IN TERNATIONAL ESPORT S REFEREE ACADEM Y International

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IN TERNATIONAL ESPORT S REFEREE ACADEM Y International TIONAL E NA SP R O E R T T N S I R Y E F M E E R D E A E C A ONA TI L E A S N P R O E R T T N InternationalS Esports I Referee Academy R Y E F M E E R D E A E C A International Esports Referee Academy 1 CONTENTS 01 Common Subjects 007 Game Genres 024 Careers in Esports 02 International Referee 036 Theory of Referee - Background Information of the Referee - Rights and Responsibilities of the Referee - Technical Commissioners (TD, JURY, IR) 045 Technical Elements - Understanding Computer Settings and Network of Competition - Tournament Methods - Record of Result - Handling Emergencies - Attire and Attitude of Referee 072 Match Operation - Checklist before, During and After the Event - Position and Duties of the Referee During the match - Post-match measures of the referee 080 Media and Referee - The media after competition (Interview, Social Media) 03 Ethics 085 Application - Referee Ethics - Fairness of Referee - Code of conduct (Global Etiquettes) TIONAL E NA SP R O E R T T N S I R Y E F M E E R D E A E C A International Esports Referee Academy Common Subjects 01 Game Genres TIONAL E NA SP R O E R T T N S I R Y E F M E E R D E A E C A Common Subjects International Esports Referee Academy 7 Game Genres There are conflicting points of view concerning the classification of the current game genres. It’s mainly because game genres have developed through a variety of platforms, and in the process, new hybrid genres like the RPG have emerged. When classifying any game, the name of the genre makes users expect a certain kind of experience. A specific genre also has an affinity with a specific fiction making approach to make the classifications meaningful. Generally, developers come to face real challenges in an effort to keep the balance between innovation and imitation. On the other hand, players accept new games, on the basis of the games they already know. This TIONAL E means that the accessibility NandA commitment of usersS Pincrease in accordance with the familiarity they have withR the game. Along with the advancementO of technology, E R digital games have innovatedT and developed from a single genreT to hybrid genres, referring and combiningN the characteristics of multiple genres.S In order to design or I figure out the current digital games, it is important to understand the main play of the single genres and the composition of hybrid genres, and also to think about the directions it will take in the future. Therefore, it is necessary to see how the genres have gone through different changes with the advancement of technology. What constitutes a game genre? This section reviews the components and summarizes the major types of genres in accordance with the current game culture. So far, the game genre study has lacked consistency and unity. AccordingR to the classification in Y E F GameWiki, genres include action,M adventure, platform, racing, flying, rhythm action, E E R D E A puzzle, strategy, role- playing, shooting, fighting,E sports, etc. (GameWiki, 2014). C A 8 Game Genres Arcade Action Arcade action game genre mainly refers to games in which the player controls the basic operation buttons or joysticks in order to move the characters and make them battle obstacles in the flow of time. Currently, action games, which are implanted in other games keeping the characteristics of the arcade game, are also included in the category. The following is a summary of what goals are given and operated in traditional arcade platform. - The goal is OclearlyNA delivered. ATI L E - TheN goal is dual-faceted: theSP character must propel R O Eforwards, and earn a high score. R - T Players who do not try to arrive at Tthe goal are strongly N S punished. I - Because of the enhanced target, a player has no choice but to adopt a narrow range of play style. If we call this an action genre, the key play of the players depends on how far they go forwards and how high their score is. The main requirements ofR skill for an arcade action Y E F game are speed, flashy action,M fast eyes, and nimble hands. In summary, the main E E R D E purpose of the game is to progress eachA game-specific action skill. In this respect, the E C key play of the arcade action game belongs toA the first type of learning play as mentioned before. Sub-types under this genre include puzzles, platform, and rhythm action. There are pure puzzle games, such as “find the hidden picture”, jigsaw, “find differences in the pictures”, Minesweeper, and abstract forms of puzzle games such as the falling blocks like <Tetris>. <Tetris> is a kind of time management action, which requires the player to fit the blocks in the appropriate space