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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. -
Esports Yearbook 2017/18
Julia Hiltscher and Tobias M. Scholz eSports Yearbook 2017/18 ESPORTS YEARBOOK Editors: Julia Hiltscher and Tobias M. Scholz Layout: Tobias M. Scholz Cover Photo: Adela Sznajder, ESL Copyright © 2019 by the Authors of the Articles or Pictures. ISBN: to be announced Production and Publishing House: Books on Demand GmbH, Norderstedt. Printed in Germany 2019 www.esportsyearbook.com eSports Yearbook 2017/18 Editors: Julia Hiltscher and Tobias M. Scholz Contributors: Sean Carton, Ruth S. Contreras-Espinosa, Pedro Álvaro Pereira Correia, Joseph Franco, Bruno Duarte Abreu Freitas, Simon Gries, Simone Ho, Matthew Jungsuk Howard, Joost Koot, Samuel Korpimies, Rick M. Menasce, Jana Möglich, René Treur, Geert Verhoeff Content The Road Ahead: 7 Understanding eSports for Planning the Future By Julia Hiltscher and Tobias M. Scholz eSports and the Olympic Movement: 9 A Short Analysis of the IOC Esports Forum By Simon Gries eSports Governance and Its Failures 20 By Joost Koot In Hushed Voices: Censorship and Corporate Power 28 in Professional League of Legends 2010-2017 By Matthew Jungsuk Howard eSports is a Sport, but One-Sided Training 44 Overshadows its Benefits for Body, Mind and Society By Julia Hiltscher The Benefits and Risks of Sponsoring eSports: 49 A Brief Literature Review By Bruno Duarte Abreu Freitas, Ruth S. Contreras-Espinosa and Pedro Álvaro Pereira Correia - 5 - Sponsorships in eSports 58 By Samuel Korpimies Nationalism in a Virtual World: 74 A League of Legends Case Study By Simone Ho Professionalization of eSports Broadcasts 97 The Mediatization of DreamHack Counter-Strike Tournaments By Geert Verhoeff From Zero to Hero, René Treurs eSports Journey. -
2021 Enascar MEDIA GUIDE
eNASCAR COCA-COLA iRACING SERIES 2021 MEDIA GUIDE eNASCAR COCA-COLA iRACING SERIES 1 eNASCAR COCA-COLA iRACING SERIES TABLE OF CONTENTS SECTION PAGE Introduction . 3 2021 Schedule . 4 2021 Free Agency Recap . 5 2021 Driver Roster . 6 2021 Spotter Guide . 7 Driver Profiles . 12 2020 Race Results . 32 Historical Series Standings . 52 All-Time Race Winners . 63 Contact Information . 64 eNASCAR COCA-COLA iRACING SERIES 2 eNASCAR COCA-COLA iRACING SERIES INTRODUCTION The eNASCAR Coca-Cola iRacing Series will return purse, and a new playoff format, and we can’t wait to for its 12th season with an increased championship get the season started at Daytona!” purse, new teams and an elevated playoff format to conclude an 18-race schedule. The 2020 eNASCAR Coca-Cola iRacing Series season went down to the wire, with Nick Ottinger “After more than a decade of iRacing competition, claiming the series’ first $100,000 championship the 2021 season is poised to further position the in William Byron eSports’ first year in the series. eNASCAR Coca-Cola iRacing Series as one of the Ottinger and nearly 30 other drivers return from most immersive and competitive gaming leagues,” last season. An already marquee group of returning said Tim Clark, senior vice president and chief teams welcomes the virtual debut of 23XI, the new digital officer, NASCAR. “Last year was monumental NASCAR Cup Series team owned by Michael Jordan for esports, and we’re committed to elevating and Denny Hamlin; McLaren Shadow, the official NASCAR’s presence in the space, delivering more esports team of McLaren F1; Elliott Sadler Esports, entertainment for fans and connecting the sport owned by former NASCAR Cup Series veteran with new audiences.” Elliott Sadler; and professional esports teams Spacestation Gaming and XSET. -
Portfolio Pages
PORTFOLIO SEPTEMBER 2020 THE CENTER OF ESPORTS ENTERTAINMENT Recognized by Fast Company in 2019 as one of the “World’s Most Innovative Companies”, Allied Esports is a global esports entertainment company positioned at the center of the $1.1 Billion esports industry. While our network of dedicated esports properties and trucks put us on the international map, our expertise at creating unique live experiences and entertainment content continues to turn the heads of fans, partners and investors. • Owner and operator of one of the world’s most recognized esports venue and production facility – HyperX Esports Arena Las Vegas • A global property network designed to create scalable proprietary and third-party events and content • Collaborate with game publishers, content creators, brands, media platforms and event organizers to create bespoke content through live experiences and broadcasts 2 THE AESE PORTFOLIO PROGRAMMING & CONTENT SNAPSHOT ALLIED ORIGINALS Ninja Vegas ‘18, Playtime with KittyPlays, Simon Cup, Odyssey, Allied Esports R6 Minor, Vie.gg CS:GO Legend Series COMMUNITY PROGRAMMING Friday Frags, Saturday Speedway, Wednesday Whiffs, Combustion Series ESPORTS CHANNEL PROGRAMMING TV Azteca, Azteca Esports, eLiga MX, Nation vs. Nation, Gears of War, LOL Liga Latinoamerica THIRD PARTY PRODUCTIONS Riot, Nintendo, Capcom, NHL, NBA2K, Twitch, Mountain Dew, NASCAR 3 EVENTS & CONTENT PORTFOLIO I. ORIGINALS III. CHANNEL PROGRAMING IV. 3RD PARTY EVENTS & CONTENT • Ninja Vegas ‘18 • AZE Circuit – Community tournament NA EU • Ninja #comesayhi programming -
