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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). -
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. -
Project Horseshoe 2018 Report Section 4
Participants: A.K.A. "Who Watches The Watchmen" Steve Meretzky, Independent Dave Rohrl, Mobile Game Doctor Juan Gril, Independent Ian Schreiber, RIT Kenny Shea Dinkin, King Mission statement: to understand why players passively watch games … either as a pure spectator, or in their own gameplay during periods of low interaction or low agency … and to give gamemakers a blueprint for creating watchable games. What makes games watchable? YouTube influencers and Twitch streaming have become a major force affecting the game industry. Each year, tens of millions of players enjoy spectating the growing category of esports, while at the same time the growing phenomenon of player walkthroughs has many millions of players watching videos for game hints and help or pure entertainment. In addition to these purely passive experiences, there are important and widely adopted forms of gameplay that in many ways looks more like traditional experiences of watching rather than traditional experiences of playing. These include games where the player has little or no control of the game’s outcome (as in a slot machine or an on-rails linear narrative game) and games where the player only interacts with the game quite infrequently (as in idle games, anthill-type simulations, and map-based MMORTS games like Travian). We now live in an environment where games don’t just have to consider what it’s like to play them, but also what it’s like to watch them - even if the player gets to interact with them sometimes. Professional sports have been designed this way for many years (although we only get a new one of those that catches on once every several generations), but it’s a relatively new design consideration for today’s video game and board game designers. -
LCS LIMBO Are Ready to Greet Them, Said Cress Clippard, a Marine Veteran and a Volunteer for the Houston-Based NELVIN C
PGA CHAMPIONSHIP WORLD FACES Once a contender in Russia projects its Music from Olivia majors, Fowler now power across Arctic Rodrigo, zombie needs help getting in at northernmost base films new this week Page 24 Page 13 Page 18 ‘Ironhorse’ brigade gets new leader at ceremony in Poland ›› Page 3 stripes.com Volume 80 Edition 23 ©SS 2021 WEDNESDAY,MAY 19, 2021 50¢/Free to Deployed Areas Slain Afghan interpreter’s family set to come to US BY J.P. LAWRENCE Stars and Stripes KABUL, Afghanistan — The family of an Afghan man who was killed after aiding U.S. troops has received emergency approval to come to America, lawyers and ad- vocates for the family said. The man, known by the pseudo- nym Mohammad, worked for 12 years for the U.S. Embassy and military in Afghanistan and is be- lieved to have been killed by Tali- ban insurgents while waiting for a U.S. immigration visa. His widow and six children con- tinued to face threats after his murder and applied for humani- tarian parole, a status that allows those under immediate threat to seek refuge in the United States. Their application was approved last week and advocacy groups LCS LIMBO are ready to greet them, said Cress Clippard, a Marine veteran and a volunteer for the Houston-based NELVIN C. CEPEDA/TNS Combined Arms SIVs and Allies. The USS Kansas City pier side at Naval Base San Diego on April 6 in San Diego. “I firmly believe that this deci- sion is saving the lives of Moham- BY ANDREW DYER the Navy discovered recently that mad’s wife and children,” Clip- The San Diego Union-Tribune The Navy’s littoral combat ships are still the transmission in one of the two pard said. -
From Basements to Stadiums Representations of Esports in Online Newspapers
