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Mistrzostwa Call of Duty World League (Cwl) Championship 2017, Prezentowane Przez Playstation® 4 Zaczynają Sie Już Dziś W Orlando
MISTRZOSTWA CALL OF DUTY WORLD LEAGUE (CWL) CHAMPIONSHIP 2017, PREZENTOWANE PRZEZ PLAYSTATION® 4 ZACZYNAJĄ SIE JUŻ DZIŚ W ORLANDO W pierwszych mistrzostwach w Call of Duty od Activision – obecnie najpopularniejszą konsolową dyscyplinę esportu – zmierzą się 32 najlepsze zespoły z Ameryki Północnej, Europy i Azji. Stawką rozgrywek toczących się w Amway Center będzie pula nagród wynoszącą 1,5 miliona dolarów. Będzie to kulminacja zmagań z całego sezonu o łączną pulę 4 milionów dolarów, największą jak dotąd w esportowj historii Call of Duty Bądź na bieżąco dzięki transmisjom online, 9 – 13 Sierpnia, tylko w MLG Santa Monica, Calif. – 10 sierpnia 2017 – Ponad 19000 graczy Call of Duty, najpopularniejszą konsolową dyscyplinę esportu – rywalizowało ze sobą przez cały rok, lecz tylko 32 zespoły mają szansę zmierzyć się w mistrzostwach Call of Duty World League (CWL) Championship, prezentowanych przez PlayStation 4 i rozpoczynających się już dziś w Amway Center w Orlando na Florydzie. W turnieju zorganizowanym przez Major League Gaming Corp. (MLG) przy współpracy z Activision Publishing, Inc. najlepsze zespoły na świecie z rejonów Ameryki Północnej, Europy i Azji (regionu APAC) będą walczyć o swoją cześć puli 1,5 miliona dolarów, tytuł Mistrzów CWL 2017 i miano najlepszej drużyny w Call of Duty na świecie. Rozgrywki z tego tygodnia wliczają się także do rocznej puli nagród, która jest najwyższą w historii turniejów Call of Duty i wynosi łącznie 4 miliony dolarów. “To był wspaniały rok dla Światowej Ligi Call of Duty, z jeszcze większą ilością graczy mierzących się ze sobą, zarówno tych profesjonalnych jak i dopiero zaczynających swoją esportową karierę,” powiedział Rob Kostich, wiceprezes i dyrektor naczelny Call of Duty. -
Playvs Announces $30.5M Series B Led by Elysian Park
PLAYVS ANNOUNCES $30.5M SERIES B LED BY ELYSIAN PARK VENTURES, INVESTMENT ARM OF THE LA DODGERS, ADDITIONAL GAME TITLES AND STATE EXPANSIONS FOR INAUGURAL SEASON FEBRUARY 2019 High school esports market leader introduces Rocket League and SMITE to game lineup adds associations within Alabama, Mississippi, and Texas to sanctioned states for Season One and closes a historic round of funding from Diddy, Adidas, Samsung and others EMBARGOED FOR NOVEMBER 20TH AT 10AM EST / 7AM PST LOS ANGELES, CA - November 20th - PlayVS – the startup building the infrastructure and official platform for high school esports - today announced its Series B funding of $30.5 million led by Elysian Park Ventures, the private investment arm of the Los Angeles Dodgers ownership group, with five existing investors doubling down, New Enterprise Associates, Science Inc., Crosscut Ventures, Coatue Management and WndrCo, and new groups Adidas (marking the company’s first esports investment), Samsung NEXT, Plexo Capital, along with angels Sean “Diddy” Combs, David Drummond (early employee at Google and now SVP Corp Dev at Alphabet), Rahul Mehta (Partner at DST Global), Rich Dennis (Founder of Shea Moisture), Michael Dubin (Founder and CEO of Dollar Shave Club), Nat Turner (Founder and CEO of Flatiron Health) and Johnny Hou (Founder and CEO of NZXT). This milestone round comes just five months after PlayVS’ historic $15M Series A funding. “We strive to be at the forefront of innovation in sports, and have been carefully -
Sports & Esports the Competitive Dream Team
SPORTS & ESPORTS THE COMPETITIVE DREAM TEAM JULIANA KORANTENG Editor-in-Chief/Founder MediaTainment Finance (UK) SPORTS & ESPORTS: THE COMPETITIVE DREAM TEAM 1.THE CROSSOVER: WHAT TRADITIONAL SPORTS CAN BRING TO ESPORTS Professional football, soccer, baseball and motor racing have endless decades worth of experience in professionalising, commercialising and monetising sporting activities. In fact, professional-services powerhouse KPMG estimates that the business of traditional sports, including commercial and amateur events, related media as well as education, academic, grassroots and other ancillary activities, is a US$700bn international juggernaut. Furthermore, the potential crossover with esports makes sense. A host of popular video games have traditional sports for themes. Soccer-centric games include EA’s FIFA series and Konami’s Pro Evolution Soccer. NBA 2K, a series of basketball