Question
Regarding the case ESPORTS: https://publishing.insead.edu/case/esports-creating-new-sports-online-gaming How was esports created from the online game industry? What key forces created and shaped the esports industry? What is
Regarding the case ESPORTS: https://publishing.insead.edu/case/esports-creating-new-sports-online-gaming
How was esports created from the online game industry? What key forces created and shaped the esports industry?
What is the logic and economic motivation behind creating a live event in a physical venue when online games can be played remotely? Who are the key players here and what are their business models?
According to Kim and Mauborgne's growth model for innovation, is the esports industry a disruptive creation or nondisruptive creation? Why or why not?
What are your proposed strategies for the future growth of esports?
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