Impacts of Live Streaming and Twitch.Tv on the Video Game Industry
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Q4 & Full-Year 2019 Earnings Presentation
Q4 & FULL-YEAR 2019 EARNINGS PRESENTATION 0 3 / 1 0 / 2 0 2 0 SAFE HARBOR Forward-Looking Information This presentation includes forward-looking information and statements within the meaning of the federal securities laws. Except for historical information contained in this release, statements in this release may constitute forward-looking statements regarding assumptions, projections, expectations, targets, intentions or beliefs about future events. Statements containing the words “may”, “could”, “continue”, “would”, “should”, “believe”, “expect”, “anticipate”, “plan”, “goal”, “estimate”, “accelerate”, “target”, “project”, “intend” and similar expressions constitute forward-looking statements. Forward-looking statements involve known and unknown risks and uncertainties, which could cause actual results to differ materially from those contained in any forward-looking statement. Forward-looking statements are based on management’s current belief, as well as assumptions made by, and information currently available to, management. While the Company believes that its expectations are based upon reasonable assumptions, there can be no assurances that its goals and strategy will be realized. Numerous factors, including risks and uncertainties, may affect actual results and may cause results to differ materially from those expressed in forward-looking statements made by the Company or on its behalf. Some of these factors include, but are not limited to, risks related to the substantial uncertainties inherent in the acceptance of existing and future products, the difficulty of commercializing and protecting new technology, the impact of competitive products and pricing, general business and economic conditions, including the impact of coronavirus on consumer demands and manufacturing capabilities, the Company's partnerships with influencers, athletes and esports teams. -
V12.19 Patch Notes|
DECEMBER 2019 REPORTDECEMBER 2019 DR DISRESPECT, STADIA AND MORE AND STADIA DISRESPECT, DR V12.19 PATCH NOTES |BOLD | SPRING/SUMMER PHOTO: PHILADELPHIA FUSION BIG TAKEAWAYS —―———→ PAGE 3 A quick summary of what stood out to us CONTENTS TRENDING —―—————→ PAGE 4 Trends we saw in the past month and the impact we expect them to have BRAND ACTIVATIONS —―———→ PAGE 9 TABLE OF Interesting activations from some nonendemic brands OTHER IMPORTANTS —―——→ PAGE 12 A hodgepodge of information from data to missteps Page 2 BIG TA KEAWAYS Cloud gaming is off to a slow start with Stadia stumbling out of the gate. The battle for streaming talent continues as new platforms vie for top personalities. More startups and venture capitalists are emerging DEC 2019 in hopes of striking esports gold. DEC 2019 The race for the perfect gaming venue is on, from major arenas to local lounges. PHOTO: THE VERGE DEC 2019 DEC 2019 Page 3 TRENDING NO.001 SECTION Page 44 WHAT’S INCLUDED A collection of new and interesting things that caught our attention last month. PHOTO: PHILZILLA DR DISRESPECT WINS SOTY 001 —————―→ PHOTO: G FUEL NO. WHAT HAPPENED WHY IT MATTERS Dr Disrespect won his second Streamer of the Although Doc touts his two-time championship background, the reality is that his success Year award at the recent 2019 Esports Awards in is entirely driven by the persona he and his business partner created. At a time when most Arlington, TX. This adds to his already impressive of the popular streamers were being watched due to their exceptional skills, Guy Beahm resume as the larger-than-life personality has set (his actual name) used his experience as a community manager at Sledgehammer Games record viewer numbers (400K concurrent last to learn what types of content resonated with viewers. -
Digital Assets & License Protections in an Age That Denies Class Actions
