International Baccalaureate Class of 2019-2020 Extended Essay
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Professional Gamers Are Today's Professional Athletes
Georgia State University Law Review Volume 37 Issue 3 Spring 2021 Article 8 8-1-2021 Professional Gamers are Today’s Professional Athletes Troy Viger Georgia State University College of Law, [email protected] Follow this and additional works at: https://readingroom.law.gsu.edu/gsulr Part of the Entertainment, Arts, and Sports Law Commons Recommended Citation Troy Viger, Professional Gamers are Today’s Professional Athletes, 37 GA. ST. U. L. REV. 1001 (2021). Available at: https://readingroom.law.gsu.edu/gsulr/vol37/iss3/8 This Article is brought to you for free and open access by the Publications at Reading Room. It has been accepted for inclusion in Georgia State University Law Review by an authorized editor of Reading Room. For more information, please contact [email protected]. Viger: Professional Gamers PROFESSIONAL GAMERS ARE TODAY’S PROFESSIONAL ATHLETES Troy Viger ABSTRACT Recall the adversities faced by many in the entertainment industry. Freddie Mercury tried to join several bands before forming Queen. Judy Garland signed with Metro-Goldwyn-Mayer at age thirteen after performing with her sisters throughout her childhood. Babe Ruth signed his first professional baseball contract with the minor-league Baltimore Orioles. Those same historic adversities faced by these giants of the entertainment industry are being repeated today in a closely related field—the Esports industry. Esports, a form of competitive video gaming, attracts audiences that “rival some of the world’s great sporting events.” A thorough due diligence review of the industry-norm contract must be undertaken. Esports professionals continue to fall victim to handshake deals put to paper like so many entertainers before them. -
Joogsquad Twitter Hack Joogsquad Twitter Hack
joogsquad twitter hack Joogsquad twitter hack. Completing the CAPTCHA proves you are a human and gives you temporary access to the web property. What can I do to prevent this in the future? If you are on a personal connection, like at home, you can run an anti-virus scan on your device to make sure it is not infected with malware. If you are at an office or shared network, you can ask the network administrator to run a scan across the network looking for misconfigured or infected devices. Another way to prevent getting this page in the future is to use Privacy Pass. You may need to download version 2.0 now from the Chrome Web Store. Cloudflare Ray ID: 664d7bfe3d831695 • Your IP : 188.246.226.140 • Performance & security by Cloudflare. Dylan O’Brien Real Phone Number. All Dylan O’Brien fans would love to know his real phone number . For all Dylan O’Brien fans, we have some excellent information. His actual phone number was leaked, and we got it. Dylan O’Brien 2021. Who is Dylan O’Brien? Dylan O’Brien is a 29 years old famous TV actor. He was born in New York City, NY on August 26, 1991. Actor best known for his role as Stiles on MTV’s Teen Wolf. He also starred as Thomas in the Maze Runner films and as the character Caleb in the 2016 film Deepwater Horizon. Additionally, he was cast as the lead in the 2017 film American Assassin. He has one older sister named Julia and his parents are named Lisa and Patrick. -
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. -
Fortnite I Wake up Every Day Wondering If “There’S Going to Be a Surprise Addition That Day, Something People Don’T Know About Yet
