From Basements to Stadiums Representations of Esports in Online Newspapers
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There Are No Women and They All Play Mercy
"There Are No Women and They All Play Mercy": Understanding and Explaining (the Lack of) Women’s Presence in Esports and Competitive Gaming Maria Ruotsalainen University of Jyväskylä Department of Music, Art and Culture Studies Pl 35, 40014 University of Jyväskylä, Finland +358406469488 [email protected] Usva Friman University of Turku Digital Culture P.O.Box 124 FI-28101 Pori, Finland [email protected] ABSTRACT In this paper, we explore women’s participation in esports and competitive gaming. We will analyze two different types of research material: online questionnaire responses by women explaining their reluctance to participate in esports, and online forum discussions regarding women’s participation in competitive Overwatch. We will examine the ways in which women’s participation – its conditions, limits and possibilities – are constructed in the discussions concerning women gamers, how women are negotiating their participation in their own words, and in what ways gender may affect these processes. Our findings support those made in previous studies concerning esports and competitive gaming as fields dominated by toxic meritocracy and hegemonic (geek) masculinity, and based on our analysis, women’s room for participation in competitive gaming is still extremely limited, both in terms of presence and ways of participation. Keywords Gender, esports, hegemonic geek masculinity, toxic meritocracy, Overwatch INTRODUCTION "Why do the female humans always play the female characters?" Acayri wondered soon thereafter. "Like, they're always playing Mercy." "They can't play games and be good at them —" Joel responded. "That's true, so they just pick the hottest girl characters," Acayri said. The previous is an excerpt of an article published on a digital media site Mic on May 11th 2017 (Mulkerin, 2017). -
Project Horseshoe 2018 Report Section 4
Participants: A.K.A. "Who Watches The Watchmen" Steve Meretzky, Independent Dave Rohrl, Mobile Game Doctor Juan Gril, Independent Ian Schreiber, RIT Kenny Shea Dinkin, King Mission statement: to understand why players passively watch games … either as a pure spectator, or in their own gameplay during periods of low interaction or low agency … and to give gamemakers a blueprint for creating watchable games. What makes games watchable? YouTube influencers and Twitch streaming have become a major force affecting the game industry. Each year, tens of millions of players enjoy spectating the growing category of esports, while at the same time the growing phenomenon of player walkthroughs has many millions of players watching videos for game hints and help or pure entertainment. In addition to these purely passive experiences, there are important and widely adopted forms of gameplay that in many ways looks more like traditional experiences of watching rather than traditional experiences of playing. These include games where the player has little or no control of the game’s outcome (as in a slot machine or an on-rails linear narrative game) and games where the player only interacts with the game quite infrequently (as in idle games, anthill-type simulations, and map-based MMORTS games like Travian). We now live in an environment where games don’t just have to consider what it’s like to play them, but also what it’s like to watch them - even if the player gets to interact with them sometimes. Professional sports have been designed this way for many years (although we only get a new one of those that catches on once every several generations), but it’s a relatively new design consideration for today’s video game and board game designers. -
Interactivity and Community in Video Game Live Streams
Twitch TV Uncovered – Interactivity and Community in Video Game Live Streams A thesis presented to the faculty of the Scripps College of Communication of Ohio University and the Institute for Communication and Media Studies of Leipzig University In partial fulfillment of the requirements for the degrees Master of Science in Journalism (Ohio University), Master of Arts in Global Mass Communication (Leipzig University) Chris J. Vonderlind December 2019 © 2019 Chris J. Vonderlind. All Rights Reserved. This thesis titled Twitch TV Uncovered – Interactivity and Community in Video Game Live Streams by CHRIS J. VONDERLIND has been approved for the E.W. Scripps School of Journalism, the Scripps College of Communication, and the Institute for Communication and Media Studies by Veronika Karnowski Associate Professor of the Institute for Communication and Media Studies Scott Titsworth Dean, Scripps College of Communication, Ohio University Christian Pieter Hoffman Director, Institute for Communication and Media Studies, Leipzig University ii Abstract CHRIS