Chapter 8 – Discussion

Total Page:16

File Type:pdf, Size:1020Kb

Chapter 8 – Discussion Constructing authentic esports spectatorship: An ethnography David Jian-Jia Cumming ORCID: 0000-0002-0121-476X Submitted in total fulfilment of the requirements of the degree of Doctor of Philosophy October 2020 School of Computing and Information Systems Melbourne School of Engineering The University of Melbourne Abstract Formally organised competitive video gaming, commonly known as esports, has seen a rapid rise in popularity over the past decade as a form of spectator entertainment. Thousands of fans pack grand stadia across the globe to watch their favourite esports teams and players compete for extravagant prize pools, while millions watch online remotely in their homes via livestreaming platforms like Twitch. Unlike conventional sports however, there is no inherent need for esports to take place in any particular physically-situated site like a stadium. The computerised nature of esports lends the practice a perceived placeless quality. No matter where an esports event is situated, be it in a stadium or networked across homes, the digital synthetic environments in which players’ avatars compete remain the same as objective constructs of code and graphical assets. If the perspective of watching esports is largely the same across different sites by virtue of its inherent mediation, then why is esports spectated beyond the comfort of the home? The aim of this thesis is to address this conundrum by exploring the experiences esports spectatorship in varying contexts. In particular, this thesis seeks to understand how experiences of esports spectatorship are influenced by and differ across various sites of spectatorship. This aim is achieved through an ethnographic methodology, where data is generated through embedded interactions and experiences with esports spectators at three distinct sites of esports spectatorship. Data generation methods including semi-structured interviews and various forms of participant observation are employed across the ethnographic fieldwork, while data analysis is largely conducted through reflexive thematic analysis and a thick description approach. Three studies are conducted, each looking at a separate site of esports spectatorship: the home, the stadium, and the esports bar. Study 1 focuses on the experiences of domestic esports spectatorship. The findings of the study demonstrate that in the mundanity of the home, domestic spectators perform laborious spectatorship to authenticate and make spectacular their experiences of spectating esports. It also demonstrates that despite a perceived sense of autonomy, domestic spectators commonly encounter numerous compromising factors in their homes which often prevents them from constructing an ideal spectating experience. i Study 2 focuses on experiences of and motivations for esports spectatorship in stadia. It reveals that spectators seek to affirm their expectations of authentic esports by attending events held in stadia, thus establishing notions of esporting authenticity. Besides seeking to partake in an authentic experience of esports spectatorship, those attending stadium-situated events seek to present themselves as authentic esports spectators. Aware of their status as props in the mediated spectacle of esports events broadcast to remote audiences, those spectating in stadia seek to present themselves in a perceived authentic manner to convince event organisers to host future esports events in Australia. Study 3 focuses on the experiences of spectating esports in an esports bar, representing a site of public communal spectatorship between the stadium and the home. Despite being a public place, the bar is in many ways more homely than the home. Void of many compromising factors commonly found in domestic environments, spectators at the esports bar are free to exercise a greater degree of autonomy over the construction of authentic esports spectatorship experiences. Taken together, the three studies reveal ways in which esports spectators construct authenticity in their experiences of spectatorship by creating a sense of placefulness. In doing so they establish a convention of esports authenticity for both those within and outside of the esports fandom. Different sites of spectatorship offer different tools, resources, and opportunities to construct experiences of esports spectatorship. Spectators choose accesible sites that best allow them to construct what they percieve an experience of esports spectatorship ought to be. ii Declaration This is to certify that: i. The thesis comprises only my original work towards the PhD except where indicated in the Preface. ii. Due acknowledgement has been made in the text to all other material used. iii. The thesis is less than 100,000 words in length, exclusive of tables, maps, bibliographies, and appendices. David Cumming October 2020 iii Preface The work presented in this thesis was conducted under the careful supervision of Dr. Martin Gibbs and Dr. Wally Smith. The collection of data, data analysis, and presentation of findings were conducted by me in their entireity. Peer-reviewed publications featured in the thesis Throughout the course of research pertaining to this thesis, some of my work has been published in peer-reviewed publications. Some content in this thesis is directly adapted closely from these publications, in accordance with The Univeristy of Melbounre guidelines for a Thesis with Publication. Chapter 2 contains content adapted from the following extended abstract presented at the 2019 National Digital Games Research Association Australia Conference and published in