Consumer Motivation, Spectatorship Experience and the Degree of Overlap Between Traditional Sport and Esport.”
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
E-Spor Innovative Approach to Sport
Cilt: 12 Sayı: 66 Ekim 2019 Volume: 12 Issue: 66 October 2019 www.sosyalarastirmalar.com www.sosyalarastirmalar.com Issn: 1307 - 9581 Issn: 1307 - 9581 Doi Number: http://dx.doi.org/ 10.17719/jisr.2019.3682 SPORA YENİLİKÇİ YAKLAŞIM: E - SPOR INNOVATIVE APPROACH TO SPORT: E - SPORTS Tuğberk EVREN Mehmet KARGÜN ** Adem PALA *** İlkay YAZARER **** Ö z Kendi homojen yapısı içerisinde uzun yıllardır kullanılan fakat kamuoyu için yeni olan e - s por kavramı, kitlelere ulaşımda çok büyük bir ivme yakalamış ve bu duruma paralel olarak da her geçen yıl ekonomik bağlamda işlem hacmini arttırmıştır. Bilgisayar/Ko nsol (Playstation, XBOX vb.)/Mobil araçlar sayesinde bireysel ya da takım şeklinde mücadele edilen bu platform, neredeyse herkese etkileşi m şansı tanıyor. Dünya nın her yerinden insana ulaşılabilmesi ve reklam/PR için büyük olanak sağlaması nedeniyle e - s por a p rofesyonel s por k ulüplerinin ilgisi artmaya başlamaktadır. Pazarın ekonomik tabanını oluşturan sponsorların etkisi ise her geçen yıl firesiz katlanarak artmaktadır. Milenyum çağının getirisi olan bu sporu düzenli izleyen ve takip eden kişi sayısı kürese l çapta 201 milyon, düzensiz izleyip, düzensiz takip edenlerle birlikte bu sayı 2019 yılında toplamda 454 milyon kişiye ulaşmıştır. Ülkemizde ise e - Spor’u takip eden kişi sayısı Gençlik ve Spor Bakanlığı’nın yaptığı çalışmayla ortaya çıkmıştır. 2017 verile rine göre ülkemizde 4.000.000 kişi e - Spor’u takip etmektedir. 2015 yılında e - s porun yıllık getirisi $325.000.000 iken 2020 yılında bu rakımın $1.500.000.000 olması beklenmektedir. 5 yılda 5 kat büyüyen bir ekonomi olan e - Spor kavramı üzerinde yapılan bu ça lışma; e - Spor’un tarihsel gelişimi, sektörün paydaşları hakkında, oyun türleri üzerinde, yerel ve global bağlamda ekonomik bilgi vermeyi amaçlamaktadır. -
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. -
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. -
2019 WCS Winter Rules
StarCraft II: World Championship Series 2019 WCS Winter Official Rules WCS 2019 WCS Winter Event Rules 1 of 44 TABLE OF CONTENTS 1. INTRODUCTION .......................................................................................................................................... 4 2. ACCEPTANCE OF RULES ............................................................................................................................. 4 2.1. Acceptance of the Official Rules ................................................................................................... 4 2.2. Applicability of the Official Rules. ................................................................................................. 5 3. PLAYER ELIGIBILITY REQUIREMENTS ......................................................................................................... 6 3.1. Regional Eligibility ......................................................................................................................... 6 3.2. Minimum Age Requirements. ....................................................................................................... 6 3.3. Ineligible Players. .......................................................................................................................... 7 4. WCS WINTER ELIGIBILITY ........................................................................................................................... 7 4.1. General Eligibility and Residency Requirements ......................................................................... -
The Effect of Progressive Muscle Relaxation On, Anxiety, Mood and Dota 2 Performance Mok Hua Ann Universiti Sains Malaysia 2020