From basements to stadiums Representations of esports in online newspapers Bachelor’s thesis Sami Tikkanen University of Jyväskylä Department of Languages English May 2019 JYVÄSKYLÄN YLIOPISTO Tiedekunta – Faculty Laitos – Department Humanistinen tiedekunta Kielten laitos Tekijä – Author Sami Tikkanen Työn nimi – Title From basements to stadiums Representations of esports in online newspapers Oppiaine – Subject Työn laji – Level Englannin kieli Kandidaatintutkielma Aika – Month and year Sivumäärä – Number of pages Toukokuu 2019 15 Tiivistelmä – Abstract Videopelien pelaaminen on kasvattanut suosiotaan räjähdysmäisesti viime vuosikymmenen aikana. Tämä ilmiö näkyy myös kilpailullisen videopelaamisen eli e-urheilun menestyksessä, mikä on nous- sut uutisten otsikoihin. Suuresta suosiosta huolimatta, videopeleihin ja niiden pelaajiin kohdistuvat asenteet ovat usein negatiivisia ja harhaanjohtavia. Tämä heijastuu videopelaamisen mediarepresen- taatioissa, jotka aiempien tutkimusten mukaan perustuvat usein stereotyyppimäisiin yleistyksiin. Me- dian kuvaukset videopeleistä ja pelaajista vaikuttavat siihen, miten videopelaajat rakentavat identi- teettiään. Tämä tutkielma tarkastelee videopelaamisen ja -pelaajien representaatioita e-urheilua koskevissa verkkouutisartikkeleissa. Aineistona on käytetty kolmen sanomalehden, Guardian, Los Angeles Ti- mes ja The Sun, verkkouutisia. Tutkielmani tarkastelee näissä luotuja representaatioita hyödyntäen kriittistä diskurssianalyysiä. Vertaan tuloksiani aiempiin tutkimuksiin saadakseni selville vahvista- -
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. -
Interactivity and Community in Video Game Live Streams
Twitch TV Uncovered – Interactivity and Community in Video Game Live Streams A thesis presented to the faculty of the Scripps College of Communication of Ohio University and the Institute for Communication and Media Studies of Leipzig University In partial fulfillment of the requirements for the degrees Master of Science in Journalism (Ohio University), Master of Arts in Global Mass Communication (Leipzig University) Chris J. Vonderlind December 2019 © 2019 Chris J. Vonderlind. All Rights Reserved. This thesis titled Twitch TV Uncovered – Interactivity and Community in Video Game Live Streams by CHRIS J. VONDERLIND has been approved for the E.W. Scripps School of Journalism, the Scripps College of Communication, and the Institute for Communication and Media Studies by Veronika Karnowski Associate Professor of the Institute for Communication and Media Studies Scott Titsworth Dean, Scripps College of Communication, Ohio University Christian Pieter Hoffman Director, Institute for Communication and Media Studies, Leipzig University ii Abstract CHRIS J. VONDERLIND, M.S., Journalism; M.A., Global Mass Communication, December 2019 3709740 Twitch TV Uncovered – Interactivity and Community in Video Game Live Streams Director of Thesis: Veronika Karnowski Committee Members: Veronika Karnowski, Jatin Srivastava, Rosanna Planer Online media is continuing to transform the media consumption habits of today’s society. It encompasses various forms of content, modes of consumption and interpersonal interactions. Live-streaming is one of the less observed but growing forms of new media content. It combines aspects of online video entertainment and user content creation such as YouTube, and social media such as Instagram, in a live setting. The goal of this thesis is to explore this phenomenon by looking at the video game streaming platform Twitch, and, more specifically, the interactions taking place during the live streams. -
Esports from Wild West to Mainstream
26 June 2018 | 4:01AM EDT eSports From Wild West to Mainstream eSports are moving into the mainstream. The immense popularity of survival-based Christopher D. Merwin, CFA +1(212)357-9336 | games like Fortnite, growing prize pools for eSports tournaments, the rise of [email protected] Goldman Sachs & Co. LLC live-streaming, and improving infrastructure for pro leagues have all paved the way Masaru Sugiyama for eSports to reach nearly 300mn viewers by 2022, on par with NFL viewership +81(3)6437-4691 | [email protected] today. For game publishers, we believe eSports will not only help to increase Goldman Sachs Japan Co., Ltd. audience reach and engagement, but also drive direct revenue through established Piyush Mubayi +852-2978-1677 | [email protected] leagues. We