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Building the Future of Esports Betting & Entertainment
Building The Future of Esports Betting & Entertainment Nasdaq: GMBL Esports Entertainment Group (GMBL) is a Nasdaq-listed company Building the Future of Esports Betting and Entertainment. 3 What is esports? • Esports is organized competitive video gaming that is watched as a spectator event. Esports were already the fastest growing subsector of digital entertainment, and Covid-19 has only accelerated this trend. • The Esports audience is very valuable for advertisers because it is young, digital native and affluent. Research has found that esports fans are more likely to be influenced by their favorite team being sponsored by a brand than traditional sports fans are. • Despite the vast amount of eyeballs, Esports remain dramatically under-monetized relative to traditional sports. We believe wagering will play a major role in helping monetization in the space catch up. GAMING ASCENDANCY: MORE PEOPLE ARE PLAYING MORE There are 2.5B gamers globally (with some estimates as high as 3.5B). 2 out of 3 Americans are gamers. Video gaming is now more engaging than any other social media outlet (FB, Snapchat, IG) with gamers spending 51 minutes on average playing every day. Gaming industry is now bigger than movies or music Sources: Newzoo - 2019 Global Esports Market Report 5 ESPORTS DOMINANCE Esports tournaments have now outstripped all traditional sports events both in terms of viewership and prize pool. In 2019 the League of Legends championship drew a larger audience than the Super Bowl. And the winner of the Fortnite World Cup won more money than Tiger Woods at the Masters. Sources: Business Insider 6 Esports Viewers by Age Esports Worldwide Audience Size (millions) THE AUDIENCE IS LARGE & LUCRATIVE There are 518M esports viewers worldwide, growing to 645M by 2022. -
What Exactly Is Esports?
What exactly is esports? ESPORTS STANDS FOR ELECTRONIC SPORTS, not to be confused with video games, because it’s much more than that. What sets it apart is the level of organized competitive gameplay between teams and its own strict set of rules and guidelines. Esports is about teamwork, communication, strategic thinking and leadership — in all the same ways that traditional sports are and then some. It’s time to expand the definition of an athlete. Today, esports is growing exponentially with 400 million fans Benefits of Esports worldwide who repeatedly pack out arenas. A recent survey shows that 72% of American teens play video games regularly. Character Development Currently, there are nearly 200 colleges and universities offering Students build character and develop esports scholarships. Establishing esports in high school enables discipline, self-esteem, patience and students to do what they love and provides them with additional sportsmanship through weekly practice opportunities to earn scholastic recognition. and gameplay. Community Building Students will develop a sense of belonging, meet new friends and have school pride by playing on a team with classmates. Teamwork & Leadership Students will learn how to communicate better and become leaders as they compete and work together as team. Strategic Thinking Students will compete in intense and fast-paced real time strategy games where they will need to quickly problem solve and adapt to win. playvs.com How does the PlayVS league work? PLAYVS IS THE OFFICIAL HIGH SCHOOL ESPORTS PLATFORM that streamlines students’ gameplay. They organize, schedule, and manage all of the logistics that go into an esports league. -
19 Overwatch Checklist Poster NEW 20 Teams ROOKIE and Base