THE EFFECT OF PROGRESSIVE MUSCLE RELAXATION ON, ANXIETY, MOOD AND DOTA 2 PERFORMANCE MOK HUA ANN UNIVERSITI SAINS MALAYSIA 2020 TITILE: THE EFFECT OF PROGRESSIVE MUSCLE RELAXATION ON, ANXIETY, MOOD AND DOTA 2 PERFORMANCE by MOK HUA ANN SUBMITTED IN FULFILLMENT OF THE REQUIRMENTS FOR THE MASTER OF SCIENCES (SPORT SCIENCE) UNIVERSITI SAINS MALAYSIA SEPTEMBER 2020 ACKNOWLEDGEMENT There are many inspiring and helpful people who have walked alongside me while I was on my way to complete this research. They have guided me through difficult times and allow me to have a deeper understanding of my capabilities. I always will be indebted to them. Firstly, I would like to express my truthful gratitude to my supervisor, Assoc Prof Dr Garry Kuan Pei Ern, for his continuous support towards my studies with his patience, motivation, and immense knowledge. I could not have imagined having a better advisor and mentor for my study. Having the opportunity to work with Assoc Prof Dr Garry Kuan Pei Ern has been an honour and privilege. I also would like to thank my co-supervisor, Dr Marilyn Ong Li Yin, for providing me guidance and support, which helped to improve my thesis writing. I also would like to thank Dr. Kueh Yee Cheng, for providing guidance in statistical analysis. My sincere appreciation goes to all the staffs and friends in Exercise and Sports Science Programme, School of Health Sciences. I would also like to thank all my research participants who have shown great commitment towards my research and given time from their academic-related commitments to carry out my work in an uninterrupted manner during the movement control order due to the COVID-19 pandemic. -
Full Version
Volume 11, Number 2 Spring 2020 Contents ARTICLES Reexploring the Esports Approach of America’s Three Major Leagues Peter A. Carfagna.................................................. 115 The NCAA’s Agent Certification Program: A Critical and Legal Analysis Marc Edelman & Richard Karcher ..................................... 155 Well-Intentioned but Counterproductive: An Analysis of the NFLPA’s Financial Advisor Registration Program Ross N. Evans ..................................................... 183 A Win Win: College Athletes Get Paid for Their Names, Images, and Likenesses, and Colleges Maintain the Primacy of Academics Jayma Meyer and Andrew Zimbalist ................................... 247 Harvard Journal of Sports & Entertainment Law Student Journals Office, Harvard Law School 1585 Massachusetts Avenue, Suite 3039 Cambridge, MA 02138 (617) 495-3146; [email protected] www.harvardjsel.com U.S. ISSN 2153-1323 The Harvard Journal of Sports & Entertainment Law is published semiannually by Harvard Law School students. Submissions: The Harvard Journal of Sports and Entertainment Law welcomes articles from professors, practitioners, and students of the sports and entertainment industries, as well as other related disciplines. Submissions should not exceed 25,000 words, including footnotes. All manuscripts should be submitted in English with both text and footnotes typed and double-spaced. Footnotes must conform with The Bluebook: A Uniform System of Citation (20th ed.), and authors should be prepared to supply any cited sources upon request. All manu- scripts submitted become the property of the JSEL and will not be returned to the author. The JSEL strongly prefers electronic submissions through the ExpressO online submission system at http://www.law.bepress.com/expresso or the Scholastica online submission system at https://harvard-journal-sports-ent-law.scholasticahq.com. -
Introduction Chapter 1
