12.2% 118000 130M Top 1% 154 4400
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Lesson 1.1 Genesis Of
Lesson 1.1 Genesis of SEM Copyright © 2016 by Sports Career Consulting, LLC History of SEM Lesson 1.1 What is SEM? Acronym for: Sports and Entertainment Marketing Copyright © 2016 by Sports Career Consulting, LLC History of SEM Lesson 1.1 The Evolution of SEM SEM is a relatively new concept ➢ Forms of sports marketing started as early as 1858 (first known athletic event to charge admission took place at a baseball game) ➢ Entertainment as we know it today (movies, radio, television, music) exploded from 1900 on, and as technology improved, so did the products being offered Copyright © 2016 by Sports Career Consulting, LLC History of SEM Lesson 1.1 The Evolution of SEM SEM is a relatively new concept ➢ The 1900’s also brought the advent of carnivals, amusement parks, and theme parks which evolved from (but did not completely replace) fairs, circuses and festivals Copyright © 2016 by Sports Career Consulting, LLC History of SEM Lesson 1.1 The Evolution of SEM Many events influenced growth ➢ Evolved as fan support grew with willingness to spend discretionary income on sports ➢ Emergence of radio and television increase exposure to sports. Copyright © 2016 by Sports Career Consulting, LLC History of SEM Lesson 1.1 The Evolution of SEM ➢ Corporations began to see the benefit with sports affiliations, resulting in a sponsorship boom ➢ Celebrity endorsements and naming rights deals became common industry practice ➢ Advancement of technologies making it easier to consume sports and entertainment while more sports and entertainment properties are introduced Copyright © 2016 by Sports Career Consulting, LLC History of SEM Lesson 1.1 Industry Size & Scope ➢ The sports business industry is one of the largest and fastest growing industries in the US ➢Overall size of the entire sports industry in the U.S. -
LCCC Esports Proposal
#TAKE FLIGHT Proposal for the Establishment of Esports at Laramie County Community College March 5, 2021 1 Executive Summary In fall of 2018, athletic director, Mr. Clark Rasmussen, developed an Esports committee; they explored the addition of Esports as a collegiate sport. As a part of that exploration an Esports Club was developed and began operating in Fall 2019. The inaugural club membership was six students. In fall 2019, the committee continued to meet with new Interim Athletic Director, Dr. Cindy Henning. As a result of changes in the athletic department, the Esports Committee was paused until Golden Eagle Athletics strategic planning was developed. In spring 2020, the Golden Eagles Athletics Strategic Plan was completed and approved. One component of the strategic plan is “wise exploration of areas for potential expansion of Golden Eagle Athletics offerings” (Soaring Into the Future, LCCC Golden Eagle Athletics 2020-2025 Strategic Plan, p. 4). As of spring 2021, the Esports Club has 31 members comprised of 25 men and six women. The most common programs LCCC’s Esports club members choose are: computer science, cyber security, computer information systems, Art, Multimedia and Music. In addition, English, Human Services, Criminal Justice, and Business Finance/Management are represented. Although Laramie County Community College and Golden Eagle Athletics experienced budget reductions in fiscal year 22, adopting Esports as an approved athletic offering supports the LCCC Mission, increases opportunities for students, including scholarships, aligns with the Golden Eagles Athletics strategic plan, and can be initiated at a much lower cost than other sports. What is Esports? Esports is “online competitive video gaming played through computers and electronic consoles” (Laramie County Community College, [n.d.]. -
Archons (Commanders) [NOTICE: They Are NOT Anlien Parasites], and Then, in a Mirror Image of the Great Emanations of the Pleroma, Hundreds of Lesser Angels
A R C H O N S HIDDEN RULERS THROUGH THE AGES A R C H O N S HIDDEN RULERS THROUGH THE AGES WATCH THIS IMPORTANT VIDEO UFOs, Aliens, and the Question of Contact MUST-SEE THE OCCULT REASON FOR PSYCHOPATHY Organic Portals: Aliens and Psychopaths KNOWLEDGE THROUGH GNOSIS Boris Mouravieff - GNOSIS IN THE BEGINNING ...1 The Gnostic core belief was a strong dualism: that the world of matter was deadening and inferior to a remote nonphysical home, to which an interior divine spark in most humans aspired to return after death. This led them to an absorption with the Jewish creation myths in Genesis, which they obsessively reinterpreted to formulate allegorical explanations of how humans ended up trapped in the world of matter. The basic Gnostic story, which varied in details from teacher to teacher, was this: In the beginning there was an unknowable, immaterial, and invisible God, sometimes called the Father of All and sometimes by other names. “He” was neither male nor female, and was composed of an implicitly finite amount of a living nonphysical substance. Surrounding this God was a great empty region called the Pleroma (the fullness). Beyond the Pleroma lay empty space. The God acted to fill the Pleroma through a series of emanations, a squeezing off of small portions of his/its nonphysical energetic divine material. In most accounts there are thirty emanations in fifteen complementary pairs, each getting slightly less of the divine material and therefore being slightly weaker. The emanations are called Aeons (eternities) and are mostly named personifications in Greek of abstract ideas. -
