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VIDEO GAME SUBCULTURES Playing at the Periphery of Mainstream Culture Edited by Marco Benoît Carbone & Paolo Ruffino
ISSN 2280-7705 www.gamejournal.it Published by LUDICA Issue 03, 2014 – volume 1: JOURNAL (PEER-REVIEWED) VIDEO GAME SUBCULTURES Playing at the periphery of mainstream culture Edited by Marco Benoît Carbone & Paolo Ruffino GAME JOURNAL – Peer Reviewed Section Issue 03 – 2014 GAME Journal A PROJECT BY SUPERVISING EDITORS Antioco Floris (Università di Cagliari), Roy Menarini (Università di Bologna), Peppino Ortoleva (Università di Torino), Leonardo Quaresima (Università di Udine). EDITORS WITH THE PATRONAGE OF Marco Benoît Carbone (University College London), Giovanni Caruso (Università di Udine), Riccardo Fassone (Università di Torino), Gabriele Ferri (Indiana University), Adam Gallimore (University of Warwick), Ivan Girina (University of Warwick), Federico Giordano (Università per Stranieri di Perugia), Dipartimento di Storia, Beni Culturali e Territorio Valentina Paggiarin, Justin Pickard, Paolo Ruffino (Goldsmiths, University of London), Mauro Salvador (Università Cattolica, Milano), Marco Teti (Università di Ferrara). PARTNERS ADVISORY BOARD Espen Aarseth (IT University of Copenaghen), Matteo Bittanti (California College of the Arts), Jay David Bolter (Georgia Institute of Technology), Gordon C. Calleja (IT University of Copenaghen), Gianni Canova (IULM, Milano), Antonio Catolfi (Università per Stranieri di Perugia), Mia Consalvo (Ohio University), Patrick Coppock (Università di Modena e Reggio Emilia), Ruggero Eugeni (Università Cattolica del Sacro Cuore, Milano), Roy Menarini (Università di Bologna), Enrico Menduni (Università di -
Nation Shifts Focus to Tokyo Olympics
Thursday, September 6, 2018 CHINA DAILY HONG KONG EDITION 2 PAGE TWO Left: Zhao Shuai (left) wins the silver medal in the men’s taekwondo 63kilogram category at the Asian Games in Jakarta. Above: Swimmer Sun Yang won all four freestyle golds. Right: Sprinter Su Bingtian takes gold in the men’s 100meter final. PHOTOS BY WANG JING / CHINA DAILY Nation shifts By SHI FUTIAN in Jakarta sports traditionally dominated focus to Tokyo Jakarta Games served as a key According to the delegation, [email protected] globally by Asian countries, platform for China’s young ath the first is that many of its young such as table tennis, badmin letes to gain experience. The athletes are still short of experi Despite striking gold in a big ton, gymnastics and diving, Chi best example is the table tennis ence and need to gain it in the way at the 2018 Asian Games, na won 28 golds, an indication squad, which swept the five next two years. China’s sports delegation is of the country’s Olympic com golds on offer. Changes to the rules and the keeping a cool head as it faces petitiveness. Olympics However, none of the 10 Chi inclusion of new sports and dis challenges in repeating this suc For example, the diving team nese players in Jakarta had ciplines present another chal cess at the 2020 Tokyo Olym swept all 10 golds in Jakarta played at the Olympic Games lenge. Lastly, China’s traditional pics. along with six silvers. and only three had Asian Games dominance in events such as Memories from the Asian Shi Tingmao won two golds Challenges emerge after Asian Games success experience. -
Video Games and the Mobilization of Anxiety and Desire
PLAYING THE CRISIS: VIDEO GAMES AND THE MOBILIZATION OF ANXIETY AND DESIRE BY ROBERT MEJIA DISSERTATION Submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy in Communications in the Graduate College of the University of Illinois at Urbana-Champaign, 2012 Urbana, Illinois Doctoral Committee: Professor Kent A. Ono, Chair Professor John Nerone Professor Clifford Christians Professor Robert A. Brookey, Northern Illinois University ABSTRACT This is a critical cultural and political economic analysis of the video game as an engine of global anxiety and desire. Attempting to move beyond conventional studies of the video game as a thing-in-itself, relatively self-contained as a textual, ludic, or even technological (in the narrow sense of the word) phenomenon, I propose that gaming has come to operate as an epistemological imperative that extends beyond the site of gaming in itself. Play and pleasure have come to affect sites of culture and the structural formation of various populations beyond those conceived of as belonging to conventional gaming populations: the workplace, consumer experiences, education, warfare, and even the practice of politics itself, amongst other domains. Indeed, the central claim of this dissertation is that the video game operates with the same political and cultural gravity as that ascribed to the prison by Michel Foucault. That is, just as the prison operated as the discursive site wherein the disciplinary imaginary was honed, so too does digital play operate as that discursive site wherein the ludic imperative has emerged. To make this claim, I have had to move beyond the conventional theoretical frameworks utilized in the analysis of video games. -
