Turkey Game Market 2020 Report
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Profesyonel Futbolcu Sözleşmelerinin İnsan Kaynakları Muhasebesi Açısından Değerlemesi” Olup, Dört Ana Bölümden Oluşmaktadır
T.C İstanbul Üniversitesi Sosyal Bilimler Enstitüsü İşletme Anabilim Dalı Muhasebe Bilim Dalı Yüksek Lisans Tezi PROFESYONEL FUTBOLCU SÖZLEŞMELERİNİN İNSAN KAYNAKLARI MUHASEBESİ AÇISINDAN DEĞERLEMESİ Mustafa Günaydın 2501900039 Tez Danışmanı Prof. Dr. Fatih YILMAZ İstanbul-2019 ÖZ PROFESYONEL FUTBOLCU SÖZLEŞMELERİNİN İNSAN KAYNAKLARI MUHASEBESİ AÇISINDAN DEĞERLEMESİ Mustafa GÜNAYDIN Profesyonel Futbolcu Sözleşmelerinin, İnsan Kaynakları Muhasebesi açısından değerlemesi oldukça karmaşık bir süreçtir. Bugüne kadar İnsan Kaynakları Muhasebesi konusunda geliştirilen hiçbir etkili yasal düzenleme (Muhasebe Standardı/Vergi Yasaları) bulunmamaktadır. İnsan Kaynakları Muhasebesi, insan sermayesine yapılan yatırım maliyetlerini kârı azaltan giderler olarak değerlendiren geleneksel muhasebesinin aksine, insan kaynakları ile ilgili harcamaların varlık olarak hesaplanmasını içerir. Türkiye’de “Gençlik ve Spor Genel Müdürlüğü ile özerk spor federasyonlarına tescil edilmiş spor kulüplerinin idman ve spor faaliyetlerinde bulunan iktisadî işletmeleri ile sadece idman ve spor faaliyetlerinde bulunan anonim şirketler” kurumlar vergisinden muaf oldukları için uygulanan muhasebe sistemleri özensizdir. Günümüzde, dernek statüsünde kurulan futbol kulüplerinin kullandığı yöntemler ile borsada işlem gören futbol şirketleri arasında maddi olmayan duran varlıkların kullanım alanları arasında net bir ayrım olduğunu görüyoruz. Bu bilgiden elde edilebilecek tek şey, futbol kulüpleri arasında futbolcu sözleşmelerinin muhasebeleştirilmesi konusunda uyum olmadığı ve -
Bir Arada Işine Başladı
12-1:Layout 1 11.06.2018 21:21 Page 2 Grandmedical Manisaspor’da MANiSASPOR’DA dün saat 14.00’da BÜYÜKŞEHİR’İN DEVLERİ Esnaf Sanatkarlar Kredi Kefalet Ko- YENi BAŞKAN operatifi Sosyal POTADA YENİDEN ZİRVEDE Tesislerinde yapılan kongre sonrası yeni BÜLENT başkan belli oldu. 816 üyesi olan -80 Manisaspor’da, 95 BAYGELDİ kongreye 386 üye katılarak oy kul- landı. 386 oyun 4’ü geçersiz olurken, 382 oy geçerli sayıldı. C Manisaspor’un yeni başkanı oldu. Gökay Budak ise 190 oy aldı.SAYFA 11 İMSAK 03:49 İFTAR 20:40 Türkiye Erkekler Basketbol 2. Ligi’nde final grubunda Gemlik Basketbol takımıyla Atatürk Spor Salonu’nda karşı karşıya gelen Manisa Büyükşehir Belediyespor’un dev adamları salondan 95-80 galip ayrılarak hedefe büyük ölçüde ulaştı ve yeniden liderlik koltuğunu kaptı. Son periyoddaki performansı ile rakibini mağlup etmeyi başaran Manisa Büyükşehir’in dev adamları Türkiye Bas- ketbol Ligi’ne çıkmayı büyük ölçüde garantiledi.SAYFA 12 11 HAZİRAN 2018 PAZARTESİ YIL:8 SAYI:2435 FİYATI:50 KURUŞ KAVSAGA TAM NOT Manisa Büyükşehir Belediyesi tarafından Turgutlu’da eski kavşağının yerine yapılan Turgutlu Katlı Kavşak Projesi’nin 1. etabı Manisa Büyükşehir Belediye Başkanı Cengiz Ergün tarafından açılmıştı. Kavşağı kullanan vatandaşların büyük beğenisini kazanan kavşaktan geçiş yapan MHP Genel Başkanı Devlet Bahçeli, modern kavşağa tam not verdi. “TURGUTLU’YA CAN VERİYORUZ” Akçay’dan seçim çıkartması Kavşağı kullananlar arasında İzmir’de Bölge İstişare Toplantısı’na 24 Haziran seçim çalışmaları kapsamında Kırkağaç’a katılan MHP Genel Başkanı Devlet Bahçeli de yer aldı. Manisa giden MHP Grup Başkanvekili Erkan AKÇAY “Biz vatan ve millet sevdalısıyız. Siyasetin rüzgârına göre yelkeni- Büyükşehir Belediyesinin Turgutlu’da önemli bir hizmeti hayata mizi çevirmeyiz. -
Adaptive Bitrate Streaming in Cloud Gaming Lambert Wang Worcester Polytechnic Institute
