Infrastructure Platform for Gaming and Esports
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Optic Gaming Wins Call of Duty® MLG Orlando Open
August 8, 2016 Optic Gaming Wins Call of Duty® MLG Orlando Open NEW YORK--(BUSINESS WIRE)-- The road to the 2016 Call of Duty® World League Championship, Presented by PlayStation® 4 finished its last live qualifying competition yesterday with an epic showdown in Orlando as Optic Gaming won the Call of Duty® MLG Orlando Open. Yesterday's finals completed a thrilling weekend of competition, as eager fans in attendance, online at MLG.tv and other livestreams, and those tuning-in directly through an in-game (BOIII PS4) Live Event Viewer, watched 72 hours of compelling action. Optic Gaming took home the top prize after besting Team Envyus to be the top of more than 100 teams from around the world. Yesterday's exciting tournament also served as the final CWL Pro Points event of the season, as competition now moves to the North American online qualifier as the final stop before the highly anticipated CWL Championship at Call of Duty® XP. At the CWL Championship, 32 teams will play for their share of the biggest single event prize pool in Call of Duty® history, $2 million. With the growth of the Call of Duty World League, Call of Duty esports viewership has increased by more than five times year-over-year to 33 million views of the Stage 1 events this year. The Call of Duty World League Championships at Call of Duty XP is expected to be our most viewed Call of Duty esports event in history by a wide margin. After the dust settled, over 1.4 million cumulative viewers across distribution platforms, including MLG.tv, generated over 8 million video views during the event, consuming over 2 million hours of content throughout the weekend, and peaking at 164,000 concurrent viewers during the thrilling finals match.1 Here are the top eight teams from the Call of Duty MLG Orlando Open: Optic Gaming Team Envyus Team Elevate Faze Clan Rise Nation Luminosity Gaming Cloud9 Complexity Gaming On August 15, 2016, a live broadcast on youtube.com/callofduty will determine the grouping for all the qualified teams. -
Szerdán Ftc - Dinamo Zágráb Bl-Selejtező a Tippmixen!
XiX. évfolyam 74. szám 2020. szeptember 15. a szerencsejáték zrt. ingyenes kiadványa megjelenik kedden és pénteken SZERDÁN FTC - DINAMO ZÁGRÁB BL-SELEJTEZŐ A TIPPMIXEN! vÁRhATó FŐNyEREMéNy öTöSLOTTó - 37. héT EUROJACKPOT - 37. héT JOKER - 37. héT A 38. héTEN 2 24 61 75 85 “A” SZÁMSORSOLÁS 2 0 8 3 9 2 1 770 húZÁSI SORREND 2 5 24 43 45 MILLIó FORINT 2 75 61 24 85 húZÁSI SORREND KENó EREDMéNyEK 5 2 45 43 24 2020. SZEPTEMBER 10. (csütÖRTök) 205 hATOSLOTTó - 37. héT “B” SZÁM- húZÁSI MILLIó FORINT 7 18 19 24 26 28 33 35 40 43 SORSOLÁS SORREND 7 10 14 31 32 42 4 10 10 4 45 51 52 56 59 63 70 72 75 76 468 húZÁSI SORREND 2020. SZEPTEMBER 11. (péntek) MILLIó FORINT 10 32 7 14 31 42 LUXOR - 37. héT 2 3 4 9 10 11 20 22 24 32 1. 2. 3. 4. 5. 6. 7. 8. 42 43 44 48 52 57 68 70 75 78 39 SKANDINÁv LOTTó - 37. héT 20 55 16 33 37 48 14 41 2020. SZEPTEMBER 12. (szOMBAt) 9. 10. 11. 12. 13. 14. 15. 16. hATÁRSZÁMON BELüL MILLIó FORINT ELSŐ (GéPI) SORSOLÁS 10 8 40 43 63 29 22 69 3 6 8 10 13 28 36 38 46 48 17. 18. 19. 20. 21. 22. 23. 24. 49 53 57 59 60 66 67 68 74 78 1 6 9 18 20 23 35 39 30 64 13 36 9 7 53 7 MÁSODIK (KéZI) SORSOLÁS 25. 26. 27. 28. 29. 30. -
Air Force Enlisted Personnel Policy 1907-1956
FOUNDATION of the FORCE Air Force Enlisted Personnel Policy 1907-1956 Mark R. Grandstaff DISTRIBUTION STATEMENT A Approved for Public Release Distribution Unlimited AIR PROGRAM 1997 20050429 034 Library of Congress Cataloging-in-Publication Data Grandstaff, Mark R. Foundation of the Force: Air Force enlisted personnel policy, 1907-1956 / Mark R. Grandstaff. p. cm. Includes bibliographical references and index. 1. United States. Air Force-Non-commissioned officers-History. 