simulation games published by a subsidiary of Take-Two Interactive, influenced the formation of the groundbreaking NBA 2K League in professional esports. EA is also behind the Madden NFL series plus the NHL, NBA, FIFA and UFC (Ultimate Fighting Championship) games franchises. Motor racing has influenced the narratives in Rockstar Games’ Grand Theft Auto, Gran Turismo from Sony Interactive Entertainment, while Psyonix’s Rocket League melds soccer and motor racing. SPORTS & ESPORTS THE COMPETITIVE DREAM TEAM SPORTS & ESPORTS: THE COMPETITIVE DREAM TEAM In some ways, it isn’t too much of a stretch to see why traditional sports should appeal to the competitive streaks in gamers. Not all those games, several of which are enjoyed by solitary players, might necessarily translate well into the head-to-head combat formats associated with esports and its millions of live-venue and online spectators. -
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. -
SAMSUNG Winning the Smartphone Game CONTENT
PIXELATED A TECHNOLOGY AND VIDEO GAME MAGAZINE Vol. VIII - NO 02 - Spring 2019 SAMSUNG Winning the Smartphone Game CONTENT 6 7 Graphene Airpods vs Galaxy Buds by Lorenzo Hess by Siddiq Nanabawa PIXELATED TECHNOLOGY Andre Dang 4 SpaceX BFR Libby Mather by Lorenzo Hess Editors-In-Chief 8 S10 Lineup by Pratham Gandhi Ryan Eastep GAMING Managing Editor 10 Yoshi’s Crafted World by Leonard Song 11 Link’s Awakening Pratham Gandhi by Jayer Yang Ryan Leung 12 Top 8 Players at MSI Design Editors by Ryan Eastep 14 MLB The Show Lorenzo Hess by Mark Fernandez Mark Fernandez 18 Anthem Victor Dimitrov by Victor Dimitrov Content Editors 20 The Role of Assasin’s Creed in Notre Dame’s Repair Keith Renner Akira Eisenbeiss Faculty Advisor 21 Pokemon Sword and Shield by Ryan Leung 22 New Super Mario Bros U Deluxe by Aidan McAndrew -2- PIXELATED 16 24 Apex Legends Smash Ultimate Tier List by Victor Dimitrov by Ryan Eastep, Melchior Lee, and Spencer Kahn LETTER FROM THE EDITORS Hello again! We’re excited to present to you Pixelated’s second edition for this year! All of our writers and editors put their all into it and for one of us EICs, this is our last year, so it’s bittersweet to be leaving Pixelated behind. This is the last issue of the year, and it’s been a great journey. We have the latest in gaming and tech to present to you in this fnal issue of the year. In technology, we’ve got the updates on SpaceX, the innovations of Graphene, news about new samsung phones, and a discussion about airpods vs. -
The Rising Esports Industry and the Need for Regulation
TIME TO BE GROWN-UPS ABOUT VIDEO GAMING: THE RISING ESPORTS INDUSTRY AND THE NEED FOR REGULATION Katherine E. Hollist* Ten years ago, eSports were an eccentric pastime primarily enjoyed in South Korea. However, in the past several years, eSports have seen meteoric growth in dozens of markets, attracting tens of millions of viewers each year in the United States, alone. Meanwhile, the players who make up the various teams that play eSports professionally enjoy few protections. The result is that many of these players— whose average ages are between 18 and 22—are experiencing health complications after practicing as much as 14 hours a day to retain their professional status. This Note will explore why traditional solutions, like existing labor laws, fail to address the problem, why unionizing is impracticable under the current model, and finally, suggest regulatory solutions to address the unique characteristics of the industry. TABLE OF CONTENTS INTRODUCTION ..................................................................................................... 824 I. WHAT ARE ESPORTS? ....................................................................................... 825 II. THE PROBLEMS PLAYERS FACE UNDER THE CURRENT MODEL ....................... 831 III. THE COMPLICATIONS WITH COLLECTIVE BARGAINING ................................. 837 IV. GETTING THE GOVERNMENT INVOLVED: THE WHY AND THE HOW .............. 839 A. Regulate the Visas ...................................................................................... 842 B. Form an -
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. -
What Is SMITE? SMITE Is a Free-To-Play Online Game Developed by Titan Forge Games and Published Hi-Rez Studios