CORE Metadata, citation and similar papers at core.ac.uk Provided by DigitalCommons@WPI Worcester Polytechnic Institute Digital WPI Major Qualifying Projects (All Years) Major Qualifying Projects March 2017 Adaptive Bitrate Streaming in Cloud Gaming Lambert Wang Worcester Polytechnic Institute Matthew aJ mes Suarez Worcester Polytechnic Institute Robyn Angela Domanico Worcester Polytechnic Institute Follow this and additional works at: https://digitalcommons.wpi.edu/mqp-all Repository Citation Wang, L., Suarez, M. J., & Domanico, R. A. (2017). Adaptive Bitrate Streaming in Cloud Gaming. Retrieved from https://digitalcommons.wpi.edu/mqp-all/431 This Unrestricted is brought to you for free and open access by the Major Qualifying Projects at Digital WPI. It has been accepted for inclusion in Major Qualifying Projects (All Years) by an authorized administrator of Digital WPI. For more information, please contact [email protected]. Adaptive Bitrate Streaming in Cloud Gaming A Major Qualifying Project submitted to the Faculty of Worcester Polytechnic Institute in partial fulfillment of the requirements for the Degree in Bachelor of Science Robyn Domanico Matt Suarez Lambert Wang frdomanico, mjsuarez, [email protected] Advised by Mark Claypool [email protected] March 19, 2017 1 Abstract Cloud gaming streams games as video from a server directly to a client device making it susceptible to network congestion. Adaptive bitrate streaming estimates the bottleneck capacity of a network and sets appropriate encoding parameters to avoid exceeding the bandwidth of the connection. BBR is a congestion control algorithm as an alternative to current loss-based congestion control. We designed and implemented a bitrate adaptation heuristic based on BBR into GamingAnywhere, an open source cloud gaming platform. -
GPU Developments 2018
GPU Developments 2018 2018 GPU Developments 2018 © Copyright Jon Peddie Research 2019. All rights reserved. Reproduction in whole or in part is prohibited without written permission from Jon Peddie Research. This report is the property of Jon Peddie Research (JPR) and made available to a restricted number of clients only upon these terms and conditions. Agreement not to copy or disclose. This report and all future reports or other materials provided by JPR pursuant to this subscription (collectively, “Reports”) are protected by: (i) federal copyright, pursuant to the Copyright Act of 1976; and (ii) the nondisclosure provisions set forth immediately following. License, exclusive use, and agreement not to disclose. Reports are the trade secret property exclusively of JPR and are made available to a restricted number of clients, for their exclusive use and only upon the following terms and conditions. JPR grants site-wide license to read and utilize the information in the Reports, exclusively to the initial subscriber to the Reports, its subsidiaries, divisions, and employees (collectively, “Subscriber”). The Reports shall, at all times, be treated by Subscriber as proprietary and confidential documents, for internal use only. Subscriber agrees that it will not reproduce for or share any of the material in the Reports (“Material”) with any entity or individual other than Subscriber (“Shared Third Party”) (collectively, “Share” or “Sharing”), without the advance written permission of JPR. Subscriber shall be liable for any breach of this agreement and shall be subject to cancellation of its subscription to Reports. Without limiting this liability, Subscriber shall be liable for any damages suffered by JPR as a result of any Sharing of any Material, without advance written permission of JPR. -
