The 5 Most Successful Esports Players by Game So Far
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The Development and Validation of the Game User Experience Satisfaction Scale (Guess)
THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) A Dissertation by Mikki Hoang Phan Master of Arts, Wichita State University, 2012 Bachelor of Arts, Wichita State University, 2008 Submitted to the Department of Psychology and the faculty of the Graduate School of Wichita State University in partial fulfillment of the requirements for the degree of Doctor of Philosophy May 2015 © Copyright 2015 by Mikki Phan All Rights Reserved THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) The following faculty members have examined the final copy of this dissertation for form and content, and recommend that it be accepted in partial fulfillment of the requirements for the degree of Doctor of Philosophy with a major in Psychology. _____________________________________ Barbara S. Chaparro, Committee Chair _____________________________________ Joseph Keebler, Committee Member _____________________________________ Jibo He, Committee Member _____________________________________ Darwin Dorr, Committee Member _____________________________________ Jodie Hertzog, Committee Member Accepted for the College of Liberal Arts and Sciences _____________________________________ Ronald Matson, Dean Accepted for the Graduate School _____________________________________ Abu S. Masud, Interim Dean iii DEDICATION To my parents for their love and support, and all that they have sacrificed so that my siblings and I can have a better future iv Video games open worlds. — Jon-Paul Dyson v ACKNOWLEDGEMENTS Althea Gibson once said, “No matter what accomplishments you make, somebody helped you.” Thus, completing this long and winding Ph.D. journey would not have been possible without a village of support and help. While words could not adequately sum up how thankful I am, I would like to start off by thanking my dissertation chair and advisor, Dr. -
Taking College Esports Seriously Nyle Sky Kauweloa and Jenifer Sunrise Winter
Document generated on 09/30/2021 4:30 a.m. Loading The Journal of the Canadian Game Studies Association Taking College Esports Seriously Nyle Sky Kauweloa and Jenifer Sunrise Winter Volume 12, Number 20, Fall 2019 Article abstract This study examined how collegiate esports players conceptualized their own URI: https://id.erudit.org/iderudit/1065896ar competitive gameplay as situated between work and play. Using interviews DOI: https://doi.org/10.7202/1065896ar guided by Stebbins’ (2007) serious leisure perspective, 16 collegiate esports players described how belonging to a collegiate esports team has shaped their See table of contents identity, and how they experienced gaming within the structured environment of a collegiate esports team and club. Stebbins’ description of skill and knowledge development was supported, and the findings are in accord with Publisher(s) Stebbins’ conceptualization of “personal rewards,” such as self-expression, self-image, and self-actualization. Canadian Game Studies Association ISSN 1923-2691 (digital) Explore this journal Cite this article Kauweloa, N. & Winter, J. (2019). Taking College Esports Seriously. Loading, 12(20), 35–50. https://doi.org/10.7202/1065896ar Copyright, 2019 Nyle Sky Kauweloa, Jenifer Sunrise Winter This document is protected by copyright law. Use of the services of Érudit (including reproduction) is subject to its terms and conditions, which can be viewed online. https://apropos.erudit.org/en/users/policy-on-use/ This article is disseminated and preserved by Érudit. Érudit is a non-profit inter-university consortium of the Université de Montréal, Université Laval, and the Université du Québec à Montréal. Its mission is to promote and disseminate research. -
Dota2 Pick/Ban Recommendation System
Special Issue - 2021 International Journal of Engineering Research & Technology (IJERT) ISSN: 2278-0181 NTASU - 2020 Conference Proceedings Dota2 Pick/Ban Recommendation System Vhitesh More Atul Naik COMP student, dept. Computer Engineering COMP student, dept. Computer Engineering VCET Mumbai, India VCET Mumbai, India Juneeth Panjri COMP student, dept. Computer Engineering VCET Mumbai, India Abstract— Multiplayer Online Battle Arena (MOBA) games have received enormous recognition recently. In a match of such video games, players compete in groups of 5 every controlling an in-recreation avatar, known as heroes, selected from a roster of more than a hundred. The choice of heroes, additionally known as select or draft, takes place earlier to the match and alternates among the two teams till each participant has selected one hero. Heroes are designed with one of a kind strengths and weaknesses to promote group cooperation in a sport. Intuitively, heroes in a sturdy group need to supplement each different strength’s and suppress those of combatants. Hero drafting is therefore a tough hassle due to the complicated hero-to-hero relationships to consider. In this paper, we recommend a singular hero recommendation device that indicates heroes to add to a present group at the same time as maximizing the crew’s prospect for victory. For exploits the shortcomings and decreases the strengths of that case, we represent the drafting among teams as a the heroes chosen by the opposing team. Assuming equally combinatorial sport. Our empirical assessment indicates that skilled teams, the aftermath of hero selection can be so hero groups drafted by our recommendation set of rules have astonishing that well devised hero choices can totally give substantially better win chance in opposition to groups a team a large advantage before the match even begins. -