its proceedings: Cumming, D., Gibbs, M., & Smith, W. (2019). Between places: spectatorship at an Australia esports bar. In Proceedings of DiGRAA 2019: What’s Next?, 4. As affirmed by my coauthors in Appendix F, I contributed 80% of the contet in this extended abstract, thus qualifying it for inclusion in a Thesis with Publication. Chapter 3, Chapter 5, and Chapter 6 contains content adapted from the following paper presented at the 2018 International Digital Games Research Association Conference and published in its proceedings: Cumming, D. (2018). Understanding the experience of Australian eSports spectatorship. In Proceedings of DiGRA 2018, 15. Funding acknowledgements Financial support for this thesis was supplied by an Australian Government Research Training Program Scholarship. Top-up scholarships were also received from the Melbourne Networked Society Institute at The University of Melbourne. iv Acknowledgements Across the years spent producing this thesis I have received advice, support, and encouragement from numerous people. Without their input, this thesis would not look the way it does today and for that I am tremendously grateful. Firstly, I would like to acknowledgement my ernomously patient and wise supervisory team of Martin Gibbs and Wally Smith. It was through their guidance that the set of loosely defined ideas and hypotheses I started with in 2016 were eventually transformed into the thesis laid out before you. Thank you, Martin and Wally, for working with me over these four years and steering my research in the right direction. Further thanks go out to my advisory committee chairs of past and present, Rachel Boshua and Antonette Mendoza, for providing an outsider’s perspective at my progress reviews. It would be a diservicve to not also acknowledge my PhD cohort friends for the helpful advice and insightful discussions we have shared throughout the years. In particular, our games and pop culture research group has been the sounding board that I have relied on to ensure that my thoughts and ideas actually make sense to other people. It is on this note that I would like to thank Jane Mavoa, Fraser Allison, Lucy Sparrow, Madeleine Antonellos, Brain McKitrick, Sophie Freeman and Josiah Lulham, for being a positive and encouraging presence throughout various stages of my doctoral candidature. I would also particularly like to thank Melissa Rogerson for cultivating this welcoming and inclusive community of games researches at the University of Melbourne. It is also important for me to broadly thank everyone at the Human-Computer Interaction group in the School of Computing and Information Systems that I have had to pleasure of being a part of. Having come from an undergraduate degree based in media studies, the group has played a fundamental role in introducing me to an entirely new field of research that I now consider myself a part of. v Special thanks to my partner Holly, who bravely volunteered to help proof-read this thesis. While you may have retracted your offer uponing seeing the size of the document, your support and kindess has helped me stay positive as I powered through draft after draft. Finally, I must thank Chui and Ian, my mother and father, for not only supporting me throughout my doctoral candidature, but also throuought my whole life. While I’m not certain you entirely understand what exactly it is I research, I am comforted by that fact that you are proud of me, regardless of the questionable life choices I make. vi List of figures and tables Figures Figure 1 An excerpt of my fieldnotes from Study 3, featuring written observations and a diagram of the GGEZ esports bar, detailing the esports being shown on each screen and the positions of patrons (top left). ................................ 95 Figure 2 A 'shoey' performed on camera at IEM Sydney 2017. ............................. 173 Figure 3 Comparison of the stages at the PUBG ZIMO Australia Invitations (left image, right half of stage)
Recommended publications
  • Content+Technology ANZ April 2020.Pdf
    SUBSCRIBE FREE PP: 255003/06831 VOLUME 17 / ISSUE 2 APRIL 2020 MEDIA + PRODUCTION + MANAGEMENT + DELIVERY www.content-technology.com Connect Everyone COLLABORATION & PRODUCTION BRING YOUR VIEWERS CLOSER BUT LEAVE YOUR TEAM AT HOME Grass Valley’s IP-enabled Remote/At-Home technology offers the smallest on-site footprint in the industry, powering your ability to deliver more live content from any location. And, our best-of-breed playout solutions suite is ready to deliver, regardless of the size and complexity of your operation. Connect your production team, connect your audience. Create connections with Grass Valley. Find out more at grassvalley.com Copyright © 2020 Grass Valley Canada. All rights reserved. Specifications subject to change without notice. ISSN 1448-9554 GV_Connect_A4.indd 1 30/03/2020 12:07:10 CONTROL AND ORCHESTRATION PROBING AND MONITORING NEW GENERATION PLAYOUT SDN MANAGEMENT ADVANCED COMMUNICATIONS SYSTEMS Create the IP ecosystem that works for you. Without the lock-ins. Technology moves way too fast to be locked into an IP ecosystem solution from a single manufacturer that doesn’t quite tick all your boxes. Magna can help customise a successful solution for you that works just the way you need it to. With our trusted partners, using only quality products that adhere to the latest standards including SMPTE 2110 and NMOS, we deliver flexible, future-proof solutions for broadcast media and telcos alike. Whether it’s for studio, control room, playout, editing or transport, there’s a Magna solution that works for you. Contact your local Magna office now. www.magnasys.tv 50 YEARS OF INNOVATION.
