Event Marketing and PR for Grail Quest
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BLAST Pro Series Brings World-Class Esports Entertainment to Miami
The BLAST trophy comes with a prize of 125,000 dollars for the winner! Mar 20, 2019 12:32 UTC Biggest event of the year: BLAST Pro Series brings world-class esports entertainment to Miami For the first time ever BLAST Pro Series will bring the newest and most spectacular live esports format to US. On 13 April, 6 of the world's best Counter-Strike teams with some of esports' biggest stars will battle it out live on stage in Miami's Watsco Center for a total prize pool of 250,000 dollars. The show has sold out in all arenas so far and tickets fir Miami go live February 20. The BLAST experience Watsco Center will be completely transformed to a state-of-the art digital battleground: From the iconic A-stage with all 6 teams playing live on the same time over the monstrous set-up with multiple jumbo screens, hundreds of moving lights and amazing surround sound to the event itself: It is live entertainment like you’ve never experienced before! Jordi Roig, Executive Producer of BLAST Pro Series comments: - BLAST Pro Series is the best of all live entertainment and sports formats in one. Miami will be our first first ever tournament in North America, and it will probably be the biggest live esports in US of 2019. Last week we opened the ticket sales for our São Paulo tournament and within hours the arena was completely sold out. We see this tendency all over the world, and eventhough BLAST in Miami will be the biggest esports event ever in Florida, we expect a completely packed arena afor the Saturday event. -
Projeto De Comunicação Para a Organização De Desportos Eletrónicos Offset Esports
Projeto de comunicação para a organização de desportos eletrónicos Offset Esports José Miguel de Pinho Bastos Trabalho de projeto submetido como requisito parcial para a obtenção do grau de Mestre em Publicidade e Marketing Trabalho orientado pela Professora Doutora Maria Cristina Luz Lisboa, setembro de 2019 Declaração Declaro ser o autor deste trabalho de projeto, realizado como parte das condições necessárias para a obtenção do grau de Mestre em Publicidade e Marketing. Trata-se de um trabalho original, nunca submetido (no seu todo ou em qualquer das suas partes constituintes) a uma outra instituição de ensino superior para obtenção de grau académico ou qualquer outra habilitação. Ademais, atesto que todas as citações estão devidamente identificadas, tendo consciência de que o plágio levará à anulação do trabalho aqui apresentado. Lisboa, 18 de setembro de 2019 ii Resumo Em Portugal, o crescente interesse do público nos denominados esports, e mais especificamente no Counter-Strike, suscitou um enorme desenvolvimento do cenário competitivo nos últimos anos, o que tem levado as organizações de desportos eletrónicos a desenvolverem esforços na tentativa de evoluir em conformidade. No entanto, apesar da profissionalização das várias entidades a operar neste meio e do aparecimento de novos investidores e patrocinadores, a abordagem da maioria das organizações é ainda, na sua larga maioria, semiprofissional ou mesmo amadora. Semelhante ao que outrora aconteceu com as organizações de desportos tradicionais, um dos aspetos fulcrais neste processo de formalização operacional é a vertente do Marketing e da Comunicação. Este trabalho de projeto tem precisamente como objetivo apresentar uma proposta de plano de comunicação para a organização profissional de desportos eletrónicos portuguesa Offset Esports. -
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 -
ANNEXURE A: Sanction Outcomes Findings As at 28 September 2020