in a given time. This has transformed into the matching tiles action game, a sub-type of the puzzle game, in which the player controls the game to remove all the tiles in accordance with the rules. Jasper Yule mentioned that, the game ‘Match-Three’ in particular was so popular that it could have been labeled as its own genre, but it still remains just a International Esports Referee Academy 9 sub-type of the matching tiles action game. Rhythm action also belongs to the arcade action game genre and it requires the player to perform a certain behavior to the rhythm over time. <Puzzle Bubble> which was a popular arcade game console and the marble-shooting game <Zuma> combining puzzle and action, both belong to a typical arcade action genre. These games were also very popular on the PC platform. Both are typical examples of the arcade action genre, which have now been developed into a complex genre, from platform action shooting, fighting and puzzle. TIONAL E NA SP R O E R T T N S I Source: Tetris Online, Inc. R Y E F M E E R D E A E C A 10 Game Genres Simulation Games Simulation games refers to games that implement conditions resembling reality on the computer, and experimenting with what can actually happen under given conditions and circumstances. A control simulation or operating device simulation provides players the opportunity to go through physical experiences such as flying an airplane or parachuting. This enables the experience of reality in a virtual space, a screen or operation unit. Simulation games allow players to have control over any environment, which may be too tough, dangerous or expensive in real life. The operating device simulation is different from the arcade action game in that it offers the opportunity TIONAL E for experience, and it is differentNA from nurturing simulationSP or strategy simulation in that learning is the key play.R Nurturing simulation game Oprovides an opportunity to E R create communities or Tcharacters imitating reality. <SIMS> isT a typical example of a successful mixture ofN nurturing simulation and management Ssimulation. <Princess I Maker> is the most famous nurturing simulation, known to train characters on the PC platform. RPG and nurturing simulation seem to be similar apparently in that they share ‘growing characters’, but different in that the characters are in first- person in RPG but in third-person in nurturing simulation. In RPG, players gain a vicarious experience through first-person characters, while in nurturing simulation players become the caregivers and creators to third-person characters. In case of <SIMS> which is the first nurturing simulation game produced by Maxis,R gamers freely make Y E F choices in inaccessible reality,M allowing for growth in their values and handling E E R D E A E frustrations in separation from reality. C Including the Facebook game <Farmville>,A many mobile games such as <We Rule>, <Derby Days>, <God Finger>, <Every Town>, <Happy Street>, <Tycoon>, etc. manage and expand certain spaces, such as farms, estates, ranches, planets and city villages. These games of space management simulation form a different genre from nurturing simulation. If it becomes a MMO game, social play becomes the second key play. In the case of farm management simulation, when it becomes a social play as an MMO game, the focal play becomes an experience without a particular goal and virtual consumption of items. This is clearly distinguishable from <Civilization>, which mainly manages communities on the PC platform. <Civilization> has the main theme called ‘The navigation into the new world’, but does not lack a goal and has many elements of conflict. It has the International Esports Referee Academy 11 element of strategy learning play, requiring higher level of strategies than <Princess Maker> in its multi-ending and important selections. This explains why many of strategy simulation have the play elements of early nurturing simulation games. Although strategy simulation game genre is a hybrid genre integrating strategy simulation and role-playing nurturing play, it’s quite particular today that it can even be seen as genres of their own. There are mainly two types: turn-based strategy simulation game, and RTS in which players can engage in strategic play with opponents in real-time where order and action takes place simultaneously. The typical example of the former is <Three Kingdoms>, and of the latter is <StarCraft>. The RTS type starting from <StarCraft> has evolved so much and has created AOS and MOBA genres that belong to the multi strategy simulation genre. TIONAL E NA SP R O E R T T N S I R Y E F M E E R D E A E C Source: Blizzard A 12 Game Genres Fighting Games Fighting Game is a typical type of competitive game.
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