Esports: a Whole Different Ball Game
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Chell Game: Representation, Identification, and Racial Ambiguity in PORTAL and PORTAL 2 2015
Repositorium für die Medienwissenschaft Jennifer deWinter; Carly A. Kocurek Chell Game: Representation, Identification, and Racial Ambiguity in PORTAL and PORTAL 2 2015 https://doi.org/10.25969/mediarep/14996 Veröffentlichungsversion / published version Sammelbandbeitrag / collection article Empfohlene Zitierung / Suggested Citation: deWinter, Jennifer; Kocurek, Carly A.: Chell Game: Representation, Identification, and Racial Ambiguity in PORTAL and PORTAL 2. In: Thomas Hensel, Britta Neitzel, Rolf F. Nohr (Hg.): »The cake is a lie!« Polyperspektivische Betrachtungen des Computerspiels am Beispiel von PORTAL. Münster: LIT 2015, S. 31– 48. DOI: https://doi.org/10.25969/mediarep/14996. Erstmalig hier erschienen / Initial publication here: http://nuetzliche-bilder.de/bilder/wp-content/uploads/2020/10/Hensel_Neitzel_Nohr_Portal_Onlienausgabe.pdf Nutzungsbedingungen: Terms of use: Dieser Text wird unter einer Creative Commons - This document is made available under a creative commons - Namensnennung - Nicht kommerziell - Weitergabe unter Attribution - Non Commercial - Share Alike 3.0/ License. For more gleichen Bedingungen 3.0/ Lizenz zur Verfügung gestellt. Nähere information see: Auskünfte zu dieser Lizenz finden Sie hier: http://creativecommons.org/licenses/by-nc-sa/3.0/ http://creativecommons.org/licenses/by-nc-sa/3.0/ Jennifer deWinter / Carly A. Kocurek Chell Game: Representation, Identification, and Racial Ambiguity in ›Portal‹ and ›Portal 2‹ Chell stands in a corner facing a portal, then takes aim at the adjacent wall with the Aperture Science Handheld Portal Device. Between the two portals, one ringed in blue, one ringed in orange, Chell is revealed, reflected in both. And, so, we, the player, see Chell. She is a young woman with a ponytail, wearing an orange jumpsuit pulled down to her waist and an Aperture Science-branded white tank top. -
Video Games: Changing the Way We Think of Home Entertainment
Rochester Institute of Technology RIT Scholar Works Theses 2005 Video games: Changing the way we think of home entertainment Eri Shulga Follow this and additional works at: https://scholarworks.rit.edu/theses Recommended Citation Shulga, Eri, "Video games: Changing the way we think of home entertainment" (2005). Thesis. Rochester Institute of Technology. Accessed from This Thesis is brought to you for free and open access by RIT Scholar Works. It has been accepted for inclusion in Theses by an authorized administrator of RIT Scholar Works. For more information, please contact [email protected]. Video Games: Changing The Way We Think Of Home Entertainment by Eri Shulga Thesis submitted in partial fulfillment of the requirements for the degree of Master of Science in Information Technology Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Copyright 2005 Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Master of Science in Information Technology Thesis Approval Form Student Name: _ __;E=.;r....;...i S=-h;....;..;u;;;..;..lg;;i..;:a;;...__ _____ Thesis Title: Video Games: Changing the Way We Think of Home Entertainment Thesis Committee Name Signature Date Evelyn Rozanski, Ph.D Evelyn Rozanski /o-/d-os- Chair Prof. Andy Phelps Andrew Phelps Committee Member Anne Haake, Ph.D Anne R. Haake Committee Member Thesis Reproduction Permission Form Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Master of Science in Information Technology Video Games: Changing the Way We Think Of Home Entertainment L Eri Shulga. hereby grant permission to the Wallace Library of the Rochester Institute of Technofogy to reproduce my thesis in whole or in part. -
Full Version
