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Professional Counter-Strike: an Analysis of Media Objects, Esports Culture, and Gamer Representation
The University of Southern Mississippi The Aquila Digital Community Dissertations Spring 2021 Professional Counter-Strike: An Analysis of Media Objects, Esports Culture, and Gamer Representation Steven Young Follow this and additional works at: https://aquila.usm.edu/dissertations Part of the Other Film and Media Studies Commons Recommended Citation Young, Steven, "Professional Counter-Strike: An Analysis of Media Objects, Esports Culture, and Gamer Representation" (2021). Dissertations. 1886. https://aquila.usm.edu/dissertations/1886 This Dissertation is brought to you for free and open access by The Aquila Digital Community. It has been accepted for inclusion in Dissertations by an authorized administrator of The Aquila Digital Community. For more information, please contact [email protected]. PROFESSIONAL COUNTER-STRIKE: AN ANALYSIS OF MEDIA OBJECTS, ESPORTS CULTURE, AND GAMER REPRESENTATION by Steven Maxwell Young A Dissertation Submitted to the Graduate School, the College of Arts and Sciences and the School of Communication at The University of Southern Mississippi in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy Approved by: Dr. John Meyer, Committee Chair Dr. Christopher Campbell Dr. Eura Jung Dr. Paul Strait Dr. Steven Venette May 2021 COPYRIGHT BY Steven Maxwell Young 2021 Published by the Graduate School ABSTRACT Esports are growing in popularity at a rapid pace worldwide. In contemporary society, individuals watch esports broadcasts as part of their normal media consuming practices. This dissertation focuses on Counter-Strike: Global Offensive (CS:GO), which is currently the most recognized first-person shooter esport worldwide and the third most popular game across all esports genres (Irwin & Naweed, 2020). -
Treball De Fi De Grau
View metadata, citation and similar papers at core.ac.uk brought to you by CORE Facultat de Ciències de la Comunicacióprovided by Diposit Digital de Documents de la UAB Treball de fi de grau Títol Esports y trampas: narrativas en el problema del 'cheating' en Counter-Strike: Global Offensive Autor/a Vilma Arrufat Balanzá Tutor/a Emilio Fernandez Peña Departament Departament de Publicitat, Relacions Públiques i Comunicació Audiovisual Grau Comunicació Audiovisual Tipus de TFG Recerca Data Universitat Autònoma de Barcelona Facultat de Ciències de la Comunicació Full resum del TFG Títol del Treball Fi de Grau: Esports i trampes: narratives en el problema del 'cheating' a Counter-Strike: Global Offensive Català: Castellà: Esports y trampas: narrativas en el problema del 'cheating' en Counter-Strike: Global Offensive Anglès: Esports and cheats: narratives on the cheating problem on Counter Strike: Global Offensive Autor/a: Vilma Arrufat Balanzá Tutor/a: Emilio Fernandez Peña Curs: Grau: 2016/17 Periodisme Paraules clau (mínim 3) Català: Esports, Counter-Strike, trampes, Global Offensive, comunicació, narratives Castellà: Esports, Counter-Strike, trampas, Global Offensive, comunicación, narrativas Anglès: Esports, Counter-Strike, trampas, Global Offensive, comunicación, narratiavs Resum del Treball Fi de Grau (extensió màxima 100 paraules) Català: Castellà: Anglès: Universitat Autònoma de Barcelona ÍNDICE I. INTRODUCCIÓN…………………………………………………………………….. 3 II. MARCO TEÓRICO…………………………………………………………………. 4 1. Ética y trampa en los videojuegos………………………………………... 4 1.1 Trampas en los videojuegos competitivos…………………………. 7 2. Entorno y contexto………………………………………………………….. 10 2.1 Esports……………………………………………………………………. 10 2.2 Counter-Strike…………………………………………………………… 13 2.3 Actores en la escena competitiva……………………………………. 17 2.3.1 Desarrolladores………………………………………………. 18 2.3.2 Ligas y eventos………………………………………………. -
Blaze at Albert Hall Mansions
Clubs and Societies Arts page page 34 24 ArtsFest page 6 Expedition Malawi Guardian Student Newspaper of the Year e student newspaper of Imperial College No. 1,374 • Friday • 23 February 2007 • ffelixelix felixonline.co.uk Blaze at Albert IC Library Hall Mansions to remain EMERSON VIGOUREUX an inferno Westminster Council reject planned ‘solar shading’ changes Andy Sykes number of changes to improve the Westminster Council rejected Editor-in-chief poor ventilation in the building. the planning application outright, These include extra vents and mo- meaning none of the works can go Planned refurbishments to the Li- torised windows to provide fresh, ahead. It seems the main objection brary have been blocked by West- cooler air into the building. to the plans was a dissatisfaction minster Council, meaning students These were to complement the with the change of appearance that will have to suffer another summer planned “solar shading”, which would be caused by the solar chang- of roasting temperatures in the up- would be achieved by dimming the es. This is somewhat odd, as the Li- per floors. Library’s windows. This should brary is almost completely invisible The College had to submit a plan- complement the otherwise poor from the outside of the campus, so ning application to the Council for air conditioning and the extra any change should have minimal the changes it wished to make to ventilation to reduce the ambient impact on the surrounding area. the building. The plans included a temperature. Temperatures in the Library have been a problem for the last four years; it seems the air condi- tioning system cannot cope with the large number of students and high air temperatures around the summer revision period. -
Esports Yearbook 2010
Julia Christophers and Tobias M. Scholz eSports2010 Yearbook eSportS Yearbook Editors: Julia Christophers and Tobias M. Scholz Pictures: Julia Christophers Layout: Tobias M. Scholz Copyright © 2011 by eSports Yearbook and the Authors of the Articles. This work is licensed under the Creative Commons Attribution-Noncommercial-No De- rivative Works 3.0 Germany License. To view a copy of this license, visit http://creative- commons.org/licenses/by-nc-nd/3.0/de/ or send a letter to Creative Commons, 171 Second Street, Suite 300, San Francisco, California, 94105, USA. ISBN: tba Production and Publishing House: Books on Demand GmbH, Norderstedt. Printed in Germany 2011 www.eSportsyearbook.com eSports Yearbook 2010 Editors: Julia Christophers and Tobias M. Scholz Contributors: Kee Ahnström, Daniel Andersson, Emil Erlandsson, Frank Fields, Christina Kelly, Jasper Mah, Marc-Andre Messier, Tomasz Nowik, Mark O’Beirne, Marc Onofrio, Duncan Shields, Christian Warnholz, Colin Webster Content A Decade of eSports: The Asian Perspective 8 by Jasper Mah Passion in eSports - A Flame that Never Goes Out 16 by Duncan Shields A Year in which Business and eSports Games Learned to Co-exist 24 by Mark O’Beirne StarCraft II in Western eSports: Is Television Needed? 29 by Marc Onofrio Art of Daniel Andersson 34 by Daniel Andersson Changing Perspectives – An Owner’s Journey through eSports 38 by Frank Fields Rising to the Challenge 44 by Colin Webster Spectator Experiences at MLG Dallas vs. Korea 50 by Christina Kelly The Lessons eSports Should Learn From The Recession 54 by Marc-Andre Messier The Globe of eSports: Our Cultures, Our Worlds 62 by Jasper Mah The Golden Five and its’ Impact on Polish eSports Scene 71 by Tomasz Nowik A Cinderella Story 76 by Christian Warnholz Me and My Art 80 by Kee Ahnström What Can We Learn from Starcraft 82 by Tobias M.