Annual Report 2019 Annual Report 2019 Content
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BLAST Pro Series Brings World-Class Esports Entertainment to Miami
The BLAST trophy comes with a prize of 125,000 dollars for the winner! Mar 20, 2019 12:32 UTC Biggest event of the year: BLAST Pro Series brings world-class esports entertainment to Miami For the first time ever BLAST Pro Series will bring the newest and most spectacular live esports format to US. On 13 April, 6 of the world's best Counter-Strike teams with some of esports' biggest stars will battle it out live on stage in Miami's Watsco Center for a total prize pool of 250,000 dollars. The show has sold out in all arenas so far and tickets fir Miami go live February 20. The BLAST experience Watsco Center will be completely transformed to a state-of-the art digital battleground: From the iconic A-stage with all 6 teams playing live on the same time over the monstrous set-up with multiple jumbo screens, hundreds of moving lights and amazing surround sound to the event itself: It is live entertainment like you’ve never experienced before! Jordi Roig, Executive Producer of BLAST Pro Series comments: - BLAST Pro Series is the best of all live entertainment and sports formats in one. Miami will be our first first ever tournament in North America, and it will probably be the biggest live esports in US of 2019. Last week we opened the ticket sales for our São Paulo tournament and within hours the arena was completely sold out. We see this tendency all over the world, and eventhough BLAST in Miami will be the biggest esports event ever in Florida, we expect a completely packed arena afor the Saturday event. -
Projeto De Comunicação Para a Organização De Desportos Eletrónicos Offset Esports
Projeto de comunicação para a organização de desportos eletrónicos Offset Esports José Miguel de Pinho Bastos Trabalho de projeto submetido como requisito parcial para a obtenção do grau de Mestre em Publicidade e Marketing Trabalho orientado pela Professora Doutora Maria Cristina Luz Lisboa, setembro de 2019 Declaração Declaro ser o autor deste trabalho de projeto, realizado como parte das condições necessárias para a obtenção do grau de Mestre em Publicidade e Marketing. Trata-se de um trabalho original, nunca submetido (no seu todo ou em qualquer das suas partes constituintes) a uma outra instituição de ensino superior para obtenção de grau académico ou qualquer outra habilitação. Ademais, atesto que todas as citações estão devidamente identificadas, tendo consciência de que o plágio levará à anulação do trabalho aqui apresentado. Lisboa, 18 de setembro de 2019 ii Resumo Em Portugal, o crescente interesse do público nos denominados esports, e mais especificamente no Counter-Strike, suscitou um enorme desenvolvimento do cenário competitivo nos últimos anos, o que tem levado as organizações de desportos eletrónicos a desenvolverem esforços na tentativa de evoluir em conformidade. No entanto, apesar da profissionalização das várias entidades a operar neste meio e do aparecimento de novos investidores e patrocinadores, a abordagem da maioria das organizações é ainda, na sua larga maioria, semiprofissional ou mesmo amadora. Semelhante ao que outrora aconteceu com as organizações de desportos tradicionais, um dos aspetos fulcrais neste processo de formalização operacional é a vertente do Marketing e da Comunicação. Este trabalho de projeto tem precisamente como objetivo apresentar uma proposta de plano de comunicação para a organização profissional de desportos eletrónicos portuguesa Offset Esports. -
LEC Summer 2020
LEC AWARDS 2020: ALL PRO TEAM SUMMER 2020 ALL PRO: Top Laner ALL PRO: Jungler ALL PRO: Mid Laner ALL PRO: ADC ALL PRO: Support VOTING BALLOTS VOTER NICKNAME AFFILIATION ORGANISATION #1 Top laner #2 Top laner #3 Top laner #1 Jungler #2 Jungler #3 Jungler #1 Mid Laner #2 Mid Laner #3 Mid Laner #1 ADC #2 ADC #3 ADC #1 Support #2 Support #3 Support Aaron Chamberlain Medic On-Air Talent Alphari Wunder Orome Shad0w Gilius Jankos Larssen Caps Humanoid Rekkles Patrik Upset Kaiser Vander LIMIT Andrew Day Vedius On-Air Talent Alphari Orome Wunder Shad0w Selfmade Gilius Caps Larssen Humanoid Patrik Hans sama Rekkles Kaiser Vander Mikyx Christy Frierson ender On-Air Talent Alphari Wunder Orome Gilius Shad0w Inspired Caps Larssen Humanoid Rekkles