A Model of the Threats That Disreputable Behavior Present To
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Content+Technology ANZ April 2020.Pdf
SUBSCRIBE FREE PP: 255003/06831 VOLUME 17 / ISSUE 2 APRIL 2020 MEDIA + PRODUCTION + MANAGEMENT + DELIVERY www.content-technology.com Connect Everyone COLLABORATION & PRODUCTION BRING YOUR VIEWERS CLOSER BUT LEAVE YOUR TEAM AT HOME Grass Valley’s IP-enabled Remote/At-Home technology offers the smallest on-site footprint in the industry, powering your ability to deliver more live content from any location. And, our best-of-breed playout solutions suite is ready to deliver, regardless of the size and complexity of your operation. Connect your production team, connect your audience. Create connections with Grass Valley. Find out more at grassvalley.com Copyright © 2020 Grass Valley Canada. All rights reserved. Specifications subject to change without notice. ISSN 1448-9554 GV_Connect_A4.indd 1 30/03/2020 12:07:10 CONTROL AND ORCHESTRATION PROBING AND MONITORING NEW GENERATION PLAYOUT SDN MANAGEMENT ADVANCED COMMUNICATIONS SYSTEMS Create the IP ecosystem that works for you. Without the lock-ins. Technology moves way too fast to be locked into an IP ecosystem solution from a single manufacturer that doesn’t quite tick all your boxes. Magna can help customise a successful solution for you that works just the way you need it to. With our trusted partners, using only quality products that adhere to the latest standards including SMPTE 2110 and NMOS, we deliver flexible, future-proof solutions for broadcast media and telcos alike. Whether it’s for studio, control room, playout, editing or transport, there’s a Magna solution that works for you. Contact your local Magna office now. www.magnasys.tv 50 YEARS OF INNOVATION. -
Esportsandthelaw.Com/2021/05/12/ Mobile- a Significant Number of People in the UK, Ondary Legislation
Summer 2021 Route To: ____/____/____/____ Esports and the Law News, case summaries, articles, and strategies concerning esports and the law WWE Wrestler Loses Bout with Video INSIDE THIS ISSUE Game Company in Copyright Trial Will New Jersey be the center of the Esports Universe? 2 By Hannah Shankman, GW Law, 3L the G.I. Bro character beyond the ring and developed a comic book starring a cartoon FREE KICK?–UK Soccer n June of 2021, a federal jury in Texas version of G.I. Bro. Drawn by freelance Players’ Seek Clarity on Data found that Activision Blizzard Inc., a I comic book artist Erwin Arroza, the G.I. Bro Rights 3 popular video game developer and publisher, cartoon was depicted as a muscular character had not infringed the copyrighted persona of Activision Gets Expansion, But sporting military garb and dreadlocks. Not the Type it Planned On 5 retired WWE wrestler Booker T. Huffman. Booker T. subsequently registered the Booker T. alleged that Activision copied one COVID-19 and Sponsorship of his personas, “G.I. Bro,” in Call of Duty: comic book and four drawings of the G.I. Rights: Rise in Eports 5 Black Ops 4. Citing to similarities between Bro character with the United States Copy- Online Gaming and Online his military-themed character and the Call right Office. It was through the rights and privileges associated with these works that Safety – Where Is the Law of Duty character David “Prophet” Wilkes, Heading? 7 Booker T. sued the video game company for Booker T. brought his case against Activi- copyright infringement and sought an award sion. -
Managing Performance in Virtual Teams
Managing performance in virtual teams A multiple case study of esport organizations BBACHELOR TTHESIS WITHIN: Business Administration NNUMBER OF CREDITS: 15 PPROGRAMME OF STUDY: International Management/Marketing Management AAUTHOR: Oliver Näsström, Sebastian Arvérus TTUTOR: Caroline Teh JJÖNKÖPING May 2019 Acknowledgements We would like to express our sincere gratitude towards the people that have been involved in the process of finalizing this research, either by contributing to the research or by just supporting us. Firstly, we would like to give a huge thanks to our tutor, Caroline Teh, for providing us with her time, support, feedback and guidance during the process of this research. Secondly, we would like to extend a large thank you to people and organizations that participated and made this research possible. Finally, we would like to acknowledge the course examination Anders Melander, for valuable guidelines and information in the opening of this process. Sebastian Arvérus Oliver Näsström Bachelor Thesis in Business Administration Title: Managing Performance in Virtual Teams – A multiple case study of esport organizations Authors: Oliver Näsström & Sebastian Arvérus Tutor: Caroline Teh Date: May 2019 Keywords: virtual teams, esport management, esport organization performance Abstract Background The growing phenomenon of esports during the last decade have sparked the rise of a billion dollar industry. Professional esport teams are now competing in arenas with an audience of millions watching at home. Virtual teams have been used actively since the 1990’s and are now the standard structure in esport organizations. Problem Most of the organizations in esports are based virtually which means that the team members act and communicate in a virtual environment. -
