Template Verso Mestrado.Cdr

Total Page:16

File Type:pdf, Size:1020Kb

Template Verso Mestrado.Cdr Universidade do Minho Instituto de Ciências Sociais José Emídio Tinoco Rodrigues eSports: The New Age of Dietary Supplements eSports: Age of Dietary The New Supplements José Emídio Tinoco Rodrigues José Emídio Tinoco Rodrigues Minho | 2017 U outubro de 2017 Instituto de Ciências Sociais José Emídio Tinoco Rodrigues eSports: The New Age of Dietary Supplements eSports: A Nova Era dos Suplementos Alimentares Dissertação de Mestrado Mestrado em Media Interativos Trabalho desenvolvido sob orientação da Professora Doutora Ana Duarte Melo outubro de 2017 DECLARAÇÃO Nome: José Emídio Tinoco Rodrigues Endereço eletrónico: [email protected] Número do Cartão de Cidadão: 13758615 Título da dissertação: eSports: The New Age of Dietary Supplements / eSports: A Nova Era dos Suplementos Alimentares Orientador: Professora Doutora Ana Duarte Melo, Universidade do Minho Ano de conclusão: 2017 Designação do Mestrado: Mestrado em Media Interativos É AUTORIZADA A REPRODUÇÃO INTEGRAL DESTA DISSERTAÇÃO APENAS PARA EFEITOS DE INVESTIGAÇÃO, MEDIANTE DECLARAÇÃO ESCRITA DO INTERESSADO, QUE A TAL SE COMPROMETE; Universidade do Minho, 16 de outubro de 2017 Assinatura: _______________________________________________ Acknowledgements To Professor Ana Duarte Melo for all guidance and support. To my parents, who made all of this possible; who were there to help and care in all moments; who sacrificed a lot to ensure I would have all means to achieve my goals and dreams. To my parents, the cornerstone of who I am and the safe harbor regardless of where I go. Obrigado por tudo! To my awesome family who are always there to love and cheer up! To my very special friends, who supported and criticized in appropriate situations. The cause of laughter and enjoyment. Particularly to those who share the passion for gaming and eSports and the hours of endless fun of DOTA, CS:GO or Worms (Daniel, Oscar, Hugo, Tiago, Vitor, Bruno, Telmo) and those who contributed to this research: Maggs, Daniela and Pim. To everyone that at some point crossed my path and influenced and helped me transforming into who I am. Educators, employers, colleagues… i Abstract eSports – the competitive form of video gaming – is a growing industry with millions of active players and viewers worldwide. Seen by many as a digital sport, rather than ordinary entertainment, this study explores the definition of eSports and its resemblances with traditional sports. It proposes the possibility of targeting, communicating, market, and selling dietary supplements to digital athletes. The study findings indicate that gamers have existing needs that can be fulfilled with the consumption of dietary supplements. The potential market size combined with the identified needs and the positive attitudes towards supplementation show evidence of a significant market gap and opportunity to be explored by nutrition brands. This research then concludes that organizations and brands in the supplementation industry should develop and market supplements aiming to address gamers’ needs by targeting the right gaming audience via appropriate eSports channels using specific marketing strategies and tactics. Keywords: eSports, professional gaming, eSports marketing, dietary supplements, performance enhancing. ii Resumo eSports – a forma competitiva de utilizar videojogos – é uma indústria em forte crescimento que conta com milhões de jogadores e espectadores ativos em todo o mundo. Vistos por muitos como um desporto digital, este trabalho explora a definição de eSports e as suas semelhanças com desportos tradicionais. Propõe a possibilidade de utilizar este canal para comunicar e vender suplementos alimentares a atletas digitais. Os resultados obtidos indicam que os atletas digitais têm carências que podem ser supridas pelo uso de suplementos alimentares. O potencial tamanho do mercado combinado com as necessidades identificadas e as atitudes positivas para com a suplementação indicam que deverá existir uma expressiva oportunidade para ser explorada por marcas de nutrição. Este estudo conclui que organizações e marcas na indústria da suplementação devem desenvolver e comunicar suplementos com o objetivo de suprir as necessidades dos jogadores através de uma correta segmentação e comunicar via canais apropriados dentro dos eSports, utilizando estratégias e táticas de marketing específicas. iii Table of Contents Abstract .................................................................................................................................................................. ii Resumo .................................................................................................................................................................. iii Table Index ............................................................................................................................................................. vi Figure Index ........................................................................................................................................................... vii 1. Introduction ................................................................................................................................................... 9 1.1 Research purpose ................................................................................................................................ 9 1.2 Research background ......................................................................................................................... 10 1.3 Research questions ............................................................................................................................ 