Esports Venues: a New Sport Business Opportunity
Journal of Applied Sport Management Volume 10 Issue 1 Article 8 1-1-2018 eSports Venues: A New Sport Business Opportunity Seth E. Jenny Margaret C. Keiper Blake J. Taylor Dylan P. Williams Joey Gawrysiak See next page for additional authors Follow this and additional works at: https://trace.tennessee.edu/jasm Part of the Business Commons, Education Commons, and the Social and Behavioral Sciences Commons Recommended Citation Jenny, Seth E.; Keiper, Margaret C.; Taylor, Blake J.; Williams, Dylan P.; Gawrysiak, Joey; Manning, R. Douglas; and Tutka, Patrick M. (2018) "eSports Venues: A New Sport Business Opportunity," Journal of Applied Sport Management: Vol. 10 : Iss. 1. https://doi.org/10.18666/JASM-2018-V10-I1-8469 Available at: https://trace.tennessee.edu/jasm/vol10/iss1/8 This Article is brought to you for free and open access by Volunteer, Open Access, Library Journals (VOL Journals), published in partnership with The University of Tennessee (UT) University Libraries. This article has been accepted for inclusion in Journal of Applied Sport Management by an authorized editor. For more information, please visit https://trace.tennessee.edu/jasm. eSports Venues: A New Sport Business Opportunity Authors Seth E. Jenny, Margaret C. Keiper, Blake J. Taylor, Dylan P. Williams, Joey Gawrysiak, R. Douglas Manning, and Patrick M. Tutka This article is available in Journal of Applied Sport Management: https://trace.tennessee.edu/jasm/vol10/iss1/8 Journal of Applied Sport Management Vol. 10, No. 1, Spring 2018 https://doi.org/10.18666/JASM-2018-V10-I1-8469 eSports Venues A New Sport Business Opportunity Seth E. -
Official Digital Program 2019 Open-Wheels.Com 500 Mile Race
OFFICIAL DIGITAL PROGRAM 2019 OPEN-WHEELS.COM 500 MILE RACE Welcome To the Open-Wheels.com 500 Mile Race On behalf of the staff at Open-Wheels.com, welcome to the inaugural running of the Open-Wheels.com 500 Mile Race presented by Mitchell Transmissions. After many months of planning, preparation, discussions, and excitement, we begin our first chapter in what is hopefully a storied history for our November event. My dreams, hopes, and visions for this race first began to circulate in late May, wondering what it would take to replicate (to the best of our ability) what it feels like for a driver to be part of the Indianapolis 500 in real life. To feel the pressure of qualifications, and what it means to simply make the race - not to mention the elation that one lucky competitor will enjoy upon winning the event itself. Indianapolis is about so much more than its four corners, or what happens for 200 laps within its pristine white walls. For some, it is a rousing pre-race ceremony that includes Taps, Back Home Again in Indiana, and always a memorable flyover. For others, it is the green flag that seems to take ages to finally get here - before it finally happens in the blink of an eye, and 33 daring drivers funnel into Turn 1 at over 200 miles per hour. This venue breathes tradition and honor, begging to tell the stories of its past while simutaneously waiting patiently to make new memories. This month, I hope we do just that by leaving our mark on the sim racing world and producing the most authentic, exciting, pressure-packed 500-mile race that iRacing’s proud history has ever seen. -
The Case of Competitive Video Gaming and Its Fandom: Media Objects, Fan Practices, and Fan Identities
THE CASE OF COMPETITIVE VIDEO GAMING AND ITS FANDOM: MEDIA OBJECTS, FAN PRACTICES, AND FAN IDENTITIES A Dissertation Presented to the Faculty of the Graduate School Of Cornell University In Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy by Elizabeth Marie Howell Newbury December 2017 THE CASE OF COMPETITIVE VIDEO GAMING AND ITS FANDOM: MEDIA OBJECTS, FAN PRACTICES, AND FAN IDENTITIES © Elizabeth Marie Howell Newbury 2017 2 MEDIA OBJECTS, FAN PRACTICES, AND FAN IDENTITIES: THE CASE OF COMPETITIVE VIDEO GAMING AND ITS FANDOM Elizabeth Marie Howell Newbury Cornell University 2017 This project focuses on exploring the growing spectacle of esports fandom: those who are followers of competitive video gaming. As esports bridges across fan practices exhibited in popular communication, sociology of sports, leisure studies and video game studies, so too does this research