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„Kolíska“ Šťastia Sagan Skončil!
Piatok 9. 7. 2021 75. ročník • číslo 156 cena 0,90 pre predplatiteľov 0,70 App Store pre iPad a iPhone / Google Play pre Android Sagan skončil! Černák píše Hokejista Tampy Bay je prvý Slovák, históriu ktorý obhájil Stanleyho pohár Strana 22 Strany 20 a 21 Peter Sagan odstúpil z Tour de France. Cyklista tímu Bora-hansgrohe skončil pre zhoršujúce sa zranenie kolena, ktoré utrpel po páde v závere 3. etapy. Neustále musel byť pod dohľadom lekára. FOTO BORA-HANSGROHE Strany 3 – 7 „Kolíska“ šťastia Anglicko zdolalo v semifinále ME Dánsko 2:1 po predĺžení. Hráči z kolísky futbalu si prvý raz zahrajú o cennú trofej na kontinentálnom šampionáte. V nedeľu nastúpia proti Taliansku. FOTO TASR/AP FOTO INSTAGRM (eč) Prvý zápas 1. predkola Konferenčnej ligy: MŠK Žilina – FC Dila Gori 5:1 (2:0) 2 NÁZORY piatok 9. 7. 2021 PRIAMA REČ MARTINA PETRÁŠA Zaslúžené finálové obsadenie Finále európskeho šampionátu obsta- futbalistom, ktorí sa stotožnili s jeho filo- „ O trofej zabojujú dva tímy, ktoré že palce držím Taliansku, kde som nielen rajú Taliansko a Anglicko. Absolútne za- zofiou. Mužstvo predvádza fantastický hrával, ale stále tam trávim veľkú časť slúžene. O trofej zabojujú dva tímy, ktoré futbal v duchu moderných trendov. Hráči na turnaji predvádzajú najlepší futbal. svojho života. V krajine vládla podobná na turnaji predvádzajú najlepší futbal. Ve- majú okrem fyzického fondu aj kvalitu eufória naposledy v roku 2006, keď sa dú ich tréneri, ktorí dokázali zmeniť dl- a pritom Taliansko nič nestratilo zo svojej na tých istých postoch ako v národnom tí- reth Southgate rovnako ako jeho náproti- stali majstrami sveta. -
Sports & Esports the Competitive Dream Team
SPORTS & ESPORTS THE COMPETITIVE DREAM TEAM JULIANA KORANTENG Editor-in-Chief/Founder MediaTainment Finance (UK) SPORTS & ESPORTS: THE COMPETITIVE DREAM TEAM 1.THE CROSSOVER: WHAT TRADITIONAL SPORTS CAN BRING TO ESPORTS Professional football, soccer, baseball and motor racing have endless decades worth of experience in professionalising, commercialising and monetising sporting activities. In fact, professional-services powerhouse KPMG estimates that the business of traditional sports, including commercial and amateur events, related media as well as education, academic, grassroots and other ancillary activities, is a US$700bn international juggernaut. Furthermore, the potential crossover with esports makes sense. A host of popular video games have traditional sports for themes. Soccer-centric games include EA’s FIFA series and Konami’s Pro Evolution Soccer. NBA 2K, a series of basketball simulation games published by a subsidiary of Take-Two Interactive, influenced the formation of the groundbreaking NBA 2K League in professional esports. EA is also behind the Madden NFL series plus the NHL, NBA, FIFA and UFC (Ultimate Fighting Championship) games franchises. Motor racing has influenced the narratives in Rockstar Games’ Grand Theft Auto, Gran Turismo from Sony Interactive Entertainment, while Psyonix’s Rocket League melds soccer and motor racing. SPORTS & ESPORTS THE COMPETITIVE DREAM TEAM SPORTS & ESPORTS: THE COMPETITIVE DREAM TEAM In some ways, it isn’t too much of a stretch to see why traditional sports should appeal to the competitive streaks in gamers. Not all those games, several of which are enjoyed by solitary players, might necessarily translate well into the head-to-head combat formats associated with esports and its millions of live-venue and online spectators. -
Esports Live Broadcast: an Appealing Media for Business-To-Consumer Communication
