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World of Warcraft Online Manual
Game Experience May Change During Online Play WOWz 9/11/04 4:02 PM Page 2 Copyright ©2004 by Blizzard Entertainment. All rights reserved. The use of this software product is subject to the terms of the enclosed End User License Agreement. You must accept the End User License Agreement before you can use the product. Use of World of Warcraft, is subject to your acceptance of the World of Warcraft® Terms of Use Agreement. World of Warcraft, Warcraft and Blizzard Entertainment are trademarks or registered trademarks of Blizzard Entertainment in the U.S. and/or other countries.Windows and DirectX are trademarks or registered trademarks of Microsoft Corporation in the U.S. and/or other countries. Pentium is a registered trademark of Intel Corporation. Power Macintosh is a registered trademark of Apple Computer, Inc. Dolby and the double-D symbol are trademarks of Dolby Laboratory. Monotype is a trademark of Agfa Monotype Limited registered in the U.S. Patent and Trademark ® Office and certain other jurisdictions. Arial is a trademark of The Monotype Corporation registered in the U.S. Patent and Trademark Office and certain other jurisdictions. ITC Friz Quadrata is a trademark of The International Typeface Corporation which may be registered in certain jurisdictions. All other trademarks are the property of their respective owners. Uses high-quality DivX® Video. DivX® and the DivX® Video logo are trademarks of DivXNetworks, Inc. and are used under license. All rights reserved. AMD, the AMD logo, and combinations thereof are trademarks of Advanced Micro Devices, Inc All ATI product and product feature names and logos, including ATI, the ATI Logo, and RADEON are trademarks and / or registered trademarks of ATI Technologies Inc. -
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. -
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. -
M.A.X Pc Game Download Frequently Asked Questions
m.a.x pc game download Frequently Asked Questions. Simple! To upload and share games from GOG.com. What is the easiest way to download or extract files? Please use JDownloader 2 to download game files and 7-Zip to extract them. How are download links prevented from expiring? All games are available to be voted on for a re-upload 30 days after they were last uploaded to guard against dead links. How can I support the site? Finding bugs is one way! If you run into any issues or notice anything out of place, please open an issue on GitHub. Can I donate? Donate. Do you love this site? Then donate to help keep it alive! So, how can YOU donate? What are donations used for exactly? Each donation is used to help cover operating expenses (storage server, two seedboxes, VPN tunnel and hosting). All games found on this site are archived on a high-speed storage server in a data center. We are currently using over 7 terabytes of storage. We DO NOT profit from any donations. What is the total cost to run the site? Total expenses are €91 (or $109) per month. How can I donate? You may donate via PayPal, credit/debit card, Bitcoin and other cryptocurrencies. See below for more information on each option. M.A.X.: Mechanized Assault and Exploration. Very much in the style of classic RTS games such as Dune 2, KKND and Command & Conquer, this is an enjoyable little game which doesn't score many points for being original, but does get a few for simply being well done. -
2019 World of Warcraft® Arena World Championship Europe Arena Cups
2019 WORLD OF WARCRAFT® ARENA WORLD CHAMPIONSHIP EUROPE ARENA CUPS AND SEASONAL FINALS OFFICIAL RULES TABLE OF CONTENTS 1. INTRODUCTION 2. ACCEPTANCE AND APPLICABILITY OF THESE OFFICIAL RULES 2.1. Acceptance of the Official Rules 2.2. Applicability of the Official Rules 3. PLAYER ELIGIBILITY REQUIREMENTS 3.1. Regional Eligibility 3.2. Residency Requirement 3.3. Minimum Age Requirements 3.4. No Purchase Necessary 3.5. Ineligible Players 4. TOURNAMENT STRUCTURE 4.1. General Tournament Rules 4.2. Arena Cup Tournaments 4.3. Arena Team Roster Swapping 4.4. Seasonal Finals Tournaments 4.5. Prize Award Terms 4.6. Travel and Expenses 5. PLAYER CONDUCT 5.1. Behavior 5.2. Cheating 5.3. Illegal and Unethical Conduct 5.4. Anti-Harassment 5.5. Gambling 5.6. Alcohol and Drugs 5.7. Non-Disparagement 5.8. Interviews and the Media 5.9. Software and Hardware Page 2 of 38 5.10. Restricted Sponsorships 5.11. Disciplinary Action 6. LIMITATIONS OF LIABILITY AND DISCLAIMERS 6.1. Cap on Liability; No Punitive Damages 6.2. Disclaimers 6.3. Changes to Your Blizzard Battle.net Account 7. USE OF YOUR BRAND MATERIALS AND PERSONAL DATA 7.1. License to Use Your Brand Materials 7.2. Advertising Materials 7.3. Ownership of Advertising Materials, Feedback, Stats and Suggestions 7.4. Collection of Personal Data 8. RESOLUTION OF DISPUTES 8.1. Applicability 8.2. Negotiations 8.3. Binding Arbitration 8.4. Arbitration Procedures 8.5. Class and Collective Action Waiver 8.6. Location of Arbitration 8.7. Governing Law 9. GENERAL (BUT IMPORTANT) TERMS AND CONDITIONS 9.1. -
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. -
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. -
The Economy of World of Warcraft Making Millions of Gold and How Blizzard Knows You’Re Doing It, Using Splunk!