project. Going from the media object, to fan communal practices, to individual fan practices, this research draws on a range of theories from framing, sports geography, and fan identity to better understand this emerging media form. The nexus of all of these theories is to combine understanding fan practices with a grounded theory approach. The central argument of this research is that, by elucidating these practices, scholars can better understand not only the emerging practices of fans but how they reflect core identities of the fans. Fans shape not only through our practices of fandom what it means as a communal activity, but how central the identity is to their own everyday lives. A backbone of fan identity is how gender is reflected back through the practice of being a fan. -
Maximizing Your Investment Through Understanding the Fans
U.S., UK, GERMANY, FRANCE THE ESPORTS PLAYBOOK MAXIMIZING YOUR INVESTMENT THROUGH UNDERSTANDING THE FANS Copyright © 2017 The Nielsen Company INTRODUCTION Welcome to Nielsen Esports’ first fan report, detailing the initial phase of our comprehensive survey of the global esports audience, focusing on four key Western markets – the U.S., United Kingdom, France and Germany. This is a combined effort that has brought together Nielsen’s expertise and experience in the sports and games sectors to produce a first-of-its- Nicole Pike kind, nuanced and in-depth study into esports fan behaviors. Global Research and Product Lead, Nielsen Esports Thanks to its rapid development, the technology and connectivity that makes it possible, several high-profile investments from brands, broadcasters and rights holders in established sports, and many projections about the size and scale of the opportunity, there is understandable interest in esports – and those who participate, stream and organize it. “ NIELSEN ESPORTS IS A COMBINED Stephen Master EFFORT THAT HAS BROUGHT Global Commercial Lead, Nielsen Esports TOGETHER NIELSEN’S EXPERTISE AND EXPERIENCE IN THE SPORTS AND GAMES SECTORS.” While the size of the esports fan base is undoubtedly growing, the picture of this audience is as complex as for any established sport, with differences across markets, game genres and individual titles, to name a few. Rather than join the rush to market, we have spent time carefully examining the intricacies and unique aspects of the esports world and listening to the esports industry before collecting the data and crafting the commentary that shapes the following pages. While this report focuses on the United States and Europe, Asia is, naturally, our equal priority – Nielsen’s analysis of the esports audience of China, Japan and South Korea will follow later in the year. -
Esports Corruption: Gambling, Doping, and Global Governance John T
Maryland Journal of International Law Volume 32 | Issue 1 Article 10 Esports Corruption: Gambling, Doping, and Global Governance John T. Holden Ryan M. Rodenberg Anastasios Kaburakis Follow this and additional works at: http://digitalcommons.law.umaryland.edu/mjil Recommended Citation John T. Holden, Ryan M. Rodenberg, & Anastasios Kaburakis, Esports Corruption: Gambling, Doping, and Global Governance, 32 Md. J. Int'l L. 236 (2017). Available at: http://digitalcommons.law.umaryland.edu/mjil/vol32/iss1/10 This Symposium: Articles and Essays is brought to you for free and open access by the Academic Journals at DigitalCommons@UM Carey Law. It has been accepted for inclusion in Maryland Journal of International Law by an authorized editor of DigitalCommons@UM Carey Law. For more information, please contact [email protected]. 10_FINAL_HOLDEN (DO NOT DELETE) 11/6/2017 2:22 PM Esports Corruption: Gambling, Doping, and Global Governance JOHN T. HOLDEN, RYAN M. RODENBERG & ANASTASIOS KABURAKIS1† ABSTRACT The world of esports is fast becoming a mainstream form of competition and entertainment. While there is debate over whether esports should be recognized as a sport, the emergence of competitive video gaming has seen a rise in many of the problems associated with traditional sport including: doping, gambling-related match-fixing and non-gambling related corruption. Indeed, the esports gambling market has quickly surpassed the total legal sports wagering market in the United States, including daily fantasy sports. This paper examines esports growth and the evolving integrity challenges being faced by players, tournament organizers, gamblers, sponsors, politicians, and fans. Esports, like traditional sports, faces both internal and external corruption-related threats. -
The Sports Business the Sports Business
