Digítal Trend Outlook 2017 Esport
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Abstract We Analyze the Careers of Esports Professional Players
Paper to be presented at DRUID19 Copenhagen Business School, Copenhagen, Denmark June 19-21, 2019 Esport Superstars Michael R. Ward University of Texas at Arlington (UTA) Economics [email protected] Alexander S. Harmon University of Texas at Arlington Economics [email protected] Abstract We analyze the careers of Esports professional players. The Esport industry has been able to monetize growing spectator demand to offer tournament prize money amounting to $113 million in 2017. A few hundred players, out of tens of thousands, earn enough to remain professional gamers exclusively. We examine three aspects of professional Esport player careers. First, a ?superstar’ effect leads to increases in the top prizes drawing amateurs into the professional ranks. Next, while age and experience affect player performance, player ability remains difficult to assess. Finally, career exits reflect a quick resolution regarding the uncertainty in player ability. Preliminary - Please do not quote ESport Superstars I. Introduction Esports refers to competitive video gaming at the professional level. Esports emulates traditional sports with player endorsements and sponsorships, spectators packing into arenas for tournaments, lucrative broadcasting deals, and recruiting from the college ranks. What had started as friendly competition and socialization events just over two decades ago, currently has a 226 million viewer global audience generating $696 million in revenue that is expected to reach nearly $1.5 billion USD by 2020.1 Total prize money across all games played totaled $113 million in 2017, with top earner Kuro Takhasomi (aka KuroKy) grossing $2.44 million. However, payouts are heavily skewed with a median annual earnings of less than $1,000.2 The size and skewness in earnings suggest a market for superstar talent (Rosen, 1981). -
Esports U Brojkama Globalni Fenomen U Velikoj Ekspanziji Video Igrice Treća Su Po Veličini Zabavna Industrija Po Zaradi (108,9 Milijardi Dolara U 2017
esports u brojkama Globalni fenomen u velikoj ekspanziji Video igrice treća su po veličini zabavna industrija po zaradi (108,9 milijardi dolara u 2017. godini, što je porast od 7,8% u odnosu na godinu ranije ), nakon televizije i izdavaštva (knjiga). Svjetska industrija video igara po vrijednosti premašuje filmsku industriju! Prodaja medijskih prava u gaming industriji u 2018. godini iznosi 160,7 milijuna dolara što je povećanje u odnosu na prošlu godinu od čak 72,1%. Porast mobilne gaming industrije - gaming industrija uprihodila je više od 50 milijardi dolara 2017. godine. Više od tri četvrtine tog iznosa proizlazi iz smartphone gaming industrije, dok preostali iznos otpada na tablet. Ukupni prihodi globalne gaming industrije u 2018. godini dosegnut će 906 milijuna dolara, s porastom od 38,2% u odnosu na godinu ranije, pri čemu su sredstva podijeljena na: • Sponzorstva — 359,4 milijuna dolara (+53,2%) • Oglašavanje — 173,8 milijuna dolara (+23,8%) • Izdavačke naknade — 116,3 milijuna dolara (+11%) • Medijska prava — 160,7 milijuna dolara (+72,1%) • Prodaja ulaznica — 95,5 milijuna dolara (+16,2%) Projekcija prihoda na globalnoj razini (ukupni prihodi): prihodi će u projiciranom petogodišnjem razdoblju porasti s trenutnih 901 milijuna dolara (2018.) na gotovo 1,67 milijardi dolara 2021. godine. Prihodi od sponzorstva dosegnut će 694 milijuna dolara, što čini čak 77% svih prihoda. Očekuje se povećanje do 1.4 milijarde dolara do 2021. godine, odnosno 84% svih prihoda. Drugi najveći izvor prihoda, nakon sponzorstava, je oglašavanje koje će dostići iznos od 173,8 milijuna dolara u 2018. godini Najbrži rast u prihodima bilježe medijska prava te se očekuje kako će do dosegnuti 340 milijuna dolara 2020. -