Volume 11, Number 2 Spring 2020 Contents ARTICLES Reexploring the Esports Approach of America’s Three Major Leagues Peter A. Carfagna.................................................. 115 The NCAA’s Agent Certification Program: A Critical and Legal Analysis Marc Edelman & Richard Karcher ..................................... 155 Well-Intentioned but Counterproductive: An Analysis of the NFLPA’s Financial Advisor Registration Program Ross N. Evans ..................................................... 183 A Win Win: College Athletes Get Paid for Their Names, Images, and Likenesses, and Colleges Maintain the Primacy of Academics Jayma Meyer and Andrew Zimbalist ................................... 247 Harvard Journal of Sports & Entertainment Law Student Journals Office, Harvard Law School 1585 Massachusetts Avenue, Suite 3039 Cambridge, MA 02138 (617) 495-3146; [email protected] www.harvardjsel.com U.S. ISSN 2153-1323 The Harvard Journal of Sports & Entertainment Law is published semiannually by Harvard Law School students. Submissions: The Harvard Journal of Sports and Entertainment Law welcomes articles from professors, practitioners, and students of the sports and entertainment industries, as well as other related disciplines. Submissions should not exceed 25,000 words, including footnotes. All manuscripts should be submitted in English with both text and footnotes typed and double-spaced. Footnotes must conform with The Bluebook: A Uniform System of Citation (20th ed.), and authors should be prepared to supply any cited sources upon request. All manu- scripts submitted become the property of the JSEL and will not be returned to the author. The JSEL strongly prefers electronic submissions through the ExpressO online submission system at http://www.law.bepress.com/expresso or the Scholastica online submission system at https://harvard-journal-sports-ent-law.scholasticahq.com. -
Nba 2K League Announces Partnership with Champion Athleticwear Ahead of March 5 Draft
NBA 2K LEAGUE ANNOUNCES PARTNERSHIP WITH CHAMPION ATHLETICWEAR AHEAD OF MARCH 5 DRAFT – Champion Athleticwear Becomes Official Outfitter of NBA 2K League – – 2019 NBA 2K League Draft Set for March 5 at Barclays Center – NEW YORK, Feb. 12, 2019 – Ahead of the 2019 NBA 2K League Draft, which will be held Tuesday, March 5 at Barclays Center in Brooklyn, N.Y., the NBA 2K League announced today a multiyear partnership with Champion Athleticwear to serve as the league’s official outfitter. Champion will provide the NBA 2K League’s 21 teams with game uniforms as well as warmup, travel and practice apparel. In-game avatars will also be outfitted in Champion-branded uniforms. Throughout the season, Champion will provide apparel for marquee events like the NBA 2K League Draft Clash, in-season tournaments and the NBA 2K League Finals. Starting today, fans can purchase NBA 2K League merchandise on Champion.com. “We are thrilled to have an iconic brand like Champion as our official outfitter,” said NBA 2K League Managing Director Brendan Donohue. “Champion’s authentic designs and innovative products make them a great partner for the league, and we can’t wait to see our teams compete in their new uniforms this season.” “The need for esports apparel is quickly evolving and Champion is pleased to be an integral part of this historical opportunity,” said Champion Group President-Global Activewear Jon Ram. “Being the official outfitters for the NBA 2K League is an exciting and pivotal opportunity for Champion to continue our evolution and expansion to outfit teams within the esports and traditional sports communities. -
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 -
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. -
1 Columbus Blue Jackets News Clips August 22 – September 3, 2019
