Q1 2020 Earnings Presentation
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Q4 & Full-Year 2019 Earnings Presentation
Q4 & FULL-YEAR 2019 EARNINGS PRESENTATION 0 3 / 1 0 / 2 0 2 0 SAFE HARBOR Forward-Looking Information This presentation includes forward-looking information and statements within the meaning of the federal securities laws. Except for historical information contained in this release, statements in this release may constitute forward-looking statements regarding assumptions, projections, expectations, targets, intentions or beliefs about future events. Statements containing the words “may”, “could”, “continue”, “would”, “should”, “believe”, “expect”, “anticipate”, “plan”, “goal”, “estimate”, “accelerate”, “target”, “project”, “intend” and similar expressions constitute forward-looking statements. Forward-looking statements involve known and unknown risks and uncertainties, which could cause actual results to differ materially from those contained in any forward-looking statement. Forward-looking statements are based on management’s current belief, as well as assumptions made by, and information currently available to, management. While the Company believes that its expectations are based upon reasonable assumptions, there can be no assurances that its goals and strategy will be realized. Numerous factors, including risks and uncertainties, may affect actual results and may cause results to differ materially from those expressed in forward-looking statements made by the Company or on its behalf. Some of these factors include, but are not limited to, risks related to the substantial uncertainties inherent in the acceptance of existing and future products, the difficulty of commercializing and protecting new technology, the impact of competitive products and pricing, general business and economic conditions, including the impact of coronavirus on consumer demands and manufacturing capabilities, the Company's partnerships with influencers, athletes and esports teams. -
Does Ps3 Download Games Work On
does ps3 download games work on ps4 Can You Play PS3 Games On PS4? Can I Play PS3 Games On PS4? Does PS4 play PS3 games? That’s the question which many people have been asking for a while now, and guess what, we have the answer for you right here. Does PS4 Play PS3 Games – Can I Play PS3 Games On PS4? The answer is, somewhat sadly, no you cannot play PS3 games on PS4. The reason why you cannot play PS3 games on PS4 is because the PS3 was built using the Cell CPU architecture which, when taken in tandem with a raft of other custom components, meant that the PS4 could not play PS3 games straight out of the box. The PS4 and PS4 Pro by comparison use a lot of the off the shelf PC parts, whereas the PS3 did not, hence why PS3 games simply will not work on PS4. There is however, a workaround of sorts. Sony has launched the PlayStation Now service which allows you to stream PS3 gameplay to your PS4. This works by having a number of PS3s hooked up to a server and when that server streams the game to you in a video stream. You then interact with that game using your controller and the video stream returns to the server to let it know that an interaction has taken place, before firing back the response to the player. All of this occurs extremely quickly and in a matter of milliseconds, but the quality of the stream and the responsiveness of it both entirely depend on the quality of your internet connection. -
Optic Gaming Wins Call of Duty® MLG Orlando Open
August 8, 2016 Optic Gaming Wins Call of Duty® MLG Orlando Open NEW YORK--(BUSINESS WIRE)-- The road to the 2016 Call of Duty® World League Championship, Presented by PlayStation® 4 finished its last live qualifying competition yesterday with an epic showdown in Orlando as Optic Gaming won the Call of Duty® MLG Orlando Open. Yesterday's finals completed a thrilling weekend of competition, as eager fans in attendance, online at MLG.tv and other livestreams, and those tuning-in directly through an in-game (BOIII PS4) Live Event Viewer, watched 72 hours of compelling action. Optic Gaming took home the top prize after besting Team Envyus to be the top of more than 100 teams from around the world. Yesterday's exciting tournament also served as the final CWL Pro Points event of the season, as competition now moves to the North American online qualifier as the final stop before the highly anticipated CWL Championship at Call of Duty® XP. At the CWL Championship, 32 teams will play for their share of the biggest single event prize pool in Call of Duty® history, $2 million. With the growth of the Call of Duty World League, Call of Duty esports viewership has increased by more than five times year-over-year to 33 million views of the Stage 1 events this year. The Call of Duty World League Championships at Call of Duty XP is expected to be our most viewed Call of Duty esports event in history by a wide margin. After the dust settled, over 1.4 million cumulative viewers across distribution platforms, including MLG.tv, generated over 8 million video views during the event, consuming over 2 million hours of content throughout the weekend, and peaking at 164,000 concurrent viewers during the thrilling finals match.1 Here are the top eight teams from the Call of Duty MLG Orlando Open: Optic Gaming Team Envyus Team Elevate Faze Clan Rise Nation Luminosity Gaming Cloud9 Complexity Gaming On August 15, 2016, a live broadcast on youtube.com/callofduty will determine the grouping for all the qualified teams. -