Esports Yearbook 2017/18
Julia Hiltscher and Tobias M. Scholz eSports Yearbook 2017/18 ESPORTS YEARBOOK Editors: Julia Hiltscher and Tobias M. Scholz Layout: Tobias M. Scholz Cover Photo: Adela Sznajder, ESL Copyright © 2019 by the Authors of the Articles or Pictures. ISBN: to be announced Production and Publishing House: Books on Demand GmbH, Norderstedt. Printed in Germany 2019 www.esportsyearbook.com eSports Yearbook 2017/18 Editors: Julia Hiltscher and Tobias M. Scholz Contributors: Sean Carton, Ruth S. Contreras-Espinosa, Pedro Álvaro Pereira Correia, Joseph Franco, Bruno Duarte Abreu Freitas, Simon Gries, Simone Ho, Matthew Jungsuk Howard, Joost Koot, Samuel Korpimies, Rick M. Menasce, Jana Möglich, René Treur, Geert Verhoeff Content The Road Ahead: 7 Understanding eSports for Planning the Future By Julia Hiltscher and Tobias M. Scholz eSports and the Olympic Movement: 9 A Short Analysis of the IOC Esports Forum By Simon Gries eSports Governance and Its Failures 20 By Joost Koot In Hushed Voices: Censorship and Corporate Power 28 in Professional League of Legends 2010-2017 By Matthew Jungsuk Howard eSports is a Sport, but One-Sided Training 44 Overshadows its Benefits for Body, Mind and Society By Julia Hiltscher The Benefits and Risks of Sponsoring eSports: 49 A Brief Literature Review By Bruno Duarte Abreu Freitas, Ruth S. Contreras-Espinosa and Pedro Álvaro Pereira Correia - 5 - Sponsorships in eSports 58 By Samuel Korpimies Nationalism in a Virtual World: 74 A League of Legends Case Study By Simone Ho Professionalization of eSports Broadcasts 97 The Mediatization of DreamHack Counter-Strike Tournaments By Geert Verhoeff From Zero to Hero, René Treurs eSports Journey. -
Esports – Der Zukunftsmarkt Des Sportsponsorings?
BACHELORARBEIT Herr Robin Krug eSports – Der Zukunftsmarkt des Sportsponsorings? 2018 Fakultät: Medien BACHELORARBEIT eSports – Der Zukunftsmarkt des Sportsponsorings? Analyse anHand einer Fallstudie Autor/in: Herr Robin Krug Studiengang: Business Management Seminargruppe: BM15wF3-B Erstprüfer: Prof. Dr.-Ing. MicHael Hösel Zweitprüfer: Dipl.-Ing. Sieglinde Klimant Einreichung: Mittweida, 24.05.2018 Faculty of Media BACHELOR THESIS eSports - The future market of Sportsponsoring? Analysis by case study author: Mr. Robin Krug course of studies: Business Management seminar group: BM15wF3-B first examiner: Prof. Dr.-Ing. MicHael Hösel second examiner: Dipl.-Ing. Sieglinde Klimant submission: Mittweida, 24.05.2018 Inhaltsverzeichnis VI BibliografiscHe Angaben Krug, Robin: eSports – Der Zukunftsmarkt des Sportsponsorings? eSport - The future market of Sportsponsoring? 62 Seiten, Hochschule Mittweida, University of Applied Sciences, Fakultät Medien, Bachelorarbeit, 2018 Abstract Die vorliegende Arbeit beschäftigt sich mit dem eSports Markt und dessen Relevanz als zukünftiger Markt des Sportsponsorings. Das Sportsponsoring gehört zu den bedeutends- ten Kommunikationsmitteln eines Unternehmens. Für das Sportsponsoring ist nicht nur der Fußball interessant, sondern auch andere Sportarten, die aktuell im Trend sind. Darunter zählt eSports zu den neuen relevanten Märkten. Innerhalb der letzten Jahre hat sich e- Sports von einem Nischensport zu einem Massenphänomen entwickelt. Das Augenmerk der Arbeit liegt auf dem deutschen eSports Markt, der zu den wichtigsten eSports Märkten der Welt gehört. Außerdem wird auf die verschiedenen Chancen, Risiken und Herausfor- derung, die das eSport Sponsoring mit sich bringt, eingegangen. Eine Fallstudie mit den Sponsoringaktivitäten von Wüstenrot im eSports dient als praktisches Beispiel für das zu erwartende Potential des eSports für das Sportsponsoring. Anhand von Experteninterviews werden die Besonderheiten des eSports Sponsorings erörtert und eine zukünftige Relevanz abgeleitet. -
