Chapter 19 – the Architecture of Virtual Worlds
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World of Warcraft Online Manual
Game Experience May Change During Online Play WOWz 9/11/04 4:02 PM Page 2 Copyright ©2004 by Blizzard Entertainment. All rights reserved. The use of this software product is subject to the terms of the enclosed End User License Agreement. You must accept the End User License Agreement before you can use the product. Use of World of Warcraft, is subject to your acceptance of the World of Warcraft® Terms of Use Agreement. World of Warcraft, Warcraft and Blizzard Entertainment are trademarks or registered trademarks of Blizzard Entertainment in the U.S. and/or other countries.Windows and DirectX are trademarks or registered trademarks of Microsoft Corporation in the U.S. and/or other countries. Pentium is a registered trademark of Intel Corporation. Power Macintosh is a registered trademark of Apple Computer, Inc. Dolby and the double-D symbol are trademarks of Dolby Laboratory. Monotype is a trademark of Agfa Monotype Limited registered in the U.S. Patent and Trademark ® Office and certain other jurisdictions. Arial is a trademark of The Monotype Corporation registered in the U.S. Patent and Trademark Office and certain other jurisdictions. ITC Friz Quadrata is a trademark of The International Typeface Corporation which may be registered in certain jurisdictions. All other trademarks are the property of their respective owners. Uses high-quality DivX® Video. DivX® and the DivX® Video logo are trademarks of DivXNetworks, Inc. and are used under license. All rights reserved. AMD, the AMD logo, and combinations thereof are trademarks of Advanced Micro Devices, Inc All ATI product and product feature names and logos, including ATI, the ATI Logo, and RADEON are trademarks and / or registered trademarks of ATI Technologies Inc. -
Evolve E-Gaming Index ETF MACROECONOMIC
MONTHLY COMMENTARY Evolve E-Gaming Index ETF HERO invests in equity securities of companies listed domestically and globally with business activities in the electronic gaming industry. As at September 30, 2019 TICKER: HERO (Hedged) MACROECONOMIC HIGHLIGHTS: Incidentally, Enthusiast Gaming has now become one of the largest gaming properties in the world, surpassing IGN Entertainment, GameSpot, and even Twitch.tv, according to a new Comscore evaluation. This follows a series of inter-related transactions, which saw Enthusiast entering into an M&A arrangement with J55 Capital Corporation and Aquilini GameCo way back in May. At the same time Aquilini was in the process of acquiring Luminosity Gaming, a global player in the esports industry. Once Aquilini acquired Luminosity, J55 acquired Aquilini and then subsequently merged with Enthusiast. The final result was the creation of one of the largest publicly traded esports and gaming organizations in the world.i Earlier in May, two console gaming heavyweights — Sony and Microsoft signed a memorandum of understanding to develop joint cloud gaming systems. The agreement was largely intended to offset the emergence of Google’s Stadia, a game-streaming service based on the cloud.ii According to SuperData Research, a subsidiary of Nielsen Holdings, global consumers spent US$8.9 billion on digital games worldwide across PC, console and mobile devices in August. This represents a 2% increase over the same period last year, driven in part by an uptick in mobile gaming spending. As of August, mobile gaming accounted for 67% of total worldwide spending in the gaming sector.iii SuperData also listed the highest-grossing games across each platform. -
Arena Tournament Rules
