How Much Esports Should We Watch?
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UC Irvine UC Irvine Electronic Theses and Dissertations Title Acceleration and Information: Managing South Korean Online Gaming Culture Permalink https://escholarship.org/uc/item/2204k0wv Author Rea, Stephen Campbell Publication Date 2015 Peer reviewed|Thesis/dissertation eScholarship.org Powered by the California Digital Library University of California UNIVERSITY OF CALIFORNIA, IRVINE Acceleration and Information: Managing South Korean Online Gaming Culture DISSERTATION submitted in partial satisfaction of the requirements for the degree of DOCTOR OF PHILOSOPHY in Anthropology by Stephen C. Rea Dissertation Committee: Associate Professor Keith M. Murphy, Chair Professor Tom Boellstorff Professor Bill Maurer 2015 © 2015 Stephen C. Rea TABLE OF CONTENTS Page ACKNOWLEDGEMENTS iii CURRICULUM VITAE v ABSTRACT OF THE DISSERTATION vi CHAPTER 1: Playing at the Speed of Life: Korean Online Gaming Culture and the 1 Aesthetic Representations of an Advanced Information Society CHAPTER 2: “Slow to Industrialize, but Let’s Lead in Informatization”: The Korea 31 Information Infrastructure, the IMF, and Online Games CHAPTER 3: Situating Korean Online Gaming Culture Offline 71 CHAPTER 4: Managing the Gap: The Temporal, Spatial, and Social Entailments of 112 Playing Online Games CHAPTER 5: Crafting Stars: e-Sports and the Professionalization of Korean Online 144 Gaming Culture CHAPTER 6: “From Heroes to Monsters”: “Addiction” and Managing Online Gaming 184 Culture CONCLUSION 235 BIBLIOGRAPHY 242 ii ACKNOWLEDGEMENTS This dissertation would not have been -
Esports Yearbook 2017/18
Julia Hiltscher and Tobias M. Scholz eSports Yearbook 2017/18 ESPORTS YEARBOOK Editors: Julia Hiltscher and Tobias M. Scholz Layout: Tobias M. Scholz Cover Photo: Adela Sznajder, ESL Copyright © 2019 by the Authors of the Articles or Pictures. ISBN: to be announced Production and Publishing House: Books on Demand GmbH, Norderstedt. Printed in Germany 2019 www.esportsyearbook.com eSports Yearbook 2017/18 Editors: Julia Hiltscher and Tobias M. Scholz Contributors: Sean Carton, Ruth S. Contreras-Espinosa, Pedro Álvaro Pereira Correia, Joseph Franco, Bruno Duarte Abreu Freitas, Simon Gries, Simone Ho, Matthew Jungsuk Howard, Joost Koot, Samuel Korpimies, Rick M. Menasce, Jana Möglich, René Treur, Geert Verhoeff Content The Road Ahead: 7 Understanding eSports for Planning the Future By Julia Hiltscher and Tobias M. Scholz eSports and the Olympic Movement: 9 A Short Analysis of the IOC Esports Forum By Simon Gries eSports Governance and Its Failures 20 By Joost Koot In Hushed Voices: Censorship and Corporate Power 28 in Professional League of Legends 2010-2017 By Matthew Jungsuk Howard eSports is a Sport, but One-Sided Training 44 Overshadows its Benefits for Body, Mind and Society By Julia Hiltscher The Benefits and Risks of Sponsoring eSports: 49 A Brief Literature Review By Bruno Duarte Abreu Freitas, Ruth S. Contreras-Espinosa and Pedro Álvaro Pereira Correia - 5 - Sponsorships in eSports 58 By Samuel Korpimies Nationalism in a Virtual World: 74 A League of Legends Case Study By Simone Ho Professionalization of eSports Broadcasts 97 The Mediatization of DreamHack Counter-Strike Tournaments By Geert Verhoeff From Zero to Hero, René Treurs eSports Journey. -
Esports Marketer's Training Mode
ESPORTS MARKETER’S TRAINING MODE Understand the landscape Know the big names Find a place for your brand INTRODUCTION The esports scene is a marketer’s dream. Esports is a young industry, giving brands tons of opportunities to carve out a TABLE OF CONTENTS unique position. Esports fans are a tech-savvy demographic: young cord-cutters with lots of disposable income and high brand loyalty. Esports’ skyrocketing popularity means that an investment today can turn seri- 03 28 ous dividends by next month, much less next year. Landscapes Definitions Games Demographics Those strengths, however, are balanced by risk. Esports is a young industry, making it hard to navigate. Esports fans are a tech-savvy demographic: keyed in to the “tricks” brands use to sway them. 09 32 Streamers Conclusion Esports’ skyrocketing