Journal of Dispute Resolution Volume 2021 Issue 2 Article 9 2021 Digital Assets & License Protections in an Age that Denies Class Actions and Mandates Arbitration Kevin Carr Follow this and additional works at: https://scholarship.law.missouri.edu/jdr Part of the Dispute Resolution and Arbitration Commons Recommended Citation Kevin Carr, Digital Assets & License Protections in an Age that Denies Class Actions and Mandates Arbitration, 2021 J. Disp. Resol. (2021) Available at: https://scholarship.law.missouri.edu/jdr/vol2021/iss2/9 This Comment is brought to you for free and open access by the Law Journals at University of Missouri School of Law Scholarship Repository. It has been accepted for inclusion in Journal of Dispute Resolution by an authorized editor of University of Missouri School of Law Scholarship Repository. For more information, please contact [email protected]. Carr: Digital Assets & License Protections in an Age that Denies Class Digital Assets & License Protections in an Age that Denies Class Actions and Mandates Arbitration Kevin Carr* I. INTRODUCTION The battle of star system B-R5RB is probably a conflict and place that you have never heard of, even though an estimated £300,000 worth of property damage and loss occurred due to an interstellar battle on July 27, 2014.1 Hundreds of competing rival ships were destroyed, with over 7,600 individuals taking part in one of the single largest property disputes of the 21st century. The conflict lasted approxi- mately 21 hours and had ripple effects across an entire galaxy. If this sounds like fiction, I assure you, it is not. -
Emergent Behavior in Playerunknown's Battlegrounds by Christopher Aguilar, B.A. a Thesis in Mass Communications Submitted to T
Emergent Behavior in PlayerUnknown’s Battlegrounds by Christopher Aguilar, B.A. A Thesis In Mass Communications Submitted to the Graduate Faculty of Texas Tech University in Partial Fulfillment of the Requirements for the Degree of MASTER OF ARTS Approved Bobby Schweizer, Ph.D. Chair of Committee Glenn Cummins, Ph.D. Megan Condis, Ph.D. Mark Sheridan Dean of the Graduate School August, 2019 Copyright 2019, Christopher Aguilar Texas Tech University, Christopher Aguilar, August 2019 ACKNOWLEDGEMENTS I just want to thank everyone that has been an inspiration for me on this journey to get me to this point of my academic success. To Dr. John Velez, who taught the gaming classes during my undergraduate that got me interested in video game research. For helping me choose which game I wanted to write about and giving me ideas of what kinds of research is possible to write. To Dr. Bobby Schweizer, for taking up the reigns for helping me in my thesis and guiding me through this year to reach this pedestal of where I am today with my work. For giving me inspirational reads such as T.L Taylor, ethnography, helping me with my critical thinking and asking questions about research questions I had not even considered. Without your encouragement and setting expectations for me to reach and to exceed, I would not have pushed myself to make each revision even better than the last. I am grateful to Texas Tech’s teachers for caring for their student’s success. My journey in my master’s program has been full of challenges but I am grateful for the opportunity I had. -
Using Trademark Registration and Right of Publicity to Protect Esports Gamers
Catholic University Journal of Law and Technology Volume 29 Issue 1 Fall 2020 Article 7 2020 Pre-Game Strategy for Long-Term Win: Using Trademark Registration and Right of Publicity to Protect Esports Gamers John Bat Catholic University of America (Student) Follow this and additional works at: https://scholarship.law.edu/jlt Part of the Commercial Law Commons, Contracts Commons, Entertainment, Arts, and Sports Law Commons, First Amendment Commons, Intellectual Property Law Commons, Internet Law Commons, Science and Technology Law Commons, and the Torts Commons Recommended Citation John Bat, Pre-Game Strategy for Long-Term Win: Using Trademark Registration and Right of Publicity to Protect Esports Gamers, 29 Cath. U. J. L. & Tech 203 (2020). Available at: https://scholarship.law.edu/jlt/vol29/iss1/7 This Notes is brought to you for free and open access by CUA Law Scholarship Repository. It has been accepted for inclusion in Catholic University Journal of Law and Technology by an authorized editor of CUA Law Scholarship Repository. For more information, please contact [email protected]. PRE-GAME STRATEGY FOR LONG-TERM WIN: USING TRADEMARK REGISTRATION AND RIGHT OF PUBLICITY TO PROTECT ESPORTS GAMERS John C. Bat* The global electronic sports (“esports”) industry is likely to cross the one- billion-dollar threshold in total revenue in 2019, according to a Newzoo market report.1 Video games, once considered a unique, modern way to pass the time for hobbyists and bored teenagers, are no longer defined by the home-user, couch-potato stereotype. In pre-COVID-19 society, video games were responsible for filling entire sports arenas.2 Today, passionate fans purchase tickets to watch elite esports gamers compete to win, whether that be live in person or virtual. -