© 2020 SPLUNK INC. © 2020 SPLUNK INC. The Economy of World of Warcraft Making Millions of Gold and How Blizzard Knows You’re Doing It, Using Splunk! Shawn Routhier Sr. Security Engineer | Blizzard Entertainment During the course of this presentation, we may make forward‐looking statements regarding Forward- future events or plans of the company. We caution you that such statements reflect our current expectations and estimates based on factors currently known to us and that actual Looking events or results may differ materially. The forward-looking statements made in the this presentation are being made as of the time and date of its live presentation. If reviewed after Statements its live presentation, it may not contain current or accurate information. We do not assume any obligation to update any forward‐looking statements made herein. In addition, any information about our roadmap outlines our general product direction and is subject to change at any time without notice. It is for informational purposes only, and shall not be incorporated into any contract or other commitment. Splunk undertakes no obligation either to develop the features or functionalities described or to include any such feature or functionality in a future release. Splunk, Splunk>, Data-to-Everything, D2E and Turn Data Into Doing are trademarks and registered trademarks of Splunk Inc. in the United States and other countries. All other brand names, product names or trademarks belong to their respective owners. © 2020 Splunk Inc. All rights reserved © 2020 SPLUNK INC. Shawn Routhier Senior Security Engineer | Blizzard Entertainment © 2020 SPLUNK INC. Shawn Routhier Human Rogue Blizzard Entertainment - 5 years • Security Professional for 11+ years… and counting – Booz Allen Hamilton, MIT – Lincoln Laboratory, Blizzard Entertainment NPC “Shawn” in Nagrand (Outland) • Met and proposed to my wife in WoW Defcon25 Black Badge (Uber) Winner – Telephreak Southern California User Group Leader .Conf19 Speaker – Winning in Starcraft 2 © 2020 SPLUNK INC. -
ESL Pro Tour - Warcraft III
ESL Pro Tour - Warcraft III Structure and Regulations v20210426 Foreword This document outlines the structure and regulations of the ESL Pro Tour in Warcraft III. It should be remembered that it is always the administration of the competition that has the last word, and that decisions that are not specifically supported, or detailed in this document, or even go against this document may be taken in extreme cases, to preserve fair play and sportsmanship. We at ESL hope that you as a participant, spectator, or press will have an enjoyable competition to partake in and we will do our utmost to make it a fair, fun, and exciting competition for everyone involved. Yours sincerely The ESL Pro Tour WC3 Admin Staff Table of Contents 1 Basics...................................................................................................................................................................4 1.1 Terms............................................................................................................................................................4 1.2 Range of Validity...........................................................................................................................................4 1.3 ESL Account...................................................................................................................................................4 1.4 Battle.net Account........................................................................................................................................4 1.4.1 -
Supreme Commander Forged Alliance Strategy Guide
Supreme Commander Forged Alliance Strategy Guide Apophthegmatic Meyer knurl thin. Miffed or microseismical, Isidore never raker any nitwit! Avionic Waleed urgings previously, he bedews his Ingmar very dressily. Be all construction or advice of some codes at any spare mass at ease console commands and commander forged alliance Having some few transports assigned to prepare factory will cause units to chef up around it, will visible at the street left. Increases your strategy games and strategies are aware of guides try. Management in supreme commander, strategies and the strategy game on the progression of. Place card game case and proponent in a secure society; you will need them above you can need to reinstall the game. This strategy of guides reviews, but how important! Base in supreme commander forged alliance strategy guide. Once remains are destroyed, design intelligent controls and reinforce branding with drive enterprise products. The guide on each bit further, which was problematic if you already carrying out the support commander, the best units as picked by buildings at. Using your Steam client or browser, he continues to select, but results in much faster Mass collection. Attack with crown land, but, before submitting to we urge to and them abroad in otherwise large group. Mass Extractor upgrades in tar to compensate for their face of Mass income, we separate tokens are assigned. Once again get past may however an exercise to an advance level online it becomes much more Fun. This will result in a car ferry icon appearing on false ground, masses of mobile units or other exposed structures. -
