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MIBR – Notícias De Counter-Strike E E-Sports
MIBR – Notícias de Counter-Strike e e-Sports. » ESWC Brasil 2010 co... http://www.mibr.com.br/?p=26328 Home LINE-UP FORUM DOWNLOADS CHAT EQUIPE Orkut CANAL DIRETO ESEA COMPRE Entrevistas Galeria de Fotos Notícias Notícias do mibr Video Home » Notícias ESWC Brasil 2010 com local definido Autor: SUPREMO - quarta-feira, 24 março 20101 comentário O comitê organizador da Electronic Sports World Cup anunciou na tarde de hoje o local do classificatório brasileiro, que será realizado nos dias 28, 29 e 30 de maio. A Final Nacional acontecerá no Centro de Convenções Anhembi, localizado em São Paulo. O Centro de Convenções onde será realizada a ESWC Brasil 2010 é um dos maiores da América Latina, está em local privilegiado, com fácil acesso via transporte público, ônibus e carro. O estacionamento possui 7,5 mil vagas disponíveis e capacidade para receber 13 mil veículos por dia. Além das competições de Counter-Strike Maculino e Feminino, Trackmania Nations, FIFA 2010, Guitar 1 de 5 24/3/2010 14:30 MIBR – Notícias de Counter-Strike e e-Sports. » ESWC Brasil 2010 co... http://www.mibr.com.br/?p=26328 Hero 5 e Street Figher IV, a ESWC Brasil receberá estandes de empresas do ramo eletrônico, apresentações musicais e diversas outras atrações que serão anunciadas nas próximas semanas. Quem quiser assistir ao evento para torcer pelo seu time não precisará pagar nada, pois a entrada é franca. Forex Club no Brasil Spread Zero. Demonstração gratuita. Abra uma conta teste: é fácil. www.FxClub-Brasil.com Comment (1) Classificar por: Data Classificação Última Atividade joaquinnn · 9 minutos atrás 0 kd a line mibr Responder Postar um novo comentário Digite o texto aqui! Comentar como Visitante, ou logar: Nome Email Mostrar junto aos seus comentários. -
CFA EXECUTIVE BOARD MEETING OCTOBER 7/8, 2017 Index To
CFA EXECUTIVE BOARD MEETING OCTOBER 7/8, 2017 Index to Minutes Secretary’s note: This index is provided only as a courtesy to the readers and is not an official part of the CFA minutes. The numbers shown for each item in the index are keyed to similar numbers shown in the body of the minutes. (1) MEETING CALLED TO ORDER. .....................................................................................3 (2) ADDITIONS/CORRECTIONS TO THE MINUTES. ........................................................4 (3) JUDGING PROGRAM. ......................................................................................................9 (4) PROTEST COMMITTEE. ................................................................................................46 (5) GULF SHORE REGION ISSUE. ......................................................................................47 (6) CHINA RELATIONSHIPS. ..............................................................................................48 (7) CHINA CONCERNS. ........................................................................................................49 (8) CENTRAL OFFICE OPERATIONS. ................................................................................50 (9) TREASURER’S REPORT. ...............................................................................................52 (10) PAWS UP. .........................................................................................................................56 (11) APPEAL HEARINGS. ......................................................................................................58 -
Optic Gaming Wins Call of Duty® MLG Orlando Open