GIRL GAMER and the POWER of PERSONA: the EXPERIENCE of VIDEO GAME LIVESTREAMERS by NAOMI BRAUN a THESIS PRESENTED to the GRADUAT
GIRL GAMER AND THE POWER OF PERSONA: THE EXPERIENCE OF VIDEO GAME LIVESTREAMERS By NAOMI BRAUN A THESIS PRESENTED TO THE GRADUATE SCHOOL OF THE UNIVERSITY OF FLORIDA IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF MASTER OF ARTS UNIVERSITY OF FLORIDA 2016 © 2016 Naomi Braun ACKNOWLEDGMENTS I would like to thank my parents (all three) for encouraging me and allowing me to make my own choices. I would also like to thank all the teachers who have informed those choices along the years. 3 TABLE OF CONTENTS page ACKNOWLEDGMENTS .................................................................................................. 3 ABSTRACT ..................................................................................................................... 5 CHAPTER 1 INTRODUCTION .................................................................................................. 6 2 BACKGROUND .................................................................................................... 7 3 LITERATURE REVIEW ...................................................................................... 11 4 METHODOLOGY ............................................................................................... 16 5 ANALYSIS .......................................................................................................... 21 Relationship Building .......................................................................................... 21 Teasing and Insults ........................................................................................... -
Top 1000 Searches in Youtube Australia
Top 1000 Searches in YouTube Australia https://www.iconicfreelancer.com/top-1000-youtube-australia/ # Keyword Volume 1 pewdiepie 580000 2 music 368000 3 asmr 350000 4 pewdiepie vs t series 268000 5 james charles 222000 6 old town road 214000 7 lazarbeam 207000 8 david dobrik 202000 9 billie eilish 197000 10 dantdm 194000 11 norris nuts 190000 12 fortnite 179000 13 bts 176000 14 joe rogan 172000 15 ksi 163000 16 wwe 151000 17 jacksepticeye 147000 18 songs 141000 19 baby shark 132000 20 t series 132000 21 markiplier 131000 22 minecraft 126000 23 nightcore 123000 24 sidemen 116000 25 shane dawson 111000 26 lofi 110000 27 ariana grande 110000 28 ssundee 105000 29 logan paul 101000 30 blackpink 101000 31 amv 99000 32 eminem 97000 33 peppa pig 97000 34 jake paul 96000 35 msnbc 96000 36 taylor swift 95000 37 study music 94000 38 senorita 93000 39 mrbeast 91000 40 crime patrol 2019 90000 41 ufc 89000 42 lachlan 89000 43 trump 88000 44 nba 87000 45 game of thrones 85000 46 ed sheeran 84000 47 sis vs bro 84000 48 jeffree star 80000 49 jre 77000 50 morgz 77000 51 mr beast 75000 52 fgteev 74000 53 cnn 74000 54 stephen colbert 74000 55 post malone 73000 56 flamingo 73000 57 gacha life 72000 58 wiggles 70000 59 try not to laugh 70000 60 unspeakable 69000 61 twice 68000 62 bad guy 68000 63 avengers endgame 67000 64 superwog 67000 65 isaac butterfield 67000 66 memes 66000 67 tati 66000 68 documentary 65000 69 rebecca zamolo 64000 70 f1 64000 71 movies 64000 72 dance monkey 64000 73 popularmmos 63000 74 chad wild clay 62000 75 tfue 61000 76 jelly 61000 -
Optimizing the Video Game Live Stream APPROVED