    [Show full text]
  • Esportsandthelaw.Com/2021/05/12/ Mobile- a Significant Number of People in the UK, Ondary Legislation
    Summer 2021 Route To: ____/____/____/____ Esports and the Law News, case summaries, articles, and strategies concerning esports and the law WWE Wrestler Loses Bout with Video INSIDE THIS ISSUE Game Company in Copyright Trial Will New Jersey be the center of the Esports Universe? 2 By Hannah Shankman, GW Law, 3L the G.I. Bro character beyond the ring and developed a comic book starring a cartoon FREE KICK?–UK Soccer n June of 2021, a federal jury in Texas version of G.I. Bro. Drawn by freelance Players’ Seek Clarity on Data found that Activision Blizzard Inc., a I comic book artist Erwin Arroza, the G.I. Bro Rights 3 popular video game developer and publisher, cartoon was depicted as a muscular character had not infringed the copyrighted persona of Activision Gets Expansion, But sporting military garb and dreadlocks. Not the Type it Planned On 5 retired WWE wrestler Booker T. Huffman. Booker T. subsequently registered the Booker T. alleged that Activision copied one COVID-19 and Sponsorship of his personas, “G.I. Bro,” in Call of Duty: comic book and four drawings of the G.I. Rights: Rise in Eports 5 Black Ops 4. Citing to similarities between Bro character with the United States Copy- Online Gaming and Online his military-themed character and the Call right Office. It was through the rights and privileges associated with these works that Safety – Where Is the Law of Duty character David “Prophet” Wilkes, Heading? 7 Booker T. sued the video game company for Booker T. brought his case against Activi- copyright infringement and sought an award sion.
    [Show full text]
  • Esports High Impact and Investable
    Needham Insights: Thought Leader Series Laura A. Martin, CFA & CMT – [email protected] / (917) 373-3066 September 5, 2019 Dan Medina – [email protected] / (626) 893-2925 eSports High Impact and Investable For the past decade, eSports has been growing on the main stage in Asia and in stealth mode in the US. This report addresses questions we get most often from investors about eSports: ➢ What is eSports? Definitions differ. Our definition of eSports is “players competing at a video game in front of a live audience while being live-streamed.” By implication, viewing, attendance, and playing time are linked, and each creates revenue streams for eSports. ➢ How big is eSports? Globally, one out of every three (ie, 33%) 18-25 year olds spent more than an hour a day playing video games, 395mm people watched eSports, and 250mm people played Fortnite in 2018. eSports revenue will be $1.1B in 2019, up 26% y/y. ➢ Should investors care about eSports? We would argue “yes”, owing to: a) global scale; b) time spent playing and viewing; c) compelling demographics; d) eSports vs traditional sports trends; e) revenue growth; and, f) sports betting should supercharge US eSports. ➢ Is eSports a fad? We would argue “no”, owing to: a) many US Universities now offer Varsity eSports scholarships; b) new special purpose eSports stadiums are proliferating; c) billionaires are investing to make eSports successful; d) audience growth; and, e) Olympics potential. ➢ Why have you never heard of eSports? Because zero of the top 30 earning players in the world were from the US in 2018.