EXCLUSIVELY LICENSED OVERWATCH LEAGUE™ TRADING CARDS CARD# PLAYER CARD# PLAYER CARD# PLAYER CARD# PLAYER CARD# PLAYER CARD# PLAYER CARD# PLAYER CARD# PLAYER CARD# PLAYER 1 SNOW 26 MANNETEN 51 HYDRATION 76 MEKO 101 DANTEH CHECKLIST ROOKIES STAR 201 ERSTER 226 SWON 251 FL0W3R 276 AID 2 NOTE 27 ZEBBOSAI 52 ASHER 77 PINE 102 IDDQD 202 MASAA 227 BQB 252 NENNE 277 ENVY 3 AVAST 28 CWOOSH 53 FISSURE 78 MANO 103 ARCHITECT 203 DAFRAN 228 KRIS 253 GREYY 278 BUMPER (OVERWATCH LEAGUE HIGH SERIES SET) HIGH SERIES LEAGUE (OVERWATCH BASE SET CHECKLIST SET BASE 4 KALIOS 29 AWESOMEGUY 54 IREMIIX 79 LIBERO 104 MIRO 204 NLAAER 229 XEPHER 254 LHCLOUDY 279 STITCH 5 AIMGOD 30 MUMA 55 SHAZ 80 JOEMEISTER 105 GIDO 205 KODAK 230 APPLY 255 KRUISE 280 SEOMINSOO 6 GAMSU 31 CLOCKWORK 56 BIGGOOSE 81 CARPE 106 ZUNBA 206 GATOR 231 RIO 256 HYP 281 SLIME 7 NEKO 32 BOINK 57 SUREFOUR 82 FRAGI 107 KUKI 207 DACO 232 HAPPY 257 BENBEST 282 JJANU 8 STRIKER 33 LINKZR 58 VOID 83 SHADOWBURN 108 RYUJEHONG 208 POKPO 233 ONLYWISH 258 NICOGDH 283 HOOREG 9 MISTAKES 34 ARHAN 59 KARIV 84 DAYFLY 109 FLETA 209 DOGMAN 234 EILEEN 259 ELK 284 TWILIGHT 10 KELLEX 35 JAKE 60 FATE 85 POKO 110 XEPHER 210 BLASÉ 235 SHU 260 SMURF 285 HAKSAL 11 HARRYHOOK 36 BANI 61 CUSTA 86 BOOMBOX 111 WEKEED 211 COLOURHEX 236 KYB 261 RASCAL 286 SANSAM 12 UNKOE 37 MENDOKUSAII 62 FINNSI 87 SNILLO 112 MUNCHKIN 212 ALEMAO 237 CHARA 262 VIOL2T 287 STRATUS 13 TAIMOU 38 FCTFCTN 63 NUMLOCKED 88 EQO 113 TOBI 213 -
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. -
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. -
2020 Upper Deck Overwatch League Ultimate Fan (#Owlultimatefan) Program Contest Official Rules
2020 UPPER DECK OVERWATCH LEAGUE ULTIMATE FAN (#OWLULTIMATEFAN) PROGRAM CONTEST OFFICIAL RULES NO PURCHASE NECESSARY TO ENTER OR WIN. A PURCHASE WILL NOT INCREASE YOUR ODDS OF WINNING. WINNERS WILL BE REQUIRED TO RESPOND TO THE WINNER NOTIFICATION AND/OR COMPLETE AND EXECUTE A RELEASE AND PRIZE ACCEPTANCE AGREEMENT AND ANY OTHER LEGAL DOCUMENTS WITHIN THE TIMEFRAME REQUIRED BY SPONSOR OR PRIZES MAY BE FORFEITED (IN SPONSOR’S SOLE DISCRETION). ANY TERMS DEFINED IN THE RELEASE SHALL BE THE SAME AS THOSE DEFINED IN THE RULES. BY ENTERING THIS CONTEST DEFINED BELOW, YOU AGREE TO THESE OFFICIAL RULES, WHICH ARE A CONTRACT, SO READ THEM CAREFULLY BEFORE ENTERING THIS CONTEST. THIS CONTEST EXPRESSLY EXCLUDES QUEBEC, FLORIDA, RHODE ISLAND AND PUERTO RICO. WITHOUT LIMITATION, THIS CONTRACT INCLUDES INDEMNITIES TO THE SPONSOR FROM YOU AND A LIMITATION OF YOUR RIGHTS AND REMEDIES. 1. NAME OF CONTEST: 2020 Upper Deck Overwatch League Ultimate Fan Program Contest (“Contest”). 2. SPONSOR: This Contest is sponsored by The Upper Deck Company located at 5830 El Camino Real, Carlsbad, California 92008 (“UDC” or “Sponsor”). 3. CONTEST PERIOD: August 27, 2020 at 9 a.m. Pacific Standard Time (“PST”) to October 5, 2020 at 9 p.m. PST (“Contest Period”). For more information please see the Contest details located at www.upperdeck.com/OWLUltimateFan (the “Website”). 4. ELIGIBILITY: The Contest is open and offered only to natural persons Entrants who are legal residents of (a) the fifty (50) United States of America (“USA”), including Washington D.C., but excluding Florida, Rhode Island and Puerto Rico who are at least eighteen (18) years old or the age required in the state in which he or she resides at the time of Entry in the USA, and/or (b) the provinces and territories of Canada, excluding Quebec, who have reached the age of majority in their jurisdiction of residence. -
1 Columbus Blue Jackets News Clips August 22 – September 3, 2019
Columbus Blue Jackets News Clips August 22 – September 3, 2019 Columbus Blue Jackets PAGE 02 Columbus Dispatch: Zach Werenski seeking three-year contract at $5 million-plus annually, source says PAGE 03 The Athletic: ‘God gives us only what we can handle’: Blue Jackets pay surprise visit to ailing fan PAGE 06 Columbus Dispatch: Michael Arace | Jarmo Kekalainen's confidence in Blue Jackets prospects not shared by all PAGE 08 Columbus Dispatch: How the Blue Jackets and their Metro opponents fared in the offseason PAGE 11 The Athletic: Analysis: Glass half empty — how the Blue Jackets season could unravel PAGE 14 The Athletic: Analysis: Glass half full — how the Blue Jackets can be better than most expect PAGE 17 ESPN.com: 'Let's have all the people write us off': Blue Jackets GM confident in his team PAGE 21 Columbus Dispatch: Emil Bemstrom to miss prospects tournament with facial injury; should