Esports Is Business Management in the World of Competitive Gaming
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MIBR – Notícias De Counter-Strike E E-Sports
MIBR – Notícias de Counter-Strike e e-Sports. » ESWC Brasil 2010 co... http://www.mibr.com.br/?p=26328 Home LINE-UP FORUM DOWNLOADS CHAT EQUIPE Orkut CANAL DIRETO ESEA COMPRE Entrevistas Galeria de Fotos Notícias Notícias do mibr Video Home » Notícias ESWC Brasil 2010 com local definido Autor: SUPREMO - quarta-feira, 24 março 20101 comentário O comitê organizador da Electronic Sports World Cup anunciou na tarde de hoje o local do classificatório brasileiro, que será realizado nos dias 28, 29 e 30 de maio. A Final Nacional acontecerá no Centro de Convenções Anhembi, localizado em São Paulo. O Centro de Convenções onde será realizada a ESWC Brasil 2010 é um dos maiores da América Latina, está em local privilegiado, com fácil acesso via transporte público, ônibus e carro. O estacionamento possui 7,5 mil vagas disponíveis e capacidade para receber 13 mil veículos por dia. Além das competições de Counter-Strike Maculino e Feminino, Trackmania Nations, FIFA 2010, Guitar 1 de 5 24/3/2010 14:30 MIBR – Notícias de Counter-Strike e e-Sports. » ESWC Brasil 2010 co... http://www.mibr.com.br/?p=26328 Hero 5 e Street Figher IV, a ESWC Brasil receberá estandes de empresas do ramo eletrônico, apresentações musicais e diversas outras atrações que serão anunciadas nas próximas semanas. Quem quiser assistir ao evento para torcer pelo seu time não precisará pagar nada, pois a entrada é franca. Forex Club no Brasil Spread Zero. Demonstração gratuita. Abra uma conta teste: é fácil. www.FxClub-Brasil.com Comment (1) Classificar por: Data Classificação Última Atividade joaquinnn · 9 minutos atrás 0 kd a line mibr Responder Postar um novo comentário Digite o texto aqui! Comentar como Visitante, ou logar: Nome Email Mostrar junto aos seus comentários. -
Activision Blizzard, Inc
Investment Club Presentation Activision Blizzard, Inc. (ATVI) Analyst: Niko Martinovic 5-Yr Stock Performance $90 $80 $70 $60 $50 $40 $30 Decline in stock primarily driven by analyst sentiment changes, missing expectations, CFO firings, $20 and most recently, Bungie games leaving ATVI $10 $0 1/15/20144/15/20147/15/201410/15/20141/15/20154/15/20157/15/201510/15/20151/15/20164/15/20167/15/201610/15/20161/15/20174/15/20177/15/201710/15/20171/15/20184/15/20187/15/201810/15/2018 Source: AIM/Martinovic 2018, Company Filings, S&P Capital IQ, and IBIS World 2 They’re Wrong Activision Blizzard has three meaningful and diverse revenue streams that can all grow in unique ways. E-Sports and Virtual Reality are the most exciting growth opportunities in this industry and ATVI is the best positioned to take advantage of it with the power of their brands, aggressive R&D spend, and patience. Source: 3 Note: Three Year Stock Performance ATVI has outperformed the S&P consistently since early 2017 while the Peer Set1 has reverted back. 160.00% 140.00% Stock Price $46.85 Shares Outstanding $762.41mm 120.00% Market Cap $36.08bn 52 Week Range $43.71-$84.68 100.00% Avg. Volume 7,550,000 EPS (TTM) $2.13 80.00% Past Month Performance -1.60% Past 1 Year -33.63% 60.00% Past 5 Year 170.36% 40.00% 20.00% 0.00% -20.00% -40.00% 1/15/2016 4/15/2016 7/15/2016 10/15/2016 1/15/2017 4/15/2017 7/15/2017 10/15/2017 1/15/2018 4/15/2018 7/15/2018 10/15/2018 S&P ATVI Peer Set Source: AIM/Martinovic 2018, Company Filings, S&P Capital IQ, and IBIS World 4 1Electronic Arts, Ubisoft, Take Two Interactive, Square Enix, and Zynga Company Overview & Monetization Activision Blizzard, Inc. -
