Document De Reference 2015 En
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
E-Spor Innovative Approach to Sport
Cilt: 12 Sayı: 66 Ekim 2019 Volume: 12 Issue: 66 October 2019 www.sosyalarastirmalar.com www.sosyalarastirmalar.com Issn: 1307 - 9581 Issn: 1307 - 9581 Doi Number: http://dx.doi.org/ 10.17719/jisr.2019.3682 SPORA YENİLİKÇİ YAKLAŞIM: E - SPOR INNOVATIVE APPROACH TO SPORT: E - SPORTS Tuğberk EVREN Mehmet KARGÜN ** Adem PALA *** İlkay YAZARER **** Ö z Kendi homojen yapısı içerisinde uzun yıllardır kullanılan fakat kamuoyu için yeni olan e - s por kavramı, kitlelere ulaşımda çok büyük bir ivme yakalamış ve bu duruma paralel olarak da her geçen yıl ekonomik bağlamda işlem hacmini arttırmıştır. Bilgisayar/Ko nsol (Playstation, XBOX vb.)/Mobil araçlar sayesinde bireysel ya da takım şeklinde mücadele edilen bu platform, neredeyse herkese etkileşi m şansı tanıyor. Dünya nın her yerinden insana ulaşılabilmesi ve reklam/PR için büyük olanak sağlaması nedeniyle e - s por a p rofesyonel s por k ulüplerinin ilgisi artmaya başlamaktadır. Pazarın ekonomik tabanını oluşturan sponsorların etkisi ise her geçen yıl firesiz katlanarak artmaktadır. Milenyum çağının getirisi olan bu sporu düzenli izleyen ve takip eden kişi sayısı kürese l çapta 201 milyon, düzensiz izleyip, düzensiz takip edenlerle birlikte bu sayı 2019 yılında toplamda 454 milyon kişiye ulaşmıştır. Ülkemizde ise e - Spor’u takip eden kişi sayısı Gençlik ve Spor Bakanlığı’nın yaptığı çalışmayla ortaya çıkmıştır. 2017 verile rine göre ülkemizde 4.000.000 kişi e - Spor’u takip etmektedir. 2015 yılında e - s porun yıllık getirisi $325.000.000 iken 2020 yılında bu rakımın $1.500.000.000 olması beklenmektedir. 5 yılda 5 kat büyüyen bir ekonomi olan e - Spor kavramı üzerinde yapılan bu ça lışma; e - Spor’un tarihsel gelişimi, sektörün paydaşları hakkında, oyun türleri üzerinde, yerel ve global bağlamda ekonomik bilgi vermeyi amaçlamaktadır. -
Eshark Token
eShark Token White Paper 10 September 2021 @2021 eShark Token. All right reserved List of content 3 Introduction 4 Abstract 5 eShark Token (ESHK) 6 Product Implementation 7 Market Description 8 E-Sport Tournament 9 Team Member 13 Problem 14 Fraudulent Transaction 15 Event Organizer Fraud 16 Solution 18 Product 19 Market Place 20 Voting Right 22 Coral Pools & Sharkie Swap 23 Coral Pools 24 Sharkie Swap 25 RoadMap 27 Tokens Distribution & Funds Allocation 28 Distribution of Tokens 29 Allocation of Funds 30 Disclaimer Introduction Abstract eShark Token is the future of trusted transaction management for Gamers and Investor, built on blockchain technology and smart contracts. We unite gamers, investors, traders and exchangers into a decentralized, open and fair network, to globalize the financial in gaming market. The smart contract technology that underlies the platform will provide an automate and absolutely transparent system for investing. eShark Token purpose is to connect gamers community worldwide through a platform that able to conduct safe and convenient transactions between users, players, companies, e-sports teams, game developers and game publishers. eShark also going to create a democratic ecosystem for gamers using the token as a form of voting rights through blockchain system for Online Tournament Platform, eSports Team, Event Organizer, Game Influencer, eSports Manager, Game Streamer and all related to Game industry. 4 eShark Token (ESHK) ESHK is a BEP20 – standard token that will be distributed as part of the Following the crowd sale, ESHK can be stored in any BEP20 – compliant wallet. Additional functions will be introduced in the future: • ESHK will be stored in ESHK wallet integrated to gaming platform. -