be OK for Blue Jackets camp PAGE 22 The Athletic: Sergei Mozyakin: The Greatest Blue Jacket who never was PAGE 27 Columbus Dispatch: Opportunity knocks for Columbus Blue Jackets' prospects Cleveland Monsters/Prospects NHL/Websites PAGE 29 The Athletic: What would a World Cup of Hockey in 2021 look like? PAGE 33 The Athletic: In a league full of exceptional talents, which special skills make the NHL’s best jealous PAGE 40 The Athletic: DGB Grab Bag: About those unsigned RFAs, in defense of a bad stat and laughing at the 1993 Leafs PAGE 44 The Seattle Times: Seattle NHL team’s name? Uniform colors? Here’s where fans rant, vent and even chat over beers -
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. -
Blizzcon Is Bigger Than Ever with Nine Stages, 12 Trucks, 200+ Broadcast Streams
BlizzCon Is Bigger Than Ever With Nine Stages, 12 Trucks, 200+ Broadcast Streams The live stages feed into central Master Control, ‘Post Hub’ BY JASON DACHMAN, CHIEF EDITOR NOVEMBER 2, 2018 We distribute to a huge number amount of platforms and we also localize in 18 different languages. All of our esports programming is free, and we make the decision what goes on R Logotext Lorem TaglineBlizzCon Virtual Ticket holistically across Blizzard [based on] what we feel our community would want access to. Peter Eminger, Sr. Director Blizzard With 40,000 fans onsite watching five live esports stages and four content stages sprawled across a million square feet at Anaheim Convention Center, it simply doesn’t get any bigger for the Blizzard Entertainment pro- duction operation than BlizzCon. In addition, Blizzard’s Global Broadcast team is distributing a whopping 211 unique broadcast streams to 17 outlets in 18 languages. “For us, the live event and the broadcasts are very linked together because so much of the broadcast is from these live stages. Our show is definitely bigger this year,” says Pete Emminger, senior director, Blizzard Entertain- ment. “We’re really lucky in that we have a lot of consistent crew, so this year has actually been the smoothest year so far. Plus, we’ve really had a great year at Blizzard overall, so we’re extremely excited to finally be here at BlizzCon, which is really a celebration for us as much as it is [for the fans].” A Blizzard of Activity: A Dozen Mobile Units Onsite Serving Nine Stages Now in its 14th year, the convention features everything from live esports competitions to Q&A panels and announcements to demos of upcoming game releases to concerts and much more. -
Issued: 24 December 2020 ANNEX BROAD GUIDELINES BY
Issued: 24 December 2020 ANNEX BROAD GUIDELINES BY SPORTING ACTIVITY FOR PHASE THREE Sport Grouping Sporting Activity Phase 3 - Sport Specific Guidelines (non-exhaustive) • Small groups of not more than 8 participants in total (additional 1 Coach / Instructor permitted). • Physical distancing of 2 metres (2 arms-length) should be maintained in general while exercising, unless engaging under the normal sport format. • Physical distancing of 3 metres (3 arms-length) is required for indoors high intensity or high movement exercise classes, unless engaging under the normal sport format. • No mixing between groups and maintain 3m distance apart at all times. • Masks should be worn by support staff and coach. Badminton Racquet Sports - Table Tennis Normal activities within group size limitation of 8 pax on court permitted, singles or Indoor Pickle-ball doubles. Squash Racquet Sports - Normal activities within group size limitation of 8 pax on court permitted, singles or Tennis Outdoor doubles. Basketball Team Sports – Indoor Normal activities within group size limitation of 8 pax permitted. Floorball Any match play has to adhere to group size limitation with no inter-mixing between 1 Issued: 24 December 2020 1 Sport Grouping Sporting Activity Phase 3 - Sport Specific Guidelines (non-exhaustive) Futsal groups. Multiple groups to maintain 3m apart when sharing venue. Handball No intermingling between participants from different groups. Hockey - Indoor Sepaktakraw Volleyball - Indoor Tchoukball, etc. Baseball Softball Cricket* Normal activities within group size limitation of 8 pax permitted. Football Any match play has to adhere to group size limitation with no inter-mixing between Team Sports – Hockey - Field groups. Outdoors Multiple groups to maintain 3m apart when sharing venue. -
