E-Sport, Phenomenality and Affect
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Empirical Investigation on Measurement of Game Immersion Using Real World Dissociation Factor
Thesis no: MSCS-2016-13 Empirical Investigation on Measurement of Game Immersion using Real World Dissociation Factor Gadila Swarajya Haritha Reddy Faculty of Computing Blekinge Institute of Technology SE–371 79 Karlskrona, Sweden This thesis is submitted to the Faculty of Computing at Blekinge Institute of Technology in partial fulfillment of the requirements for the degree of Master of Science in Computer Science. The thesis is equivalent to 20 weeks of full time studies. Contact Information: Author(s): Gadila Swarajya Haritha Reddy E-mail: [email protected] University advisor: Prof. Sara Eriksén Department of Creative Technologies Faculty of Computing Internet : www.bth.se Blekinge Institute of Technology Phone : +46 455 38 50 00 SE–371 79 Karlskrona, Sweden Fax : +46 455 38 50 57 Abstract Context. Games involve people to a large extent where they relate them- selves with the game characters; this is commonly known as game immer- sion. Generally, some players play games for enjoyment, some for stress relaxation and so on.Game immersion is usually used to describe the degree of involvement with a game. When people play games, they don’t necessar- ily realize that they have been dissociated with the surrounding world. Real world dissociation (RWD) can be defined as the situation where a player is less aware of the surroundings outside the game than about what is happen- ing in the game itself. The RWD factor has been expected to measure the losing track of time, lack of awareness of surroundings and mental trans- portation. Objectives. In this thesis, we measure and compare the difference in game immersion between experienced and inexperienced players using RWD fac- tor. -
CFA EXECUTIVE BOARD MEETING OCTOBER 7/8, 2017 Index To
CFA EXECUTIVE BOARD MEETING OCTOBER 7/8, 2017 Index to Minutes Secretary’s note: This index is provided only as a courtesy to the readers and is not an official part of the CFA minutes. The numbers shown for each item in the index are keyed to similar numbers shown in the body of the minutes. (1) MEETING CALLED TO ORDER. .....................................................................................3 (2) ADDITIONS/CORRECTIONS TO THE MINUTES. ........................................................4 (3) JUDGING PROGRAM. ......................................................................................................9 (4) PROTEST COMMITTEE. ................................................................................................46 (5) GULF SHORE REGION ISSUE. ......................................................................................47 (6) CHINA RELATIONSHIPS. ..............................................................................................48 (7) CHINA CONCERNS. ........................................................................................................49 (8) CENTRAL OFFICE OPERATIONS. ................................................................................50 (9) TREASURER’S REPORT. ...............................................................................................52 (10) PAWS UP. .........................................................................................................................56 (11) APPEAL HEARINGS. ......................................................................................................58 -
Investigating Psychological Well-Being Levels of Teenagers Interested in Esport Career
RESEARCH ON EDUCATION AND PSYCHOLOGY (REP) Received: January 18, 2019 e-ISSN: 2602-3733 Accepted: February 24, 2019 Copyright © 2019 http://journalrep.com June 2019 3(1) 1-10 Research Article Investigating Psychological Well-Being Levels of Teenagers Interested in Esport Career Memduh Kocadağ ¹ Abstract The purpose of this study is to reveal psychological levels of teenagers who are interested in Esport career. Recently, thanks to technological developments, there has been a growing new industry: Electronic Sports. Nowadays, playing video games might be seem as a career option. Teenagers who are interested in eSport career play video games for a long time in their daily life as much as professional eSport players do. Excessive plays of video games have been known to cause psychological, physiological, and mental problems. Playing video games for a long time in daily life causes social, emotional, and mental problems such as depression, agression, intolerability, lose of control. The research’s study group consists of teenager students in high schools and colleges in Turkey. Web-based questionnaire and psychologocial well-being scale which belongs to Telef had been used to collect data. Using data from a survey of 320 teenagers 15 to 27 years old in Turkey, we tested psychological well-being levels of teenagers with daily playing video game times and teenagers’ desire of having esport career. The results show that daily playing video game times effect psychological well-being levels of teenagers. Additionally, teenagers’ desire of having an Esport career is significant predictor of low psychological well-being level. Key Words Electronic sports Teenagers Psychological well-being Esport career ¹ Correspondence to: Teacher, Manisa Turkey. -
