Starcraft: the Following Sections Briefly Describe and Identify the the Board Game
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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 ......................................................................... -
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. -
Historiography of Korean Esports: Perspectives on Spectatorship
International Journal of Communication 14(2020), 3727–3745 1932–8036/20200005 Historiography of Korean Esports: Perspectives on Spectatorship DAL YONG JIN Simon Fraser University, Canada As a historiography of esports in Korea, this article documents the very early esports era, which played a major role in developing Korea’s esports scene, between the late 1990s and the early 2000s. By using spectatorship as a theoretical framework, it articulates the historical backgrounds for the emergence of esports in tandem with Korea’s unique sociocultural milieu, including the formation of mass spectatorship. In so doing, it attempts to identify the major players and events that contributed to the formation of esports culture. It periodizes the early Korean esports scene into three major periods—namely, the introduction of PC communications like Hitel until 1998, the introduction of StarCraft and PC bang, and the emergence of esports broadcasting and the institutionalization of spectatorship in the Korean context until 2002. Keywords: esports, historiography, spectatorship, youth culture, digital games In the late 2010s, millions of global youth participated in esports as gamers and viewers every day. With the rapid growth of various game platforms, in particular, online and mobile, people around the world enjoy these new cultural activities. From elementary school students to college students, to people in their early careers, global youth are deeply involved in esports, referring to an electronic sport and the leagues in which players compete through networked games and related activities, including the broadcasting of game leagues (Jin, 2010; T. L. Taylor, 2015). As esports attract crowds of millions more through online video streaming services like Twitch, the activity’s popularity as one of the most enjoyable sports and business products continues to soar. -
Sport Investing Bible What Is Esports? from Tiny Eventsashton to Kutcher, Sold Mark out Cuban, Nationalomay Hamoui and Jay H
https://bit.ly/3ofrlhB https://bit.ly/3ofrlhB InvestiE-Sport With a viewership bigger than Stanley cup or masters and the prizeng funds of over 200millions, Esport is quickly becoming the Next Big Thing! Even still, not many are aware of this, but there is serious money flowing through the E-sportsBible sports industry. The game you love doesn’t have to just be a hobby anymore. With the right tools, anyone can be very successful and profitable betting eSports. Our book is designed to jump start your winnings on eSports! We will take you by the hand and show you the most profitable systems and strategies to help you be a consistent winner! Jake Zywiol &Trey Richards zCodesystem.com https://bit.ly/3ofrlhB Contents What is eSports? From tiny events to sold out national stadiums 6 History of competitive gaming 11 Is eSport really a sport? 15 Streaming video games to the wider audience 18 eSports in Cinemas 21 Esports on TV, in the past and in the future 23 Anti-Doping regulations are in place 26 Structure of each competitive game 29 Counter Strike Global Offensive 29 League of Legends 32 Defense of the Ancients 2 33 Call of Duty 35 Smite 37 Starcraft 2 38 World of Tanks 40 Quake 41 Halo 42 Heroes of the Storm 44 Hearthstone 45 Fifa 48 https://bit.ly/3ofrlhB Betting on eSports: Where to begin 50 Money management and systems for betting eSports 57 Idea of a recovery system for betting 64 Fantasy eSports, get a piece of the $17 million pie 67 Word from the zCode eSports investor 73 Conclusion: Esports in the years to come 83 https://bit.ly/3ofrlhB https://bit.ly/3ofrlhB E-Sport Investing Bible What is eSports? From tiny eventsAshton to Kutcher, sold Mark out Cuban, nationalOmay Hamoui and Jay H. -
Choosing a Pro Gaming Monitor for Starcraft II/League of Legends and Other RTS Games
If you’d like to contact Grubby for personalIf you’d coaching like to contact ($125/hour) Grubby aQuire Mastery or justfor contact personal himcoaching as a ($125/hr)fan, email [email protected] just contact him as a fan, email: [email protected] Monitor tips from the Pros or orfind find him him onon: /@FollowGrubby Manuel “Grubby” Schenkhuizen i, I’m Manuel, better known in the gaming world as “Grubby,” Grubby’s Tip: If you are forced to H and I know what it takes to win at StarCraft II. Read on and raise your monitor with any books, I you will, too. recommend some light reading such as When I was 18 years old, I took a sabbatical from my studies to “A Treatise of Human Nature” by David travel the world for a year. I traveled all over Asia, the United States Hume or “On the Origin of Species” by and Europe to play international competitions in PC games. Gamers Charles Darwin. (This way you can learn refer to this as electronic sports (eSports), and it’s increasingly something about the game or your opponents when the PC popular amongst a wide demography and increasing amount of is off!) Someone recently told me on Twitter that he uses a people. Despite having been a gamer pretty much my whole life, 1300-page physics book, and I guess that could work, too. I can hardly believe that I’ve been a professional gamer for almost nine years now. My job’s seriously fun, and funnily enough, seriously serious. -