Comparison of Esports and Traditional Sports Consumption Motives by Donghun Lee, Ball State University and Linda J
Comparison of eSports and Traditional Sports Consumption Motives by Donghun Lee, Ball State University and Linda J. Schoenstedt, and in turn, has boosted eSports consumption. Consequently, Xavier University multimedia outlets cover more eSports games and potential investors have paid more attention to this market segment as Abstract a growing sponsorship opportunity. Global companies such as With recognition of the need for studying eSports in this Samsung and Microsoft have been sponsoring the World Cyber interactive digital communication era, this study explored 14 Games at event and team levels. Corporate sponsors have jumped motivational factors affecting the time spent on eSports gaming. into the online advertising industry because online games have Using a sample of 515 college students and athletic event become a common promotional venue in which brands get repeated attendees, we further compared eSports game patterns to their exposure to an avid target market (Chaney, Lin, & Chaney, 2004). non-eSport or traditional sport involvements (game participation, Electronic sports have, in recent years, become a more popular game attendance, sports viewership, sports readership, sports form of leisure activity for many people. Based on the units sold listenership, Internet usage specific to sports, and purchase of in 2007, sports video games (including auto racing) comprised team merchandise). Multiple regression results indicated that more than 22% of the entire video game industry (Entertainment competition and skill had a statistically significant impact on the Software Association, 2008). This number rose to 44.7% if ‘action’ time spent on eSports games while peer pressure had marginal genre was included. Among the list of the top 20 popular video significance. -
Esports Spectatorship in Australia
Networked Society Institute Esports Spectatorship in Australia Research Paper Esports Spectatorship in Australia Networked Society Institute Research Paper September 2018 Martin Gibbs, Marcus Carter, David Cumming, Robbie Fordyce, and Emma Witkowski Contact Martin Gibbs – [email protected] ISBN 978-0-7340-5327-5 Licence Creative Commons Attribution-ShareAlike – creativecommons.org/licenses/by-sa/4.0/ Cover Image Adobe Stock Image Acknowledgements The authors would like to acknowledge the support for this project provided by the Melbourne School of Engineering, The University of Melbourne. We would also like to thank Naomi Robinson for assistance with the research. We would also like to thank David Saliba and Mia Consalvo for input and suggestions at the begin of the project. We would also like to thank Kate Murray and Adam Lodders and the Networked Society Institute for their support in producing this report. Esports Spectatorship in Australia 2 Networked Society Institute, University of Melbourne Executive summary Esports – the organised, professional and spectated play of competitive digital games – has evolved into a massive global industry in the past decade. Boasting significant market value and broad global audience reach, esports is driven by modern highspeed internet infrastructure and live-streaming platforms like Twitch.tv. However, esports has yet to take hold as an industry in Australia, largely due to geographical isolation from major esports regions compounded by Australia’s traditionally lacklustre network infrastructure. Although the esports industry relies on various revenue streams, sponsorship and advertising deals provide the industry’s main source of funding. Teams, tournaments and esports organisations of various sizes are sponsored by major international companies like Intel, Samsung and Mercedes-Benz.