Fortnite I wake up every day wondering if “there’s going to be a surprise addition that day, something people don’t know about yet. I’ve never felt that in a game before, never truly believed that “anything” could happen on an ongoing basis. Fortnite feels alive in a way that few other games do. —Patricia Hernandez for Kotaku If You Build It, They Will Come . There’s a lot to keep up with as a parent these days. As soon as you’ve become aware of the most recent internet trend, another one is sweeping youth culture and commanding their attention. One of the most recent of these fads is the online video game Fortnite: Battle Royale. Fortnite has a minimum of 45 million players and more than 3 million concurrent players. Popular among both kids and adults, the game earned $223 million in March and $296 million in April. If it continues to pull in that kind of money, it will surpass Call of Duty in annual revenue. The game’s creators have successfully targeted women as part of their audience: Almost half of Fortnite players are female. During the month of April, people streamed 128 million hours of Fortnite on Twitch, the primary online platform for watching people play video games (see our “Parent’s Guide to Twitch. tv” for more info). With around 7.7 million subscribers, the most popular Fortnite streamer on Twitch by far is Tyler Blevins, aka “Ninja,” who set a record in March for the most-viewed Twitch stream (over 600,000 viewers) when rapper Drake played the game with him, then broke that record in April with 667,000 views while playing Fortnite at an esports event. -
The “Privacy Policy”) Sets Forth Certain Terms and Conditions Pursuant to Which Hi- Rez Studios, Inc
Hi-Rez Studios® Privacy Policy Last updated on July 12, 2018. THIS PRIVACY POLICY (the “Privacy Policy”) sets forth certain terms and conditions pursuant to which Hi- Rez Studios, Inc. (“Hi-Rez,” “we,” or “us”) may collect, store, and use certain information and data concerning or provided by you or authorized users of your Account with Hi-Rez (collectively, “you” or “your”) in connection with your access or use of the Site (as defined below) or any Hi-Rez game(s) or subscription service(s) offered through the Site (the “Service”). This Privacy Policy also applies to information or data that may be collected by Hi-Rez offline as described in this Privacy Policy below. This Privacy Policy applies to your use of any videogame developed and/or published by Hi-Rez, and the following websites operated by Hi-Rez and any such other websites established by Hi-Rez or its subsidiaries from time to time which reference this Privacy Policy, including without limitation (collectively, the “Site”): ● Hi-Rez Studios®: <http://www.hirez.com>;< http://www.hirezstudios.com>;< http://game.hirezstudios.com>;< http://account.hirezstudios.com> ● Global Agenda®: < http://www.globalagendagame.com>, http://www.globalassault.com, <http://www.globalassaultgame.com> ● Tribes Universe™: < http://www.tribesuniverse.com> ● Tribes: Ascend®: < http://www.tribesascend.com> ● SMITE®: <http://www.smitegame.com>; <http://esports.smitegame.com> ● Paladins®: <http://www.paladins.com> ● Paladins Strike™: <http://www.paladinsstrike.com> ● Hand of the Gods™: <http://www.handofthegods.com> ● Jetpack Fighter®: <http://www.jetpackfighter.com> ● SMITE Tactics™: <http://www.smitetactics.com> ● GameVid Expo™: <http://www.gamevidexpo.com> ● Bot Smashers®: <http://www.botsmashers.com> ● Realm Royale™: <http://www.realmroyale.com> This Privacy Policy is incorporated into and made a part of Hi-Rez’s Terms of Service and Use Agreement. -
Community Tournament License, Or Other Direction from Hi-Rez
Want to organize a community competition for Paladins®, SMITE®, Hand of the Gods: SMITE Tactics®, Realm Royale™, or any other Hi-Rez game? Awesome! You can use the following community license for your tournament provided that you comply with all the terms and conditions below. If your tournament falls outside of the scope of this license, reach out to us at [email protected]. LIMITED LICENSE FOR COMMUNITY TOURNAMENT This Limited License for Community Tournament (the “Agreement”) is by and between Hi-Rez Studios, Inc. (“Hi-Rez”) and you as an organizer of a community tournament event featuring Hi- Rez Game(s) (“You”). This Agreement is made with reference to the following facts: 1. You desire to organize a community tournament event (the “Tournament”) featuring any of Hi-Rez’s software titles, including but not limited to Paladins, SMITE, Hand of the Gods: SMITE Tactics, Realm Royale™ (the “Hi-Rez Game(s)”); and 2. Hi-Rez desires to grant You a limited license in order to allow You to organize and host the Tournament provided that you comply with the terms and conditions set forth in this Agreement. You and Hi-Rez therefore agree as follows: SECTION 1 LIMITED LICENSE GRANT On the condition that you agree, fully comply, and continue to fully comply with the terms and conditions of this Agreement, Hi-Rez hereby grants You a limited, revocable, non- exclusive, non-transferable, and royalty-free license (the “License”) to use the Hi-Rez Game(s) which may be used only for the following purposes: (a) Use of Hi-Rez Game(s) during the Tournament; (b) Public display and performance of Hi-Rez Game(s) during a Tournament at a live venue; (c) Live broadcast or transmission of the Tournament via Facebook, MiXer, Twitch, YouTube or other free video-streaming online platform; (d) Recording and distributing said recording via Facebook, Mixer, Twitch, YouTube, or other free video-streaming online platform; (e) Promotion of Hi-Rez Game(s) to the extent that they are related to the Tournament. -
Gotta Catch ‘Em All! the Rise of Esports and the Evolution of Its Regulations
Science and Technology Law Review Volume 22 Number 2 Article 4 2019 Gotta Catch ‘Em All! The Rise of eSports and the Evolution of its Regulations Elizabeth Chung Southern Methodist University, Dedman School of Law, [email protected] Follow this and additional works at: https://scholar.smu.edu/scitech Part of the Computer Law Commons, Intellectual Property Law Commons, Internet Law Commons, and the Science and Technology Law Commons Recommended Citation Elizabeth Chung, Gotta Catch ‘Em All! The Rise of eSports and the Evolution of its Regulations, 22 SMU SCI. & TECH. L. REV. 231 (2019) https://scholar.smu.edu/scitech/vol22/iss2/4 This Comment is brought to you for free and open access by the Law Journals at SMU Scholar. It has been accepted for inclusion in Science and Technology Law Review by an authorized administrator of SMU Scholar. For more information, please visit http://digitalrepository.smu.edu. Gotta Catch ‘Em All! The Rise of eSports and the Evolution of its Regulations Elizabeth Chung* I. INTRODUCTION It will inevitably shock many to find out that the video gaming industry stands to be one of the most successful industries for upcoming generations. In fact, it is predicted that the global gaming market will hit nearly $180 billion in revenues by 2021 (in 2012, the revenue market stood at a measly $70.7 billion).1 This increase in market size “reflect[s] the constant growth of platforms, such as smartphones.”2 In 2018, mobile games brought in $61.3 billion in revenue, accounting for over 50% of the total gaming market, and are expected to grow to $106.4 billion, or to about 59% of the total revenue, by 2021.3 According to one study, “there are about 2.3 billion gamers across the globe,”4 and 91% of the global market is digital.5 This means that “$125.3 billion worth of games flows through digitally connected channels as opposed to physical retail.”6 The transition from brick and mortar retail stores to online digital plat- forms can be seen across most industries. -
Of 3 HI-REZ STUDIOS POLICY for STREAMING VIDEOS and VODS