Esports High Impact and Investable
Needham Insights: Thought Leader Series Laura A. Martin, CFA & CMT – [email protected] / (917) 373-3066 September 5, 2019 Dan Medina – [email protected] / (626) 893-2925 eSports High Impact and Investable For the past decade, eSports has been growing on the main stage in Asia and in stealth mode in the US. This report addresses questions we get most often from investors about eSports: ➢ What is eSports? Definitions differ. Our definition of eSports is “players competing at a video game in front of a live audience while being live-streamed.” By implication, viewing, attendance, and playing time are linked, and each creates revenue streams for eSports. ➢ How big is eSports? Globally, one out of every three (ie, 33%) 18-25 year olds spent more than an hour a day playing video games, 395mm people watched eSports, and 250mm people played Fortnite in 2018. eSports revenue will be $1.1B in 2019, up 26% y/y. ➢ Should investors care about eSports? We would argue “yes”, owing to: a) global scale; b) time spent playing and viewing; c) compelling demographics; d) eSports vs traditional sports trends; e) revenue growth; and, f) sports betting should supercharge US eSports. ➢ Is eSports a fad? We would argue “no”, owing to: a) many US Universities now offer Varsity eSports scholarships; b) new special purpose eSports stadiums are proliferating; c) billionaires are investing to make eSports successful; d) audience growth; and, e) Olympics potential. ➢ Why have you never heard of eSports? Because zero of the top 30 earning players in the world were from the US in 2018. -
Master's Degree Thesis
Master’s degree thesis IDR950 Sport Management Analysis of Twitter Behaviors of Portuguese and Turkish Clubs Eduardo Perdigao Drapier Sarp Doga Tezonarici Number of pages including this page: 155 Molde, 22.05.2019 Mandatory statement Each student is responsible for complying with rules and regulations that relate to examinations and to academic work in general. The purpose of the mandatory statement is to make students aware of their responsibility and the consequences of cheating. Failure to complete the statement does not excuse students from their responsibility. Please complete the mandatory statement by placing a mark in each box for statements 1-6 below. 1. I/we hereby declare that my/our paper/assignment is my/our own work, and that I/we have not used other sources or received other help than mentioned in the paper/assignment. 2. I/we hereby declare that this paper Mark each 1. Has not been used in any other exam at another box: department/university/university college 1. 2. Is not referring to the work of others without acknowledgement 2. 3. Is not referring to my/our previous work without acknowledgement 3. 4. Has acknowledged all sources of literature in the text and in the list of references 4. 5. Is not a copy, duplicate or transcript of other work 5. I am/we are aware that any breach of the above will be 3. considered as cheating, and may result in annulment of the examination and exclusion from all universities and university colleges in Norway for up to one year, according to the Act relating to Norwegian Universities and University Colleges, section 4-7 and 4-8 and Examination regulations section 14 and 15. -
Super Smash Bros. Melee: an Interdisciplinary Esports Ethnography