Internationale Betriebswirtschaft B.A. Hochschule Furtwangen University, Business School Supervised by Prof. Dr. Christoph Mergard eSports live broadcast: An appealing media for business-to-consumer communication A thesis submitted in fulfillment of the requirements for the degree of Bachelor’s of Arts in the faculty of economy by Daniel Fritz Matriculation number 248343 IBW 7 Pestalozzistr. 21 78176 Blumberg [email protected] June 2018 Table of contents Sworn Statement........................................................................................................................... II List of Figures ............................................................................................................................... III Abstract ........................................................................................................................................ IV Introduction .................................................................................................................................. 1 Scope of study ....................................................................................................................... 2 Literature review ........................................................................................................................... 4 Methodology ................................................................................................................................. 7 1. Examination of the eSports industry and eSport live broadcasts ............................................ -
Esports Marketer's Training Mode
ESPORTS MARKETER’S TRAINING MODE Understand the landscape Know the big names Find a place for your brand INTRODUCTION The esports scene is a marketer’s dream. Esports is a young industry, giving brands tons of opportunities to carve out a TABLE OF CONTENTS unique position. Esports fans are a tech-savvy demographic: young cord-cutters with lots of disposable income and high brand loyalty. Esports’ skyrocketing popularity means that an investment today can turn seri- 03 28 ous dividends by next month, much less next year. Landscapes Definitions Games Demographics Those strengths, however, are balanced by risk. Esports is a young industry, making it hard to navigate. Esports fans are a tech-savvy demographic: keyed in to the “tricks” brands use to sway them. 09 32 Streamers Conclusion Esports’ skyrocketing popularity is unstable, and a new Fortnite could be right Streamers around the corner. Channels Marketing Opportunities These complications make esports marketing look like a high-risk, high-reward proposition. But it doesn’t have to be. CHARGE is here to help you understand and navigate this young industry. Which games are the safest bets? Should you focus on live 18 Competitions events or streaming? What is casting, even? Competitions Teams Keep reading. Sponsors Marketing Opportunities 2 LANDSCAPE LANDSCAPE: GAMES To begin to understand esports, the tra- game Fortnite and first-person shooter Those gains are impressive, but all signs ditional sports industry is a great place game Call of Duty view themselves very point to the fact that esports will enjoy even to start. The sports industry covers a differently. -
Dreamhack Masters to Move Online – $300,000 Prize Pool Split Across
DreamHack Masters to move online – $300,000 prize pool split across four regional competitions Confirmed Teams To Date Include Astralis, Ninjas in Pyjamas, ENCE, MIBR, 100 Thieves, TyLoo STOCKHOLM — DreamHack today announced that, due to the ongoing health and safety concerns in the world, and the interest of the safety and health of our players and staff, DreamHack Masters has been rescheduled and will move to an online format to fulfill our promise of bringing the Counter-Strike: Global Offensive (CS:GO) community the world's best CS:GO action. DreamHack Masters Spring will be split into two time periods: May 19-30, with the group stage of the regional championships in Europe and North America running parallel, and the playoffs taking place June 8-14. The other two regional championships, Asia and Oceania, will also run simultaneously from June 2-7. The total prize pool of $300,000 will be split between the four regions as follow: $160,000 for Europe; $100,000 for North America; $20,000 for Asia; and $20,000 for Oceania. Each region will run qualifiers running between April 16-20. “We’re very excited to move to an online format for DreamHack Masters Spring,” said Michael Van Driel, Chief Product Officer at DreamHack. “While not being able to compete on LAN is unfortunate, we’ve developed a structure to support teams, players and fans around the world. We look forward to a great competition, showing that the world of esports goes on as we're quick to adapt and find solutions for this new reality. -
A Tippmixen Is Indul a Tokiói Olimpia!
