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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. -
Uila Supported Apps
Uila Supported Applications and Protocols updated Oct 2020 Application/Protocol Name Full Description 01net.com 01net website, a French high-tech news site. 050 plus is a Japanese embedded smartphone application dedicated to 050 plus audio-conferencing. 0zz0.com 0zz0 is an online solution to store, send and share files 10050.net China Railcom group web portal. This protocol plug-in classifies the http traffic to the host 10086.cn. It also 10086.cn classifies the ssl traffic to the Common Name 10086.cn. 104.com Web site dedicated to job research. 1111.com.tw Website dedicated to job research in Taiwan. 114la.com Chinese web portal operated by YLMF Computer Technology Co. Chinese cloud storing system of the 115 website. It is operated by YLMF 115.com Computer Technology Co. 118114.cn Chinese booking and reservation portal. 11st.co.kr Korean shopping website 11st. It is operated by SK Planet Co. 1337x.org Bittorrent tracker search engine 139mail 139mail is a chinese webmail powered by China Mobile. 15min.lt Lithuanian news portal Chinese web portal 163. It is operated by NetEase, a company which 163.com pioneered the development of Internet in China. 17173.com Website distributing Chinese games. 17u.com Chinese online travel booking website. 20 minutes is a free, daily newspaper available in France, Spain and 20minutes Switzerland. This plugin classifies websites. 24h.com.vn Vietnamese news portal 24ora.com Aruban news portal 24sata.hr Croatian news portal 24SevenOffice 24SevenOffice is a web-based Enterprise resource planning (ERP) systems. 24ur.com Slovenian news portal 2ch.net Japanese adult videos web site 2Shared 2shared is an online space for sharing and storage. -
List of Brands
Global Consumer 2019 List of Brands Table of Contents 1. Digital music 2 2. Video-on-Demand 4 3. Video game stores 7 4. Digital video games shops 11 5. Video game streaming services 13 6. Book stores 15 7. eBook shops 19 8. Daily newspapers 22 9. Online newspapers 26 10. Magazines & weekly newspapers 30 11. Online magazines 34 12. Smartphones 38 13. Mobile carriers 39 14. Internet providers 42 15. Cable & satellite TV provider 46 16. Refrigerators 49 17. Washing machines 51 18. TVs 53 19. Speakers 55 20. Headphones 57 21. Laptops 59 22. Tablets 61 23. Desktop PC 63 24. Smart home 65 25. Smart speaker 67 26. Wearables 68 27. Fitness and health apps 70 28. Messenger services 73 29. Social networks 75 30. eCommerce 77 31. Search Engines 81 32. Online hotels & accommodation 82 33. Online flight portals 85 34. Airlines 88 35. Online package holiday portals 91 36. Online car rental provider 94 37. Online car sharing 96 38. Online ride sharing 98 39. Grocery stores 100 40. Banks 104 41. Online payment 108 42. Mobile payment 111 43. Liability insurance 114 44. Online dating services 117 45. Online event ticket provider 119 46. Food & restaurant delivery 122 47. Grocery delivery 125 48. Car Makes 129 Statista GmbH Johannes-Brahms-Platz 1 20355 Hamburg Tel. +49 40 2848 41 0 Fax +49 40 2848 41 999 [email protected] www.statista.com Steuernummer: 48/760/00518 Amtsgericht Köln: HRB 87129 Geschäftsführung: Dr. Friedrich Schwandt, Tim Kröger Commerzbank AG IBAN: DE60 2004 0000 0631 5915 00 BIC: COBADEFFXXX Umsatzsteuer-ID: DE 258551386 1. -
QIU, Yuanbo 420026435 Thesis
The Political Economy of Live Streaming in China: Exploring Stakeholder Interactions and Platform Regulation Yuanbo Qiu A thesis submitted in fulfilment of the requirements for the degree of Doctor of Philosophy Faculty of Arts and Social Sciences The University of Sydney 2021 i Statement of originality This is to certify that to the best of my knowledge, the content of this thesis is my own work. This thesis has not been submitted for any degree or other purposes. I certify that the intellectual content of this thesis is the product of my own work and that all the assistance received in preparing this thesis and sources have been acknowledged. Yuanbo Qiu February 2021 ii Abstract Watching online videos provides a major form of entertainment for internet users today, and in recent years live streaming platforms such as Twitch and Douyu, which allow individual users to live stream their real-time activities, have grown significantly in popularity. Many social media websites, including YouTube and Facebook, have also embedded live streaming services into their sites. However, the problem of harmful content, data misuse, labour exploitation and the burgeoning political and economic power of platform companies is becoming increasingly serious in the context of live streaming. Live streaming platforms have enabled synchronous interactions between streamers and viewers, and these practices are structured by platform companies in pursuit of commercial goals. Arising out of these interactions, we are seeing unpredictable streaming content, high-intensity user engagement and new forms of data ownership that pose challenges to existing regulation policies. Drawing on the frameworks of critical political economy of communication and platform regulation studies by Winseck, Gillespie, Gorwa, Van Dijck, Flew and others, this thesis examines regulation by platform and regulation of platform in a Chinese context. -