Columbus Blue Jackets News Clips August 22 – September 3, 2019 Columbus Blue Jackets PAGE 02 Columbus Dispatch: Zach Werenski seeking three-year contract at $5 million-plus annually, source says PAGE 03 The Athletic: ‘God gives us only what we can handle’: Blue Jackets pay surprise visit to ailing fan PAGE 06 Columbus Dispatch: Michael Arace | Jarmo Kekalainen's confidence in Blue Jackets prospects not shared by all PAGE 08 Columbus Dispatch: How the Blue Jackets and their Metro opponents fared in the offseason PAGE 11 The Athletic: Analysis: Glass half empty — how the Blue Jackets season could unravel PAGE 14 The Athletic: Analysis: Glass half full — how the Blue Jackets can be better than most expect PAGE 17 ESPN.com: 'Let's have all the people write us off': Blue Jackets GM confident in his team PAGE 21 Columbus Dispatch: Emil Bemstrom to miss prospects tournament with facial injury; should be OK for Blue Jackets camp PAGE 22 The Athletic: Sergei Mozyakin: The Greatest Blue Jacket who never was PAGE 27 Columbus Dispatch: Opportunity knocks for Columbus Blue Jackets' prospects Cleveland Monsters/Prospects NHL/Websites PAGE 29 The Athletic: What would a World Cup of Hockey in 2021 look like? PAGE 33 The Athletic: In a league full of exceptional talents, which special skills make the NHL’s best jealous PAGE 40 The Athletic: DGB Grab Bag: About those unsigned RFAs, in defense of a bad stat and laughing at the 1993 Leafs PAGE 44 The Seattle Times: Seattle NHL team’s name? Uniform colors? Here’s where fans rant, vent and even chat over beers -
Dark Souls™ Series By: BANDAI NAMCO Entertainment Inc
1 Contents Introduction . 3 Character Activations . 22 Overview . 22 Game Contents . 4 Character Movement . 22 Setup . 8 Character Attacks . 22 Initial Setup . 8 Enemy Activations . 24 Setup After the Mini Boss . 9 Overview . 24 Tiles and Nodes . 10 Enemy Movement . 24 The Basics . 10 Enemy Attacks . 25 Node Movement . 10 Boss Encounters . 26 Range . 10 Boss Basics . 26 Node Model Limits . 10 Boss Data Cards . 26 Characters . 11 Behaviour Cards . 27 Character Boards . 11 Boss Arcs . 27 Estus Flask Tokens . 11 Starting a Boss Encounter . 28 Luck Tokens . 11 Ending a Boss Encounter . 28 Equipment . 12 Boss Activations . 29 Equipment Cards . 12 Overview . 29 Upgrade Cards . 12 Boss Attacks . 29 Equipment Modifiers . 12 Boss Movement . 29 Embers . 12 Boss Activation Example . 30 The Bonfire Tile . 13 Post-Game Ritual . 31 Home Base . 13 Blacksmith Andre . 14 The Firekeeper . 15 Resting at the Bonfire . 15 Exploration . 16 Into the Dungeon . 16 The Fog Gate . 16 Campaign Rules . 32 Introduction . 32 Encounter Setup . 17 Encounter Cards . 17 Rules of the Campaign . 33 Terrain . 17 Setup . 33 Trap Tokens . 18 Adding and Dropping Players . 33 Encounter Setup Example . 18 Dashing Through . 33 Sparks . 33 Encounters . 19 Progressing through The Basics . 19 the Campaign . 33 Activating Models . 19 The Bonfire Tile . 33 Ending an Encounter . 19 Campaign Scenarios Combat Basics . 20 Using the Core Set . 34 Target versus Hit . 20 The Endurance Bar . 20 The First Journey . 34 Enemy Data Cards . 20 The Coiled Sword . 36 Pushing . 21 Conditions . 21 Campaign -
Implementation of an Esports Program in Your School
Implementation of an Esports Program in Your School WORKSHOP 37, TUESDAY DECEMBER 17, 2019 JULIAN TACKETT, CAA - COMMISSIONER, KENTUCKY HIGH SCHOOL ATHLETIC ASSOCIATION RYAN BRINGHURST, CAA - ATHLETIC DIRECTOR, LOUISVILLE CENTRAL HIGH SCHOOL The Overall Why? Like most, supply and demand. Students demanded, we needed supply PlayVS offered opportunity to states through network New Offering, No perceived conflicts with others offerings The Overall Why? Some said we don’t need anything else on our plate, but overwhelming thought- We have NEVER needed participation more for kids Initial season - 9 state association (AL, AR, CT, GA, KY, MA, NM, MS, RI along with GISA (GA Independent and TCSAAL (Texas Charter School) January, 2018 NFHS Network signs deal with PlayVS, a startup company from Los Angeles The Overall How? PlayVS offered “allegedly” turnkey solution, managing signups, matches and scheduling Results and Standings Issues Company Issues (same for any third party) The Overall How? Lots of company resources on limiting cheating (no, that doesn’t happen in sports) Don’t worry about semantics (break down barriers like the word sports!) It is not traditional. Accept and embrace! The Overall Which? KNOW THE GAMES! Yes, which game matters. Yes, it is Pay to Play. But Why? SECURITY ISSUES (Learn DDDos attacks, port alteration, etc.) Know the environment in your state (i.e. Security Issues, etc.) The Overall What? The PlayVS model (two seasons), three games Games have issues (battle, shooting, strategy, etc.) View the trailers, -