2. United States. Air Force-Personnel management-History. I. Title. UG823.G75 1996 96-33468 358.4'1338'0973-DC20 CIP For sale by the U.S. Government Printing Office Superintendent of Documents, Mail Stop: SSOP, Washington, DC 20402-9328 ISBN 0-16-049041-3 REPORT DOCUMENTATION PAGEFomApve OMB No. 0704-0188 The public reporting burden for this collection of information Is estimated to average 1 hour per response, including the time for reviewing instructions, searching existing data sources, gathering and maintaining the data needed, and completing and reviewing the collection of Information. Send comments regarding this burden estimate or any other aspect of this collection of information, including suggestions for reducing the burden, to Department of Defense, Washington Headquarters Services, Directorate for Information Operations and Reports (0704-0188), 1215 Jefferson Davis Highway, Suite 1204, Arlington, VA 22202-4302. Respondents should be aware that notwithstanding any other provision of law, no person shall be subject to any penalty for failing to comply with a collection of information if it does not display a currently valid OMB control number. PLEASE DO NOT RETURN YOUR FORM TO THE ABOVE ADDRESS. 1. REPORT DATE (DD-MM-YYYY) 2. -
Summer 2020 Part 1
THE L.A. OFFICE PARTNERSHIP WRAP-UP Partnership Wrap-Up Summer 2020 PartSpring 1 2019 ThisThis exclusive exclusive report report features features partnerships partnerships from from four four of of this this year'sseason's promotional promotional marketers. events. May 22, 2020 Dear Members, To state the obvious, this has been a far from typical time and the marketing world has most definitely felt the impact of current events. With theaters closed and people confined to their homes, many promo- tions have been stalled or cancelled altogether. However, we’re a creative bunch and have rolled with the punches! In the following report, we have highlighted several promotions that are evidence of this creativity and flexibility. As always, you can pull up thousands of programs on Marketing Partnerships, but here are a few from the current season. On the following pages, we have showcased Universal Pictures’ TROLLS WORLD TOUR, Warner Bros. En- tertainment's SCOOB! and FANDANGO, representing some of the biggest releases and participants in theatrical partnerships over the past couple of months along with a variety of recent entertainment part- nerships across a spectrum of activities. Our members are at the forefront of the growth in users and activity on Marketing Partnerships. Over the past year alone, we have added over 500 marketing promotions to the partnership tracking section. Your membership provides access to everything on the site including 10,000 partnerships and 2,000 promo- tional TV spots. On behalf of the team at The L.A. Office, we hope you remain safe and well, and we thank you for your continued support! Best regards, Mitch Litvak President Claim Your Partnerships! As you explore this report and see partnerships you may have been involved with, claim these programs on Marketing Partnerships! They look great on your profile and showcase the type of partnerships you have been involved in. -
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. -
Allt Om Dreamhack Masters Malmö
Allt om DreamHack Masters Malmö Det har blivit dags för den största internationella arenaturneringen i e-sport som hittills har arrangerats i Sverige – DreamHack Masters Malmö. Spelet är Counter Strike: Global Offensive (CS:GO) och de 16 lag som göra upp om prispotten motsvarande 2 miljoner kronor, tillhör den absoluta världseliten. Här ger vi dig allt du behöver veta om turneringen, lagen, schemat och spelet. Om turneringen Turneringen inleds med gruppspel som kommer spelas mellan den 12 - 14 april. Två lag kvalificerar vidare från varje grupp till slutspelet. Gruppspelen sänds via dreamhack.tv. Lördagen den 16 april klockan 10 öppnas dörrarna till Malmö Arena för den 10 000 människor stora publiken, då två dagars spänning kan väntas enda fram till den rafflande finalen på söndagskvällen. Totalt väntas miljoner människor följa turneringen via