Paycheck.exe: Optimizing the Video Game Live Stream by Alexander Holmes A Thesis Submitted to the Faculty of the WORCESTER POLYTECHNIC INSTITUTE in partial fulfillment of the requirements for the Degree of Master of Science in Interactive Media and Game Development April 24, 2019 APPROVED: Dean O'Donnell, Thesis Advisor Jennifer deWinter, Committee Brian Moriarty, Committee 2 1.0 Abstract Multiple resources currently exist that provide tips, tricks, and hints on gaining greater success, or increasing one’s chances for success, in the field of live video streaming. However, these resources often lack depth, detail, large sample size, or significant research on the topic. The purpose of this thesis is twofold: to aggregate and optimize the very best methods for live content creators to employ as they begin a streaming career, and how best to implement these methodologies for maximum success in the current streaming market. Through analysis of a set of semi-structured interviews, popular literature, and existing, ancillary research, repeating patterns will be identified to be used as the basis for a structured plan that achieves the stated objectives. Further research will serve to reinforce as well as optimize the common methodologies identified within the interview corpus. 3 2.0 Table of Contents 1.0 Abstract 2 2.0 Table of Contents 3 3.0 Introduction 5 3.1 History of the Medium 5 3.2 Current Platforms 12 3.3 Preliminary Platform Analysis 14 3.4 Conclusion 15 3.5 Thesis Statement 15 3.6 Implications of & Further Research 16 4.0 Literature -
Q1 2020 Earnings Presentation
Q1 2020 EARNINGS PRESENTATION May 7, 2020 SAFE HARBOR Forward-Looking Information This presentation includes forward-looking information and statements within the meaning of the federal securities laws. Except for historical information contained in this release, statements in this release may constitute forward-looking statements regarding assumptions, projections, expectations, targets, intentions or beliefs about future events. Statements containing the words “may”, “could”, “continue”, “would”, “should”, “believe”, “expect”, “anticipate”, “plan”, “goal”, “estimate”, “accelerate”, “target”, “project”, “intend” and similar expressions constitute forward-looking statements. Forward-looking statements involve known and unknown risks and uncertainties, which could cause actual results to differ materially from those contained in any forward-looking statement. Forward-looking statements are based on management’s current belief, as well as assumptions made by, and information currently available to, management. While the Company believes that its expectations are based upon reasonable assumptions, there can be no assurances that its goals and strategy will be realized. Numerous factors, including risks and uncertainties, may affect actual results and may cause results to differ materially from those expressed in forward-looking statements made by the Company or on its behalf. Some of these factors include, but are not limited to, risks related to the substantial uncertainties inherent in the acceptance of existing and future products, the difficulty of commercializing and protecting new technology, the impact of competitive products and pricing, general business and economic conditions including the impact of the global coronavirus (COVID-19) pandemic on consumer demands and manufacturing capabilities, risks relating to, and uncertainty caused by or resulting from, the COVID-19 pandemic, the Company's partnerships with influencers, athletes and esports teams. -
A Feminist Autoethnography on Hegemonic Masculinity, Failure, and Subversive Play in League of Legends
A Feminist Autoethnography On Hegemonic Masculinity, Failure, and Subversive Play in League of Legends Kathryn Fedchun Thesis submitted to the University of Ottawa in partial fulfillment of the requirements for the Master’s degree in Sociology with a Specialization in Feminist and Gender Studies Faculty of Social Sciences University of Ottawa © Kathryn Fedchun, Ottawa, Canada, 2020 ii ABSTRACT League of Legends is one of the most popular video games in the world, and yet it is also infamously known as being filled with harassment and failure. Why do I continue to play? In this project, a critical autoethnography is used to illustrate what it is like to play in this male- dominated space as a woman. Using feminist and queer game studies as my theoretical framework, this project investigates three distinct, but