XX. évfolyam 59. szám 2021. július 23. a szerencsejáték zrt. ingyenes kiadványa megjelenik kedden és pénteken a tippmiXen iS inDUl a toKiói olimpia! várható főnyeremény SKanDináv lottó - 29. hét ötöSlottó - 28. hét eUroJaCKpot - 28. hét a 29. héten elSő (gépi) SorSoláS 27 34 38 51 62 a: 9 14 24 37 39 b: 4 9 1 080 9 13 17 24 26 28 35 millió forint máSoDiK (Kézi) SorSoláS hatoSlottó - 28. hét 3 4 5 22 32 34 35 JoKer - 28. hét 8 16 17 19 24 39 795 elSő húzáSi SorrenD 9 2 4 8 8 2 24 26 35 9 13 28 17 millió forint lUXor - 28. hét máSoDiK húzáSi SorrenD 1. 2. 3. 4. 5. 6. 7. 8. Kenó ereDményeK 5 3 22 4 32 34 35 38 74 27 46 51 26 3 72 16 9. 10. 11. 12. 13. 14. 15. 16. 2021. JÚLIUS 19. (hétfő) határSzámon belül millió forint 65 71 13 69 53 14 34 31 7 8 15 21 27 29 38 42 43 46 nyeremények: 29. hét 17. 18. 19. 20. 21. 22. 23. 24. 7 találatos: 1 db 53 700 390 Ft 39 20 29 30 37 70 61 49 50 53 55 56 61 63 69 71 72 80 6 találatos: 109 db 146 470 Ft 25. 26. 27. 28. 29. 30. 31. 32. 7 2021. JÚLIUS 20. (kedd) 5 találatos: 3 070 db 5 200 Ft 63 55 44 1 32 62 7 64 határSzámon túl millió forint 4 találatos: db Ft 39 684 1 500 33. 34. -
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. -
'Apex Legends' Esports Tournament
4/27/2021 FACEIT To Host $50,000 'Apex Legends' Esports Tournament May 27, 2019, 06:01pm EDT | 5,754 views FACEIT To Host $50,000 'Apex Legends' Esports Tournament Mike Stubbs Contributor Games Covering esports and influencers across the world. The Apex Legends esports scene is nally nding its feet. CREDIT: FACEIT FACEIT has announced the first ever officially licensed Apex Legends s e b esports tournament, which will have a massive $50,000 total prize pool and r o F feature some of the biggest organisations in the world. n o s ie The FACEIT Pro Series: Apex Legends competition will be a series of $5,000 k o o tournaments that will run over eight weeks. The remaining $10,000 of the C prize pool will go to the highest scoring team across the entire event. https://www.forbes.com/sites/mikestubbs/2019/05/27/faceit-to-host-50000-apex-legends-esports-tournament/?sh=52ae68387a9b 1/3 4/27/2021 FACEIT To Host $50,000 'Apex Legends' Esports Tournament The first event in the FACEIT Pro Series: Apex Legends kicks off at 2pm PST/5pm EST on May 31. After a brief break to allow for the ECS Season 7 CS:GO finals, the Apex Legends action will return on June 14, and continue on weekly until the final week on July 26. Each week’s tournament will last for four hours, with players having to secure more points in their matches than the other teams competing. FACEIT will of course be broadcasting the event, with CS:GO casters James Bardolph and Daniel ‘DDK’ Kapadia talking you through the action, along with other broadcast talent that is yet to be confirmed. -
ESPORTSESPORTSOPPORTUNITYOPPORTUNITY Side of Esports, Which Makes Sponsorship More Directly Measurable
THETHEESPORTSESPORTSOPPORTUNITYOPPORTUNITY side of esports, which makes sponsorship more directly measurable. But those aren’t the only differences between COMMON esports and more traditional sports sponsorships. While brands don’t have to toss out their sports sponsorship playbook, they do need to be aware of the unique attributes of esports and build out ESPORTS their plans accordingly. So, what does esports sponsorship look like? The esports ecosystem is complicated (see page 6-7). There are game publishers, leagues, SPONSOR competitions, platforms, teams/organizations and players/influencers. All may be looking for your sponsorship dollars. But for the sake of clarity, ACTIVATIONS this guide will examine the opportunity offered by esports organizations. Sometimes improperly referred to as teams, JERSEY PATCH esports organizations are essentially holding SPONSORSHIP companies that field teams across a variety Just like in European soccer or in the NBA, of different game titles and leagues. Among brands appear on player esports fans, these are the household names— jerseys when they play organizations like Team SoloMid (TSM), NRG, or practice on-camera. Optic Gaming, Team Liquid and Cloud9. Each of these organizations has teams across the different TWITCH leagues (like North American League of Legends, OVERLAY Inclusion of the sponsor NBA2K or the Overwatch League), but they all brand in regular Twitch represent the parent organization. It would be like influencer streaming. the Yankees and Red Sox having teams in MLB Teams often have as well as the NFL, NBA and NHL. This creates accounts that stream READY enormous fan equity. as much as 12 hours When working with these organizations, brands each day. -
“Esports: a Phenomenon with No Sign of Game Over”