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. -
Atlanta Officials Make Major Move to Define the Region As Esports Capital
Media Contact: Erin Shearer Atlanta Sports Council 404.723.0016 [email protected] ATLANTA OFFICIALS MAKE MAJOR MOVE TO DEFINE THE REGION AS ESPORTS CAPITAL The Atlanta Sports Council launches Atlanta Esports Alliance™ to further position metro Atlanta as the capital of esports ATLANTA (November 14, 2019) – Today, the Atlanta Sports Council (ASC) announced the launch of the Atlanta Esports Alliance, its new division committed to bringing major esports and gaming events to metro Atlanta. The announcement Was made just ahead of DreamHack Atlanta, a three-day gaming experience featuring esports competitions, live music, exhibitions and more. Because Atlanta is the No. 1 city for gaming environment and No. 5 city for gamers, the Atlanta Esports Alliance is being launched to drive neW opportunities for teams, tournaments, venues and esports service providers and partners in Atlanta. Atlanta is home to three franchised city-based esports teams: the Atlanta Reign (Overwatch), Hawks Talon (NBA 2K) and the Atlanta FaZe (Call of Duty). With 150 gaming studios throughout the state of Georgia, the region is also the headquarters of esports game developers Hi-Rez Studios and Blue Mammoth, global leader in customized gaming controllers Scuf Gaming and professional esports league ELEAGUE. “Our goal is to continue being forward thinking,” said Dan Corso, president of the Atlanta Sports Council. “As We look ahead to the next decade, esports is going to continue to dominate the sports industry, and it was important for us as an organization to cement Atlanta as the capital of esports and use this platform as yet another economic driver.” A division of the Metro Atlanta Chamber (MAC), ASC facilitates the growth and development of sports in metro Atlanta by serving as a recruiter for major regional, national and international sports events. -
Abstract We Analyze the Careers of Esports Professional Players
Paper to be presented at DRUID19 Copenhagen Business School, Copenhagen, Denmark June 19-21, 2019 Esport Superstars Michael R. Ward University of Texas at Arlington (UTA) Economics [email protected] Alexander S. Harmon University of Texas at Arlington Economics [email protected] Abstract We analyze the careers of Esports professional players. The Esport industry has been able to monetize growing spectator demand to offer tournament prize money amounting to $113 million in 2017. A few hundred players, out of tens of thousands, earn enough to remain professional gamers exclusively. We examine three aspects of professional Esport player careers. First, a ?superstar’ effect leads to increases in the top prizes drawing amateurs into the professional ranks. Next, while age and experience affect player performance, player ability remains difficult to assess. Finally, career exits reflect a quick resolution regarding the uncertainty in player ability. Preliminary - Please do not quote ESport Superstars I. Introduction Esports refers to competitive video gaming at the professional level. Esports emulates traditional sports with player endorsements and sponsorships, spectators packing into arenas for tournaments, lucrative broadcasting deals, and recruiting from the college ranks. What had started as friendly competition and socialization events just over two decades ago, currently has a 226 million viewer global audience generating $696 million in revenue that is expected to reach nearly $1.5 billion USD by 2020.1 Total prize money across all games played totaled $113 million in 2017, with top earner Kuro Takhasomi (aka KuroKy) grossing $2.44 million. However, payouts are heavily skewed with a median annual earnings of less than $1,000.2 The size and skewness in earnings suggest a market for superstar talent (Rosen, 1981). -
