2019 Starcraft® Ii Tespa Collegiate Series – Team Brawl Official Rules
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João Pedro Brito Cício De Carvalho
Universidade do Minho Escola de Economia e Gestão João Pedro Brito Cício de Carvalho eams Business Models in Professional Electronic ts T Sports Teams Business Models in Professional Electronic Spor tins Coelho abio José Mar F 5 1 UMinho|20 April, 2015 Universidade do Minho Escola de Economia e Gestão João Pedro Brito Cício de Carvalho Business Models in Professional Electronic Sports Teams Dissertation in Marketing and Strategy Supervisor: Professor Doutor Vasco Eiriz April, 2015 DECLARATION Name: João Pedro Brito Cício de Carvalho Electronic mail: [email protected] Identity Card Number: 13011205 Dissertation Title: Business Models in Professional Electronic Sports Teams Supervisor: Professor Doutor Vasco Eiriz Year of completion: 2015 Title of Master Degree: Marketing and Strategy IT IS AUTHORIZED THE FULL REPRODUCTION OF THIS THESIS/WORK FOR RESEARCH PURPOSES ONLY BY WRITTEN DECLARATION OF THE INTERESTED, WHO COMMITS TO SUCH; University of Minho, ___/___/______ Signature: ________________________________________________ Thank You Notes First of all, I’d like to thank my family and my friends for their support through this endeavor. Secondly, a big thank you to my co-workers and collaborators at Inygon and all its partners, for giving in the extra help while I was busy doing this research. Thirdly, my deepest appreciation towards my interviewees, who were extremely kind, helpful and patient. Fourthly, a special thank you to the people at Red Bull and Zowie Gear, who opened up their networking for my research. And finally, my complete gratitude to my research supervisor, Professor Dr. Vasco Eiriz, for his guidance, patience and faith in this research, all the way from the theme proposed to all difficulties encountered and surpassed. -
2019 WCS Winter Rules
StarCraft II: World Championship Series 2019 WCS Winter Official Rules WCS 2019 WCS Winter Event Rules 1 of 44 TABLE OF CONTENTS 1. INTRODUCTION .......................................................................................................................................... 4 2. ACCEPTANCE OF RULES ............................................................................................................................. 4 2.1. Acceptance of the Official Rules ................................................................................................... 4 2.2. Applicability of the Official Rules. ................................................................................................. 5 3. PLAYER ELIGIBILITY REQUIREMENTS ......................................................................................................... 6 3.1. Regional Eligibility ......................................................................................................................... 6 3.2. Minimum Age Requirements. ....................................................................................................... 6 3.3. Ineligible Players. .......................................................................................................................... 7 4. WCS WINTER ELIGIBILITY ........................................................................................................................... 7 4.1. General Eligibility and Residency Requirements ......................................................................... -
Starcraft: the Following Sections Briefly Describe and Identify the the Board Game
1 • 48 plastic figures THE BROOD WAR BEGINS… » 2 sets of Terran figures, each consisting of: 3 Medics With the shattered Zerg hive torn apart by fierce infighting, 3 Valkyries the Protoss seek to reunite with their Dark Templar » 2 sets of Protoss figures, each consisting of: brethren and begin rebuilding their devastated homeworld, Aiur. Terran Emperor Mengsk I, having achieved his goal 3 Dark Templars of total domination over the human colonies, must now face 3 Dark Archons two formidable threats. On one side is the rising power 3 Corsairs of the woman he betrayed – Kerrigan, now the infamous » 2 sets of Zerg figures, each consisting of: Zerg Queen of Blades – and on the other, a malevolent 3 Lurkers conspiracy deep within his own ranks. 