"Melee is Broken": Super Smash Bros. Melee: An Interdisciplinary Esports Ethnography Abbie ·spoopy' Rappaport A Thesis In the Department of Humanities Presented in Partial Fulfillment of the Requirements F or the Degree of Master of Arts (Individualized Program) at Concordia University Montreal, Quebec, Canada May 2020 © Abbie 'spoopy' Rappaport, 2020 CONCORDIA UNN ERSITY School of Graduate Studies This is to ce1tify that the thesis prepared By: Abbie ''spoooopy' Rappaport Entitled: Mellee iis Brrokkeenn”":: Supperr Smassh Bros.. Melleee:: An Interrdiisscciipplliinnary Esporrttss Etthnography and submitted in prutial fulfillment of the requirements for the degree of Indiivviiddualized Mastterss (IINDI MA)) complies with the regulations of the University and meets the accepted standru·ds with respect to originality and quality. Signed by the final examining committee: Rachel Berger Chair Darrrren Werrsshllerr Examiner Barrtt Siimon Examiner Pipppin Barr Thesis Supervisor(s) Darren Wershlerr,, Bart Simon,, Piippppin Baarrrr Approved by Rachel Berger Chair of Department or Graduate Program Director Effrosyni Diamantoudi, Dean, Date iii Abstract "Melee is Broken": Super Smash Bros. Melee: An Interdisciplinary Esports Ethnography Abbie 'spoopy' Rappaport This work presents a qualitative analysis of the esports community that plays and watches Super Smash Bros. Melee (SSBM) , a platform-based fighting game released for the Nintendo GameCube in 2001. SSBM is unusual as an esport for the way that it is built on a grass-roots foundation shaped by players (rather than the game's developers) and is contingent on the continued use of residual media objects, specifically the CRT television, Nintendo GameCube and Wii console coupled with the restraints of analog signal processing. SSBM players show particular dedication to dominant community practices like strict tournament rules and settings, shared use of dialect/nomenclatures, mode of play and so on, which are derived from, embedded in, and reinforced by specific hardware and software objects. -
Türkiye Futbol 2.Liginde Oynanan Müsabakaların Ev Sahibi Olma
ORİJİNAL ARAŞTIRMA/ORIGINAL ARTICLE Türkiye Futbol 2.Liginde Oynanan Müsabakaların Ev Sahibi Olma Avantajı Değişkeni Açısından Analizi* Analysis of Turkey Second League Football Competitions in terms of the Home Advantage ORİJİNAL ARAŞTIRMA/ Öz ORIGINAL RESEARCH Bu çalışma, Türkiye Futbol 2.Liginde, ev sahibi olma avantajı değişkeninin analiz edilerek incelenmesi amacıyla yapılmıştır. Araştırmada, ev sahibi ve deplasman Oğuz GÜRKAN1† takımlarının galibiyet sayıları ile ev sahibi olma değişkeni açısından üst lige çıkma ve 2 alt lige düşme durumları incelenmiştir. Elde edilen veriler, SPSS programında Kemal GÖRAL kaydedilerek frekans ve yüzde değerleri hesaplanmıştır. Türkiye Futbol 2.Liginin beş Özcan SAYGIN3 sezonunda oynanan toplam 2945 müsabakada, ev sahibi takımların 1290 galibiyet (%43.8) ve 795 mağlubiyet (%27.0) aldıkları belirlenmiştir. 860 maç ise beraberlikle (%29.2) sonuçlanmıştır. İncelenen sezonlarda TFF 2.Liginde yer alan takımlardan Sarıyer’in %65.36 ile en yüksek, Pendikspor’un ise %54.54 ile en düşük ev sahibi olma avantajına sahip takımlar oldukları, bir üst lige çıkan takımların ev sahibi olma avantajı 1Bozok Üniversitesi, Yozgat. ortalamalarının %57.81, küme düşen takımlarda ise bu oranın %63.85 olduğu https://orcid.org/0000-0002-3548-4442 bulunmuştur. Sonuç olarak, sahaya aşina olma, seyirci etkisi ve yorucu deplasman yolculuklarının olmaması gibi faktörlerden hareketle iç sahada takımların daha başarılı 2Muğla Sıtkı Koçman Üniversitesi, Muğla oldukları ve ev sahibi olma avantajını iyi düzeyde kullanabilmenin futbol takımlarının https://orcid.org/0000-0001-8030-2276 başarısına etki eden önemli faktörlerden biri olduğu söylenebilir. 3Muğla Sıtkı Koçman Üniversitesi, Muğla Anahtar Kelimeler: Futbol, Ev sahibi olma avantajı, 2. Lig, Analiz. https://orcid.org/0000-0003-0380-586X Yayın Bilgisi Abstract Gönderi Tarihi: 17.10.2018 Kabul Tarihi: 26.12.2018 This study was carried out in order to examine and analyze the advantage of being home Online Yayın Tarihi: 31.12.2018 team in 2nd Football League of Turkey. -
