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Esports Business Management 2nd Edition With HKPropel Access

$108.00 USD

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Paperback With Online Resource
$108.00 USD
Ebook With Online Resource
$81.00 USD


ISBN: 9781718231054

©2026

Page Count: 336


Esports have rapidly expanded from a pastime undertaken by casual players to one of the largest segments of the entertainment industry—one in which hundreds of millions of people play and compete daily.

Esports Business Management, Second Edition With HKPropel Access, presents an all-encompassing look into the world of esports business. This updated and enhanced text will inform both aspiring students and esports professionals about this growing industry. Written by renowned esports academics and experts from across the globe, and endorsed by the Esports Research Network, this foundational text covers a wide range of topics essential for a comprehensive education in esports management. With a striking full-color design and dynamic images that bring concepts to life, the book serves as an excellent resource for undergraduate students who want a solid understanding of esports business management.

Building on the foundation of the first edition, this textbook begins with an overview of the esports ecosystem, followed by discussions of various levels, from youth esports to the professional ranks. The book delves into the international culture and social issues within esports, and it reviews governance at various levels. It also covers specific business and management activities, including marketing, consumer behavior, sales, sponsorship, venue management, event organization, communications, streaming, finance, legal issues, and team management.

The second edition of Esports Business Management offers a thorough exploration of the growing esports industry, highlighting the wide array of stakeholders, including players, fans, teams, leagues, sponsors, and game publishers. The book underscores the similarities between esports and traditional sports—in terms of organization, event management, and business principles—while also addressing the unique aspects of esports, such as intellectual property ownership, rule development, and revenue generation.

New discussions address the evolving interest in including esports in the Olympics, the role the International Olympic Committee would play in making that a reality, and the collaboration between esports governing bodies in growing esports internationally.

Among the book’s many features are Zoning sidebars, in which industry experts highlight real-world examples, useful to both newcomers and seasoned professionals. Supplemental online resources include 28 articles from the Journal of Electronic Gaming and Esports (JEGE) along with discussion questions and assignments, links to online videos, industry case studies and highlights, and student exercises to help apply the content.

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, Second Edition, is the foundational text for helping students and professionals understand the unique, fast-paced esports industry.

Note: A code for accessing HKPropel is included with all new print books.

Audience

Text for undergraduate courses in esports business management and sport management.

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