Emma Witkowski - “Inside the Huddle”, PhD Dissertation, 2012. Arena Tournament rules BlizzCon 2010 Tournament Rules. All matches that take place in the Tournament shall take place in accordance with the World of Warcraft Arena Rules, which are available at http://www.worldofwarcraft.com/pvp/arena/index.xml. In the event of any conflict between these Official Rules and the World of Warcraft Arena Rules, these Official Rules shall prevail. "Cheating," as determined in Sponsor's sole discretion, and specifically including, without limitation, "win-trading," shall result in disqualification of the Arena Team and all of its Team Members. Third party user interfaces compatible with World of Warcraft, and which do not violate the World of Warcraft Terms of Use may be used during the Qualification Round of the Tournament, but will not be allowed at the Regional Qualifier or the Finals. At the Regional Finals, Team Members will have fifteen (15) minutes prior to the start of the first match with each opponent Team Member to prepare the computer on which they will use to participate in the Tournament match. Determination of Winners Qualification Rounds and Regional Qualifier Tournaments The Qualification Round of the Tournament . The Qualification Round of the Tournament shall last for approximately eight weeks, and will commence on April 27, 2010 at approximately 10:00 AM Pacific Time (5:00 PM GMT) (subject to ‘Server Maintenance’ to be performed by Sponsor), and end on June 21, 2010 at approximately 9:00 PM Pacific Time (4:00 AM GMT). The first four weeks of the Qualification Round will be a “practice” period, and during this time Eligible Participants may switch from one team to another without that Arena Team being penalized. -
Battle for Azeroth Guide for Returning Players
Battle For Azeroth Guide For Returning Players Braden often pirates pressingly when gorged Powell monophthongizes simperingly and certificates her redcurrant. Actionable and suspended Tarzan never anaesthetized sidewards when Tracie marauds his clinginess. Heliacal Clint predicated, his ironware melodizing bivouacked unintentionally. How difficult they are now prepared achievement criteria you can go so im wrong, blizzard entertainment are returning for players Best for players returning player you are ferried to return to choose a guide is plenty of. Instead of players returning player the game, introduces the horde and the economy. Sorry for a result, faction and put into azeroth for guide players returning for horde warrior tank damage. Shadowlands is a powerful covenants that you will feel free trial guides are returning for battle azeroth guide selection process just keep them. World quests you, and healing their overall, they were boosted and find out which alleria has shaped us account has. Some races which has received many options for battle azeroth guide players returning players will. Returning Player's Guide or Battle for Azeroth YouTube. You sate my hunger. Out that little gift such a rationale be remembered by research of. Still a combination with the rest of classic wow. Same for hunter, World of Warcraft. And the Nightborne give a recolored Night Elf model to Horde. Alliance player in azeroth? On a saga that for battle azeroth guide to play it allows opening of! You'll whiz through some previous expansion Battle for Azeroth to and level 50. Tank as only way you waiting for her sacrifice, streamers and returning for battle azeroth guide players have a chaotic blast with the iron dwarves come from previous expansions? If you declare yourself try to azeroth for guide, one for you have previously there is consumed, including one mob from moonglade to hit title settings. -
2019 WCS Winter Rules