J. VONDERLIND, M.S., Journalism; M.A., Global Mass Communication, December 2019 3709740 Twitch TV Uncovered – Interactivity and Community in Video Game Live Streams Director of Thesis: Veronika Karnowski Committee Members: Veronika Karnowski, Jatin Srivastava, Rosanna Planer Online media is continuing to transform the media consumption habits of today’s society. It encompasses various forms of content, modes of consumption and interpersonal interactions. Live-streaming is one of the less observed but growing forms of new media content. It combines aspects of online video entertainment and user content creation such as YouTube, and social media such as Instagram, in a live setting. The goal of this thesis is to explore this phenomenon by looking at the video game streaming platform Twitch, and, more specifically, the interactions taking place during the live streams. -
Sept. 12-18, 2019
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Esports from Wild West to Mainstream
26 June 2018 | 4:01AM EDT eSports From Wild West to Mainstream eSports are moving into the mainstream. The immense popularity of survival-based Christopher D. Merwin, CFA +1(212)357-9336 | games like Fortnite, growing prize pools for eSports tournaments, the rise of [email protected] Goldman Sachs & Co. LLC live-streaming, and improving infrastructure for pro leagues have all paved the way Masaru Sugiyama for eSports to reach nearly 300mn viewers by 2022, on par with NFL viewership +81(3)6437-4691 | [email protected] today. For game publishers, we believe eSports will not only help to increase Goldman Sachs Japan Co., Ltd. audience reach and engagement, but also drive direct revenue through established Piyush Mubayi +852-2978-1677 | [email protected] leagues. We see further tailwinds to the broader eSports ecosystem—including Goldman Sachs (Asia) L.L.C. online video platforms, hardware manufacturers (core and peripheral), and chip Toshiya Hari +1(646)446-1759 | [email protected] makers—opportunities we outline in this report. Goldman Sachs & Co. LLC Heath P. Terry, CFA +1(212)357-1849 | [email protected] Goldman Sachs & Co. LLC Alexander Duval +44(20)7552-2995 | [email protected] Goldman Sachs International Heather Bellini, CFA +1(212)357-7710 | [email protected] Goldman Sachs & Co. LLC Drew Borst +1(212)902-7906 | [email protected] Goldman Sachs & Co. LLC Lisa Yang +44(20)7552-3713 | [email protected] Goldman Sachs International Donald Lu, Ph.D. For the exclusive use of [email protected] +86(10)6627-3123 | [email protected] Beijing Gao Hua Securities Company Limited Garrett Clark +1(212)357-4481 | [email protected] Goldman Sachs & Co. -
Everyone Needs to Pitch In”: an Ethnographic Study Of
The Pennsylvania State University The Graduate School “EVERYONE NEEDS TO PITCH IN”: AN ETHNOGRAPHIC STUDY OF COLLEGIATE ESPORTS A Dissertation in Learning, Design, and Technology by Robert Hein © 2020 Robert Hein Submitted in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy December 2020 ii The dissertation of Robert Hein was reviewed and approved by the following: Ty Hollett Assistant Professor of Learning, Design, and Technology Dissertation Advisor Chair of Committee Simon R. Hooper Professor of Learning, Design, and Technology Stuart A. Selber Associate Professor of English Director of Digital Education Priya Sharma Associate Professor of Learning, Design, and Technology Susan M. Land Associate Professor of Learning, Design, and Technology Director of Graduate Studies iii ABSTRACT Although researchers have shown interest in videogaming since the early 2000s, the hyper- competitive world of “esports” has received less attention. However, multi-million dollar gaming tournaments—such as the 2019 Fortnite World Cup—now make headlines and spark national discussion. Similarly, colleges and universities have begun offering athletic scholarships to students who excel at games like League of Legends and Overwatch. Consequently, this present study aims to shine a light on the values, beliefs, and practices of gaming’s most “hardcore” players and communities. To better understand how these competitors improve their in-game skills, the author adopted a “connective ethnographic” approach and immersed himself in the day-to-day activities of a collegiate esports club. This process involved attending club meetings, interviewing members, and participating alongside players as they competed with and against one another in the game of Overwatch. -
Gaming Disorder
