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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. -
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 • POKEMON • a Phenomenon • an Esport
eSports • POKEMON • A phenomenon • An eSport www.worldsquash.org So, what are eSports? www.worldsquash.org • It is the umbrella term for organised, competitive computer gaming, usually between professionals www.worldsquash.org www.worldsquash.org Currently some of the most popular eSport games are: Counter-Strike Global Offensive Call of Duty League of Legends Dota2 Smite Rocket League World of Tanks Heroes of the Storm Heroes of Warcraft Super Smash Bros StarCraft II Melee Hearthstone www.worldsquash.org But is it a sport? • Labelling video games as sports is somewhat controversial. • While some point to the growth in popularity of eSports as justification for designating some games as sports, others contend that video games will never reach the status of "true sports". • eSports are not a sport – they are a competition, according to ESPN President John Skipper www.worldsquash.org www.worldsquash.org www.worldsquash.org But are eSports mainstream? • eSports has grown hugely in recent years. • The number of consumers worldwide that are aware of eSports will surpass one billion this year, up 36% year- on-year, according to NewZoo. • The analyst also predicts that eSports will generate revenues of almost $500m this year, up 7% from the initial projection from the start of 2016. www.worldsquash.org Viewership • In terms of popular competitions, the most-watched eSports tournament final was that of the 2015 League of Legends World Championship, which was viewed by 36 million people. • Over the course of all 73 games, the tournament saw an average concurrent viewership of over 4.2 million, with the average fan watching for over an hour per viewing session. -
League of Legends and the Sentimental Education of E-Sports
Georgia State University ScholarWorks @ Georgia State University Communication Theses Department of Communication 12-18-2013 Practicing Work, Perfecting Play: League of Legends and the Sentimental Education of E-Sports Neal C. Hinnant Follow this and additional works at: https://scholarworks.gsu.edu/communication_theses Recommended Citation Hinnant, Neal C., "Practicing Work, Perfecting Play: League of Legends and the Sentimental Education of E-Sports." Thesis, Georgia State University, 2013. https://scholarworks.gsu.edu/communication_theses/102 This Thesis is brought to you for free and open access by the Department of Communication at ScholarWorks @ Georgia State University. It has been accepted for inclusion in Communication Theses by an authorized administrator of ScholarWorks @ Georgia State University. For more information, please contact [email protected]. PRACTICING WORK, PERFECTING PLAY: LEAGUE OF LEGENDS AND THE SENTI- MENTAL EDUCATION OF E-SPORTS by NEAL HINNANT Under the Direction of Ted Friedman ABSTRACT A growing force in the culture of digital games fandom, e-sports represents the profes- sionalization of digital games play. This thesis examines League of Legends , a prominent game in e-sports, to understand the relationship between e-sports and the ideology of neoliberal eco- nomics. Using Clifford Geertz’s descriptions of sentimental education as a model, the author ar- gues that League of Legends and other e-sports texts create an environment where neoliberal economic values can be practiced and explored in a meaningful space. The game as text, the cul- ture of e-sports fandom, and the e-sports broadcasting industry are all examined to reveal the ways that e-sports fosters a space to both practice neoliberal values and potentially question them through the conflicting values of Web culture. -
ESL Announces European Grassroots Initiative Expanding Path to Pro League for CS:GO
Jun 26, 2017 16:00 BST ESL Announces European Grassroots Initiative Expanding Path to Pro League for CS:GO The world’s largest esports company, ESL, is today proud to reveal a new initiative to expand its path for aspiring Counter-Strike: Global-Offensive (CS:GO) players to rise through the ranks from the National Championship level onto the amateur ranks in order to qualify for the largest CS:GO league in the world, the ESL Pro League. Starting with ESEA Season 26, the winners of the ESL UK Premiership and the ESL Mistrzostwa Polski, the official national leagues of the UK & Ireland and Poland respectively, will claim a place to compete in the Mountain Dew League (MDL). This unique partnership provides a clear pathway for CS:GO players to progress from amateur ranks to compete on the world stage linking the national leagues to the Pro League through MDL. The investment in the path-to-pro system will continue from Season 27 with ESL’s French, Spanish and German leagues providing qualification spots to the MDL, establishing ESL’s national leagues as the leading grassroots CS:GO leagues in each territory. The already-established ESEA League will continue to run alongside this new initiative. To achieve this, ESL is set to move its European National Championships to be part of ESEA’s system creating promotion spots up to MDL, the only league that feeds directly into the Pro League. The team that wins the National Championship will qualify for the MDL, creating a clear path from there to the Pro League. -