popularity is unstable, and a new Fortnite could be right Streamers around the corner. Channels Marketing Opportunities These complications make esports marketing look like a high-risk, high-reward proposition. But it doesn’t have to be. CHARGE is here to help you understand and navigate this young industry. Which games are the safest bets? Should you focus on live 18 Competitions events or streaming? What is casting, even? Competitions Teams Keep reading. Sponsors Marketing Opportunities 2 LANDSCAPE LANDSCAPE: GAMES To begin to understand esports, the tra- game Fortnite and first-person shooter Those gains are impressive, but all signs ditional sports industry is a great place game Call of Duty view themselves very point to the fact that esports will enjoy even to start. The sports industry covers a differently. -
Esport Research.Pdf
Table of content 1. What is Esports? P.3-4 2. General Stats P.5-14 3. Vocabulary P.15-27 4. Ecosystem P.28-47 5. Ranking P.48-55 6. Regions P.56-61 7. Research P.62-64 8. Federation P.65-82 9. Sponsorship P.83-89 Table of content 10. Stream platform P.90 11. Olympic P.91-92 12. Tournament Schedule-2021 P.93-95 13. Hong Kong Esports Group P.96-104 14. Computer Hardware Producer P.105-110 15. Hong Kong Tournament P.111-115 16.Hong Kong Esports and Music Festival P.116 17.THE GAME AWARDS P.117-121 18.Esports Business Summit P.122-124 19.Global Esports Summit P.125-126 1.What is Esports? • Defined by Hong Kong government • E-sports is a short form for “Electronic Sports”, referring to computer games played in a competitive setting structured into leagues, in which players “compete through networked games and related activities” • Defined by The Asian Electronic Sports Federation • Literally, the word “esports” is the combination of Electronic and Sports which means using electronic devices as a platform for competitive activities. It is facilitated by electronic systems, unmanned vehicle, unmanned aerial vehicle, robot, simulation, VR, AR and any other electronic platform or object in which input and output shall be mediated by human or human-computer interfaces. • Players square off on competitive games for medals and/ or prize money in tournaments which draw millions of spectators on-line and on-site. Participants can train their logical thinking, reaction, hand-eye coordination as well as team spirit. -
Masarykova Univerzita Filozofická Fakulta
Masarykova univerzita Filozofická fakulta Ústav hudební vědy Bakalářská diplomová práce 2012 Roman Kusák Masarykova univerzita Filozofická fakulta Ústav hudební vědy Teorie interaktivních médií Roman Kusák Profesionální hraní počítačové hry StarCraft ve světě a u nás Bakalářská diplomová práce Vedoucí práce: Mgr. Jaroslav Švelch 2012 Prohlašuji, že jsem diplomovou práci vypracoval samostatně s využitím uvedených pramenů a literatury. …………………………………………… Podpis autora práce Poděkování: Nejdříve bych rád poděkoval svému vedoucímu práce Mgr. Jaroslavovi Švelchovi za cenné rady a připomínky při psaní práce. Dále děkuji za rozhovory, které mi poskytli členové komunity kolem StarCraftu 2 a v neposlední řadě patří dík i mé rodině za podporu a trpělivost Obsah Úvod ........................................................................................................................ 6 1. Představení počítačové hry StarCraft ............................................................... 11 1.1 StarCraft .......................................................................................................... 12 1.2 Multiplayer ..................................................................................................... 14 2. StarCraft v Jižní Koreji ...................................................................................... 16 2.1 Počátky profesionálního hraní v Koreji ........................................................... 18 2.1.1 První organizace pro profesionální hráče ............................................ 19 -
