2018-2019 Summit Bid Lists 18-19
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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 -
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. -
Dreamhack Masters to Move Online – $300,000 Prize Pool Split Across
DreamHack Masters to move online – $300,000 prize pool split across four regional competitions Confirmed Teams To Date Include Astralis, Ninjas in Pyjamas, ENCE, MIBR, 100 Thieves, TyLoo STOCKHOLM — DreamHack today announced that, due to the ongoing health and safety concerns in the world, and the interest of the safety and health of our players and staff, DreamHack Masters has been rescheduled and will move to an online format to fulfill our promise of bringing the Counter-Strike: Global Offensive (CS:GO) community the world's best CS:GO action. DreamHack Masters Spring will be split into two time periods: May 19-30, with the group stage of the regional championships in Europe and North America running parallel, and the playoffs taking place June 8-14. The other two regional championships, Asia and Oceania, will also run simultaneously from June 2-7. The total prize pool of $300,000 will be split between the four regions as follow: $160,000 for Europe; $100,000 for North America; $20,000 for Asia; and $20,000 for Oceania. Each region will run qualifiers running between April 16-20. “We’re very excited to move to an online format for DreamHack Masters Spring,” said Michael Van Driel, Chief Product Officer at DreamHack. “While not being able to compete on LAN is unfortunate, we’ve developed a structure to support teams, players and fans around the world. We look forward to a great competition, showing that the world of esports goes on as we're quick to adapt and find solutions for this new reality. -
Intel® Extreme Masters Katowice 2019 CS:GO Major Championship - Legends Stage Team Seeding Vote
Intel® Extreme Masters Katowice 2019 CS:GO Major Championship - Legends Stage Team Seeding Vote OVERALL RESULTS Rank Team Raw Average Final Average* 1 Astralis 1.07 1.00 2 Team Liquid 1.93 2.00 3 Natus Vincere 4.07 3.50 4 MIBR 3.67 3.67 5 FaZe Clan 3.93 3.79 6 NRG Esports 5.53 5.31 7 BIG 7.73 7.50 8 ENCE eSports 7.93 7.64 9 Renegades 10.20 9.62 10 Team Vitality 9.33 10.00 11 Ninjas in Pyjamas 9.93 10.67 12 HellRaisers 11.13 11.62 13 Cloud9 11.33 11.71 14 G2 Esports 12.07 12.36 15 AVANGAR 13.13 13.15 16 compLexity Gaming 15.00 15.00 *Votes that fell too far away from the expected spread (i.e., a team consistently voted no. 1 getting a vote as no. 16) were discarded, this is how the “Final Average” was calculated. Intel® Extreme Masters Katowice 2019 CS:GO Major Championship - Legends Stage Team Seeding Vote INDIVIDUAL VOTES - PAGE 1 Astralis Team Liquid Natus Vincere MIBR Rank Team Rank Team Rank Team Rank Team 1 Team Liquid 1 Astralis 1 Astralis 1 Astralis 2 MIBR 2 MIBR 2 Team Liquid 2 Team Liquid 3 FaZe Clan 3 FaZe Clan 3 MIBR 3 Natus Vincere 4 Natus Vincere 4 Natus Vincere 4 FaZe Clan 4 FaZe Clan 5 NRG Esports 5 NRG Esports 5 NRG Esports 5 NRG Esports 6 ENCE eSports 6 Cloud9 6 Team Vitality 6 BIG 7 Ninjas in Pyjamas 7 Ninjas in Pyjamas 7 BIG 7 ENCE eSports 8 BIG 8 BIG 8 HellRaisers 8 Ninjas in Pyjamas 9 Renegades 9 ENCE eSports 9 Renegades 9 Renegades 10 Team Vitality 10 Team Vitality 10 ENCE eSports 10 Team Vitality 11 Cloud9 11 Renegades 11 Ninjas in Pyjamas 11 HellRaisers 12 G2 Esports 12 AVANGAR 12 AVANGAR 12 G2 Esports 13 HellRaisers -
To Download The
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Kickstarter Manuscript Preview