Automatic Generation of Text for Match Recaps Using Esport Caster Commentaries
AUTOMATIC GENERATION OF TEXT FOR MATCH RECAPS USING ESPORT CASTER COMMENTARIES Oluseyi Olarewaju1, Athanasios V. Kokkinakis1, Simon Demediuk2, Justus Roberstson1, Isabelle Nölle1, Sagarika Patra1, Daniel Slawson1, Alan P. Chitayat1, Alistair Coates1, Ben Kirman2, Anders Drachen2, Marian Ursu2, Florian Block2 and Jonathan Hook2 1Weavr, Arena Research Cluster (ARC), University of York, York, UK 2DC Labs, Arena Research Cluster (ARC), University of York, York, UK ABSTRACT Unlike traditional physical sports, Esport games are played using wholly digital platforms. As a consequence, there exists rich data (in-game, audio and video) about the events that take place in matches. These data offer viable linguistic resources for generating comprehensible text descriptions of matches, which could, be used as the basis of novel text-based spectator experiences. We present a study that investigates if users perceive text generated by the NLG system as an accurate recap of highlight moments. We also explore how the text generated supported viewer understanding of highlight moments in two scenarios: i) text as an alternative way to spectate a match, instead of viewing the main broadcast; and ii) text as an additional information resource to be consumed while viewing the main broadcast. Our study provided insights on the implications of the presentation strategies for use of text in recapping highlight moments to Dota 2 spectators. KEYWORDS Esport, Data-Driven Storytelling, Dota 2, Game Analytics, Broadcasting, social viewing, Linguistic Resources, Natural Language Generation. 1. INTRODUCTION Advances in Natural language generation (NLG) and data-to-text tools have found relative success outside esport (e.g. weather forecasting, robojournalism, traditional sport summaries and fantasy football). -
Notes and Sources for Evil Geniuses: the Unmaking of America: a Recent History
Notes and Sources for Evil Geniuses: The Unmaking of America: A Recent History Introduction xiv “If infectious greed is the virus” Kurt Andersen, “City of Schemes,” The New York Times, Oct. 6, 2002. xvi “run of pedal-to-the-medal hypercapitalism” Kurt Andersen, “American Roulette,” New York, December 22, 2006. xx “People of the same trade” Adam Smith, The Wealth of Nations, ed. Andrew Skinner, 1776 (London: Penguin, 1999) Book I, Chapter X. Chapter 1 4 “The discovery of America offered” Alexis de Tocqueville, Democracy In America, trans. Arthur Goldhammer (New York: Library of America, 2012), Book One, Introductory Chapter. 4 “A new science of politics” Tocqueville, Democracy In America, Book One, Introductory Chapter. 4 “The inhabitants of the United States” Tocqueville, Democracy In America, Book One, Chapter XVIII. 5 “there was virtually no economic growth” Robert J Gordon. “Is US economic growth over? Faltering innovation confronts the six headwinds.” Policy Insight No. 63. Centre for Economic Policy Research, September, 2012. --Thomas Piketty, “World Growth from the Antiquity (growth rate per period),” Quandl. 6 each citizen’s share of the economy Richard H. Steckel, “A History of the Standard of Living in the United States,” in EH.net (Economic History Association, 2020). --Andrew McAfee and Erik Brynjolfsson, The Second Machine Age: Work, Progress, and Prosperity in a Time of Brilliant Technologies (New York: W.W. Norton, 2016), p. 98. 6 “Constant revolutionizing of production” Friedrich Engels and Karl Marx, Manifesto of the Communist Party (Moscow: Progress Publishers, 1969), Chapter I. 7 from the early 1840s to 1860 Tomas Nonnenmacher, “History of the U.S. -
Esports U Brojkama Globalni Fenomen U Velikoj Ekspanziji Video Igrice Treća Su Po Veličini Zabavna Industrija Po Zaradi (108,9 Milijardi Dolara U 2017
esports u brojkama Globalni fenomen u velikoj ekspanziji Video igrice treća su po veličini zabavna industrija po zaradi (108,9 milijardi dolara u 2017. godini, što je porast od 7,8% u odnosu na godinu ranije ), nakon televizije i izdavaštva (knjiga). Svjetska industrija video igara po vrijednosti premašuje filmsku industriju! Prodaja medijskih prava u gaming industriji u 2018. godini iznosi 160,7 milijuna dolara što je povećanje u odnosu na prošlu godinu od čak 72,1%. Porast mobilne gaming industrije - gaming industrija uprihodila je više od 50 milijardi dolara 2017. godine. Više od tri četvrtine tog iznosa proizlazi iz smartphone gaming industrije, dok preostali iznos otpada na tablet. Ukupni prihodi globalne gaming industrije u 2018. godini dosegnut će 906 milijuna dolara, s porastom od 38,2% u odnosu