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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 -
Razer Fact Sheet
RAZER FACT SHEET Year Founded: 1998 Contact Information: Razer USA LTD Razer (Asia Pacific) PTE LTD 2035 Corte de Nogal, Suite 101 514 Chai Chee Lane, #07-05 Carlsbad, CA 92011 Singapore 469029 Tel: 760.579.0180 Tel: +65 6505 2188 Number of Employees: 400+ History: Razer was founded in coastal San Diego in the late ‘90s by lawyer- turned- competitive gamer Min-Liang Tan and pro NFL linebacker- turned-competitive gamer Robert Krakoff. The company, known for its neon green triple-snake logo, was the first online gaming- specific hardware company, credited with the advent of the gaming mouse, innovations with gaming keyboards and headphones, development of the first portable gaming laptops and tablet, and instrumental role in the development of global e- Sports. Management: Min-Liang Tan, co-founder, CEO and creative director Khaw Kheng Joo, COO Edwin Chan, CFO Robert Krakoff, co-founder, president Mike Dilmagani, SVP, Sales and Marketing Products: • Laptops Tablets and related peripherals Wireless and wired mice and mouse surfaces Mechanical and membrane keyboards Headsets and headphones Software – Audio, VOIP, and systems optimization Apparel Accessories Distribution: 70-plus countries worldwide, including the USA, Canada and Latin America; Asia-Pacific; China; EU; and South Africa Sponsored Personalities: Athene, YouTube personality Jason Somerville, professional poker player Nick Lentz, MMA fighter Scott Jorgensen, MMA fighter Swifty, YouTube personality Sponsored Teams: 3DMX Alliance Anexis Esports Blood Legion Counter -
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. -
Nota De Prensa Empieza La Fase De Grupos Del
Publicado en Madrid el 10/10/2018 Empieza la fase de grupos del Mundial de League of Legends Los cuatro equipos clasificados del Play-In han sido: G2 Esports, Cloud 9, G-Rex y Edward Gaming. Los partidos de esta fase se jugarán del 10 al 17 de octubre. Se clasificarán dos equipos por cada uno de los cuatro grupos para disputar los cuartos de final Worlds 2018 empezó hace más de una semana en Seúl con el Play-In; sin embargo, para la mayoría de aficionados, la verdadera competición empieza el 10 de octubre. Ya se ha acabado la espera para los 12 equipos que aguardaban a que sus grupos se completasen con los clasificados del Play-In: G2 Esports, Cloud 9, G-Rex y Edward Gaming. No obstante, lo cierto es que el nivel de los partidos de la primera fase del Mundial ha sorprendido bastante. Los 12 equipos que trataban de buscar el pase en el Play-In han dejado encuentros interesantes y eliminatorias al mejor de 5 muy disputadas, como la de Cloud9 frente a Gambit Esports. A pesar de eso, los favoritos para completar los grupos han cumplido con los pronósticos; por lo tanto, los grupos quedan así: Grupo A Flash Wolves Afreeca Freecs Phon Vu Buffalo G2 eSports Grupo B Royal Never Give Up Gen. G Team Vitality Clouds Grupo C KT Rolster Mad Team Team Liquid Edward Gaming Grupo D Fnatic 100 Thieves Invictus Gaming G-Rex Ahora, los equipos clasificados del Play-In hacen las maletas para dirigirse a Busan a competir con los mejores conjuntos de League of Legends del planeta. -
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. -
An Overview of Esports in Europe