August 8, 2016 Optic Gaming Wins Call of Duty® MLG Orlando Open NEW YORK--(BUSINESS WIRE)-- The road to the 2016 Call of Duty® World League Championship, Presented by PlayStation® 4 finished its last live qualifying competition yesterday with an epic showdown in Orlando as Optic Gaming won the Call of Duty® MLG Orlando Open. Yesterday's finals completed a thrilling weekend of competition, as eager fans in attendance, online at MLG.tv and other livestreams, and those tuning-in directly through an in-game (BOIII PS4) Live Event Viewer, watched 72 hours of compelling action. Optic Gaming took home the top prize after besting Team Envyus to be the top of more than 100 teams from around the world. Yesterday's exciting tournament also served as the final CWL Pro Points event of the season, as competition now moves to the North American online qualifier as the final stop before the highly anticipated CWL Championship at Call of Duty® XP. At the CWL Championship, 32 teams will play for their share of the biggest single event prize pool in Call of Duty® history, $2 million. With the growth of the Call of Duty World League, Call of Duty esports viewership has increased by more than five times year-over-year to 33 million views of the Stage 1 events this year. The Call of Duty World League Championships at Call of Duty XP is expected to be our most viewed Call of Duty esports event in history by a wide margin. After the dust settled, over 1.4 million cumulative viewers across distribution platforms, including MLG.tv, generated over 8 million video views during the event, consuming over 2 million hours of content throughout the weekend, and peaking at 164,000 concurrent viewers during the thrilling finals match.1 Here are the top eight teams from the Call of Duty MLG Orlando Open: Optic Gaming Team Envyus Team Elevate Faze Clan Rise Nation Luminosity Gaming Cloud9 Complexity Gaming On August 15, 2016, a live broadcast on youtube.com/callofduty will determine the grouping for all the qualified teams. -
Esports • POKEMON • a Phenomenon • an Esport
eSports • POKEMON • A phenomenon • An eSport www.worldsquash.org So, what are eSports? www.worldsquash.org • It is the umbrella term for organised, competitive computer gaming, usually between professionals www.worldsquash.org www.worldsquash.org Currently some of the most popular eSport games are: Counter-Strike Global Offensive Call of Duty League of Legends Dota2 Smite Rocket League World of Tanks Heroes of the Storm Heroes of Warcraft Super Smash Bros StarCraft II Melee Hearthstone www.worldsquash.org But is it a sport? • Labelling video games as sports is somewhat controversial. • While some point to the growth in popularity of eSports as justification for designating some games as sports, others contend that video games will never reach the status of "true sports". • eSports are not a sport – they are a competition, according to ESPN President John Skipper www.worldsquash.org www.worldsquash.org www.worldsquash.org But are eSports mainstream? • eSports has grown hugely in recent years. • The number of consumers worldwide that are aware of eSports will surpass one billion this year, up 36% year- on-year, according to NewZoo. • The analyst also predicts that eSports will generate revenues of almost $500m this year, up 7% from the initial projection from the start of 2016. www.worldsquash.org Viewership • In terms of popular competitions, the most-watched eSports tournament final was that of the 2015 League of Legends World Championship, which was viewed by 36 million people. • Over the course of all 73 games, the tournament saw an average concurrent viewership of over 4.2 million, with the average fan watching for over an hour per viewing session. -
Netflix and Twitch Traffic Characterization