Patrik Hans sama Kaiser Vander Dreams Daniel Drakos Drakos On-Air Talent Alphari Orome Odoamne Shad0w Gilius Inspired Caps Larssen Humanoid Rekkles Carzzy Crownshot Kaiser Vander Dreams Eefje Depoortere sjkoz On-Air Talent Alphari Odoamne Wunder Gilius Shad0w Jankos Caps Abbedagge Larssen Rekkles Patrik Neon Kaiser Vander Dreams Indiana Black Froskurinn On-Air Talent Alphari Odoamne Wunder Selfmade Gilius Shad0w Caps Larssen Humanoid Rekkles Carzzy Crownshot Vander Kaiser Dreams Laure Valee Bulii On-Air Talent Wunder Orome Odoamne Gilius Jankos Inspired Caps Larssen Humanoid Crownshot Rekkles Hans sama Kaiser Mikyx Vander Trevor Henry Quickshot On-Air Talent Alphari Orome Wunder Shad0w Gilius Trick Caps Larssen Humanoid Patrik Carzzy Crownshot Kaiser Vander Mikyx Simon Bayer Team Manager LEC Team Player Excel -
Origen Esports Aps Annual Report 30.10.2018 - 31.12.2019
Penneo dokumentnøgle: EAGEX-X2Q1Q-8Q1EQ-MUQ83-FTP3A-WUG7I Origen Esports ApS Annual report 30.10.2018 - 31.12.2019 Otto Busses Vej 5 A, 2., 2450 København SV The Annual General Meeting adopted the CVR No. 40010521 annual report on 31.03.2020 Jette Nygaard-Andersen Chairman of the General Meeting Origen Esports ApS | Contents 1 Contents Entity details 2 Statement by Management 3 Independent auditor's report 4 Management commentary 7 Income statement for 2018/19 8 Balance sheet at 31.12.2019 9 Statement of changes in equity for 2018/19 11 Notes 12 Accounting policies 15 Penneo dokumentnøgle: EAGEX-X2Q1Q-8Q1EQ-MUQ83-FTP3A-WUG7I Origen Esports ApS | Entity details 2 Entity details Entity Origen Esports ApS Otto Busses Vej 5 A, 2. 2450 København SV CVR No.: 40010521 Registered office: København Financial year: 30.10.2018 - 31.12.2019 Board of Directors Jette Nygaard-Andersen, Chairman Christian Swane Mourier Claus Zibrandtsen Executive Board Nikolaj Nyholm Anders Hørsholt Jakob Lund Kristensen Jakob Hansen Auditors Deloitte Statsautoriseret Revisionspartnerselskab Weidekampsgade 6 P. O. Box 1600 0900 Copenhagen C Penneo dokumentnøgle: EAGEX-X2Q1Q-8Q1EQ-MUQ83-FTP3A-WUG7I Origen Esports ApS | Statement by Management 3 Statement by Management The Board of Directors and the Executive Board have today considered and approved the annual report of Origen Esports ApS for the financial year 30.10.2018 - 31.12.2019. The annual report is presented in accordance with the Danish Financial Statements Act. In our opinion, the financial statements give a true and fair view of the Entity’s financial position at 31.12.2019 and of the results of its operations for the financial year 30.10.2018 - 31.12.2019. -
Event Marketing and PR for Grail Quest
Event marketing and PR for Grail Quest Attracting and reaching audience in esports Felix Kaukiainen Bachelor’s thesis for Business Administration Marketing Åbo 2018 EXAMENSARBETE Författare: Felix Kaukiainen Utbildning och ort: Företagsekonomi, Åbo Inriktningsalternativ/Fördjupning: Marknadsföring Handledare: Camilla Ekman Titel: Event marketing and PR for Grail Quest – Attracting and reaching audience in esports _________________________________________________________________________ Datum: 5.11.2018 Sidantal:43 Bilagor: 1 _________________________________________________________________________ Abstrakt Under de senaste åren har e-sport blivit ett allt mer diskuterat ämne i medier. Tävlingsinriktat spelande (esport) håller på att formas till något bara få kunde tänka sig. E- sport (som förknippas med spelande) har också varit framgångsrikt på de olika fronterna i branschen. Den globala tilväxten inom e-sport och både nationell samt internationell framgång inom branschen har fått flera organisationer att investera i e-sport. Professionella sportorganisationer byggs upp på samma gång som tävlingar med allt större priser och synlighet väcker uppmärksamheten bland allmänheten. Dessutom har vissa skolor börjat stöda elever som vill rikta in sig på tävlingsinriktat spelande. Grail Quest är ett esport och LAN evenemang som ordnades för första gången 2017 i Gatorade Arena i Åbo 2018 i Kuppis bollhall. Organisatörerna vill med hjälp av evenemanget lyfta fram e-sporten och tävlingsinritkat spelande (videospel) bland allmänheten och nå nya potentiella kunder. Det huvudsakliga syftet med examensarbetet är att undersöka kundgruppen för att kartlägga en marknadsföringsstrategi åt följande Grail Quest -evenemanget som kommer att ordnas. I undersökningen ligger fokus på målgruppen e-sportentusiasiter. Arbetet går mer detaljerat in på hur man marknadsför evenemang. Det ser också på vad som krävs för att få ungdomar som tävlar i esport att bli intresserade att delta i ett e-sport och LAN- evenemang. -