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. -
Page 1 of 375 6/16/2021 File:///C:/Users/Rtroche
Page 1 of 375 :: Access Flex Bear High Yield ProFund :: Schedule of Portfolio Investments :: April 30, 2021 (unaudited) Repurchase Agreements(a) (27.5%) Principal Amount Value Repurchase Agreements with various counterparties, 0.00%, dated 4/30/21, due 5/3/21, total to be received $129,000. $ 129,000 $ 129,000 TOTAL REPURCHASE AGREEMENTS (Cost $129,000) 129,000 TOTAL INVESTMENT SECURITIES 129,000 (Cost $129,000) - 27.5% Net other assets (liabilities) - 72.5% 340,579 NET ASSETS - (100.0%) $ 469,579 (a) The ProFund invests in Repurchase Agreements jointly with other funds in the Trust. See "Repurchase Agreements" in the Appendix to view the details of each individual agreement and counterparty as well as a description of the securities subject to repurchase. Futures Contracts Sold Number Value and Unrealized of Expiration Appreciation/ Contracts Date Notional Amount (Depreciation) 5-Year U.S. Treasury Note Futures Contracts 3 7/1/21 $ (371,977) $ 2,973 Centrally Cleared Swap Agreements Credit Default Swap Agreements - Buy Protection (1) Implied Credit Spread at Notional Premiums Unrealized Underlying Payment Fixed Deal Maturity April 30, Amount Paid Appreciation/ Variation Instrument Frequency Pay Rate Date 2021(2) (3) Value (Received) (Depreciation) Margin CDX North America High Yield Index Swap Agreement; Series 36 Daily 5 .00% 6/20/26 2.89% $ 450,000 $ (44,254) $ (38,009) $ (6,245) $ 689 (1) When a credit event occurs as defined under the terms of the swap agreement, the Fund as a buyer of credit protection will either (i) receive from the seller of protection an amount equal to the par value of the defaulted reference entity and deliver the reference entity or (ii) receive a net amount equal to the par value of the defaulted reference entity less its recovery value. -
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. -
Streamwiki: Enabling Viewers of Knowledge Sharing Live Streams to Collaboratively Generate Archival Documentation for Effective In-Stream and Post-Hoc Learning
StreamWiki: Enabling Viewers of Knowledge Sharing Live Streams to Collaboratively Generate Archival Documentation for Effective In-Stream and Post-Hoc Learning ZHICONG LU, Computer Science, University of Toronto, Canada SEONGKOOK HEO, Computer Science, University of Toronto, Canada DANIEL WIGDOR, Computer Science, University of Toronto, Canada Knowledge-sharing live streams are distinct from traditional educational videos, in part due to the large concurrently-viewing audience and the real-time discussions that are possible between viewers and the streamer. Though this medium creates unique opportunities for interactive learning, it also brings about the challenge of creating a useful archive for post-hoc learning. This paper presents the results of interviews with knowledge sharing streamers, their moderators, and viewers to understand current experiences and needs for sharing and learning knowledge through live streaming. Based on those findings, we built StreamWiki, a tool which leverages the availability of live stream viewers to produce useful archives of the interactive learning experience. On StreamWiki, moderators initiate high-level tasks that viewers complete by conducting microtasks, such as writing summaries, sending comments, and voting for informative comments. As a result, a summary document is built in real time. Through the tests of our prototype with streamers and viewers, we found that StreamWiki could help viewers understand the content and the context of the stream, during the stream and also later, for post-hoc learning. CSS Concepts: • Human-centered computing → Collaborative and social computing → Collaborative and social computing systems and tools KEYWORDS Live streaming; knowledge sharing; knowledge building; collaborative documentation; learning ACM Reference format: Zhicong Lu, Seongkook Heo, and Daniel Wigdor. -
February 2021 Disclaimer
