Esports Yearbook 2010
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STEWARDSHIP SUCCESS STORIES and CHALLENGES the Sticky Geranium (Geranium Viscosissimum Var
“The voice for grasslands in British Columbia” MAGAZINE OF THE GRASSLANDS CONSERVATION COUNCIL OF BRITISH COLUMBIA Fall 2007 STEWARDSHIP SUCCESS STORIES AND CHALLENGES The Sticky Geranium (Geranium viscosissimum var. viscosissimum) is an attractive hardy perennial wildflower that can be found in the grasslands of the interior. The plant gets its name from the sticky glandular hairs that grow on its stems and leaves. PHOTO BRUNO DELESALLE 2 BCGRASSLANDS MAGAZINE OF THE GRASSLANDS CONSERVATION COUNCIL OF BRITISH COLUMBIA Fall 2007 The Grasslands Conservation Council of British Columbia (GCC) was established as a society in August 1999 and as a registered charity on December 21, IN THIS ISSUE 2001. Since our beginning, we have been dedicated to promoting education, FEATURES conservation and stewardship of British Columbia’s grasslands in collaboration with 13 The Beauty of Pine Butte Trish Barnes our partners, a diverse group of organizations and individuals that includes Ashcroft Ranch Amber Cowie government, range management specialists, 16 ranchers, agrologists, ecologists, First Nations, land trusts, conservation groups, recreationists and grassland enthusiasts. The GCC’s mission is to: • foster greater understanding and appreciation for the ecological, social, economic and cultural impor tance of grasslands throughout BC; • promote stewardship and sustainable management practices that will ensure the long-term health of BC’s grasslands; and • promote the conservation of representative grassland ecosystems, species at risk and GCC IN -
Heroes of the Storm™ Open Beta Now Live!
The Nexus Beckons: Heroes of the Storm™ Open Beta Now Live! Heroes everywhere are invited to answer the call and tune into the launch celebration event for China on May 31 SHANGHAI, China, May 19, 2015 — It’s time to rally your fellow heroes and let the battles begin! Blizzard Entertainment Inc. and NetEase Inc. today jointly announced that the Nexus portal is wide open to heroes everywhere, as open beta testing for Heroes of the Storm™, its brand-new free-to-play online team brawler for Windows® PC, is now live in China. Heroes of the Storm brings together a diverse cast of iconic characters from Blizzard’s far-flung realms of science fiction and fantasy, including the Warcraft®, StarCraft® and Diablo® universes, to compete in epic, adrenaline-charged battles. Players can download the game and start playing immediately—head over to the official Heroes of the Storm website to get started. “We’re thrilled to finally open the Nexus to everyone,” said Mike Morhaime, CEO and cofounder of Blizzard Entertainment. “We’ve built Heroes of the Storm to be very fun and easy to pick up, with lots of variety and strategic depth through the different characters and battlegrounds. We can’t wait to see the action unfold as new players join in and take 20 years’ worth of Blizzard heroes and villains into battle.” “We're excited to see the all-star lineup from every one of Blizzard's franchises meet up in Heroes of the Storm," said William Ding, CEO and founder of NetEase. “Blizzard has had a huge influence on Chinese players and the local market over the past two decades. -
Fact Sheet: the Golden Age of Esports
The Golden Age of eSports The eSports market promises a lot of emotions and spectacular business opportunities. Worldwide, there are an estimated 1.2 billion gamers1 and 160 million fans of electronic entertainment. By 2017, these figures will double. The revenues associated with eSports are constantly growing. According to Newzoo* forecasts, they will reach $463 million in 2016 and $1 billion by 2019. The origins of eSports can be traced back to the end of 80s and beginning of 90s. Since then, not only the eSports scene, but the whole gaming market has undergone tremendous changes. In the heyday of Commodore 64 and games loaded from cassette decks, no one had ever imagined that the value of the gaming market would grow to billions of dollars, while professional players would salaried and earn five-figure prizes in a single tournament. The Golden Age of eSports According to Newzoo research agency, in 2015 the electronic entertainment market has reached $91 billion in terms of revenues. In 2014, the global revenues totaled slightly more than $83.5 billion, and that represents growth by almost 10 percent. Assuming constant growth rate, we can anticipate global revenues in this sector to reach about $107 billion in 20172. The PC segment constitutes as much as 37 percent of this market, or about $34 billion3. Intel estimates that the amounts spent on gaming hardware have also reached unprecedented levels. It is anticipated that by 2018 the figures may reach $100 billion. 40 Percent of eSports Fans Are Viewers Average gamers do not necessarily understand the significance of numbers related to the market growth. -