Kickstarter Manuscript Preview © 2019 White Wolf Entertainment © 2019 Onyx Path Publishing Deviant: The Renegades Manuscript Preview #1 Introduction A nondescript sedan drives slowly along the block. The driver keeps her eye on the street. The two other occupants — both men — have no interest in the traffic. They’re watching the pedestrians and shops as the car rolls by. A movement catches the eye of one of the men, and he gestures to his colleagues. Someone wearing heavy, shapeless clothing appears from behind a small group of people and heads off quickly away from the car. The weather is warm, so why wear such heavy clothing? Head down, with a ball cap pulled low, it’s trying to avoid recognition, which piques the men’s interest. The car stops for just a moment, so the men can step out. The driver pops the roomy trunk. The modified springs keep it from automatically rising, but it’s ready for quick access when the men need it. She keeps the engine running so they can leave the area rapidly when they’ve completed the job. No point waiting for police to arrive; too much paperwork. Though the shapeless individual never looks around, it picks up the pace as if it knows they’re following it. The men increase their speed while giving every appearance of being relaxed and uninterested in the individual, betraying professional training. The shapeless individual heads down an alleyway. The men reach the entrance and pause before they’re silhouetted against the street. They’re not stupid, but they do have a job to do. -
Professional Counter-Strike: an Analysis of Media Objects, Esports Culture, and Gamer Representation
The University of Southern Mississippi The Aquila Digital Community Dissertations Spring 2021 Professional Counter-Strike: An Analysis of Media Objects, Esports Culture, and Gamer Representation Steven Young Follow this and additional works at: https://aquila.usm.edu/dissertations Part of the Other Film and Media Studies Commons Recommended Citation Young, Steven, "Professional Counter-Strike: An Analysis of Media Objects, Esports Culture, and Gamer Representation" (2021). Dissertations. 1886. https://aquila.usm.edu/dissertations/1886 This Dissertation is brought to you for free and open access by The Aquila Digital Community. It has been accepted for inclusion in Dissertations by an authorized administrator of The Aquila Digital Community. For more information, please contact [email protected]. PROFESSIONAL COUNTER-STRIKE: AN ANALYSIS OF MEDIA OBJECTS, ESPORTS CULTURE, AND GAMER REPRESENTATION by Steven Maxwell Young A Dissertation Submitted to the Graduate School, the College of Arts and Sciences and the School of Communication at The University of Southern Mississippi in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy Approved by: Dr. John Meyer, Committee Chair Dr. Christopher Campbell Dr. Eura Jung Dr. Paul Strait Dr. Steven Venette May 2021 COPYRIGHT BY Steven Maxwell Young 2021 Published by the Graduate School ABSTRACT Esports are growing in popularity at a rapid pace worldwide. In contemporary society, individuals watch esports broadcasts as part of their normal media consuming practices. This dissertation focuses on Counter-Strike: Global Offensive (CS:GO), which is currently the most recognized first-person shooter esport worldwide and the third most popular game across all esports genres (Irwin & Naweed, 2020). -
Sports Performance Tracking Wearable Team Sport Performance Tracking Technologies
ATHLETE PERFORMANCE & TRACKING ATHLETE PERFORMANCE & TRACKING WELCOME The Sports Tech Annual is an industry research publication that brings Welcome to the inaugural Sports together the most comprehensive and complete directory of companies Tech Annual, brought to you by in the global sports tech landscape. Each Chapter features interviews with industry experts sharing their insights on the current challenges, Sports Tech World Series (STWS). innovative use-cases, industry trends and future predictions in sports technology. STWS Sports Tech Annual is your resource to navigate the revolutionary impact technology is having on how sports are played, administered and consumed around the world. SPORTS TECHNOLOGY INDUSTRY FRAMEWORK The 2020 Sports Tech Annual is divided into eight chapters reflecting Categorizations