“eSports: a phenomenon with no sign of game over” Sports were a big part of my upbringing and probably yours as well! Whether you are watching 36.6m basketball and baseball in the US, or tennis gamers of which and football in Europe, you are likely to feel the 6.5 million watch Bailey lasting impact of traditional sports. The problem eSports, according Morrow today is that viewer numbers for these sports to the British eSports VICE PRESIDENT Association VENTURE & are falling off a cliff. The average age of viewers GROWTH is increasing and the average number of people watching is dwindling. Broadcasters, publishers and content creators are turning elsewhere for growth, and the money is going where the young 35 years old is the people are – eSports. average age of gamers is, and It’s getting harder and harder to ignore the shake- a US survey shows up eSports is causing all around the world. The that 38% of people Fans share the gamers’ passion, on and offline numbers are impressive - there are currently 148 aged 50 and older million eSports enthusiasts worldwide. In 2019, play video games industry. In the US alone, eSports media revenues the industry will surpass $1 Billion. But this is are predicted to surpass $200 million in 2020, causing much more than just a shift in the video growing over 20% year-on-year… and that’s just games and tech industry; it’s a shift in culture. the start. eSports is disrupting the way younger generations “Traditional consume content, and its potential is only The professionalisation of competitive gaming is beginning to be explored in Europe. -
100 Thieves Names Lexus Official Luxury Automotive Partner
100 THIEVES NAMES LEXUS OFFICIAL LUXURY AUTOMOTIVE PARTNER July 23, 2021 LOS ANGELES (July 23, 2021) – 100 Thieves and Lexus have officially announced their sponsorship, making Lexus the first luxury auto partner of 100 Thieves. Lexus seeks to attract the next generation of Lexus buyers by connecting to 100 Thieves’ ever-growing audience of gamers. As the entitlement sponsor, the 100 Thieves Content House becomes the Lexus Content House. It will incorporate a full build-out of a Lexus Lounge within one of the most successful content houses in gaming. Both brands venture to successfully bridge premium lifestyle and gaming through resonating content developed by 100 Thieves’ very own YouTube and Twitch powerhouses, Valkyrae and Fuslie. “Lexus sees an authentic connection between vehicles, culture and premium lifestyle. We are thrilled to have found a like-minded partner in 100 Thieves,” said Vinay Shahani, vice president of marketing at Lexus. “Through our collaboration, our goal will be to surprise and delight the 100 Thieves community with innovative content and elevated experiences developed uniquely for them.” “We are so excited to partner with such a legendary and premium brand such as Lexus,” said Matthew “Nadeshot” Haag, founder and CEO of 100 Thieves. “Both of our brands focus on quality and innovation within each of our industries. We’re so excited to show our fans our new set of wheels and all the amazing content to come out of the content house.” The sponsorship was announced during the 100 Thieves Content House episode “Trivia Gamer Car Challenge,” which features newly named Lexus ambassadors Valkyrae and Fuslie in the one-of-a-kind, custom Lexus Gamers’ IS vehicle.. -
The Age of Social Distancing: 5 Lessons for Brands on Esports and Gaming
The Age of Social Distancing: 5 Lessons for Brands on esports and Gaming Hint: Less Stunts, More Strategy 1 What we are seeing in a nutshell: Interest from the corporate community in esports and gaming is not new. 64% of Canadians consider themselves gamers. 14% of Canadians are esports fans. Globally, a large roster of tier-1 brands have long had a major presence in this genre, and in Canada, a number of leading brands have activated as well. But due to circumstances created by COVID-19, the cultural conversation around esports and gaming is reignited. Cancellation of live events and suspension of sports leagues have forced traditional sponsor brands (and their agencies) with significant media presence in live broadcasts into contingency planning. Brands invested in traditional sports are looking for ways to stay connected with fanbases, and some professional leagues and teams are ramping up their gaming programming. Brands who have long considered entering esports and gaming are giving it a second look as social distancing has led to a significant uptick in gaming participation, and stream viewership. Dentsu POV: The shutdown of professional sports and rise of social distancing provides brands an opportunity in esports and Gaming – but not without careful planning and thoughtful messaging. Gamers are sponsor-savvy and know when they are being treated as “test subjects” by brands who are piloting initiatives. A single execution during a pandemic won’t cut it. If you plan to invest, signal staying power to the gaming community and show up for the long-term. 2 The opportunity in esports and gaming: fans reward brands who invest..