An Overview of Esports in Europe
THIS REPORT IS BROUGHT TO YOU BY ESPORTS BAR AN OVERVIEW OF ESPORTS IN EUROPE FEATURING AN IN-DEPTH LOOK AT FOUR OF EUROPE’S MOST VIBRANT ESPORTS ECOSYSTEMS SWEDEN POLAND SPAIN GERMANY DECEMBER 2017 TABLE OF CONTENTS 1. Foreword 3 2. Key Facts About Europe 4 3. European Market Trends 6 4. Local Impact 10 5. Biggest Events 15 6. Using Consumer Insights 18 FOREWORD A NEW PHASE FOR ESPORTS COMMENCES Esports is entering a new phase toward becoming a mature ESPORTS ENTERING A CRUCIAL PHASE TOWARDS MATURITY market. The coming two years will be crucial in how fast it grows into a multi-billion-dollar business. The key determining factors are the success of local leagues and the franchising approach, the implementation of regulations, the arrival of new game formats and competition, the uptake of content rights sales, team profitability, and the impact of industry convergence involving traditional media, entertainment, telecom, and sports companies. Depending on how these factors play out in the coming year or two, esports’ growth could accelerate and reach $2.4 billion in 2020 in an optimistic scenario, almost $1 billion higher than the base scenario of $1.5 billion. Europe has been one of the most important regions in the development of the esports industry. Some of the first organizations that made esports popular, especially in the West, originate from Europe. Most notable is ESL, arguably the world’s largest esports organization, which has its roots in Germany. The company has helped build and shape esports from small community events to record-breaking events, including the Intel Extreme Masters in Katowice and ESL One in Cologne. -
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. -
Palonen Katajisto.Pdf (2.642Mt)
OPINNÄYTETYÖ Yle elektronisen urheilun vaikuttajana – tutkimus kentän nykytilasta ja kuluttajatottumuksista Richard Katajisto ja Lauri Palonen Kulttuurituotannon koulutusohjelma (240 op) 11 / 2015 www.humak.fi HUMANISTINEN AMMATTIKORKEAKOULU Kulttuurituotannon koulutusohjelma TIIVISTELMÄ Työn tekijä Richard Katajisto ja Lauri Palonen Sivumäärä 64 ja 4 liitesivua Työn nimi Yle elektronisen urheilun vaikuttajana – tutkimus kentän nykytilasta ja kuluttajatottumuksista Ohjaava(t) opettaja(t) Minna Hautio Työn tilaaja ja/tai työelämäohjaaja Yleisradio Oy, Juha Lahti Tiivistelmä Elektroninen urheilu on maailmalla yleistynyt ilmiö, jossa kilpaillaan parhaimmuudesta eri tietokone- ja konsolipeleissä. Alaan kuuluu laaja kirjo eri kilpapelejä, tapahtumia, turnauksia ja totta kai ammattipe- laajia ja joukkueita. Suomessa ilmiö on kuitenkin vielä melko marginaalinen, vaikka se onkin lisännyt tunnettuuttaan huomattavasti viimeisen viiden vuoden aikana. Tunnettuuden kasvuun on vaikuttanut muun muassa Ylen elektronisen urheilun lähetyskokeilut vuonna 2014, joista kertyi runsaasti positiivis- ta palautetta. Lähetyksiä on siitä lähtien toimitettu epäsäännöllisin väliajoin muun muassa suomalaisis- ta ja ruotsalaisista pelitapahtumista. Palautteen rohkaisemana Yle etsii uusia keinoja miten se voisi toteuttaa entistä laadukkaampia elektronisen urheilun sisältöjä. Tutkimuksen tarkoituksena oli kartoittaa suomalaista elektronisen urheilun kenttää ja miten Yle voisi omalla toiminnallaan edesauttaa alan tunnettuuden kasvua Suomessa. Lisäksi tutkimuksella selvitettiin -
E-Sports Arenas: Are Video Games the Next Great Urban Entertainment Anchor in Real Estate?