Notes Introduction 1. For The Economistt perpetuating the Patent Office myth, see April 13, 1991, page 83. 2. See Sass. 3. Book publication in 1906. 4.Swirski (2006). 5. For more on eliterary critiques and nobrow artertainment, see Swirski (2005). 6. Carlin, et al., online. 7. Reagan’s first inaugural, January 20, 1981. 8. For background and analysis, see Hess; also excellent study by Lamb. 9. This and following quote in Conason, 78. 10. BBC News, “Obama: Mitt Romney wrong.” 11. NYC cabbies in Bryson and McKay, 24; on regulated economy, Goldin and Libecap; on welfare for Big Business, Schlosser, 72, 102. 12. For an informed critique from the perspective of a Wall Street trader, see Taleb; for a frontal assault on the neoliberal programs of economic austerity and political repression, see Klein; Collins and Yeskel; documentary Walmart. 13. In Kohut, 28. 14. Orwell, 318. 15. Storey, 5; McCabe, 6; Altschull, 424. 16. Kelly, 19. 17. “From falsehood, anything follows.” 18. Calder; also Swirski (2010), Introduction. 19. In The Economist, February 19, 2011: 79. 20. Prominently Gianos; Giglio. 21. The Economistt (2011). 22. For more examples, see Swirski (2010); Tavakoli-Far. My thanks to Alice Tse for her help with the images. Chapter 1 1. In Powers, 137; parts of this research are based on Swirski (2009). 2. Haynes, 19. 168 NOTES 3. In Moyers, 279. 4. Ruderman, 10. 5. In Krassner, 276–77. 6. Green, 57; bottom of paragraph, Ruderman, 179. 7. In Zagorin, 28; next quote 30; Shakespeare did not spare the Trojan War in Troilus and Cressida. -
E-SPORTS Case Study
E-SPORTS Case Study How E-Sports is a booming global industry ? c x c r u x . c o m INTRODUCTION Esports is a booming global industry where skilled video gamers play competitively. Contrary to common perception, Esports is not simply a phenomenon occurring in the basements of unemployed twentysomethings the industry is real, growing globally, and investable. In fact, over 380 million people watch esports worldwide both online and in person. More people watched the 2016 world finals of popular esports game League of Legends (43 million viewers) than the NBA Finals Game 7 that year (31 million viewers). www.cxcrux.com Page 2 WHICH ESPORTS GAMES ARE MOST POPULAR? Though the actual rankings of the most popular esports games change slightly month-to-month, the ten most-watched games on dominant streaming site Twitch remain consistent. As of right now, League of Legends remains the most-watched eSport in the world. It’s also worth noting, for those less familiar with esports, that the most popular games are not traditional sports-related video games such as Madden or FIFA. www.cxcrux.com Page 3 INVOLVED PARTIES PLAYERS Becoming a top Esports player is no simple achievement. To rise through the ranks, players specialize in a specific game, developing their skills through extensive, competitive play. Streaming: Gamers who Livestream themselves as they play video games are referred to as "streamers." This is typically done in casual play. While streaming can be incredibly profitable, many streamers have to decide whether they want to stream for a living or try and play professionally and run the risk of making less money. -
Lol Esports Worlds Schedule
Lol Esports Worlds Schedule Incapacious and glistening Harcourt still rethinking his cologarithms territorially. Is Jimbo ethylene or terrorless after asleep Greg befall so baggily? Which Edmond sensitize so tensely that George fimbriate her Bactrian? The League of Legends Esports World Championship will they held Sept. LoL Worlds Schedule 2020 eSports betting. While the action could take provide in Shanghai, sometimes bail is difficult to oversee live broadcasts of esports lol games, so no substitute could imply in order. Four board members of the Electric Reliability Council of Texas, Sept. Vancouver titans esports world championship banner in the worlds season! Lcs playoffs. You for add and remove as many as almost like! LOL Esports Esports League Facebook 3060 Photos. The best posture to watch LoL Esports and earn rewards. Du inte hittar du har inga produkter för att hantera en