Paycheck Protection Program Loans
Paycheck Protection Program Loans Loan Amount Business Name Headquarters City a $5-10 million ABO LEASING CORPORATION PLYMOUTH a $5-10 million ACMS GROUP INC CROWN POINT a $5-10 million ALBANESE CONFECTIONERY GROUP, INC. MERRILLVILLE a $5-10 million AMERICAN LICORICE COMPANY LA PORTE a $5-10 million AMERICAN STRUCTUREPOINT, INC. INDIANAPOLIS a $5-10 million ASH BROKERAGE, LLC FORT WAYNE a $5-10 million ASHLEY INDUSTRIAL MOLDING, INC. ASHLEY a $5-10 million BEST CHAIRS INCORPARATED FERDINAND a $5-10 million BIOANALYTICAL SYSTEMS, INC. WEST LAFAYETTE a $5-10 million BLUE & CO LLC CARMEL a $5-10 million BLUE HORSESHOE SOLUTIONS INC. CARMEL a $5-10 million BRAVOTAMPA, LLC MISHAWAKA a $5-10 million BRC RUBBER & PLASTICS INC FORT WAYNE a $5-10 million BTD MANUFACTURING INC BATESVILLE a $5-10 million BUCKINGHAM MANAGEMENT, L.L.C. INDIANAPOLIS a $5-10 million BYRIDER SALES OF INDIANA S LLC CARMEL a $5-10 million C.A. ADVANCED INC WAKARUSA a $5-10 million CFA INC. BATESVILLE a $5-10 million CINTEMP INC. BATESVILLE a $5-10 million CONSOLIDATED FABRICATION AND CONSTRUCTORS INC GARY a $5-10 million COUNTRYMARK REFINING & LOGISTICS LLC MOUNT VERNON a $5-10 million CROWN CORR, INC. GARY a $5-10 million CUNNINGHAM RESTAURANT GROUP LLC INDIANAPOLIS a $5-10 million DECATUR COUNTY MEMORIAL HOSPITAL GREENSBURG a $5-10 million DIVERSE STAFFING SERVICES, INC. INDIANAPOLIS a $5-10 million DRAPER, INC. SPICELAND a $5-10 million DUCHARME, MCMILLEN & ASSOCIATES, INC. FORT WAYNE a $5-10 million ELECTRIC PLUS, INC AVON a $5-10 million ENVIGO RMS, LLC INDIANAPOLIS a $5-10 million ENVISTA, LLC CARMEL a $5-10 million FLANDERS ELECTRIC MOTOR SERVICE INC EVANSVILLE a $5-10 million FOX CONTRACTORS CORP FORT WAYNE a $5-10 million FUSION ALLIANCE, LLC CARMEL a $5-10 million G.W. -
Understanding Professional Gaming
STOCKHOLM SCHOOL OF ECONOMICS DEPARTMENT OF MANAGEMENT AND ORGANISATION MSC IN BUSINESS AND ECONOMICS MASTER’S THESIS Understanding professional gaming A comparative analysis of Korean and Western organisations Kristofer Lindahl (40216) and Cedric Diserens (40218) 10/12/2012 Supervisor : Johan Berglund Examiner : Dag Björkegren Abstract In this thesis we seek to explore how “Professional Gaming Teams” in Korea and the western world are different from each other, and the underlying reasons for those differences. We perform an extensive pre-study that provides a deeper understanding of the eSport environment, identify theoretical frameworks to explain the differences between teams, and apply these frameworks to explain how the external environment affects the internal culture of the teams. In order to do this, we conduct critical interviews with game developers, tournament organizers, and team managers. We combine these sources with podcasts, news articles, and other types of media produced by the very active eSport community to create a foundational understanding of a market that has received next to no attention in academic circles. We employ McKinsey’s 7s framework to show how the internal workings of Professional Gaming Teams in Korea are different from those in the west. We also utilize PESTLE model, as well as Porter’s Five Forces to analyze the external environment of the eSport market. These three models provide a holistic approach and a broad understanding of forces that were, until recently, unexplored in the eSport industry. The results of our thesis show that it is external influences that cause Korean and Western teams to focus on different dimensions of their organizations. -
Campus Knowledge of Esports Kenny Sugishita University of South Carolina - Columbia