Issue: The Sports Business The Sports Business By: Joe Lapointe Pub. Date: September 4, 2017 Access Date: September 28, 2021 DOI: 10.1177/237455680326.n1 Source URL: http://businessresearcher.sagepub.com/sbr-1863-103855-2836922/20170904/the-sports-business ©2021 SAGE Publishing, Inc. All Rights Reserved. ©2021 SAGE Publishing, Inc. All Rights Reserved. Is it a bubble about to burst? Executive Summary If the U.S. sports business has two mainstays, they are the National Football League and ESPN, the dominant league and pre-eminent television network in a $60 billion industry. Yet both are facing serious challenges, with the NFL confronting a drop in television ratings and ESPN grappling with a decline in subscribers as fans find alternate ways to watch their favorite sports. Some observers view these trends as warning signs that the decades-long expansion of sports’ popularity – and profitability – is about to end. Others disagree, saying the industry can adapt to changing fan preferences and remain prosperous because of strong interest in its basic product. Here are some of the key takeaways: The advent of smartphones and streaming services has cost ESPN more than 12 million subscribers and $1 billion in lost revenue in the past six years. The NFL suffered an 8 percent decline in its television viewership last season and is cutting down on the number of in-game commercials in response. The fraught relationship between sports and gambling will enter a new phase when a pro hockey team moves into Las Vegas in 2017 and an NFL franchise follows suit by 2019. Overview The prosperous partnership between the NFL and ESPN is being tested by new trends in sports viewership. -
Portfolio 2020 the Center of Esports Entertainment
PORTFOLIO 2020 THE CENTER OF ESPORTS ENTERTAINMENT Recognized by Fast Company in 2019 as one of the “World’s Most Innovative Companies”, Allied Esports is a global esports entertainment company positioned at the center of the $1.1 Billion esports industry. While our network of dedicated esports properties and trucks put us on the international map, our expertise at creating unique live experiences and entertainment content continues to turn the heads of fans, partners and investors. • Owner and operator of one of the world’s most recognized esports venue and production facility – HyperX Esports Arena Las Vegas • A global property network designed to create scalable proprietary and third-party events and content • Collaborate with game publishers, content creators, brands, media platforms and event organizers to create bespoke content through live experiences and broadcasts 2 THE ALLIED ESPORTS PORTFOLIO PROGRAMMING & CONTENT SNAPSHOT ALLIED ORIGINALS Ninja Vegas ‘18, Playtime with KittyPlays, Simon Cup, Odyssey, Allied Esports R6 Minor, Vie.gg CS:GO Legend Series COMMUNITY PROGRAMMING Friday Frags, Saturday Speedway, Wednesday Whiffs, Combustion Series ESPORTS CHANNEL PROGRAMMING TV Azteca, Azteca Esports, eLiga MX, Nation vs. Nation, Gears of War, LOL Liga Latinoamerica THIRD PARTY PRODUCTIONS Riot, Nintendo, Capcom, NHL, NBA2K, Twitch, Mountain Dew, NASCAR 3 EVENTS & CONTENT PORTFOLIO I. ORIGINALS III. CHANNEL PROGRAMING IV. 3RD PARTY EVENTS & CONTENT • Ninja Vegas ‘18 • AZE Circuit – Community tournament NA EU • Ninja #comesayhi programming -
Esports and Gambling: Where's the Action
ESPORTS & GAMBLING: WHERE’S THE ACTION? VERSION 2: 8.15.2016 Photo by Roman Kosolapov / Shutterstock.com Analyzing the intersection of the gambling and esports industries 2016 CHRIS GROVE - Managing Director, Eilers & Krejcik Gaming WHAT’S NEW IN THIS UPDATE Why we updated What’s changed Our decision to update our report only two months after publishing was Revised skin gambling projections. Our projections for total skin gambling handle in 2016 and through driven by an event we suggested as a possibility in our original report: 2020 have been revised downward to a significant degree in the wake of Valve’s decision, with our base case Valve’s decision to crack down on skin gambling sites in July of 2016. calling for an 85% drop into 2017 and our 2020 number sitting at roughly 5% of our original projections. After concluding that the crackdown was genuine and that a material Revised cash gambling projections. Based on our analysis regarding the likely crossover from skin gambling number of skin gambling sites were acting in response, we saw little to cash gambling, we have revised our projections for total cash gambling on esports in 2016 and through choice but to overhaul the report. 2020. While cash gambling did receive a boost, it was nowhere near enough to offset the decline in our skin gambling projections. Skin gambling sites accounted for more than 90% of our projected esports gambling activity in 2016, and over half of our projected total Revised overall esports gambling projections. Declines in skin gambling will easily outpace gains in cash activity by 2020.