Sonja Kareranta Thesis.Pdf (1.892Mb)
Enriching the Experience: Content Analysis on the Twitter Usage of Professional Esports Athletes Sonja Kareranta MA Thesis English, Language Specialist School of Languages and Translation Studies Faculty of Humanities University of Turku May 2021 Turun yliopiston laatujärjestelmän mukaisesti tämän julkaisun alkuperäisyys on tarkastettu TurnitIn OriginaIityCheck -järjestelmällä. The originality of this thesis has been checked in accordance with the University of Turku quality assurance system using the Turnitin OriginalityCheck service. UNIVERSITY OF TURKU School of Languages and Translation Studies / Faculty of Humanities KARERANTA, SONJA: Enriching the Experience: Content Analysis on the Twitter Usage of Professional Esports Athletes MA Thesis, 93 p., 59 app. English, Language Specialist May 2021 ---------------------------------------------------------------------------------------------------------- The thesis studied the Twitter usage of 50 professional esports athletes by means of a content analysis of the 19-21 tweets on the athletes' Twitter frontpages, 1014 tweets in total. The athletes’ tweets were categorised into a primary category as well as a secondary and tertiary category, when applicable. The research questions were: 1. How do the most followed esports athletes employ Twitter in terms of the main properties in their tweets? 2. In addition to the main property, what additional features do the athletes’ tweets contain? 3. What are the differences and similarities in the emphases of the athletes’ tweets’ main properties and additional features, when examined by game of the athlete? The results showed that the category that the tweets were annotated most frequently into in the primary categorisation was INFORMATION SHARING, indicating that the athletes’ tweets’ main property was most often to share information on topics related to esports. -
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. -
Case Study: Dota 2'S Game Design and Player Experience
CROSS-CULTURE IMPACT ON VIDEO GAME INDUSTRY Case study: Dota 2’s game design and player experience. Tran An Lapland University of Applied Sciences Innovative Business Services Bachelor’s Degree 2017 Abstract of Thesis School of Business and Culture Innovative Business Services Bachelor Degree Author An Tran Year 2017 Supervisor Eija Turunen Title of Thesis Cross-cultures impact on video game industry. Case study: Dota 2’s game design and customer experience. Number of pages + App. 58 + 19 The purpose of this thesis was to investigate the culture’s impact on online game designs, how the game could attract players internationally with culturally adaptive design and last but not least create its own digital culture among its players. The main finding of the thesis was the importance of culture in the current online game industry. Since the players were from all around the world, their cultural impacts on the game’s design could be greater than ever. Companies who are aiming for the international market should take different cross-cultural factors under consideration while having the game developed. By studying Dota 2’s design from basic cross-cultural viewpoints of Hofstede’s theory, it was able to explain partly the success of this phenomenon in e-sports, bring out the reasons how an MMORPG can build up its own borderless empire and digital culture. On the other hand, the thesis also suggested solutions to deal with a few current problems the case game’s in-game features and its item designs. Key words cross-culture, online game, video game, game design, customer experience, multiplayer online battle arena CONTENTS 1. -
Trouncing in Dota 2: an Investigation of Blowout Matches
Trouncing in Dota 2: An Investigation of Blowout Matches Markos Viggiato, Cor-Paul Bezemer Electrical and Computer Engineering Department University of Alberta fviggiato,[email protected] Abstract Huge amounts of data have been generated from esports, allowing us to extract important insights, which is often re- With an increasing popularity, Multiplayer Online Battle ferred to as game analytics (El-Nasr, Drachen, and Canossa Arena games where two teams compete against each other, such as Dota 2, play a major role in esports tournaments, 2016). A vast body of work has investigated different game attracting millions of spectators. Some matches (so-called aspects, such as game outcome prediction (Ravari, Bakkes, blowout matches) end extremely quickly or have a very and Spronck 2016; Ravari et al. 2017; Makarov et al. 2017), large difference in scores. Understanding which factors lead recommendation systems (Hanke and Chaimowicz 2017; to a victory in a blowout match is useful knowledge for Looi et al. 2018), automatic extraction of game events (Luo, players who wish to improve their chances of winning and Guzdial, and Riedl 2019), and team encounters (Schubert, for improving the accuracy of recommendation systems for Drachen, and Mahlmann 2016). heroes. In this paper, we perform a comparative study be- In this work, we focus on the Dota 2 game, where each tween blowout and regular matches. We study 55,287 past team of 5 players must choose one side (Radiant or Dire). professional Dota 2 matches to (1) investigate how accurately we can predict victory using only pre-match features and (2) By inspecting professional Dota 2 matches, we note that explain the factors that are correlated with the victory. -
