SPYR Looking to Carve out Niche in Fast- Growing Esports Space
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How to Start a Career in E-Sports
Moona Tuominen HOW TO START A CAREER IN E-SPORTS HOW TO START A CAREER IN E-SPORTS Moona Tuominen Bachelor’s Thesis Spring 2021 Business Information Technology Oulu University of Applied Sciences ABSTRACT Oulu University of Applied Sciences Business Information Technology Author(s): Moona Tuominen Title of Bachelor´s thesis: How to start a career in eSports Supervisor(s): Minna Kamula Term and year of completion: Spring 2021 Number of pages: 34 This thesis is about eSports, also known as electronic sports or competitive gaming. Gaming has grown as a business over the past few decades and eSports rival traditional sports in terms of revenue and viewership numbers. The industry is expected to continue growing, and as such, it is interesting to look at different career opportunities within the eSports industry. This paper lays out the history of competitive gaming and explores different career paths possible in the field of eSports, as well as ways to start a career in eSports. The aim of this thesis is to give a good, coherent picture of eSports as an industry, and to analyze the ways professionals in different positions and with different career paths have created their own careers in eSports. This research gives insight into the still quite new industry and the ways professionals from different backgrounds end up working for eSports organizations. Data used consists of written article interviews of professional gamers, YouTube videos of eSports professionals explaining what they do and how they ended up in the industry, as well as a short questionnaire. The conclusions of this thesis answer to the question: How to get a career in eSports? Keywords: Esports, Competitive Gaming, eSports Industry, Professional Gaming 3 CONTENTS 1 INTRODUCTION .................................................................................................................. -
Park Lane White Paper Series: Esports
PARK LANE WHITE PAPER SERIES: ESPORTS The Big Business of Competitive Gaming Spring 2017 prkln.com INDUSTRY OVERVIEW ESPN President John Skipper once entrepreneur Angel Munoz founded the declared competitive gaming as “not a Cyberathlete Professional League. It real sport,” but it has evolved into a was not until 1999, however, after the $892 million juggernaut. Projected to be Asian financial crisis, that esports began worth $1.1 billion by 2018, according to to take off. The South Korean estimates by SuperData and Newzoo, government invested heavily in the esports industry is one that has improving their broadband and captivated a rapidly growing global telecommunications capacity to audience of almost 300 million people. stimulate their economy. With improved Internet connectivity, online Broadly defined, esports describes gaming took off in South Korea and competitive gaming, with the spread to the rest of the world.2 The professional designation of the sport early 2000s brought about additional involving full-time, pro players rather professional esports organizations, such than part-time amateurs. Much like in as the Electronic Sports World Cup in traditional sports, fans value skill of the 2000 and Major League Gaming in players first and foremost and loathe 2002.3 seeing results influenced by outside factors (like the AI) rather than the talent and performance of the players.1 The first esports event is widely considered to be the 1997 Red Annihilation tournament, with the winner taking home a new Ferrari. Major League Gaming -
Esports a New Architectural Challenge 1
eSPORTS A new architectural challenge 1 Enoncé théorique de master FURAZHKIN, ANTON 2020 Professeur Enoncé théorique : HUANG, Jeffrey Directeur pédagogique : CACHE, Bernard Proffeseur : HUANG, Jeffrey Maître EPFL : WIDMER, Régis W SUMMARY 2 INTRODUCTION BRIEF HISTORY OF ESPORTS 4 GAME TYPOLOGY 6 VENUES 8 ATLAS game The Atlas presents seven computer games that are divided according to 10 STARCRAFT their type, number of players and popularity for the year 2019. Each game has its own section with a brief description of the game itself and the spaces that host different stages of the game tournament: 12 HEARTHSTONE Minor League, Major League and Premier League. It is organised in such a way that left side page provides useful 14 FIFA 19 information, text and visual description of the game with the help of the map, game interface and game modes. The specifications of the game presented in the text allow to look for parallels between the 16 FORTNITE BATTLE ROYALE game and the space organisation of the venues illustrated on the right side page. Three scales are present for a better grasp of an event 18 COUNTER STRIKE:GLOBAL OFFENSIVE gradation: large scale shows the relation between a viewer area and the game floor, middle scale demonstrates the organisation of the game stage and small scale depicts players gaming equipment and in-game 20 OVERWATCH limitations. 22 LEAGUE OF LEGENDS CONCLUSION CITY INTEGRATION 24 SPATIAL ORGANISATION 25 TECHNICAL NEEDS 26 NEW TECHNOLOGIES 27 FURTHER DEVELOPMENT 28 3 minor major premier ONLINE FREECUP STUDIO SPODEK -
Esports): El Espectáculo De Las Competiciones De Videojuegos
