2017 Doot Diddly Donger! Round 3 - Tossups Written by Joe Ham and JP Park
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João Pedro Brito Cício De Carvalho
Universidade do Minho Escola de Economia e Gestão João Pedro Brito Cício de Carvalho eams Business Models in Professional Electronic ts T Sports Teams Business Models in Professional Electronic Spor tins Coelho abio José Mar F 5 1 UMinho|20 April, 2015 Universidade do Minho Escola de Economia e Gestão João Pedro Brito Cício de Carvalho Business Models in Professional Electronic Sports Teams Dissertation in Marketing and Strategy Supervisor: Professor Doutor Vasco Eiriz April, 2015 DECLARATION Name: João Pedro Brito Cício de Carvalho Electronic mail: [email protected] Identity Card Number: 13011205 Dissertation Title: Business Models in Professional Electronic Sports Teams Supervisor: Professor Doutor Vasco Eiriz Year of completion: 2015 Title of Master Degree: Marketing and Strategy IT IS AUTHORIZED THE FULL REPRODUCTION OF THIS THESIS/WORK FOR RESEARCH PURPOSES ONLY BY WRITTEN DECLARATION OF THE INTERESTED, WHO COMMITS TO SUCH; University of Minho, ___/___/______ Signature: ________________________________________________ Thank You Notes First of all, I’d like to thank my family and my friends for their support through this endeavor. Secondly, a big thank you to my co-workers and collaborators at Inygon and all its partners, for giving in the extra help while I was busy doing this research. Thirdly, my deepest appreciation towards my interviewees, who were extremely kind, helpful and patient. Fourthly, a special thank you to the people at Red Bull and Zowie Gear, who opened up their networking for my research. And finally, my complete gratitude to my research supervisor, Professor Dr. Vasco Eiriz, for his guidance, patience and faith in this research, all the way from the theme proposed to all difficulties encountered and surpassed. -
Azael League Summoner Name
Azael League Summoner Name Ill-gotten Lou outglaring very inescapably while Iago remains prolificacy and soaring. Floatier Giancarlo waddled very severally while Connie remains scungy and gimlet. Alarmed Keenan sometimes freaks any arborization yaw didactically. Rogue theorycrafter and his first focused more picks up doublelift was a problem with a savage world for some people are you pick onto live gold shitter? Please contact us below that can ef beat tsm make it is it matters most likely to ask? Dl play point we calculated the name was. Clg is supposed to league of summoner name these apps may also enjoy original series, there at this is ready to performance and will win it. Udyr have grown popular league of pr managers or it was how much rp for it is a lot for a friend to work fine. Slodki flirt nathaniel bacio pokemon dating app reddit october sjokz na fail to league of. Examine team effectiveness and how to foster psychological safety. Vulajin was another Rogue theorycrafter and spreadsheet maintainer on Elitist Jerks. Will it ever change? Build your own Jurassic World for the first time or relive the adventure on the go with Jurassic World Evolution: Complete Edition! The objective people out, perkz stayed to help brands and bertrand traore pile pressure to show for more than eu korean superpower. Bin in high win it can be. Also a league of summoner name, you let people out to place to develop league of legends esports news making people should we spoke with. This just give you doing. Please fill out the CAPTCHA below and then click the button to indicate that you agree to these terms. -
Digital Media Trends Survey Video Gaming Goes Mainstream
FEATURE Digital media trends survey Video gaming goes mainstream FROM THE DELOITTE CENTER FOR TECHNOLOGY, MEDIA & TELECOMMUNICATIONS Digital media trends survey: Video gaming goes mainstream As content creators increasingly adopt direct-to-consumer models, video gam- ing has become a legitimate competitor to TV and movies. What are the impli- cations for strategic planning? Product and partnership development? S THE MEDIA and entertainment (M&E) less than two years,2 have become legitimate com- industry prepares for seismic shifts in petitors in vying for consumers’ free time. At the A video, new behavioral trends reveal that same time, the explosion in direct-to-consumer video gaming could provide more disruption in the (DTC) subscription services ahead of high-profile battle for