1. Deportes Electrónicos: El Fenómeno De La Era Digital 2.1 Deporte Electrónico No Es Solamente Jugar a Videojuegos
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Esports • POKEMON • a Phenomenon • an Esport
eSports • POKEMON • A phenomenon • An eSport www.worldsquash.org So, what are eSports? www.worldsquash.org • It is the umbrella term for organised, competitive computer gaming, usually between professionals www.worldsquash.org www.worldsquash.org Currently some of the most popular eSport games are: Counter-Strike Global Offensive Call of Duty League of Legends Dota2 Smite Rocket League World of Tanks Heroes of the Storm Heroes of Warcraft Super Smash Bros StarCraft II Melee Hearthstone www.worldsquash.org But is it a sport? • Labelling video games as sports is somewhat controversial. • While some point to the growth in popularity of eSports as justification for designating some games as sports, others contend that video games will never reach the status of "true sports". • eSports are not a sport – they are a competition, according to ESPN President John Skipper www.worldsquash.org www.worldsquash.org www.worldsquash.org But are eSports mainstream? • eSports has grown hugely in recent years. • The number of consumers worldwide that are aware of eSports will surpass one billion this year, up 36% year- on-year, according to NewZoo. • The analyst also predicts that eSports will generate revenues of almost $500m this year, up 7% from the initial projection from the start of 2016. www.worldsquash.org Viewership • In terms of popular competitions, the most-watched eSports tournament final was that of the 2015 League of Legends World Championship, which was viewed by 36 million people. • Over the course of all 73 games, the tournament saw an average concurrent viewership of over 4.2 million, with the average fan watching for over an hour per viewing session. -
Sports & Esports the Competitive Dream Team
SPORTS & ESPORTS THE COMPETITIVE DREAM TEAM JULIANA KORANTENG Editor-in-Chief/Founder MediaTainment Finance (UK) SPORTS & ESPORTS: THE COMPETITIVE DREAM TEAM 1.THE CROSSOVER: WHAT TRADITIONAL SPORTS CAN BRING TO ESPORTS Professional football, soccer, baseball and motor racing have endless decades worth of experience in professionalising, commercialising and monetising sporting activities. In fact, professional-services powerhouse KPMG estimates that the business of traditional sports, including commercial and amateur events, related media as well as education, academic, grassroots and other ancillary activities, is a US$700bn international juggernaut. Furthermore, the potential crossover with esports makes sense. A host of popular video games have traditional sports for themes. Soccer-centric games include EA’s FIFA series and Konami’s Pro Evolution Soccer. NBA 2K, a series of basketball simulation games published by a subsidiary of Take-Two Interactive, influenced the formation of the groundbreaking NBA 2K League in professional esports. EA is also behind the Madden NFL series plus the NHL, NBA, FIFA and UFC (Ultimate Fighting Championship) games franchises. Motor racing has influenced the narratives in Rockstar Games’ Grand Theft Auto, Gran Turismo from Sony Interactive Entertainment, while Psyonix’s Rocket League melds soccer and motor racing. SPORTS & ESPORTS THE COMPETITIVE DREAM TEAM SPORTS & ESPORTS: THE COMPETITIVE DREAM TEAM In some ways, it isn’t too much of a stretch to see why traditional sports should appeal to the competitive streaks in gamers. Not all those games, several of which are enjoyed by solitary players, might necessarily translate well into the head-to-head combat formats associated with esports and its millions of live-venue and online spectators. -