dreamhack.tv. Önskar ni pressackreditering, skicka ett mail till [email protected] med ert namn, media ni arbetar för och kontaktuppgifter. För fler bilder: flickr.com/photos/dreamhack Fotografens namn hittar ni i fotolänken. Vanligast är Adela Sznajder eller Sebastian Ekman. Bilder från DreamHack Masters Malmö kommer kontinuerligt att läggas upp. Fotografer på plats: Adela Sznajder och Abraham Engelmark För citat, Kontakta Christian Lord, head of eSports, Dreamhack Tel. +46 70 27 50 558 och mail: [email protected] Om lagen Åtta lag har specialinbjudits till turneringen. Astralis: Danmarks bästa lag och rankad fyra i världen. Astralis väckte uppmärksamhet i dansk press när de erhöll en investering på sju miljoner danska kronor från Sunstone Capital och den danska entreprenören Tommy Ahlers, i samband med bildningen av den nya organisationen 2016. -
Conference Paper
Conference Paper Social Media Integration in Video Games: A Social Overlay for Desktop Games Joana Osório Filipe Pacheco* *CISTER Research Center CISTER-TR-150902 2015/09/07 Conference Paper CISTER-TR-150902 Social Media Integration in Video Games: A Social Overlay ... Social Media Integration in Video Games: A Social Overlay for Desktop Games Joana Osório, Filipe Pacheco* *CISTER Research Center Polytechnic Institute of Porto (ISEP-IPP) Rua Dr. António Bernardino de Almeida, 431 4200-072 Porto Portugal Tel.: +351.22.8340509, Fax: +351.22.8321159 E-mail: [email protected] http://www.cister.isep.ipp.pt Abstract The ever increasing popularity of social media makes them apromising source for the personalization of gameplay experiences. Furthermore,involving social network friends in a game can greatly enrich the satisfaction ofthe player and also attract potential novel players to a game. This paperdescribes a social overlay designed for desktop games. It allows players toeasily capture and share on multiple social networks screenshots, videos andeven game-related stories. Unlike most social sharing systems our socialoverlay is designed to interact with the user in a non-intrusive way allowinghim/her to be in complete control of what is shared. Our goal is to make playerslook and ask for social integration. The development of this social overlay willallow players to take full advantage of their social communities to improve theirgaming experience. © CISTER Research Center 1 www.cister.isep.ipp.pt Social Media Integration in Video Games: A Social Overlay for Desktop Games Joana Osório and Filipe Pacheco, Polytechnic Institute of Porto (ISEP-IPP), Computer Engineering Department, Porto, Portugal {1100594, ffp}@isep.ipp.pt Abstract. -
New Hyatt Regency Frisco Plans for June Opening, Invigorating Iconic
New Hyatt Regency Frisco Plans for June Opening, Invigorating Iconic City Centre FRISCO, Texas (May 8, 2020) – Hyatt Regency Frisco proudly announces that its doors are expected to open on June 1, 2020. Designed for productivity as well as a respite from the stress of travel, the stunning 18-story 303-room hotel, located within Frisco’s Stonebriar Centre at the intersection of Preston Road and the Sam Rayburn Tollway, will offer elevated experiences for both leisure and business travelers. Guests will arrive at the dramatic street-level entry to an open, contemporary lobby space with subtle décor and full of natural light that encompasses dining concepts and areas for working individually or in small groups. The hotel will also be accessed via the landmark shopping mall on the second floor, located between Nordstrom and Dillard’s. Frisco, Texas, a charming suburb just north of Dallas, was named after the iconic “Frisco” railroad during the golden age of railroads, which opened up the city to people and products. The 303-room hotel will include a 27,500-square-foot conference center including the Regency and Junior ballrooms and additional breakout spaces, a large lobby bar, two restaurants, and a 3,000-square-foot satellite Frisco Public Library which will be accessible to hotel visitors and city residents. The only U.S. location for Kidzania, an experiential and educational real-life city built for children ages 4-17, will be next to the hotel and offer specials for hotel guests. Other nearby attractions include Toyota Stadium, which is home of FC Dallas major league soccer club, Frisco Discovery Center, and other entertainment attractions. -