Character Balance in MOBA Games
Character Balance in MOBA Games Faculty of Arts Department of Game Design Authors: Emanuel Palm, Teodor Norén Bachelor’s Thesis in Game Design, 15 hp Program: Game Design and Programming Supervisors: Jakob Berglund Rogert, Masaki Hayashi Examiner: Mikael Fridenfalk June, 2015 Abstract As live streaming of video games has become easier, electronic sports have grown quickly and they are still increasing as tournaments grow in viewers and prizes. The purpose of this paper is to examine the theory Metagame Bounds by applying it to League of Legends and Dota 2, to see if it is a valid way of looking at character balance in the Multiplayer Online Battle Arena game genre. The main mode of both games consist of matches played on a map where a team of five players is up against another team of five players. Characters in the games generally have four abilities and a number of attributes, making them complex to compare without context. We gathered character data from websites and entered the data into a file that we used with the Metagame Bounds application. We compared the graphs that the data yielded with how often a character wins and how often it is played. To examine whether the characters were balanced we also played the games and analysed the characters in depth. All statistical data gathered was retrieved over the span of a few hours on the 21st of April 2015 from the websites Champion.gg for League of Legends and Dotabuff for Dota 2. Sirlin’s (2001) definition of multiplayer game balance is “A multiplayer game is balanced if a reasonably large number of options available to the player are viable – especially, but not limited to, during high-level play by expert players.” and with the data we see that these games are balanced in terms of characters according to that definition. -
Analisis Persepsi Mahasiswa Terhadap Faktor-Faktor
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI ANALISIS PERSEPSI MAHASISWA TERHADAP FAKTOR-FAKTOR YANG MEMENGARUHI KINERJA DOTA 2 GAME-TEAM Skripsi Diajukan dalam Rangka Menulis Skripsi Program Studi Manajemen, Jurusan Manajemen Fakultas Ekonomi, Universitas Sanata Dharma Oleh : Stephanus Niko Thomas 122214004 PROGRAM STUDI MANAJEMEN FAKULTAS EKONOMI UNIVERSITAS SANATA DHARMA YOGYAKARTA 2016 PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI ANALISIS PERSEPSI MAHASISWA TERHADAP FAKTOR-FAKTOR YANG MEMENGARUHI KINERJA DOTA 2 GAME-TEAM Skripsi Diajukan dalam Rangka Menulis Skripsi Program Studi Manajemen, Jurusan Manajemen Fakultas Ekonomi, Universitas Sanata Dharma Oleh : Stephanus Niko Thomas 122214004 PROGRAM STUDI MANAJEMEN FAKULTAS EKONOMI UNIVERSITAS SANATA DHARMA YOGYAKARTA 2016 i PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI ii PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI iii PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI PERSEMBAHAN “Jika ragu dalam melakukan sesuatu, sebaiknya tanya kepada diri sendiri, apa yang kita inginkan esok hari dari apa yang telah kita lakukan sebelumnya” (John Lubbock) “Setiap orang punya jatah gagal,habiskan jatah gagalmu di masa sekarang” (Dahlan Islan) “Kerja keras tidak akan pernah mengkhianati hasil usaha mu” (Kang Gary) “Melakukan pekerjaan sesuai kehendak hati dan pikiran akan berbuah hasil yang maksimal” (Penulis) Kupersembahan karya ini untuk : Tuhan Yesus Kristus yang memberikan kekuatan dalam setiap langkahku Bapak, Ibu dan kakakku yang selalu mencurahkan kasih sayang dan doa untukku Sahabat Fakultas Teknik yang selalu memberikan -
Toronto Ultra Secures Hard-Earned Second Place Season Finish
Source: OverActive Media Corp. August 23, 2021 08:00 ET Toronto Ultra Secures Hard-Earned Second Place Season Finish OverActive Media’s Call of Duty League™ Franchise Closes Out an Incredible Season at Championship Weekend TORONTO, Aug. 23, 2021 (GLOBE NEWSWIRE) -- The Toronto Ultra, OverActive Media’s (TSXV:OAM) professional Call of Duty esports team and Canada's only Call of Duty League™ franchise, celebrates an incredible season, securing a second-place finish at the Call of Duty League Championship Weekend which took place August 19-22, 2021 in Los Angeles, CA. Following a slow start to the season at Major I, Toronto Ultra bounced back to win Major II and finish top three at Majors III, IV and V. The route to the Final saw Toronto Ultra eliminate OpTic Chicago, Minnesota RØKKR, and Dallas Empire followed by a final match against Atlanta FaZe, which resulted in a 5-3 win for last year's runner-up. In addition to team performance, the League gave individual recognition to Jamie "Insight" Craven, who made the Scuf Team of the Year and was nominated for Rookie of the Year, and Cameron "Cammy" McKilligan who was nominated for MVP. "I couldn't be prouder of how much the team evolved this year and the effort we put in until the very end of the final map," said Cameron "Cammy" McKilligan. "We had an amazing run in season two and had fun while doing it. We're ready to do it all again next year." As OverActive Media continues to focus on becoming a global sports, media and entertainment company, its approach to developing strong teams is very intentional. -
A Szombati Ötössel 1 Milliárd 200 Milliót Nyerhet!
