Esports a New Architectural Challenge 1
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Chronotopes and Social Types in South Korean Digital Gaming
Chronotopes and Social Types in South Korean Digital Gaming Stephen C. Rea, University of California, Irvine ABSTRACT This article examines a South Korean cultural chronotope from the perspective of Korea’s world-renowned digital gaming culture, including its professional electronic sports (e- sports) scene and the experiences of amateur gamers in online gaming cafés (PC bang). My analysis centers on two of Korean digital gaming culture’s recognizable social types and the spatiotemporal qualities of their play: professional gamers and the quickness em- bodied in their e-sports performances; and a specific kind of amateur PC bang gamer who is more socially isolated and whose engagement with games is slow and repetitive. I argue that through their performances in digital games’ virtual and actual-world participation frameworks, gamers orient to these social types in ways that differentially construe their relationships to semiotic depictions of places, times, and personhoods. Thinking through these orientations and their spatial, temporal, and social qualities is critical to under- standing chronotopic representations of contemporary Korea. A strong force pulls K’sbodybackasthecaraccelerates....He feels a little dizzy, but it isn’t entirely unpleasant. The world has always moved around him quickly, and right now this [taxi] is his world. Soon he will adapt. The speed of his body will adjust to that of the taxi. (Kim [1996] 2007, 21) Contact Stephen C. Rea at Anthropology, UC Irvine, Social and Behavioral Sciences Gateway, UC Irvine, Irvine, CA 92697-5100 ([email protected]). I thank two anonymous reviewers for Signs and Society and editor-in-chief Asif Agha for their substantive comments and helpful feedback on an earlier draft of this article, and Elizabeth Reddy for her suggestions for revisions. -
Arena Tournament Rules
Emma Witkowski - “Inside the Huddle”, PhD Dissertation, 2012. Arena Tournament rules BlizzCon 2010 Tournament Rules. All matches that take place in the Tournament shall take place in accordance with the World of Warcraft Arena Rules, which are available at http://www.worldofwarcraft.com/pvp/arena/index.xml. In the event of any conflict between these Official Rules and the World of Warcraft Arena Rules, these Official Rules shall prevail. "Cheating," as determined in Sponsor's sole discretion, and specifically including, without limitation, "win-trading," shall result in disqualification of the Arena Team and all of its Team Members. Third party user interfaces compatible with World of Warcraft, and which do not violate the World of Warcraft Terms of Use may be used during the Qualification Round of the Tournament, but will not be allowed at the Regional Qualifier or the Finals. At the Regional Finals, Team Members will have fifteen (15) minutes prior to the start of the first match with each opponent Team Member to prepare the computer on which they will use to participate in the Tournament match. Determination of Winners Qualification Rounds and Regional Qualifier Tournaments The Qualification Round of the Tournament . The Qualification Round of the Tournament shall last for approximately eight weeks, and will commence on April 27, 2010 at approximately 10:00 AM Pacific Time (5:00 PM GMT) (subject to ‘Server Maintenance’ to be performed by Sponsor), and end on June 21, 2010 at approximately 9:00 PM Pacific Time (4:00 AM GMT). The first four weeks of the Qualification Round will be a “practice” period, and during this time Eligible Participants may switch from one team to another without that Arena Team being penalized. -
UTOPIA Still Alive in Centerville Graduation by JENNIFFER WARDELL Services on a Residential Basis