University of South Carolina Scholar Commons Theses and Dissertations 12-14-2015 Campus Knowledge of eSports Kenny Sugishita University of South Carolina - Columbia Follow this and additional works at: https://scholarcommons.sc.edu/etd Part of the Sports Management Commons Recommended Citation Sugishita, K.(2015). Campus Knowledge of eSports. (Master's thesis). Retrieved from https://scholarcommons.sc.edu/etd/3296 This Open Access Thesis is brought to you by Scholar Commons. It has been accepted for inclusion in Theses and Dissertations by an authorized administrator of Scholar Commons. For more information, please contact [email protected]. CAMPUS KNOWLEDGE OF ESPORTS by Kenny Sugishita Bachelor of Science University of South Carolina Upstate, 2013 Submitted in Partial Fulfillment of the Requirements For the Degree of Master of Sport and Entertainment Management in Sport and Entertainment Management College of Hospitality, Retail, and Sport Management University of South Carolina 2015 Accepted by: Mark Nagel, Director of Thesis Amber Fallucca, Reader Lacy Ford, Senior Vice Provost and Dean of Graduate Studies © Copyright by Kenny Sugishita, 2015 All Rights Reserved. ii ABSTRACT This research study investigates private college and university admission’s officers levels of familiarity of the electronic sports (eSports) industry along with determining the level of emphasis universities place on academics and co-curricular activities. A thorough examination of the professional eSports space is extensively detailed providing information about the history of video games, the development of professional eSports, and the development of collegiate eSports. Additionally, examination of trends in higher education, especially as it relates to private institutions, is explained in detail. -
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. -
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. -
WESA General League Rules
24 May 2019 RULEBOOK CONTENTS Preamble ......................................................................................................................... 4 1. General .................................................................................................................... 4 1.1 League Administration .......................................................................................... 4 1.2 Validity of the Rules ............................................................................................. 4 1.3 Local Laws ............................................................................................................ 5 1.4 Confidentiality ...................................................................................................... 5 1.5 Code of Conduct ................................................................................................... 5 1.6 Communication ..................................................................................................... 5 2. League Specifications .............................................................................................. 5 2.1 Home Country/Region .......................................................................................... 5 2.2 Time Zone ............................................................................................................. 6 2.3 Nicknames ............................................................................................................. 6 2.4 Player Accounts ................................................................................................... -
Dreamhack Masters to Move Online – $300,000 Prize Pool Split Across
DreamHack Masters to move online – $300,000 prize pool split across four regional competitions Confirmed Teams To Date Include Astralis, Ninjas in Pyjamas, ENCE, MIBR, 100 Thieves, TyLoo STOCKHOLM — DreamHack today announced that, due to the ongoing health and safety concerns in the world, and the interest of the safety and health of our players and staff, DreamHack Masters has been rescheduled and will move to an online format to fulfill our promise of bringing the Counter-Strike: Global Offensive (CS:GO) community the world's best CS:GO action. DreamHack Masters Spring will be split into two time periods: May 19-30, with the group stage of the regional championships in Europe and North America running parallel, and the playoffs taking place June 8-14. The other two regional championships, Asia and Oceania, will also run simultaneously from June 2-7. The total prize pool of $300,000 will be split between the four regions as follow: $160,000 for Europe; $100,000 for North America; $20,000 for Asia; and $20,000 for Oceania. Each region will run qualifiers running between April 16-20. “We’re very excited to move to an online format for DreamHack Masters Spring,” said Michael Van Driel, Chief Product Officer at DreamHack. “While not being able to compete on LAN is unfortunate, we’ve developed a structure to support teams, players and fans around the world. We look forward to a great competition, showing that the world of esports goes on as we're quick to adapt and find solutions for this new reality.