What is SMITE? SMITE is a free-to-play online game developed by Titan Forge Games and published Hi-Rez Studios. It features a large pool of playable characters from ancient mythology in session-based team combat. Objective In the core competitive game mode of SMITE, Conquest, players work with their team to destroy the enemy towers and phoenixes to bring down the Titan, before the enemy team does so. SMITE offers a unique third-person perspective that brings players into the action. Skilled players have an understanding of everything happening around them, while keeping high-level decisions in mind. "Esports has provided me the opportunity to explore and invest in something I have always been truly passionate about with the full support of my school and my state." Samuel S. Esports Player Barrington High School SMITE is rated T for Teen. Questions? [email protected] 1 V.2.1 How It’s Played The Conquest game mode features a three-lane map surrounded by a jungle area. Each team’s base, defended by three Phoenixes and a Titan, sits on either end of the map. Teams assign players to different lanes, with one player on each time typically occupying the jungle area and supporting teammates throughout the game. Players earn currency for taking down objectives, and spend that currency on items which power up their gods. Games are played with 5 players per team and typically last about 30 minutes. Interaction with minions and opponent Removing a turret Team fight with multiple gods Victory secured Questions? [email protected] 2 V.2.1 Characters Before the start of each game, players select from a pool of over 100 playable characters. -
Esports Or Competitive Gaming) Is a Term for Organized Video Game Competitions, Especially Between Professionals
Electronic sports (also known as eSports or competitive gaming) is a term for organized video game competitions, especially between professionals. eSPORTS Video games now bring in $71 billion in annual revenue. More than the music business and fast catching up to Hollywood. The growth explosion of eSports is in direct correlation to the growth explosion of the internet and social media. On the internet platform, gamers of all skill levels can play on their own, collaborate with others, form partnerships, watch other participants play or film their own games and post them. eSports has tens of millions of novice participants. Just like novice participants in physical sports, these novices want to watch the best in the world play. For the exact same reasons that people watch and go to live professional sporting events, are the exact reasons people watch and go to live eSports events. Whether for pure entertainment, social reasons, love of the game or wanting to enhance their own skills, eSports has loyal fans with huge spending power. Top advertisers, internet sites and the networks have all taken notice. A Brief History 1980’s Atari held the first video game competition, the Space Invaders Tournament, in 1980. It attracted more than ten thousand participants. This tournament, and others like it in following years, sowed the seeds of what would eventually become eSports. 1990’s (First Person Shooter) By the time the 1990s came around, tournaments for arcade and console games had become increasingly common, with companies like Nintendo and Blockbuster sponsoring world championships. 1997’s Red Annihilation tournament for the first person shooter (FPS) “Quake” is widely considered to have been the first real instance of eSports, drawing over 2,000 participants. -
Win Te R 2018
WINTER 2018 Call of Duty player Accuracy shows off a cream hoodie from the new Splyce Winter Collection, bringing urban lifestyle vibes to Splyce merchandise. Page 10 CONTENTS DEC 2018 Above: Halo player Eco during Dream- 4 THE YEAR 10 MERCH hack Atlanta, where Splyce’s new player track jackets premiered. IN REVIEW Preview upcoming mer- On the cover: Cyno from the World From the highs we've chandise in Splyce’s new Championship-winning Smite team. achieved to the posi- Winter Collection. tioning we’ve set for the future, 2018 was abso- 12 STUDIO lutely awesomesauce. Splyce’s content studio - Emberlore - has created 6 OVERWATCH a wealth of video and With the launch of the streaming media in its Toronto Defiant brand first six months of life. with OverActive Media, Splyce is ready to take 14 ROSTER on the OWL. Status updates across Splyce's teams and key Splyce Magazine 8 OVERACTIVE management staff. is published twice a year. Designed and printed in the USA. OverActive Media Group For advertising, distribution, or acquires Splyce to form general inquires, please contact: [email protected] leading esports brand. #ONTHEHUNT SPLYCE 3 2018 IN REVIEW A YEAR OF AWESOMESAUCE he editor of our magazine asked me to put my thoughts about this year into words. With T such a tall order in front of me, it was hard to use any word other than “awesomesauce” to describe my feelings about Splyce’s 2018. From becoming world champions in yet another game to partnering with a legendary sports brand in the Boston Celtics, to being acquired and launching our first official franchise in the Overwatch League, it’s been a year full of historic moments for us. -