StarCraft II: World Championship Series 2019 WCS Winter Official Rules WCS 2019 WCS Winter Event Rules 1 of 44 TABLE OF CONTENTS 1. INTRODUCTION .......................................................................................................................................... 4 2. ACCEPTANCE OF RULES ............................................................................................................................. 4 2.1. Acceptance of the Official Rules ................................................................................................... 4 2.2. Applicability of the Official Rules. ................................................................................................. 5 3. PLAYER ELIGIBILITY REQUIREMENTS ......................................................................................................... 6 3.1. Regional Eligibility ......................................................................................................................... 6 3.2. Minimum Age Requirements. ....................................................................................................... 6 3.3. Ineligible Players. .......................................................................................................................... 7 4. WCS WINTER ELIGIBILITY ........................................................................................................................... 7 4.1. General Eligibility and Residency Requirements ......................................................................... -
Esports High Impact and Investable
Needham Insights: Thought Leader Series Laura A. Martin, CFA & CMT – [email protected] / (917) 373-3066 September 5, 2019 Dan Medina – [email protected] / (626) 893-2925 eSports High Impact and Investable For the past decade, eSports has been growing on the main stage in Asia and in stealth mode in the US. This report addresses questions we get most often from investors about eSports: ➢ What is eSports? Definitions differ. Our definition of eSports is “players competing at a video game in front of a live audience while being live-streamed.” By implication, viewing, attendance, and playing time are linked, and each creates revenue streams for eSports. ➢ How big is eSports? Globally, one out of every three (ie, 33%) 18-25 year olds spent more than an hour a day playing video games, 395mm people watched eSports, and 250mm people played Fortnite in 2018. eSports revenue will be $1.1B in 2019, up 26% y/y. ➢ Should investors care about eSports? We would argue “yes”, owing to: a) global scale; b) time spent playing and viewing; c) compelling demographics; d) eSports vs traditional sports trends; e) revenue growth; and, f) sports betting should supercharge US eSports. ➢ Is eSports a fad? We would argue “no”, owing to: a) many US Universities now offer Varsity eSports scholarships; b) new special purpose eSports stadiums are proliferating; c) billionaires are investing to make eSports successful; d) audience growth; and, e) Olympics potential. ➢ Why have you never heard of eSports? Because zero of the top 30 earning players in the world were from the US in 2018. -
Corporate News Trig Social Media AB Expands Its Esports
Trig Social Media AB Phone: +46 (0) 40-60 60 284 Fax: +46 (0) 40-692 92 52 Email: [email protected] P O Box 1268, S - 131 28 Nacka Strand Corporate News Trig Social Media AB expands its Esports portfolio by Hearthstone - Trig signs star-player trio Stockholm, 5 March: Trig Social Media AB expands its portfolio of Esports’ disciplines by adding Hearthstone, a Heroes of Warcraft free-to-play video game. At the same time Trig signs its star-players Jan “Faramir” Engelmann, Harald “Powder” Gimre, and Daniel “DTwo” Ikuta. Jan “Faramir” Engelmann (22) is a professional Hearthstone player who has participated in plenty of tournaments with great success. In December last year, he won both Tavern Takeover III and Heroes of Cards 2014 - Cup #4. Daniel “DTwo” Ikuta (29) is probably most famous for being placed 3-4 on the BlizzCon 2014 and for winning the Battle of the Best, which is a Best-of-Five series with some of the best players in the world competing. Harald “Powder” Gimre (22) is a truly talented gamer who is not only one of the best Hearthstone players around, but also participates in weekly Counter-Strike cups online as well as being a High Diamond 1 LoL player. Harald managed to snatch the silver medal from the Inaugural Kinguin Invitational Tournament in December last year. Harald “Powder” Gimre: "It feels great to join an organization with such massive ambitions as Trig, not just for Hearthstone but for the gaming community as a whole. Everything so far has been really great and we're all looking forward to a great partnership." Elias Löfgren, Communications Manager at Trig: ”We’re very excited to have added a trio of well-respected players in Jan, Harald, and Daniel. -