GAMING GLOBAL a Report for British Council Nick Webber and Paul Long with Assistance from Oliver Williams and Jerome Turner
GAMING GLOBAL A report for British Council Nick Webber and Paul Long with assistance from Oliver Williams and Jerome Turner I Executive Summary The Gaming Global report explores the games environment in: five EU countries, • Finland • France • Germany • Poland • UK three non-EU countries, • Brazil • Russia • Republic of Korea and one non-European region. • East Asia It takes a culturally-focused approach, offers examples of innovative work, and makes the case for British Council’s engagement with the games sector, both as an entertainment and leisure sector, and as a culturally-productive contributor to the arts. What does the international landscape for gaming look like? In economic terms, the international video games market was worth approximately $75.5 billion in 2013, and will grow to almost $103 billion by 2017. In the UK video games are the most valuable purchased entertainment market, outstripping cinema, recorded music and DVDs. UK developers make a significant contribution in many formats and spaces, as do developers across the EU. Beyond the EU, there are established industries in a number of countries (notably Japan, Korea, Australia, New Zealand) who access international markets, with new entrants such as China and Brazil moving in that direction. Video games are almost always categorised as part of the creative economy, situating them within the scope of investment and promotion by a number of governments. Many countries draw on UK models of policy, although different countries take games either more or less seriously in terms of their cultural significance. The games industry tends to receive innovation funding, with money available through focused programmes. -
Reward: +3.1 Objective: Find Optimal Action in Each State to Maximize the Sum of Rewards
Smart Bots for Better Games: Reinforcement Learning in Production Olivier Delalleau Data Scientist @ Ubisoft La Forge Objective Share practical lessons from using RL-based bots in video game production Agenda 1. RL & games 2. Learning from pixels 3. Learning from game state 4. Learning from simulation 5. Epilogue 1.Reinforcement learning & games 2.Learning from pixels 3.Learning from game state 4.Learning from simulation 5.Epilogue [image source] [image sources: #1 #2 #3 #4 #5] Potential application #1: player-facing AI Blade & Soul (2016) Starcraft II (AlphaStar, 2019) Black & White (2001) Dota 2 [image sources: #1 #2 #3 #4] (OpenAI Five, 2018) Potential application #2: testing assistant Open World (Far Cry: New Dawn, 2019) Live multiplayer (Tom Clancy’s Rainbow Six Siege, 2015-…) [image sources: #1 #2] In this talk: prototypes @Ubisoft Goal: player-facing AI Goal: testing assistant What is reinforcement learning? state: enemy_visible=1 enemy_aimed=1 What is reinforcement learning? new state: enemy_visible=0 enemy_aimed=0 reward: +3.1 Objective: Find optimal action in each state to maximize the sum of rewards Q-values: Q(state, action) = sum of future rewards when taking an action in a given state action: ”fire” Taking the optimal action = taking the action with maximum Q-value Search/Planning vs RL Offline + … Runtime Q(푠0, 푎0) = 0.8 … Q(푠0, 푎1) = 0.7 [scientist icon by Vincent Le Moign] In a nutshell: why reinforcement learning? Automated AI generation from reward alone “If you can play, you can learn” It’s not magic (…) [icons from pngimg.com] 1.Reinforcement learning & games 2.Learning from pixels 3.Learning from game state 4.Learning from simulation 5.Epilogue [image source] Deep Q-Network (DQN) in action Human-level control through Deep Reinforcement Learning (Mnih et al. -