How Video Games are Crossing Definitions and Generations: Preparing for 2019 and Beyond The Original Electronic Mobile Gaming OBJECTIVES Describe recent trends in video gaming that connect to gambling. Identify vulnerable populations and criteria connecting problem “gaming” and gambling. Describe methods of addressing gaming and gambling in their problem gambling work. 1:36 PM All of the slides and resources for this presentation are at: www.preventionlane.org/gaming Where We Are Now. HEADS UP There may be content here that could present as a trigger to some. Please take care of yourself and give yourself a break if needed. 1. TRENDS. - GAMIFICATION - MARKETING - BLURRINESS Lottery machine at Sea-Tac Airport , 3/18 We don’t think of these things as gambling. Therefore, we don’t think our young people are gambling. DEFINITION: GAMBLING Risking__________ something of value in the _____hopes_________________ of obtaining something of greater value. Source: American Psychiatric Association - DSM-5 (2013). BLURRING LINES? Anything of value the sponsor awards in a promotion. 1. PRIZE: (Example: real money or a virtual reward to help advancing in a game.) A process beyond the participant's direct control 2. CHANCE: determines the outcome. (Example: an instant-win game at a fast food restaurant.) Requires money or significant effort. 3. CONSIDERATION: (Example: inviting Facebook friends in order to gain new “lives.”) BLURRED LINES IN DEFINITIONS 1. PRIZE 2. CHANCE 3. CONSIDERATION “FREEMIUM.” FREE* APPS… * (WITH “IN-APP PURCHASES.”) DO RATINGS STOP MOST KIDS? REAL MONEY FOR PRETEND MONEY / PRIZES Of 100 most popular Facebook games, more than half (54%) include gambling content (22% are slot-based) Giroux, 2016 TYPICAL FREEMIUM SCENARIO: WOOHOO! &@*$#! COOL FREE IT’S GETTING OOH! HARDER. -
The Principles of Esports Engagement: a Universal Code of Conduct
Journal of Intellectual Property Law Volume 27 Issue 2 Article 3 The Principles of Esports Engagement: A Universal Code of Conduct Yen-Shyang Tseng Horvitz & Levy LLP Follow this and additional works at: https://digitalcommons.law.uga.edu/jipl Part of the Intellectual Property Law Commons Recommended Citation Yen-Shyang Tseng, The Principles of Esports Engagement: A Universal Code of Conduct, 27 J. INTELL. PROP. L. 209 (). Available at: https://digitalcommons.law.uga.edu/jipl/vol27/iss2/3 This Article is brought to you for free and open access by Digital Commons @ Georgia Law. It has been accepted for inclusion in Journal of Intellectual Property Law by an authorized editor of Digital Commons @ Georgia Law. Please share how you have benefited from this access For more information, please contact [email protected]. The Principles of Esports Engagement: A Universal Code of Conduct Cover Page Footnote Appellate attorney at Horvitz & Levy LLP in Burbank, California. Given how quickly esports evolves, new statistics and information might be available by the time of publication. Thanks to Dan Nabel, to the editors of the Journal of Intellectual Property Law, and to all friends of Purple Poring. This article is available in Journal of Intellectual Property Law: https://digitalcommons.law.uga.edu/jipl/vol27/iss2/3 Tseng: The Principles of Esports Engagement: A Universal Code of Conduct THE PRINCIPLES OF ESPORTS ENGAGEMENT: A UNIVERSAL CODE OF CONDUCT? Yen-Shyang Tseng * *Appellate attorney at Horvitz & Levy LLP in Burbank, California. Given how quickly esports evolves, new statistics and information might be available by the time of publication. -
The Success of the Overwatch League: Is It Sustainable?
The Success of the Overwatch League: Is it Sustainable? An Honors Thesis (HONR 499) by Tyler Nelson Thesis Advisor Dr. Khirey Walker Ball State University Muncie, Indiana May 2020 Expected Date of Graduation May 2020 Abstract Esports are a growing industry across the world. This thesis reviews the history/success of several esport leagues and identifies the factors that make these leagues successful. As a result of preliminary research, the primary goal of this study will be to develop a model that could predict the success of esport leagues. These factors include mainstream appeal of esports, league structure examples, and general broadcasting reach. The model is then used to examine the Overwatch League, an esport league that began competition in 2018, and concludes that the Overwatch League is structured for sustained success in the esport market. Acknowledgements I want to thank my parents and Audrey for supporting me while I worked full-time and completed my schooling. Without their encouragement, it would have been difficult to complete this thesis. I would like to thank Sarah and Norm, who took a chance on me and allowed me to work in the sport industry while I completed my degree. Their understanding with my schedule and time commitments is greatly appreciated. I would also like to thank Dr. Walker, whose assistance and guidance has been invaluable throughout this process. 1 Process Analysis Statement The route to the completion of my thesis has been long and winding, and extremely difficult for me. In the summer between my junior and senior years, I completed an internship with my current employer. -
2. a Pure Meritocracy Blind to Identity