E-Sports Arenas: Are Video Games the Next Great Urban Entertainment Anchor in Real Estate? April 5, 2018 | By Adam Ducker, Managing Director, and Taylor Neiman, Senior Associate Electronic sports, or “e-sports,” is a popular global pastime that has experienced massive increases in consumer interest in recent years. Revenue from e-sports has expanded at a CAGR of 36% since 2014 and is forecast to continue to post double-digit growth through 2021, exceeding a billion dollars in revenue that year.1 Viewership has also demonstrated rapid growth, expanding at a 13% CAGR since 2014,2 with forecasts for over half a billion e-sports viewers by sometime in 2020 or 2021. To date, only a small number of dedicated e-sports arenas exist, the majority of which are existing buildings that were repurposed into the new e-sports arena format. As the e-sports market continues to expand, additional demand for e-sports arenas is likely, presenting global development and adaptive reuse opportunities— particularly for arenas anchoring existing and new, large, mixed-use entertainment districts featuring complementary retail, hospitality, and multifamily product. What Is E-Sports? Electronic sports, or “e-sports,” is a broad category covering competitive multiplayer video games played by professional video game players, for spectators’ enjoyment during regular season and tournament league games. E-sports teams are generally organized based on game title and geographic region. These teams practice regularly, have one or more coaches, and are supported by sponsorship, prize money, traditional sports owners, and other revenue streams. The live e-sports games, moderated by professional e-sports commentators and overseen by referees, are frequently broadcast simultaneously via multiple channels, including game publisher websites and live video streaming platforms such as Twitch and YouTube, in addition to offering in-person viewing experiences at various large and small venues. -
Esport-Nova Grana Industrije Zabave
Esport-nova grana industrije zabave Anušić, Vedran Master's thesis / Diplomski rad 2020 Degree Grantor / Ustanova koja je dodijelila akademski / stručni stupanj: University of Zagreb, Faculty of Economics and Business / Sveučilište u Zagrebu, Ekonomski fakultet Permanent link / Trajna poveznica: https://urn.nsk.hr/urn:nbn:hr:148:269685 Rights / Prava: Attribution-NonCommercial-ShareAlike 4.0 International Download date / Datum preuzimanja: 2021-09-29 Repository / Repozitorij: REPEFZG - Digital Repository - Faculty of Economcs & Business Zagreb SVEUČILIŠTE U ZAGREBU EKONOMSKI FAKULTET MENADŽERSKA INFORMATIKA ESPORT - NOVA GRANA INDUSTRIJE ZABAVE ESPORTS – NEW PART OF ENTERTAINMENT INDUSTRY Vedran Anušić, 0067456172 Mentor: Prof.dr.sc. Mario Spremić Zagreb, rujan,2020. ______Vedran Anušić________ Ime i prezime studenta/ice IZJAVA O AKADEMSKOJ ČESTITOSTI Izjavljujem i svojim potpisom potvrđujem da je _______________diplomski rad_____________________ (vrsta rada) isključivo rezultat mog vlastitog rada koji se temelji na mojim istraživanjima i oslanja se na objavljenu literaturu, a što pokazuju korištene bilješke i bibliografija. Izjavljujem da nijedan dio rada nije napisan na nedozvoljen način, odnosno da je prepisan iz necitiranog rada, te da nijedan dio rada ne krši bilo čija autorska prava. Izjavljujem, također, da nijedan dio rada nije iskorišten za bilo koji drugi rad u bilo kojoj drugoj visokoškolskoj, znanstvenoj ili obrazovnoj ustanovi. Student/ica: U Zagrebu,_29.09.2020_____ Sažetak i ključne riječi Razvoj industrije video igara je dosegao razinu američke filmske industrije te je postao temelj za razvoj esport industrije. Kako su ljubitelji video igara s vremenom imali potrebnu za kompetitivnim pristupom video igrama nastaje prvo amaterska, a onda i profesionalna esport natjecateljska scena koja 2019.godine prelazi prvu milijardu dolara prihoda. -
Elektronické Sporty Electronic Sports Bakalářská Práce