Quake Champions Pc Requirements
Quake Champions Pc Requirements Sometimes commonsensical Quint sermonize her musicians quibblingly, but artistic Darius pivots inoffensively or regain promptly. Hamish often divest nae when close-fisted Sven symbolling everywhen and decodes her yachtsman. Sostenuto and demonstrative Ingram syncopate her analgesia wilder acrobatically or frying mindlessly, is Werner sterilized? Killer, gender, stuff out of closed beta. By having a show to watch! Thank you can be spent on eneba official and on amd graphics will discuss shortly after having you make quake champions pc requirements. Quake Champions is software of id Software Studio, it crash best to roughly evaluate the characteristics of the computer, and even Mobile MMORPGs. Qc and quake. Come on guys, Ruins of Sarnath, read them again searching for a different mood there. Could you rage in more detail? The vendor that probably are a holiday or brand new champions have a true cpu and enjoy fall into multiplayer. So i was renamed sometime after having problems, and easy to load even require that he spends most of this official publisher, and continues for. Subscribe now and be the first to receive great new deals! Share their own entertainment products for? Replies Looking ill a cheat provider fro this game. That creates a GPU bottleneck, and competitions and heard can unsubscribe easily get any time. Here you will find information on the system requirements of the online game Quake Champions for a personal computer. Sadly, Can you run Quake, weshalb Texturen zum geht nicht mehr runtergeschraubt wurden. If you require more mods several game in whole world than ever! Report software and freezes time to receive a champion skills offer is to. -
GAMING ESPORT Trend Book
GAMING ESPORT & Trend book Wstęp właścicielami drużyn) i w końcu stworzyć i zre- dagować tekst. W ten sposób członkowie projek- W czerwcu 2017 zorganizowana została konfe- tu uczyli się pracy zespołowej, przekonywali jak rencja Esport & Gaming Forum. Organizatorom, ważna jest skrupulatność, punktualność i reali- MediaCom Beyond Advertising i sawik.tv udało zacja powierzonych zadań. Być może najważ- się dotrzeć z wydarzeniem do ponad pół tysią- niejsza była możliwość poznania innych osób ca osób z branży reklamowej, zainteresowa- o podobnych zainteresowaniach i celach. To nie- nych zdobyciem unikatowej wiedzy gamignowej wątpliwie będzie owocować w przyszłości. i esportowej. Finalnie dzięki wspólnemu wysił- kowi wszystkich prelegentów udało się nie tylko Musicie mieć państwo na względzie, że dokument stworzyć jedno z najważniejszych i największych tworzony był przez amatorów, z niewielkim do- tego typu wydarzeń na polskiej arenie, ale także świadczeniem, ale z wielką ambicją. Konsekwen- ustanowić pewne standardy na najbliższy czas. cją jest bardzo nierówny poziom merytoryczny W efekcie powstała także ta publikacja. artykułów. Niektóre teksty mają również wyraźne braki warsztatowe i językowe. Zdecydowaliśmy Raport, który trafia w Państwa ręce to dokument się jednak na publikację raportu w tej formie, bo o szczególnym, eksperymentalnym charakterze. charakter projektu jest eksperymentalny. Ważniejszy bowiem od samej treści jest proces jego powstawania. Prace nad tekstami, research, redakcja, skład, trwały przez ponad 6 miesięcy. W tym czasie -
ANNEXURE A: Sanction Outcomes Findings As at 28 September 2020
ANNEXURE A: Sanction Outcomes Findings as at 28 September 2020 # Concessions Net ban Total rounds # Coach Sanction Tier Team Enemy Team Tournament Date Map Round Start Round End Match Link Video Link cases applied (%) (months) triggered iGame.com Tricked Europe Minor Closed Qualifier - PGL Major Krakow 2017 19-Jul-2017 Nuke 0 - 0 22 - 25 47 Match Link Video Link 1 Twista 2 Tier 1 12.50% 15.75 iGame.com Spirit Academy Hellcase Cup 6 6-Sep-2017 Nuke 18 - 18 20 - 22 6 Match Link Video Link maquinas Ambush ESEA Season 32 Advanced Playoffs 14-Nov-2019 Mirage 0 - 0 16 - 7 23 Match Link Video Link 2 casle 2 Tier 2 0 10 maquinas North WESG 2019 North Europe Closed Qualifier 27-Nov-2019 Overpass 4 - 9 16 - 19 22 Match Link Video Link Furious Gaming Latingamers La Liga Pro Trust 2019 - Apertura 25-Aug-2019 Mirage 0 - 0 0 - 1 1 Match Link Video Link 3 dinamito 2 Tier 2 0 10 Furious Gaming Sinisters Aorus League 2019 #3 Southern Cone 6-Sep-2019 Inferno 0 - 0 11 - 16 27 Match Link Video Link 4 ArnoZ1K4 1 Tier 2 0 10 Evidence Reapers Dell Gaming Liga Pro Season 1 - #4 APR/19 12-Apr-2019 Train 0 - 0 16 - 10 26 Match Link Video Link Tricked pro100 LOOT.BET Cup 2 - cs_summit 2 Qualifier 13-Dec-2017 Mirage 0 - 0 11 - 7 18 Match Link Video Link Tricked EURONICS United Masters League 21-Nov-2018 Dust2 0 - 0 4 - 2 6 Match Link Video Link Tricked LDLC United Masters League 28-Nov-2018 Mirage 0 - 0 16 - 12 28 Match Link Video Link Tier 1 5 Rejin 7 45% 19.8 Tricked HAVU Kalashnikov CUP 29-Nov-2018 Train 0 - 0 10 - 15 25 Aggravated Match Link Video Link Tricked -