The Road to the Battle.Net® World Championship Leads to China
The Road to the Battle.net® World Championship Leads to China Blizzard Entertainment and NetEase to host top StarCraft® II and World of Warcraft® Arena players from around the world in Shanghai on Nov 17—18 SHANGHAI--(BUSINESS WIRE)-- Blizzard Entertainment, Inc. and NetEase, Inc. today announced that they will be co-hosting the Battle.net® World Championship in Shanghai, China on Saturday, November 17 and Sunday, November 18, 2012. The Battle.net World Championship will bring to a riveting conclusion Blizzard's 2012 StarCraft® II World Championship Series, which comprises more than 30 national and continental tournaments around the world, and the World of Warcraft® Arena global finals. Blizzard gamers and eSports fans will be able to witness some of the most skilled pro players on the planet in action as they battle it out at the Battle.net World Championship for glory, cash prizes, and the title of undisputed world champion. "We're looking forward to seeing the best players in the World Championship Series face each other at the Battle.net World Championship in Shanghai this November," said Mike Morhaime, CEO and cofounder of Blizzard Entertainment. "The level of StarCraft II and World of Warcraft Arena competition we've already seen around the world has been amazing, so we're anticipating a truly epic finale." "We're excited to partner with Blizzard to co-host a world-class eSports event here in China," said William Ding, CEO of NetEase. "There are millions of eSports enthusiasts in China and we're looking forward to presenting them -
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). -
More Than 1 Million Gamers Take Part in Global Zerg Invasion
More Than 1 Million Gamers Take Part in Global Zerg Invasion More than 1.1 million viewers tuned into StarCraft II®: Heart of the Swarm™ launch broadcast More than 1.1 million eSports fans watched StarCraft II competition at Major League Gaming Pro Circuit Winter Championship IRVINE, Calif.--(BUSINESS WIRE)-- Blizzard Entertainment, Inc. today announced a trio of milestones achieved during the launch week of StarCraft® II: Heart of the Swarm™. More than 1.1 million viewers tuned into the company's 21-hour, global broadcast of launch events and community celebrations around the world, with peak concurrent viewership reaching over 125,000, as reported by Twitch. As of the end of its first two days of sales, Heart of the Swarm had sold through approximately 1.1 million copies worldwide, including both retail and digital sales. Last weekend, more than 1.1 million viewers tuned in to see the StarCraft II: Heart of the Swarm tournament at the Major League Gaming (MLG) Winter Championship in Dallas, Texas. Heart of the Swarm reached a peak concurrent viewership of more than 157,000 viewers, as reported by Twitch. "We want to thank the global StarCraft community for the incredible passion and support they've shown for Heart of the Swarm," said Mike Morhaime, CEO and cofounder of Blizzard Entertainment. "In addition to a brand-new single-player campaign, we added a ton of enhancements with this expansion to make StarCraft II even more fun to play, and more exciting to watch. We're pleased to see gamers and eSports fans around the world enjoying Heart of the Swarm." "StarCraft II has been a premier game at Major League Gaming events since Wings of Liberty® was released," said Sundance DiGiovanni, CEO of Major League Gaming. -
Download/90/67> [22 May 2015] Hofstee, E
An analysis of its origin and a look at its prospective future growth as enhanced by Information Technology Management tools. Master in Science (M.Scs.) At Coventry University Management of Information Technology September 2014 - September 2015 Supervised by: Stella-Maris Ortim Course code: ECT078 / M99EKM Student ID: 6045397 Handed in: 16 August 2015 DECLARATION OF ORIGINALITY Student surname: OLSEN Student first names: ANDERS, HVAL Student ID No: 6045397 Course: ECT078 – M.Scs. Management of Information Technology Supervisor: Stella-Maris Ortim Second marker: Owen Richards Dissertation Title: The Evaluation of eSports: An analysis of its origin and a look at its prospective future growth as enhanced by Information Technology Management tools. Declaration: I certify that this dissertation is my own work. I have read the University regulations concerning plagiarism. Anders Hval Olsen 15/08/2015 i ABSTRACT As the last years have shown a massive growth within the field of electronic sports (eSports), several questions emerge, such as how much is it growing, and will it continue to grow? This research thesis sees this as its statement of problem, and further aims to define and measure the main factors that caused the growth of eSports. To further enhance the growth, the benefits and disbenefits of implementing Information Technology Management tools is appraised, which additionally gives an understanding of the future of eSports. To accomplish this, the thesis research the existing literature within the project domain, where the literature is evaluated and analysed in terms of the key research questions, and further summarised in a renewed project scope. As for methodology, a pragmatism philosophy with an induction approach is further used to understand the field, and work as the outer layer of the methodology. -