na godinu ranije, pri čemu su sredstva podijeljena na: • Sponzorstva — 359,4 milijuna dolara (+53,2%) • Oglašavanje — 173,8 milijuna dolara (+23,8%) • Izdavačke naknade — 116,3 milijuna dolara (+11%) • Medijska prava — 160,7 milijuna dolara (+72,1%) • Prodaja ulaznica — 95,5 milijuna dolara (+16,2%) Projekcija prihoda na globalnoj razini (ukupni prihodi): prihodi će u projiciranom petogodišnjem razdoblju porasti s trenutnih 901 milijuna dolara (2018.) na gotovo 1,67 milijardi dolara 2021. godine. Prihodi od sponzorstva dosegnut će 694 milijuna dolara, što čini čak 77% svih prihoda. Očekuje se povećanje do 1.4 milijarde dolara do 2021. godine, odnosno 84% svih prihoda. Drugi najveći izvor prihoda, nakon sponzorstava, je oglašavanje koje će dostići iznos od 173,8 milijuna dolara u 2018. godini Najbrži rast u prihodima bilježe medijska prava te se očekuje kako će do dosegnuti 340 milijuna dolara 2020. -
Esports Report, the Market Has Although in 2020 the Global Esports Audience Was Esports Enthusiasts Are Continued to Go from Strength to Strength
ESPORTS DISCUSSION An update on the esports market July 2021 INTRODUCTION Esports Update • This report will give an update on the esports Finally, the report will extend the analysis to The esports market is market from our previous report in 2019. 2020 recent developments with esports organisations expected to reach $1.5bn was an unprecedented year, in which most and what makes them attractive to investors. Like by 2023 (Newzoo) industries were affected in some way as a result of most industries, the dominant players are seeing COVID-19. new entrants that threaten their position. • The Asia Pacific region Focusing on the success in professional esports is The esports industry saw several developments not enough to guarantee financial success. represents more than during 2020. As lockdowns were implemented Successful teams will need to find the right balance 50% of the esports and around the world, most forms of in-person between being both an esports company and gaming audience (Juniper entertainment were cancelled overnight. The entertainment company. To find the right balance research) esports industry had a unique advantage over and to manage multiple revenue streams and traditional sports, and there was an evident cross- monetise their audiences, esports organisations over between the two sectors. will become better organised and adopt a more • Latin America may also professional approach to managing their become a key region for The report will also give an overview of the businesses. growth. It is projected to different investors that are involved in the esports produce over 130 million ecosystem and the reasoning for investing. -
Sonja Kareranta Thesis.Pdf (1.892Mb)
Enriching the Experience: Content Analysis on the Twitter Usage of Professional Esports Athletes Sonja Kareranta MA Thesis English, Language Specialist School of Languages and Translation Studies Faculty of Humanities University of Turku May 2021 Turun yliopiston laatujärjestelmän mukaisesti tämän julkaisun alkuperäisyys on tarkastettu TurnitIn OriginaIityCheck -järjestelmällä. The originality of this thesis has been checked in accordance with the University of Turku quality assurance system using the Turnitin OriginalityCheck service. UNIVERSITY OF TURKU School of Languages and Translation Studies / Faculty of Humanities KARERANTA, SONJA: Enriching the Experience: Content Analysis on the Twitter Usage of Professional Esports Athletes MA Thesis, 93 p., 59 app. English, Language Specialist May 2021 ---------------------------------------------------------------------------------------------------------- The thesis studied the Twitter usage of 50 professional esports athletes by means of a content analysis of the 19-21 tweets on the athletes' Twitter frontpages, 1014 tweets in total. The athletes’ tweets were categorised into a primary category as well as a secondary and tertiary category, when applicable. The research questions were: 1. How do the most followed esports athletes employ Twitter in terms of the main properties in their tweets? 2. In addition to the main property, what additional features do the athletes’ tweets contain? 3. What are the differences and similarities in the emphases of the athletes’ tweets’ main properties and additional features, when examined by game of the athlete? The results showed that the category that the tweets were annotated most frequently into in the primary categorisation was INFORMATION SHARING, indicating that the athletes’ tweets’ main property was most often to share information on topics related to esports. -
Applications of Machine Learning in Dota 2: Literature Review and Practical Knowledge Sharing