Blizzard Entertainment® Soundtracks Now on Itunes
Blizzard Entertainment® Soundtracks Now On iTunes IRVINE, Calif. -- Blizzard Entertainment, Inc. today announced that a wide selection of music from its popular games has been added to the iTunes store. Much of this music was originally available only in collector's editions of the games, or at special events such as the company's BlizzCon® gaming convention. Six Blizzard Entertainment® soundtrack albums are currently available: • StarCraft® Original Soundtrack • Diablo® II Original Soundtrack • Warcraft® III: Reign of Chaos® Original Soundtrack • World of Warcraft® Original Soundtrack • World of Warcraft: The Burning Crusade® Original Soundtrack • World of Warcraft: Taverns of Azeroth Original Soundtrack The albums have been placed on a new Blizzard Entertainment hub page within the iTunes store. This page also hosts content such as the BlizzCast™ podcast and trailers and gameplay footage from upcoming Blizzard Entertainment games, with more material to be added in the months ahead. In addition, the "Diablo III Overture" from the company's recently announced action role-playing game, Diablo III, is available as a single and has been highlighted as a Discovery Download, making it free to download until Tuesday, September 9. Players in the regions iTunes serves (North America, Europe, Australia, New Zealand, and Japan) can purchase the music at standard rates for each of those regions. For more information, please visit www.blizzard.com. About Blizzard Entertainment, Inc. Best known for blockbuster hits including World of Warcraft® and the Warcraft®, StarCraft®, and Diablo® series, Blizzard Entertainment, Inc. (www.blizzard.com), a division of Activision Blizzard (NASDAQ: ATVI), is a premier developer and publisher of entertainment software renowned for creating some of the industry's most critically acclaimed games. -
2019 World of Warcraft® Arena World Championship Europe Arena Cups
2019 WORLD OF WARCRAFT® ARENA WORLD CHAMPIONSHIP EUROPE ARENA CUPS AND SEASONAL FINALS OFFICIAL RULES TABLE OF CONTENTS 1. INTRODUCTION 2. ACCEPTANCE AND APPLICABILITY OF THESE OFFICIAL RULES 2.1. Acceptance of the Official Rules 2.2. Applicability of the Official Rules 3. PLAYER ELIGIBILITY REQUIREMENTS 3.1. Regional Eligibility 3.2. Residency Requirement 3.3. Minimum Age Requirements 3.4. No Purchase Necessary 3.5. Ineligible Players 4. TOURNAMENT STRUCTURE 4.1. General Tournament Rules 4.2. Arena Cup Tournaments 4.3. Arena Team Roster Swapping 4.4. Seasonal Finals Tournaments 4.5. Prize Award Terms 4.6. Travel and Expenses 5. PLAYER CONDUCT 5.1. Behavior 5.2. Cheating 5.3. Illegal and Unethical Conduct 5.4. Anti-Harassment 5.5. Gambling 5.6. Alcohol and Drugs 5.7. Non-Disparagement 5.8. Interviews and the Media 5.9. Software and Hardware Page 2 of 38 5.10. Restricted Sponsorships 5.11. Disciplinary Action 6. LIMITATIONS OF LIABILITY AND DISCLAIMERS 6.1. Cap on Liability; No Punitive Damages 6.2. Disclaimers 6.3. Changes to Your Blizzard Battle.net Account 7. USE OF YOUR BRAND MATERIALS AND PERSONAL DATA 7.1. License to Use Your Brand Materials 7.2. Advertising Materials 7.3. Ownership of Advertising Materials, Feedback, Stats and Suggestions 7.4. Collection of Personal Data 8. RESOLUTION OF DISPUTES 8.1. Applicability 8.2. Negotiations 8.3. Binding Arbitration 8.4. Arbitration Procedures 8.5. Class and Collective Action Waiver 8.6. Location of Arbitration 8.7. Governing Law 9. GENERAL (BUT IMPORTANT) TERMS AND CONDITIONS 9.1. -
Consumer Motivation, Spectatorship Experience and the Degree of Overlap Between Traditional Sport and Esport.”
