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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. -
1. Deportes Electrónicos: El Fenómeno De La Era Digital 2.1 Deporte Electrónico No Es Solamente Jugar a Videojuegos
Facultat de Ciències de la Comunicació Treball de fi de grau Títol Autor/a Tutor/a Departament Grau Tipus de TFG Data Universitat Autònoma de Barcelona Facultat de Ciències de la Comunicació Full resum del TFG Títol del Treball Fi de Grau: Català: Castellà: Anglès: Autor/a: Tutor/a: Curs: Grau: Paraules clau (mínim 3) Català: Castellà: Anglès: Resum del Treball Fi de Grau (extensió màxima 100 paraules) Català: Castellà: Anglès: Universitat Autònoma de Barcelona Índice 1. Introducción ..................................................................................................................................................................... 1 2. Deportes electrónicos: el fenómeno de la era digital ................................................................................... 5 2.1 Deporte electrónico no es solamente jugar a videojuegos .................................................................. 5 2.2 ¿Por qué se les llama “deportes”? ............................................................................................................... 7 2.2.1 Evolución mundial del reconocimiento ............................................................................................... 16 2.3 Fenómeno de masas mundial: algunos datos internacionales ......................................................... 19 2.3.1 Videojuegos más populares .................................................................................................................. 20 2.3.2 Eventos multitudinarios ........................................................................................................................ -
League of Legends and the Sentimental Education of E-Sports
Georgia State University ScholarWorks @ Georgia State University Communication Theses Department of Communication 12-18-2013 Practicing Work, Perfecting Play: League of Legends and the Sentimental Education of E-Sports Neal C. Hinnant Follow this and additional works at: https://scholarworks.gsu.edu/communication_theses Recommended Citation Hinnant, Neal C., "Practicing Work, Perfecting Play: League of Legends and the Sentimental Education of E-Sports." Thesis, Georgia State University, 2013. https://scholarworks.gsu.edu/communication_theses/102 This Thesis is brought to you for free and open access by the Department of Communication at ScholarWorks @ Georgia State University. It has been accepted for inclusion in Communication Theses by an authorized administrator of ScholarWorks @ Georgia State University. For more information, please contact [email protected]. PRACTICING WORK, PERFECTING PLAY: LEAGUE OF LEGENDS AND THE SENTI- MENTAL EDUCATION OF E-SPORTS by NEAL HINNANT Under the Direction of Ted Friedman ABSTRACT A growing force in the culture of digital games fandom, e-sports represents the profes- sionalization of digital games play. This thesis examines League of Legends , a prominent game in e-sports, to understand the relationship between e-sports and the ideology of neoliberal eco- nomics. Using Clifford Geertz’s descriptions of sentimental education as a model, the author ar- gues that League of Legends and other e-sports texts create an environment where neoliberal economic values can be practiced and explored in a meaningful space. The game as text, the cul- ture of e-sports fandom, and the e-sports broadcasting industry are all examined to reveal the ways that e-sports fosters a space to both practice neoliberal values and potentially question them through the conflicting values of Web culture. -
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. -
Campus Knowledge of Esports Kenny Sugishita University of South Carolina - Columbia
University of South Carolina Scholar Commons Theses and Dissertations 12-14-2015 Campus Knowledge of eSports Kenny Sugishita University of South Carolina - Columbia Follow this and additional works at: https://scholarcommons.sc.edu/etd Part of the Sports Management Commons Recommended Citation Sugishita, K.(2015). Campus Knowledge of eSports. (Master's thesis). Retrieved from https://scholarcommons.sc.edu/etd/3296 This Open Access Thesis is brought to you by Scholar Commons. It has been accepted for inclusion in Theses and Dissertations by an authorized administrator of Scholar Commons. For more information, please contact [email protected]. CAMPUS KNOWLEDGE OF ESPORTS by Kenny Sugishita Bachelor of Science University of South Carolina Upstate, 2013 Submitted in Partial Fulfillment of the Requirements For the Degree of Master of Sport and Entertainment Management in Sport and Entertainment Management College of Hospitality, Retail, and Sport Management University of South Carolina 2015 Accepted by: Mark Nagel, Director of Thesis Amber Fallucca, Reader Lacy Ford, Senior Vice Provost and Dean of Graduate Studies © Copyright by Kenny Sugishita, 2015 All Rights Reserved. ii ABSTRACT This research study investigates private college and university admission’s officers levels of familiarity of the electronic sports (eSports) industry along with determining the level of emphasis universities place on academics and co-curricular activities. A thorough examination of the professional eSports space is extensively detailed providing information about the history of video games, the development of professional eSports, and the development of collegiate eSports. Additionally, examination of trends in higher education, especially as it relates to private institutions, is explained in detail. -
