, and Hallie Zwibel
      Introduction
      The Rise of Esports Coaching
      Esports Coaching as a Profession
      The Role of Coaches at Esports Competitions
      The Role of Coaches in Esports Organizations and Teams
      Collegiate Esports Organization, Management, and Operations
      Health and Wellness Considerations in Gaming and Esports
      Conclusion
      Discussion Questions

      Chapter 14. Esports Careers
      Roger Caramanica, Lisa Cosmas Hanson, Taylor Johnson, Michael Newhouse-Bailey, and Tobias Scholz
      Introduction
      Esports Job Descriptions and Résumés
      Careers in Esports
      Careers in Competition
      Careers in Streaming and Content Creation
      Careers in Event Production
      Planning and Control
      Careers in Esports Marketing
      Careers in Esports Health and Wellness
      Careers in Game Design and Development
      International Careers
      Conclusion
      Discussion Questions

      Afterword: Tobias Scholz

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