THIS REPORT IS BROUGHT TO YOU BY ESPORTS BAR AN OVERVIEW OF ESPORTS IN EUROPE FEATURING AN IN-DEPTH LOOK AT FOUR OF EUROPE’S MOST VIBRANT ESPORTS ECOSYSTEMS SWEDEN POLAND SPAIN GERMANY DECEMBER 2017 TABLE OF CONTENTS 1. Foreword 3 2. Key Facts About Europe 4 3. European Market Trends 6 4. Local Impact 10 5. Biggest Events 15 6. Using Consumer Insights 18 FOREWORD A NEW PHASE FOR ESPORTS COMMENCES Esports is entering a new phase toward becoming a mature ESPORTS ENTERING A CRUCIAL PHASE TOWARDS MATURITY market. The coming two years will be crucial in how fast it grows into a multi-billion-dollar business. The key determining factors are the success of local leagues and the franchising approach, the implementation of regulations, the arrival of new game formats and competition, the uptake of content rights sales, team profitability, and the impact of industry convergence involving traditional media, entertainment, telecom, and sports companies. Depending on how these factors play out in the coming year or two, esports’ growth could accelerate and reach $2.4 billion in 2020 in an optimistic scenario, almost $1 billion higher than the base scenario of $1.5 billion. Europe has been one of the most important regions in the development of the esports industry. Some of the first organizations that made esports popular, especially in the West, originate from Europe. Most notable is ESL, arguably the world’s largest esports organization, which has its roots in Germany. The company has helped build and shape esports from small community events to record-breaking events, including the Intel Extreme Masters in Katowice and ESL One in Cologne. -
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. -
Dodatok Za 17.04. Petok
Двојна Прво Полувреме-крај Вкупно голови Sport Life Belarus 1 шанса полувреме 2+ 1 X 2 1X 12 X2 1-1 X-1 X-X X-2 2-2 1 X 2 0-2 2-3 3+ 4+ 5+ R ? 1п. Пет 16:30 3532 Belshina 2.60 2.65 2.95 Smolevichy-STI 1.34 1.41 1.43 4.50 5.90 3.50 6.50 5.20 3.35 1.76 3.95 4.25 1.34 2.05 3.05 6.80 16.0 Пет 18:30 3533 Shakhtyor S. 1.48 3.65 6.90 Slutsk 1.06 1.23 2.45 2.30 3.90 5.00 14.0 13.0 2.10 2.02 6.80 3.30 1.58 1.95 2.25 4.33 9.50 Саб 15:00 3534 Rukh Brest 2.60 3.00 2.65 FK Minsk 1.41 1.33 1.43 4.45 6.10 4.25 6.20 4.50 3.30 1.90 3.40 3.45 1.54 1.95 2.35 4.60 10.0 Саб 15:00 3535 Isloch Minsk 2.15 3.00 3.35 Slavia-Mozyr 1.27 1.33 1.61 3.55 5.35 4.40 7.75 5.80 2.80 1.97 3.95 3.15 1.64 1.95 2.10 4.00 8.75 Саб 17:00 3536 Vitebsk 5.25 3.25 1.68 Dinamo Brest 2.04 1.29 1.12 9.50 11.0 4.50 4.25 2.70 5.40 1.93 2.40 3.45 1.53 1.96 2.40 4.70 11.0 Саб 19:00 3538 BATE Borisov 1.45 3.80 7.20 Torpedo Zhodino 1.06 1.22 2.55 2.20 4.00 5.40 15.0 13.0 2.00 2.12 6.80 3.00 1.73 1.95 2.02 3.65 7.60 Двата тима Двата тима Комбиниран Тим 1 голови Тим 2 голови Комбинирани типови ППГ Sport Life даваат гол даваат гол комб. -
Betus.Com.Pa 1-888-51-Betus
MAY 1ST MAY 2ND BASEBALL BASEBALL INT - TAIWAN CPBL INT - TAIWAN CPBL 10:05 PM Chinatrust Brothers Rakuten Monkeys 10:05 PM Chinatrust Brothers Rakuten Monkeys 10:05 PM Fubon Guardians Uni Lions 10:05 PM Fubon Guardians Uni Lions INT - TAIWAN CPBL 2ND LEAGUE OTHER SPORTS 1:00 AM Rakuten Monkeys 2 Uni-Lions 2 ESPORTS - DOTA2 CHINA PROFESSIONAL LEAGUE OTHER SPORTS 4:00 AM Invictus Gaming CDEC Gaming ESPORTS - DOTA2 CHINA PROFESSIONAL LEAGUE 7:00 AM Newbee Sparking Arrow Gaming 4:00 AM Vici Gaming CDEC Gaming ESPORTS - LOL PCS SPRING PLAYOFFS 7:00 AM Keen Gaming Sparking Arrow Gaming 3:00 AM ahq eSports Club Hong Kong Attitude DARTS - PDC HOME TOUR 2020 DARTS - PDC HOME TOUR 2020 2:30 PM Darren Webster Bradley Brooks 2:30 PM Ricky Evans Martin Atkins 3:00 PM Scott Baker Andy Hamilton 3:00 PM Christian Bunse Jeff Smith 3:30 PM Bradley Brooks Andy Hamilton 3:30 PM Martin Atkins Jeff Smith 4:00 PM Darren Webster Scott Baker 4:00 PM Ricky Evans Christian Bunse 5:00 PM Scott Baker Bradley Books 4:30 PM Christian Bunse Martin Atkins 5:30 PM Andy Hamilton Darren Webster 5:00 PM Jeff Smith Ricky Evans ESPORTS - LOL EUROPEAN MASTERS SPRING ESPORTS - LOL LPL SPRING PLAYOFFS 12:30 PM K1CK Neosurf Movistar Riders 5:00 AM Top Esports JD Gaming 1:30 PM Schalke 04.Evo Movistar Riders ESPORTS - LOL EUROPEAN MASTERS SPRING 3:30 PM Schalke 04.Evo K1CK Neosurf 11:30 AM mousesports Energypot Wizards ESPORTS - CS GO ELISA INVITATIONAL 12:30 PM Fnatic Rising eSuba 6:00 AM Nordavind KOVA 1:30 PM Fnatic Rising mousesports 7:30 AM North Heroic 2:30 PM eSuba Energypot -
