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Evolve E-Gaming Index ETF MACROECONOMIC
MONTHLY COMMENTARY Evolve E-Gaming Index ETF HERO invests in equity securities of companies listed domestically and globally with business activities in the electronic gaming industry. As at September 30, 2019 TICKER: HERO (Hedged) MACROECONOMIC HIGHLIGHTS: Incidentally, Enthusiast Gaming has now become one of the largest gaming properties in the world, surpassing IGN Entertainment, GameSpot, and even Twitch.tv, according to a new Comscore evaluation. This follows a series of inter-related transactions, which saw Enthusiast entering into an M&A arrangement with J55 Capital Corporation and Aquilini GameCo way back in May. At the same time Aquilini was in the process of acquiring Luminosity Gaming, a global player in the esports industry. Once Aquilini acquired Luminosity, J55 acquired Aquilini and then subsequently merged with Enthusiast. The final result was the creation of one of the largest publicly traded esports and gaming organizations in the world.i Earlier in May, two console gaming heavyweights — Sony and Microsoft signed a memorandum of understanding to develop joint cloud gaming systems. The agreement was largely intended to offset the emergence of Google’s Stadia, a game-streaming service based on the cloud.ii According to SuperData Research, a subsidiary of Nielsen Holdings, global consumers spent US$8.9 billion on digital games worldwide across PC, console and mobile devices in August. This represents a 2% increase over the same period last year, driven in part by an uptick in mobile gaming spending. As of August, mobile gaming accounted for 67% of total worldwide spending in the gaming sector.iii SuperData also listed the highest-grossing games across each platform. -
Google Ad Tech
Yaletap University Thurman Arnold Project Digital Platform Theories of Harm Paper Series: 4 Report on Google’s Conduct in Advertising Technology May 2020 Lissa Kryska Patrick Monaghan I. Introduction Traditional advertisements appear in newspapers and magazines, on television and the radio, and on daily commutes through highway billboards and public transportation signage. Digital ads, while similar, are powerful because they are tailored to suit individual interests and go with us everywhere: the bookshelf you thought about buying two days ago can follow you through your favorite newspaper, social media feed, and your cousin’s recipe blog. Digital ads also display in internet search results, email inboxes, and video content, making them truly ubiquitous. Just as with a full-page magazine ad, publishers rely on the revenues generated by selling this ad space, and the advertiser relies on a portion of prospective customers clicking through to finally buy that bookshelf. Like any market, digital advertising requires the matching of buyers (advertisers) and sellers (publishers), and the intermediaries facilitating such matches have more to gain every year: A PwC report estimated that revenues for internet advertising totaled $57.9 billion for 2019 Q1 and Q2, up 17% over the same half-year period in 2018.1 Google is the dominant player among these intermediaries, estimated to have netted 73% of US search ad spending2 and 37% of total US digital ad spending3 in 2019. Such market concentration prompts reasonable questions about whether customers are losing out on some combination of price, quality, and innovation. This report will review the significant 1 PricewaterhouseCoopers for IAB (October 2019), Internet Advertising Revenue Report: 2019 First Six Months Results, p.2. -
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. -
Sport & Society Research Network
Tenth International Conference On Sport & Society Sports Media Vectors: Digitization, Expanding Audiences, and the Globalization of Live Sport 20–21 June 2019 Ryerson University Toronto, Canada Tenth International Conference on Sport & Society “Sports Media Vectors: Digitization, Expanding Audiences, and the Globalization of Live Sport” 20–21 June 2019 | Ryerson University | Toronto, Canada www.SportAndSociety.com www.facebook.com/SportAndSocietyResearchNetwork @onsportsociety | #ICSS19 Tenth International Conference on Sport & Society www.sportandsociety.com First published in 2019 in Champaign, Illinois, USA by Common Ground Research Networks, NFP www.cgnetworks.org © 2019 Common Ground Research Networks All rights reserved. Apart from fair dealing for the purpose of study, research, criticism or review as permitted under the applicable