    [Show full text]
  • 2019 Official Roster (Alphabetical) Enascar PEAK Antifreeze Iracing Series
    2019 Official Roster (alphabetical) eNASCAR PEAK Antifreeze iRacing Series The only officially-sanctioned NASCAR eSport online racing series featuring the 40 best oval sim racers globally Series features NASCAR Monster Energy Cup Cars on tracks found on the real-world NASCAR schedule Series is an 18-race schedule over the course of 32 weeks (February through October) All races professional produced and broadcast – Streamed live on multiple sites Series founded in 2009 Over $100,000 prize pool for 2019 season Over $200,000 in cash and prizes paid out since inception 2019 is the 10th year of this world championship series Definitions: Power Ranking: Combines all criteria and assigns an ordinal rank to each driver, so that the highest rated driver earns the #1 rank. iRating: The points system used by iRacing to determine a competitors racing ability. It is calculated with an algorithm that calculates how well one competes against the strength of field (or strength of your opponents). Total Race Wins: Total races won on the iRacing platform in official races Win Percentage: The percentage of wins based off of the total official races run Pro Series: The designation of “Pro” in the Statistics refers to the Pro Series. The Pro Series is the qualifier series preceding the PEAK series. All drivers that have not yet qualified into the PEAK series OR those competitors that were not in the Top 20 in points from last years PEAK Series points must requalify through the Pro Series by finishing in the Top 20 in final Pro Series standings. 2019 Series
    [Show full text]
  • Dopuna 26.03 Četvrtak 1 Hendikep Pol
    Dupla Prvo Poluvreme-kraj Ukupno golova STAR BET Friendly Club Matches šansa poluvreme 2+ 1 X 2 1X 12 X2 1-1 X-1 X-X X-2 2-2 1 X 2 0-2 2-3 3+ 4+ 5+ 1p. Čet 17:00 6704 Kalmar 1.47 4.30 5.50 JonkopingsSodra 1.09 1.15 2.38 2.12 4.65 7.80 13.0 9.50 1.86 2.55 5.00 1.85 2.75 2.25 1.35 1.98 3.05 Čet 18:45 6200 Markaryds 1.80 4.25 3.10 Delary/Pjätteryd 1.28 1.15 1.83 2.65 5.90 9.00 9.00 4.90 2.15 2.70 3.20 1.50 4.00 2.75 1.17 1.54 2.12 Čet 20:00 6701 Vaster 4.05 4.45 1.55 IK Virgo 2.18 1.14 1.17 6.60 11.0 9.50 5.50 2.22 3.80 2.85 1.87 1.44 4.50 2.95 1.14 1.46 1.97 Oba tima Oba tima daju Kombinacije Tim 1 golova Tim 2 golova Kombinacije VG STAR BET daju gol gol kombinacije golova GG GG GG1& GG1/ 1 & 2 & T1 T1 T1 T2 T2 T2 1 & 2 & 1 & 2 & 1-1& 2-2& 1-1& 2-2& 1+I& 1+I& 2+I& GG 1>2 2>1 &3+ &4+ GG2 GG2 GG GG 2+ I 2+ 3+ 2+ I 2+ 3+ 3+ 3+ 4+ 4+ 3+ 3+ 4+ 4+ 1+II 2+II 2+II 6704 Kalmar Jonk.Sod 1.48 1.62 2.18 8.50 1.66 2.45 8.25 3.10 1.33 2.08 8.75 2.95 8.25 1.80 7.70 2.62 13.0 2.55 13.0 3.35 17.0 3.05 1.86 1.29 1.91 3.20 6200 Markaryd Delary/P 1.20 1.25 1.55 4.80 1.31 2.40 4.10 2.90 1.32 2.07 4.30 1.74 3.40 2.00 3.65 2.62 4.85 2.95 5.75 3.55 7.00 2.75 1.87 1.15 1.56 2.28 6701 Vaster IK Virgo 1.20 1.24 1.51 4.70 1.30 5.10 2.10 4.80 1.88 3.90 2.50 1.22 1.75 4.75 1.70 6.40 2.15 7.60 2.45 9.25 2.85 2.75 1.85 1.12 1.49 2.12 Prijateljske utakmice se mogu igrati u formatu 2x40 ili 2x45 min.