11 1.4 Scope and limitations ......................................................................................................................... 12 1.5 Development plan .............................................................................................................................. 12 2. Literature review .......................................................................................................................................... 13 2.1. Overview ............................................................................................................................................ 13 2.2. eSports .............................................................................................................................................. 13 2.2.1. Defining eSports ........................................................................................................................ 13 2.2.2. eSports market.......................................................................................................................... 15 2.2.3. Evolution of eSports ................................................................................................................... 18 2.2.4. Demographics of a gamer ......................................................................................................... 19 2.2.5. The challenges of marketing to Gen-Y and Gen-Z ........................................................................ 22 2.2.6. eSports marketing potential ....................................................................................................... 24 2.2.7. Endemic brands in eSports ........................................................................................................ 26 2.2.8. Non-endemic brands ................................................................................................................. 27 2.2.9. Brand preference in eSports ...................................................................................................... 27 2.3. Dietary supplements ........................................................................................................................... 29 2.3.1. Dietary supplements in sports ................................................................................................... 31 2.3.2. Risks of dietary supplements in eSports ..................................................................................... 34 2.4. Research Hypotheses ......................................................................................................................... 35 3. Methodology ................................................................................................................................................ 37 3.1. Overview ............................................................................................................................................ 37 3.2. Research model ................................................................................................................................. 37 3.3. Method .............................................................................................................................................. 38 3.4. Qualitative research ............................................................................................................................ 40 3.5. Quantitative research .......................................................................................................................... 42 3.5.1. Questionnaire ............................................................................................................................ 42 3.5.2. Sample ..................................................................................................................................... 44 4. Results
Recommended publications
  • Automatic Generation of Text for Match Recaps Using Esport Caster Commentaries
    AUTOMATIC GENERATION OF TEXT FOR MATCH RECAPS USING ESPORT CASTER COMMENTARIES Oluseyi Olarewaju1, Athanasios V. Kokkinakis1, Simon Demediuk2, Justus Roberstson1, Isabelle Nölle1, Sagarika Patra1, Daniel Slawson1, Alan P. Chitayat1, Alistair Coates1, Ben Kirman2, Anders Drachen2, Marian Ursu2, Florian Block2 and Jonathan Hook2 1Weavr, Arena Research Cluster (ARC), University of York, York, UK 2DC Labs, Arena Research Cluster (ARC), University of York, York, UK ABSTRACT Unlike traditional physical sports, Esport games are played using wholly digital platforms. As a consequence, there exists rich data (in-game, audio and video) about the events that take place in matches. These data offer viable linguistic resources for generating comprehensible text descriptions of matches, which could, be used as the basis of novel text-based spectator experiences. We present a study that investigates if users perceive text generated by the NLG system as an accurate recap of highlight moments. We also explore how the text generated supported viewer understanding of highlight moments in two scenarios: i) text as an alternative way to spectate a match, instead of viewing the main broadcast; and ii) text as an additional information resource to be consumed while viewing the main broadcast. Our study provided insights on the implications of the presentation strategies for use of text in recapping highlight moments to Dota 2 spectators. KEYWORDS Esport, Data-Driven Storytelling, Dota 2, Game Analytics, Broadcasting, social viewing, Linguistic Resources, Natural Language Generation. 1. INTRODUCTION Advances in Natural language generation (NLG) and data-to-text tools have found relative success outside esport (e.g. weather forecasting, robojournalism, traditional sport summaries and fantasy football).