Celebrating 125 years as Davis County’s news source Immigrants, refugees graduate The from ESL program Davis Clipper ON A6 75 cents VOL. 125 NO. 44 THURSDAY, JUNE 8, 2017 UTOPIA still alive in Centerville Graduation BY JENNIFFER WARDELL services on a residential basis. The increase fast enough to keep the city’s financial section [email protected] in that number has been higher the past year commitments to UTOPIA from increasing. than it has been in any years previous, and The city first agreed to the commitments Find the names of between residential and business customers back in the early 2000s, when they joined in graduates from all there are now 1,563 UTOPIA customers in the on the plan to bring high-speed Internet to CENTERVILLE—Despite the city. smaller cities, and an increase in 2008. Those district schools in city council saying “no” to in- “High speed Internet seems to be in higher commitments have increased 2 percent every Davis County. demand than it was four or five years ago,” year since, and in the upcoming fiscal year will creased fees from UTOPIA in said Cutler, who is also a member of the be $472,212. 2014, the fiber-optic network still UIA board of cities associated with UTOPIA. “Could that money be used for other things? GRADUATION, E1 “UTOPIA financial situation is continuing to Sure,” said Centerville City Manager Steve has a presence in Centerville. slowly improve. We’d like it to improve rapidly, Thacker. “But we plan ahead.” According to Centerville Mayor Paul Cutler, but we’ll take slower improvements.” one-third of residents are now taking UTOPIA That improvement, however, isn’t coming n See “UTOPIA” p. -
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). -
BLAST Pro Series Brings World-Class Esports Entertainment to Miami
The BLAST trophy comes with a prize of 125,000 dollars for the winner! Mar 20, 2019 12:32 UTC Biggest event of the year: BLAST Pro Series brings world-class esports entertainment to Miami For the first time ever BLAST Pro Series will bring the newest and most spectacular live esports format to US. On 13 April, 6 of the world's best Counter-Strike teams with some of esports' biggest stars will battle it out live on stage in Miami's Watsco Center for a total prize pool of 250,000 dollars. The show has sold out in all arenas so far and tickets fir Miami go live February 20. The BLAST experience Watsco Center will be completely transformed to a state-of-the art digital battleground: From the iconic A-stage with all 6 teams playing live on the same time over the monstrous set-up with multiple jumbo screens, hundreds of moving lights and amazing surround sound to the event itself: It is live entertainment like you’ve never experienced before! Jordi Roig, Executive Producer of BLAST Pro Series comments: - BLAST Pro Series is the best of all live entertainment and sports formats in one. Miami will be our first first ever tournament in North America, and it will probably be the biggest live esports in US of 2019. Last week we opened the ticket sales for our São Paulo tournament and within hours the arena was completely sold out. We see this tendency all over the world, and eventhough BLAST in Miami will be the biggest esports event ever in Florida, we expect a completely packed arena afor the Saturday event. -
Projeto De Comunicação Para a Organização De Desportos Eletrónicos Offset Esports
Projeto de comunicação para a organização de desportos eletrónicos Offset Esports José Miguel de Pinho Bastos Trabalho de projeto submetido como requisito parcial para a obtenção do grau de Mestre em Publicidade e Marketing Trabalho orientado pela Professora Doutora Maria Cristina Luz Lisboa, setembro de 2019 Declaração Declaro ser o autor deste trabalho de projeto, realizado como parte das condições necessárias para a obtenção do grau de Mestre em Publicidade e Marketing. Trata-se de um trabalho original, nunca submetido (no seu todo ou em qualquer das suas partes constituintes) a uma outra instituição de ensino superior para obtenção de grau académico ou qualquer outra habilitação. Ademais, atesto que todas as citações estão devidamente identificadas, tendo consciência de que o plágio levará à anulação do trabalho aqui apresentado. Lisboa, 18 de setembro de 2019 ii Resumo Em Portugal, o crescente interesse do público nos denominados esports, e mais especificamente no Counter-Strike, suscitou um enorme desenvolvimento do cenário competitivo nos últimos anos, o que tem levado as organizações de desportos eletrónicos a desenvolverem esforços na tentativa de evoluir em conformidade. No entanto, apesar da profissionalização das várias entidades a operar neste meio e do aparecimento de novos investidores e patrocinadores, a abordagem da maioria das organizações é ainda, na sua larga maioria, semiprofissional ou mesmo amadora. Semelhante ao que outrora aconteceu com as organizações de desportos tradicionais, um dos aspetos fulcrais neste processo de formalização operacional é a vertente do Marketing e da Comunicação. Este trabalho de projeto tem precisamente como objetivo apresentar uma proposta de plano de comunicação para a organização profissional de desportos eletrónicos portuguesa Offset Esports. -