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. -
Esport: Defusing Governance
Esport: Defusing Governance Nicolai Bouet 55466 & Oskar Rørbye Rønn 43062 Master Thesis Pages: 103 Characters including spaces: 233,642 MSc International Business / Cand.merc.International Business Supervisor: Sven Junghagen Co-supervisor: Philippe Bochaton 15/05/2018 Abstract The purpose of this thesis is to explore how esport is governed and to investigate whether governance is an important factor in esports at the professional level. To do this, the methodology developed by Geeraert and co-authors (2014) and AGGIS are combined to create a checklist of governance indicators for esport. Focusing on the relationship between game publishers, event organisers, and esport organisations, a sample of thirteen esports and eleven event organisers are investigated and eight interviews are conducted to obtain industry knowledge directly. Main findings are that esport is governed either by the game publisher, event organiser, or a combination of both, and that currently governance have a limited impact on esport. The potential limitations of this thesis are the lack of diversity across interviewees and lack of game publisher willingness to participate. 2 of 121 Table of Contents ABSTRACT ...................................................................................................................................................... 2 ABBREVIATIONS .......................................................................................................................................... 5 INTRODUCTION .......................................................................................................................................... -
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 -
Public-Private Partnership in Esport Events
Public-private partnership in esport events Mathias Lenholdt, Kris Fairbrother Svane, Morten Gellert Kätow and Henriette Lodberg Bach List of contents Introduction ...................................................................................................................................................... 2 Methodology ..................................................................................................................................................... 4 Limitations. ................................................................................................................................................... 4 What is esport and is esport actually a sport? ................................................................................................ 4 What is esport? ............................................................................................................................................. 4 The ecosystem of esport ............................................................................................................................... 5 Is esport a sport? .......................................................................................................................................... 7 Adjusted methodology ................................................................................................................................... 11 Public-private partnerships in sports and experience economy ................................................................... 12 Elements -
“Esports: a Phenomenon with No Sign of Game Over”