    [Show full text]
  • 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.
    [Show full text]
  • 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.
    [Show full text]
  • Esports Report, the Market Has Although in 2020 the Global Esports Audience Was Esports Enthusiasts Are Continued to Go from Strength to Strength
    ESPORTS DISCUSSION An update on the esports market July 2021 INTRODUCTION Esports Update • This report will give an update on the esports Finally, the report will extend the analysis to The esports market is market from our previous report in 2019. 2020 recent developments with esports organisations expected to reach $1.5bn was an unprecedented year, in which most and what makes them attractive to investors. Like by 2023 (Newzoo) industries were affected in some way as a result of most industries, the dominant players are seeing COVID-19. new entrants that threaten their position. • The Asia Pacific region Focusing on the success in professional esports is The esports industry saw several developments not enough to guarantee financial success. represents more than during 2020. As lockdowns were implemented Successful teams will need to find the right balance 50% of the esports and around the world, most forms of in-person between being both an esports company and gaming audience (Juniper entertainment were cancelled overnight. The entertainment company. To find the right balance research) esports industry had a unique advantage over and to manage multiple revenue streams and traditional sports, and there was an evident cross- monetise their audiences, esports organisations over between the two sectors. will become better organised and adopt a more • Latin America may also professional approach to managing their become a key region for The report will also give an overview of the businesses. growth. It is projected to different investors that are involved in the esports produce over 130 million ecosystem and the reasoning for investing.
    [Show full text]
  • ANNEXURE A: Sanction Outcomes Findings As at 28 September 2020
    ANNEXURE A: Sanction Outcomes Findings as at 28 September 2020 # Concessions Net ban Total rounds # Coach Sanction Tier Team Enemy Team Tournament Date Map Round Start Round End Match Link Video Link cases applied (%) (months) triggered iGame.com Tricked Europe Minor Closed Qualifier - PGL Major Krakow 2017 19-Jul-2017 Nuke 0 - 0 22 - 25 47 Match Link Video Link 1 Twista 2 Tier 1 12.50% 15.75 iGame.com Spirit Academy Hellcase Cup 6 6-Sep-2017 Nuke 18 - 18 20 - 22 6 Match Link Video Link maquinas Ambush ESEA Season 32 Advanced Playoffs 14-Nov-2019 Mirage 0 - 0 16 - 7 23 Match Link Video Link 2 casle 2 Tier 2 0 10 maquinas North WESG 2019 North Europe Closed Qualifier 27-Nov-2019 Overpass 4 - 9 16 - 19 22 Match Link Video Link Furious Gaming Latingamers La Liga Pro Trust 2019 - Apertura 25-Aug-2019 Mirage 0 - 0 0 - 1 1 Match Link Video Link 3 dinamito 2 Tier 2 0 10 Furious Gaming Sinisters Aorus League 2019 #3 Southern Cone 6-Sep-2019 Inferno 0 - 0 11 - 16 27 Match Link Video Link 4 ArnoZ1K4 1 Tier 2 0 10 Evidence Reapers Dell Gaming Liga Pro Season 1 - #4 APR/19 12-Apr-2019 Train 0 - 0 16 - 10 26 Match Link Video Link Tricked pro100 LOOT.BET Cup 2 - cs_summit 2 Qualifier 13-Dec-2017 Mirage 0 - 0 11 - 7 18 Match Link Video Link Tricked EURONICS United Masters League 21-Nov-2018 Dust2 0 - 0 4 - 2 6 Match Link Video Link Tricked LDLC United Masters League 28-Nov-2018 Mirage 0 - 0 16 - 12 28 Match Link Video Link Tier 1 5 Rejin 7 45% 19.8 Tricked HAVU Kalashnikov CUP 29-Nov-2018 Train 0 - 0 10 - 15 25 Aggravated Match Link Video Link Tricked