The Bravery to Master the New Johanna Faries ® Commissioner, Call of Duty Esports, Activision Blizzard
The Bravery to Master the New Johanna Faries ® Commissioner, Call of Duty Esports, Activision Blizzard TRAILBLAZER Faries cites the “ability to listen” as a key quality EXPERIENCE in her career growth and leadership style. “Hyper- listening. Listening for blind spots, listening for what’s LATEST TRANSITION BASED not being said, listening for body language, not just Sport Esports USA wants coming out of somebody’s mouth… it’s been a really powerful tool for me in my experiences.” As a Convergence Trailblazer, she is convinced feel a little risky,” she tells SRI. “It’s been one of the that employers will in future be looking outside best decisions I could’ve made for my career because their sector for talent: “I think that if you’re a sports there’s only been upsides in making the jump. entity…or part of the entertainment industry focused The amount that I’ve now learnt having taken the on competitive content, the media trends and the new step, even though I hadn’t written that in my consumer behaviour trends are changing too rapidly mind that I was going to leave traditional sports and not to be able to try to mine for people who can enter esports has been just incredibly rewarding; in speak multiple languages in that regard.” ways that the transition only could afford me.” The Call of Duty League is establishing a network Interview with Chris Jordan of 12 city-based franchises that includes Atlanta, Head of Esports & Gaming New York City, Toronto, London, Los Angeles, and [email protected] For 12 years Johanna Faries climbed the ranks at the National Football League (NFL), Paris. -
Top Ponuda - Fudbal Ishod Poluvreme Prvo Pol
KONA^AN PRVO DUPLA [ANSA PRVI DAJE GOL DUPLA [ANSA DRUGO POL. PRVI DAJE GOL TOP PONUDA - FUDBAL ISHOD POLUVREME PRVO POL. PRVO POL. Liga ^as R.Br. 1 X 2 1X 12 X2 1 X 2 1X 12 X2 1 X 2 1 X 2 1 X 2 KOD ZA KUCANJE 1 0 2 10 11 12 19 20 21 954 955 956 79 80 81 831 830 832 585 586 587 LKKV 17:30 12187 PANEVE@IS VOJVODINA 3,60 3,20 2,05 1,69 1,31 1,25 3,60 2,05 2,90 1,31 1,61 1,20 3,90 2,20 2,50 2,45 7,50 1,80 3,00 2,70 2,40 LKKV 18:00 8520 MOLDE SERVET 1,75 3,50 4,50 1,17 1,26 1,97 2,45 2,20 4,10 1,16 1,53 1,43 2,10 2,50 4,30 1,55 9,50 2,90 2,00 2,95 3,60 LKKV 18:00 8669 SO^I KE[LA 1,25 5,20 11,0 1,12 3,50 1,57 2,65 9,00 1,34 2,05 1,50 2,95 9,50 1,25 11,0 4,70 1,47 3,20 8,00 LKKV 18:00 8522 AUSTRIJA BE^ BREIDABLIK 1,30 5,00 9,00 1,03 1,14 3,20 1,57 2,80 7,50 1,30 2,04 1,55 2,95 8,00 1,25 14,0 4,40 1,45 3,45 7,00 LKKV 18:45 8528 ELFSBORG MILSAMI 1,25 5,70 9,50 1,03 1,10 3,55 1,52 2,90 8,50 1,29 2,16 1,48 3,20 9,50 1,23 16,0 4,40 1,40 3,80 7,00 LKKV 19:00 8537 GZIRA RIJEKA 6,75 4,30 1,43 2,60 1,18 1,07 6,25 2,60 1,75 1,84 1,37 1,05 6,00 2,90 1,68 3,80 13,0 1,30 5,00 3,35 1,60 LKKV 19:00 8538 PETROKUB SIVAS 5,70 3,60 1,60 2,21 1,25 1,11 4,60 2,10 2,30 1,44 1,53 1,10 5,00 2,50 1,98 3,60 7,50 1,45 4,40 2,70 1,90 LKKV 20:15 8544 BAZEL PARTIZANI 1,35 4,50 8,50 1,04 1,16 2,90 1,62 2,75 7,50 1,02 1,33 2,01 1,60 2,95 6,75 1,27 14,0 4,10 1,50 3,45 6,00 LKKV 20:30 11531 FCSB KARAGANDI 1,30 4,80 9,50 1,02 1,14 3,15 1,60 2,70 8,00 1,33 2,02 1,55 2,95 8,00 1,25 12,0 4,50 1,50 3,20 6,75 LKKV 20:30 8545 GENT VOLERENGA 1,50 4,00 6,00 1,09 1,20 2,40 1,85 2,50 -