Esports • POKEMON • a Phenomenon • an Esport
eSports • POKEMON • A phenomenon • An eSport www.worldsquash.org So, what are eSports? www.worldsquash.org • It is the umbrella term for organised, competitive computer gaming, usually between professionals www.worldsquash.org www.worldsquash.org Currently some of the most popular eSport games are: Counter-Strike Global Offensive Call of Duty League of Legends Dota2 Smite Rocket League World of Tanks Heroes of the Storm Heroes of Warcraft Super Smash Bros StarCraft II Melee Hearthstone www.worldsquash.org But is it a sport? • Labelling video games as sports is somewhat controversial. • While some point to the growth in popularity of eSports as justification for designating some games as sports, others contend that video games will never reach the status of "true sports". • eSports are not a sport – they are a competition, according to ESPN President John Skipper www.worldsquash.org www.worldsquash.org www.worldsquash.org But are eSports mainstream? • eSports has grown hugely in recent years. • The number of consumers worldwide that are aware of eSports will surpass one billion this year, up 36% year- on-year, according to NewZoo. • The analyst also predicts that eSports will generate revenues of almost $500m this year, up 7% from the initial projection from the start of 2016. www.worldsquash.org Viewership • In terms of popular competitions, the most-watched eSports tournament final was that of the 2015 League of Legends World Championship, which was viewed by 36 million people. • Over the course of all 73 games, the tournament saw an average concurrent viewership of over 4.2 million, with the average fan watching for over an hour per viewing session. -
Esports High Impact and Investable
Needham Insights: Thought Leader Series Laura A. Martin, CFA & CMT – [email protected] / (917) 373-3066 September 5, 2019 Dan Medina – [email protected] / (626) 893-2925 eSports High Impact and Investable For the past decade, eSports has been growing on the main stage in Asia and in stealth mode in the US. This report addresses questions we get most often from investors about eSports: ➢ What is eSports? Definitions differ. Our definition of eSports is “players competing at a video game in front of a live audience while being live-streamed.” By implication, viewing, attendance, and playing time are linked, and each creates revenue streams for eSports. ➢ How big is eSports? Globally, one out of every three (ie, 33%) 18-25 year olds spent more than an hour a day playing video games, 395mm people watched eSports, and 250mm people played Fortnite in 2018. eSports revenue will be $1.1B in 2019, up 26% y/y. ➢ Should investors care about eSports? We would argue “yes”, owing to: a) global scale; b) time spent playing and viewing; c) compelling demographics; d) eSports vs traditional sports trends; e) revenue growth; and, f) sports betting should supercharge US eSports. ➢ Is eSports a fad? We would argue “no”, owing to: a) many US Universities now offer Varsity eSports scholarships; b) new special purpose eSports stadiums are proliferating; c) billionaires are investing to make eSports successful; d) audience growth; and, e) Olympics potential. ➢ Why have you never heard of eSports? Because zero of the top 30 earning players in the world were from the US in 2018. -
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 ........................................................................................................................ -
E-SPORTS Case Study