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.ÏNPJSF -B$PNNVOJDBUJPO FUMF.BSLFUJOH EBOTMFYQBOTJPOEF MF4QPSUFO&VSPQF La Communication et le Marketing dans l’expansion de l’eSport en Europe Mémoire en vue de l’obtention du Master II « Management de l’Information Stratégique » de Sciences Politiques Aix-en-Provence & du Master II « Communication Digitale » de l’ISCPA Lyon Directeur de mémoire Mr P. Couzon Présenté par Date de soutenance Meriguet Matthias Le 09 Septembre 2014 À Lyon 1 Les opinions exprimées dans ce mémoire sont propres à leur auteur et n’engagent ni l’Institut d’Études Politiques d’Aix-en-Provence, ni l’ISCPA de Lyon. 2 REMERCIEMENTS! Nous tenons tout d’abord à remercier notre tuteur de mémoire, Monsieur Philippe Couzon, pour sa patience, sa disponibilité et la qualité de ses conseils. Sa présence, son expérience et ses recommandations ont été pour nous un véritable pilier dans l’accomplissement de notre mémoire. Nous remercions aussi Léa Miriski, Julien « Mozovic » Moser et Étienne « 765 4 » Manéglia pour leur soutien inconditionnel et la patience dont ils ont fait preuve à notre égard durant l’écriture de ce mémoire sur l’eSport. Nous souhaitons aussi remercier l’ensemble des personnes, professionnelles ou non de ce milieu, qui ont su nous faire part de leurs connaissances et ont donc grandement contribué à la réalisation de notre mémoire en nous accordant leur temps précieux lors de nos entretiens. Une pensée toute particulière à notre famille et nos amis pour leurs encouragements et leur soutien. Enfin, nous remercions toutes les personnes qui se sont investis dans notre mémoire, et notamment à la communauté eSportive pour leurs réponses à notre questionnaire quantitatif dont une partie a dû affronter la barrière de la langue pour nous apporter leur aide. -
Download/90/67> [22 May 2015] Hofstee, E
An analysis of its origin and a look at its prospective future growth as enhanced by Information Technology Management tools. Master in Science (M.Scs.) At Coventry University Management of Information Technology September 2014 - September 2015 Supervised by: Stella-Maris Ortim Course code: ECT078 / M99EKM Student ID: 6045397 Handed in: 16 August 2015 DECLARATION OF ORIGINALITY Student surname: OLSEN Student first names: ANDERS, HVAL Student ID No: 6045397 Course: ECT078 – M.Scs. Management of Information Technology Supervisor: Stella-Maris Ortim Second marker: Owen Richards Dissertation Title: The Evaluation of eSports: An analysis of its origin and a look at its prospective future growth as enhanced by Information Technology Management tools. Declaration: I certify that this dissertation is my own work. I have read the University regulations concerning plagiarism. Anders Hval Olsen 15/08/2015 i ABSTRACT As the last years have shown a massive growth within the field of electronic sports (eSports), several questions emerge, such as how much is it growing, and will it continue to grow? This research thesis sees this as its statement of problem, and further aims to define and measure the main factors that caused the growth of eSports. To further enhance the growth, the benefits and disbenefits of implementing Information Technology Management tools is appraised, which additionally gives an understanding of the future of eSports. To accomplish this, the thesis research the existing literature within the project domain, where the literature is evaluated and analysed in terms of the key research questions, and further summarised in a renewed project scope. As for methodology, a pragmatism philosophy with an induction approach is further used to understand the field, and work as the outer layer of the methodology. -
Mobalytics Raises $11.25M Series a to Build World's Best Personal Gaming Assistant
Mobalytics Raises $11.25M Series A to build world’s best personal gaming assistant LOS ANGELES, July 22nd, 2020 -- Mobalytics (mobalytics.gg), personal gaming assistant and analytics platform dedicated to helping video game fans master their favorite titles, announced it has raised $11.25 million Series A led by Almaz Capital and Cabra VC. The other investors participating in the round include HP Tech Ventures, General Catalyst, GGV Capital, RRE Ventures, Axiomatic and T1 Esports. With the influx of capital, Mobalytics will expand into further development of its gaming assistant through better analytics and personalization. They will also