Archons (Commanders) [NOTICE: They Are NOT Anlien Parasites], and Then, in a Mirror Image of the Great Emanations of the Pleroma, Hundreds of Lesser Angels
A R C H O N S HIDDEN RULERS THROUGH THE AGES A R C H O N S HIDDEN RULERS THROUGH THE AGES WATCH THIS IMPORTANT VIDEO UFOs, Aliens, and the Question of Contact MUST-SEE THE OCCULT REASON FOR PSYCHOPATHY Organic Portals: Aliens and Psychopaths KNOWLEDGE THROUGH GNOSIS Boris Mouravieff - GNOSIS IN THE BEGINNING ...1 The Gnostic core belief was a strong dualism: that the world of matter was deadening and inferior to a remote nonphysical home, to which an interior divine spark in most humans aspired to return after death. This led them to an absorption with the Jewish creation myths in Genesis, which they obsessively reinterpreted to formulate allegorical explanations of how humans ended up trapped in the world of matter. The basic Gnostic story, which varied in details from teacher to teacher, was this: In the beginning there was an unknowable, immaterial, and invisible God, sometimes called the Father of All and sometimes by other names. “He” was neither male nor female, and was composed of an implicitly finite amount of a living nonphysical substance. Surrounding this God was a great empty region called the Pleroma (the fullness). Beyond the Pleroma lay empty space. The God acted to fill the Pleroma through a series of emanations, a squeezing off of small portions of his/its nonphysical energetic divine material. In most accounts there are thirty emanations in fifteen complementary pairs, each getting slightly less of the divine material and therefore being slightly weaker. The emanations are called Aeons (eternities) and are mostly named personifications in Greek of abstract ideas. -
2019 Official Roster (Alphabetical) Enascar PEAK Antifreeze Iracing Series
2019 Official Roster (alphabetical) eNASCAR PEAK Antifreeze iRacing Series The only officially-sanctioned NASCAR eSport online racing series featuring the 40 best oval sim racers globally Series features NASCAR Monster Energy Cup Cars on tracks found on the real-world NASCAR schedule Series is an 18-race schedule over the course of 32 weeks (February through October) All races professional produced and broadcast – Streamed live on multiple sites Series founded in 2009 Over $100,000 prize pool for 2019 season Over $200,000 in cash and prizes paid out since inception 2019 is the 10th year of this world championship series Definitions: Power Ranking: Combines all criteria and assigns an ordinal rank to each driver, so that the highest rated driver earns the #1 rank. iRating: The points system used by iRacing to determine a competitors racing ability. It is calculated with an algorithm that calculates how well one competes against the strength of field (or strength of your opponents). Total Race Wins: Total races won on the iRacing platform in official races Win Percentage: The percentage of wins based off of the total official races run Pro Series: The designation of “Pro” in the Statistics refers to the Pro Series. The Pro Series is the qualifier series preceding the PEAK series. All drivers that have not yet qualified into the PEAK series OR those competitors that were not in the Top 20 in points from last years PEAK Series points must requalify through the Pro Series by finishing in the Top 20 in final Pro Series standings. 2019 Series -
Season 1 2020 Schedule
Current iRacing Race Schedule OVAL . 4 R Class Series (OVAL) . 4 iRacing Street Stock - 2020 Season 1 Fixed . 4 iRacing Advanced Legends - 2020 Season 1 . 5 D Class Series (OVAL) . 6 NASCAR iRacing Late Model Series - 2020 Season 1 . 6 NASCAR iRacing National Series - 2020 Season 1 - Fixed . 7 NASCAR iRacing SK Modified Series - 2020 Season 1 . 8 C Class Series (OVAL) . 9 iRacing Street Stock Class C - 2020 Season 1 - Fixed . 9 NASCAR iRacing Tour Modified Series - 2020 Season 1 . 10 NASCAR iRacing Super Late Model Series - 2020 Season 1 . 11 NASCAR iRacing Class C Series - 2020 Season 1 Fixed . 12 INDYCAR Series - Oval - 2020 Season 1 Fixed . 13 NASCAR iRacing Class C Series - 2020 Season 1 . 14 B Class Series (OVAL) . 15 NASCAR iRacing Class B Series - 2020 Season 1 Fixed . 15 iRacing Silver Crown Cup - 2020 Season 1 . 16 iRacing Sprint Car Cup - 2020 Season 1 . 17 NASCAR iRacing Class B Series - 2020 Season 1 . 18 A Class Series (OVAL) . 19 NASCAR iRacing Class A Series - 2020 Season 1 Fixed . 19 NASCAR iRacing Class A Series - 2020 Season 1 . 20 ROAD . 20 R Class Series (ROAD) . 20 Global Mazda MX-5 Cup - 2020 Season 1 Fixed . 21 Sim-Lab Production Car Challenge - 2020 Season 1 . 22 D Class Series (ROAD) . 23 Formula Sprint - 2020 Season 1 - Fixed . 23 Skip Barber Race Series - 2020 Season 1 . 24 iRacing Formula Renault 2.0 Championship - 2020 Season 1 . 25 BMW 12.0 Challenge - 2020 Season 1 - Fixed . 26 Ruf GT3 Challenge - 2020 Season 1 - Fixed . 27 1 iRacing Spec Racer Ford Challenge - 2020 Season 1 . -