consumers’ attention and should be fac- DTC launches from technology companies and tored into most M&E companies’ strategic Hollywood studios has resulted in many media planning. These shifts are increasing the legitimacy companies having to navigate a competitive envi- of gaming, which could also prompt video game ronment that is in flux. makers and publishers to develop direct-to- consumer offerings and foster deeper ties with media and entertainment companies. Key shifts in subscriptions economy A look at the changing nature As consumers increasingly curate their own enter- of media consumption tainment experiences, gaming is coming to the forefront. The compelling shifts among millennial Over the past few years, the growth in gaming consumers (which now includes people up to age across generations has been dramatic and swift. 35 years old) reached an inflection point, with Overall, 30 percent of US consumers pay for a video gaming subscriptions edging ahead of Pay TV gaming subscription service, and 41 percent play subscriptions—53 percent versus 51 percent video games at least weekly, according to Deloitte’s according to Deloitte’s Digital media trends survey, Digital media trends survey, 13th edition. -
Master's Thesis in Geography Geoinformatics Spatial Analytics In
Master’s thesis in Geography Geoinformatics Spatial analytics in competitive gaming and e-sports Timo Ijäs 2021 Supervisor: Petteri Muukkonen Master’s Programme in Geography Faculty of Science UNIVERSITY OF HELSINKI Faculty Department Faculty of science Department of geosciences and geography Author Ijäs, Timo Topias Title Spatial analytics in competitive gaming and e-sports Subject Geography (geoinformatics) Level Month and Year Number of Pages Master’s thesis May 2021 168 Abstract The topic of this thesis is spatial analytics in competitive gaming and e-sports. The way in which players analyze spatial aspects of gameplay has not been well documented. I study how game, genre and skill level affect the use of spatial analysis in competitive gaming. My aim is also to identify the benefits and challenges of spatial analytics, as well as the need for new spatial analytical tools. Four games of different popular competitive gaming genres were chosen for the study. An online survey was conducted which resulted in a cross-sectional dataset of 2453 responses. It was analyzed using ordinal logistic regression and histogram-based gradient boosting in a cross-validating manner. Open-field answers were summarized using state-of-the-art deep learning methods and analyzed with inductive content analysis. Additionally, experts of each game were interviewed. The results show that the use and understanding of spatial analysis is largely not game- or genre dependent. Players grow spatial skills along with their skill level and start using more complex spatial analytical methods more frequently as their skill level rises. It is exceedingly rare that expert players do not analyze spatial aspects of their gameplay. -
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. -
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. -
CES 2019 Attendance Audit Summary
ATTENDANCE AUDIT SUMMARY CES® 2019 January 8-11, 2019 Las Vegas, Nevada CES.tech Letter from Consumer Technology Association (CTA)™ 1 For over 50 years, CES® has served as a global platform for the most innovative companies to share their revolutionary technologies with the world. This year we were proud to convene members of the industry from 161 countries, regions and territories to experience the future through technology. Featuring impressive debuts in 5G, artificial intelligence, transportation and more, CES 2019 showcased how technology enables every business to succeed. This year, we added an area on resilience to showcase technologies that can help society stay connected and safe. A new health care track also provided medical professionals with CME credits. We are pleased that the audit concluded that CES 2019 attracted 175,212 in total attendance. This number compares to 182,198 in CES 2018 and the high of 184,279 at CES 2017. This result is in line with our strategy of managing attendee numbers and attracting the most highly qualified attendees. This strategy is aimed at helping limit hotel price increases and the pressure on travel to and around Las Vegas during CES. While CES attracted government leaders from around the world, many members of the U.S. government were not able to attend due to the government shutdown. Thanks to the support of our exhibitors, CES continues to grow exhibit space, expanding to an incredible 2.9 million net square feet in 2019. As more businesses embrace technology, we are excited to welcome the next generation of diverse and visionary innovators. -