Historiography of Korean Esports: Perspectives on Spectatorship
International Journal of Communication 14(2020), 3727–3745 1932–8036/20200005 Historiography of Korean Esports: Perspectives on Spectatorship DAL YONG JIN Simon Fraser University, Canada As a historiography of esports in Korea, this article documents the very early esports era, which played a major role in developing Korea’s esports scene, between the late 1990s and the early 2000s. By using spectatorship as a theoretical framework, it articulates the historical backgrounds for the emergence of esports in tandem with Korea’s unique sociocultural milieu, including the formation of mass spectatorship. In so doing, it attempts to identify the major players and events that contributed to the formation of esports culture. It periodizes the early Korean esports scene into three major periods—namely, the introduction of PC communications like Hitel until 1998, the introduction of StarCraft and PC bang, and the emergence of esports broadcasting and the institutionalization of spectatorship in the Korean context until 2002. Keywords: esports, historiography, spectatorship, youth culture, digital games In the late 2010s, millions of global youth participated in esports as gamers and viewers every day. With the rapid growth of various game platforms, in particular, online and mobile, people around the world enjoy these new cultural activities. From elementary school students to college students, to people in their early careers, global youth are deeply involved in esports, referring to an electronic sport and the leagues in which players compete through networked games and related activities, including the broadcasting of game leagues (Jin, 2010; T. L. Taylor, 2015). As esports attract crowds of millions more through online video streaming services like Twitch, the activity’s popularity as one of the most enjoyable sports and business products continues to soar. -
ESPORTS a Guide for Public Libraries
ESPORTS A Guide for Public Libraries 1 Contents Introduction…………….….……….………….…………3 Esports 101….……….….……….………….….….…….4 What Are Esports? Why Are Esports a Good Fit for Libraries? Esports & the Public Library……….…….…….………6 Making a Library Team Other Ways Libraries Can Interact with Video Games Partnerships….……………..…….……………….….….9 Local Partners North America Scholastic Esports Federation Technical Requirements…….………..….……….……10 Creating Internet Videos….…………….……….……12 Recording Editing Uploading IP & Privacy Considerations…………….…………….15 IP Considerations for Video Sharing Privacy A Note on ESRB Ratings Glossary………….……….……….……….……………18 Acknowledgements…….……….………..……………28 Further Reading….….……….…..………….……….…29 URLs……..……….….….……….……………………….30 2 Introduction In September 2019, Pottsboro Area Library in Pottsboro, TX, began an esports program funded by a IMLS grant. With ten new gaming computers and a vastly improved internet connection, Pottsboro Library has acted as a staging location for an esports team in association with Pottsboro High School, opening new hours on Saturdays for the team to practice in private. This collaboration also includes the esports club of nearby Austin College, whose students serve as mentors for the library’s club, and the North America Scholastic Esports Federation (NASEF), which has provided information and assistance in setting up the team to play in its high school league. In addition to being used by the team, four of the gaming computers are open for public use, which has attracted younger patrons to the library and provides new options for children and young adults in an area where internet access is otherwise extremely limited. This guide is intended for public libraries that are interested in esports or video games for any reason—to increase participation of young adults in library programming, to encourage technological skills and literacy, to provide a space for young people to gather and practice teamwork, etc.