Super Smash Bros. Melee: an Interdisciplinary Esports Ethnography
"Melee is Broken": Super Smash Bros. Melee: An Interdisciplinary Esports Ethnography Abbie ·spoopy' Rappaport A Thesis In the Department of Humanities Presented in Partial Fulfillment of the Requirements F or the Degree of Master of Arts (Individualized Program) at Concordia University Montreal, Quebec, Canada May 2020 © Abbie 'spoopy' Rappaport, 2020 CONCORDIA UNN ERSITY School of Graduate Studies This is to ce1tify that the thesis prepared By: Abbie ''spoooopy' Rappaport Entitled: Mellee iis Brrokkeenn”":: Supperr Smassh Bros.. Melleee:: An Interrdiisscciipplliinnary Esporrttss Etthnography and submitted in prutial fulfillment of the requirements for the degree of Indiivviiddualized Mastterss (IINDI MA)) complies with the regulations of the University and meets the accepted standru·ds with respect to originality and quality. Signed by the final examining committee: Rachel Berger Chair Darrrren Werrsshllerr Examiner Barrtt Siimon Examiner Pipppin Barr Thesis Supervisor(s) Darren Wershlerr,, Bart Simon,, Piippppin Baarrrr Approved by Rachel Berger Chair of Department or Graduate Program Director Effrosyni Diamantoudi, Dean, Date iii Abstract "Melee is Broken": Super Smash Bros. Melee: An Interdisciplinary Esports Ethnography Abbie 'spoopy' Rappaport This work presents a qualitative analysis of the esports community that plays and watches Super Smash Bros. Melee (SSBM) , a platform-based fighting game released for the Nintendo GameCube in 2001. SSBM is unusual as an esport for the way that it is built on a grass-roots foundation shaped by players (rather than the game's developers) and is contingent on the continued use of residual media objects, specifically the CRT television, Nintendo GameCube and Wii console coupled with the restraints of analog signal processing. SSBM players show particular dedication to dominant community practices like strict tournament rules and settings, shared use of dialect/nomenclatures, mode of play and so on, which are derived from, embedded in, and reinforced by specific hardware and software objects. -
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. -
CPR for the Arcade Culture a Case History on the Development of the Dance Dance Revolution Community
CPR for the Arcade Culture A Case History on the Development of the Dance Dance Revolution Community Alexander Chan SUID 5075504 STS 145: History of Computer Game Design Stanford University March 16, 2004 Introduction Upon entering an arcade, you come across an unusual spectacle. Loud Japanese techno and a flashing neon glow pour out of the giant speakers and multicolored lights of an arcade console at the center of the room. Stranger than the flashy arcade cabinet is the sweaty teenager stomping on a metal platform in front of this machine, using his feet to vigorously press oversized arrows as the screen in front of him displays arrows scrolling upward. A growing group of people crowd around to watch this unusual game-play, cheering the player on. In large letters, the words “Dance Dance Revolution 3rd Mix” glow above the arcade machine. Most people who stumble upon a scene similar to this one would rarely believe that such a conceptually simple arcade game could foster an enormous nation-wide game community, both online and offline. Yet the rules of the game are deceptively simple. The players (one or two) must press the arrows on the platform (either up, down, left, or right) when the corresponding arrows on the screen reach the top, usually on beat with the techno/pop song being played. If the player doesn’t press the arrows on time, the song will quickly come to an end, and the machine will Arrows scrolling up a DDR screen ask for more quarters to continue play. Yet despite its simplicity, Dance Dance Revolution, or DDR for short, has helped create a giant player community in the United States, manifesting itself though various forms. -
Cgm V2n2.Pdf