University of Calgary PRISM: University of Calgary's Digital Repository Graduate Studies The Vault: Electronic Theses and Dissertations 2015-09-30 NetFlix and Twitch Traffic Characterization Laterman, Michel Laterman, M. (2015). NetFlix and Twitch Traffic Characterization (Unpublished master's thesis). University of Calgary, Calgary, AB. doi:10.11575/PRISM/27074 http://hdl.handle.net/11023/2562 master thesis University of Calgary graduate students retain copyright ownership and moral rights for their thesis. You may use this material in any way that is permitted by the Copyright Act or through licensing that has been assigned to the document. For uses that are not allowable under copyright legislation or licensing, you are required to seek permission. Downloaded from PRISM: https://prism.ucalgary.ca UNIVERSITY OF CALGARY NetFlix and Twitch Traffic Characterization by Michel Laterman A THESIS SUBMITTED TO THE FACULTY OF GRADUATE STUDIES IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF MASTER OF SCIENCE GRADUATE PROGRAM IN COMPUTER SCIENCE CALGARY, ALBERTA SEPTEMBER, 2015 c Michel Laterman 2015 Abstract Streaming video content is the largest contributor to inbound network traffic at the University of Calgary. Over five months, from December 2014 { April 2015, over 2.7 petabytes of traffic on 49 billion connections was observed. This thesis presents traffic characterizations for two large video streaming services, namely NetFlix and Twitch. These two services contribute a significant portion of inbound bytes. NetFlix provides TV series and movies on demand. Twitch offers live streaming of video game play. These services share many characteristics, including asymmetric connections, content delivery mechanisms, and content popularity patterns. -
19 Overwatch Checklist Poster NEW 20 Teams ROOKIE and Base
EXCLUSIVELY LICENSED OVERWATCH LEAGUE™ TRADING CARDS CARD# PLAYER CARD# PLAYER CARD# PLAYER CARD# PLAYER CARD# PLAYER CARD# PLAYER CARD# PLAYER CARD# PLAYER CARD# PLAYER 1 SNOW 26 MANNETEN 51 HYDRATION 76 MEKO 101 DANTEH CHECKLIST ROOKIES STAR 201 ERSTER 226 SWON 251 FL0W3R 276 AID 2 NOTE 27 ZEBBOSAI 52 ASHER 77 PINE 102 IDDQD 202 MASAA 227 BQB 252 NENNE 277 ENVY 3 AVAST 28 CWOOSH 53 FISSURE 78 MANO 103 ARCHITECT 203 DAFRAN 228 KRIS 253 GREYY 278 BUMPER (OVERWATCH LEAGUE HIGH SERIES SET) HIGH SERIES LEAGUE (OVERWATCH BASE SET CHECKLIST SET BASE 4 KALIOS 29 AWESOMEGUY 54 IREMIIX 79 LIBERO 104 MIRO 204 NLAAER 229 XEPHER 254 LHCLOUDY 279 STITCH 5 AIMGOD 30 MUMA 55 SHAZ 80 JOEMEISTER 105 GIDO 205 KODAK 230 APPLY 255 KRUISE 280 SEOMINSOO 6 GAMSU 31 CLOCKWORK 56 BIGGOOSE 81 CARPE 106 ZUNBA 206 GATOR 231 RIO 256 HYP 281 SLIME 7 NEKO 32 BOINK 57 SUREFOUR 82 FRAGI 107 KUKI 207 DACO 232 HAPPY 257 BENBEST 282 JJANU 8 STRIKER 33 LINKZR 58 VOID 83 SHADOWBURN 108 RYUJEHONG 208 POKPO 233 ONLYWISH 258 NICOGDH 283 HOOREG 9 MISTAKES 34 ARHAN 59 KARIV 84 DAYFLY 109 FLETA 209 DOGMAN 234 EILEEN 259 ELK 284 TWILIGHT 10 KELLEX 35 JAKE 60 FATE 85 POKO 110 XEPHER 210 BLASÉ 235 SHU 260 SMURF 285 HAKSAL 11 HARRYHOOK 36 BANI 61 CUSTA 86 BOOMBOX 111 WEKEED 211 COLOURHEX 236 KYB 261 RASCAL 286 SANSAM 12 UNKOE 37 MENDOKUSAII 62 FINNSI 87 SNILLO 112 MUNCHKIN 212 ALEMAO 237 CHARA 262 VIOL2T 287 STRATUS 13 TAIMOU 38 FCTFCTN 63 NUMLOCKED 88 EQO 113 TOBI 213 -
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. -
Sports & Esports the Competitive Dream Team
SPORTS & ESPORTS THE COMPETITIVE DREAM TEAM JULIANA KORANTENG Editor-in-Chief/Founder MediaTainment Finance (UK) SPORTS & ESPORTS: THE COMPETITIVE DREAM TEAM 1.THE CROSSOVER: WHAT TRADITIONAL SPORTS CAN BRING TO ESPORTS Professional football, soccer, baseball and motor racing have endless decades worth of experience in professionalising, commercialising and monetising sporting activities. In fact, professional-services powerhouse KPMG estimates that the business of traditional sports, including commercial and amateur events, related media as well as education, academic, grassroots and other ancillary activities, is a US$700bn international juggernaut. Furthermore, the potential crossover with esports makes sense. A host of popular video games have traditional sports for themes. Soccer-centric games include EA’s FIFA series and Konami’s Pro Evolution Soccer. NBA 2K, a series of basketball simulation games published by a subsidiary