Deconstructing Fame
Deconstructing Fame An Analysis of eSports Brand Value. The Case of Dota 2 Master Thesis (15 cr.) Department of Informatics and Media Media and Communication Studies Ilya Musabirov May 2016 Abstract This work is dedicated to studying pricing and valuation mechanisms of eSports brands in free-to-play game Dota 2. The object of the study are virtual autographs of Dota 2 professional players, which are traded on the market but, at the same time, do not provide buyers with any functional advantage in the game. The principal aim of the study is to reveal factors influencing the value of autographs and understand how the community of players evaluate them. Theoretical framework of current study borrows from economical sociology, in particular, ap- proach of Patrik Aspers who argues that standard and status markets have distinct forms of goods’ evaluation. Special attention in this work is focused on conception of status market on which there is no unified quality scale for evaluation, and all quality judgements are deeply entangled with market actors. Kornberger’s treatment of brands as ‘organising devices’ sup- plements the framework and supports the focus on devices of brands’ value construction. Mixed research strategy, combining qualitative, and quantitative methods is used to make sense of the data extracted from Steam community market and discussion from networking service Reddit. Results show that among the most influential factors explaining the price of autograph there are personal player performance statistics, team tournament performance, and media cover- age of player’s performance. The more detailed analysis of discussions on Reddit illustrates how evaluation devices are performed by the community of players and spectators. -
Cyber Tournaments and Tourism
University of South Bohemia Faculty of Economics Department of Trade and Tourism BACHELOR THESIS Cyber tournaments and tourism Written by: Dmitriy Medvedev Supervisor: prof. JUDr. Ludmila Novacká, Ph.D. České Budějovice 2017 Prohlašuji, že svoji bakalářskou práci jsem vypracoval samostatně pouze s použitím pramenů a literatury uvedených v seznamu citované literatury. Prohlašuji, že v souladu s § 47 zákona č. 111/1998 Sb. v platném znění souhlasím se zveřejněním své bakalářské práce, a to v nezkrácené podobě elektronickou cestou ve veřejně přístupné části databáze STAG provozované Jihočeskou univerzitou v Českých Budějovicích na jejích internetových stránkách, a to se zachováním mého autorského práva k odevzdanému textu této kvalifikační práce. Souhlasím dále s tím, aby toutéž elektronickou cestou byly v souladu s uvedeným ustanovením zákona č. 111/1998 Sb. zveřejněny posudky školitele a oponentů práce i záznam o průběhu a výsledku obhajoby kvalifikační práce. Rovněž souhlasím s porovnáním textu mé kvalifikační práce s databází kvalifikač- ních prací Theses.cz provozovanou Národním registrem vysokoškolských kvalifikačních prací a systémem na odhalování plagiátů. V Českých Budějovicích 15. 4. 2017 …………………………………. Medvedev Dmitriy Acknowledgement First and foremost, I would like to thank my supervisor prof. JUDr. Ludmila Novacká, Ph.D. for her guidance and valuable advice that she offered me. She believed in my idea and gave me a chance to write this bachelor thesis. I would also like to thank Jiřina Juřenová and Švecová Eva, Ing. for the help they provided me. They are people, who greatly supported and encouraged me. I would also like to thank RNDr. Renata Klufová, Ph.D. and Viktor Vojtko, Ing., Ph.D. -
“Análisis Cuantitativo Sobre Los E-Sports”
