Value Creation and Appropriation in the Esports Industry Master of Science Thesis in the Management and Economics of Innovation Programme
Value creation and appropriation in the esports industry Master of Science Thesis in the Management and Economics of Innovation Programme SHAHIN ADL ZARRABI HENRIK NEL JERKROT Department of Technology Management and Economics Division of Innovation Engineering and Management CHALMERS UNIVERSITY OF TECHNOLOGY Gothenburg, Sweden 2016 Report No. E 2016:090 MASTER’S THESIS E 2016:090 Value creation and appropriation in the esports industry SHAHIN ADL ZARRABI HENRIK NEL JERKROT Examiner: Sofia Börjesson Tutor, Chalmers: Anne Elerud-Tryde Tutor, Company: A.A. Department of Technology Management and Economics Division of Innovation Engineering and Management CHALMERS UNIVERSITY OF TECHNOLOGY Göteborg, Sweden 2016 Value creation and appropriation in the esports industry SHAHIN ADL ZARRABI, HENRIK NEL JERKROT © SHAHIN ADL ZARRABI, HENRIK NEL JERKROT, 2016. Master’s Thesis E 2016:090 Department of Technology Management and Economics Division of Innovation Engineering and Management Chalmers University of Technology SE-412 96 Göteborg, Sweden Telephone: + 46 (0)31-772 1000 Cover: Spectators watch on as players battle it out at the esports competition The International (2014). Chalmers Reproservice Göteborg, Sweden 2016 ABSTRACT Value, value creation, and value appropriation are concepts that are often discussed on a conceptual level in literature. The discussion comes short in two perspectives. First, it lacks empirical examples of how the concepts are perceived. Second, they are often discussed in the context of mature industries. In this study, esports is regarded as a nascent industry, an industry characterized by an ambiguous competitive landscape, a lack of product standards, and uncertain customer demands. The study aims to answer the question of how value creation and appropriation is perceived in the nascent industry of esports.
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