UNIVERSIDAD COMPLUTENSE DE MADRID FACULTAD DE CIENCIAS DE LA INFORMACIÓN TESIS DOCTORAL Los deportes electrónicos (esports): el espectáculo de las competiciones de videojuegos MEMORIA PARA OPTAR AL GRADO DE DOCTOR PRESENTADA POR Marcos Antón Roncero Director Francisco García García . Madrid Ed. electrónica 2019 © Marcos Antón Roncero, 2018 FACULTAD DE CIENCIAS DE LA INFORMACIÓN DEPARTAMENTO DE TEORÍAS Y ANÁLISIS DE LA COMUNICACIÓN DOCTORADO EN COMUNICACIÓN AUDIOVISUAL, PUBLICIDAD Y RELACIONES PÚBLICAS LOS DEPORTES ELECTRÓNICOS (ESPORTS) El espectáculo en las competiciones de videojuegos TESIS DOCTORAL PRESENTADA POR: D. Marcos Antón Roncero DIRECTOR: D. Francisco García García MADRID, 2018 Todas las imágenes y textos con copyright referenciados en el presente trabajo han sido utilizados bajo el derecho de cita, regulado en el artículo 32 del Texto refundido que recoge la Ley de la Propiedad Intelectual (TRLPI) según se recoge en el Decreto Legislativo 1/1996, de 12 de abril. AGRADECIMIENTOS Estamos demasiado acostumbrados a leer agradecimientos, incluso a escribirlos, pero pocas veces se agradece de palabra y de corazón, mirando a los ojos. Que esta página sea una mirada a los ojos para quienes aparecen en ella, pues muchos están lejos y a otros no les agradezco lo suficiente su paciencia, experiencia y visión del mundo, cualidades que me han hecho crecer y madurar para convertirme en quien soy ahora y llevarme a realizar el trabajo que aquí se presenta. Gracias a mis padres por darme los medios y la voluntad para seguir un camino que ellos no tuvieron la opción de elegir. De ellos son todos los logros conseguidos (con y sin títulos de por medio). -
Esports Or Competitive Gaming) Is a Term for Organized Video Game Competitions, Especially Between Professionals
Electronic sports (also known as eSports or competitive gaming) is a term for organized video game competitions, especially between professionals. eSPORTS Video games now bring in $71 billion in annual revenue. More than the music business and fast catching up to Hollywood. The growth explosion of eSports is in direct correlation to the growth explosion of the internet and social media. On the internet platform, gamers of all skill levels can play on their own, collaborate with others, form partnerships, watch other participants play or film their own games and post them. eSports has tens of millions of novice participants. Just like novice participants in physical sports, these novices want to watch the best in the world play. For the exact same reasons that people watch and go to live professional sporting events, are the exact reasons people watch and go to live eSports events. Whether for pure entertainment, social reasons, love of the game or wanting to enhance their own skills, eSports has loyal fans with huge spending power. Top advertisers, internet sites and the networks have all taken notice. A Brief History 1980’s Atari held the first video game competition, the Space Invaders Tournament, in 1980. It attracted more than ten thousand participants. This tournament, and others like it in following years, sowed the seeds of what would eventually become eSports. 1990’s (First Person Shooter) By the time the 1990s came around, tournaments for arcade and console games had become increasingly common, with companies like Nintendo and Blockbuster sponsoring world championships. 1997’s Red Annihilation tournament for the first person shooter (FPS) “Quake” is widely considered to have been the first real instance of eSports, drawing over 2,000 participants. -
Download/90/67> [22 May 2015] Hofstee, E
An analysis of its origin and a look at its prospective future growth as enhanced by Information Technology Management tools. Master in Science (M.Scs.) At Coventry University Management of Information Technology September 2014 - September 2015 Supervised by: Stella-Maris Ortim Course code: ECT078 / M99EKM Student ID: 6045397 Handed in: 16 August 2015 DECLARATION OF ORIGINALITY Student surname: OLSEN Student first names: ANDERS, HVAL Student ID No: 6045397 Course: ECT078 – M.Scs. Management of Information Technology Supervisor: Stella-Maris Ortim Second marker: Owen Richards Dissertation Title: The Evaluation of eSports: An analysis of its origin and a look at its prospective future growth as enhanced by Information Technology Management tools. Declaration: I certify that this dissertation is my own work. I have read the University regulations concerning plagiarism. Anders Hval Olsen 15/08/2015 i ABSTRACT As the last years have shown a massive growth within the field of electronic sports (eSports), several questions emerge, such as how much is it growing, and will it continue to grow? This research thesis sees this as its statement of problem, and further aims to define and measure the main factors that caused the growth of eSports. To further enhance the growth, the benefits and disbenefits of implementing Information Technology Management tools is appraised, which additionally gives an understanding of the future of eSports. To accomplish this, the thesis research the existing literature within the project domain, where the literature is evaluated and analysed in terms of the key research questions, and further summarised in a renewed project scope. As for methodology, a pragmatism philosophy with an induction approach is further used to understand the field, and work as the outer layer of the methodology. -