are therefore based on the company’s primary function the eight categories in the STWS Sports Technology Framework, and area of product/service expertise. If a company is not present in a highlighted below. This Framework was developed to give structure to chapter it may be because they are better suited to another chapter/ the amorphous term “sports technology” and provides an exhaustive category. overview of the ecosystem. This chapter focuses on companies working within Athlete Performance Although the Framework provides an exhaustive overview of the & Tracking, including Devices and platforms used to measure or track sports tech ecosystem, each category is not mutually exclusive. There athletes with the purpose of testing and improving performance such as will inevitably be companies that fit amongst several categories. GPS, activity trackers and sensors. ATHLETE PERFORMANCE & TRACKING ATHLETE, TEAM & EVENT MANAGEMENT Devices and platforms used to measure or Solutions that support the management of track athletes with the purpose of testing and athletes, teams, leagues and events, with a focus improving performance such as GPS, activity on improving overall efficiencies at an individual trackers and sensors. -
ELEAGUE's Rules
ELEAGUE Rulebook 2016 Season 1 This document outlines the rules and regulations pertaining to Season 1 of ELEAGUE 2016. Failing to adhere to these rules and regulations may result with penalization as outlined herein. Please note that the Commissioner and any designated tournament officials have the authority to make final decisions that are not specifically delineated in these rule and regulations to preserve fair play and sportsmanship in the Commissioner’s sole discretion. TABLE OF CONTENTS 1.0 ELEAGUE EVENT INFORMATION 3 SECTION 1.1 GROUPS 2.0 ELEAGUE SCHEDULE 4 3.0 ELEAGUE FORMAT 5 3.1 GROUP PLAY – WEEKS 1-6 3.2 LAST CHANCE QUALIFIER – WEEK 8 3.3 PLAYOFFS – WEEKS 9-10 3.4 MAPS 3.5 MAP SELECTION 3.6 SETTINGS 4.0 ELEAGUE SEASON 1 RULES 8 4.1 GAMEPLAY RULES 4.2 EQUIPMENT RULES 4.3 GENERAL RULES 5.0 ELEAGUE SEASON 1 CONDUCT RULES 13 5.1 FOUL RULES 5.2 TECHNICAL FOUL RULES 5.3 ADDITIONAL RULES 5.4 PENALTIES 6.0 LEGAL MATTERS 15 2 1.0 ELEAGUE Event Information Format = Group Play & Single Elimination Bracket (Single Elimination Bracket) Dates = May 24th - July 30th Prizes = $1,400,000 1st = $390,000 2nd = $140,000 3rd-4th = $ 60,000 5th-8th = $ 50,000 9th-14th = $ 40,000 15th-24th = $ 30,000 LCQ Winner = $ 10,000 All payment arrangements will be made as provided in the Team Agreement between each team and ELEAGUE. Prize money will be paid within 90 days of the finals. Prize money will be paid out to the team unless other arrangements have been accepted by the Commissioner. -
The Rise of Esports Investments a Deep Dive with Deloitte Corporate Finance LLC and the Esports Observer
The rise of esports investments A deep dive with Deloitte Corporate Finance LLC and The Esports Observer April 2019 The rise of esports investments | Contents Contents Image - TEO Page 06 Page 22 Page 28 04 Executive summary This publication contains general information only and Deloitte Corporate Finance LLC and The Esports Observer are not, by means of this publication, rendering accounting, business, financial, investment, legal, tax, or other professional advice 06 or services. This publication is not a substitute for such professional advice or services, nor should it be used as a Leveling up: the rise of basis for any decision or action that may affect your business. esports investment Before making any decision or taking any action that may affect your business, you should consult a qualified Esports investment has made professional advisor. significant strides in recent years as traditional investors join Deloitte Corporate Finance LLC and The Esports Observer venture capital in exploring many shall not be responsible for any loss sustained by any person who relies on this publication. of the diverse investment opportunities across the industry’s Copyright © 2019 Deloitte Development LLC. All rights diverse ecosystem. reserved. 01 The rise of esports investment | Contents Contents Page 32 Page 34 Page 38 25 29 34 The value of an esports Why Modern Times Group The rising power (and risk) of investment: an investor view made two of esports' best influencers in esports investments to-date Many investors will find the strong By recognizing -