FEBRUARY 2021 DISCLAIMER Investors should consider the investment objectives, risk, charges and expenses carefully before investing. For a prospectus or summary prospectus with this and other information about Roundhill ETFs please call 1-877-220-7649 or visit the website at https://www.roundhillinvestments.com/etf. Read the prospectus or summary prospectus carefully before investing. Investing involves risk, including possible loss of principal. Esports gaming companies face intense competition, both domestically and internationally, may have products that face rapid obsolescence, and are heavily dependent on the protection of patent and intellectual property rights. Such factors may adversely affect the profitability and value of video gaming companies. Investments made in small and mid-capitalization companies may be more volatile and less liquid due to limited resources or product lines and more sensitive to economic factors. Fund investments will be concentrated in an industry or group of industries, and the value of Fund shares may risk and fall more than diversified funds. Foreign investing involves social and political instability, market illiquidity, exchange- rate fluctuation, high volatility and limited regulation risks. Emerging markets involve different and greater risks, as they are smaller, less liquid and more volatile than more developed countries. Depository Receipts involve risks similar to those associated investments in foreign securities, but may not provide a return that corresponds precisely with that of the underlying shares. Please see the prospectus for details of these and other risks. Roundhill Financial Inc. serves as the investment advisor. The Funds are distributed by Foreside Fund Services, LLC which is not affiliated with Roundhill Financial Inc., U.S. -
Biggest Moneymaker’ in the $150 Billion Gaming
Gaming is booming in China as the coronavirus means more time at home With the coronavirus still raging on in China and70,548 confirmed cases, and 1,770 deaths it is no wonder that much of China remains in lockdown. As a result, online gaming activity is setting record highs in China as more people spend more time at home. The implication for investors is that Chinese gaming-related companies should be in for a booming quarter when they next report results. While some of this is already priced into gaming stocks, should the coronavirus last longer more gains can be expected. Tencent rallies 10% in the past month as more Chinese stay at home gaming Last month when I wrote: “The Wuhan Coronavirus crisis leads to some investment opportunities” I mentioned that Chinese internet stocks can be possible winners including gaming and social media giant Tencent (OTC: TCEHY). The stock has rallied 10% since then. The longer the coronavirus has a significant impact then I expect the Tencent rally to continue. Game live streaming hours watched up 17% in January VentureBeat just reported that game live streaming was up 17% to nearly 500 million view hours in January 2020. The most popular streaming sites were Amazon’s Twitch (NASDAQ: AMZN), Alphabet Google’s (NASDAQ: GOOGL) (NASDAQ: GOOG) YouTube Gaming, Facebook Gaming (NASDAQ: FB), and Microsoft (NASDAQ: MSFT) Mixer. In China, Tencent backed Douyu and Huya will benefit from increased live streaming. Ironically Douyu’s headquarters is located in Wuhan, the center of the coronavirus epidemic. A game called ‘Plague Inc.’ has become highly popular and is like the real-life coronavirus threat Ironically one of the most popular games in China nowadays is titled “Plague Inc’. -
Investor Deck
ROUNDHILL INVESTMENTS NERD The Esports & Digital Entertainment ETF INVESTOR PRESENTATION JUNE 2021 ROUNDHILL INVESTMENTS Disclaimer Investors should consider the investment objectives, risk, charges and expenses carefully before investing. For a prospectus or summary prospectus with this and other information about the NERD ETF please call 1-877-220-7649 or visit the website at roundhillinvestments.com/etf/nerd. Read the prospectus or summary prospectus carefully before investing. Investing involves risk, including possible loss of principal. Esports gaming companies face intense competition, both domestically and internationally, may have products that face rapid obsolescence, and are heavily dependent on the protection of patent and intellectual property rights. Such factors may adversely affect the profitability and value of video gaming companies. Investments made in small and mid-capitalization companies may be more volatile and less liquid due to limited resources or product lines and more sensitive to economic factors. Fund investments will be concentrated in an industry or group of industries, and the value of Fund shares may risk and fall more than diversified funds. Foreign investing involves social and political instability, market illiquidity, exchangerate fluctuation, high volatility and limited regulation risks. Emerging markets involve different and greater risks, as they are smaller, less liquid and more volatile than more developed countries. Depository Receipts involve risks similar to those associated investments in foreign securities, but may not provide a return that corresponds precisely with that of the underlying shares. Please see the prospectus for details of these and other risks. Roundhill Financial Inc. serves as the investment advisor. The Funds are distributed by Foreside Fund Services, LLC which is not affiliated with Roundhill Financial Inc., U.S.