    [Show full text]
  • Season 1 2020 Schedule
    Current iRacing Race Schedule OVAL . 4 R Class Series (OVAL) . 4 iRacing Street Stock - 2020 Season 1 Fixed . 4 iRacing Advanced Legends - 2020 Season 1 . 5 D Class Series (OVAL) . 6 NASCAR iRacing Late Model Series - 2020 Season 1 . 6 NASCAR iRacing National Series - 2020 Season 1 - Fixed . 7 NASCAR iRacing SK Modified Series - 2020 Season 1 . 8 C Class Series (OVAL) . 9 iRacing Street Stock Class C - 2020 Season 1 - Fixed . 9 NASCAR iRacing Tour Modified Series - 2020 Season 1 . 10 NASCAR iRacing Super Late Model Series - 2020 Season 1 . 11 NASCAR iRacing Class C Series - 2020 Season 1 Fixed . 12 INDYCAR Series - Oval - 2020 Season 1 Fixed . 13 NASCAR iRacing Class C Series - 2020 Season 1 . 14 B Class Series (OVAL) . 15 NASCAR iRacing Class B Series - 2020 Season 1 Fixed . 15 iRacing Silver Crown Cup - 2020 Season 1 . 16 iRacing Sprint Car Cup - 2020 Season 1 . 17 NASCAR iRacing Class B Series - 2020 Season 1 . 18 A Class Series (OVAL) . 19 NASCAR iRacing Class A Series - 2020 Season 1 Fixed . 19 NASCAR iRacing Class A Series - 2020 Season 1 . 20 ROAD . 20 R Class Series (ROAD) . 20 Global Mazda MX-5 Cup - 2020 Season 1 Fixed . 21 Sim-Lab Production Car Challenge - 2020 Season 1 . 22 D Class Series (ROAD) . 23 Formula Sprint - 2020 Season 1 - Fixed . 23 Skip Barber Race Series - 2020 Season 1 . 24 iRacing Formula Renault 2.0 Championship - 2020 Season 1 . 25 BMW 12.0 Challenge - 2020 Season 1 - Fixed . 26 Ruf GT3 Challenge - 2020 Season 1 - Fixed . 27 1 iRacing Spec Racer Ford Challenge - 2020 Season 1 .
    [Show full text]
  • Vlhová Do Boja! Chýbal, Práve Tento V Rakúskom Söldene Sa Obrovským Slalomom Žien Duel Mu Definitívne Zaèína Svetový Pohár V Zjazdovom Lyžovaní 2020/21
    www.nike.sk Sobota SUPERŠANCA 1X2 17. 10. 2020 76334 Michalovce – Dun. Streda 5,80 4,50 1,55 74. ročník • číslo 241 76335 Slovan – Sereď 1,20 7,30 13,5 cena 0,80 pre predplatiteľov 0,70 75722 Chelsea – Southampton 1,55 4,85 6,30 75723 Manch. City – Arsenal 1,53 5,05 6,30 75903 Bielefeld – Bayern Mníchov 13,8 7,90 1,23 76491 Real Madrid – Cadiz 1,25 7,05 14,2 76490 Getafe – Barcelona 5,10 3,90 1,81 76577 Crotone – Juventus 8,30 4,75 1,48 App Store pre iPad a iPhone / Google Play pre Android 75822 AZ Alkmaar – VVV Venlo 1,26 6,45 12,0 Za Hapala Strany 2 a 3 Tarkoviè?! Slovenská futbalová reprezentácia spozná v utorok nového „novembrového“ trénera Aj keï sa Sloven- sko dostalo do finále baráže o postup na maj- strovstvá Európy, predvádzala naša futbalová reprezentácia v poslednom období ve¾mi zlé výkony. Všetko vyvrcholilo zápa- som Ligy národov, v ktorom Hamšík a spol. prehrali s Izraelom 2:3, napriek tomu, že viedli 2:0. A aj keï na lavièke pre koronavírus Pavel Hapal Vlhová do boja! chýbal, práve tento V rakúskom Söldene sa obrovským slalomom žien duel mu definitívne zaèína Svetový pohár v zjazdovom lyžovaní 2020/21. zlomil trénerský Jednou z najväèších favoritiek nielen na dnešný väz. triumf, ale i na celkové prvenstvo v boji o ve¾ký FOTO TASR/ krištá¾ový glóbus, je Petra Vlhová. Želajme jej, nech MARTIN BAUMANN Strana 21 je pre òu tento boj úspešný! FOTO TASR/AP 2 FUTBAL sobota 17.