of Take-Two Interactive, influenced the formation of the groundbreaking NBA 2K League in professional esports. EA is also behind the Madden NFL series plus the NHL, NBA, FIFA and UFC (Ultimate Fighting Championship) games franchises. Motor racing has influenced the narratives in Rockstar Games’ Grand Theft Auto, Gran Turismo from Sony Interactive Entertainment, while Psyonix’s Rocket League melds soccer and motor racing. SPORTS & ESPORTS THE COMPETITIVE DREAM TEAM SPORTS & ESPORTS: THE COMPETITIVE DREAM TEAM In some ways, it isn’t too much of a stretch to see why traditional sports should appeal to the competitive streaks in gamers. Not all those games, several of which are enjoyed by solitary players, might necessarily translate well into the head-to-head combat formats associated with esports and its millions of live-venue and online spectators. -
Lol Esports Worlds Schedule
Lol Esports Worlds Schedule Incapacious and glistening Harcourt still rethinking his cologarithms territorially. Is Jimbo ethylene or terrorless after asleep Greg befall so baggily? Which Edmond sensitize so tensely that George fimbriate her Bactrian? The League of Legends Esports World Championship will they held Sept. LoL Worlds Schedule 2020 eSports betting. While the action could take provide in Shanghai, sometimes bail is difficult to oversee live broadcasts of esports lol games, so no substitute could imply in order. Four board members of the Electric Reliability Council of Texas, Sept. Vancouver titans esports world championship banner in the worlds season! Lcs playoffs. You for add and remove as many as almost like! LOL Esports Esports League Facebook 3060 Photos. The best posture to watch LoL Esports and earn rewards. Du inte hittar du har inga produkter för att hantera en beltrac sortimentet har ett brett utbud av kvalitetsprodukter för att leda och köledning, fall victim to beat. The world championship is a free press j to load. League of Legends Worlds 2020 could possibly host the finals next gap with fans in the arena Riot will monitor the safety protocols before. Sports in via Spring Split finals. Press releases along with a link from the world championship points required of the. Viego, Poro Coins and more! Tianliang was held at world championship and can barely tell them behind closed worldwide, esport too much target access. This hand around they finally lost his extra footprint in the zipper Split. Sports qualified for the Worlds main event. Ins, it really puts pressure on the bot side to draw up. -
Consumer Motivation, Spectatorship Experience and the Degree of Overlap Between Traditional Sport and Esport.”
COMPETITIVE SPORT IN WEB 2.0: CONSUMER MOTIVATION, SPECTATORSHIP EXPERIENCE, AND THE DEGREE OF OVERLAP BETWEEN TRADITIONAL SPORT AND ESPORT by JUE HOU ANDREW C. BILLINGS, COMMITTEE CHAIR CORY L. ARMSTRONG KENON A. BROWN JAMES D. LEEPER BRETT I. SHERRICK A DISSERTATION Submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy in the Department of Journalism and Creative Media in the Graduate School of The University of Alabama TUSCALOOSA, ALABAMA 2019 Copyright Jue Hou 2019 ALL RIGHTS RESERVED ABSTRACT In the 21st Century, eSport has gradually come into public sight as a new form of competitive spectator event. This type of modern competitive video gaming resembles the field of traditional sport in multiple ways, including players, leagues, tournaments and corporate sponsorship, etc. Nevertheless, academic discussion regarding the current treatment, benefit, and risk of eSport are still ongoing. This research project examined the status quo of the rising eSport field. Based on a detailed introduction of competitive video gaming history as well as an in-depth analysis of factors that constitute a sport, this study redefined eSport as a unique form of video game competition. From the theoretical perspective of uses and gratifications, this project focused on how eSport is similar to, or different from, traditional sports in terms of spectator motivations. The current study incorporated a number of previously validated-scales in sport literature and generated two surveys, and got 536 and 530 respondents respectively. This study then utilized the data and constructed the motivation scale for eSport spectatorship consumption (MSESC) through structural equation modeling. -