copyright legislation, no part of this work may be reproduced by any process without written permission from the publisher. For permissions and other inquiries, please visit the CGScholar Knowledge Base (https://cgscholar.com/cg_support/en). Common Ground Research Networks may at times take pictures of plenary sessions, presentation rooms, and conference activities which may be used on Common Ground’s various social media sites or websites. By attending this conference, you consent and hereby grant permission to Common Ground to use pictures which may contain your appearance at this event. Designed by Ebony Jackson and Brittani Musgrove Sport & Society Table of Contents Welcome Letter - Ryerson University -
The Best Ever? SK Gaming's Coldzera Looks to Claim His Place in CS:GO History
12/1/2017 Counter-Strike Global Offensive star coldzera looks to cement his legacy CS:GO -- coldzera looks to cement legacy 140d - Samuel Delorme Valve must solve two Dota 2 Pro Circuit problems 11h - Alan Bester Lessons from Samsung: Sticking to the script 14h - Emily Rand KSV acquires Samsung Galaxy's League of Legends team 20h - Young Jae Jeon The 2017-2018 League of Legends Roster Shuffle 9d - ESPN Esports A year in review: Lessons from 2017 League of Legends 2d - Kelsey Moser From Overwatch to PUBG: A conversation with the king of games 4d - Young Jae Jeon How the first ever F1 Esports championship was won 5d Trine University builds esports into its plans 7d - Sean Morrison Pulling in Pobelter is Liquid's best move 8d - TheTyler Erzberger best ever? SK Gaming's Seoul Dynasty coach Hocury: 'People are underrcoldzating all theer non-Kaore anlook teams' s to claim his place in 10d - Young Jae Jeon CS:GO history Sources: Zaboutine joins OpTic as head coach 12d - Jacob Wolf Meet the woman behind RunAway 15d Rachel Gu http://www.espn.co.uk/esports/story/_/id/20055264/counter-strike-global-offensive-star-coldzera-looks-cement-legacy 1/13 12/1/2017 Counter-Strike Global Offensive star coldzera looks to cement his legacy CS:GO -- coldzera looks to cement legacy 140d - Samuel Delorme Valve must solve two Dota 2 Pro Circuit problems 11h - Alan Bester Lessons from Samsung: Sticking to the script 14h - Emily Rand SK Gaming swept Cloud9 3-0 to take home the finals victory at ESL One Cologne. -
Orca Bay Sports & Entertainment
CANUCKS SPORTS & ENTERTAINMENT Job Description (Permanent, Full-time) Position: Social and Digital Media Content Manager, Esports Department: Content Reports to: Senior Director, Content and Design POSITION SUMMARY: The Social and Digital Media Content Manager will be responsible for strategy, planning, production, and distribution of Vancouver Titans and Seattle Surge content across all Canucks Sports & Entertainment (CSE) esports channels. This role will act as both manager of the CSE esports division personnel and a key contributor to the day to day operation of the channels. The incumbent should have a deep understanding of the gaming landscape and all relevant channels and communities. ESSENTIAL DUTIES AND RESPONSIBILITIES: (Other duties may be assigned as required.) • Coordinate planning, production, and posting of content for Vancouver Titans and Seattle Surge online channels • Manage CSE esports content calendar plus personnel and operations • Track production of video and written content • Act as key contact with Overwatch and Call of Duty league content and marketing teams • Edit, layout, and post content in the league’s CMS content management systems. • Coordinate freelance writing and story assignment • Develop concepts and storylines and manage production of content that will engage Titans and COD fans and bring them closer to the team • Oversee evaluation of final product and integrate learnings into future planning and production • Work with Social Media Specialists for both teams on content for social channels and content -
Economics References Committee
