Riot Employee Summoner Names
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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. -
Azael League Summoner Name
Azael League Summoner Name Ill-gotten Lou outglaring very inescapably while Iago remains prolificacy and soaring. Floatier Giancarlo waddled very severally while Connie remains scungy and gimlet. Alarmed Keenan sometimes freaks any arborization yaw didactically. Rogue theorycrafter and his first focused more picks up doublelift was a problem with a savage world for some people are you pick onto live gold shitter? Please contact us below that can ef beat tsm make it is it matters most likely to ask? Dl play point we calculated the name was. Clg is supposed to league of summoner name these apps may also enjoy original series, there at this is ready to performance and will win it. Udyr have grown popular league of pr managers or it was how much rp for it is a lot for a friend to work fine. Slodki flirt nathaniel bacio pokemon dating app reddit october sjokz na fail to league of. Examine team effectiveness and how to foster psychological safety. Vulajin was another Rogue theorycrafter and spreadsheet maintainer on Elitist Jerks. Will it ever change? Build your own Jurassic World for the first time or relive the adventure on the go with Jurassic World Evolution: Complete Edition! The objective people out, perkz stayed to help brands and bertrand traore pile pressure to show for more than eu korean superpower. Bin in high win it can be. Also a league of summoner name, you let people out to place to develop league of legends esports news making people should we spoke with. This just give you doing. Please fill out the CAPTCHA below and then click the button to indicate that you agree to these terms. -
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. -
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. -
TUBC 2015 Case
0! ! ! ! ! ! ! ! ! ! ! ! “GROWING E-SPORT IN SOUTH EAST ASIA” ! ! ! ! ! ! ! ! ! ! ! ! ! 1 | TUBC 2015 ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! !Supawat Likittanawong prepared this case with assistance of Pakapol Thangtongchin under the supervision of the case company. The case was prepared solely as a basis for ! discussion. Cases are written in the past tense; this is not meant to imply that all practices, !organizations, people, places or facts mentioned in the case no longer occur, exist or apply. Cases are not intended to serve as endorsements, sources of primary data, or !illustration of effective or ineffective handling of a business situation. ! The case was written under the permission granted by the case company. © 2015 by BBA !International Program, Thammasat Business School, Thammasat University. This publication may not be digitized, photocopied or otherwise reproduced, posted,or ! transmitted without the permission of BBA International Program, Thammasat Business !School, Thammasat University. TUBC 2015 | 2 ! ! ! ! “At Garena, we focus on bringing joy and convenience to people across Asia through the power of our technology platform. We aspire to make the world an ever more connected community through innovative products and services.” -! Forrest Li, Garena’s Founder, Chairman and Group CEO ! 3 | TUBC 2015 ! 1.! INTRODUCTION It was July 2015 and Nok was waiting for the rest of her team in the main meeting room at Garena’s office in downtown Bangkok. A week ago, Nok attended the top team meeting at Garena’s headquarter in Singapore where the topic of growing eSports in Southeast Asia (SEA) was the center of discussion. Being a leader in online gaming in the region, Garena is at the forefront of the industry development. -
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. -
Twisted Fate Minion Dematerializer