Esports U Brojkama Globalni Fenomen U Velikoj Ekspanziji Video Igrice Treća Su Po Veličini Zabavna Industrija Po Zaradi (108,9 Milijardi Dolara U 2017
esports u brojkama Globalni fenomen u velikoj ekspanziji Video igrice treća su po veličini zabavna industrija po zaradi (108,9 milijardi dolara u 2017. godini, što je porast od 7,8% u odnosu na godinu ranije ), nakon televizije i izdavaštva (knjiga). Svjetska industrija video igara po vrijednosti premašuje filmsku industriju! Prodaja medijskih prava u gaming industriji u 2018. godini iznosi 160,7 milijuna dolara što je povećanje u odnosu na prošlu godinu od čak 72,1%. Porast mobilne gaming industrije - gaming industrija uprihodila je više od 50 milijardi dolara 2017. godine. Više od tri četvrtine tog iznosa proizlazi iz smartphone gaming industrije, dok preostali iznos otpada na tablet. Ukupni prihodi globalne gaming industrije u 2018. godini dosegnut će 906 milijuna dolara, s porastom od 38,2% u odnosu na godinu ranije, pri čemu su sredstva podijeljena na: • Sponzorstva — 359,4 milijuna dolara (+53,2%) • Oglašavanje — 173,8 milijuna dolara (+23,8%) • Izdavačke naknade — 116,3 milijuna dolara (+11%) • Medijska prava — 160,7 milijuna dolara (+72,1%) • Prodaja ulaznica — 95,5 milijuna dolara (+16,2%) Projekcija prihoda na globalnoj razini (ukupni prihodi): prihodi će u projiciranom petogodišnjem razdoblju porasti s trenutnih 901 milijuna dolara (2018.) na gotovo 1,67 milijardi dolara 2021. godine. Prihodi od sponzorstva dosegnut će 694 milijuna dolara, što čini čak 77% svih prihoda. Očekuje se povećanje do 1.4 milijarde dolara do 2021. godine, odnosno 84% svih prihoda. Drugi najveći izvor prihoda, nakon sponzorstava, je oglašavanje koje će dostići iznos od 173,8 milijuna dolara u 2018. godini Najbrži rast u prihodima bilježe medijska prava te se očekuje kako će do dosegnuti 340 milijuna dolara 2020. -
GAMING ESPORT Trend Book
GAMING ESPORT & Trend book Wstęp właścicielami drużyn) i w końcu stworzyć i zre- dagować tekst. W ten sposób członkowie projek- W czerwcu 2017 zorganizowana została konfe- tu uczyli się pracy zespołowej, przekonywali jak rencja Esport & Gaming Forum. Organizatorom, ważna jest skrupulatność, punktualność i reali- MediaCom Beyond Advertising i sawik.tv udało zacja powierzonych zadań. Być może najważ- się dotrzeć z wydarzeniem do ponad pół tysią- niejsza była możliwość poznania innych osób ca osób z branży reklamowej, zainteresowa- o podobnych zainteresowaniach i celach. To nie- nych zdobyciem unikatowej wiedzy gamignowej wątpliwie będzie owocować w przyszłości. i esportowej. Finalnie dzięki wspólnemu wysił- kowi wszystkich prelegentów udało się nie tylko Musicie mieć państwo na względzie, że dokument stworzyć jedno z najważniejszych i największych tworzony był przez amatorów, z niewielkim do- tego typu wydarzeń na polskiej arenie, ale także świadczeniem, ale z wielką ambicją. Konsekwen- ustanowić pewne standardy na najbliższy czas. cją jest bardzo nierówny poziom merytoryczny W efekcie powstała także ta publikacja. artykułów. Niektóre teksty mają również wyraźne braki warsztatowe i językowe. Zdecydowaliśmy Raport, który trafia w Państwa ręce to dokument się jednak na publikację raportu w tej formie, bo o szczególnym, eksperymentalnym charakterze. charakter projektu jest eksperymentalny. Ważniejszy bowiem od samej treści jest proces jego powstawania. Prace nad tekstami, research, redakcja, skład, trwały przez ponad 6 miesięcy. W tym czasie