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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. -
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 -
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. -
Racer Esports Is Proud to Represent Murray State University in Esports Events!
Play Video Games for Murray State! Racer Esports is proud to represent Murray State University in esports events! Currently Offering Five Competitive Teams: League of Legends Overwatch Racer Esports Twitch.tv/RacerEsports Rocket League Heartstone murraystate.edu/esports Magic: The Gathering discord.gg/6Na9M6x Racer Esports is proud to represent Affiliated with Murray State University in esports Murray State events! University Esports Club = Colligate Organization KEEP OUR CLUB ROOTS, BUT COMPETE AS A COLLIGATE ORG. Teams compete in TESPA and other tournaments on behalf of Murray State University Pay in tournaments with prizes Watch parties for pro events Overwatch th Frequent casual nights Overwatch A team was ranked 11 in the Overwatch TESPA Colligate Series in Fall 2019. Proffessional Demeanor League of Legends REQUIREMENTS TO PLAY: League of Legends A team went 3-2 in Upsurge •2.5 GPA Fun Esports Tournament in Fall 2019 • TEAMWORK Atmosphere While competitive gaming is a core aspect of the club, Racer Esports also focuses • GREAT ATTITUDE Smash: Ultimate heavily on community events to boost student involvement and interaction: • HARD WORK Racer Esports hosted two on inter-campus Smash: Ultimate tournaments in Fall 2019 • RESPECT FOR LAB EQUIPMENT Pay in tournaments Pickup games Rocket League Professional esports watch parties Rocket League A team particiapted in the Rocket Charity Streams League TESPA Colligate Series in Fall 2019 Future Game Expansions We look forward to offering many teams for other popular games in the future! Great Merch Through the website TeeSpring, Racer Esports Currently we are particularly looking forward offers fantastic merch ranging from stickers to starting Rainbow 6 Seige and Call of Duty flags and a wide assortment of wearable teams if demand is great enough! merch(sweatshirts and t-shirts) Questions? Feel Free to Ask! Ask any questions you might have in the Racer Esports Discord server! . -
Fall 2019 Overwatch® High School Scholastic Tournament Rules
Fall 2019 Overwatch® High School Scholastic Tournament Rules 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 Last updated 8/1/2019 INTRODUCTION The North America Scholastic Esports Federation™ (“NASEF”) is hosting its second annual tournament, The Fall 2019 Overwatch® High School Scholastic Tournament (“Tournament”, “competition”), between high schools and community-based organizations who have registered and qualified for the Fall 2019 Season. These Fall 2019 Overwatch® High School Scholastic Tournament Rules (“Rules”) apply to each of the teams who have qualified to play in the Fall 2019 NASEF season, including their Players (“Players”), team managers, staff members, and other employees (“Club”). These Rules serve as a contract between Players, Clubs, and NASEF and its affiliates involved in the operation of the Tournament. These Rules govern the competitive play, competition eligibility, team management and roster rules, player conduct, tournament structure & schedule, match process, and other binding terms. All Players, Clubs, Coaches, and all other individuals participating in any NASEF activity (“Participants”) must read and agree to these Rules before opting in for competitive play or supporting their competitive team. -
434556 Master Thesis Final
Levelling Up Leadership An Analysis on the Development of Leadership Skills through Competitive Gaming Name Alan Byssing Lafi _______________ Student ID 8452 Name Anders Rud Liltorp _______________ Student ID 85717 Master’s Thesis (LA) Supervisor: Helle Zinner Henriksen Copenhagen Business School MSc in Business Administration & Information Systems Submission Deadline: May 15th, 2018 at 16:00 pm Number of Characters: 264.607 Number of Pages: 118 Abstract As gaming is rapidly becoming increasingly popular, the need for research on the effects and use of gaming as a tool for learning and personal development is increasing. Additionally, the need for leaders who feel at home in the digital world is rising, as technology is becoming an increasingly important factor in almost any business. Therefore, the purpose of this thesis is to investigate if participating in the in-game management of a competitive gaming team, can improve an individual’s leadership skills. The thesis adopts and interpretivist philosophy in order to understand the differences between humans as social actors. The research approach is deductive as the existing knowledge on leadership is integrated and summarized through a literature review, which is then used to create a framework of leadership skills. The framework is then tested by interviewing competitive video game players and analyzing the data they provided. The respondents were found by using a variety of websites that rank teams and players, in order to guarantee that the respondents were playing on a sufficient level. Based on the collected data, models were created to visualize and compare the differences in leadership skills across individuals, game genres and in relation to career length. -
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. -
Everyone Needs to Pitch In”: an Ethnographic Study Of
The Pennsylvania State University The Graduate School “EVERYONE NEEDS TO PITCH IN”: AN ETHNOGRAPHIC STUDY OF COLLEGIATE ESPORTS A Dissertation in Learning, Design, and Technology by Robert Hein © 2020 Robert Hein Submitted in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy December 2020 ii The dissertation of Robert Hein was reviewed and approved by the following: Ty Hollett Assistant Professor of Learning, Design, and Technology Dissertation Advisor Chair of Committee Simon R. Hooper Professor of Learning, Design, and Technology Stuart A. Selber Associate Professor of English Director of Digital Education Priya Sharma Associate Professor of Learning, Design, and Technology Susan M. Land Associate Professor of Learning, Design, and Technology Director of Graduate Studies iii ABSTRACT Although researchers have shown interest in videogaming since the early 2000s, the hyper- competitive world of “esports” has received less attention. However, multi-million dollar gaming tournaments—such as the 2019 Fortnite World Cup—now make headlines and spark national discussion. Similarly, colleges and universities have begun offering athletic scholarships to students who excel at games like League of Legends and Overwatch. Consequently, this present study aims to shine a light on the values, beliefs, and practices of gaming’s most “hardcore” players and communities. To better understand how these competitors improve their in-game skills, the author adopted a “connective ethnographic” approach and immersed himself in the day-to-day activities of a collegiate esports club. This process involved attending club meetings, interviewing members, and participating alongside players as they competed with and against one another in the game of Overwatch.