“ANÁLISIS CUANTITATIVO SOBRE LOS E-SPORTS” Presentado por Álvaro Guijarro Marín ([email protected]). Para optar al Grado de Economía. Por la Universidad de Alicante. Dirigido por Luis Moreno Izquierdo. Resumen Tanto los E-Sports como la Realidad Virtual han sido los segmentos que más crecimiento han experimentado en la industria de los videojuegos. Este acelerado desarrollo de los E-Sports ha dejado dudas acerca de su potencial comunicativo y económico. Por ende, por un lado, esta investigación se centra -a nivel teórico- en explicar el concepto de los E-sports, mostrando su alcance comunicativo, tanto a nivel nacional como mundial. Por otro lado, -a nivel práctico- se realizará un análisis cuantitativo de las principales variables con el objetivo de mostrar una aproximación del impacto económico generado por dichas variables. Además, este análisis se enfocará en la variable “premios”, mediante la obtención de datos procedentes del año 2006 y sucesivos, cuyo objetivo es comprobar la importancia que éstos suponen tanto para el salario de algunos jugadores profesionales como para el crecimiento del sector de los E-Sports. Palabras clave: E-Sports, impacto económico, alncance comunicativo y premios. 2 Abstract Both E-Sports and Virtual Reality have been the segments that have experimented the most growth in the videogame industry. This accelerated development of the E-Sports has left doubts about its communicative and economic potential. Therefore, on the one hand, this research focuses -at the theoretical level- on explaining the concept of E-sports, showing its communicative scope, both nationally and globally. On the other hand, -at the practical level- a quantitative analysis of the main variables will be carried out in order to show an approximation of the economic impact generated by said variables. -
Routledge Handbook of Global Sport E-Sports
This article was downloaded by: 10.3.98.104 On: 26 Sep 2021 Access details: subscription number Publisher: Routledge Informa Ltd Registered in England and Wales Registered Number: 1072954 Registered office: 5 Howick Place, London SW1P 1WG, UK Routledge Handbook of Global Sport John Nauright, Sarah Zipp E-sports Publication details https://www.routledgehandbooks.com/doi/10.4324/9781315714264-36 Jacob Hindin, Matthew Hawzen, Hanhan Xue, Haozhou Pu, Joshua Newman Published online on: 23 Jan 2020 How to cite :- Jacob Hindin, Matthew Hawzen, Hanhan Xue, Haozhou Pu, Joshua Newman. 23 Jan 2020, E-sports from: Routledge Handbook of Global Sport Routledge Accessed on: 26 Sep 2021 https://www.routledgehandbooks.com/doi/10.4324/9781315714264-36 PLEASE SCROLL DOWN FOR DOCUMENT Full terms and conditions of use: https://www.routledgehandbooks.com/legal-notices/terms This Document PDF may be used for research, teaching and private study purposes. Any substantial or systematic reproductions, re-distribution, re-selling, loan or sub-licensing, systematic supply or distribution in any form to anyone is expressly forbidden. The publisher does not give any warranty express or implied or make any representation that the contents will be complete or accurate or up to date. The publisher shall not be liable for an loss, actions, claims, proceedings, demand or costs or damages whatsoever or howsoever caused arising directly or indirectly in connection with or arising out of the use of this material. 35 E-sports Jacob Hindin, Matthew Hawzen, Hanhan Xue, Haozhou Pu and Joshua Newman In recent years, the world has witnessed a phenomenal growth of professional organized video game competitions, known more commonly as ‘e-sports.’1 The letter ‘e’ in e-sports represents ‘electronic,’ which denotes that e-sports is largely dependent on digital and computer-mediated content; ‘sports’ within such nomenclature refers to the gaming form’s organized, immediate, and competitive features. -