Newsletter 2020
NEWSLETTER 2020 POOVAMMA ENJOYING TRANSITION TO SENIOR STATESMAN ROLE IN DYNAMIC RELAY SQUAD M R Poovamma has travelled a long way from being the baby of the Indian athletics contingent in the 2008 Olympic Games in Beijing to being the elder FEATURED ATHLETE statesman in the 2018 Asian Games in Jakarta. She has experienced the transition, slipping into the new role MR Poovamma (Photo: 2014 Incheon Asian Games @Getty) effortlessly and enjoying the process, too. “It has been a different experience over the past couple of years. Till 2017, I was part of a squad that had runners who were either as old as me or a couple of years older. But now, most of the girls in the team are six or seven years younger than I am,” she says from Patiala. “On the track they see me as a competitor but outside, they look up to me like a member of their family.” The lockdown, forced by the Covid-19 outbreak, and the aftermath have given her the opportunity to don the leadership mantle. “For a couple of months, I managed the workout of the other girls. I enjoyed the role assigned to me,” says the 30-year-old. “We were able to maintain our fitness even during lockdown.” Poovamma reveals that the women’s relay squad trained in the lawn in the hostel premises. “It was a change off the track. We hung out together. It was not like it was a punishment, being forced to stay away from the track and the gym. Our coaches and Athletics Federation of India President Adille (Sumariwalla) sir and (Dr. -
Eshark Token
eShark Token White Paper 10 September 2021 @2021 eShark Token. All right reserved List of content 3 Introduction 4 Abstract 5 eShark Token (ESHK) 6 Product Implementation 7 Market Description 8 E-Sport Tournament 9 Team Member 13 Problem 14 Fraudulent Transaction 15 Event Organizer Fraud 16 Solution 18 Product 19 Market Place 20 Voting Right 22 Coral Pools & Sharkie Swap 23 Coral Pools 24 Sharkie Swap 25 RoadMap 27 Tokens Distribution & Funds Allocation 28 Distribution of Tokens 29 Allocation of Funds 30 Disclaimer Introduction Abstract eShark Token is the future of trusted transaction management for Gamers and Investor, built on blockchain technology and smart contracts. We unite gamers, investors, traders and exchangers into a decentralized, open and fair network, to globalize the financial in gaming market. The smart contract technology that underlies the platform will provide an automate and absolutely transparent system for investing. eShark Token purpose is to connect gamers community worldwide through a platform that able to conduct safe and convenient transactions between users, players, companies, e-sports teams, game developers and game publishers. eShark also going to create a democratic ecosystem for gamers using the token as a form of voting rights through blockchain system for Online Tournament Platform, eSports Team, Event Organizer, Game Influencer, eSports Manager, Game Streamer and all related to Game industry. 4 eShark Token (ESHK) ESHK is a BEP20 – standard token that will be distributed as part of the Following the crowd sale, ESHK can be stored in any BEP20 – compliant wallet. Additional functions will be introduced in the future: • ESHK will be stored in ESHK wallet integrated to gaming platform. -
Asia's Olympic
Official Newsletter of the Olympic Council of Asia Edition 51 - December 2020 ALL SET FOR SHANTOU MEET THE MASCOT FOR AYG 2021 OCA Games Update OCA Commi�ee News OCA Women in Sport OCA Sports Diary Contents Inside Sporting Asia Edition 51 – December 2020 3 President’s Message 10 4 – 9 Six pages of NOC News in Pictures 10 – 12 Inside the OCA 13 – 14 OCA Games Update: Sanya 2020, Shantou 2021 15 – 26 Countdown to 19th Asian Games 13 16 – 17 Two years to go to Hangzhou 2022 18 Geely Auto chairs sponsor club 19 Sport Climbing’s rock-solid venue 20 – 21 59 Pictograms in 40 sports 22 A ‘smart’ Asian Games 27 23 Hangzhou 2022 launches official magazine 24 – 25 Photo Gallery from countdown celebrations 26 Hi, Asian Games! 27 Asia’s Olympic Era: Tokyo 2020, Beijing 2022 31 28 – 31 Women in Sport 32 – 33 Road to Tokyo 2020 34 – 37 Obituary 38 News in Brief 33 39 OCA Sports Diary 40 Hangzhou 2022 Harmony of Colours OCA Sponsors’ Club * Page 02 President’s Message OCA HAS BIG ROLE TO PLAY IN OLYMPIC MOVEMENT’S RECOVERY IN 2021 Sporting Asia is the official newsletter of the Olympic Council of Asia, published quarterly. Executive Editor / Director General Husain Al-Musallam [email protected] Director, Int’l & NOC Relations Vinod Tiwari [email protected] Director, Asian Games Department Haider A. Farman [email protected] Editor Despite the difficult circumstances we Through our online meetings with the Jeremy Walker [email protected] have found ourselves in over the past few games organising committees over the past months, the spirit and professionalism of our few weeks, the OCA can feel the pride Executive Secretary Asian sports family has really shone behind the scenes and also appreciate the Nayaf Sraj through. -