3 Devourers 3 Infested Terrans EXPANSION OVERVIEW • 18 clear plastic stands (for flying units) This expansion provides a wide range of new units, components, and mechanics to add a variety of new COMPONENT BREAKDOWN options and strategies to the award winning StarCraft: The following sections briefly describe and identify the The Board Game. different components of the Brood War expansion. In addition to the abundance of new material, Brood War also introduces a new story based game play mode – MILITARY UNITS scenario play. COMPONENT LIST • 1 Rulebook • 165 cards, consisting of: » 36 Zerg Combat and Technology cards (17 Green, 19 Purple) » 34 Terran Combat and Technology cards (17 Red, 17 Blue) » 34 Protoss Combat and Technology cards (17 Orange, 17 Yellow) » 42 Leadership cards (7 per faction) » 7 Event cards These plastic figures come in six colors, corresponding to » 12 Resource cards the six factions of the game. -
Author Guidelines for 8
Proceedings of the 52nd Hawaii International Conference on System Sciences | 2019 Taking College Esports Seriously Nyle Sky Kauweloa Jenifer Sunrise Winter University of Hawai‘i at Mānoa University of Hawai‘i at Mānoa [email protected] [email protected] Abstract environment involving student-lead clubs and scholarship-based teams. The University of This study examined how collegiate esports players Washington and the University of British Columbia conceptualized their own competitive gameplay as have student-organized gaming clubs on their situated between work and play. Using interviews campuses, with collegiate esports organizations guided by Stebbins’ (2007) serious leisure perspective, TESPA and the Collegiate Starleague supporting 16 collegiate esports players described how belonging hundreds of teams and offering thousands of dollars in to a collegiate esports team has shaped their identity, scholarships [6]. and how they experienced gaming within the Game developers have started to see the structured environment of a collegiate esports team benefits of collegiate esports. Riot Games holds a and club. Stebbins’ description of skill and knowledge series of collegiate tournaments in North America development was supported, and the findings are in open to student-clubs and esports varsity programs, accord with Stebbins’ conceptualization of “personal the most recent being the College League of Legends. rewards,” such as self-expression, self-image, and Notable among the tournaments was the 2016 North self-actualization. American Collegiate Championships (NACC) for the League of Legends (LoL) [7] game. The competition ended with a match between the University of British 1.The Growth of Collegiate Esports Columba’s (UBC) student-lead esports club and Robert Morris University’s esports scholarship team. -
Consumer Motivation, Spectatorship Experience and the Degree of Overlap Between Traditional Sport and Esport.”
COMPETITIVE SPORT IN WEB 2.0: CONSUMER MOTIVATION, SPECTATORSHIP EXPERIENCE, AND THE DEGREE OF OVERLAP BETWEEN TRADITIONAL SPORT AND ESPORT by JUE HOU ANDREW C. BILLINGS, COMMITTEE CHAIR CORY L. ARMSTRONG KENON A. BROWN JAMES D. LEEPER BRETT I. SHERRICK A DISSERTATION Submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy in the Department of Journalism and Creative Media in the Graduate School of The University of Alabama TUSCALOOSA, ALABAMA 2019 Copyright Jue Hou 2019 ALL RIGHTS RESERVED ABSTRACT In the 21st Century, eSport has gradually come into public sight as a new form of competitive spectator event. This type of modern competitive video gaming resembles the field of traditional sport in multiple ways, including players, leagues, tournaments and corporate sponsorship, etc. Nevertheless, academic discussion regarding the current treatment, benefit, and risk of eSport are still ongoing. This research project examined the status quo of the rising eSport field. Based on a detailed introduction of competitive video gaming history as well as an in-depth analysis of factors that constitute a sport, this study redefined eSport as a unique form of video game competition. From the theoretical perspective of uses and gratifications, this project focused on how eSport is similar to, or different from, traditional sports in terms of spectator motivations. The current study incorporated a number of previously validated-scales in sport literature and generated two surveys, and got 536 and 530 respondents respectively. This study then utilized the data and constructed the motivation scale for eSport spectatorship consumption (MSESC) through structural equation modeling. -