The Senate Economics References Committee Corporate tax avoidance Part III Much heat, little light so far May 2018 © Commonwealth of Australia 2018 ISBN 978-1-76010-772-7 This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivs 3.0 Australia License. The details of this licence are available on the Creative Commons website: http://creativecommons.org/licenses/by-nc-nd/3.0/au/ Printed by the Senate Printing Unit, Parliament House, Canberra. ii Senate Economics References Committee Members in the 45th Parliament Senator Chris Ketter (Chair) Queensland, ALP Senator Jane Hume (Deputy Chair) Victoria, LP Senator Cory Bernardi South Australia, IND (to 12 September 2016 and from 5 December 2016 to 15 February 2017) Senator Sam Dastyari (to 5 February 2018) New South Wales, ALP Senator the Hon Kristina Keneally (from 15 February 2018) New South Wales, ALP Senator the Hon Ian Macdonald Queensland, LP (from 12 September 2016 to 5 December 2017 and from 15 February 2017 to 22 March 2018) Senator Jenny McAllister New South Wales, ALP Senator Amanda Stoker (from 22 March 2018) Queensland, LP Senator Peter Whish-Wilson (from 14 November 2017) Tasmania, AG Senator Nick Xenophon (to 31 October 2017) South Australia, NXT Senators participating in this inquiry in the 45th Parliament Senator the Hon Doug Cameron New South Wales, ALP Senator Kimberley Kitching Victoria, ALP Senator Gavin Marshall Victoria, ALP Senator Glenn Sterle Western Australia, ALP Senator Dean Smith Western Australia, LP Members in the 44th Parliament Senator Chris Ketter (Chair from 22 October 2015) Queensland, ALP Senator Sean Edwards (Deputy Chair) South Australia, LP Senator Matthew Canavan (to 23 February 2016) Queensland, NATS Senator Sam Dastyari (Chair until 22 October 2015) New South Wales, ALP Senator the Hon. -
Why Google Dominates Advertising Markets Competition Policy Should Lean on the Principles of Financial Market Regulation
Why Google Dominates Advertising Markets Competition Policy Should Lean on the Principles of Financial Market Regulation Dina Srinivasan* * Since leaving the industry, and authoring The Antitrust Case Against Face- book, I continue to research and write about the high-tech industry and competition, now as a fellow with Yale University’s antitrust initiative, the Thurman Arnold Pro- ject. Separately, I have advised and consulted on antitrust matters, including for news publishers whose interests are in conflict with Google’s. This Article is not squarely about antitrust, though it is about Google’s conduct in advertising markets, and the idea for writing a piece like this first germinated in 2014. At that time, Wall Street was up in arms about a book called FLASH BOYS by Wall Street chronicler Michael Lewis about speed, data, and alleged manipulation in financial markets. The controversy put high speed trading in the news, giving many of us in advertising pause to appre- ciate the parallels between our market and trading in financial markets. Since then, I have noted how problems related to speed and data can distort competition in other electronic trading markets, how lawmakers have monitored these markets for con- duct they frown upon in equities trading, but how advertising has largely remained off the same radar. This Article elaborates on these observations and curiosities. I am indebted to and thank the many journalists that painstakingly reported on industry conduct, the researchers and scholars whose work I cite, Fiona Scott Morton and Aus- tin Frerick at the Thurman Arnold Project for academic support, as well as Tom Fer- guson and the Institute for New Economic Thinking for helping to fund the research this project entailed. -
1 Vancouver Esports Strategy
Vancouver Esports Strategy: 1 2 Vancouver Esports Strategy: 3 Table of Contents Vancouver Esports Strategy Executive Summary 4 What is Esports? 10 Published February 2021 Introduction 10 2020: A digital sporting paradigm 11 The global market 12 Esports subsectors by platform 14 Esports Ecosystem Components 16 Survey responses Method • 308 community Over the course of this study, Vancouver Economic Commission (VEC) assembled Ecosystem leaders 17 a database of BC-based esports leaders comprising more than 100 experts, respondents Governments 18 • 20 esports-related companies and industry organizations to collect local insights and assess the BC organizations ecosystem. Events and venues 19 VEC’s qualitative data collection employed a number of methods, beginning Education and talent development 20 Interviews and with facilitated roundtable discussions (September 2019 through February Esports associations 21 roundtables 2020) that discussed esports events, branding and sponsorships, scholastic • 5 roundtables esports, technology and infrastructure. Qualitative insights drawn from these International Best Practices 22 roundtables helped shape the topics and questions covered in subsequent • 69 organizations What we learned from 11 esports cities 23 • 85 individual leaders one-on-one interviews with business advisors. In addition to pinpointing understanding successes, pain points, opportunities and areas requiring support BC’s Esports Ecosystem Assessment 26 in the BC ecosystem, VEC collected additional insights from individual interviews with industry experts to identify and map esports communities and industry Canada’s role and context 27 nodes across BC. BC’s esports ecosystem today 29 Project Funders and Upon completion of the interviews and community mapping, VEC deployed BC esports leaders 44 surveys to these communities to gather quantitative demographic, habitual and Stakeholders Gap Analysis 46 predictive data. -