Understanding Brand Loyalty – the Case of the Esports Consumer from a Relationship Quality Perspective
Copyright © 2020 for this paper by its authors. Use permitted under Creative Commons License Attribution 4.0 International (CC BY 4.0). Understanding brand loyalty – The case of the eSports consumer from a relationship quality perspective Bastian Kordyaka1, Sidney Hribersek1, Bjoern Kruse2, and Bjoern Niehaves1 1 University of Siegen, Chair of Information Systems, Siegen, Germany 2 University of Hagen, Chair of Information Management, Germany [email protected] Abstract. Recently, the market of eSports continues to grow in popularity and value. Due to its rapid development a better understanding of the consumers’ side of the eSports markets is important to meet its changing demands. In that context, it is especially important to gain a better understanding of loyalty towards eSports brands. Based on assumptions of the relationship quality perspective, we attempt to improve the understanding of loyalty towards an eSports brand using relation- ship quality (i.e., trust, identification, reputation, affect) and its antecedents (i.e., age, consumer similarity, attractiveness). Accordingly, we collected a sample with 216 eSports consumers to explain consumer loyalty using a structural equa- tion modelling approach. Results show support for the postulated meaningfulness of relationship quality and attractiveness of the brand as predictors of consumer loyalty. Additionally, we reveal that consumer similarity and attractiveness have the potential to explain relationship quality in a positive fashion, contrary to age. Keywords: eSports consumers, brand loyalty, relationship quality. 1 Introduction During the last decade, the phenomenon of eSports – which can be understood as play- ing video games competitively [1] – moved into the public eye and enjoys greater pop- ularity on younger audiences. -
Professional Counter-Strike: an Analysis of Media Objects, Esports Culture, and Gamer Representation
The University of Southern Mississippi The Aquila Digital Community Dissertations Spring 2021 Professional Counter-Strike: An Analysis of Media Objects, Esports Culture, and Gamer Representation Steven Young Follow this and additional works at: https://aquila.usm.edu/dissertations Part of the Other Film and Media Studies Commons Recommended Citation Young, Steven, "Professional Counter-Strike: An Analysis of Media Objects, Esports Culture, and Gamer Representation" (2021). Dissertations. 1886. https://aquila.usm.edu/dissertations/1886 This Dissertation is brought to you for free and open access by The Aquila Digital Community. It has been accepted for inclusion in Dissertations by an authorized administrator of The Aquila Digital Community. For more information, please contact [email protected]. PROFESSIONAL COUNTER-STRIKE: AN ANALYSIS OF MEDIA OBJECTS, ESPORTS CULTURE, AND GAMER REPRESENTATION by Steven Maxwell Young A Dissertation Submitted to the Graduate School, the College of Arts and Sciences and the School of Communication at The University of Southern Mississippi in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy Approved by: Dr. John Meyer, Committee Chair Dr. Christopher Campbell Dr. Eura Jung Dr. Paul Strait Dr. Steven Venette May 2021 COPYRIGHT BY Steven Maxwell Young 2021 Published by the Graduate School ABSTRACT Esports are growing in popularity at a rapid pace worldwide. In contemporary society, individuals watch esports broadcasts as part of their normal media consuming practices. This dissertation focuses on Counter-Strike: Global Offensive (CS:GO), which is currently the most recognized first-person shooter esport worldwide and the third most popular game across all esports genres (Irwin & Naweed, 2020).