Applications of Machine Learning in Dota 2: Literature Review and Practical Knowledge Sharing Aleksandr Semenov1, Peter Romov2;3, Kirill Neklyudov2;3, Daniil Yashkov2;3, and Daniil Kireev4 1 International Laboratory for Applied Network Research, National Research University Higher School of Economics, Moscow, Russia 2 Yandex Data Factory, Moscow, Russia 3 Moscow Institute of Physics and Technology, Moscow, Russia 4 Moscow State University, Moscow, Russia [email protected], [email protected], [email protected], [email protected], [email protected] Abstract. We present the review of recent applications of Machine Learning in Dota 2. It includes prediction of the winning team from the drafting stage of the game, calculating optimal jungling paths, pre- dict the result of teamfights, recommendataion engine for the draft, and detection of in-game roles with emphasis on win prediction from team composition data. Besides that we discuss our own experience with mak- ing Dota 2 Machine Learning hachathon and Kaggle competitions. Keywords: Dota 2, MOBA, eSports, Machine Learning 1 Introduction to Dota 2 game rules and mechanics DotA 2 is an online multiplayer video game and its first part, DotA (after \De- fense of the Ancients") created a new genre, called Multiplayer Online Battle Arena (MOBA). It is played by two teams, called Radiant and Dire which con- sist of five players each. The main goal of the game is to destroy other team's \Ancient", located at the opposite corners of the map. Each of the players choose one hero to play with from a pool of 113 heroes in the drafting stage of the game (sometimes called 'picks'). -
BMW Esports Boost Press Release
BMW Corporate Communications Media Information BMW Esports 28th June 2021 Live from BMW Welt: The Esports industry assembles virtually at BMW Esports Boost – Premiere for “The Rival Rig” from RIVALWORKS. Best practices, digital trends and an innovative format: Top international speakers provide new stimulus and exclusive insights into such fields as Esports and gaming culture, advertising opportunities, and future trends. BMW presents the first product from the RIVALWORKS virtual technology factory – the visionary “The Rival Rig”. Holger Hampf, President of Designworks: “It’s a once in a lifetime opportunity for a designer to work on a project like this as we were able to play to extremes in terms of technology”. Munich. BMW Welt was the epicentre of the Esports industry on Monday, as it hosted the first BMW Esports Boost. In a series of talks and panel discussions, the many participants from around the world were given exclusive insights into the world of Esports. Some of the industry’s most important protagonists – from industry experts and publishers to the CEOs of prestigious Esports organisations – also looked at some of the most exciting future trends. Highlights included the world premiere of “The Rival Rig”. This visionary Esports hardware is the first product from the RIVALWORKS virtual technology factory. “Today, the eyes of the Esports community were on BMW Welt and our Esports Boost festival,” said Stefan Ponikva, Vice President Brand Experience BMW. “A big thank you goes to all our speakers, who provided a vast array of insights and inspirations in their talks and panel discussions – and, of course, to our cooperation partner Seven.One Sports. -
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. -
Esports Spectatorship in Australia
Networked Society Institute Esports Spectatorship in Australia Research Paper Esports Spectatorship in Australia Networked Society Institute Research Paper September 2018 Martin Gibbs, Marcus Carter, David Cumming, Robbie Fordyce, and Emma Witkowski Contact Martin Gibbs – [email protected] ISBN 978-0-7340-5327-5 Licence Creative Commons Attribution-ShareAlike – creativecommons.org/licenses/by-sa/4.0/ Cover Image Adobe Stock Image Acknowledgements The authors would like to acknowledge the support for this project provided by the Melbourne School of Engineering, The University of Melbourne. We would also like to thank Naomi Robinson for assistance with the research. We would also like to thank David Saliba and Mia Consalvo for input and suggestions at the begin of the project. We would also like to thank Kate Murray and Adam Lodders and the Networked Society Institute for their support in producing this report. Esports Spectatorship in Australia 2 Networked Society Institute, University of Melbourne Executive summary Esports – the organised, professional and spectated play of competitive digital games – has evolved into a massive global industry in the past decade. Boasting significant market value and broad global audience reach, esports is driven by modern highspeed internet infrastructure and live-streaming platforms like Twitch.tv. However, esports has yet to take hold as an industry in Australia, largely due to geographical isolation from major esports regions compounded by Australia’s traditionally lacklustre network infrastructure. Although the esports industry relies on various revenue streams, sponsorship and advertising deals provide the industry’s main source of funding. Teams, tournaments and esports organisations of various sizes are sponsored by major international companies like Intel, Samsung and Mercedes-Benz.