Upper Deck Releases High Series Just in Time for Overwatch League™ Grand Finals
UPPER DECK RELEASES HIGH SERIES JUST IN TIME FOR OVERWATCH LEAGUE™ GRAND FINALS Upper Deck to offer exclusive content, free trading cards and new Overwatch League High Series product at sold-out Grand Finals in Philadelphia! CARLSBAD, Calif, - September 25, 2019 - Upper Deck, the premier worldwide sports and entertainment collectibles company, announced today the global launch of Overwatch League™ High Series. The new update set marks the second esports trading card product from Upper Deck and comes off the heels of the first-ever esports league-licensed trading card set released by the company earlier this summer. The High Series product adds content from the league’s eight expansion teams, along with 90 new rookies from across the entire league. The new release comes just in time for the sold-out Overwatch League Grand Finals taking place at Wells Fargo Center in Philadelphia this weekend. In celebration of the event and the new product launch, Upper Deck will be offering free sample packs and exclusive Grand Finals-themed digital content to all fans in attendance, as well as the opportunity to have a personalized Overwatch League trading card created onsite. The company will also host a trading zone at the Grand Finals Fan Fest event where fans can trade cards with Upper Deck staff and get a first-hand look at samples of some rare inserts and achievements from the new Overwatch League card set. Upper Deck’s new Overwatch League High Series set includes never-before-seen hits and chase cards, including foil-etched Star Rookies cards, multi-player jersey Fragment booklet cards, player-autographed Ink insert cards, clear acetate Infra-Sight player cards and rare Holo F/X insert cards. -
Approximation Models of Combat in Starcraft 2
Approximation Models of Combat in StarCraft 2 Ian Helmke, Daniel Kreymer, and Karl Wiegand Northeastern University Boston, MA 02115 {ihelmke, dkreymer, wiegandkarl} @gmail.com December 3, 2012 Abstract Real-time strategy (RTS) games make heavy use of artificial intelligence (AI), especially in the design of computerized opponents. Because of the computational complexity involved in managing all aspects of these games, many AI opponents are designed to optimize only a few areas of playing style. In games like StarCraft 2, a very popular and recently released RTS, most AI strategies revolve around economic and building efficiency: AI opponents try to gather and spend all resources as quickly and effectively as possible while ensuring that no units are idle. The aim of this work was to help address the need for AI combat strategies that are not computationally intensive. Our goal was to produce a computationally efficient model that is accurate at predicting the results of complex battles between diverse armies, including which army will win and how many units will remain. Our results suggest it may be possible to develop a relatively simple approximation model of combat that can accurately predict many battles that do not involve micromanagement. Future designs of AI opponents may be able to incorporate such an approximation model into their decision and planning systems to provide a challenge that is strategically balanced across all aspects of play. Background and Motivation StarCraft 2 is a real-time strategy (RTS) computer game created by Blizzard Entertainment. This game is a sequel to the original StarCraft and, like its predecessor, has proven very popular. -
Five Mavericks Just Won College Tuition at Heroes of the Dorm®
April 9, 2017 Five Mavericks Just Won College Tuition at Heroes of the Dorm® A sharp performance in the finals of the Heroes of the Storm® competition catapults the University of Texas at Arlington to the top of collegiate esports IRVINE, Calif.--(BUSINESS WIRE)-- College esports was the winner as the University of Texas at Arlington went all in to take the Heroes of the Dorm® National Championship in Las Vegas, sweeping Louisiana State University to claim the top prize of full tuition for each of its five players for the remainder of their college careers. UT Arlington's squad triumphed by going 29- 0 in the most competitive Heroes of the Dorm yet, as this year's tournament featured additional stages of intense competition leading up to the climactic Heroic Four. This Smart News Release features multimedia. View the full release here: http://www.businesswire.com/news/home/20170408005037/en/ Regardless of talent selections or Battleground choices, UT Arlington stayed aggressive, punishing opponents for every mistake with multiple takedowns. The undefeated run did a lot to erase the sting of last year's bitter loss to Arizona State University in the National Championship, and UT Arlington's focus was the dominant theme in the 2017 Heroic Four. "All of us want to continue going forward as a team and see what we can do off the momentum of this win," said team captain Yusuf 'Kure' Sunka. "Last year a couple members of ASU, they went on to succeed in HGC off of the momentum of their win. So we're looking to do the same thing: keep maturing as a team and this is only a first step for us." "Congratulations to the 2017 Heroes of the UT Arlington went all in to sweep LSU and claim the Heroes of the Dorm National Dorm, UT Arlington, for an awesome run Championship.