Finding Triggers for Innovation Within Esports

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Finding Triggers for Innovation Within Esports Finding triggers for innovation within eSports 2014-01-07 Mikael Cambrand, Erik Liljeqvist & Ludvig Kallin Mälardalen University, Sweden. Course: INO325 Examinator: Thomas Backström Tutor: Baran Cürüklü Contents Figures & Tables ............................................................................................................................................... 0 Abstract ............................................................................................................................................................. 1 Chapter 1: Introduction ...................................................................................................................................... 1 What is eSports? ............................................................................................................................................ 1 Development of eSports ................................................................................................................................ 1 Innovation ...................................................................................................................................................... 1 Delimitations and thesis statements ............................................................................................................... 2 About the authors .............................................................................................................................................. 2 Mikael Cambrand .......................................................................................................................................... 2 Erik Liljeqvist ................................................................................................................................................ 2 Ludvig Kallin ................................................................................................................................................ 2 Chapter 2: Review of the Literature .................................................................................................................. 2 Searching for research on eSports ................................................................................................................. 2 Popular science .............................................................................................................................................. 3 Discontinuous Innovation .............................................................................................................................. 3 Innovative process ......................................................................................................................................... 3 Creativity ....................................................................................................................................................... 4 Triggers for innovation? ................................................................................................................................ 5 Intelligence gathering .................................................................................................................................... 6 Weak Signals ................................................................................................................................................. 7 Chapter 3: Method ............................................................................................................................................. 7 Qualitative method ........................................................................................................................................ 7 Design ............................................................................................................................................................ 7 Content analysis ............................................................................................................................................ 8 Market analysis .............................................................................................................................................. 8 Intelligence gathering on the internet ............................................................................................................ 8 Interviews ...................................................................................................................................................... 9 Selection ........................................................................................................................................................ 9 Interview manuscript ..................................................................................................................................... 9 Field Observation ........................................................................................................................................ 10 Analysis ....................................................................................................................................................... 10 Validity ........................................................................................................................................................ 10 Ethical aspects ............................................................................................................................................. 11 Chapter 4: Empirical Data ............................................................................................................................... 11 Cyclic renewal ............................................................................................................................................. 11 1 Technological aspects .................................................................................................................................. 11 Economics ................................................................................................................................................... 11 The eSports environment ............................................................................................................................. 12 Entrepreneurial aspects ................................................................................................................................ 12 Feedback ...................................................................................................................................................... 13 The transition from TV to Streaming .......................................................................................................... 13 Different Business Models .......................................................................................................................... 14 Hurdles for eSports ...................................................................................................................................... 14 Additional market analysis empiricism ....................................................................................................... 15 Chapter 5: Analysis & Discussion ................................................................................................................... 16 Open innovation .......................................................................................................................................... 16 Entrepreneurship ......................................................................................................................................... 16 Technical development ................................................................................................................................ 16 Resources .................................................................................................................................................... 17 Culture ......................................................................................................................................................... 17 Cyclic renewal ............................................................................................................................................. 17 Rule, laws & regulations ............................................................................................................................. 18 New market distribution & target audience ................................................................................................. 18 Chapter 6: Conclusions .................................................................................................................................... 18 Limitations, improvements & future research. ............................................................................................ 18 References ....................................................................................................................................................... 19 Electronic sources ........................................................................................................................................ 19 Literature ..................................................................................................................................................... 20 Figures & Tables Figure 1 Paulus‘s (2000, pp. 244) factors that affect group creativity positively.............................................. 4 Table 1 Beddowes & Wille‘s (1990, pp. 28) table of what triggers
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