ESPO Thriving in Market Meltdown
Manager Commentary March 2020 Source: Morningstar Source: video game stocks have outperformed broad equity benchmarks How awide could by margin. be? this risking selloff, exactly that’s what has happened over the last few weeks. On both ayear-to-date basis and from the market top, While may it seem counter-intuitive that abasket of communication services and technology stocks outperform during ade- Video Game Stocks Have Weathered the Storm more andof time, more are turning to video games and esports as ameans to entertain themselves. contact with other people, and essentially for wait As the people panic viral to blow over. stay at home for extended amounts The vast majority of business around the world facing are extreme uncertainty, as consumers forced are to stay at home, avoid ESPO Manager Product CFA, Lee, John Patrick By MVPsThe Quarantine of Games &Esports: Video Cumulative Return (%) - - - - - - 1 1 3 3 2 2 1 1 - 0 5 5 0 5 5 0 5 0 5 0 12/31/19 VanEck Vectors VanEck MVIS Global Video Gaming and eSports Index eSports and Gaming Video Global MVIS 1/10/20 MVIS GlobalMVIS Video Gaming and eSports Index Returns 1/20/20 ® VideoGamingandeSports ETF 1/30/20 - 3/24/2020 12/31/2019 2/9/20 S&P 500 2/19/20 1 2/29/20 MSCI ACWI 3/10/20 3/20/20 - - 3 2 - . 2 2 9 . 4 8 . 0 vaneck.com | 800.826.2333 Manager Commentary March 2020 Video game and esports stocks are uniquely positioned to weather this economic recession in which the vast majority of the population is forced to stay inside for extended periods of time. -
Esports U Brojkama Globalni Fenomen U Velikoj Ekspanziji Video Igrice Treća Su Po Veličini Zabavna Industrija Po Zaradi (108,9 Milijardi Dolara U 2017
esports u brojkama Globalni fenomen u velikoj ekspanziji Video igrice treća su po veličini zabavna industrija po zaradi (108,9 milijardi dolara u 2017. godini, što je porast od 7,8% u odnosu na godinu ranije ), nakon televizije i izdavaštva (knjiga). Svjetska industrija video igara po vrijednosti premašuje filmsku industriju! Prodaja medijskih prava u gaming industriji u 2018. godini iznosi 160,7 milijuna dolara što je povećanje u odnosu na prošlu godinu od čak 72,1%. Porast mobilne gaming industrije - gaming industrija uprihodila je više od 50 milijardi dolara 2017. godine. Više od tri četvrtine tog iznosa proizlazi iz smartphone gaming industrije, dok preostali iznos otpada na tablet. Ukupni prihodi globalne gaming industrije u 2018. godini dosegnut će 906 milijuna dolara, s porastom od 38,2% u odnosu na godinu ranije, pri čemu su sredstva podijeljena na: • Sponzorstva — 359,4 milijuna dolara (+53,2%) • Oglašavanje — 173,8 milijuna dolara (+23,8%) • Izdavačke naknade — 116,3 milijuna dolara (+11%) • Medijska prava — 160,7 milijuna dolara (+72,1%) • Prodaja ulaznica — 95,5 milijuna dolara (+16,2%) Projekcija prihoda na globalnoj razini (ukupni prihodi): prihodi će u projiciranom petogodišnjem razdoblju porasti s trenutnih 901 milijuna dolara (2018.) na gotovo 1,67 milijardi dolara 2021. godine. Prihodi od sponzorstva dosegnut će 694 milijuna dolara, što čini čak 77% svih prihoda. Očekuje se povećanje do 1.4 milijarde dolara do 2021. godine, odnosno 84% svih prihoda. Drugi najveći izvor prihoda, nakon sponzorstava, je oglašavanje koje će dostići iznos od 173,8 milijuna dolara u 2018. godini Najbrži rast u prihodima bilježe medijska prava te se očekuje kako će do dosegnuti 340 milijuna dolara 2020. -
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 -
Sonja Kareranta Thesis.Pdf (1.892Mb)