Voting MVP PK BIG Luminosity Astralis Natus Vincere Mousesports Voting Rank Team Rating Rank Team +
Overall Result (after striking results) Voting MVP PK BIG Luminosity Astralis Natus Vincere mousesports Voting Rank Team rating Rank Team +/- Team +/- Team +/- Team +/- Team +/- Team +/- Rank 1 Astralis 1.00 1 Astralis +0.0 Astralis +0.0 Astralis +0.0 FaZe Clan +3.5 Astralis +0.0 Astralis +0.0 1 2 Natus Vincere 2.31 2 Natus Vincere +0.5 Natus Vincere +0.5 Team Liquid +0.9 Natus Vincere +0.5 North +5.9 FaZe Clan +2.5 2 3 Team Liquid 2.69 3 mousesports +1.9 Team Liquid -0.1 Natus Vincere -0.5 Team Liquid -0.1 mousesports +1.9 Natus Vincere -0.5 3 4 FaZe Clan 4.46 4 FaZe Clan +0.5 FaZe Clan +0.5 MIBR +1.0 MIBR +1.0 Team Liquid -1.1 Team Liquid -1.1 4 5 MIBR 4.79 5 Team Liquid -2.1 mousesports -0.1 mousesports -0.1 mousesports -0.1 FaZe Clan -0.5 MIBR +0.0 5 6 mousesports 4.85 6 MIBR -1.0 MIBR -1.0 FaZe Clan -1.5 Fnatic +2.7 MIBR -1.0 BIG +1.8 6 7 BIG 7.38 7 BIG +0.8 North +0.9 BIG +0.8 BIG +0.8 BIG +0.8 Fnatic +1.7 7 8 NRG Esports 7.69 8 North -0.1 NRG Esports -0.1 NRG Esports -0.1 North -0.1 NRG Esports -0.1 NRG Esports -0.1 8 9 North 8.15 9 Fnatic -0.3 Fnatic -0.3 AVANGAR +1.3 NRG Esports -1.1 Fnatic -0.3 North -1.1 9 10 Fnatic 9.08 10 Luminosity +3.0 Team LDLC +2.3 North -2.1 Luminosity +3.0 AVANGAR +0.3 AVANGAR +0.3 10 11 AVANGAR 10.54 11 AVANGAR -0.7 Renegades +0.2 Fnatic -2.3 Renegades +0.2 Renegades +0.2 Renegades +0.2 11 12 Renegades 11.23 12 NRG Esports -4.1 AVANGAR -1.7 Renegades -0.8 AVANGAR -1.7 Team LDLC +0.3 eUnited +1.8 12 13 Team LDLC 12.38 13 Renegades -1.8 Luminosity +0.0 MVP PK +1.4 Team LDLC -0.7 MVP PK +1.4 Team LDLC -
THE DEFINITIVE GUIDE to Igaming in the UNITED STATES Updated January 2017
THE DEFINITIVE GUIDE TO iGAMING IN THE UNITED STATES Updated January 2017 Includes new eSports chapter Table of Contents I. INTRODUCTION II. BUSINESS OPPORTUNITIES IN iGAMING a. The Critical Role of Land-Based Casinos i. As conduits for iGaming ii. As partners with iGaming operators b. Opportunities for Overseas Operators c. Other Industry Opportunities d. Convergence e. Opportunities for Tribal Constituencies III. RECENT HISTORY OF THE LEGALITY AND ENFORCEMENT OF U.S. iGAMING IV. LEGAL iGAMING: STATE-BY-STATE V. STATES CONSIDERING iGAMING LAWS VI. iGAMING FUNDING VII. ONLINE SPORTS BETTING, FANTASY SPORTS AND LOTTERY VIII. eSPORTS IX. PREDICTIONS & TRENDS: LOOKING TOWARD 2017 X. ABOUT IFRAH LAW I. Introduction y 2010, the internet had become an indispensable part of virtually every aspect of our lives. We read newspapers, books, and magazines online instead of on paper, we shopped online B instead of visiting the mall, and we streamed movies directly from the internet rather than renting them from a video store. Also by this time, a large part of our daily interactions with other human beings occurred over the internet, through email, and social media. Yet in 2010, there was no legal internet-based, real money gaming – or iGaming – in the United States. A number of companies, largely located offshore, offered online poker and other games, but did so in a legal gray area. In 2011, the federal government announced that interstate online gaming was conducted illegally and shut down the largest internet poker websites in the U.S. Soon after, states recognized their potential to profit from the iGaming vacuum and passed laws legalizing online intrastate iGaming.