Call of Duty World League (CWL) Championship 2017, Presented by Playstation®4, Begins Today in Orlando
August 9, 2017 Call of Duty World League (CWL) Championship 2017, Presented by PlayStation®4, Begins Today in Orlando Premier Call of Duty Competition from Activision - the World's Largest Console Esport - Brings Together Top 32 Teams from North America, Europe and Asia-Pacific to Compete for Share of $1.5M Prize Pool at the Amway Center The Culmination of a $4 Million Season Prize Pool, the Largest in Call of Duty Esports History Catch the Action Online, August 9-13, on MLG SANTA MONICA, Calif.--(BUSINESS WIRE)-- Over 19,000 Call of Duty players - the world's largest console esport - competed throughout the year and only 32 teams have emerged to face off at the 2017 Call of Duty World League (CWL) Championship, Presented by PlayStation®4, beginning today at the Amway Center in Orlando, Florida. Hosted by Major League Gaming Corp. (MLG) in partnership with Activision Publishing, Inc., the world's best teams from North America, Europe, and the Asia-Pacific region (APAC) will compete for their share of the $1.5 million event prize pool, the title of 2017 CWL Champions and to be named the best Call of Duty esports team in the world. This week's championship also completes the biggest yearly prize pool in Call of Duty history with $4 million in total prize pursing. This Smart News Release features multimedia. View the full release here: http://www.businesswire.com/news/home/20170809005908/en/ "It's been a great year for the Call of Duty World League with more players competing than ever before across the pro and amateur circuits," said Rob Kostich, executive vice president and general manager, Call of Duty. -
“Hardcore” Video Game Culture Joseph A
Proceedings of the New York State Communication Association Volume 2013 Proceedings of the 71st New York State Article 7 Communication Association 2014 The aH rdcore Scorecard: Defining, Quantifying and Understanding “Hardcore” Video Game Culture Joseph A. Loporcaro St. John Fisher College, [email protected] Christopher R. Ortega [email protected] Michael J. Egnoto [email protected] Follow this and additional works at: http://docs.rwu.edu/nyscaproceedings Part of the Mass Communication Commons Recommended Citation Loporcaro, Joseph A.; Ortega, Christopher R.; and Egnoto, Michael J. (2014) "The aH rdcore Scorecard: Defining, Quantifying and Understanding “Hardcore” Video Game Culture," Proceedings of the New York State Communication Association: Vol. 2013, Article 7. Available at: http://docs.rwu.edu/nyscaproceedings/vol2013/iss2013/7 This Conference Paper is brought to you for free and open access by the Journals at DOCS@RWU. It has been accepted for inclusion in Proceedings of the New York State Communication Association by an authorized administrator of DOCS@RWU. For more information, please contact [email protected]. Loporcaro et al.: The Hardcore Scorecard The Hardcore Scorecard: Defining, Quantifying and Understanding “Hardcore” Video Game Culture Joseph A. Loporcaro, Christopher R. Ortega, Michael J. Egnoto St. John Fisher College __________________________________________________________________ The goal of the current study is to further conceptualize and define the term “hardcore” as it relates to video game culture. Past research indicates that members of cultural subdivisions favor their own group versus others due to perceived commonalities (Durkheim, 1915; Tajfel, 1970). In gaming culture, the subdivisions of “hardcore” and “casual” games/gamers have become especially salient in recent years. -
KARELIA University of Applied Sciences Degree Programme in Business Information Technology