The Rising Esports Industry and the Need for Regulation
TIME TO BE GROWN-UPS ABOUT VIDEO GAMING: THE RISING ESPORTS INDUSTRY AND THE NEED FOR REGULATION Katherine E. Hollist* Ten years ago, eSports were an eccentric pastime primarily enjoyed in South Korea. However, in the past several years, eSports have seen meteoric growth in dozens of markets, attracting tens of millions of viewers each year in the United States, alone. Meanwhile, the players who make up the various teams that play eSports professionally enjoy few protections. The result is that many of these players— whose average ages are between 18 and 22—are experiencing health complications after practicing as much as 14 hours a day to retain their professional status. This Note will explore why traditional solutions, like existing labor laws, fail to address the problem, why unionizing is impracticable under the current model, and finally, suggest regulatory solutions to address the unique characteristics of the industry. TABLE OF CONTENTS INTRODUCTION ..................................................................................................... 824 I. WHAT ARE ESPORTS? ....................................................................................... 825 II. THE PROBLEMS PLAYERS FACE UNDER THE CURRENT MODEL ....................... 831 III. THE COMPLICATIONS WITH COLLECTIVE BARGAINING ................................. 837 IV. GETTING THE GOVERNMENT INVOLVED: THE WHY AND THE HOW .............. 839 A. Regulate the Visas ...................................................................................... 842 B. Form an -
Esports an Emerging Industry
eSports An Emerging Industry Rohan Bose Mercer Capital www.mercercapital.com BUSINESS VALUATION & FINANCIAL ADVISORY SERVICES eSports is a rapidly expanding industry that has drawn viewers and investments alike. The introduction of streaming platforms as well as the improvement in mobile technology has allowed the industry to grow from its arcade hall beginnings in the 1970s to compet- itors streaming games to millions of viewers globally. In addition to being highly visible (192 million frequent viewers in 2017), the eSports industry is also lucrative ($906 million projected industry revenue in 2018). The History of eSports Sprouting from humble beginnings, researchers trace the roots of the eSports industry to informal competitions held at video game arcades in the 1970s. One of the first breakthroughs came in 1980 when Atari’s National Space Invaders Championship drew 10,000 participants across the U.S. As a spectator sport, eSports first took off in South Korea, when cable networks broadcast StarCraft tourna- ments in the early 2000s. By 2004, StarCraft stadium events in South Korea drew 100,000 fans. In the U.S., the coming of age moment arrived in 2013 when 13,000 people flooded the Staples Center to watch the world championship final of League of Legends. A Growing Audience The eSports industry has experienced rapid growth in recent years. According to data from Newzoo, an eSports researcher, the global eSports audience totaled 204 million in 2014. Approximately 56% (114 million) were considered frequent viewers/enthusiasts while the remaining 44% (90 million) were categorized as occasional viewers. By 2017, the global audience grew to 335 million, a compound annual growth rate of approximately 36% and the viewership ratio was approximately the same (57% categorized as frequent viewers/enthusiasts and 43% as occasional viewers). -
Overwatch League™ Inaugural Season Begins Today
January 10, 2018 Overwatch League™ Inaugural Season Begins Today First major global professional city-based league opens new era in eSports Overwatch League to be broadcast on Twitch, in addition to OverwatchLeague.com, MLG.com, the MLG app, and the new Overwatch League companion app IRVINE, Calif.--(BUSINESS WIRE)-- The inaugural season of the Overwatch League™ kicks off today, beginning an epic showdown between teams from some of the world's top sports and esports leaders—and the best Overwatch players on the planet. As the first major global professional esports league with competition organized by cities, the launch of the Overwatch League is one of the most hotly anticipated moments in esports. For the first season, 12 franchises are representing major cities in Asia, Europe, and North America. The full list of teams and owners is: Boston Uprising (Kraft Group) Dallas Fuel (Team Envy) Florida Mayhem (Misfits) Houston Outlaws (OpTic Gaming) London Spitfire (Cloud9) Los Angeles Gladiators (Stan and Josh Kroenke) Los Angeles Valiant (Immortals) New York Excelsior (Jeff Wilpon and SterlingVC) Philadelphia Fusion (Comcast Spectacor) San Francisco Shock (NRG eSports) Seoul Dynasty (Kevin Chou) Shanghai Dragons (NetEase) The teams met in combat for the first time during the preseason, December 6-9. The first regular-season games will be played later today, with the Pacific Division teams facing off: San Francisco Shock vs. Los Angeles Valiant, Shanghai Dragons vs. Los Angeles Gladiators, and Dallas Fuel vs. Seoul Dynasty. The Atlantic Division teams take the stage at the Blizzard Arena Los Angeles on Thursday. "Connecting and engaging the world through epic entertainment is our mission," said Bobby Kotick, CEO of Activision Blizzard. -