Enriching the Experience: Content Analysis on the Twitter Usage of Professional Esports Athletes Sonja Kareranta MA Thesis English, Language Specialist School of Languages and Translation Studies Faculty of Humanities University of Turku May 2021 Turun yliopiston laatujärjestelmän mukaisesti tämän julkaisun alkuperäisyys on tarkastettu TurnitIn OriginaIityCheck -järjestelmällä. The originality of this thesis has been checked in accordance with the University of Turku quality assurance system using the Turnitin OriginalityCheck service. UNIVERSITY OF TURKU School of Languages and Translation Studies / Faculty of Humanities KARERANTA, SONJA: Enriching the Experience: Content Analysis on the Twitter Usage of Professional Esports Athletes MA Thesis, 93 p., 59 app. English, Language Specialist May 2021 ---------------------------------------------------------------------------------------------------------- The thesis studied the Twitter usage of 50 professional esports athletes by means of a content analysis of the 19-21 tweets on the athletes' Twitter frontpages, 1014 tweets in total. The athletes’ tweets were categorised into a primary category as well as a secondary and tertiary category, when applicable. The research questions were: 1. How do the most followed esports athletes employ Twitter in terms of the main properties in their tweets? 2. In addition to the main property, what additional features do the athletes’ tweets contain? 3. What are the differences and similarities in the emphases of the athletes’ tweets’ main properties and additional features, when examined by game of the athlete? The results showed that the category that the tweets were annotated most frequently into in the primary categorisation was INFORMATION SHARING, indicating that the athletes’ tweets’ main property was most often to share information on topics related to esports. -
From Meltdown to Showdown? Challenges and Options for Governance in the Arctic
PRIF-Report No. 113 From Meltdown to Showdown? Challenges and options for governance in the Arctic Christoph Humrich/Klaus Dieter Wolf Translation: Matthew Harris Peace Research Institute Frankfurt (PRIF) 2012 Correspondence to: PRIF (HSFK) Baseler Straße 27-31 60329 Frankfurt am Main Germany Telephone: +49(0)69 95 91 04-0 Fax: +49(0)69 55 84 81 E-mail: [email protected] [email protected] Internet: www.prif.org ISBN: 978-3-942532-41-9 Euro 10,– Summary Over the past few years the Arctic has become the object of intense political interest. Three interacting developments created this interest: first, climate change which is caus- ing the polar ice cap to melt is creating new opportunities and risks. While huge areas open up to resource development, this seems at the same time to also cause new geo- strategic confrontation. The second development is economic change. In Russia, Green- land, Norway and Alaska, economic well-being is highly dependent upon the exploitation of natural resources. Because on the one hand export revenues are rising for natural re- sources and on the other already developed sources further south have transgressed their exploitation peak, the economies of these countries drive them up North into the high Arctic. Thirdly, there has been legal change. The United Nations Convention on the Law of the Sea (UNCLOS) provides a legal framework for exploiting continental shelf re- sources. The Arctic states can and must assert their claims now. Contrary to all alarmist pronouncements, however, the process of delimiting the boundaries of the continental shelf is proceeding in a relatively orderly manner .