Blizzcon Is Bigger Than Ever with Nine Stages, 12 Trucks, 200+ Broadcast Streams
BlizzCon Is Bigger Than Ever With Nine Stages, 12 Trucks, 200+ Broadcast Streams The live stages feed into central Master Control, ‘Post Hub’ BY JASON DACHMAN, CHIEF EDITOR NOVEMBER 2, 2018 We distribute to a huge number amount of platforms and we also localize in 18 different languages. All of our esports programming is free, and we make the decision what goes on R Logotext Lorem TaglineBlizzCon Virtual Ticket holistically across Blizzard [based on] what we feel our community would want access to. Peter Eminger, Sr. Director Blizzard With 40,000 fans onsite watching five live esports stages and four content stages sprawled across a million square feet at Anaheim Convention Center, it simply doesn’t get any bigger for the Blizzard Entertainment pro- duction operation than BlizzCon. In addition, Blizzard’s Global Broadcast team is distributing a whopping 211 unique broadcast streams to 17 outlets in 18 languages. “For us, the live event and the broadcasts are very linked together because so much of the broadcast is from these live stages. Our show is definitely bigger this year,” says Pete Emminger, senior director, Blizzard Entertain- ment. “We’re really lucky in that we have a lot of consistent crew, so this year has actually been the smoothest year so far. Plus, we’ve really had a great year at Blizzard overall, so we’re extremely excited to finally be here at BlizzCon, which is really a celebration for us as much as it is [for the fans].” A Blizzard of Activity: A Dozen Mobile Units Onsite Serving Nine Stages Now in its 14th year, the convention features everything from live esports competitions to Q&A panels and announcements to demos of upcoming game releases to concerts and much more. -
2020 OVERWATCH® COLLEGIATE CHAMPIONSHIP OFFICIAL RULES INTRODUCTION These 2020 Overwatch® Collegiate Championship Rules, Incl
2020 OVERWATCH® COLLEGIATE CHAMPIONSHIP OFFICIAL RULES INTRODUCTION These 2020 Overwatch® Collegiate Championship Rules, including any updates, amendments or supplements thereto (the “Official Rules”) govern qualification and competitive play in the 2020 Overwatch Collegiate Championship tournament (the “Tournament”). These Official Rules apply to all Teams, Team Managers, Team Staff and Players (as defined herein and collectively referred to as “Participants”) who participate in the Tournament or any event related to the Tournament. These Official Rules have been designed to ensure the integrity of all competition, protect the image and reputation of Tespa, and create a consistent and high-quality experience for members of the public that view Tespa events. These Official Rules form a contract between Participants and Tespa, Inc. (“Tespa”), Major League Gaming Corp. (“MLG”) and each of their respective affiliates who are engaged in operating the Tournament on the other hand (collectively, the “Tournament Administration”). These Official Rules establish the general rules of tournament play, including rules governing use of Overwatch (the “Game”) in the Tournament, player eligibility, tournament structure, points structure, prize awards, and player conduct. These Official Rules also contain limitations of liability, license grants, and other legally binding contractual terms. Each Participant is required to read, understand, and agree to these Official Rules before participating in the Tournament. The Tournament is conducted in accordance with: (i) MLG’s Terms of Service and MLG’s Privacy Policy; and (iii) these official rules (“Official Rules”), unless otherwise indicated. With respect to each specific Tournament, more detailed rules, Tournament start and end dates, description of potential prizes and other Tournament-specific information may be provided before the start of each Tournament. -
An Ethnography of Early Canadian Varsity Esports