OP Live Program
C E T A C E O R L C LA E B ET O P RA M T CO E C E O AT MP R ET BO E C LLA REA E CO TE CO REAT LLABORATE COMPETE C POWERED BY POWERED GENERAL INFORMATION OP Live Dallas is a collaborative effort between eGency Global and SMU Guildhall, powered by Team Envy and the Dallas Fuel. Event technology provided by Reaction Audio Visual. ABOUT EGENCY GLOBAL: ABOUT SMU GUILDHALL: eGency Global is one of the most experienced esports SMU Guildhall is ranked the #1 Graduate Program for firms in North America, offering a full suite of services Game Design in the world. The program has graduated from event production, customer/fan engagement, over 700 students, who now work at more than 250 game sponsorship and talent marketing to data analytics, media studios internationally. SMU Guildhall offers a Master of and strategic marketing. eGency Global is the leading Interactive Technology in Digital Game Development degree strategic partner in helping brands, event and media and a Professional Certificate of Interactive Technology properties, and teams looking to navigate and capitalize in Digital Game Development, with specializations in Art, on the rapidly expanding esports ecosystem. Design, Production, and Programming. REGISTRATION & REENTRY: INFORMATION BOOTH: Registration and tickets are available through our event The Info Center is located in the Irving Convention Center app, OP Live Dallas, which is available on Google Play lobby and is open at all times during OP Live. Here, you and iTunes. You can also visit oplivedallas.com or stop can find details about the show, available services, get by the registration area in the Irving Convention Center assistance, and more. -
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. -
Game-Tech-Whitepaper
Type & Color October, 2020 INSIGHTS Game Tech How Technology is Transforming Gaming, Esports and Online Gambling Elena Marcus, Partner Sean Tucker, Partner Jonathan Weibrecht,AGC Partners Partner TableType of& ContentsColor 1 Game Tech Defined & Market Overview 2 Game Development Tools Landscape & Segment Overview 3 Online Gambling & Esports Landscape & Segment Overview 4 Public Comps & Investment Trends 5 Appendix a) Game Tech M&A Activity 2015 to 2020 YTD b) Game Tech Private Placement Activity 2015 to 2020 YTD c) AGC Update AGCAGC Partners Partners 2 ExecutiveType & Color Summary During the COVID-19 pandemic, as people are self-isolating and socially distancing, online and mobile entertainment is booming: gaming, esports, and online gambling . According to Newzoo, the global games market is expected to reach $159B in revenue in 2020, up 9.3% versus 5.3% growth in 2019, a substantial acceleration for a market this large. Mobile gaming continues to grow at an even faster pace and is expected to reach $77B in 2020, up 13.3% YoY . According to Research and Markets, the global online gambling market is expected to grow to $66 billion in 2020, an increase of 13.2% vs. 2019 spurred by the COVID-19 crisis . Esports is projected to generate $974M of revenue globally in 2020 according to Newzoo. This represents an increase of 2.5% vs. 2019. Growth was muted by the cancellation of live events; however, the explosion in online engagement bodes well for the future Tectonic shifts in technology and continued innovation have enabled access to personalized digital content anywhere . Gaming and entertainment technologies has experienced amazing advances in the past few years with billions of dollars invested in virtual and augmented reality, 3D computer graphics, GPU and CPU processing power, and real time immersive experiences Numerous disruptors are shaking up the market .