see further tailwinds to the broader eSports ecosystem—including Goldman Sachs (Asia) L.L.C. online video platforms, hardware manufacturers (core and peripheral), and chip Toshiya Hari +1(646)446-1759 | [email protected] makers—opportunities we outline in this report. Goldman Sachs & Co. LLC Heath P. Terry, CFA +1(212)357-1849 | [email protected] Goldman Sachs & Co. LLC Alexander Duval +44(20)7552-2995 | [email protected] Goldman Sachs International Heather Bellini, CFA +1(212)357-7710 | [email protected] Goldman Sachs & Co. LLC Drew Borst +1(212)902-7906 | [email protected] Goldman Sachs & Co. LLC Lisa Yang +44(20)7552-3713 | [email protected] Goldman Sachs International Donald Lu, Ph.D. For the exclusive use of [email protected] +86(10)6627-3123 | [email protected] Beijing Gao Hua Securities Company Limited Garrett Clark +1(212)357-4481 | [email protected] Goldman Sachs & Co. -
Everyone Needs to Pitch In”: an Ethnographic Study Of
The Pennsylvania State University The Graduate School “EVERYONE NEEDS TO PITCH IN”: AN ETHNOGRAPHIC STUDY OF COLLEGIATE ESPORTS A Dissertation in Learning, Design, and Technology by Robert Hein © 2020 Robert Hein Submitted in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy December 2020 ii The dissertation of Robert Hein was reviewed and approved by the following: Ty Hollett Assistant Professor of Learning, Design, and Technology Dissertation Advisor Chair of Committee Simon R. Hooper Professor of Learning, Design, and Technology Stuart A. Selber Associate Professor of English Director of Digital Education Priya Sharma Associate Professor of Learning, Design, and Technology Susan M. Land Associate Professor of Learning, Design, and Technology Director of Graduate Studies iii ABSTRACT Although researchers have shown interest in videogaming since the early 2000s, the hyper- competitive world of “esports” has received less attention. However, multi-million dollar gaming tournaments—such as the 2019 Fortnite World Cup—now make headlines and spark national discussion. Similarly, colleges and universities have begun offering athletic scholarships to students who excel at games like League of Legends and Overwatch. Consequently, this present study aims to shine a light on the values, beliefs, and practices of gaming’s most “hardcore” players and communities. To better understand how these competitors improve their in-game skills, the author adopted a “connective ethnographic” approach and immersed himself in the day-to-day activities of a collegiate esports club. This process involved attending club meetings, interviewing members, and participating alongside players as they competed with and against one another in the game of Overwatch. -
Hynes, MA, RD, CPS 2017 NYCPG Annual Conference on Problem Gambling Keynote | November 16, 2017
The Latest in Gambling “App”etites November 16, 2017 2017 NYCPG Annual Conference THANK YOU, NYCPG! Julie M. Hynes, MA, RD, CPS 2017 NYCPG Annual Conference on Problem Gambling Keynote | November 16, 2017 9:39 AM 9:38 AM Discuss definitions & why general trends The complete slide are important to us. deck & print-friendly handouts are posted at: Delve into “freemium,” “daily fantasy sports” and “esports” www.preventionlane.org/newyork Discuss research & key concerns. TRIGGER WARNINGS CAVEATS Material is up to date today…maybe not tomorrow. There may be content here that Material relates to could present as a trigger to some. GAMING and GAMBLING…not Please take care of yourself overall online behavior. and give yourself a break if needed. Image purchased by J. Hynes via cartoonstock.com; please do not duplicate. Julie M. Hynes | preventionlane.org | @HynesUO 1 The Latest in Gambling “App”etites November 16, 2017 2017 NYCPG Annual Conference THISis now almost all of us. PART 1. TRENDS1 & DEFNITIONS REALLY, IT IS ALMOST ALL OF US. - GAMIFICATION - MARKETING - BLURRINESS Lottery machine at Sea-Tac Airport Source: Pew Research Center (2017, January). Mobile Fact Sheet. http://www.pewinternet.org/fact-sheet/mobile/ DEFINITION: COMMON 3 WAYS FOR Definition: Gambling DETERMINING GAMBLING Anything of value the sponsor awards in a promotion. 1. Prize: (Example: goods/services with a monetary value or Risking__________ something of value items of value.) A process beyond the participant's direct control in the ___ of 2. Chance: determines the outcome. (Example: an instant-win hopes_________________ obtaining game at a fast food restaurant.) something of greater value. -
