An Overview of Esports in Europe
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Empirical Investigation on Measurement of Game Immersion Using Real World Dissociation Factor
Thesis no: MSCS-2016-13 Empirical Investigation on Measurement of Game Immersion using Real World Dissociation Factor Gadila Swarajya Haritha Reddy Faculty of Computing Blekinge Institute of Technology SE–371 79 Karlskrona, Sweden This thesis is submitted to the Faculty of Computing at Blekinge Institute of Technology in partial fulfillment of the requirements for the degree of Master of Science in Computer Science. The thesis is equivalent to 20 weeks of full time studies. Contact Information: Author(s): Gadila Swarajya Haritha Reddy E-mail: [email protected] University advisor: Prof. Sara Eriksén Department of Creative Technologies Faculty of Computing Internet : www.bth.se Blekinge Institute of Technology Phone : +46 455 38 50 00 SE–371 79 Karlskrona, Sweden Fax : +46 455 38 50 57 Abstract Context. Games involve people to a large extent where they relate them- selves with the game characters; this is commonly known as game immer- sion. Generally, some players play games for enjoyment, some for stress relaxation and so on.Game immersion is usually used to describe the degree of involvement with a game. When people play games, they don’t necessar- ily realize that they have been dissociated with the surrounding world. Real world dissociation (RWD) can be defined as the situation where a player is less aware of the surroundings outside the game than about what is happen- ing in the game itself. The RWD factor has been expected to measure the losing track of time, lack of awareness of surroundings and mental trans- portation. Objectives. In this thesis, we measure and compare the difference in game immersion between experienced and inexperienced players using RWD fac- tor. -
Gfinity Elite Series, Season 3 Finals Weekend: Fifa 18 Results
GFINITY ELITE SERIES, SEASON 3 FINALS WEEKEND: FIFA 18 RESULTS Global FIFA 18 heavyweights battled it out to be crowned Elite Series Champions th Friday 27 April (London, United Kingdom): Today, the Gfinity Elite Series Season 3 FIFA 18 tournament culminated at the Gfinity Arena in London and broadcast live on Facebook, with team FNATIC emerging victorious after a nail-biting final with UNILAD. They take home the coveted Elite Series trophy and a share of the £250,000 prize pot. It was an epic evening for our FIFA 18 fans, with both the Semi-Finals and Final occurring on the same day. The first Semi saw a high stakes battle between two teams from opposite sides of the pond, with Team Envy (USA) taking on esports veterans FNATIC (UK). Envy (Marvyn ‘Aero’ Robert) took the lead in the opening game late in the first half, going into the second leg with a slight advantage over Team FNATIC (Conran ‘Rennerz’ Tobin). Simon ‘Zimme’ Nystedt (FNATIC) pegged the tie back at the start of the first half of the second leg, taking the score back to 1-1 on aggregate against Philipp ‘EisVogel’ Schermer (Envy). A late goal from Zimme took the game to extra time, scoring again early in the first half, bringing the overall score up to 3-2. Eisvogel and Team Envy began to orchestrate a heroic comeback, however once again Zimme pegged them back, taking the contest all the way to penalties and subsequently sending FNATIC into the final. The next match saw MMO-specialists Method (Steven ‘FWPricey’ Price and Nathan ‘Zelonius’ Horton) take on the UNILAD (Spencer ‘Gorilla’ Ealing and Shaun ‘Shellzz’ Springette) Esports team, the lowest ranking team in the Gfinity franchise overall league, however one of the favorites to take the top spot this evening. -
Optic Gaming Wins Call of Duty® MLG Orlando Open