    [Show full text]
  • Esports Yearbook 2017/18
    Julia Hiltscher and Tobias M. Scholz eSports Yearbook 2017/18 ESPORTS YEARBOOK Editors: Julia Hiltscher and Tobias M. Scholz Layout: Tobias M. Scholz Cover Photo: Adela Sznajder, ESL Copyright © 2019 by the Authors of the Articles or Pictures. ISBN: to be announced Production and Publishing House: Books on Demand GmbH, Norderstedt. Printed in Germany 2019 www.esportsyearbook.com eSports Yearbook 2017/18 Editors: Julia Hiltscher and Tobias M. Scholz Contributors: Sean Carton, Ruth S. Contreras-Espinosa, Pedro Álvaro Pereira Correia, Joseph Franco, Bruno Duarte Abreu Freitas, Simon Gries, Simone Ho, Matthew Jungsuk Howard, Joost Koot, Samuel Korpimies, Rick M. Menasce, Jana Möglich, René Treur, Geert Verhoeff Content The Road Ahead: 7 Understanding eSports for Planning the Future By Julia Hiltscher and Tobias M. Scholz eSports and the Olympic Movement: 9 A Short Analysis of the IOC Esports Forum By Simon Gries eSports Governance and Its Failures 20 By Joost Koot In Hushed Voices: Censorship and Corporate Power 28 in Professional League of Legends 2010-2017 By Matthew Jungsuk Howard eSports is a Sport, but One-Sided Training 44 Overshadows its Benefits for Body, Mind and Society By Julia Hiltscher The Benefits and Risks of Sponsoring eSports: 49 A Brief Literature Review By Bruno Duarte Abreu Freitas, Ruth S. Contreras-Espinosa and Pedro Álvaro Pereira Correia - 5 - Sponsorships in eSports 58 By Samuel Korpimies Nationalism in a Virtual World: 74 A League of Legends Case Study By Simone Ho Professionalization of eSports Broadcasts 97 The Mediatization of DreamHack Counter-Strike Tournaments By Geert Verhoeff From Zero to Hero, René Treurs eSports Journey.
    [Show full text]
  • The Best Ever? SK Gaming's Coldzera Looks to Claim His Place in CS:GO History
    12/1/2017 Counter-Strike Global Offensive star coldzera looks to cement his legacy CS:GO -- coldzera looks to cement legacy 140d - Samuel Delorme Valve must solve two Dota 2 Pro Circuit problems 11h - Alan Bester Lessons from Samsung: Sticking to the script 14h - Emily Rand KSV acquires Samsung Galaxy's League of Legends team 20h - Young Jae Jeon The 2017-2018 League of Legends Roster Shuffle 9d - ESPN Esports A year in review: Lessons from 2017 League of Legends 2d - Kelsey Moser From Overwatch to PUBG: A conversation with the king of games 4d - Young Jae Jeon How the first ever F1 Esports championship was won 5d Trine University builds esports into its plans 7d - Sean Morrison Pulling in Pobelter is Liquid's best move 8d - TheTyler Erzberger best ever? SK Gaming's Seoul Dynasty coach Hocury: 'People are underrcoldzating all theer non-Kaore anlook teams' s to claim his place in 10d - Young Jae Jeon CS:GO history Sources: Zaboutine joins OpTic as head coach 12d - Jacob Wolf Meet the woman behind RunAway 15d Rachel Gu http://www.espn.co.uk/esports/story/_/id/20055264/counter-strike-global-offensive-star-coldzera-looks-cement-legacy 1/13 12/1/2017 Counter-Strike Global Offensive star coldzera looks to cement his legacy CS:GO -- coldzera looks to cement legacy 140d - Samuel Delorme Valve must solve two Dota 2 Pro Circuit problems 11h - Alan Bester Lessons from Samsung: Sticking to the script 14h - Emily Rand SK Gaming swept Cloud9 3-0 to take home the finals victory at ESL One Cologne.
