Nuestra Temporada 2020-21 Y El Zendikar Rising Split. Compitiendo
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Gathering of Card Players and Subcultural Expression
THE MAGIC OF COMMUNITY: GATHERING OF CARD PLAYERS AND SUBCULTURAL EXPRESSION Travis J. Limbert A Thesis Submitted to the Graduate College of Bowling Green State University in partial fulfillment of the requirements for the degree of MASTER OF ARTS August 2012 Committee: Dr. Marilyn Motz, Advisor Dr. Esther Clinton © 2012 Travis Limbert All Rights Reserved iii ABSTRACT Marilyn Motz, Advisor When Magic: the Gathering was released in 1993, it was the first trading card game. It paved the way for the trading card game subculture and market that exists today. This thesis explores the implications of this subculture and the ways it can be thought of as an urban leisure subculture. This thesis also discusses Magic’s unique community, which has been instrumental in the game’s success over the last two decades. Magic’s community is created symbiotically, through official support by Wizards of the Coast, and the parent company Hasbro, as well as the usage and interaction by the fans and players. It is this interaction that creates a unique community for Magic, which leads to the game’s global popularity, including its tremendous growth since 2010. This thesis looks at trade publications, articles written about Magic, player responses collected through online surveys, and other works to create an extensive work on Magic and its community. This thesis focuses on how the community is important to the consumption of copyrighted cultural texts and how this creates of meaning in players’ lives. iv To my parents, James and Jona, who always encouraged me. v ACKNOWLEDGMENTS I would like to thank my thesis committee, Dr. -
2013 World Championship Magic: the Gathering
2013 World Championship Magic: The Gathering Florian Koch 26. Juli 2013 Table of contents 1 History 3 1.1 Flashback to 2012 . 4 1.2 World Champions . 6 2 Structure 7 2.1 Prizes . 7 3 Players 8 3.1 Dmitriy Butakov . 8 3.2 Stanislav Cifka . 10 3.3 Reid Duke . 13 3.4 Willy Edel . 16 3.5 Eric Froehlich . 20 3.6 Martin Jůza . 23 3.7 Brian Kibler . 25 3.8 Tom Martell . 28 3.9 Shuhei Nakamura . 31 3.10 David Ochoa . 34 3.11 Shahar Shenhar . 36 3.12 Ben Stark . 38 3.13 Lee Shi Tian . 40 3.14 Josh Utter-Leyton . 42 3.15 Yuuya Watanabe . 44 3.16 Craig Wescoe . 46 4 World Magic Cup 51 4.1 Structure . 51 4.2 Prizes . 52 4.3 Teams . 52 2 1 History The first World Championship was held in 1994 at the GenCon game fair in Mil- waukee. Its structure differed from later Worlds in several aspects. It was a single elimination tournament, that everybody could enter until all 512 seats were taken. The format was Vintage, called ’Type I’ at the time. Eventually American Zak Dolan won the tournament with a Bant Stasis Control deck, that of course nobody would have called ’Bant’ back then. In 1995 the second World Championship was held and its structure resembled later tournaments much more closely. The tournament commenced with five rounds of Sealed Deck on the first day, and continued with five rounds of Standard, then called ’Type II’. On the third day a cut was made to the best eight players, and they fought for the title with their Standard decks from the previous day in this final elimination stage. -
Competitive Gaming
WORCESTER POLYTECHNIC INSTITUTE Competitive Gaming Design and Community Building Interactive Qualifying Project Stefan Alexander and Maxwell Perlman Advisor: Brian Moriarty, IMGD 3/6/2014 Abstract This project attempts to characterize the qualities that make a competitive game successful. By researching the relevant literature and conducting original interviews with designers, players, and other people associated with the gaming scene, we identified three important development principles: 1. Competitive games should be designed for casual play and balanced for competitive play. Nearly every successful competitive game has far more casual players than it does competitive players. Players should want to play your game regardless of any fame or prize support they could gain from playing it competitively. 2. Understanding who your players are and what they want, both in terms of game content and what they want to gain mentally or emotionally from playing the game, can greatly assist in the design of competitive games. When a player gets to use a strategy they enjoy at a high level of play, the game becomes far more enjoyable. 3. A competitive game is defined by its community. When the community is open, accepting, friendly, and helpful, it reflects well on the game and leads to thriving casual and competitive communities. Communities are also vital to the evolution of their players’ skills. Without a supportive and helpful community, players in that community will have a much harder time being successful than if they were a member of a more -
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THE SWEDISH EXHIBITION & CONGRESS CENTRE | GOTHENBURG, SWEDEN THE SWEDISH EXHIBITION & CONGRESS CENTRE | GOTHENBURG, SWEDEN FUTUREFUTURE WINTERWINTER SIMULATIONSIMULATION THE SWEDISH EXHIBITION & CONGRESS CENTRE | GOTHENBURG, SWEDEN CONFERENCESCONFERENCES DecemberDecember 8–11,8–11, 20192019 GaylordGaylord NationalNational ResortResort && ConventionConvention CenterCenter NationalNational Harbor,Harbor, MarylandMaryland Chair:Chair: Young-JunYoung-Jun SonSon DecemberDecember 13–16,13–16, 20202020 OrlandoOrlando WorldWorld CenterCenter MarriottMarriott Orlando,Orlando, FloridaFlorida Chair:Chair: RenéeRenée ThiesingThiesing DecemberDecember 12–15,12–15, 20212021 JWJW MarriottMarriott DesertDesert RidgeRidge Phoenix,Phoenix, ArizonaArizona Chair:Chair: MargaretMargaret LoperLoper DecemberDecember 11–14,11–14, 20222022 (Tentative)(Tentative) Singapore,Singapore, AsiaAsia MarinaMarina BayBay SandsSands Chair:Chair: PeterPeter LendermannLendermann SPONSORINGSPONSORING SOCIETIESSOCIETIES FORFOR WSCWSC 20182018 AmericanAmerican StatisticalStatistical AssociationAssociation (ASA)(ASA) TechnicalTechnical Co-SponsorCo-Sponsor ArbeitsgemeinschaftArbeitsgemeinschaft SimulationSimulation (ASIM)(ASIM) TechnicalTechnical Co-SponsorCo-Sponsor AssociationAssociation forfor ComputingComputing Machinery:Machinery: SpecialSpecial InterestInterest GroupGroup onon SimulationSimulation (ACM/SIGSIM)(ACM/SIGSIM) InstituteInstitute ofof ElectricalElectrical andand ElectronicsElectronics Engineers:Engineers: Systems,Systems, Man,Man, andand CyberneticsCybernetics