Wed 11H45 Evert De Bruyn Esports Integrity and R
IAGR CONFERENCE 2017 eSports : Integrity and Regulatory Challenges The story of Sumail • Sumail “Suma1l” Hassan • Born in Pakistan • Dota 2 player for Evil Geniuses • The International 2015 winners • 3rd highest earning Dota 2 player • 18 years old eSports? You must be joking… • The growth of eSports is unparalleled, fastest growing sport in the world • Revenue of $696 million in 2017, will reach $1 billion by 2020 • Global audience of 385 million, expected to increase to 475 million by 2020 *Newzoo – 2017 Global Esports Market Report eSports is REAL… • Major non-endemic sponsors are becoming involved • Visa, American Express, Audi, Adidas, Coca-Cola, Gillette, Sony, Vodafone etc. • • Sports Teams are investing in MGO’s • Manchester City, AS Roma, Miami Heat, Paris Saint Germain, 76’ers • Investors are queuing up to invest in eSports • Mark Cuban, Alisher Usmanov • Shaquille O’Neal, Alex Rodriguez, Magic Johnson • Sports stadiums are sold out for eSports events • IEM Masters at the Spodek arena in Katowice Poland saw 173 000 fans over 4 days • Tottenham Hotspur currently building a new stadium to include hosting of eSports events Integrity of eSports 1. Cheating to win: • Traditional cheating, but a bit different • Software cheats – External software used to change or modify game mechanics and/or environment • Gives players a competitive advantage - prohibited by the rules and monitored by organizers • Cheat detection software is highly advanced • Being caught cheating results in severe sanctions • Disqualification • Results and prize money forfeited • Up to 5 year bans 2. Online attacks • Denial of service attacks • Tampering with internet connections • Has the affect of disabling an opponent • Difficult to prove • Masking of ISP to prevent attacks 3. -
“WCG 2004 Auditorium” by Peter Kaminski. Licensed Under Creative Commons by 2.0.)
Competitors at the World Cyber Games in San Francisco in October 2004. (“WCG 2004 Auditorium” by Peter Kaminski. Licensed under Creative Commons BY 2.0.) Bryce “Machine” Bates practices at the IGN ProLeague Season 3 tournament in Atlantic City in October 2011. (Photo by the author.) Alex “HDStarcraft” Do and Taylor “PainUser” Parsons commentate at the IGN ProLeague Season 3. (Photo by the author.) Starcraft II at DreamHack 2012 in Sweden. (“dreamhack-100” by Andrew Bell. Licensed under Creative Commons BY 2.0.) Daniel “Artosis” Stemkoski and Nick “Tasteless” Plott commentate at a GSL StarCraft II tournament in South Korea. (Photo by Tara Stemkoski.) Justin.tv founders Justin Kan, Kyle Vogt, Emmett Shear, and Michael Seibel. (“the justin.tv team” by Karen. Licensed under Creative Commons BY 2.0.) Heather “sapphiRe” Garozzo competes at a Counter-Strike tournament. (Photo by HLTV.org.) Players compete side by side at EVO 2009. (“Evo 2009 day 2” by Chris Ainsworth. Licensed under Creative Commons BY 2.0.) SKT Telecom T1 celebrate with the Summoner’s Cup after winning the League of Legends Season 3 World Championship in Los Angeles. Riot cofounders Marc Merrill and Brandon Beck are also on stage. (Photo © AP Images.) The crowd is bathed in lights at the League of Legends All-Star tournament in Paris in May 2014. (Photo © AP Images.) Confetti rains down at the International 2014 in Seattle. (“IMG_7682” by Jakob Wells. Licensed under Creative Commons BY 2.0.) Team Secret compete at ESL One New York in November 2014. (Photo by the author.) Kurtis “Aui_2000” Ling plays with Cloud 9 at the International 2014. -
The Future of Sports 2016 Report