“eSports: a phenomenon with no sign of game over” Sports were a big part of my upbringing and probably yours as well! Whether you are watching 36.6m basketball and baseball in the US, or tennis gamers of which and football in Europe, you are likely to feel the 6.5 million watch Bailey lasting impact of traditional sports. The problem eSports, according Morrow today is that viewer numbers for these sports to the British eSports VICE PRESIDENT Association VENTURE & are falling off a cliff. The average age of viewers GROWTH is increasing and the average number of people watching is dwindling. Broadcasters, publishers and content creators are turning elsewhere for growth, and the money is going where the young 35 years old is the people are – eSports. average age of gamers is, and It’s getting harder and harder to ignore the shake- a US survey shows up eSports is causing all around the world. The that 38% of people Fans share the gamers’ passion, on and offline numbers are impressive - there are currently 148 aged 50 and older million eSports enthusiasts worldwide. In 2019, play video games industry. In the US alone, eSports media revenues the industry will surpass $1 Billion. But this is are predicted to surpass $200 million in 2020, causing much more than just a shift in the video growing over 20% year-on-year… and that’s just games and tech industry; it’s a shift in culture. the start. eSports is disrupting the way younger generations “Traditional consume content, and its potential is only The professionalisation of competitive gaming is beginning to be explored in Europe. -
The European Esports Market Deloitte Sports Business Group
Let’s Play! The European esports market Deloitte Sports Business Group For more than 20 years, Deloitte’s Sport Business Group has been advising and analysing the national and international sports and fitness industry. Our work draws on Deloitte’s global network and combines expertise in auditing, tax and legal, financial and risk advisory as well as consulting with the industry expertise of the Sports Business Group. This multidisciplinary approach combined with digital competence in all areas enables us to tailor our work specifically to the needs of our clients. Connect To learn more about the Sports Business Group and our research, please visit www.deloitte.com/de/sport Contents Foreword 2 Market overview 4 Trends and drivers 9 Rise of franchise leagues 16 The development of European League of Legends esports 19 Media insights 21 Mergers and acquisitions 23 Corporate governance 28 About Deloitte and game 29 Basis of preparation 30 Contacts 31 Endnotes 32 Disclaimer 38 Let’s Play! Foreword Esports is a rapidly emerging success story all across Europe. Revenues are rising on the back of significant audience growth and increasing engagement from commercial partners. Potentially the market could develop further towards mainstream acceptability, especially in terms of increased media coverage. HE EUROPEAN ESPORTS market is The European esports market has seen strong experiencing enormous growth. Nowadays, average annual growth of about 24 per cent since Tesports events easily fill arenas while the prize 2016, with total revenues amounting to EUR 240 money can rival or even exceed that on offer in million in 2018. During this period, the market has many traditional sports. -
Lec Awards 2020: Mvp Summer 2020 Voting Ballots
LEC AWARDS 2020: MVP SUMMER 2020 2020 LEC Summer MVP - Preferences VOTING BALLOTS VOTER NICKNAME AFFILIATION ORGANISATION #1 MVP #2 MVP #3 MVP Aaron Chamberlain Medic On-Air Talent Gilius Caps Larssen Andrew Day Vedius On-Air Talent Caps Larssen Kaiser Christy Frierson ender On-Air Talent Gilius Caps Larssen Daniel Drakos Drakos On-Air Talent Larssen Gilius Caps Eefje Depoortere sjokz On-Air Talent Gilius Caps Crownshot Indiana Black Froskurinn On-Air Talent Larssen Caps Kaiser Laure Valee Bulii On-Air Talent Gilius Caps Kaiser Trevor Henry Quickshot On-Air Talent Caps Gilius Kaiser Simon Bayer Team Manager LEC Team Player Excel Esports Carzzy Larssen Inspired S04 S04 LEC Team Player FC Schalke 04 Kaiser Larssen Caps Alexander Hugo LocoEX LEC Team Player Fnatic Caps Inspired Gilius Jonathan Singh Taco Storm LEC Team Player G2 Esports Gilius Larssen Kaiser Till Werdermann LEC Team Player MAD Lions Caps Larssen Gilius Andy Walda Team Manager LEC Team Player Misfits Gaming Larssen Caps Gilius Origen Players LEC Team Player Origen Caps Larssen Gilius Tomislav Mihailov flyy LEC Team Player Rogue Caps Humanoid Gilius Thomas Huber Bertho LEC Team Player SK Gaming Caps Inspired Larssen Dennis Hennersdorf LEC Team Player Team Vitality Caps Larssen Gilius Fabian Broich Head of Performance LEC Team Coach Excel Esports Caps Gilius Larssen Dylan Falco Dylan Falco LEC Team Coach FC Schalke 04 Caps Larssen Kaiser Alfonso Aguirre Rodriguez Mithy LEC Team Coach Fnatic Gilius Caps Kaiser Fabian Lohmann G2 GrabbZ LEC Team Coach G2 Esports Larssen Patrik