August 8, 2016 Optic Gaming Wins Call of Duty® MLG Orlando Open NEW YORK--(BUSINESS WIRE)-- The road to the 2016 Call of Duty® World League Championship, Presented by PlayStation® 4 finished its last live qualifying competition yesterday with an epic showdown in Orlando as Optic Gaming won the Call of Duty® MLG Orlando Open. Yesterday's finals completed a thrilling weekend of competition, as eager fans in attendance, online at MLG.tv and other livestreams, and those tuning-in directly through an in-game (BOIII PS4) Live Event Viewer, watched 72 hours of compelling action. Optic Gaming took home the top prize after besting Team Envyus to be the top of more than 100 teams from around the world. Yesterday's exciting tournament also served as the final CWL Pro Points event of the season, as competition now moves to the North American online qualifier as the final stop before the highly anticipated CWL Championship at Call of Duty® XP. At the CWL Championship, 32 teams will play for their share of the biggest single event prize pool in Call of Duty® history, $2 million. With the growth of the Call of Duty World League, Call of Duty esports viewership has increased by more than five times year-over-year to 33 million views of the Stage 1 events this year. The Call of Duty World League Championships at Call of Duty XP is expected to be our most viewed Call of Duty esports event in history by a wide margin. After the dust settled, over 1.4 million cumulative viewers across distribution platforms, including MLG.tv, generated over 8 million video views during the event, consuming over 2 million hours of content throughout the weekend, and peaking at 164,000 concurrent viewers during the thrilling finals match.1 Here are the top eight teams from the Call of Duty MLG Orlando Open: Optic Gaming Team Envyus Team Elevate Faze Clan Rise Nation Luminosity Gaming Cloud9 Complexity Gaming On August 15, 2016, a live broadcast on youtube.com/callofduty will determine the grouping for all the qualified teams. -
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). -
Esports High Impact and Investable
Needham Insights: Thought Leader Series Laura A. Martin, CFA & CMT – [email protected] / (917) 373-3066 September 5, 2019 Dan Medina – [email protected] / (626) 893-2925 eSports High Impact and Investable For the past decade, eSports has been growing on the main stage in Asia and in stealth mode in the US. This report addresses questions we get most often from investors about eSports: ➢ What is eSports? Definitions differ. Our definition of eSports is “players competing at a video game in front of a live audience while being live-streamed.” By implication, viewing, attendance, and playing time are linked, and each creates revenue streams for eSports. ➢ How big is eSports? Globally, one out of every three (ie, 33%) 18-25 year olds spent more than an hour a day playing video games, 395mm people watched eSports, and 250mm people played Fortnite in 2018. eSports revenue will be $1.1B in 2019, up 26% y/y. ➢ Should investors care about eSports? We would argue “yes”, owing to: a) global scale; b) time spent playing and viewing; c) compelling demographics; d) eSports vs traditional sports trends; e) revenue growth; and, f) sports betting should supercharge US eSports. ➢ Is eSports a fad? We would argue “no”, owing to: a) many US Universities now offer Varsity eSports scholarships; b) new special purpose eSports stadiums are proliferating; c) billionaires are investing to make eSports successful; d) audience growth; and, e) Olympics potential. ➢ Why have you never heard of eSports? Because zero of the top 30 earning players in the world were from the US in 2018. -
E-SPORTS Case Study
E-SPORTS Case Study How E-Sports is a booming global industry ? c x c r u x . c o m INTRODUCTION Esports is a booming global industry where skilled video gamers play competitively. Contrary to common perception, Esports is not simply a phenomenon occurring in the basements of unemployed twentysomethings the industry is real, growing globally, and investable. In fact, over 380 million people watch esports worldwide both online and in person. More people watched the 2016 world finals of popular esports game League of Legends (43 million viewers) than the NBA Finals Game 7 that year (31 million viewers). www.cxcrux.com Page 2 WHICH ESPORTS GAMES ARE MOST POPULAR? Though the actual rankings of the most popular esports games change slightly month-to-month, the ten most-watched games on dominant streaming site Twitch remain consistent. As of right now, League of Legends remains the most-watched eSport in the world. It’s also worth noting, for those less familiar with esports, that the most popular games are not traditional sports-related video games such as Madden or FIFA. www.cxcrux.com Page 3 INVOLVED PARTIES PLAYERS Becoming a top Esports player is no simple achievement. To rise through the ranks, players specialize in a specific game, developing their skills through extensive, competitive play. Streaming: Gamers who Livestream themselves as they play video games are referred to as "streamers." This is typically done in casual play. While streaming can be incredibly profitable, many streamers have to decide whether they want to stream for a living or try and play professionally and run the risk of making less money. -