University of Windsor Scholarship at UWindsor Research Result Summaries 2020 An Ethnography of Early Canadian Varsity Esports Ben Scholl University of Windsor, [email protected] Follow this and additional works at: https://scholar.uwindsor.ca/research-result-summaries Consistent with the TCPS 2 (4.7) this is a research summary provided to participants and should not be considered a formal publication of results. Recommended Citation Scholl, B. (2020). An Ethnography of Early Canadian Varsity Esports. Retrieved from https://scholar.uwindsor.ca/research-result-summaries/104 This Completed Summary is brought to you for free and open access by Scholarship at UWindsor. It has been accepted for inclusion in Research Result Summaries by an authorized administrator of Scholarship at UWindsor. For more information, please contact [email protected]. ABSTRACT What follows is an ethnographic study of Canada’s first varsity esports program. Esports – formalized competitive videogaming – is a cultural and industrial phenomenon taking root in North America. This research yields rich qualitative data, collected through participant observation and interviews with esports student-athletes, providing insider perspectives on the institutionalization of the organizational field. My interdisciplinary approach offers insight on institutional pressures and their relationship to stakeholders, player agency, and institutional work – broadly speaking the creation, maintenance, and disruption of organizational social institutions. In 2011, institutionalists Lawrence, Suddaby and Leca called for the refocused exploration of the relationship between individuals, their agency, and institutions. Additionally, they emphasized the importance of bridging the gap between critical and institutional views of organizational behaviour. Critical scholars, such as T.L. Taylor, declared the importance of researching esports, for its consequences on our understanding of socio-technical systems and evolving traditional institutions (Taylor, 2018). -
The Sword, November 2020
NOVEMBER 2020 VOLUME 59 | ISSUE 3 2 Marginalized Students at Concordia Share Grievances: Recent Sit-In BY MARYKATE FENSTERMAKER 6 Milestone in Catholic History with First African American Cardinal BY ERIKA SOUKUP 8 How to Enjoy Thanksgiving Without Killing Grandma BY RYAN SKILLE 11 CSP Baseball Team Sends Uniforms to Nicaragua BY DAVINA BELLINGER 20 Criminal Justice & Sociology Club holds Open Conversation BY REBECCA BEASLEY Photo Credit: Rene Elias *THIS IS NOT AN OFFICIAL CSP PUBLICATION AND DOES NOT NECESSARILY REFLECT THE VIEWS OF THE ADMINISTRATION, FACULTY, OR STAFF. SPECIAL THANKS TO THE CONTRIBUTING SPONSORS. 1 THE SWORD NEWSPAPER NOVEMBER 2020 VOLUME 59 | ISSUE 3 NEWS CONCORDIA ST. PAUL’S OFFICIAL STUDENT NEWSPAPER SINCE 1966 EDITOR IN CHIEF Anna Fritze Letter from the Editor Marginalized Students at Concordia ART DIRECTOR BY ANNA FRITZE Share Grievances: Recent Sit-In Carli Bruckmueller alloween has come and gone, the u.s. NEWS EDITOR is in its second wave of the coronavirus, and our Organized by Black Students Harry Lien H nation will have a new president in January. What a roller coaster this month has been. So, it’s pretty Challenges Administration SPORTS EDITOR much been like every other month since March! Crazy Jaid Perry BY MARYKATE FENSTERMAKER what America can throw at you. ARTS & VARIETY EDITOR Before I released last month’s issue, I was most expectant group of around 30 students staged a sit-on in the Tunnel on Friday Oct. Davina Bellinger of receiving negative feedback due to the majority of the 30th to express their dissatisfaction with Concordia’s response to Black students paper taking the liberal side of the election. -
Esports Impact Study
0 ESPORTS INDUSTRY ASSESSMENT TABLE OF CONTENTS CONTENTS TABLE OF CONTENTS .............................................................................. 1 1. INTRODUCTION ................................................................................. 2 2. ESPORTS ECOSYSTEM ........................................................................ 4 2.1 ABOUT THE GEORGIA ECOSYSTEM ............................................................ 4 2.2 KEY PLAYERS ............................................................................................. 8 2.3 EVENTS ..................................................................................................... 8 2.4 VENUES .................................................................................................. 10 2.5 HIGH SCHOOL AND COLLEGE ESPORTS .................................................... 