E-SPORTS Case Study How E-Sports is a booming global industry ? c x c r u x . c o m INTRODUCTION Esports is a booming global industry where skilled video gamers play competitively. Contrary to common perception, Esports is not simply a phenomenon occurring in the basements of unemployed twentysomethings the industry is real, growing globally, and investable. In fact, over 380 million people watch esports worldwide both online and in person. More people watched the 2016 world finals of popular esports game League of Legends (43 million viewers) than the NBA Finals Game 7 that year (31 million viewers). www.cxcrux.com Page 2 WHICH ESPORTS GAMES ARE MOST POPULAR? Though the actual rankings of the most popular esports games change slightly month-to-month, the ten most-watched games on dominant streaming site Twitch remain consistent. As of right now, League of Legends remains the most-watched eSport in the world. It’s also worth noting, for those less familiar with esports, that the most popular games are not traditional sports-related video games such as Madden or FIFA. www.cxcrux.com Page 3 INVOLVED PARTIES PLAYERS Becoming a top Esports player is no simple achievement. To rise through the ranks, players specialize in a specific game, developing their skills through extensive, competitive play. Streaming: Gamers who Livestream themselves as they play video games are referred to as "streamers." This is typically done in casual play. While streaming can be incredibly profitable, many streamers have to decide whether they want to stream for a living or try and play professionally and run the risk of making less money. -
Managing Performance in Virtual Teams
Managing performance in virtual teams A multiple case study of esport organizations BBACHELOR TTHESIS WITHIN: Business Administration NNUMBER OF CREDITS: 15 PPROGRAMME OF STUDY: International Management/Marketing Management AAUTHOR: Oliver Näsström, Sebastian Arvérus TTUTOR: Caroline Teh JJÖNKÖPING May 2019 Acknowledgements We would like to express our sincere gratitude towards the people that have been involved in the process of finalizing this research, either by contributing to the research or by just supporting us. Firstly, we would like to give a huge thanks to our tutor, Caroline Teh, for providing us with her time, support, feedback and guidance during the process of this research. Secondly, we would like to extend a large thank you to people and organizations that participated and made this research possible. Finally, we would like to acknowledge the course examination Anders Melander, for valuable guidelines and information in the opening of this process. Sebastian Arvérus Oliver Näsström Bachelor Thesis in Business Administration Title: Managing Performance in Virtual Teams – A multiple case study of esport organizations Authors: Oliver Näsström & Sebastian Arvérus Tutor: Caroline Teh Date: May 2019 Keywords: virtual teams, esport management, esport organization performance Abstract Background The growing phenomenon of esports during the last decade have sparked the rise of a billion dollar industry. Professional esport teams are now competing in arenas with an audience of millions watching at home. Virtual teams have been used actively since the 1990’s and are now the standard structure in esport organizations. Problem Most of the organizations in esports are based virtually which means that the team members act and communicate in a virtual environment. -
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. -
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. -
V12.19 Patch Notes|
DECEMBER 2019 REPORTDECEMBER 2019 DR DISRESPECT, STADIA AND MORE AND STADIA DISRESPECT, DR V12.19 PATCH NOTES |BOLD | SPRING/SUMMER PHOTO: PHILADELPHIA FUSION BIG TAKEAWAYS —―———→ PAGE 3 A quick summary of what stood out to us CONTENTS TRENDING —―—————→ PAGE 4 Trends we saw in the past month and the impact we expect them to have BRAND ACTIVATIONS —―———→ PAGE 9 TABLE OF Interesting activations from some nonendemic brands OTHER IMPORTANTS —―——→ PAGE 12 A hodgepodge of information from data to missteps Page 2 BIG TA KEAWAYS Cloud gaming is off to a slow start with Stadia stumbling out of the gate. The battle for streaming talent continues as new platforms vie for top personalities. More startups and venture capitalists are emerging DEC 2019 in hopes of striking esports gold. DEC 2019 The race for the perfect gaming venue is on, from major arenas to local lounges. PHOTO: THE VERGE DEC 2019 DEC 2019 Page 3 TRENDING NO.001 SECTION Page 44 WHAT’S INCLUDED A collection of new and interesting things that caught our attention last month. PHOTO: PHILZILLA DR DISRESPECT WINS SOTY 001 —————―→ PHOTO: G FUEL NO. WHAT HAPPENED WHY IT MATTERS Dr Disrespect won his second Streamer of the Although Doc touts his two-time championship background, the reality is that his success Year award at the recent 2019 Esports Awards in is entirely driven by the persona he and his business partner created. At a time when most Arlington, TX. This adds to his already impressive of the popular streamers were being watched due to their exceptional skills, Guy Beahm resume as the larger-than-life personality has set (his actual name) used his experience as a community manager at Sledgehammer Games record viewer numbers (400K concurrent last to learn what types of content resonated with viewers.