MASARYKOVA UNIVERZITA Fakulta sportovních studií Katedra kineziologie Elektronické sporty Electronic sports Bakalářská práce Vedoucí bakalářské Vypracoval: Mgr. Martin Sebera, Ph.D. Marek Štěpánek Management sportu Brno, 2017 Prohlašuji, že jsem bakalářskou/diplomovou práci vypracoval samostatně a na základě literatury a pramenů uvedených v použitých zdrojích. V Brně dne 15. prosince 2017 podpis Poděkování Tímto bych rád poděkoval Mgr. Martinovi Seberovi Ph.D. za vedení, profesionální vhled a pomoc při psaní této bakalářské práce. Další dík patří mým přátelům z esportovní komunity za konzultace a poskytnuté informace nezbytné ke studiu elektronických sportů. Bibliografická Identifikace (CZ) Jméno a příjmení autora: Marek Štěpánek Název diplomové práce: Elektronické sporty Pracoviště: Katedra kineziologie Vedoucí diplomové práce: Mgr. Martin Sebera, Ph.D. Rok obhajoby bakalářské práce: 2017 Počet stran: 68 Abstrakt: Bakalářská práce se zabývá problematikou elektronických sportů. Zaměřuje se na definování pojmu, popsání obsahu pojmu, analýzou zdrojů, porovnáním a zařazením elektronických sportů ve vztahu ke sportům klasickým, zmapováním současné formy eSportů ve světovém měřítku a jeho budoucími příležitostmi. Zároveň je v práci zmiňován dosud nevyjasněný a mírně kontroverzní vztah mezi eSporty a klasickými sporty. Klíčová slova: competitive gaming; electronic sports; esports associations; Origins of eSports; esports leagues; history of gaming; professional gaming; video-games; Virtual gaming, Marketing of eSports; cyber athletes. Bibliographical -
The Newspaper of SRM University
The Newspaper of SRM University For private circulation only Volume 11 Number 2 Dr.R.P.Sathyanarayanan, President, SRM University receiving the QS Stars award; looking on is the Director, E&T, Dr.C.Muthamizhchelvan 2 2017 | Spectrum | Volume 11 Number 2 Bull’s eye right on mark STAFF REPORTER achievement. In the year 2010, she participated in her 1st archery S. Aksheiya Koushik of state championship and she also SRM University, mechanical won silver, that was her 1st department has been practicing achievement in archery. She was archery for more than 6 years also selected to represent Tamil and has achieved many medals Nadu at 31st sub-junior national Team Hawkz Racing 3.0 in archery. She has represented archery championship held at her state Tamil Nadu, in state, Jharkhand. In the year 2011, meet and won many medals. she won 1st gold medal and 1 The Journey of Hawkz She also represented her county silver in state meet. In the year 2012 she won 5 gold medals in INDIA twice at indoor archery STAFF REPORTER state level archery championship youth world championship, and made her district Chennai which is one of her greatest SAE SUPRA – The Key proud, and there was an article stone of this team was laid that came in Times of India newspaper “Aksheiya sparkles way back in 2014 with a in archery state meet”. In the motive of bringing out young year 2014, she participated in and enthusiastic automobile indoor archery youth world cup lovers and giving them the held at Singapore and she also opportunity to work on won bronze medal and brought their dream to design and SUPRA SAE 2017 pride to her county. -
Types of Profanity in a Series “True Sight” by Valve on Youtube Naufal Renaldi Kasyun1, Yeni Noryatin1, Ade Surista1 1STBA JIA, Jawa Barat, Indonesia
ARDU: Journal of Arts & Education 2020 VOL. 01, NO. 1, 09-17 Types of profanity in a series “True Sight” by Valve on YouTube Naufal Renaldi Kasyun1, Yeni Noryatin1, Ade Surista1 1STBA JIA, Jawa Barat, Indonesia ABSTRACT Background: This research studies about profanity types made by professional players in the documentaries video True Sight by Valve on YouTube. Purpose: The aims of this study are to recognize the applications of each profanity types, to explain the types of profanity word the utterances that used, and to find out the most frequent types of profanity types of the utterances that used by the professional players in documentaries video True Sight on YouTube. Design and methods: To achieve the aims of the study, the writer uses Steven Pinker’s theory of profanity types to analyzing the data. This study is a qualitative which the writer interprets of utterances that contain the types of profanity words in this documentaries series. Results: The result of study showed that 30 utterances of profanity word were successfully identified that made by the professional players. In this study, the writer found that the professional player uses all the types of profanity, such as, abusive swearing, idiomatic swearing, dysphemistic swearing, cathartic swearing and emphatic swearing. There are 32 types that identified out of 30 utterances uttered by the professional player which conclude 9 emphatic swearing or 28.1%, 7 cathartic and idiomatic swearing or 21.9% , 5 abusive swearing or 15.6%, and 4 dysphemistic swearing or 12.5%. So it can be concluded that the dominant profanity types is emphatic swearing, because this documentaries video contained many profanities of the professional player as a gamer in the gaming community who has a culture of not to speak in a formal conversation.