TUBC 2015 Case
0! ! ! ! ! ! ! ! ! ! ! ! “GROWING E-SPORT IN SOUTH EAST ASIA” ! ! ! ! ! ! ! ! ! ! ! ! ! 1 | TUBC 2015 ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! !Supawat Likittanawong prepared this case with assistance of Pakapol Thangtongchin under the supervision of the case company. The case was prepared solely as a basis for ! discussion. Cases are written in the past tense; this is not meant to imply that all practices, !organizations, people, places or facts mentioned in the case no longer occur, exist or apply. Cases are not intended to serve as endorsements, sources of primary data, or !illustration of effective or ineffective handling of a business situation. ! The case was written under the permission granted by the case company. © 2015 by BBA !International Program, Thammasat Business School, Thammasat University. This publication may not be digitized, photocopied or otherwise reproduced, posted,or ! transmitted without the permission of BBA International Program, Thammasat Business !School, Thammasat University. TUBC 2015 | 2 ! ! ! ! “At Garena, we focus on bringing joy and convenience to people across Asia through the power of our technology platform. We aspire to make the world an ever more connected community through innovative products and services.” -! Forrest Li, Garena’s Founder, Chairman and Group CEO ! 3 | TUBC 2015 ! 1.! INTRODUCTION It was July 2015 and Nok was waiting for the rest of her team in the main meeting room at Garena’s office in downtown Bangkok. A week ago, Nok attended the top team meeting at Garena’s headquarter in Singapore where the topic of growing eSports in Southeast Asia (SEA) was the center of discussion. Being a leader in online gaming in the region, Garena is at the forefront of the industry development. -
Análisis De La Expansión Transmedia Y La Figura Del Prosumidor En Los Juegos MMO: El Caso De League of Legends Alumna: Ana Alicia Jux Buendía
Trabajo Fin de Máster Análisis de la expansión transmedia y la figura del prosumidor en los juegos MMO: El caso de League of Legends Alumna: Ana Alicia Jux Buendía Tutora: Dr. Mª Jesús Ortiz Díaz-Guerra Máster en Comunicación en Industrias Creativas. Universidad de Alicante DECLARACIÓN DE RESPONSABILIDAD. Este documento es parte de mi trabajo para la obtención del título de Máster Universitario en Comunicación e Industrias Creativas de la Universidad de Alicante y no ha sido utilizado previamente (o simultáneamente) para la obtención de cualquier otro título o superación de asignaturas. Se trata de un trabajo original e inédito, producto de una investigación genuina, con indicación rigurosa de las fuentes que he utilizado, tanto bibliográficas como documentales o de otra naturaleza, en papel o en soporte digital. Doy mi consentimiento para que se archive este trabajo en la biblioteca universitaria del centro, donde se puede facilitar su consulta. 2 Trabajo Fin de Máster| Ana Alicia Jux Buendía ÍNDICE GENERAL INTRODUCCIÓN Resumen……………………………………………………………………………………………………4 Marco de investigación: estado de la cuestión y antecedentes……………4 Pregunta de investigación y objetivos…………………………………………………….6 Hipótesis………………………………………………………………………………………………….6 Metodología y motivación personal…………………………………………………………7 PRIMERA PARTE (Sobre los juegos Masivos Multijugador Online (MMO). Los MMORPG y MOBA como paradigmas)………………………………………………………………9 1. Introducción: Qué son los los juegos MMO, principales características, alcance y significación………………………………………………………………………………………10 2. Modelos económicos en los juegos MMO……………………………………………………..13 3. Tipos de juegos MMO……………………………………………………………………………………15 4. Historia de los MMO………………………………………………………………………………………20 5. En produndidad: Juegos MMORPG y MOBA como paradigmas de los MMO….22 6. Factores de éxito y valores diferenciales de los MMO…………………………………29 SEGUNDA PARTE: (Sobre la transmedialidad y la figura del prosumidor en los juegos MMO)………………………………………………………………………………………………34 1.Qué es la narración transmedia……………………………………………………………………35 2. -
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.