Agenda De Esport Del 27 De Junio Al 3 De Julio
Agenda de eSport del 27 de Junio al 3 de Julio Madrid, 27 de Junio, 2014 – Por fin está aquí. El evento más espectacular de ESL ha llegado y todo está preparado en el Commerze Bank Arena de Frankurt para la esperada ESL One. Por supuesto, y como ya veníamos informando desde ESL Spain, podréis disfrutar toda la competición de Dota 2 desde el estudio de ESL TV Spain con el equipo de Viciuslab. ¿Dónde se puede ver? En http://www.twitch.tv/ESLspain_2 durante todo el fin de semana. Comprueba los horarios en la parrilla de TV de esta misma Agenda. Este fin de semana es, sin duda, el de las mejores retransmisiones de eSport internacionales, desde la LCS NA con KuentinLoL y Rarums el sábado y domingo a partir de las 21:00h, hasta las espectaculares finales de la ESEA CS:GO que se celebran en los USA y donde la representación española se la juega de la mano de Overgaming, equipo que cuenta con los cracks Flippin y MusambaN1. #goOvergaming Pero como no solo de espectáculo vive el eSport, los torneos nacionales esperan a aquellos fans que quieran competir entre retransmisiones. A las tradicionales Go4LoL española, con 24.000 Riot Points en liza, pasando por las cada vez más populares Copas de Dota 2, la Friday Night Cup (FNC) de CS:GO que llega a su edición #74, o novedades tan interesantes como la propuesta por el equipo de League of Legends de ESL Spain con la Copa Best Lee Sin, una competición 1vs1 que sí, lo habéis adivinado, tan sólo se puede jugar con el héroe Lee Sin. -
The European Esports Market Deloitte Sports Business Group
Let’s Play! The European esports market Deloitte Sports Business Group For more than 20 years, Deloitte’s Sport Business Group has been advising and analysing the national and international sports and fitness industry. Our work draws on Deloitte’s global network and combines expertise in auditing, tax and legal, financial and risk advisory as well as consulting with the industry expertise of the Sports Business Group. This multidisciplinary approach combined with digital competence in all areas enables us to tailor our work specifically to the needs of our clients. Connect To learn more about the Sports Business Group and our research, please visit www.deloitte.com/de/sport Contents Foreword 2 Market overview 4 Trends and drivers 9 Rise of franchise leagues 16 The development of European League of Legends esports 19 Media insights 21 Mergers and acquisitions 23 Corporate governance 28 About Deloitte and game 29 Basis of preparation 30 Contacts 31 Endnotes 32 Disclaimer 38 Let’s Play! Foreword Esports is a rapidly emerging success story all across Europe. Revenues are rising on the back of significant audience growth and increasing engagement from commercial partners. Potentially the market could develop further towards mainstream acceptability, especially in terms of increased media coverage. HE EUROPEAN ESPORTS market is The European esports market has seen strong experiencing enormous growth. Nowadays, average annual growth of about 24 per cent since Tesports events easily fill arenas while the prize 2016, with total revenues amounting to EUR 240 money can rival or even exceed that on offer in million in 2018. During this period, the market has many traditional sports.