Q. Where Can I Purchase the Blizzcon 2019 War Chest? A
[FOR VIEWERS] Q. How can I begin earning War Chest XP on Twitch? A. To begin earning War Chest XP on Twitch, please complete the following steps: Step 1: Link your Blizzard account to your Twitch account. Step 2: Head over to Twitch, log in to your linked account, and check out who’s streaming StarCraft II. Step 3: Find any StarCraft II stream that’s enabled the War Chest extension. Step 4: Grant the War Chest extension access to your Twitch ID and watch for at least 20 minutes. Step 5: When it appears, click the “Claim XP” button in the extension to redeem your reward. Step 6: Log in to StarCraft II to add the XP reward to your War Chest. Upgrade your War Chest with the Terran, Protoss, Zerg, or Complete Bundle passes to instantly apply any XP you've earned toward even more rewards and help support StarCraft esports! Check out our official blog post for additional information on the BlizzCon 2019 War Chest. (If you have never played StarCraft II, you will need to log in to the game at least once before you can earn War Chest XP rewards on Twitch. Click here to get started.) Q. Where can I purchase the BlizzCon 2019 War Chest? A. You can purchase a BlizzCon 2019 War Chest for the race of your choice for $9.99 each or buy the complete bundle for $24.99 on the Blizzard Shop. This War Chest offer is only available for a limited time, though! Be sure to buy yours before November 7, 2019. -
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. -
Consumer Motivation, Spectatorship Experience and the Degree of Overlap Between Traditional Sport and Esport.”
COMPETITIVE SPORT IN WEB 2.0: CONSUMER MOTIVATION, SPECTATORSHIP EXPERIENCE, AND THE DEGREE OF OVERLAP BETWEEN TRADITIONAL SPORT AND ESPORT by JUE HOU ANDREW C. BILLINGS, COMMITTEE CHAIR CORY L. ARMSTRONG KENON A. BROWN JAMES D. LEEPER BRETT I. SHERRICK A DISSERTATION Submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy in the Department of Journalism and Creative Media in the Graduate School of The University of Alabama TUSCALOOSA, ALABAMA 2019 Copyright Jue Hou 2019 ALL RIGHTS RESERVED ABSTRACT In the 21st Century, eSport has gradually come into public sight as a new form of competitive spectator event. This type of modern competitive video gaming resembles the field of traditional sport in multiple ways, including players, leagues, tournaments and corporate sponsorship, etc. Nevertheless, academic discussion regarding the current treatment, benefit, and risk of eSport are still ongoing. This research project examined the status quo of the rising eSport field. Based on a detailed introduction of competitive video gaming history as well as an in-depth analysis of factors that constitute a sport, this study redefined eSport as a unique form of video game competition. From the theoretical perspective of uses and gratifications, this project focused on how eSport is similar to, or different from, traditional sports in terms of spectator motivations. The current study incorporated a number of previously validated-scales in sport literature and generated two surveys, and got 536 and 530 respondents respectively. This study then utilized the data and constructed the motivation scale for eSport spectatorship consumption (MSESC) through structural equation modeling. -
Download Research
GFINITY (LON:GFIN) Garry Cook, Executive Chairman Gfinity - Game on Garry Cook has served as head of Global Brand for the Ultimate Global leader in esports Fighting Championship (UFC), as chief executive officer for Manchester City Football Club, and as president of Gfinity (LON:GFIN) is a world leader in the fast-growing Nike’s “Brand Jordan” market for esports. The company provides full end to end esports solutions, including bespoke content, tournament and event solutions for commercial partners via its proprietary online platform and live broadcasting studio, Digital entertainment plus it is building its owned Elite Series brand and hosting its proprietary Elite Series tournament format. Revenues are 52-WEEK HIGH 22.3p derived from managed services fees for third-party events, and advertising and sponsorship. In