2. A pure meritocracy blind to identity Exploring the Online Responses to All-Female Esports Teams in Reddit Miia Siutila & Ellinoora Havaste Transactions of the Digital Games Research Association June 2019, Vol 4 No 3, pp 43-74 ISSN 2328-9422 © The text of this work is licensed under a Creative Commons Attribution — NonCommercial –NonDerivative 4.0 License (http://creativecommons.org/licenses/by-nc-nd/ 2.5/). IMAGES: All images appearing in this work are property of the respective copyright owners, and are not released into the Creative Commons. The respective owners reserve all rights. ABSTRACT Despite recent growth and popularity, esports as a scene is struggling with a number of problems ranging from payment problems and cheating to questionable treatment based on various factors such as race and gender. In this paper we seek to uncover how perceptions of women in esports are guided by stereotypes 43 44 A pure meritocracy blind to identity of all-female teams and ‘female professional players’. Our data consists of 952 Reddit comments on two announcements of all- female teams in League of Legends and Counter-Strike: Global Offensive. The nature of esports was perceived as a working meritocracy where only player skill matters. Especially all-female teams were seen to be a threat to this order, since they were considered to lack dedication and have ulterior motives for playing the game. Ultimately, getting to visibly exist as a woman in the scene was a reward for compliance in the esports meritocracy: exhibiting skill, playing in mixed teams, and tolerating harassment. Keywords esports, female gamers, all-female teams, professional players INTRODUCTION: WOMEN’S ROLE IN COMPETITIVE GAMING AND ESPORTS In this study, we seek to uncover how the esports-networked public receives women as professional and casual players into the scene. -
Expertise in Professional Overwatch Play
University of Central Florida STARS Faculty Scholarship and Creative Works 2018 Expertise in Professional Overwatch Play Joey R. Fanfarelli University of Central Florida, [email protected] Find similar works at: https://stars.library.ucf.edu/ucfscholar University of Central Florida Libraries http://library.ucf.edu This Paper is brought to you for free and open access by STARS. It has been accepted for inclusion in Faculty Scholarship and Creative Works by an authorized administrator of STARS. For more information, please contact [email protected]. STARS Citation Fanfarelli, Joey R., "Expertise in Professional Overwatch Play" (2018). Faculty Scholarship and Creative Works. 769. https://stars.library.ucf.edu/ucfscholar/769 International Journal of Gaming and Computer-Mediated Simulations Volume 10 • Issue 1 • January-March 2018 Expertise in Professional Overwatch Play Joey R. Fanfarelli, University of Central Florida, Orlando, USA ABSTRACT eSports is a rapidly growing phenomenon in competitive gaming. Expertise is an interestingtopictostudyinrelationtoeSports,aseSportsathletesareconsidered amongthemosthighly-skilledplayersoftheirparticulargames.Examiningexpertise notonlyadvancestheunderstandingofwhatskillscomposeprofessionalplaybut ,enablesadeeperstudyoflearningingames;beforelearningprocessesarestudied it is important to detail what learning these processes should produce. This study examinesexpertisethroughtheapplicationofthematicanalysistoaseriesofinterviews -
The Issue of Legitimacy and Its Impact on the United States Visa Process
NOTE IMMIGRATION AND ESPORTS: THE ISSUE OF LEGITIMACY AND ITS IMPACT ON THE UNITED STATES VISA PROCESS Noah Parson* I. INTRODUCTION ...................................................................... 1188 II. THE RISE OF ESPORTS AND THE VISA CONNUNDRUM ........................................................................................................ 1191 A. A Primer on the Esports Industry ........................... 1191 1. The Games .................................................................. 1191 2. The Industry – Financing and Franchising .. 1193 3. An International Sensation ................................. 1198 B. Esports and US Immigration – the Visa Options Available to Esports Players ...................................... 1201 1. B-1 & B-2 Visas ........................................................ 1202 2. H-1B Visa .................................................................... 1203 3. O-1A Visa .................................................................... 1204 4. EB-1 Visa .................................................................... 1205 5. P-1A Visa .................................................................... 1207 III. QUALIFYING FOR THE P-1A VISA – THE ISSUE OF ESPORTS LEGITIMACY ........................................................ 1209 A. Esports Legitimacy in the United States ............... 1209 * Managing Editor for Volume XLIV of the Fordham International Law Journal; J.D. Candidate, 2021, Fordham University School of Law; B.A., 2016, Vassar College. The Author would