Business models in e-sports, case: Starcraft 2

dc.contributorAalto-yliopistofi
dc.contributorAalto Universityen
dc.contributor.advisorHamari, Juho
dc.contributor.authorSjöblom, Max
dc.contributor.departmentfi
dc.contributor.schoolPerustieteiden korkeakoulufi
dc.contributor.supervisorImmonen, Stina
dc.date.accessioned2012-07-09T11:46:56Z
dc.date.available2012-07-09T11:46:56Z
dc.date.issued2011-11-27
dc.format.extent38
dc.format.mimetypeapplication/pdfen
dc.identifier.urihttps://aaltodoc.aalto.fi/handle/123456789/4298
dc.identifier.urnURN:NBN:fi:aalto-201207122794
dc.language.isoenen
dc.programmeInformaatioverkostot INFfi
dc.programme.majorTietointensiivinen liiketoimintafi
dc.programme.mcodeT3008fi
dc.subject.keyworde-sportsen
dc.subject.keywordbusiness modelsen
dc.subject.keywordrevenue modelsen
dc.subject.keywordcompetitive gamingen
dc.subject.keywordcomputer gamesen
dc.subject.keywordstarcraften
dc.titleBusiness models in e-sports, case: Starcraft 2en
dc.typeG1 Kandidaatintyöfi
dc.type.dcmitypetexten
dc.type.ontasotBachelor's thesisen
dc.type.ontasotKandidaatintyöfi

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