@article{oai:oiu.repo.nii.ac.jp:00001158, author = {望月, 拓実 and Mochizuki, Takumi}, issue = {3}, journal = {国際研究論叢 : 大阪国際大学紀要, OIU journal of international studies}, month = {Mar}, note = {3813, The purpose of this study is to clarify the actual business model structure of esports organizations and to examine ways to increase the revenue of professional sports with a small number of direct spectators. First, a business model canvas for traditional professional sports was created for the J-League. In addition, a business model canvas for esports was created for the SFL. As a result, comparing the two business models from the three perspectives of marketing, organizational structure management, and revenue and cost structure; two solutions were proposed. First, it is possible to create video that strengthens the motivation to watch indirectly. In addition, a seamless communication environment among viewers with social viewing in mind can be established. The second is to provide an opportunity for direct interaction with fans by enhancing the live streaming content of individual players rather than the team.}, pages = {251--264}, title = {e スポーツにおけるビジネスモデル構造把握に関する 基礎的研究 ―他スポーツへの適用可能性の検討―}, volume = {35}, year = {2022}, yomi = {モチヅキ, タクミ} }