    [Show full text]
  • League of Legends Summoner Profile
    League Of Legends Summoner Profile underbiddingEntranced Marlow so breast-high. stating devotedly Hotshot while and woodenHarris always Nunzio shrines air-drop his her baklava wheeler tabus uppercuts constantly, or patronize he nakedly.irreverently. Stroboscopic Thibaut always predefines his whists if Otho is neuronal or slenderized We use this is also deserving of legends league Please follow this guidance. League of Legends Wiki is a FANDOM Games Community. Learn how to set runes and which items to buy. We do i do is already held by riot compliant, league of legends summoner profile. Bolas de neve, abraços e Nunu Robótico. We are here to refresh the world and make a difference. The Account Value Calculator is a tool that works by making a rough estimate of the price based on every aspect of your Apex Legends account. You can gain additional armor from abilities, items, and runes. The base champion statistics are the initial statistics that the champions begin with. Summoners, view previous Match statistics, Season statistics, calculate MMR, Runes, Masteries, In Game Info. After finalizing the design, I wanted to see how the League of Legends community would react to it. Mike Krahulik and Jerry Holkins. The entire player base in all regions is considered. Learn the most efficient strategies for top lane, mid lane and bot lane. Champions for players to choose from. It might grow on you over time in some cases, while in others it might make you an easy target for enemy flame or insults. This post is not available in your language. We can also scan your matchmaking demos to help you gain the edge over other players.
    [Show full text]
  • Next CS:GO Major Championship Will Be Held in London | Esports News | Sky Sports
    4/23/2021 Next CS:GO Major Championship will be held in London | Esports News | Sky Sports Esports Home Menu Next CS:GO Major Championship will be held in London By Yinsu Collins Last Updated: 27/02/18 4:41pm 10,000 tickets will be available for the event in London https://www.skysports.com/more-sports/esports/news/34214/11263062/next-csgo-major-championship-will-be-held-in-london 1/9 4/23/2021 Next CS:GO Major Championship will be held in London | Esports News | Sky Sports The next CS:GO [Counter-Strike: Global Offensive] Major Championship will be held in London. Leading competitive gaming platform FACEIT will host the UK's first ever CS:GO major at London's SSE Arena, Wembley in September. The UK-based esports events company announced the news on Twitter after successfully bidding to bring the popular competition to London. WINNER VINCENNES FRI 23, 18:00 Vincennes 18:00 IQUEM DAMER 3/2 IPSOS DE SIMM 11/2 IRON DESPOIR 8/1 IDAHO SPRINGS 7/2 ILLUSTRE FERM 7/1 ITS EAGLE COGLAIS 11/1 Max stake varies. See bet slip for details. Odds subject to fluctuation. Further T&Cs apply. 18+ https://www.skysports.com/more-sports/esports/news/34214/11263062/next-csgo-major-championship-will-be-held-in-london 2/9 4/23/2021 Next CS:GO Major Championship will be held in London | Esports News | Sky Sports With 24 teams battling out for a prize pool of $1m [£720,000], it is expected to be one of the biggest esport event ever held in the UK.
    [Show full text]
  • BMW Esports Boost Press Release
    BMW Corporate Communications Media Information BMW Esports 28th June 2021 Live from BMW Welt: The Esports industry assembles virtually at BMW Esports Boost – Premiere for “The Rival Rig” from RIVALWORKS. Best practices, digital trends and an innovative format: Top international speakers provide new stimulus and exclusive insights into such fields as Esports and gaming culture, advertising opportunities, and future trends. BMW presents the first product from the RIVALWORKS virtual technology factory – the visionary “The Rival Rig”. Holger Hampf, President of Designworks: “It’s a once in a lifetime opportunity for a designer to work on a project like this as we were able to play to extremes in terms of technology”. Munich. BMW Welt was the epicentre of the Esports industry on Monday, as it hosted the first BMW Esports Boost. In a series of talks and panel discussions, the many participants from around the world were given exclusive insights into the world of Esports. Some of the industry’s most important protagonists – from industry experts and publishers to the CEOs of prestigious Esports organisations – also looked at some of the most exciting future trends. Highlights included the world premiere of “The Rival Rig”. This visionary Esports hardware is the first product from the RIVALWORKS virtual technology factory. “Today, the eyes of the Esports community were on BMW Welt and our Esports Boost festival,” said Stefan Ponikva, Vice President Brand Experience BMW. “A big thank you goes to all our speakers, who provided a vast array of insights and inspirations in their talks and panel discussions – and, of course, to our cooperation partner Seven.One Sports.