HI-REZ STUDIOS POLICY FOR STREAMING VIDEOS AND VODS (VIDEOS-ON-DEMAND) Last updated on July 12, 2018. Hi-Rez supports fan creators who wish to create and contribute to the community. This Hi-Rez Studios Policy for Streaming Videos and VODs (the “Video Policy”) sets forth the conditions under which you as a creator of community video content (“Video Content”) are permitted by Hi-Rez Studios, Inc. (“Hi-Rez”) to broadcast, stream, publish, publicly display, publicly perform, distribute, or other similar usage of certain Hi-Rez assets. Please read these terms carefully as your use of our materials in your Video Content, and our non-objection to such use, is subject at all times to the terms of this Video Policy. May I use Hi-Rez video content in my Video Content? Yes! Though only under certain conditions. Subject to the requirements of this Video Policy, our Terms of Service and Use, and the End User License Agreement (“EULA”) for the applicable game and any applicable law, you may use Hi-Rez Materials in your Video Content. “Hi-Rez Materials” means: (a) art, text, gameplay footage, screenshots, images, audio, or other audiovisual assets from Hi- Rez’s software titles, including but not limited to Paladins®, Paladins Strike™, SMITE®, Hand of the Gods: SMITE Tactics™; (b) promotional Hi-Rez patch video content, namely patch notes, teasers, showcases, and overviews; and (c) the Hi-Rez trademarks, services marks, and logos available for use, as currently set forth at <http://www.hirezstudios.com/hi-rez/press> and as modified by Hi-Rez from time to time (collectively, the “Press Marks”), but only to the extent incorporated in the audiovisual assets referred to in (a) and (b) above. -
Esports Streaming Has Seen Significant Growth
This page was exported from - The Auroran Export date: Fri Sep 24 12:14:05 2021 / +0000 GMT Esports streaming has seen significant growth It's been a tough year for sports, that's common knowledge, but a certain sport that has seen a surge in viewership, competition and value is one you can play at home. Esports coverage, interest and participation has been proliferating for some time now. YouTubers and Twitch streamers have made significant money on the internet streaming their video games, and then competing in world-wide competitions, leaving their thumbs to earn them the big bucks. It might sound crazy. How do people watch other people play video games? What's the drive behind it? The fact of the matter is people simply enjoy it. Here are some facts and projections discovered by The Auroran over the winter holidays. - This past November, the streaming website Twitch surpassed its previous record set in October as viewers watched over 1.7 billion hours of online gaming in the month alone according to Venture Beat.- Women make up more than 40% of the gaming lifestyle scene according to StreamElements CEO Doron Nir.- Esports, is valued at $950 million US dollars and is projected to grow to $1.6 billion by 2023 according to Statista.- Twitch represented 91.1% of esports streaming in Q3 of 2020 according to StreamLabs.- 495 million viewers tuned into esports in 2020 and this number is expected to rise to 695 million by 2023 according to Roundhill Investments. Published last week on the House of Highlights and theScore's Instagram page, gamer Skylar Howard researched the University of Kentucky's Twitch page and discovered the school invested into the esports industry. -
Esports Discussion
ESPORTS DISCUSSION A discussion paper into the Esports market & FaZe Clan August 2019 $1.1b MARKET ANALYSIS 2019 total Esports revenues +26.7% year on year $456.7m +34.3% $251.3m +41.8% $189.2m +14.8% $103.7m $95.2m +22.4% -3.05% Sponsorship Media Rights Advertising Merchandise & Gamer Publisher Tickets Fees Excluding revenues from betting, fantasy league, and similar cash-payout concepts, as well as revenues generated within games. New investment coming in from outside the sport is being matched from within. Similar to the 1. POPULAR VICTORIES INCREASED INCREASED “Money-maker” effect that was seen in 2003 in POPULARITY REVENUE 2. LARGE PRIZEPOOLS the world of poker, where poker saw the first- place prize more than quadruple over three years markedly increasing its popularity, Esports (in particular Fortnite) are attempting to do Figure 1: ‘Money-maker’ pathway the same. Figure 2: Fortnite World Cup RECENT ESPORTS INVESTMENTS IS BOOMING Companies and fans investing titles due to strong financial backing, capital investment has gone into ▪ Fortnite managed to raise money into sport, competitions and Manchester City and Paris Saint Esports teams since 2013. Teams over $100m for its star players is nothing new. With Germain are examples of changing are currently competing to establish competition prize pool for expanding social media, media the status-quo as a result of strong themselves as the ‘Dallas Cowboys’ three years 2018-2021. rights and global reach, the number financial backing and interestingly or the ‘New York Yankees’ of of leagues turning over $1b in these two teams are two of the Esports to effectively guarantee ▪ Total prize pool of $113m revenue is ever increasing. -