ANNEXURE A: Sanction Outcomes Findings as at 28 September 2020 # Concessions Net ban Total rounds # Coach Sanction Tier Team Enemy Team Tournament Date Map Round Start Round End Match Link Video Link cases applied (%) (months) triggered iGame.com Tricked Europe Minor Closed Qualifier - PGL Major Krakow 2017 19-Jul-2017 Nuke 0 - 0 22 - 25 47 Match Link Video Link 1 Twista 2 Tier 1 12.50% 15.75 iGame.com Spirit Academy Hellcase Cup 6 6-Sep-2017 Nuke 18 - 18 20 - 22 6 Match Link Video Link maquinas Ambush ESEA Season 32 Advanced Playoffs 14-Nov-2019 Mirage 0 - 0 16 - 7 23 Match Link Video Link 2 casle 2 Tier 2 0 10 maquinas North WESG 2019 North Europe Closed Qualifier 27-Nov-2019 Overpass 4 - 9 16 - 19 22 Match Link Video Link Furious Gaming Latingamers La Liga Pro Trust 2019 - Apertura 25-Aug-2019 Mirage 0 - 0 0 - 1 1 Match Link Video Link 3 dinamito 2 Tier 2 0 10 Furious Gaming Sinisters Aorus League 2019 #3 Southern Cone 6-Sep-2019 Inferno 0 - 0 11 - 16 27 Match Link Video Link 4 ArnoZ1K4 1 Tier 2 0 10 Evidence Reapers Dell Gaming Liga Pro Season 1 - #4 APR/19 12-Apr-2019 Train 0 - 0 16 - 10 26 Match Link Video Link Tricked pro100 LOOT.BET Cup 2 - cs_summit 2 Qualifier 13-Dec-2017 Mirage 0 - 0 11 - 7 18 Match Link Video Link Tricked EURONICS United Masters League 21-Nov-2018 Dust2 0 - 0 4 - 2 6 Match Link Video Link Tricked LDLC United Masters League 28-Nov-2018 Mirage 0 - 0 16 - 12 28 Match Link Video Link Tier 1 5 Rejin 7 45% 19.8 Tricked HAVU Kalashnikov CUP 29-Nov-2018 Train 0 - 0 10 - 15 25 Aggravated Match Link Video Link Tricked -
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. -
Esport-Nova Grana Industrije Zabave
Esport-nova grana industrije zabave Anušić, Vedran Master's thesis / Diplomski rad 2020 Degree Grantor / Ustanova koja je dodijelila akademski / stručni stupanj: University of Zagreb, Faculty of Economics and Business / Sveučilište u Zagrebu, Ekonomski fakultet Permanent link / Trajna poveznica: https://urn.nsk.hr/urn:nbn:hr:148:269685 Rights / Prava: Attribution-NonCommercial-ShareAlike 4.0 International Download date / Datum preuzimanja: 2021-09-24 Repository / Repozitorij: REPEFZG - Digital Repository - Faculty of Economcs & Business Zagreb SVEUČILIŠTE U ZAGREBU EKONOMSKI FAKULTET MENADŽERSKA INFORMATIKA ESPORT - NOVA GRANA INDUSTRIJE ZABAVE ESPORTS – NEW PART OF ENTERTAINMENT INDUSTRY Vedran Anušić, 0067456172 Mentor: Prof.dr.sc. Mario Spremić Zagreb, rujan,2020. ______Vedran Anušić________ Ime i prezime studenta/ice IZJAVA O AKADEMSKOJ ČESTITOSTI Izjavljujem i svojim potpisom potvrđujem da je _______________diplomski rad_____________________ (vrsta rada) isključivo rezultat mog vlastitog rada koji se temelji na mojim istraživanjima i oslanja se na objavljenu literaturu, a što pokazuju korištene bilješke i bibliografija. Izjavljujem da nijedan dio rada nije napisan na nedozvoljen način, odnosno da je prepisan iz necitiranog rada, te da nijedan dio rada ne krši bilo čija autorska prava. Izjavljujem, također, da nijedan dio rada nije iskorišten za bilo koji drugi rad u bilo kojoj drugoj visokoškolskoj, znanstvenoj ili obrazovnoj ustanovi. Student/ica: U Zagrebu,_29.09.2020_____ Sažetak i ključne riječi Razvoj industrije video igara je dosegao razinu američke filmske industrije te je postao temelj za razvoj esport industrije. Kako su ljubitelji video igara s vremenom imali potrebnu za kompetitivnim pristupom video igrama nastaje prvo amaterska, a onda i profesionalna esport natjecateljska scena koja 2019.godine prelazi prvu milijardu dolara prihoda. -
The Best Ever? SK Gaming's Coldzera Looks to Claim His Place in CS:GO History