continue to fulfill their original goal of expanding their product offerings into new games. The company plans to increase its engineering force, and hire additional product experts in the next six months. Mobalytics won TechCrunch Disrupt in 2016 and then launched their first private beta for League of Legends (LoL). One of the most popular games globally, LoL has more than 115M monthly active players who had an estimated spend of $1.5B in 2019. They have expanded beyond LoL and built resources to assist players in four different game genres: MOBA’s (League of Legends), Auto-battlers (Teamfight Tactics), Trading Card Games (Legends of Runeterra) and First Person Shooters (Valorant). “Our team has spent countless hours building and testing the GPI (Gamer Performance Index), which allows us to analyze a player’s performance by building a robust understanding of their strengths and weaknesses. This means players get better at their favorite games,” said Bogdan Suchyk, founder and co-CEO/Warchief of Product at Mobalytics. -
Are the 2016 Heroes of the Storm® Collegiate Champions
April 11, 2016 Heroes of the Dorm™: The Arizona State University ‘Real Dream Team' Are the 2016 Heroes of the Storm® Collegiate Champions 2015 Heroes of the Dorm runner-up ASU goes undefeated 3-0 against UT-Arlington to win tuition for the rest of their college careers IRVINE, Calif.--(BUSINESS WIRE)-- Thousands of student gamers from hundreds of schools across the U.S. and Canada took part in the second season of Blizzard Entertainment's Heroes of the Dorm™—a no-holds-barred collegiate tournament of epic proportions held in partnership with Tespa and featuring Blizzard's online team brawler, Heroes of the Storm®. This Smart News Release features multimedia. View the full release here: http://www.businesswire.com/news/home/20160411006254/en/ After fighting their way through a formidable pool of challengers, four teams of college students—the ‘Real Dream Team' from Arizona State University, the runner-up from last year's tournament; the University of Connecticut ‘Tricky Turtles'; ‘Dark Blaze' representing the University of Texas, Arlington; and ‘We Volin' from the University of Tennessee—took to the stage at the CenturyLink Event Center in Seattle on a quest to become the 2016 Heroes of the Storm collegiate champions. After defeating UConn in the semifinals, Arizona State continued its unbeaten streak by going 3-0 against UT Arlington. ASU claimed the first two games of the best-of- five series in decisive fashion, but game three quickly turned into a thrilling tug-of- war—and while UT Arlington appeared to rally in the closing moments, ASU ultimately The ASU 'Real Dream Team' went 3-0 to win Heroes of the Dorm. -
Esports Discussion
ESPORTS DISCUSSION A discussion paper into the Esports market & FaZe Clan August 2019 $1.1b MARKET ANALYSIS 2019 total Esports revenues +26.7% year on year $456.7m +34.3% $251.3m +41.8% $189.2m +14.8% $103.7m $95.2m +22.4% -3.05% Sponsorship Media Rights Advertising Merchandise & Gamer Publisher Tickets Fees Excluding revenues from betting, fantasy league, and similar cash-payout concepts, as well as revenues generated within games. New investment coming in from outside the sport is being matched from within. Similar to the 1. POPULAR VICTORIES INCREASED INCREASED “Money-maker” effect that was seen in 2003 in POPULARITY REVENUE 2. LARGE PRIZEPOOLS the world of poker, where poker saw the first- place prize more than quadruple over three years markedly increasing its popularity, Esports (in particular Fortnite) are attempting to do Figure 1: ‘Money-maker’ pathway the same. Figure 2: Fortnite World Cup RECENT ESPORTS INVESTMENTS IS BOOMING Companies and fans investing titles due to strong financial backing, capital investment has gone into ▪ Fortnite managed to raise money into sport, competitions and Manchester City and Paris Saint Esports teams since 2013. Teams over $100m for its star players is nothing new. With Germain are examples of changing are currently competing to establish competition prize pool for expanding social media, media the status-quo as a result of strong themselves as the ‘Dallas Cowboys’ three years 2018-2021. rights and global reach, the number financial backing and interestingly or the ‘New York Yankees’ of of leagues turning over $1b in these two teams are two of the Esports to effectively guarantee ▪ Total prize pool of $113m revenue is ever increasing. -