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. -
Intel® Extreme Masters Katowice 2019 CS:GO Major Championship - Legends Stage Team Seeding Vote
Intel® Extreme Masters Katowice 2019 CS:GO Major Championship - Legends Stage Team Seeding Vote OVERALL RESULTS Rank Team Raw Average Final Average* 1 Astralis 1.07 1.00 2 Team Liquid 1.93 2.00 3 Natus Vincere 4.07 3.50 4 MIBR 3.67 3.67 5 FaZe Clan 3.93 3.79 6 NRG Esports 5.53 5.31 7 BIG 7.73 7.50 8 ENCE eSports 7.93 7.64 9 Renegades 10.20 9.62 10 Team Vitality 9.33 10.00 11 Ninjas in Pyjamas 9.93 10.67 12 HellRaisers 11.13 11.62 13 Cloud9 11.33 11.71 14 G2 Esports 12.07 12.36 15 AVANGAR 13.13 13.15 16 compLexity Gaming 15.00 15.00 *Votes that fell too far away from the expected spread (i.e., a team consistently voted no. 1 getting a vote as no. 16) were discarded, this is how the “Final Average” was calculated. Intel® Extreme Masters Katowice 2019 CS:GO Major Championship - Legends Stage Team Seeding Vote INDIVIDUAL VOTES - PAGE 1 Astralis Team Liquid Natus Vincere MIBR Rank Team Rank Team Rank Team Rank Team 1 Team Liquid 1 Astralis 1 Astralis 1 Astralis 2 MIBR 2 MIBR 2 Team Liquid 2 Team Liquid 3 FaZe Clan 3 FaZe Clan 3 MIBR 3 Natus Vincere 4 Natus Vincere 4 Natus Vincere 4 FaZe Clan 4 FaZe Clan 5 NRG Esports 5 NRG Esports 5 NRG Esports 5 NRG Esports 6 ENCE eSports 6 Cloud9 6 Team Vitality 6 BIG 7 Ninjas in Pyjamas 7 Ninjas in Pyjamas 7 BIG 7 ENCE eSports 8 BIG 8 BIG 8 HellRaisers 8 Ninjas in Pyjamas 9 Renegades 9 ENCE eSports 9 Renegades 9 Renegades 10 Team Vitality 10 Team Vitality 10 ENCE eSports 10 Team Vitality 11 Cloud9 11 Renegades 11 Ninjas in Pyjamas 11 HellRaisers 12 G2 Esports 12 AVANGAR 12 AVANGAR 12 G2 Esports 13 HellRaisers -
Corporate Presentation May 2021 the Further You Get Into Technology, the Further You Go Into Gaming
Corporate presentation May 2021 The further you get into technology, the further you go into gaming. That's the general rule. Nick Johnson 2 Disclaimer-forward looking statements Certain information set forth in this presentation contains “forward-looking information”, including “future-oriented financial information” and “financial outlook”, under applicable securities laws (collectively referred to herein as forward-looking statements). Except for statements of historical fact, the information contained herein constitutes forward-looking statements and includes, but is not limited to, the (i) projected financial performance of the Company; (ii) completion of, and the use of proceeds from, the sale of the shares being offered hereunder; (iii) the expected development of the Company’s business, projects, and joint ventures; (iv) execution of the Company’s vision and growth strategy, including with respect to future M&A activity and global growth; (v) sources and availability of third-party financing for the Company’s projects; (vi) completion of the Company’s projects that are currently underway, in development or otherwise under consideration; (vi) renewal of the Company’s current customer, supplier and other material agreements; and (vii) future liquidity, working capital, and capital requirements. Forward-looking statements are provided to allow potential investors the opportunity to understand management’s beliefs and opinions in respect of the future so that they may use such beliefs and opinions as one factor in evaluating an investment. These statements are not guarantees of future performance and undue reliance should not be placed on them. Such forward-looking statements necessarily involve known and unknown risks and uncertainties, which may cause actual performance and financial results in future periods to differ materially from any projections of future performance or result expressed or implied by such forward-looking statements. -
2021 Esports Brand Report
2021 Esports Brand Report February 2021 Introduction Over the last decade, global esports have seen a meteoric rise in popularity, growing from small-time tournaments at local game stores to sold-out stadiums where teams compete for multi-million dollar prizes. Since 2018, the global esports audience has grown by more than 25%, reaching over 490 million viewers in 2020. Streaming platforms like Twitch have seen monthly viewership explode, more than doubling over the last two years. 2019 also saw one of the largest individual prizes ever granted for an esports tournament: $3 million by 16 year-old Kyle Giersdorf at the Fortnite World Cup. It’s clear that esports has taken the world by storm, shifting from a niche competition to a global phenomenon. As the landscape continues to change, esports organizations have adapted their approach to the market to meet the demands of the increasingly diverse fan base. In this report, Catchy analyzes the three different types of organizations that have evolved, and talks These two characteristics, competitiveness and through the implications this fragmentation community, are the main drivers of how organizations has on brands interested in entering the space. are positioning themselves within the ecosystem. What do they mean from a brand perspective? Background Competitiveness: How important is winning to the organization? Is it the From the outset, esports organizations were primary mission, or is it secondary to the rest of the built like traditional sports teams, focused organization's activity? Are individuals seen only for the on competition, tournament play, and the role they play as part of the team, or are their person- pedigree of their players.