THE FUTURE OF SPORTS “Sports,whichinthepastwereessentialinforgingatribaland thenanationalidentity,arenowforgingaplanetaryidentity.” —MichioKaku Theoreticalphysicist,futuristandauthorofBeyond Einstein “Thefutureain’twhatitusedtobe.” —YogiBerra 56 THE FUTURE OF SPORTS 57 CONTENTS INTRODUCTION LAST YEAR WE ASKED A GROUP OF FUTURISTS to help us 03 Introduction look into the future of the sports industry, and to make bold predictions for the next 25 years. We hoped to start a conversation about the challenges and 04 Slingshot Technologies Overview opportunities that lie ahead. We were surprised and gratified by the intense interest, commentary and debate the report generated from our friends and 05 Editors’ Letter colleagues in the business. We obviously weren’t alone in the desire to start defining the questions that will shape sports in the years to come. 06 The Future of Sports Team We published the first iteration of The Future of Sports and quickly realized 08 Generation Remix that we had more questions than answers. That’s the inspiration for this second edition. 12 Globalized Fandom Technological change is accelerating at an astonishing rate, and in just one 20 Neurocoaching year we’ve seen some great strides that are captured in this publication. It’s increasingly clear that teams and leagues can no longer be reactive to today’s 24 AR/ VR Road Map technology—we have to be at the forefront of developing tomorrow’s. We are positioned to become not just early adopters, but partners and investors 30 Betting/Fantasy Convergence as well. I hope this publication will spark both your interest and creativity in shaping what’s next. 34 The Epic Battle: eSports vs. -
Universidade Federal De São Carlos Centro De Ciências Exatas E De Tecnologia Departamento De Engenharia De Produção
1 UNIVERSIDADE FEDERAL DE SÃO CARLOS CENTRO DE CIÊNCIAS EXATAS E DE TECNOLOGIA DEPARTAMENTO DE ENGENHARIA DE PRODUÇÃO JOGOS ELETRÔNICOS E E-SPORTS: DESENVOLVIMENTO E MERCADO ALLAN MITSUHITO MINAMIHARA MONOGRAFIA EM ENGENHARIA DE PRODUÇÃO 2 UNIVERSIDADE FEDERAL DE SÃO CARLOS CENTRO DE CIÊNCIAS EXATAS E DE TECNOLOGIA Departamento de Engenharia de Produção ALLAN MITSHITO MINAMIHARA Jogos eletrônicos e e-Sports: Desenvolvimento e Mercado Monografia apresentada ao Departamento de Engenharia de Produção da Universidade Federal de São Carlos (UFSCar), Campus São Carlos, como parte dos requisitos para obtenção do título de bacharel em Engenharia de Produção Orientador: Profa. Dra. Alessandra Rachid SÃO CARLOS-SP 2020 3 RESUMO Os e-sports ou esportes eletrônicos são um modo de competição através dos videogames e que têm ganhado popularidade nos últimos tempos. A sua relevância tem atraído a atenção para novos estudos, sendo que o objetivo desta monografia é analisar o crescimento do mercado de jogos eletrônicos e de e-sports, além de uma comparação entre os e-sports e os jogos tradicionais. Além da pesquisa bibliográfica, foi realizado uma análise documental em fontes secundárias, como páginas da internet e publicações especializadas, para levantar dados sobre o crescimento desta atividade. Como resultado, observou-se a relevância econômica dos e- sports, apesar de sua breve existência. Palavras-Chave: e-sports. Jogos. Jogos eletrônicos. Videogames. 4 ABSTRACT The e-sports or electronic sports are a way of competing using videogames that have gained popularity in recent years. Its relevancy has attracted the making of new studies, and in this monograph the objective is to analyze the videogames and e-sports market growth and make a comparison between e-sports and traditional games. -
Aurubis ⋅ Sustainability Report 2015 2 Foreword