Dark Matter #2
DarkIssue Two MatterJanuary 2011 SF, Fantasy & Art [email protected] Dark Matter Contents: Issue 2 About Dark Matter 4 News 5 Game of Thrones 5 Dark Matter News 6 Manifest Announces @Con 7 Brickvention: A Lego Fan Convention 7 Renovation WorldCon 8 Iron Sky Press Release 9 Iron Sky Press Release 11 Statement from the ‘London in 2014 Worldcon bid’ 12 Buffy - without Joss??? 13 Walking Dead update 13 501st Legion Announcement 14 Enthiran 14 Geek Pride 15 Machine of Death 16 Red Dwarf update 16 Hello Kitty motorbike exhaust pipe and AK 47! 16 Grave Sight - A New TV Series 17 Madman press release 18 World Fantasy Awards 22 Articles 23 Joe Abercrombie 23 Banksy 28 Interview with Jonathan Cowie 33 Last Chance to See 37 StarCraft 40 Not all news is good news... 44 Feeling Blue... Cosplay in Melbourne 45 Armageddon 50 Star Wars Charity Gala Dinner 54 The Hello Poster Show 57 Letters 59 Reviews 66 Dark Matter review 66 Reviewers Extraordinaire 67 Anime/Animation 69 Xam’D: Lost Memories 69 Ben 10 Ultimate Alien 70 The Lost Thing Collector’s Edition 71 2 issue two Dark Matter Book Reviews 73 The Heroes 73 Surface Detail 75 The Dragon with the Girl Tattoo 77 The Heir of Night 78 The Quantum Thief 80 Artemis Fowl and the Atlantis Complex 82 The Double-Edged Sword 83 Embrace 84 The Japanese Devil Fish Girl 86 The Spirit Thief 87 Dark Matter: A Ghost Story 88 Grave Sight 89 Grave Surprise 90 An Ice Cold Grave 91 Grave Secret 93 The Haunting of James Hastings 95 Wolfsbane and Mistletoe 96 Game Gambit 97 Fahrenheit 97 Dreamfall: The Longest Journey 99 Media Watch 102 Wilfred Season 2 102 Metalocalypse 103 Movie Mayhem 105 Harry Potter and the Deathly Hallows 105 Legend of the Guardians 107 Splice 108 Raging Phoenix 109 Cronos 110 The Eclipse 111 Dead Set 112 Yatterman 114 Club Information 116 501st Legion An Introduction 116 Rebel Legion 121 MSFC 122 Melbourne Browncoats 123 Star Walking 123 january 2011 Dark Matter About Dark Matter Dark Matter is an independent fanzine exploring science fiction, fantasy, art, life, the universe and everything. -
ESPORTS PLAYBOOK for BRANDS 2019 INTRODUCTION “Where Can We Help?”
ESPORTS PLAYBOOK FOR BRANDS 2019 INTRODUCTION “Where can we help?” It’s a question I ask nearly every potential client I talk to in my role. But this particular time, I was asking our Nielsen Esports Advisory Board, a group of industry experts including the likes of game publishers, event operators, broadcasters and media companies, traditional sports organizations, and brands, who have been invaluable to Nielsen’s successful entry into the Nicole Pike esports space. Managing Director Nielsen Esports The resounding answer: figure out how to explain the esports ecosystem to brands in a way only Nielsen can. So here we are. Since we launched our initial report in our Nielsen Esports Playbook series, esports has grown and evolved in so many ways. One in five fans globally just began following esports within the past year. This growth brings rapid change that is hard to keep track of, even if you’re working in the industry every day. For many brands, this is a daunting task – and ultimately, THE INDUSTRY’S a barrier to their esports investment. HEAVY RELIANCE ON And yet, there is proven value to unlock through esports. Esports fans around the world include some of the hardest-to-reach consumers for brands through SPONSORSHIP OFFERS traditional media – they’re young, digital natives who are also cutting cords and blocking ads at rapid rates. Esports allows brands to reach these fans WAYS FOR BRANDS while they’re engaging with their number one entertainment passion point: TO BOTH CREATE video games. AWARENESS AMONG We’ve created the Nielsen Esports Playbook for Brands - not to explain to brands why they should invest in esports, but ensure brands have the FANS AND BUILD information they need to make an informed decision about whether esports RELATIONSHIPS AND is right for them.