    [Show full text]
  • Iracing Sporting Code Dated August 30, 2021
    OFFICIAL SPORTING CODE V.2021.08.30 TABLE OF CONTENTS CLICK TO VIEW A SECTION 1. General Principles » 3 2. Conduct » 4 3. License Class » 6 4. Driver Skill Ratings » 11 5. Competition » 13 6. Race Procedures » 20 7. Flag Signals » 24 8. Penalties » 27 9. Protests » 29 10. Appeals » 30 11. Hosted Sessions » 31 12. Sanctioned Race Series » 32 13. Multiclass Racing » 33 14. World Championship, Pro, and eSport Series » 34 15. Glossary » 36 OFFICIAL SPORTING CODE - V.2021.08.30 2 01 GENERAL PRINCIPLES 1.1. iRACING.COM 1.1.1. iRacing.com endeavors to create the world’s most authentic motorsports racing simulation for the consumer and other markets including providing a high quality centralized and organized real-time online racing platform. 1.1.2. iRacing.com serves as the sanctioning body for internet racing conducted through and by iRacing.com. Its mission is to organize and facilitate centralized internet racing competitions, providing structure, consistency and fairness. 1.1.3. iRacing.com shall be the sole sporting authority entitled to make and enforce regulations for internet racing competitions as hosted by iRacing.com. 1.1.4. iRacing.com may from time to time elect to enter into co-sanctioning agreements or other similar partnerships with other motorsport sanctioning bodies, clubs or organizations to facilitate the organization and execution of a specific internet racing event or series of events. 1.2. iRACING OFFICIAL SPORTING CODE 1.2.1. To ensure fair and consistent governance of internet racing competition and strive to create a respectful environment, iRacing.com has established the iRacing Official Sporting Code.
    [Show full text]
  • Blizzcon Is Bigger Than Ever with Nine Stages, 12 Trucks, 200+ Broadcast Streams
    BlizzCon Is Bigger Than Ever With Nine Stages, 12 Trucks, 200+ Broadcast Streams The live stages feed into central Master Control, ‘Post Hub’ BY JASON DACHMAN, CHIEF EDITOR NOVEMBER 2, 2018 We distribute to a huge number amount of platforms and we also localize in 18 different languages. All of our esports programming is free, and we make the decision what goes on R Logotext Lorem TaglineBlizzCon Virtual Ticket holistically across Blizzard [based on] what we feel our community would want access to. Peter Eminger, Sr. Director Blizzard With 40,000 fans onsite watching five live esports stages and four content stages sprawled across a million square feet at Anaheim Convention Center, it simply doesn’t get any bigger for the Blizzard Entertainment pro- duction operation than BlizzCon. In addition, Blizzard’s Global Broadcast team is distributing a whopping 211 unique broadcast streams to 17 outlets in 18 languages. “For us, the live event and the broadcasts are very linked together because so much of the broadcast is from these live stages. Our show is definitely bigger this year,” says Pete Emminger, senior director, Blizzard Entertain- ment. “We’re really lucky in that we have a lot of consistent crew, so this year has actually been the smoothest year so far. Plus, we’ve really had a great year at Blizzard overall, so we’re extremely excited to finally be here at BlizzCon, which is really a celebration for us as much as it is [for the fans].” A Blizzard of Activity: A Dozen Mobile Units Onsite Serving Nine Stages Now in its 14th year, the convention features everything from live esports competitions to Q&A panels and announcements to demos of upcoming game releases to concerts and much more.
    [Show full text]
  • This Season Release Includes FIVE New Cars, TWO New Tracks, V7 Tires for Some Cars, and a Beta-Test Version of the New Damage Model for the Skippy
    This season release includes FIVE new cars, TWO new tracks, V7 Tires for some cars, and a Beta-Test version of the New Damage Model for the Skippy. We have also added FIVE foreign language spotter packages, rendering and audio improvements, and a chassis-load of other enhancements to make iRacing the most realistic simulation on the market. Some highlights include: • Audi RS 3 LMS • NASCAR XFINITY Chevrolet Camaro - 2019 • NASCAR XFINITY Ford Mustang - 2019 • NASCAR XFINITY Toyota Supra • Lucas Oil Off Road Pro 2 Lite (FREE!) • Kia Optima (now FREE!) • Circuit de Barcelona-Catalunya • Fairbury Speedway • Friends List for the iRacing BETA Interface • Consolidated and updated the Block/Blacklist • V7 Tires have been added to a select set of vehicles • Beta-Test version of the New Damage Model for the Skip Barber Formula 2000 • New layered track temperature modeling • HDR Rendering linear format lighting • Lens/Solar Flare effect • A set of new crash sounds • A set of new flagman animations • French Spotter Package • German Spotter Package • Italian Spotter Packages • Portuguese Spotter Package • Spanish Spotter Package • Much more! Full 2019 Season 4 Release details are below. IRACING BETA INTERFACE: iRacing BETA Interface (02.03.42-beta) - The Friends List feature has been added to the iRacing BETA Interface! - - You can view your Friends List by clicking on the small tab at the bottom-right corner of the iRacing BETA Interface. The Friends List is divided into several distinct sections, including: Friends, Requests, and Blocked. - - The Friends section includes all members whom you are Following, and/or with whom you are Friends.