Title: Year: Version: Copyright
This is a self-archived version of an original article. This version may differ from the original in pagination and typographic details. Author(s): Koskimaa, Raine; Välisalo, Tanja; Ruotsalainen, Maria; Karhulahti, Veli-Matti Title: Esports Transmedia Universes : The Case of Overwatch Year: 2021 Version: Accepted version (Final draft) Copyright: © of Contributors Rights: In Copyright Rights url: http://rightsstatements.org/page/InC/1.0/?language=en Please cite the original version: Koskimaa, R., Välisalo, T., Ruotsalainen, M., & Karhulahti, V.-M. (2021). Esports Transmedia Universes : The Case of Overwatch. In D. Y. Jin (Ed.), Global esports : Transformation of Cultural Perceptions of Competitive Gaming (pp. 149-165). Bloomsbury Academic. https://doi.org/10.5040/9781501368745.0014 9 Esports Transmedia Universes The Case Overwatch Raine Koskimaa, Tanja Välisalo, Maria Ruotsalainen, and Veli-Matti Karhulahti1 Introduction Over the years and recently in particular, various elements of esports have gathered piles of research from culture and economics to health and gender (e.g., Jin & Chee, 2008; Scholz, 2019; Szablewicz, 2016; DiFrancisco-Donoghue, 2019; Taylor & Voorhees, 2018; Witkowski, 2018; Kari et al., 2018). However, few have considered the role of transmediality as an explicit part of esport ecosystems—perhaps because of the strong tendency of both the industry and scholars to entertain esports as an extension to traditional sports (e.g., Kane & Spradley, 2017; Jenny et al., 2017; Hallmann & Giel, 2018) rather than part of fictional and narrative cultural lineages. In other words, transmedia studies have always been concerned with fictional and narrative cultural content in particular, and current esports research somewhat uncritically perceives the phenomenon as sports or sports-like to which fictional elements are trivial. -
Gaming Disorder
How Video Games are Crossing Definitions and Generations: Preparing for 2019 and Beyond The Original Electronic Mobile Gaming OBJECTIVES Describe recent trends in video gaming that connect to gambling. Identify vulnerable populations and criteria connecting problem “gaming” and gambling. Describe methods of addressing gaming and gambling in their problem gambling work. 1:36 PM All of the slides and resources for this presentation are at: www.preventionlane.org/gaming Where We Are Now. HEADS UP There may be content here that could present as a trigger to some. Please take care of yourself and give yourself a break if needed. 1. TRENDS. - GAMIFICATION - MARKETING - BLURRINESS Lottery machine at Sea-Tac Airport , 3/18 We don’t think of these things as gambling. Therefore, we don’t think our young people are gambling. DEFINITION: GAMBLING Risking__________ something of value in the _____hopes_________________ of obtaining something of greater value. Source: American Psychiatric Association - DSM-5 (2013). BLURRING LINES? Anything of value the sponsor awards in a promotion. 1. PRIZE: (Example: real money or a virtual reward to help advancing in a game.) A process beyond the participant's direct control 2. CHANCE: determines the outcome. (Example: an instant-win game at a fast food restaurant.) Requires money or significant effort. 3. CONSIDERATION: (Example: inviting Facebook friends in order to gain new “lives.”) BLURRED LINES IN DEFINITIONS 1. PRIZE 2. CHANCE 3. CONSIDERATION “FREEMIUM.” FREE* APPS… * (WITH “IN-APP PURCHASES.”) DO RATINGS STOP MOST KIDS? REAL MONEY FOR PRETEND MONEY / PRIZES Of 100 most popular Facebook games, more than half (54%) include gambling content (22% are slot-based) Giroux, 2016 TYPICAL FREEMIUM SCENARIO: WOOHOO! &@*$#! COOL FREE IT’S GETTING OOH! HARDER.