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. -
Video Game Systems Uncovered
Everything You Ever Wanted To Know About... VIDEO GAMES But Never Dared To Ask! Introduction: 1 With the holidays quickly approaching the odds are you will be purchasing some type of video game system. The majority of U.S. households currently have at least one of these systems. With the ever changing technology in the video world it is hard to keep up with the newest systems. There is basically a system designed for every child’s needs, ranging from preschool to young adult. This can overwhelming for parents to choose a system that not only meets your child’s needs but also gives us the best quality system for our money. With the holidays coming that means many retailers will be offering specials on video game systems and of course the release of long awaited games. Now is also the time you can purchase systems in bundles with games included. Inside you will learn about all of these topics as well as other necessities and games to accompany to recent purchase. What you’ll find here: 2 In this ebook you will learn about console and portable video game systems, along with the accessories available. You will also find how many games each system has to offer. You will get an in depth look at the pro’s and con’s of each current system available in stores today, and the upcoming systems available in the near future. As a concerned parent you should also be aware of the rating label of the games and what the rating exactly means. -
Esport Research.Pdf
Table of content 1. What is Esports? P.3-4 2. General Stats P.5-14 3. Vocabulary P.15-27 4. Ecosystem P.28-47 5. Ranking P.48-55 6. Regions P.56-61 7. Research P.62-64 8. Federation P.65-82 9. Sponsorship P.83-89 Table of content 10. Stream platform P.90 11. Olympic P.91-92 12. Tournament Schedule-2021 P.93-95 13. Hong Kong Esports Group P.96-104 14. Computer Hardware Producer P.105-110 15. Hong Kong Tournament P.111-115 16.Hong Kong Esports and Music Festival P.116 17.THE GAME AWARDS P.117-121 18.Esports Business Summit P.122-124 19.Global Esports Summit P.125-126 1.What is Esports? • Defined by Hong Kong government • E-sports is a short form for “Electronic Sports”, referring to computer games played in a competitive setting structured into leagues, in which players “compete through networked games and related activities” • Defined by The Asian Electronic Sports Federation • Literally, the word “esports” is the combination of Electronic and Sports which means using electronic devices as a platform for competitive activities. It is facilitated by electronic systems, unmanned vehicle, unmanned aerial vehicle, robot, simulation, VR, AR and any other electronic platform or object in which input and output shall be mediated by human or human-computer interfaces. • Players square off on competitive games for medals and/ or prize money in tournaments which draw millions of spectators on-line and on-site. Participants can train their logical thinking, reaction, hand-eye coordination as well as team spirit. -
The Common Forms of Contemporary Videogames: a Proposed Content Analysis Model
1 The Common Forms of Contemporary Videogames: A Proposed Content Analysis Model STEVEN ALLICK A thesis submitted in partial fulfilment of the requirements of Teesside University for the degree of Doctor of Philosophy Teesside University School of Computing April 2012 2 Contents Acknowledgements 5 Declaration 9 Abstract 10 1. Introduction 11 1.1. Background 11 1.2. Motivation 12 1.3. Understanding Tropes 14 1.4. Thesis Statement 15 1.4.1 Aims 15 1.4.2 Thesis 16 1.5 Approach 17 1.6 Methods Used 19 1.6.1 Analysis and Data Gathering 19 1.6.2 Sampling Criterion 20 1.6.3 Scales and Measures 23 1.7 Thesis Organisation 23 2. Literature Review 28 2.1. Semiotics Literature 28 2.1.1 Semiotic Principles 28 2.1.2 Computing Semiotics 31 2.1.3 Artistic and Media Semiotics 33 2.1.4 General Semiotic Research Critique 33 2.2 Rhetoric and Tropes Literature 34 2.2.1 Principles of Tropes 34 2.2.2 Metaphor and Myth 35 2.2.3 Metonym, Synecdoche and Irony 36 2.2.4 Aporia and Epiphany 37 2.2.5 Tropical Research Critique 38 3 2.3 Genre Theory Literature 39 2.3.1 Background and Origin 39 2.3.2 Videogame Genres 40 2.3.3 Genre Theory Critique 41 2.4 Development Models and Methods 43 2.4.1 Perceptual Opportunities 43 2.4.2 Qualitative Design Models 44 2.4.3 Quantitative Design Models 45 2.4.4 Heuristic / Rule Models 45 2.4.5 Development Model Critique 46 2.5 Emotion, Enjoyment and Immersion Models 47 2.5.1 Emotion and Enjoyment 47 2.5.2 Immersion 49 2.5.3 Frustration 50 2.5.4 Player Centric Model Critique 50 2.6 Time 52 2.7 Representational Dimensions 53 2.8 Observations and Conclusions 55 3.