Comparison of Esports and Traditional Sports Consumption Motives by Donghun Lee, Ball State University and Linda J
Comparison of eSports and Traditional Sports Consumption Motives by Donghun Lee, Ball State University and Linda J. Schoenstedt, and in turn, has boosted eSports consumption. Consequently, Xavier University multimedia outlets cover more eSports games and potential investors have paid more attention to this market segment as Abstract a growing sponsorship opportunity. Global companies such as With recognition of the need for studying eSports in this Samsung and Microsoft have been sponsoring the World Cyber interactive digital communication era, this study explored 14 Games at event and team levels. Corporate sponsors have jumped motivational factors affecting the time spent on eSports gaming. into the online advertising industry because online games have Using a sample of 515 college students and athletic event become a common promotional venue in which brands get repeated attendees, we further compared eSports game patterns to their exposure to an avid target market (Chaney, Lin, & Chaney, 2004). non-eSport or traditional sport involvements (game participation, Electronic sports have, in recent years, become a more popular game attendance, sports viewership, sports readership, sports form of leisure activity for many people. Based on the units sold listenership, Internet usage specific to sports, and purchase of in 2007, sports video games (including auto racing) comprised team merchandise). Multiple regression results indicated that more than 22% of the entire video game industry (Entertainment competition and skill had a statistically significant impact on the Software Association, 2008). This number rose to 44.7% if ‘action’ time spent on eSports games while peer pressure had marginal genre was included. Among the list of the top 20 popular video significance. -
Shopping for Game Mechanics
Shopping for Game Mechanics Tiago Machado, Ivan Bravi, Zhu Wang, Andy Nealen, Julian Togelius New York University {tiago.machado, ivan.bravi, zhu.wang, nealen, julian.togelius}@nyu.edu ABSTRACT Recommender systems are very common nowadays, from shopping websites to social net- works, from map routing systems to entertainment stream services. We use recommender systems as an inspiration to create an AI Game Design Assisted tool which recommends game elements, such as sprites and mechanics, during the development process. Sugges- tions are based on similarities between games and freely inspired by game analysis studies. The tool is based on the Video Game Description Language. Keywords Recommender Systems, AI Game Design Assisted Tool, Game Analysis Studies INTRODUCTION Recommender systems are very common nowadays. Practically every system has its own way to suggest users to be friends with, movies to watch, or something to buy. It is possible to find recommender systems in the game industry as well, although they focus on suggesting games to the user, based on the games she or her friends played before (newgrounds.com 2016). In this work, we describe a recommender system designed to assist developers, by sug- gesting VGDL game mechanics (Ebner et al. 2013). Our methods are inspired by Game Analysis studies, which describe some methods commonly used in games’ pre-production phase. Our system uses the games in the GVG-AI framework game library as its knowledge base (Perez et al. 2015). Every time a user requests suggestions, it provides recommenda- tions by comparing the current game with the games in the library. Two types of sugges- tions are provided based on two search paradigms: the item-based search and the user-based search. -
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.