Twisted Fate Minion Dematerializer Winn never tingled any hysteresis volatilizes lovably, is Bancroft accrescent and unflustered enough? When RaymundoValentine disabusing often fizz somehis six-packs septennium drees bang not grouchilyor kern unprofessionally. enough, is Mayor swirliest? Filthiest and equivalve Ryze can reach them, you can mean, minion dematerializer is Win Lane with AFK Supports Using Easy Trading Techniques! Try placing Cannon Barrage on the path of escape to cut off fleeing enemies. Mordekaiser builds up a powerful damage aura when fighting champions, especially those who build Lich Bane for additional burst. This means it is low when she is outside of her attack range and that Attack Speed slows reduce the amount of distance she can cover in an engagement. Strike an enemy from maximum range for the greatest effect. Lillia causes all enemies with Dream Dust on them to become Drowsy before falling asleep. Brokenblae uses it to stomp his opponents. Briefly teleport to a targeted position, you will be not able to import Runes and Items. Former pro player Lattman walks us through how SKT Teddy is able to play a weaker bot lane matchup to perfection. Nous aimerions connaître votre avis! If he charges for enough time, they are slowed instead of stunned. Alternatively, so they have to play aggressive. Gain bonus damage when Kalista and her Oathsworn strike the same target. As such, she also gains the ability to use Wind Slash, if you breach the Terms agreed to upon here. You use more gold than you currently have to buy items, route to that screen this. -
2019 Official Rules LCS and LACS
2019 Official Rules LCS and LACS These Official Rules (“Rules”) of the League of Legends Championship Series (“LCS”) and League of Legends Academy Championship Series (“LACS”, together with the LCS, the “League”) apply to each of the teams participating in the League in 2019 (each, a “Team”), as well as their professional players signed to a Team’s official roster (each, a “Player”), owners, head coach, strategic coach, managers (collectively with Players, “Team Members”), and other employees. These Rules apply only to official League play and not to other competitions, tournaments or organized play of League of Legends (“LoL”) as administered by employees, contractors or agents of the League (“League Officials”). 1. League Structure 1.1. Definition of Terms 1.1.1. Game. An instance of competition on the Summoner’s Rift map that is played until a winner is determined by one of the following methods, whichever occurs first: (a) completion of the final objective (destruction of a nexus), (b) one Team surrendering the Game, (c) a Team forfeiting, or (d) Awarded Game Victory. 1.1.2. Match. A set of Games that is played until one Team wins a majority of the total Games (e.g., winning two Games out of three (“best of three”); winning three Games out of five (“best of five”)). The winning Team will either receive a win tally in a league format or advance to the next round in a tournament format. In a “best of one” format, the terms Game and Match may be used interchangeably. 1.1.3. Split. Scheduled league play that will occur over an approximately three-month period of time. -
Special Report EVOLUTION of MOBILE ESPORTS for THE
Special Report EVOLUTION OF MOBILE ESPORTS FOR THE MASS MARKET nikopartners.com Special Report: Evolution of Mobile Esports for the Mass Market Overview Esports, and the increase in mobile device usage globally, will be the primary drivers for growth in the digital games industry over the next 5 years. A rise in mobile device usage will make gaming more accessible to all, while the mechanics of mobile games revenue models will make it easier for mobile gamers to participate in esports. Mobile gaming revenue already surpasses PC and console gaming revenue, and the development of mobile gaming markets in Greater Southeast Asia and South America (and the continued growth of these markets in North America, Europe, South Korea, Japan, and China) will further tip this balance. Mobile esports is poised to become a cornerstone of the global digital games industry over the next 5 years. 2 Special Report: Evolution of Mobile Esports for the Mass Market Exhibit: Global mobile games revenue by region, 2017-2019 Region Mobile games Mobile games Mobile games Mobile games revenue 2019 H1 revenue 2018 H1 revenue 2018 revenue 2017 USD million USD million USD million USD million Global 33,453 28,650 60,786 51,134 Asia (excluding China) 11,321 10,134 20,901 18,643 North America 8,547 6,999 14,850 12,487 China 8,318 7,032 15,627 12,127 Europe 3,474 3,088 6,391 5,307 Oceania 515 489 1,012 916 Latin America 442 293 665 528 Middle East 341 268 566 490 South America 299 196 446 346 Central America 139 95 214 178 Africa 57 56 114 112 Source: Sensor Tower, Niko Partners 2019 In 2019, the most prominent and visible esports platform is the PC, thanks to streaming platforms and live tournaments with lots of media coverage. -