KARELIA University of Applied Sciences Degree Programme In Business Information Technology Elmeri Telimaa Hacking Detection in Unreal Engine 4 Thesis May 2021 THESIS February 2021 Business Information Technology Tikkarinne 9 80200 JOENSUU FINLAND + 358 13 260 600 (switchboard) Author (s) Elmeri Telimaa Title Hacking Detection in Unreal Engine 4 Commissioned by - Abstract The goal of the thesis is to find an integrated tool within Unreal Engine 4 for detecting and combating cheating, that is quick to implement in a project. To achieve this goal, a prototype game was created and speedhacked. A counter for this hack was then implemented. Cheating in online games results in worse experience for the other players playing against the cheater, who then take their business elsewhere. This has a negative impact on both the game developer’s reputation and revenue. The speedhack used manipulates time on a client, making the user move more than intended. The detection method included within Unreal Engine 4 compares the time sent by the client to the time of the server to determine if there is discrepancy in the values. Using these values, we can determine if the client is speedhacking. The used detection method detected the hack and kicked the offending client out of the server. The method is easy to implement in a new project. Language Pages 32 English Appendices 1 Pages of Appendices 1 Keywords Unreal Engine, cheating, online games, speedhack, anti-cheat OPINNÄYTETYÖ Helmikuu 2021 Tietojenkäsittelyn koulutusohjelma Tikkarinne 9 80200 JOENSUU +358 13 260 600 (vaihde) Tekijä(t) Elmeri Telimaa Nimeke Hacking Detection in Unreal Engine 4 Toimeksiantaja - Tiivistelmä Tämän opinnäytetön tavoitteena on löytää Unreal Engine 4-pelimoottoriin integroitu työkalu, jonka avulla voidaan havaita ja estää huijaamista. -
Forging the Future with Passion 361° Becomes Official Partner of Hangzhou 2022 Asian Games
【For Immediate Release】 361 Degrees International Limited 361 度國際有限公司 (incorporated in the Cayman Islands with limited liability) Forging the Future with Passion 361° becomes official partner of Hangzhou 2022 Asian Games (22 June 2020 – Hong Kong) 361 Degrees International Limited (“361°” or the “Company”, which together with its subsidiaries, is referred to as the “Group”; HKSE stock code: 1361), China's leading sportswear brand, has been appointed as the official partner of the 19th Asian Games Hangzhou 2022. This is the fourth consecutive time that 361° has been made such a partner of the Asian Games to provide sportswear following the Guangzhou Asian Games in 2010, the Incheon Asian Games in 2014 and the Jakarta Asian Games in 2018. 361° will inspire passion for sports through its branding activities at the 19th Asian Games Hangzhou 2022, displaying the charm of a Chinese sportswear brand in the Asian market. Liu Xin, Vice President and Secretary General of the 19th Asian Games Hangzhou 2022 Organising Committee (“HAGOC”), Deputy Secretary of CPC Hangzhou Municipal Committee and Mayor of Hangzhou, Cai Xiaochun, Deputy Secretary General of HAGOC and Zhejiang Provincial Government, Zheng Yao, Deputy Secretary General of HAGOC and Director of Zhejiang Sports Bureau, Chen Weiqiang, Deputy Secretary General of HAGOC and Deputy Mayor of Hangzhou, Ding Digang, Deputy Secretary General of HAGOC and Secretary General of Hangzhou Municipal Government, Mao Genhong, Deputy Secretary General of HAGOC and Deputy Secretary General of Hangzhou Municipal Government, Jin Chenglong, Deputy Secretary General of HAGOC and Director of Hangzhou Sports Bureau and others attended and witnessed the signing ceremony. -
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. -
Download the Book of Abstracts
12th Autism-Europe International Congress September 13-15th 2019 ABSTRACT BOOK TABLE OF CONTENTS Foreword by Zsuzsanna Szilvásy - President of Autism-Europe p. 1 Foreword by Danièle Langloys - President of Autisme France p. 1 Scientific Committee p. 2 Honorary Scientific Committee p. 3 Index by session p. 4 First author index p.17 Index by Keywords p.26 Abstracts p.28 We are glad to invite you to the 12th In- how to shape better lives for autistic people. have happy and fulfilling lives. ternational Congress of Autism-Europe , which is organized in cooperation with Au- On the occasion of this three-day event With kindest regards, tisme France, in the beautiful city of Nice. people from all over the world will come Our congresses are held every three years, together to share the most recent deve- and we are delighted to be back in France, lopments across the field of autism. The 36 years after the congress of Paris. It will congress will address a wide range of is- be a great opportunity to take stock of the sues, including: diagnostic and assess- progress achieved and look at the opportu- ment, language and communication, ac- nities ahead. cess to education, employment, research and ethics, gender and sexuality, inclusion The 2019 congress’ motto is “A new Dyna- and community living, mental and physical mic for Change and Inclusion”, in keeping health, interventions, strategic planning with our aspiration that international scienti- and coordination of services as well as fic research on autism should be translated rights and participation. into concrete changes and foster social in- clusion for autistic people of all ages and We hope you will enjoy this Congress, needs.