    [Show full text]
  • Esports Marketer's Training Mode
    ESPORTS MARKETER’S TRAINING MODE Understand the landscape Know the big names Find a place for your brand INTRODUCTION The esports scene is a marketer’s dream. Esports is a young industry, giving brands tons of opportunities to carve out a TABLE OF CONTENTS unique position. Esports fans are a tech-savvy demographic: young cord-cutters with lots of disposable income and high brand loyalty. Esports’ skyrocketing popularity means that an investment today can turn seri- 03 28 ous dividends by next month, much less next year. Landscapes Definitions Games Demographics Those strengths, however, are balanced by risk. Esports is a young industry, making it hard to navigate. Esports fans are a tech-savvy demographic: keyed in to the “tricks” brands use to sway them. 09 32 Streamers Conclusion Esports’ skyrocketing popularity is unstable, and a new Fortnite could be right Streamers around the corner. Channels Marketing Opportunities These complications make esports marketing look like a high-risk, high-reward proposition. But it doesn’t have to be. CHARGE is here to help you understand and navigate this young industry. Which games are the safest bets? Should you focus on live 18 Competitions events or streaming? What is casting, even? Competitions Teams Keep reading. Sponsors Marketing Opportunities 2 LANDSCAPE LANDSCAPE: GAMES To begin to understand esports, the tra- game Fortnite and first-person shooter Those gains are impressive, but all signs ditional sports industry is a great place game Call of Duty view themselves very point to the fact that esports will enjoy even to start. The sports industry covers a differently.
    [Show full text]
  • F1 170626 Mediakit Eng A4 V2.Pdf
    42 Drivers’ World Championship 2017 Intermediate CONTENTS Ranking MILESTONES: ÖSTERREICHRING – A1 RING – RED BULL RING 42 Constructors’ World Championship 2017 Inter- mediate Ranking I. RED BULL RING 1969 Österreichring opens 3 Milestones: Österreichring – A1 Ring – Red Bull Ring IV. TEAMS AND DRIVERS 2017 1970 Jochen Rindt is the idol of the masses. More than 100,000 people cheer him on at 4 History of the Red Bull Ring 43 List of Drivers his home Grand Prix, which he drops out of after 22 laps. Jochen Rindt dies a few 6 Red Bull Ring – Circuit in Detail 44 Overview of Driver Stats weeks later in Monza. 7 Red Bull Ring – Circuit Map 45 Mercedes AMG Petronas F1 Team 1984 Niki Lauda wins his home Grand Prix 45 Scuderia Ferrari II. MEDIA SERVICE 46 Red Bull Racing 1996 A1 Ring opens 8 Timetable 46 Williams Martini Racing 1997 Formula 1 returns to the new A1 Ring. Gerhard Berger competes in his last race. 10 Media Accreditation Centre – Opening Hours 47 Scuderia Toro Rosso 10 Media Accreditation Centre – Location 47 Sahara Force India F1 Team 2003 Michael Schumacher wins his last Formula 1 Grand Prix at the A1 Ring. 11 Media Centre – Opening Hours 48 McLaren Honda Formula 1 Team 2011 The Red Bull Ring opens its gates on 15 May 2011 , offering a new home for motor 11 Media Centre – Location 48 Sauber F1 Team sports enthusiasts from Austria and beyond. 12 Photo Shuttle Service 49 Renault Sport Formula 1 Team 12 Press Conferences 49 Haas F1 Team 2014 Formula 1 returns to Spielberg.
    [Show full text]