the near future, we 52-WEEK LOW 5.7p expect significant growth from revenue sharing on content derived from partner solutions. PRICE £5.46 Maintaining the growth trajectory MARKET CAP MLN 19.78 Gfinity reported full-year (FY) June 2018 results (released 27 November) showing year-on-year revenue growth of 82%, NET CASH (MLN) £3.70 and significantly reduced operating losses in the second half. The company also confirmed strong progress in signing additional commercial deals to propel growth in FY 2019. Revenues doubled purely from growing with its existing Major Shareholders partners. New premium partners such as Premier League and new publisher partners have been added and will drive Charles Street Int Holding 29.66% further growth. Nigel Wray 8.83% Hargreave Hale 5.97% We believe that the company will deliver continued strong revenue growth in FY 2019, and significantly improved Primary Index AIM operating losses. -
Vlhová Do Boja! Chýbal, Práve Tento V Rakúskom Söldene Sa Obrovským Slalomom Žien Duel Mu Definitívne Zaèína Svetový Pohár V Zjazdovom Lyžovaní 2020/21
www.nike.sk Sobota SUPERŠANCA 1X2 17. 10. 2020 76334 Michalovce – Dun. Streda 5,80 4,50 1,55 74. ročník • číslo 241 76335 Slovan – Sereď 1,20 7,30 13,5 cena 0,80 pre predplatiteľov 0,70 75722 Chelsea – Southampton 1,55 4,85 6,30 75723 Manch. City – Arsenal 1,53 5,05 6,30 75903 Bielefeld – Bayern Mníchov 13,8 7,90 1,23 76491 Real Madrid – Cadiz 1,25 7,05 14,2 76490 Getafe – Barcelona 5,10 3,90 1,81 76577 Crotone – Juventus 8,30 4,75 1,48 App Store pre iPad a iPhone / Google Play pre Android 75822 AZ Alkmaar – VVV Venlo 1,26 6,45 12,0 Za Hapala Strany 2 a 3 Tarkoviè?! Slovenská futbalová reprezentácia spozná v utorok nového „novembrového“ trénera Aj keï sa Sloven- sko dostalo do finále baráže o postup na maj- strovstvá Európy, predvádzala naša futbalová reprezentácia v poslednom období ve¾mi zlé výkony. Všetko vyvrcholilo zápa- som Ligy národov, v ktorom Hamšík a spol. prehrali s Izraelom 2:3, napriek tomu, že viedli 2:0. A aj keï na lavièke pre koronavírus Pavel Hapal Vlhová do boja! chýbal, práve tento V rakúskom Söldene sa obrovským slalomom žien duel mu definitívne zaèína Svetový pohár v zjazdovom lyžovaní 2020/21. zlomil trénerský Jednou z najväèších favoritiek nielen na dnešný väz. triumf, ale i na celkové prvenstvo v boji o ve¾ký FOTO TASR/ krištá¾ový glóbus, je Petra Vlhová. Želajme jej, nech MARTIN BAUMANN Strana 21 je pre òu tento boj úspešný! FOTO TASR/AP 2 FUTBAL sobota 17. -
How to Start a Career in E-Sports
Moona Tuominen HOW TO START A CAREER IN E-SPORTS HOW TO START A CAREER IN E-SPORTS Moona Tuominen Bachelor’s Thesis Spring 2021 Business Information Technology Oulu University of Applied Sciences ABSTRACT Oulu University of Applied Sciences Business Information Technology Author(s): Moona Tuominen Title of Bachelor´s thesis: How to start a career in eSports Supervisor(s): Minna Kamula Term and year of completion: Spring 2021 Number of pages: 34 This thesis is about eSports, also known as electronic sports or competitive gaming. Gaming has grown as a business over the past few decades and eSports rival traditional sports in terms of revenue and viewership numbers. The industry is expected to continue growing, and as such, it is interesting to look at different career opportunities within the eSports industry. This paper lays out the history of competitive gaming and explores different career paths possible in the field of eSports, as well as ways to start a career in eSports. The aim of this thesis is to give a good, coherent picture of eSports as an industry, and to analyze the ways professionals in different positions and with different career paths have created their own careers in eSports. This research gives insight into the still quite new industry and the ways professionals from different backgrounds end up working for eSports organizations. Data used consists of written article interviews of professional gamers, YouTube videos of eSports professionals explaining what they do and how they ended up in the industry, as well as a short questionnaire. The conclusions of this thesis answer to the question: How to get a career in eSports? Keywords: Esports, Competitive Gaming, eSports Industry, Professional Gaming 3 CONTENTS 1 INTRODUCTION ..................................................................................................................