12 3. ESPORTS INDUSTRY ......................................................................... 14 3.1 INDUSTRY DEFINITION AND DESCRIPTION ............................................... 14 3.2 COMPETITIVE LANDSCAPE....................................................................... 16 3.3 OTHER KEY STATISTICS ............................................................................ 17 4. CONCLUSION .................................................................................. 18 5. APPENDIX - ABOUT THE GEORGIA TECH, ENTERPRISE INNOVATION INSTITUTE ........................................................................................... 19 1 ESPORTS INDUSTRY ASSESSMENT -
The Rising Esports Industry and the Need for Regulation
TIME TO BE GROWN-UPS ABOUT VIDEO GAMING: THE RISING ESPORTS INDUSTRY AND THE NEED FOR REGULATION Katherine E. Hollist* Ten years ago, eSports were an eccentric pastime primarily enjoyed in South Korea. However, in the past several years, eSports have seen meteoric growth in dozens of markets, attracting tens of millions of viewers each year in the United States, alone. Meanwhile, the players who make up the various teams that play eSports professionally enjoy few protections. The result is that many of these players— whose average ages are between 18 and 22—are experiencing health complications after practicing as much as 14 hours a day to retain their professional status. This Note will explore why traditional solutions, like existing labor laws, fail to address the problem, why unionizing is impracticable under the current model, and finally, suggest regulatory solutions to address the unique characteristics of the industry. TABLE OF CONTENTS INTRODUCTION ..................................................................................................... 824 I. WHAT ARE ESPORTS? ....................................................................................... 825 II. THE PROBLEMS PLAYERS FACE UNDER THE CURRENT MODEL ....................... 831 III. THE COMPLICATIONS WITH COLLECTIVE BARGAINING ................................. 837 IV. GETTING THE GOVERNMENT INVOLVED: THE WHY AND THE HOW .............. 839 A. Regulate the Visas ...................................................................................... 842 B. Form an -
Fall 2020 Overwatch® Community Play-In Tournament
Fall 2020 Overwatch® Community Play-In Tournament You are free to copy, distribute, and otherwise share screen images of the North America Scholastic Esports Federation Toolkits for educational purposes, including training, in-person or online teaching, presentations, review, evaluation, internal Club use, and handouts for related activities. You may not use North America Scholastic Esports Federation Toolkits screen images for commercial gain, and may not alter, transform, or build upon them without written permission from the North America Scholastic Esports Federation. Each use from the North America Scholastic Esports Federation Toolkits should be attributed as follows: "Reprinted with permission from the North America Scholastic Esports Federation.” © Samueli Foundation | North America Scholastic Esports Federation 1 Last updated 9/1/2020 Table of Contents Introduction Acceptance of Official Rules 1.1 Acceptance. 1.2 Rule Changes and Enforcement. Competition Eligibility 2.1 Club Eligibility 2.1.1 High Schools 2.1.1.1 United States 2.1.1.2 U.S. Territories 2.1.1.3 Canada 2.1.2 Community-Based Organizations 2.1.2.1 United States and the U.S. Territories 2.1.2.2 Canada 2.2 Student Eligibility 2.3 Verification of Eligibility 2.4 Player and Team Name Restrictions 2.5 Sponsorships 3. TEAM MANAGEMENT AND ROSTERS 3.1 Teams 3.2 Roster Requirements 4. PLAYER CONDUCT 5. Structure and Schedule 5.1 Structure 5.2 Tournament Stages and Format 5.3 Schedule 6. Match Process 6.1 MATCH SETTINGS 6.2 MATCH PROCEDURES 6.3 MATCH OBLIGATIONS 6.4 MATCH DISRUPTIONS 6.5 Spectators, Streaming, and Recording Matches © Samueli Foundation | North America Scholastic Esports Federation 2 Last updated 9/1/2020 Introduction The North America Scholastic Esports Federation™ (“NASEF”) is hosting its third annual tournament, The Fall 2020 Overwatch® Community Play-In Tournament (“Tournament”, “competition”), between high schools and community-based organizations who have registered and qualified for the Fall 2020 Season.