Volume 2, Issue 2 July 2004 Table of Contents 8 24 Reset 4 Communist Letters From Space 5 News Roundup 7 Below the Radar 8 The Road to 300 9 Homebrew Reviews 11 13 MAMEusements: Penguin Kun Wars 12 26 Just for QIX: Double Dragon 13 Professor NES 15 Classic Sports Report 16 Classic Advertisement: Agent USA 18 Classic Advertisement: Metal Gear 19 Welcome to the Next Level 20 Donkey Kong Game Boy: Ten Years Later 21 Bitsmack 21 Classic Import: Pulseman 22 21 34 Music Reviews: Sonic Boom & Smashing Live 23 On the Road to Pinball Pete’s 24 Feature: Games. Bond Games. 26 Spy Games 32 Classic Advertisement: Mafat Conspiracy 35 Ninja Gaiden for Xbox Review 36 Two Screens Are Better Than One? 38 Wario Ware, Inc. for GameCube Review 39 23 43 Karaoke Revolution for PS2 Review 41 Age of Mythology for PC Review 43 “An Inside Joke” 44 Deep Thaw: “Moortified” 46 46 Volume 2, Issue 2 July 2004 Editor-in-Chief Chris Cavanaugh [email protected] Managing Editors Scott Marriott [email protected] here were two times a year a kid could always tures a firsthand account of a meeting held at look forward to: Christmas and the last day of an arcade in Ann Arbor, Michigan and the Skyler Miller school. If you played video games, these days writer's initial apprehension of attending. [email protected] T held special significance since you could usu- Also in this issue you may notice our arti- ally count on getting new games for Christmas, cles take a slight shift to the right in the gaming Writers and Contributors while the last day of school meant three uninter- timeline. -
Current, April 24, 2017
University of Missouri, St. Louis IRL @ UMSL Current (2010s) Student Newspapers Spring 4-24-2017 Current, April 24, 2017 University of Missouri-St. Louis Follow this and additional works at: https://irl.umsl.edu/current2010s Recommended Citation University of Missouri-St. Louis, "Current, April 24, 2017" (2017). Current (2010s). 262. https://irl.umsl.edu/current2010s/262 This Newspaper is brought to you for free and open access by the Student Newspapers at IRL @ UMSL. It has been accepted for inclusion in Current (2010s) by an authorized administrator of IRL @ UMSL. For more information, please contact [email protected]. Vol. 50 Issue 1532 The Current April 24, 2017 UMSL’S INDEPENDENT STUDENT NEWS UMSL’s Fiscal Future: Panel UMSL Chief of Police Discusses Possible $17 Million Forrest Van Ness to Deficit for Fiscal Year 2018 Retire in May Lori Dresner News Editor handful of students gathered A in the SGA Chambers on April 19 to hear panelists discuss the in- ternalities and externalities of the budget deficit and projections for the upcoming fiscal year at the Uni- versity of Missouri–St. Louis. The panelists included Chief Fi- nancial Officer Rick Baniak, Dean of the College of Business Charles Hoffman, Chancellor Tom George, and Associated Students of the Uni- versity of Missouri (ASUM) rep- resentative Jordan Lucas, senior, economics. Baniak said that administrators LORI DRESNER / THE CURRENT LORI LORI DRESNER / THE CURRENT LORI and faculty have been working col- Students listen to panelists discuss the challenges of fiscal year 2017. Captain Marisa Smith, Chief of UMSL Police and Director of Institutional Safety Forrest lectively over the past year to ana- Van Ness, and Captain Dan Freet in the UMSL Police Station. -
U.S. Department of Education Newcomer Tool
U.S. Department of Education NEWCOMER TOOL KIT U.S. Department of Education NEWCOMER TOOL KIT This report was produced by the National Center for English Language Acquisition (NCELA) under U.S. Department of Education (Department) Contract No. ED-ELA-12-C-0092 with Leed Management Consulting, Inc. Synergy Enterprises, Inc. and WestEd also assisted with the publication. The views expressed herein do not necessarily represent the positions or policies of the Department. No official endorsement by the Department of any product, commodity, service, enterprise, curriculum, or program of instruction mentioned in this publication is intended or should be inferred. For the reader’s convenience, the tool kit contains information about and from outside organizations, including URLs. Inclusion of such information does not constitute the Department’s endorsement. U.S. Department of Education 400 Maryland Avenue, SW Washington, D.C. 20202 Phone: 1-800-USA-LEARN (1-800-872-5327) https://www.ed.gov/ Office of English Language Acquisition Phone: (202) 401-4300 Fax: (202) 260-1292 https://www2.ed.gov/about/offices/list/oela/index.html September 2016 (Updated September 2017) This report is in the public domain. Authorization to reproduce it in whole or in part is granted. While permission to reprint this publication is not necessary, the citation should be U.S. Department of Education, Office of English Language Acquisition. (2016). Newcomer Tool Kit. Washington, DC: Author. This report is available on the Department’s website at: http://www2.ed.gov/about/offices/list/oela/newcomers-toolkit/ncomertoolkit.pdf Availability of Alternative Formats Requests for documents in alternative formats such as Braille or large print should be submitted to the Alternate Format Center by calling 202-260-0852 or by contacting the 504 coordinator via email at [email protected]. -
FAMILY TIES NC State’S Minority Engineering Programs Continue to Grow 22