149.0 Sustainability Report 2015 Company Profile Aurubis is one of the world’s leading integrated copper groups and the biggest copper recycler in the world, with production facilities in Europe and the US, as well as an extensive service and sales network in Europe, Asia and North America. It has larger production sites in Germany, Belgium and Bulgaria. On September 30, 2015, the Group employed 6,321 people (previous year: 6,359), of whom 56 % worked in the German plants and 44 % worked abroad. Aurubis shares are part of the Prime Standard segment of the Deutsche Börse stock exchange and are also listed in the MDAX and the Global Challenges Index (GCX). o T 01 in accordance with IFRS 2014/15 2013/14 Economy Revenues € million 10,995 11,241 EBT € million 170 58 Operating EBT 1) € million 343 137 Consolidated net income € million 134 44 Operating consolidated net income € million 257 99 Net cash flow € million 365 401 Operating ROCE 1) in % 18.7 8.5 Capital expenditure € million 112 128 of which for environmental protection 2) € million 34.4 51.6 R&D expenses € million 11 10 Environment Total energy usage in TWh 3.793 3.651 CO2 emissions (direct and indirect within the Group) million t 1.9 1.9 in MWh/t copper Specific energy consumption 2) output 1.9 1.9 2) Specific CO2 emissions from fuels t/t copper output 0.20 0.20 2) Specific SO2 emissions in primary copper production kg/t copper output 4.7 5.6 Specific dust emissions 2) g/t copper output 55 52 Metal emissions in bodies of water 2) g/t copper output 1.3 1.8 People Total employees Number 6,321 6,359 Women Number 754 749 Men Number 5,567 5,610 Total apprentices in Germany Number 274 269 Apprenticeship ratio in Germany in % 7.8 7.7 Average period of employment in years 13 16 Labor turnover rate in % 5.9 7.3 4) Injury rate LTIFR LTIFR 3) 6.3 7.8 1) Corporate control parameters. -
Modern Spor Kulüplerinin Espor Faaliyetlerine Ilgi Gösterme Nedenleri Üzerine Bir Araştirma
İnönü Üniversitesi, Beden Eğitimi ve Spor Bilimleri Dergisi (İÜBESBD), 2017, 4(2),34-47 Inonu University, Journal of Physical Education and Sport Sciences (IUJPESS), 2017, 4(2), 34-47 e-ISSN: 2148-6786 MODERN SPOR KULÜPLERİNİN ESPOR FAALİYETLERİNE İLGİ GÖSTERME NEDENLERİ ÜZERİNE BİR ARAŞTIRMA Mertkan ÜÇÜNCÜOĞLU, Veli Ozan ÇAKIR Geliş Tarihi: 01.08.2017 Kabul Tarihi: 07.10.2017 ÖZET Son yıllarda bilinirliği oldukça artan elektronik spor (eSpor) giderek modern sporun bir parçası haline gelmeye başlamıştır. Teknolojinin her geçen gün daha da geliştiği günümüz dünyasında spor kulüpleri bu doğrultuda açılan yeni kapılara kayıtsız kalmamaktadır. 2000’li yılların başından itibaren hızla yol almayı başaran elektronik spor, modern sporun 20. yüzyılda gösterdiği gelişimin bir benzerini daha kısa bir sürede gösterme konusunda büyük bir potansiyele sahip. eSpor’un ekonomisini her geçen yıl önemli bir oranda büyütmesi, spor kulüplerinin son dönemde bu branşa başlayan ilgisinin daha da artmasına neden olacaktır. Henüz akademik anlamda tam olarak beklediği ilgiyi bulamasa da spor ekonomisine yaptığı çok yönlü katkıyla eSpor yakın gelecekte değerini daha da katlayacak gibi görünüyor. Dünya genelinde birçok üniversitede burs programları arasına dahil edilen eSpor hakkında Türkiye'de bilimsel çalışmaların diğer ülkelere göre kısıtlı olduğu göze çarpmaktadır. Yapılan bu çalışma ile her geçen gün gelişmekte olan bu alanla ilgili olarak Türkçe kaynak eksikliğini gidermek ve literatüre katkı sağlamak amaçlanmaktadır. Anahtar Kelimeler: Espor, Spor, Elektronik spor A RESEARCH ON THE REASONS OF MODERN SPORTS CLUBS' INTEREST IN ESPORTS ACTIVITIES ABSTRACT Electronic sports (eSports) has become increasingly part of modern sport in recent years. In today's world where technology is developing more and more every day, sports clubs follow the innovations that have emerged.