From Spacewar! to Twitch.Tv: the Influence of Competition in Video Games and the Rise of Esports
Dominican Scholar Senior Theses Student Scholarship 5-2019 From Spacewar! to Twitch.tv: The Influence of Competition in Video Games and the Rise of eSports Robert Boyle Dominican University of California https://doi.org/10.33015/dominican.edu/2019.HIST.ST.04 Survey: Let us know how this paper benefits you. Recommended Citation Boyle, Robert, "From Spacewar! to Twitch.tv: The Influence of Competition in ideoV Games and the Rise of eSports" (2019). Senior Theses. 122. https://doi.org/10.33015/dominican.edu/2019.HIST.ST.04 This Senior Thesis is brought to you for free and open access by the Student Scholarship at Dominican Scholar. It has been accepted for inclusion in Senior Theses by an authorized administrator of Dominican Scholar. For more information, please contact [email protected]. Boyle i From Spacewar! to Twitch.tv: The Influence of Competition in Video Games and the Rise of eSports A senior thesis submitted to the History Faculty of Dominican University of California in partial fulfillment of the requirements of the Bachelor of Arts in History By Robert Boyle San Rafael, California April, 2019 Boyle i Abstract Since their inception in the 1950s, video games have come a long way; with that advancement came more popularity, a growing demand, and an evolving culture. The first person shooter (FPS) video game genre and the competitive scene that was born out of it is an ideal case study to analyze this change over time. To understand how video games became so popular, one must examine their history: specifically, their development, impacts the games have had on society, and economic trajectories. -
4 6 7 Bryan J. Freedman, Esq. (SBN 151990)
19STCV17341 Assigned for all purposes to: Stanley Mosk Courthouse, Judicial Officer: Patricia Nieto Electronically FILED by Superior Court of California, County of Los Angeles on 05/20/2019 09:08 AM Sherri R. Carter, Executive Officer/Clerk of Court, by M. Barel,Deputy Clerk Bryan J. Freedman, Esq. (SBN 151990) Jesse A. Kaplan, Esq. (SBN 255059) 2 FREEDMAN+ TAITELMAN, LLP 1901 A venue of the Stars, Suite 500 3 Los Angeles, CA 90067 Telephone: (31 0) 201-0005 4 Facsimile: (31 0) 201-0045 E-mail: [email protected] 5 [email protected] 6 Attorneys for Plaintiff Turner Tenney 7 SUPERIOR COURT OF THE STATE OF CALIFORNIA 8 COUNTY OF LOS ANGELES, CENTRAL DISTRICT 9 10 TURNER TENNEY pka "TFUE", an individual ) Case No.: 11 ) Plaintiff, ) Unlimited Civil Case 12 ) Demand over $25,000 VS. ) 13 ) COMPLAINT FOR: FAZE CLAN INC., a Delaware corporation; ) 14 and DOES 1 through 25, inclusive, ) 1. DECLARATORY RELIEF; ) 15 Defendants. ) 2. DECLARATORY RELIEF; ) 16 ) 3. UNFAIR BUSINESS PRACTICES; ) 17 ) 4. MONEY HAD AND RECEIVED; ) 18 ) 5. QUANTUM MERUIT; ) 19 ) 6. BREACH OF WRITTEN ) CONTRACT; AND 20 ) ) 7. BREACH OF FIDUCIARY DUTY 21 ) ) 22 ) 23 24 25 26 27 28 COMPLAINT Plaintiff Turner Tenney pka "Tfue" ("Tenney") alleges causes of action against defendants Faze 2 Clan Inc. ("Faze Clan"), and Does 1 through 25 (collectively, "Defendants") as follows: 3 INTRODUCTION 4 1. Esports is a new and rapidly growing entertainment format. Unlike traditional "sports", 5 significant revenue in the esports entertainment industry is driven by creative content and performances, 6 namely videos, featuring and created by the gamers themselves.