FALL/WINTER 2016 FAMILY TIES NC State’s Minority Engineering Programs continue to grow 22 COLLEGE MAKES BIG INVESTMENT | 16 § CENTER BRINGS TECHNOLOGY TO TEACHING | 28 PUTTING PLANS IN MOTION FALL/WINTER 2016 Since its establishment in 1887, the campus of what is The plan is for the entire College to eventually move now called North Carolina State University has been to Centennial Campus, save for the nuclear reactor in contents in a constant state of change and growth, with ideas Burlington Labs. That’s staying put. for expansion and improvement always in the heads FEATURES of university leaders and on the pages of planning On page 20 and 21, you can learn about the fate of documents. Today is no exception. the buildings that long lined ‘Engineering Row’ (now 14 IN OUR LABS Explore the spaces where our engineering faculty members work, starting with an anechoic chamber. 16 FORWARD MOTION The College plans to invest $250 million in infrastructure and faculty hiring over the next five years. 22 FAMILY TIES 14 The College’s Minority Engineering Programs continue to grow. 26 NSF ERC UPDATES The College’s two National Science Foundation Engineering Research Centers are reinventing the power grid and developing wearable health monitoring systems. 28 BEYOND THE CLASSROOM The Center for Educational Informatics is changing the way we learn. 22 DEAN Dr. Louis A. Martin-Vega OFFICE OF THE DEAN College of Engineering ADVISORY BOARD Campus Box 7901, NC State University Dr. John Gilligan, Executive Associate Dean of Engineering Raleigh, NC 27695-7901 Brian Campbell, Assistant Dean for Development and College 919.515.2311 Relations, Executive Director of the NC State Engineering Foundation, www.engr.ncsu.edu Inc. -
The Possibility Analysis of Esports Becoming an Olympic Sport
The possibility analysis of Esports becoming an Olympic sport Yucong Wu Bachelor’s Thesis Degree Programme in Sports Coaching and Management 2019 Author(s) Yucong Wu Degree programme Degree Programme in sport management Report/thesis title Number of pages and The possibility analysis of Esports becoming an Olympic sport appendix pages 33+2 Abstract Since Esports became a demonstration sport of the Jakarta Asian games, people have been wondering whether Esports will become an official event in the Olympics and Asian games. But as the events for the 2024 Paris Olympics and the 2022 Asian games in Hangzhou were announced, Esports is not included. The purpose of this study is to find out the factors of Esports becoming an Olympic sport and discuss the feasibility of turning Esports into an Olympic project. This study analyzes the popularity and social recognition of Esports, the defected audience advantages of Esports and how Esports match Olympic values. According to data and literature analysis, some Esports have undesirable elements that do not accord with the Olympic values, but they also have positive elements. The high popularity of Esports among young people is in line with the IOC's desire to attract more young people to the games. However, since the penetration rate of other age groups is comparatively low, Esports is less popular than the new sports in the next two Olympic Games, and the general concept of Esports and video games are not yet clear. The short life and high commercialization are usually regarded as the main defects of Esports, while the latter actually plays a positive role in driving host countries to embrace Esports. -
Reexploring the Esports Approach of America's Three Major Leagues
\\jciprod01\productn\H\HLS\11-2\HLS201.txt unknown Seq: 1 4-JUN-20 14:22 Exploring the Esports Approach of America’s Three Major Leagues Peter A. Carfagna* I. Introduction ....................................... 116 R II. Comparative Esports Systems of America’s Three Major Leagues ...................................... 118 R A. Major League Baseball .............................. 118 R B. NFL and EA Sports’ Madden Championship Series ...... 121 R C. NBA 2K League ................................... 125 R 1. League Structure .............................. 125 R 2. Gameplay .................................... 127 R 3. Competition and Playoff Structure .............. 128 R 4. Joining the League ............................ 129 R 5. Compensation ................................ 130 R III. Legal Evolution of the NBA 2K League ............. 134 R * Visiting Professor, Harvard Law School teaching three Sports Law courses since 2006, each of which has been published as a regularly updated casebook; Faculty Advisor to the Harvard Law School’s Committee on Sports and Entertainment Law, Journal on Sports and Entertainment Law, and Sports Law Clinical Program; CEO at Magis LLC, a sports marketing, consulting and investment firm; previously Chief Legal Officer & General Counsel of International Management Group (IMG), and Senior Partner at Jones Day LLP. This Article is written as an addendum to my casebook entitled Sports and the Law: Examining the Legal Evolution of America’s Three “Major Leagues” (West, 3d ed. 2017), and will be used in teaching the Fall Term 2020 Sports Law course of the same name. I would like to express my personal thanks to the editors of the Journal on Sports and Entertainment Law for helping me finalize this Article for publication. I would also like to thank Aaron Caputo (member of the LL.M.