XiX. évfolyam 69. szám 2020. augusztus 28. a szerencsejáték zrt. ingyenes kiadványa megjelenik kedden és pénteken a SzomBati ÖtÖSSel 1 milliárD 200 milliót nyerhet! várható főnyeremény SKanDináv lottó - 35. hét ÖtÖSlottó - 34. hét eUroJaCKpot - 34. hét a 35. héten elSő (gépi) SorSoláS 8 25 72 80 90 a: 26 27 30 46 49 B: 1 2 1 200 2 3 8 11 13 20 31 millió forint máSoDiK (Kézi) SorSoláS hatoSlottó - 34. hét 2 7 12 16 18 26 33 JoKer - 34. hét 8 15 23 29 32 41 555 elSő húzáSi SorrenD 0 4 6 2 1 9 8 20 3 2 13 31 11 millió forint lUXor - 34. hét máSoDiK húzáSi SorrenD 1. 2. 3. 4. 5. 6. 7. 8. Kenó ereDményeK 12 18 7 2 33 16 26 58 34 30 31 36 61 72 62 25 9. 10. 11. 12. 13. 14. 15. 16. 2020. AUGUSZTUS 24. (hétfő) határSzámon Belül millió forint 8 21 56 32 14 43 69 46 2 11 14 15 24 25 28 31 42 43 nyeremények: 35. hét 17. 18. 19. 20. 21. 22. 23. 24. 7 találatos: 0 db 0 Ft 67 26 28 55 42 48 18 51 44 47 49 55 63 64 67 68 69 75 6 találatos: 79 db 219 530 Ft 25. 26. 27. 28. 29. 30. 31. 32. 7 2020. AUGUSZTUS 25. (kedd) 5 találatos: 3 010 db 5 760 Ft 44 13 17 73 29 47 66 40 határSzámon túl millió forint 4 találatos: db Ft 43 617 1 480 33. 34. 35. -
Predicting Mental Health from Followed Accounts Predicting Ment
Predicting Mental Health from Followed Accounts 1 Running Head: Predicting Mental Health from Followed Accounts Predicting Mental Health from Followed Accounts on Twitter Cory K. Costello, Sanjay Srivastava, Reza Rejaie, & Maureen Zalewski University of Oregon Author note: Cory K. Costello, Sanjay Srivastava, and Maureen Zalewski, University of Oregon, Department of Psychology, 1227 University of Oregon, Eugene, OR, 97403. Reza Rejaie, University of Oregon, Department of Computer and Information Science, 1202 University of Oregon, Eugene, OR, 97403. Correspondence concerning this article should be addressed to Cory K. Costello, who is now at the Department of Psychology, University of Michigan, 530 Church Street, University of Michigan, Ann Arbor, MI 48109, email: [email protected] Study materials, analysis code, and registrations (including pre-registered Stage 1 protocol) can be found at the project site: https://osf.io/54qdm/ This material is based on work supported by the National Institute of Mental Health under Grant # 1 R21 MH106879-01 and the National Science Foundation under NSF GRANT# 1551817. Predicting Mental Health from Followed Accounts 2 Abstract The past decade has seen rapid growth in research linking stable psychological characteristics (i.e., traits) to digital records of online behavior in Online Social Networks (OSNs) like Facebook and Twitter, which has implications for basic and applied behavioral sciences. Findings indicate that a broad range of psychological characteristics can be predicted from various behavioral residue online, including language used in posts on Facebook (Park et al., 2015) and Twitter (Reece et al., 2017), and which pages a person ‘likes’ on Facebook (e.g., Kosinski, Stillwell, & Graepel, 2013).