COMPETITIVE SPORT IN WEB 2.0: CONSUMER MOTIVATION, SPECTATORSHIP EXPERIENCE, AND THE DEGREE OF OVERLAP BETWEEN TRADITIONAL SPORT AND ESPORT by JUE HOU ANDREW C. BILLINGS, COMMITTEE CHAIR CORY L. ARMSTRONG KENON A. BROWN JAMES D. LEEPER BRETT I. SHERRICK A DISSERTATION Submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy in the Department of Journalism and Creative Media in the Graduate School of The University of Alabama TUSCALOOSA, ALABAMA 2019 Copyright Jue Hou 2019 ALL RIGHTS RESERVED ABSTRACT In the 21st Century, eSport has gradually come into public sight as a new form of competitive spectator event. This type of modern competitive video gaming resembles the field of traditional sport in multiple ways, including players, leagues, tournaments and corporate sponsorship, etc. Nevertheless, academic discussion regarding the current treatment, benefit, and risk of eSport are still ongoing. This research project examined the status quo of the rising eSport field. Based on a detailed introduction of competitive video gaming history as well as an in-depth analysis of factors that constitute a sport, this study redefined eSport as a unique form of video game competition. From the theoretical perspective of uses and gratifications, this project focused on how eSport is similar to, or different from, traditional sports in terms of spectator motivations. The current study incorporated a number of previously validated-scales in sport literature and generated two surveys, and got 536 and 530 respondents respectively. This study then utilized the data and constructed the motivation scale for eSport spectatorship consumption (MSESC) through structural equation modeling. -
Blizzcon Is Bigger Than Ever with Nine Stages, 12 Trucks, 200+ Broadcast Streams
BlizzCon Is Bigger Than Ever With Nine Stages, 12 Trucks, 200+ Broadcast Streams The live stages feed into central Master Control, ‘Post Hub’ BY JASON DACHMAN, CHIEF EDITOR NOVEMBER 2, 2018 We distribute to a huge number amount of platforms and we also localize in 18 different languages. All of our esports programming is free, and we make the decision what goes on R Logotext Lorem TaglineBlizzCon Virtual Ticket holistically across Blizzard [based on] what we feel our community would want access to. Peter Eminger, Sr. Director Blizzard With 40,000 fans onsite watching five live esports stages and four content stages sprawled across a million square feet at Anaheim Convention Center, it simply doesn’t get any bigger for the Blizzard Entertainment pro- duction operation than BlizzCon. In addition, Blizzard’s Global Broadcast team is distributing a whopping 211 unique broadcast streams to 17 outlets in 18 languages. “For us, the live event and the broadcasts are very linked together because so much of the broadcast is from these live stages. Our show is definitely bigger this year,” says Pete Emminger, senior director, Blizzard Entertain- ment. “We’re really lucky in that we have a lot of consistent crew, so this year has actually been the smoothest year so far. Plus, we’ve really had a great year at Blizzard overall, so we’re extremely excited to finally be here at BlizzCon, which is really a celebration for us as much as it is [for the fans].” A Blizzard of Activity: A Dozen Mobile Units Onsite Serving Nine Stages Now in its 14th year, the convention features everything from live esports competitions to Q&A panels and announcements to demos of upcoming game releases to concerts and much more. -
Symbolic Reasoning for Hearthstone
1 Symbolic Reasoning for Hearthstone Andreas Stiegler, Member, IEEE, Keshav Dahal, Senior Member, IEEE, Johannes Maucher, Member, IEEE, and Daniel Livingstone, Member, IEEE planning aspects and the reasoning systems required for it are Abstract—Trading-Card-Games are an interesting problem focus of our research. domain for Game AI, as they feature some challenges, such as A lot of reasoning and planning research is currently highly variable game mechanics, that are not encountered in this conducted for Real-Time-Strategy (RTS) games, such as intensity in many other genres. We present an expert system “StarCraft”4, as analyzed by Ontanón et al [1]. Reasoning and forming a player-level AI for the digital Trading-Card-Game Hearthstone. The bot uses a symbolic approach with a semantic planning in games, RTS games in particular, was promoted as structure, acting as an ontology, to represent both static an interesting research problem by Buro [2, 3] and by many descriptions of the game mechanics and dynamic game-state researchers since then [4]. In Hearthstone, as in RTS games, a memories. Methods are introduced to reduce the amount of lot of short and long term planning has to be done. RTS bots expert knowledge, such as popular moves or strategies, are typically split into micro- and macro-management, dealing represented in the ontology, as the bot should derive such with individual units or the large scale battle plan respectively. decisions in a symbolic way from its knowledge base. We narrow down the problem domain, selecting the relevant aspects for a The move selection in Hearthstone is arguably of similar play-to-win bot approach and comparing an ontology-driven complexity to typical planning tasks in RTS.