12/1/2017 Counter-Strike Global Offensive star coldzera looks to cement his legacy CS:GO -- coldzera looks to cement legacy 140d - Samuel Delorme Valve must solve two Dota 2 Pro Circuit problems 11h - Alan Bester Lessons from Samsung: Sticking to the script 14h - Emily Rand KSV acquires Samsung Galaxy's League of Legends team 20h - Young Jae Jeon The 2017-2018 League of Legends Roster Shuffle 9d - ESPN Esports A year in review: Lessons from 2017 League of Legends 2d - Kelsey Moser From Overwatch to PUBG: A conversation with the king of games 4d - Young Jae Jeon How the first ever F1 Esports championship was won 5d Trine University builds esports into its plans 7d - Sean Morrison Pulling in Pobelter is Liquid's best move 8d - TheTyler Erzberger best ever? SK Gaming's Seoul Dynasty coach Hocury: 'People are underrcoldzating all theer non-Kaore anlook teams' s to claim his place in 10d - Young Jae Jeon CS:GO history Sources: Zaboutine joins OpTic as head coach 12d - Jacob Wolf Meet the woman behind RunAway 15d Rachel Gu http://www.espn.co.uk/esports/story/_/id/20055264/counter-strike-global-offensive-star-coldzera-looks-cement-legacy 1/13 12/1/2017 Counter-Strike Global Offensive star coldzera looks to cement his legacy CS:GO -- coldzera looks to cement legacy 140d - Samuel Delorme Valve must solve two Dota 2 Pro Circuit problems 11h - Alan Bester Lessons from Samsung: Sticking to the script 14h - Emily Rand SK Gaming swept Cloud9 3-0 to take home the finals victory at ESL One Cologne. -
Allt Om Dreamhack Masters Malmö
Allt om DreamHack Masters Malmö Det har blivit dags för den största internationella arenaturneringen i e-sport som hittills har arrangerats i Sverige – DreamHack Masters Malmö. Spelet är Counter Strike: Global Offensive (CS:GO) och de 16 lag som göra upp om prispotten motsvarande 2 miljoner kronor, tillhör den absoluta världseliten. Här ger vi dig allt du behöver veta om turneringen, lagen, schemat och spelet. Om turneringen Turneringen inleds med gruppspel som kommer spelas mellan den 12 - 14 april. Två lag kvalificerar vidare från varje grupp till slutspelet. Gruppspelen sänds via dreamhack.tv. Lördagen den 16 april klockan 10 öppnas dörrarna till Malmö Arena för den 10 000 människor stora publiken, då två dagars spänning kan väntas enda fram till den rafflande finalen på söndagskvällen. Totalt väntas miljoner människor följa turneringen via dreamhack.tv. Önskar ni pressackreditering, skicka ett mail till [email protected] med ert namn, media ni arbetar för och kontaktuppgifter. För fler bilder: flickr.com/photos/dreamhack Fotografens namn hittar ni i fotolänken. Vanligast är Adela Sznajder eller Sebastian Ekman. Bilder från DreamHack Masters Malmö kommer kontinuerligt att läggas upp. Fotografer på plats: Adela Sznajder och Abraham Engelmark För citat, Kontakta Christian Lord, head of eSports, Dreamhack Tel. +46 70 27 50 558 och mail: [email protected] Om lagen Åtta lag har specialinbjudits till turneringen. Astralis: Danmarks bästa lag och rankad fyra i världen. Astralis väckte uppmärksamhet i dansk press när de erhöll en investering på sju miljoner danska kronor från Sunstone Capital och den danska entreprenören Tommy Ahlers, i samband med bildningen av den nya organisationen 2016. -
Gamesquare Deck V1.3 Optimize
GameSquare Investor Presentation V1.1 Introduction Esports is now a mainstream form of entertainment; famed Fortnite player Ninja, who has had as many as 667,000 live watchers at the same time1, was featured on the cover of ESPN The Magazine in September 2018. For perspective, NBC’s prime broadcast show The Voice had a weekly audience of about 8 MM in November 20182, putting Ninja’s audience at over 8% of this figure. Ninja is successful, earning over $350,000 per month3. Though on a per-viewer basis, this is far less than what shows such as The Voice generate. Gamesquare will improve monetization of Esports viewership to address this gap. Our proposed business model is to make an outright purchase of the streaming rights of Esports players and teams, so that we can monetize them through methods such as product placement, sponsorships, and advertising. Further demonstrating the popularity of Esports, more than 50 US colleges and universities have varsity Esports teams4. Further, Goldman Sachs anticipates the monetization of Esports will go from $655 MM (2017) to just under $3 B (2022)5. 1 https://variety.com/2018/gaming/news/ninja-espn-magazine-cover-1202947409/ 2 https://www.nielsen.com/us/en/top10s.html 3 https://www.forbes.com/sites/insertcoin/2018/03/09/fortnite-goD-ninja-is-making-at-least-350000-a-month- from-twitch-subscriptions/ 4 http://www.espn.com/esports/story/_/id/21152905/college-esports-list-varsity-esports-programs-north-america 5 https://www.goldmansachs.com/insights/pages/infographics/e-sports/report.pDf So, how big is -