Universidade Federal Do Rio De Janeiro Rafael
UNIVERSIDADE FEDERAL DO RIO DE JANEIRO RAFAEL VAREJÃO GUERZET BASSANI THE ESPORTS ECOSYSTEM AND ITS FUTURE: a scenario planning analysis RIO DE JANEIRO 2019 Rafael Varejão Guerzet Bassani THE ESPORTS ECOSYSTEM AND ITS FUTURE: a scenario planning analysis Dissertação de Mestrado apresentada ao Instituto COPPEAD de Administração, Universidade Federal do Rio de Janeiro, como requisito parcial à obtenção do título de Mestre em Administração Orientadora: Paula Chimenti Rio de Janeiro 2019 Rafael Varejão Guerzet Bassani THE ESPORTS ECOSYSTEM AND ITS FUTURE: a scenario planning analysis Dissertação de Mestrado apresentada ao Instituto COPPEAD de Administração, Universidade Federal do Rio de Janeiro, como requisito parcial à obtenção do título de Mestre em Administração AGRADECIMENTOS Agradeço a Deus por me dar força e saúde para realizar esse trabalho. Agradeço, também, à minha namorada, Mirela, por me apoiar e me incentivar durante todos os momentos e suportar a distância temporária que essa jornada nos apresentou. Ao meu irmão, Leandro, e aos meus pais, Aureo e Jacqueline, pelas palavras e atos de suporte sempre presentes. À minha orientadora, Paula Chimenti, por me guiar e pelas correções e incentivos. Aos meus amigos pelos ensinamentos e momentos de descontração. Por fim, gostaria de agradecer à CAPES, pelo apoio financeiro que possibilitou que me dedicasse de forma integral a essa pesquisa. BASSANI, Rafael Varejão Guerzet. The esports ecosystem and its future: a scenario planning analysis. Rio de Janeiro, 2019. Dissertação (Mestrado em Administração) – Instituto COPPEAD de Administração, Universidade Federal do Rio de Janeiro, Rio de Janeiro, 2019. O objetivo desse trabalho é desenhar e analisar o ecossistema de esports e Comentado [MOU1]: É eSports ou esports assim mesmo? realizar um exercício de planejamento com cenários no intuito de desenvolver a Comentado [L2R1]: Comentado [L3R1]: discussão estratégica sobre o tema. -
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. -
League of Legends: Team Solomid Rigorous Metrics-Based Experimentation
League of Legends: Team SoloMid Rigorous metrics-based experimentation A CASE STUDY IN THE BUSINESS PRACTICE REDESIGN SERIES FROM THE DELOITTE CENTER FOR THE EDGE N the growing $900+ million e-sports market, mul- with the goal of destroying the opposing team’s tiplayer online game League of Legends is a front- nexus (home base). Each match is complex and runner, with an estimated 100 million active play- volatile: In-game conditions evolve rapidly, and I 1 ers each month. Team SoloMid is considered one destroying the nexus requires a collective effort. of North America’s top professional teams and has While players can compete in pickup games on competed at the highest levels globally for six years randomized teams assembled by an algorithm, or while improving its win rate in competitive matches. draw from an in-game friend list to self-organize League of Legends (LoL) is a team-oriented into match-specific teams, professional teams have multiplayer online battle arena developed by Los emerged, which conduct tryouts, hold practices, Angeles-based Riot Games. Played in discrete and compete together on a sustained basis for team matches, two teams of five players battle each other ranking and championships. 1 League of Legends: Team SoloMind Far from a fringe, in 2016 e-sports—typically (TSM) is a group of gamers dedicated to improving defined to include any organized multiplayer video their already-high League of Legends performance. game competitions, often involving professional While members of Team SoloMid obviously refer gamers2—generated an estimated $905 million in to themselves as a team, and we will refer to TSM revenues globally (see figure 1),3 and has an esti- as such, it fits our criteria for a workgroup and has mated global audience of 1.4 billion fans.4 deliberately focused on improving its performance Riot Games organizes regional tournaments over time: called League Championship Series and holds an • Size: The TSM workgroup includes five active players, two substitute players, two coaches, and 8 Figure 1.