    [Show full text]
  • Quakecon at Home’ Trae Paz, Amor Y Misiles a Larga Distancia
    ‘QuakeCon at Home’ trae paz, amor y misiles a larga distancia La 25a edición de la QuakeCon va a ser la primera que se celebre a distancia, pero eso no nos va a impedir reunirnos para conseguir montones de bajas entre amigos, estrechar lazos a través de los videojuegos y recaudar fondos para hacer algo bueno por el mundo…, como siempre. Este año, a consecuencia de la COVID-19 celebraremos QuakeCon at Home: un evento global totalmente online. Del 7 al 9 de agosto disfrutaremos de tres días de streams en directo desde otras partes del mundo, torneos (¡por supuesto!), colectas solidarias y mucho más. Además, la fiesta LAN (el corazón de la QuakeCon) se celebrará de forma virtual, usando equipos de Twitch para conectar de formas nuevas a los fans a través de los videojuegos. Aquí tienes varios de los platos fuertes de QuakeCon at Home: Superstream global: QuakeCon at Home constará de un fin de semana con un sinfín de contenido en streaming desde todas partes del mundo, comenzando el viernes 7 de agosto a las 18:00 (hora peninsular) con la bienvenida digital a la QuakeCon por parte de Bethesda. Durante el evento habrá una programación de 24 horas constreams especiales de influencers, sorpresas y la participación de los equipos de la comunidad de Bethesda en todo el mundo, transmitiendo desde casa para apoyar a causas benéficas. ¡Estad atentos: durante las próximas semanas os daremos más información, incluyendo la programación completa de los streams! Equipo de Twitch para la QuakeCon: la principal actividad de la QuakeCon es jugar y compartir partidas con los amigos en la fiesta LAN, y, este año, nuestra comunidad global se reunirá y conectará por primera vez a través del equipo de Twitch oficial de QuakeCon at Home.
    [Show full text]
  • Esports Spectatorship in Australia
    Networked Society Institute Esports Spectatorship in Australia Research Paper Esports Spectatorship in Australia Networked Society Institute Research Paper September 2018 Martin Gibbs, Marcus Carter, David Cumming, Robbie Fordyce, and Emma Witkowski Contact Martin Gibbs – [email protected] ISBN 978-0-7340-5327-5 Licence Creative Commons Attribution-ShareAlike – creativecommons.org/licenses/by-sa/4.0/ Cover Image Adobe Stock Image Acknowledgements The authors would like to acknowledge the support for this project provided by the Melbourne School of Engineering, The University of Melbourne. We would also like to thank Naomi Robinson for assistance with the research. We would also like to thank David Saliba and Mia Consalvo for input and suggestions at the begin of the project. We would also like to thank Kate Murray and Adam Lodders and the Networked Society Institute for their support in producing this report. Esports Spectatorship in Australia 2 Networked Society Institute, University of Melbourne Executive summary Esports – the organised, professional and spectated play of competitive digital games – has evolved into a massive global industry in the past decade. Boasting significant market value and broad global audience reach, esports is driven by modern highspeed internet infrastructure and live-streaming platforms like Twitch.tv. However, esports has yet to take hold as an industry in Australia, largely due to geographical isolation from major esports regions compounded by Australia’s traditionally lacklustre network infrastructure. Although the esports industry relies on various revenue streams, sponsorship and advertising deals provide the industry’s main source of funding. Teams, tournaments and esports organisations of various sizes are sponsored by major international companies like Intel, Samsung and Mercedes-Benz.
    [Show full text]