interconnected concepts: hegemonic masculinity, weaponized failure, and subversive play. In chapter one, I use Raewyn Connell’s theory of hegemonic masculinity to analyze League of Legends. I argue that gameplay elements such as champion selection, communication, and role-play make it difficult to challenge hegemonic masculinity in League of Legends. However, I do acknowledge that it is possible to challenge through playing the role of support properly – by concentrating on teamwork and sacrifice. In chapter two, I use queer video game studies, including key texts by Bonnie Ruberg and Jesper Juul, to consider failure in League of Legends. While queer failure can be fun in single-player video games, I argue that failure in League of Legends can be used as a weapon to intentionally hurt your teammates. -
Neologisms and Their Use in Gaming Communities
Southern Illinois University Carbondale OpenSIUC Research Papers Graduate School 8-2021 Neologisms and their use in gaming communities Ian Johnston [email protected] Follow this and additional works at: https://opensiuc.lib.siu.edu/gs_rp Master's research paper per requirements of COLA's Accelerated MA in Linguistics Recommended Citation Johnston, Ian. "Neologisms and their use in gaming communities." (Aug 2021). This Article is brought to you for free and open access by the Graduate School at OpenSIUC. It has been accepted for inclusion in Research Papers by an authorized administrator of OpenSIUC. For more information, please contact [email protected]. NEOLOGISMS AND THEIR USE IN GAMING COMMUNITIES by Ian Zachary Johnston B.A., Southern Illinois University, 2020 A Research Paper Submitted in Partial Fulfillment of the Requirements for the Master of Arts Department of Linguistics In the Graduate School Southern Illinois University Carbondale July 2021 Copyright by Ian Johnston, 2021 All Rights Reserved RESEARCH PAPER APPROVAL NEOLOGISMS AND THEIR USE IN GAMING COMMUNITIES by Ian Johnston A Research Paper Submitted in Partial Fulfillment of the Requirements for the degree of Master of Arts in the field of Linguistics Approved by: Shannon McCrocklin Ph.D., Chair Graduate School Southern Illinois University Carbondale June 24, 2021 TABLE OF CONTENTS CHAPTER PAGE LIST OF TABLES .......................................................................................................................... ii LIST OF FIGURES ...................................................................................................................... -
The Principles of Esports Engagement: a Universal Code of Conduct
Journal of Intellectual Property Law Volume 27 Issue 2 Article 3 The Principles of Esports Engagement: A Universal Code of Conduct Yen-Shyang Tseng Horvitz & Levy LLP Follow this and additional works at: https://digitalcommons.law.uga.edu/jipl Part of the Intellectual Property Law Commons Recommended Citation Yen-Shyang Tseng, The Principles of Esports Engagement: A Universal Code of Conduct, 27 J. INTELL. PROP. L. 209 (). Available at: https://digitalcommons.law.uga.edu/jipl/vol27/iss2/3 This Article is brought to you for free and open access by Digital Commons @ Georgia Law. It has been accepted for inclusion in Journal of Intellectual Property Law by an authorized editor of Digital Commons @ Georgia Law. Please share how you have benefited from this access For more information, please contact [email protected]. The Principles of Esports Engagement: A Universal Code of Conduct Cover Page Footnote Appellate attorney at Horvitz & Levy LLP in Burbank, California. Given how quickly esports evolves, new statistics and information might be available by the time of publication. Thanks to Dan Nabel, to the editors of the Journal of Intellectual Property Law, and to all friends of Purple Poring. This article is available in Journal of Intellectual Property Law: https://digitalcommons.law.uga.edu/jipl/vol27/iss2/3 Tseng: The Principles of Esports Engagement: A Universal Code of Conduct THE PRINCIPLES OF ESPORTS ENGAGEMENT: A UNIVERSAL CODE OF CONDUCT? Yen-Shyang Tseng * *Appellate attorney at Horvitz & Levy LLP in Burbank, California. Given how quickly esports evolves, new statistics and information might be available by the time of publication.