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Sources of Innovation in Cybersports (Exemplified by the Nizhny Novgorod Region)

Student: Pankratova Anastasiya

Supervisor: Ekaterina Ivanova

Faculty: Faculty of Management (Nizhny Novgorod)

Educational Programme: Management (Master)

Final Grade: 7

Year of Graduation: 2021

Cyber sport is a computer-based game competition where a computer simulates a virtual space within which the competition takes place. Many people think of it as a sport; it has its own criteria for evaluation. The industry of cybersport is growing rapidly, and this has led to an increase in interest not only from businesses, but also from researchers. Recently, the industry has been flourishing with the development of digital technology and society The driver of economic development is shifting from raw material industries to creative and creative industries. Creative industries are a rapidly growing sector of the urban economy, employing more and more Russians. Creative industries include not only cultural industries but also industrial design and fashion; music and film; television and computer games; gallery business; publishing and bookselling; advertising production and mass media. There is a chain of innovation, economic processes and new jobs. The entertainment industry is booming, creating new and distinctive sectors within itself. In addition to the established media, internet, film and music industries, the attention of investors is increasingly being drawn to professional sports, in particular sports clubs and major competitions. At the intersection of sports and entertainment, cyber sports is being developed and is not seen as part of sports but as a separate field within the entertainment industry. Thus, cybersport can be defined as a highly innovative industry using modern computer technology, where the computer simulates a virtual space within which the competition takes place. This dissertation research aimed to provide an informed understanding of the sources of innovation in cybersport.

Full text (added May 23, 2021)

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