1 ELECTRONIC ARTS Q4 FY16 PREPARED COMMENTS May 10
ELECTRONIC ARTS Q4 FY16 PREPARED COMMENTS May 10, 2016 Chris: Thank you. Welcome to EA’s fiscal 2016 fourth quarter earnings call. With me on the call today are Andrew Wilson, our CEO, and Blake Jorgensen, our CFO. Please note that our SEC filings and our earnings release are available at ir.ea.com. In addition, we have posted earnings slides to accompany our prepared remarks. After the call, we will post our prepared remarks, an audio replay of this call, and a transcript. A couple of quick notes on our calendar: we plan to deliver our next earnings report on Tuesday, August 2. And our press conference at EA PLAY will take place at 1pm Pacific Time on Sunday, June 12. Coming up next week, on Tuesday, May 17, is our Investor Day – if you haven’t registered already, please contact me so that we can send you an invitation. This presentation and our comments include forward-looking statements regarding future events and the future financial performance of the Company. Actual events and results may differ materially from our expectations. We refer you to our most recent Form 10-Q for a discussion of risks that could cause actual results to differ materially from those discussed today. Electronic Arts makes these statements as of May 10, 2016 and disclaims any duty to update them. During this call unless otherwise stated, the financial metrics will be presented on a non-GAAP basis. Our earnings release and the earnings slides provide a reconciliation of our GAAP to non-GAAP measures. These non-GAAP measures are not intended to be considered in isolation from, as a substitute for, or superior to our GAAP results. -
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. -
Katalog Jaro/Léto 2017
Změna údajů vyhrazena pro celý katalog. KATALOG JARO/LÉTO 2017 Exkluzivní dárky k předobjednávce DIGITÁLNÍ DISTRIBUCE Ústí nad Liberec Labem Teplice Most 2x Hradec Mladá Boleslav Králové Karlovy Vary Kladno Pardubice 7x Praha Kolín 2x Ostrava Plzeň 2x Olomouc České Jihlava Budějovice 3x Brno Zlín VÍTEJ V JRC Zavítej na jednu z našich 29 prodejen po celé České republice. Vždy tě tu uvítá profesionální personál, který ti rád poradí s výběrem toho pravého přímo pro tebe. JSME SPECIALIZOVANÝ PRODEJCE HER A KONZOLÍ V naší rozsáhlé nabídce najdeš hry • herní konzole a jejich příslušenství herní módu a doplňky • společenské hry sci-fi a fantasy knihy • komiksy • akční fi gurky výkup a prodej hraných konzolových her a konzolí 2 www.JRC.cz JRC BAZAR LEVNĚJI, VÝHODNĚJI, SE ZÁRUKOU HRANÉ HRY ZA SKVĚLOU CENU Na každé naší prodejně najdeš stovky hraných konzolových her se zárukou na 12 měsíců za neodolatelnou cenu. VÝKUP KONZOLOVÝCH TITULŮ Válí se ti doma konzolové hry, které už nebudeš hrát? My ti je vykoupíme pro- tiúčtem za jiné zboží nebo hotovost, stačí je donést na jakoukoliv naši prodejnu. AKČNÍ PECKY UŽ ZA 1 KČ! Nezapomeň využívat naše pravidelné akce VÝMĚNA, díky kterým pořídíš žhavé novinky již za 1 Kč. Nyní můžeš získat nejnovější díl legendární bojovky Tekken 7 za kačku, pokud nám prodáš 2 hry, jejichž bazarová prodejní cena je alespoň 799 Kč. Pro využití nabídky je nutné si hru předobjednat na některé naší prodejně. Akce se vztahuje pouze na standardní edice a nelze ji uplatnit na PC verze. Pro více informací navštiv některou z našich prodejen. www.JRC.cz 3 4 www.JRC.cz TITUL: INJUSTICE 2 PLATFORMY: PS4, XONE ŽÁNR: AKČNÍ VĚKOVÉ DOPORUČENÍ: OD 16 LET VYCHÁZÍ 19. -
[Catalog PDF] Manual Line Changes Nhl 14