01.04.2021.Pdf
SAYFA 02 SIYAH MAVI KIRMIZI SARI 2 1 Nisan 2021 Perşembe RENKLİ HAYATLAR Tasarım: BERNA SEVER MotosikletMotosiklet dünyasıdünyası YENİ BİR AYDIN TEDAVİYE ÇETİNKAYA AÇILIŞTAAÇILIŞTA BULUŞTUBULUŞTU BAŞLADI V100'den Birsen Altuntaş'ın haberine göre Tuzunca bir süredir ekranlara ve projelere ara verip vaktini hastalığının tedavisi için kendisine ayıran Neslihan Atagül, İngiltere'ye gitti. Orada hastalığı için bir dizi test yaptıran güzel oyuncu, sonuçları aldıktan sonra doktorların tanısı ile yeni bir tedaviye başladı. Neslihan Atagül arşıyaka Alaybey Tersane karşısında kapılarını açan 'VİPMOTO' mağazası, Kİzmir’deki motosiklet tutkunlarının yeni buluşma noktası oldu. Açılışa özel düzenlenen Mucize Doktor’a kokteylde misafirler DJ performansı eşliğinde eğlenceli anlar yaşadı. İzmir'i motosiklet kullanımında öncü ve örnek bir şehir yapmak üzere yola çıktıklarını belirten mağaza kurucusu Hüseyin TRANSFER OLDU Canpolat, “Aslında motosikletin merkezi Ege Bölgesi’dir. Biz İzmir’de dört mevsimin yaşandığı, neredeyse 10 ay sürüş yapılabilen bir şehirde yaşıyoruz, tam da bu nedenle İzmir'imiz gibi ‘örnek’ MehtapMehtap FarukFarukFarukFaruk bir mağaza tasarladık” dedi. MehtapMehtap HüseyinHüseyin CanpolatCanpolatCanpolat DemirDemir Pandemi dönemiyle birlikte doğaya kaçışın CanpolatCanpolat CanpolatCanpolatCanpolat engellenemez geri dönüşünün başladığını belirten Canpolat, “Artık insanlar kendilerine daha fazla AyşeAyşe AyşeAyşe Serkan yatırım yapıyor ve özgür olmak istiyorlar. Bu Nesrin DemirDemir DemirDemir Keskin doğrultuda motosiklet kullanımı daha -
Sports Emmy Awards
Sports Emmy Awards OUTSTANDING LIVE SPORTS SPECIAL 2019 FIFA Women's World Cup FOX FINAL: USA vs. Netherlands 2019 Stanley Cup Final NBC Boston Bruins vs. St. Louis Blues The 61st Daytona 500 FOX The 115th World Series FOX Washington Nationals vs. Houston Astros The 145th Kentucky Derby NBC The Masters CBS Super Bowl LIV FOX San Francisco 49ers vs. Kansas City Chiefs Deadline 8 OUTSTANDING LIVE SPORTS SERIES College Football ESPN/ABC NFL on CBS CBS NFL on FOX FOX/NFL Network SEC on CBS CBS Sunday Night Football NBC OUTSTANDING PLAYOFF COVERAGE 2019 College Football Playoff Semifinal ESPN Clemson Tigers vs. Ohio State Buckeyes 2019 NBA Playoffs on TNT TNT AFC Playoffs CBS NCAA Men’s Basketball Tournament tbs/CBS/TNT/truTV Deadline NFC Wild Card FOX Minnesota Vikings vs. New Orleans Saints 9 OUTSTANDING EDITED SPORTS EVENT COVERAGE 24/7 HBO College Football: Arizona State Sun Devils [Lucky 27 Media/Sport & Story] America's Game: The 2018 New England Patriots NFL Network [NFL Films] Ironman World Championship NBC Age Group Athletes [IRONMAN] NFL Turning Point FS1 Super Bowl LIV [NFL Films] UFC Fight Flashback UFC Fight Pass Khabib vs. McGregor OUTSTANDING EDITED SPORTS SPECIAL OR SERIES 24/7 HBO Kelly Slater Game of Zones Bleacher Report Losers Netflix [Topic Studios] Peyton's Places ESPN+ [NFL Films] The Shop: UNINTERRUPTEDDeadline HBO [UNINTERRUPTED/N2ition] 10 OUTSTANDING ESPORTS COVERAGE 2019 ELEAGUE on tbs tbs Road To The Rocket League World Championship 2019 Fortnite World Cup Finals YouTube [Epic Games/NGE/Victory Pictures] EXP APEX