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. -
Youtube Marketing: Legality of Sponsorship and Endorsement in Advertising Katrina Wu, University of San Diego
From the SelectedWorks of Katrina Wu Spring 2016 YouTube Marketing: Legality of Sponsorship and Endorsement in Advertising Katrina Wu, University of San Diego Available at: http://works.bepress.com/katrina_wu/2/ YOUTUBE MARKETING: LEGALITY OF SPONSORSHIP AND ENDORSEMENTS IN ADVERTISING Katrina Wua1 Abstract YouTube endorsement marketing, sometimes referred to as native advertising, is a form of marketing where advertisements are seamlessly incorporated into the video content unlike traditional commercials. This paper categorizes YouTube endorsement marketing into three forms: (1) direct sponsorship where the content creator partners with the sponsor to create videos, (2) affiliated links where the content creator gets a commission resulting from purchases attributable to the content creator, and (3) free product sampling where products are sent to content creators for free to be featured in a video. Examples in each of the three forms of YouTube marketing can be observed across virtually all genres of video, such as beauty/fashion, gaming, culinary, and comedy. There are four major stakeholder interests at play—the YouTube content creators, viewers, YouTube, and the companies—and a close examination upon the interplay of these interests supports this paper’s argument that YouTube marketing is trending and effective but urgently needs transparency. The effectiveness of YouTube marketing is demonstrated through a hypothetical example in the paper involving a cosmetics company providing free product sampling for a YouTube content creator. Calculations in the hypothetical example show impressive return on investment for such marketing maneuver. Companies and YouTube content creators are subject to disclosure requirements under Federal law if the content is an endorsement as defined by the Federal Trade Commission (“FTC”). -
Youtube Money: the Mpi Act of Brand Management on Online Video Companies Samantha Perry Rollins College, [email protected]
Rollins College Rollins Scholarship Online Honors Program Theses Spring 2016 YouTube Money: The mpI act of Brand Management on Online Video Companies Samantha Perry Rollins College, [email protected] Follow this and additional works at: http://scholarship.rollins.edu/honors Part of the Business Administration, Management, and Operations Commons, E-Commerce Commons, and the Entrepreneurial and Small Business Operations Commons Recommended Citation Perry, Samantha, "YouTube Money: The mpI act of Brand Management on Online Video Companies" (2016). Honors Program Theses. Paper 32. This Open Access is brought to you for free and open access by Rollins Scholarship Online. It has been accepted for inclusion in Honors Program Theses by an authorized administrator of Rollins Scholarship Online. For more information, please contact [email protected]. YouTube Money: The Impact of Brand Management on Online Video Companies Samantha Perry ___________________ ___________________ A Senior Honors Thesis Presented to the Faculty of the Department of International Business and Honors Degree Program In Partial Fulfillment of the Requirements for the Degree Artium Baccalaureus Honoris ____________________ April 2016 Faculty Sponsor: Emmanuel Kodzi ____________________ Rollins College Winter Park, FL ii Abstract Many YouTube channels today operate not only as miniature media outlets, but as fully functional media companies operating independently through advertising revenue. The top creators of content on YouTube bring in millions of dollars of revenue each year. This thesis seeks to answer the question of how content creators can harness the power of brand management strategy in order to maximize revenue and grow their audiences over time. I overview current trends among content creators industry-wide, and then focus on a group of channels to analyze their brand management habits on- and off-line.