Manual Line Changes Nhl 14 Ps3 Download Manual Line Changes Nhl 14 Ps3 NHL 14 [PS3] - PS3. Trainers, astuces, triches et solutions pour Jeux PC, consoles et smartphones. Unlock the highest level of hockey aggression, speed and skill. NHL 14 brings together the best technology from EA SPORTS to deliver the most authentic hockey experience ever. Deliver hits with the cutting-edge NHL Collision Physics, built from FIFA's. NHL 14 for the Sony Playstation 3. Used game in great condition with a 90-day guarantee. DailyFaceoff line combinations - team lineups including power play lines and injuries are updated before and after game days based on real news delivered by team sources and beat reporters. Automated line changes based on calculations do not give you the team’s current lines – and that’s what you need for your fantasy lineups. EA Sports has announced that details of NHL 14 will be unveiled. Seeing as I have NHL 13 I can't imagine wanting to buy NHL 14 - but it'll be. In North America and on Wednesday in Europe (both XBox and PS3). It doesn't help that there's nothing in the manual to explain how to carry out faceoffs. Auto line changes and the idiot assistant coach. This problem seems to date back to time immemorial. Let’s say you have a bona fide top line center, rated at 87. Your second line center is an 82. Your third line center is an 80, and your fourth is a 75. NHL 14 PS3 Cheats. Gamerevolution Monday, September 16, 2013. -
Tuesday 11 February
ONE GALAXY AT A TIME: NAVIGATING THE ESPORTS UNIVERSE Competitive gaming, bite-sized! For brands, media networks and stakeholders. CURATED BY HURRAH TUESDAY 11 FEBRUARY 14.00-14.05: KICK-OFF 16.00-17.00: MENTORING PROGRAMME: WORKSHOP TABLES #1 APPROACHING ESPORTS IN A BITE-SIZED WAY 1-TO-1 MENTORS’ TABLE: ARNAUD VERLHAC, ESPORTS BAR DIRECTOR, REED MIDEM MATCHMAKING -ALEXANDER CHEGRINEZ, CBO, STARLADDER VIP ARENA -ANGELA NATIVIDAD, CO-FOUNDER & COO, HURRAH 14.05-14.30: OPENING KEYNOTE -ANNA BAUMAN, MANAGING DIRECTOR, ROGUE MASTERY IS A STEP BY STEP PROCESS: ON PRACTICAL APPROACHES TO GROWING A FOOTPRINT -DUNCAN CALOW, PARTNER, IAEL (DLA PIPER) -JESSANY V'ANT HOFF, STRATEGIC ALLIANCES MANAGER, HYPERX IN ESPORTS, ONE GALAXY AT A TIME 16.00-18.00 FLORENT ‘ELCHIKITO’ GUTIERREZ — CMO, VITALITY -JOEP MEDDENS, PARTNER, IAEL (HOCKER) PRE- -JULIEN DUPONT, HEAD OF PARTNERSHIPS, TEAM VITALITY SCHEDULED -ROMAIN SOMBRET, CHAIRMAN & FOUNDER, MCES 14.30-15.30: ROUND-TABLE SESSIONS 14.30-15.30 MEETINGS X4 -TOBIAS HEIM, MANAGING DIRECTOR, BUILD A ROCKET GMBH DIVE DEEP INTO THE GAMES' ECO-SYSTEMS - LEAD BY NONE OTHER MENTORING FOR -TOBIAS SCHOLZ, ASSISTANT PROFESSOR, UNIVERSITY OF SIEGEN THAN THEIR PUBLISHERS BRANDS -WENDY LECOT, HEAD OF STRATEGIC ALLIANCES AND DIGITAL MARKETING EXPERTS’ TABLE: VIP ATTENDEES (BY INVITATION) INNOVATION DEVELOPMENT, HYPERX -ALBAN DECHELOTTE, HEAD OF BUSINESS DEVELOPMENT & ONLY 17.00-18.00: SPONSORSHIPS, RIOT GAMES MENTORING PROGRAMME: WORKSHOP TABLES #2 MENTORS’ TABLE TUESDAY-ADRIEN GUERRA, 11 MARKETING AND COMMUNICATIONS -
Beijing-Haidan Event Guide
BEIJING-HAIDIAN 2019 ATTENDEE EVENT GUIDE INTEL® EXTREME MASTERS: BEIJING 2019 | NOV 09-10 (UTC+8) WELCOME Welcome to our 77th global IEM tournament taking place in the capital of China, Beijing. Intel Extreme Masters has been running tournaments since 2006 and our passion for creating an unforgettable experience for fans, players & partners alike hasn’t changed. We’ve been running events in China for 10 years. Since then we have successfully ran 11 tournaments, IEM Beijing 2019 will be our 12th. • 2009 Chengdu – Click here for photos • 2009 Chengdu - Click here for photos • 2010 Shanghai - Click here for photos • 2011 Guangzhou - Click here for photos • 2013 Shanghai - Click here for photos • 2014 Shenzhen - Click here for photos • 2015 Shenzhen - Click here for photos • 2016 Shanghai - Click here for photos • 2017 Shanghai - Click