Official Rulebook
Intel Extreme Masters Rulebook Foreword This document outlines the rules that should at all times be followed when participating in an Intel Extreme Masters competition. Failure to adhere to these rules may be penalized as outlined. It should be remembered that it is always the administration of the tournament that has the last word, and that decisions that are not specifically supported, or detailed in this rulebook, or even go against this rulebook may be taken in extreme cases, to preserve fair play and sportsmanship. We at ESL hope that you as a participant, spectator, or press will have an enjoyable competition to partake in and we will do our utmost to make it a fair, fun, and exciting competition for everyone involved. Yours sincerely The Intel Extreme Masters Admin Staff Table of Contents 1 Definitions...............................................................................................................................................9 1.1 Range of Validity.............................................................................................................................9 1.2 Participants......................................................................................................................................9 1.3 Time Zone........................................................................................................................................9 1.4 The Season.......................................................................................................................................9 -
An Overview of Esports in Europe
THIS REPORT IS BROUGHT TO YOU BY ESPORTS BAR AN OVERVIEW OF ESPORTS IN EUROPE FEATURING AN IN-DEPTH LOOK AT FOUR OF EUROPE’S MOST VIBRANT ESPORTS ECOSYSTEMS SWEDEN POLAND SPAIN GERMANY DECEMBER 2017 TABLE OF CONTENTS 1. Foreword 3 2. Key Facts About Europe 4 3. European Market Trends 6 4. Local Impact 10 5. Biggest Events 15 6. Using Consumer Insights 18 FOREWORD A NEW PHASE FOR ESPORTS COMMENCES Esports is entering a new phase toward becoming a mature ESPORTS ENTERING A CRUCIAL PHASE TOWARDS MATURITY market. The coming two years will be crucial in how fast it grows into a multi-billion-dollar business. The key determining factors are the success of local leagues and the franchising approach, the implementation of regulations, the arrival of new game formats and competition, the uptake of content rights sales, team profitability, and the impact of industry convergence involving traditional media, entertainment, telecom, and sports companies. Depending on how these factors play out in the coming year or two, esports’ growth could accelerate and reach $2.4 billion in 2020 in an optimistic scenario, almost $1 billion higher than the base scenario of $1.5 billion. Europe has been one of the most important regions in the development of the esports industry. Some of the first organizations that made esports popular, especially in the West, originate from Europe. Most notable is ESL, arguably the world’s largest esports organization, which has its roots in Germany. The company has helped build and shape esports from small community events to record-breaking events, including the Intel Extreme Masters in Katowice and ESL One in Cologne. -
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.