Dreamhack Announces 2020 World Tour Schedule
FOR IMMEDIATE RELEASE December 9, 2019 DREAMHACK ANNOUNCES 2020 WORLD TOUR SCHEDULE WORLD’S PREMIER GAMING LIFESTYLE FESTIVAL TO VISIT 10 CITIES IN EUROPE, NORTH AMERICA AND ASIA DreamHack Returns to Leipzig, Dallas, Jönköping, Valencia, Montreal, Rotterdam, India, Atlanta, and Sevilla DreamHack to Make U.S. West Coast Debut in Anaheim, California STOCKHOLM — Today, Monday, December 9, 2019, DreamHack marks its 25th anniversary with “DreamHack Day” — a celebration of the festival’s early beginnings in 1994. What started as a gathering of friends and their computers in a school cafeteria — with no online access — has grown into a beacon of internet culture and a gathering place for gamers worldwide featuring everything gaming under one roof. DreamHack is now the premiere gaming lifestyle festival. 2020 Announcement Video Here 2020 Schedule Here While the anniversary was celebrated at DreamHack Winter 2019, the celebration will continue into 2020 to honor the many partners and cities that have been a part of DreamHack’s history. Some of DreamHack’s hallmark events over the last 25 years have included: ● 1994 — First ever DreamHack held in Malung, Sweden ● 2001 — DreamHack moves its Swedish event to Jönköping ● 2002 — DreamHack sets up Winter and Summer festivals for the first time ● 2011 — The first festival outside of Sweden is held in Valencia, Spain ● 2013 — The first Counter-Strike: Global Offensive Major takes place at DreamHack Winter ● 2015 — DreamHack iw acquired by MTG AB, and a new era begins ● 2016 — The first DreamHack Masters is held in Malmö, Sweden ● 2016 — First DreamHack festival in the U.S. takes place in Austin, TX ● 2017 — DreamLeague Season 8 at Winter is the first Dota 2 Major produced by DreamHack ● 2018 — First festival in Asia takes place in Mumbai, India ● 2019 — DreamHack celebrates its 25th anniversary on December 9 “DreamHack Day” always offers a time to reflect on the company’s past, present and future, but it also is a day to officially announce the 2020 world tour schedule. -
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 -
Esports Report, the Market Has Although in 2020 the Global Esports Audience Was Esports Enthusiasts Are Continued to Go from Strength to Strength
ESPORTS DISCUSSION An update on the esports market July 2021 INTRODUCTION Esports Update • This report will give an update on the esports Finally, the report will extend the analysis to The esports market is market from our previous report in 2019. 2020 recent developments with esports organisations expected to reach $1.5bn was an unprecedented year, in which most and what makes them attractive to investors. Like by 2023 (Newzoo) industries were affected in some way as a result of most industries, the dominant players are seeing COVID-19. new entrants that threaten their position. • The Asia Pacific region Focusing on the success in professional esports is The esports industry saw several developments not enough to guarantee financial success. represents more than during 2020. As lockdowns were implemented Successful teams will need to find the right balance 50% of the esports and around the world, most forms of in-person between being both an esports company and gaming audience (Juniper entertainment were cancelled overnight. The entertainment company. To find the right balance research) esports industry had a unique advantage over and to manage multiple revenue streams and traditional sports, and there was an evident cross- monetise their audiences, esports organisations over between the two sectors. will become better organised and adopt a more • Latin America may also professional approach to managing their become a key region for The report will also give an overview of the businesses. growth. It is projected to different investors that are involved in the esports produce over 130 million ecosystem and the reasoning for investing. -
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