here for photos • 2018 Shenzhen - Click here for photos Our team has been working tirelessly to create a platform that enables you to create unique memories that last a lifetime. Watch out for each other, be kind to each other and enjoy IEM Beijing-Haidian 2019. INTEL® EXTREME MASTERS: BEIJING 2019 | NOV 09-10 (UTC+8) THANKS TO OUR PARTNERS INTEL® EXTREME MASTERS: BEIJING 2019 | NOV 09-10 (UTC+8) THE VENUE Beijing University Students Gymnasium • Simplified Chinese: 北京大学生体育馆 • Traditional Chinese: 北京大學生體育館 The venue is an indoor arena located within the Haidian District of Beijing, China. It is affiliated to the Capital Institute of Physical Education in Beijing, China. The gymnasium has a floor space of 12,000 square metres and 4,200 seats. The gymnasium was built in 1988 and hosted the basketball events of the 1990 Asian Games. -
Esports an Emerging Industry
eSports An Emerging Industry Rohan Bose Mercer Capital www.mercercapital.com BUSINESS VALUATION & FINANCIAL ADVISORY SERVICES eSports is a rapidly expanding industry that has drawn viewers and investments alike. The introduction of streaming platforms as well as the improvement in mobile technology has allowed the industry to grow from its arcade hall beginnings in the 1970s to compet- itors streaming games to millions of viewers globally. In addition to being highly visible (192 million frequent viewers in 2017), the eSports industry is also lucrative ($906 million projected industry revenue in 2018). The History of eSports Sprouting from humble beginnings, researchers trace the roots of the eSports industry to informal competitions held at video game arcades in the 1970s. One of the first breakthroughs came in 1980 when Atari’s National Space Invaders Championship drew 10,000 participants across the U.S. As a spectator sport, eSports first took off in South Korea, when cable networks broadcast StarCraft tourna- ments in the early 2000s. By 2004, StarCraft stadium events in South Korea drew 100,000 fans. In the U.S., the coming of age moment arrived in 2013 when 13,000 people flooded the Staples Center to watch the world championship final of League of Legends. A Growing Audience The eSports industry has experienced rapid growth in recent years. According to data from Newzoo, an eSports researcher, the global eSports audience totaled 204 million in 2014. Approximately 56% (114 million) were considered frequent viewers/enthusiasts while the remaining 44% (90 million) were categorized as occasional viewers. By 2017, the global audience grew to 335 million, a compound annual growth rate of approximately 36% and the viewership ratio was approximately the same (57% categorized as frequent viewers/enthusiasts and 43% as occasional viewers). -
Overwatch League™ Inaugural Season Begins Today
January 10, 2018 Overwatch League™ Inaugural Season Begins Today First major global professional city-based league opens new era in eSports Overwatch League to be broadcast on Twitch, in addition to OverwatchLeague.com, MLG.com, the MLG app, and the new Overwatch League companion app IRVINE, Calif.--(BUSINESS WIRE)-- The inaugural season of the Overwatch League™ kicks off today, beginning an epic showdown between teams from some of the world's top sports and esports leaders—and the best Overwatch players on the planet. As the first major global professional esports league with competition organized by cities, the launch of the Overwatch League is one of the most hotly anticipated moments in esports. For the first season, 12 franchises are representing major cities in Asia, Europe, and North America. The full list of teams and owners is: Boston Uprising (Kraft Group) Dallas Fuel (Team Envy) Florida Mayhem (Misfits) Houston Outlaws (OpTic Gaming) London Spitfire (Cloud9) Los Angeles Gladiators (Stan and Josh Kroenke) Los Angeles Valiant (Immortals) New York Excelsior (Jeff Wilpon and SterlingVC) Philadelphia Fusion (Comcast Spectacor) San Francisco Shock (NRG eSports) Seoul Dynasty (Kevin Chou) Shanghai Dragons (NetEase) The teams met in combat for the first time during the preseason, December 6-9. The first regular-season games will be played later today, with the Pacific Division teams facing off: San Francisco Shock vs. Los Angeles Valiant, Shanghai Dragons vs. Los Angeles Gladiators, and Dallas Fuel vs. Seoul Dynasty. The Atlantic Division teams take the stage at the Blizzard Arena Los Angeles on Thursday. "Connecting and engaging the world through epic entertainment is our mission," said Bobby Kotick, CEO of Activision Blizzard. -
Esport Research.Pdf
Table of content 1. What is Esports? P.3-4 2. General Stats P.5-14 3. Vocabulary P.15-27 4. Ecosystem P.28-47 5. Ranking P.48-55 6. Regions P.56-61 7. Research P.62-64 8. Federation P.65-82 9. Sponsorship P.83-89 Table of content 10. Stream platform P.90 11. Olympic P.91-92 12. Tournament Schedule-2021 P.93-95 13. Hong Kong Esports Group P.96-104 14. Computer Hardware Producer P.105-110 15. Hong Kong Tournament P.111-115 16.Hong Kong Esports and Music Festival P.116 17.THE GAME AWARDS P.117-121 18.Esports Business Summit P.122-124 19.Global Esports Summit P.125-126 1.What is Esports? • Defined by Hong Kong government • E-sports is a short form for “Electronic Sports”, referring to computer games played in a competitive setting structured into leagues, in which players “compete through networked games and related activities” • Defined by The Asian Electronic Sports Federation • Literally, the word “esports” is the combination of Electronic and Sports which means using electronic devices as a platform for competitive activities. It is facilitated by electronic systems, unmanned vehicle, unmanned aerial vehicle, robot, simulation, VR, AR and any other electronic platform or object in which input and output shall be mediated by human or human-computer interfaces. • Players square off on competitive games for medals and/ or prize money in tournaments which draw millions of spectators on-line and on-site. Participants can train their logical thinking, reaction, hand-eye coordination as well as team spirit. -
Cleveland Monsters Game Notes
2020-21 MONSTERS SCHEDULE 2/5 at Rockford PPD to 2/22 2/6 at Rockford PPD to 2/23 CLEVELAND MONSTERS GAME NOTES 2/12 ROCHESTER L 3-7 2/13 GRAND RAPIDS L 1-3 2020-21 AHL Game #12 [RS from 2/6/21] 2/20 at Grand Rapids OTL 1-2 Tue., February 23, 2021, 6:00 PM 2/22 at Rockford W 7-3 2/23 at Rockford BMO HARRIS BANK CENTER 2/27 ROCKFORD Rockford, IL 2/28 ROCKFORD Proud Affiliate: 3/5 at Chicago 3/6 at Chicago (1-2-1-0), 3 Pt., .375 PCT 3/12 at Rochester (0-5-1-0), 1 Pt., .083 PCT 3/20 GRAND RAPIDS 5th in Central Division 6th in Central Division 3/25 TEXAS 19th in AHL Standings 27th in AHL Standings 3/27 TEXAS 3/28 TEXAS MEDIA CONTACT: Tony Brown - [email protected] - 216.630.8617 - @TonyBrownPxP 3/31 at Rochester 4/3 GRAND RAPIDS 2020-21 MONSTERS LEADING SCORERS (REGULAR SEASON) 4/14 at Rochester 4/17 ROCHESTER PLAYER GP G A PTS PIM +/- PPG SHG GWG OTG SOG 4/21 at Grand Rapids 64 Trey Fix-Wolansky 4 2 3 5 0 -4 2 0 1 0 0 28 Zac Dalpe [C] 4 3 1 4 5 -3 1 0 0 0 0 4/23 CHICAGO 90 Nathan Gerbe 4 2 2 4 12 -2 1 0 0 0 0 4/25 CHICAGO 18 Dillon Simpson [A] 4 1 2 3 0 -2 0 0 0 0 0 4/29 at Texas 17 Carson Meyer 1 2 0 2 0 +2 0 0 0 0 0 72 Ryan MacInnis 4 1 1 2 0 0 0 0 0 0 0 5/1 at Texas 20 Justin Scott [A] 4 1 1 2 4 +3 0 1 0 0 0 5/2 at Texas 5/5 at Grand Rapids 5/8 ROCHESTER NEXT HOME GAME: Sat., Feb.