Brno University of Technology Vysoké Učení Technické V Brně
BRNO UNIVERSITY OF TECHNOLOGY VYSOKÉ UČENÍ TECHNICKÉ V BRNĚ FACULTY OF ELECTRICAL ENGINEERING AND COMMUNICATION FAKULTA ELEKTROTECHNIKY A KOMUNIKAČNÍCH TECHNOLOGIÍ DEPARTMENT OF FOREIGN LANGUAGES ÚSTAV JAZYKŮ CULTURAL EVOLUTION OF E-SPORTS: CONTENT, CONTEXT AND CULTURE KULTURNÍ VÝVOJ E-SPORTŮ: OBSAH, KONTEXT A KULTURA BACHELOR’S THESIS BAKALÁŘSKÁ PRÁCE AUTHOR Václav Straka AUTOR PRÁCE SUPERVISOR Mgr. Ing. Eva Ellederová VEDOUCÍ PRÁCE BRNO 2018 Abstract This bachelor’s thesis deals with issues of eSports and cultural expressions associated with them. eSport is a term describing playing video games on a professional level. The aim of this thesis is to describe the evolution of the eSport community and the current status of this community in countries where eSports are the most popular. The introductory chapter focuses on the historical development of eSports and the subsequent creation of the professional player base as it exists now. The following chapter describes the status of eSports and the public attitude to them in countries where professional gaming is popular. The next chapter specifies genres of video games that are played as an eSport. Each genre is characterized by its development and features including the examples of the most popular games. Subsequently, the thesis discusses the current profile of a professional eSport player as well as the process of becoming one. It further delves into the representation of gender and race when talking about the eSports industry. The last part of the thesis deals with the cultural framework of video games and the categorisation of eSports. Keywords eSport, fan base, professional player, arcade, tournaments, league, online games, community, MOBA 1 Abstrakt Tato bakalářská práce se zabývá problematikou eSportů a s nimi spojenými kulturními projevy. -
Esports, a Non-Traditional Program for an Unserved Population
“esports (also known as electronic sports, e- sports, or eSports) is a form of competition using video games. Most commonly, esports takes the form of organized, multiplayer video game competitions, particularly between professional players and teams.” Most Popular Game Types MOBA (multiplayer online battle arenas) RTS (real-time strategies) Fighting games FPS (first-person shooters) October of 1972 Stanford Artificial Intelligence Laboratory 1980 New York City, National Space Invaders Superbowl 1981 – 1983 The Arcade was born Twin Galaxies was founded U.S. National Team The Video Game Masters Tournament (1983) Mid-1981 Walter Day visits 100 arcades The Billy Mitchell Saga The Billy Mitchell Saga 1990’s Red Annihilation Nintendo World Professional Championships Quake Gamers League QuakeCon Starcraft: Nintendo Blood War PowerFest Cyberathlete Professional League 2000’s South Korea - KeSPA United States - ESL France - Electronic Sports World Cup China - World e-Sports Games United Kingdom - XLEAGUE.TV CBS - World Series of Video Games Tournament Twitch.TV Twitch is a popular online service for watching and streaming digital video broadcasts. the live video streaming platform has become the ‘ESPN of esports’ since its creation in 2011 – complete game changer. Made it possible for people playing the games to connect to others and ask questions about game play, strategy etc. For the first time ever, gamers now finally have a true social network suited for them. Main Game Types Team-style (League of Legends) Individual-Style (Streetfighter -
L-G-0008587155-0018076515.Pdf
Julian Heinz Anton Ströh The eSports Market and eSports Sponsoring Julian Heinz Anton Ströh The eSports Market and eSports Sponsoring Tectum Verlag Julian Heinz Anton Ströh The eSports Market and eSports Sponsoring Tectum Verlag Marburg, 2017 ISBN: 978-3-8288-6648-5 (Dieser Titel ist zugleich als gedrucktes Buch unter der ISBN 978-3-8288-3891-8 im Tectum Verlag erschienen.) Umschlagabbildung: shutterstock.com © Adam Ziaja Alle Rechte vorbehalten Besuchen Sie uns im Internet www.tectum-verlag.de Bibliografische Informationen der Deutschen Nationalbibliothek Die Deutsche Nationalbibliothek verzeichnet diese Publikation in der Deutschen Nationalbibliografie; detaillierte bibliografische Angaben sind im Internet über http://dnb.ddb.de abrufbar. 5 Dedicated with deep gratitude to my beloved mother Doris and my beloved father Michael who left us too early on 31st of July 2016 6 Table of Content Table of Content ................................................................................... 6 List of Abbreviations ............................................................................ 8 Lists of Images and Tables ................................................................. 11 1 Introduction .................................................................................. 13 1.1 Problem Statement .................................................................... 13 1.2 Disambiguation ......................................................................... 14 2 The eSports Market ...................................................................... -
The Evolution of Media Coverage in Professional And