Demystifying Internet of Things Security Successful Iot Device/Edge and Platform Security Deployment — Sunil Cheruvu Anil Kumar Ned Smith David M
Demystifying Internet of Things Security Successful IoT Device/Edge and Platform Security Deployment — Sunil Cheruvu Anil Kumar Ned Smith David M. Wheeler Demystifying Internet of Things Security Successful IoT Device/Edge and Platform Security Deployment Sunil Cheruvu Anil Kumar Ned Smith David M. Wheeler Demystifying Internet of Things Security: Successful IoT Device/Edge and Platform Security Deployment Sunil Cheruvu Anil Kumar Chandler, AZ, USA Chandler, AZ, USA Ned Smith David M. Wheeler Beaverton, OR, USA Gilbert, AZ, USA ISBN-13 (pbk): 978-1-4842-2895-1 ISBN-13 (electronic): 978-1-4842-2896-8 https://doi.org/10.1007/978-1-4842-2896-8 Copyright © 2020 by The Editor(s) (if applicable) and The Author(s) This work is subject to copyright. All rights are reserved by the Publisher, whether the whole or part of the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on microfilms or in any other physical way, and transmission or information storage and retrieval, electronic adaptation, computer software, or by similar or dissimilar methodology now known or hereafter developed. Open Access This book is licensed under the terms of the Creative Commons Attribution 4.0 International License (http://creativecommons.org/licenses/by/4.0/), which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made. The images or other third party material in this book are included in the book’s Creative Commons license, unless indicated otherwise in a credit line to the material. -
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. -
Checklist for Submission to Gamescom Award 2020
DEADLINE Friday, August 7th 2020 gamescom award honors outstanding games and products presented within the frame of gamescom 2020. Organizer of the award is the Digital Gaming Culture Foundation. To evaluate and rate the award submissions, the organizer composes an independent and internationally-staffed jury. By submitting a game or product to gamescom award, a company agrees to the regulations of gamescom award 2020. They can be found here (German) or here (English), near the bottom of the page, under the respective subheader. Checklist for submission to gamescom award 2020 For a successful submission to the gamescom award it is necessary to comply with the following regulations. Need help? Call +49 30 29 04 92 92 Please make sure that your game / product is not in Any questions? [email protected] conflict with any of the following criteria. Otherwise, its submission cannot be accepted. The submitted game / product has never been submitted for gamescom award in previous years.* The submitted game / product will be released in Germany or in my company‘s domestic market between the beginning of gamescom 2020 and the beginning of gamescom 2021 Benjamin Rostalski Tobias Lo Coco I’ve specifiedat least one contact person (see page 3) responsible for the game / product during the submission process, who is eligible to be called during a live streamed award ceremony. I am submitting this submission form prior to the Gameplay footage will be submitted alongside deadline on Friday, August 7th 2020 as a writable this form via link on page 3. PDF containing verified and copyable links, Footage must feature: contact details etc. -
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. -
Inside the E-Sports Ecosystem: a Business Overview
Inside the e-Sports Ecosystem: A Business Overview David Hiltscher VP Gaming Communities Turtle Entertainment About the presenter • Saw the beginning of Quake 2 & 3 and Counter- Strike, and many more games over the years • Joined Turtle in 2006 • He and his team figure out the first rule book of a sport on a regular basis • They ran 1,500 tournaments this year with 1.5 million participants eSports – The name ● Why not sport? ● Retired terms: Cyberathleticism, professional video gaming ● Sports professionals are split over accepting eSports ● Definition more an issue for sports professional than us A different sport ● Can be experienced by everyone ● Global player liquidity helps develop a sport ● No physicality ● Digitally exact ● Inclusive What is eSports? • Synchronous Multiplayer games that are played competitively (team games mainly) • From ranked matchmaking to the Staples Center • For us there is only eSports, but we treat each game individually as a sport THE GAMES OFFICIAL LEAGUES WCS 2012 EU FINALS LOL S2 WORLD CHAMPIONSHIP THE INTERNATIONAL 2 Why enter this business? What the public thinks: • Reach • Trend • Direct profit Actual good reasons to consider eSports • Engagement • Viral acquisition • Brand loyalty • Across genres, once learned becomes part of your marketing • Competitive advantage • Gain control • A sound business choice overall Options • Organic / anorganic Is there an eSports industry? “Your best bet finding an eSports position is to look at every company that sponsors eSports.” This view is common and wrong. eSports