THE EVOLUTION OF MEDIA COVERAGE IN PROFESSIONAL AND COLLEGIATE ESPORTS A THESIS SUBMITTED TO THE GRADUATE SCHOOL IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE MASTER OF ARTS BY MICK TIDROW DR. ROBERT BROOKEY - ADVISOR BALL STATE UNIVERSITY MUNCIE, INDIANA MAY 2020 The Evolution of Media Coverage in Professional and Collegiate eSports 2 ABSTRACT THESIS: The Evolution of Media Coverage in Professional and Collegiate eSports STUDENT: Mick Tidrow DEGREE: Master of Arts COLLEGE: College of Communication, Information and Media DATE: May 2020 PAGES: 81 My thesis research is a comprehensive project looking at the evolution of media coverage in professional and collegiate eSports. Using the methodology of participant observation and interviewing allowed me to find commonalities between the answers of subjects and the data given by other research on the media coverage of eSporting events. I used a theoretical approach tailored toward media management and political economy to demonstrate how the understanding of economics in eSports can further change the media coverage of eSporting events. Media management, while primarily concerned with legacy media, is a theory with the potential to explain the changes eSports is bringing to sports media coverage. The overarching purpose of my thesis is to understand how both professional and collegiate sports coverage emerged from, and responds to, the social practice of eSports, and turns that coverage into a viable form of commercial media. The Evolution of Media Coverage in Professional and Collegiate eSports 3 DEDICATION I dedicate this project to the media who cover eSports and how they are evolving the industry. The opportunity for the media to enhance the eSports industry is quickly advancing. -
Extending Disposition Theory of Sports Spectatorship to Esports
International Journal of Communication 14(2020), 1049–1069 1932–8036/20200005 Extending Disposition Theory of Sports Spectatorship to ESports LOGAN D. TRENT DANIEL M. SHAFER Baylor University, USA Just as theorists predicted, developments in sports spectatorship technology have changed the way we think about and enjoy sports. Each year, eSports amasses a larger following. Though its existence traces back to the early 1980s, competitive gaming has emerged recently as a superpower that is seemingly impossible to ignore. But why do hundreds of thousands of people gather at their computers, or at sold-out arenas to watch players compete at video games? In this study, eSports are analyzed through the lens of the disposition theory of sports spectatorship. The results indicate that the enjoyment of watching eSports competitions operates similarly to that of traditional sports spectatorship. Familiarity with the teams and the sport or game being viewed seems to be an important factor in how eSports are enjoyed, and evidence suggests that watching eSports engenders the same or similar reactions as does watching traditional sports. This study aims to pave the way for future, more robust research on eSports spectatorship and why people enjoy watching other people play video games. Keywords: eSports, affective disposition theory competitive gaming, sports spectatorship, League of Legends, suspense Amazon purchased the rights to Twitch.tv in August 2014 for nearly $1 billion under the direction of founder Jeff Bezos. At the time, the purchase was surprising to some (Popper, 2014), but it may have foreshadowed the bright future of televised or streamed eSports (Kim, 2014). Now, the city of Arlington, Texas, and NGAGE have constructed a $10 million, 100,000 square-foot eSports arena within walking distance of the Dallas Cowboys’ AT&T Stadium (Dachman, 2019). -
Dipartimento Di Economia E Management Cattedra Di Markets
Dipartimento di Economia e Management Cattedra di Markets and Strategies eSport ecosystem, the Italian market and the EXEED case study RELATORE: CANDIDATO: Prof. Maria Giovanna Devetag Melania Carillo Matr.207881 Anno Accademico 2019/2020 ABSTRACT ............................................................................................................................... 3 CHAPTER I: WHAT ESPORTS REALLY ARE! ............................................................... 5 1.1 Origin and development .................................................................................................... 7 CHAPTER II: ESPORTS ENVIRONMENT ..................................................................... 10 2.1 eSports stakeholders ......................................................................................................... 11 2.1.1 Supply Side ..................................................................................................................... 11 2.1.1.1 eSport Teams ............................................................................................................... 15 2.1.1.2 Streaming platforms ................................................................................................... 17 2.1.2 Demand Side ................................................................................................................... 18 2.2 A billionaire market .......................................................................................................... 20 2.3 eSports: the new frontier of