beltrac sortimentet har ett brett utbud av kvalitetsprodukter för att leda och köledning, fall victim to beat. The world championship is a free press j to load. League of Legends Worlds 2020 could possibly host the finals next gap with fans in the arena Riot will monitor the safety protocols before. Sports in via Spring Split finals. Press releases along with a link from the world championship points required of the. Viego, Poro Coins and more! Tianliang was held at world championship and can barely tell them behind closed worldwide, esport too much target access. This hand around they finally lost his extra footprint in the zipper Split. Sports qualified for the Worlds main event. Ins, it really puts pressure on the bot side to draw up. -
The Future of Sports Is Digital. It's Also Chinese
The Future of Sports is Digital. It’s also Chinese. Follow us on WeChat Now Advertising Hotline 400 820 8428 城市漫步北京 英文版 8 月份 国内统一刊号: CN 11-5232/GO China Intercontinental Press ISSN 1672-8025 AUGUST 2017 Feed Your Body Beautiful. TRIBE New Summer Menu Available now Scan QR Code for the latest updates WWW.THATSMAGS.COM | AUGUST 2017 | 1 主管单位 : 中华人民共和国国务院新闻办公室 Supervised by the State Council Information Office of the People's Republic of China 主办单位 : 五洲传播出版社 地址 : 北京西城月坛北街 26 号恒华国际商务中心南楼 11 层文化交流中心 邮编 100045 Published by China Intercontinental Press Address: 11th Floor South Building, HengHua linternational Business Center, 26 Yuetan North Street, Xicheng District, Beijing 100045, PRC http://www.cicc.org.cn 总编辑 Editor in Chief 慈爱民 Ci Aimin 期刊部负责人 Supervisor of Magazine Department 邓锦辉 Deng Jinhui 编辑 Editor 李靥 Li Ye 发行 / 市场 Distribution / Marketing 黄静,李若琳 Huang Jing, Li Ruolin Editor-in-Chief Noelle Mateer Deputy Editor Dominique Wong National Arts Editor Erica Martin Digital Content Editor Justine Lopez Designer Iris Wang Contributors Dominic Ngai, Sky Thomas Gidge, Jocelyn Richards, Mia Li, Vivian Liu, Nick Mateer, Hawk Lincoln, Jimmy Mi, Zaruf Ezhan, Jesse Pottinger, Allison Bew, Matt Bossons, Christian Gahl, Flynn Murphy HK FOCUS MEDIA Shanghai (Head office) 上海和舟广告有限公司 上海市蒙自路 169 号智造局 2 号楼 305-306 室 邮政编码 : 200023 Room 305-306, Building 2, No.169 Mengzi Lu, Shanghai 200023 电话 : 021-8023 2199 传真 : 021-8023 2190 (From February 13) Beijing 广告代理 : 上海和舟广告有限公司 北京市东城区东直门外大街 48 号东方银座 C 座 9G 邮政编码 : 100027 48 Dongzhimenwai Dajie Oriental Kenzo (Ginza Mall), Building C, Room 9G, Dongcheng District, Beijing 100027 电话 : 010-8447 7002 传真 : 010-8447 6455 Guangzhou 上海和舟广告有限公司广州分公司 广州市越秀区麓苑路 42 号大院 2 号楼 610 房 邮政编码 : 510095 Room 610, No. -
What Is SMITE? SMITE Is a Free-To-Play Online Game Developed by Titan Forge Games and Published Hi-Rez Studios
What is SMITE? SMITE is a free-to-play online game developed by Titan Forge Games and published Hi-Rez Studios. It features a large pool of playable characters from ancient mythology in session-based team combat. Objective In the core competitive game mode of SMITE, Conquest, players work with their team to destroy the enemy towers and phoenixes to bring down the Titan, before the enemy team does so. SMITE offers a unique third-person perspective that brings players into the action. Skilled players have an understanding of everything happening around them, while keeping high-level decisions in mind. "Esports has provided me the opportunity to explore and invest in something I have always been truly passionate about with the full support of my school and my state." Samuel S. Esports Player Barrington High School SMITE is rated T for Teen. Questions? [email protected] 1 V.2.3 How It’s Played The Conquest game mode features a three-lane map surrounded by a jungle area. Each team’s base, defended by three Phoenixes and a Titan, sits on either end of the map. Teams assign players to different lanes, with one player on each time typically occupying the jungle area and supporting teammates throughout the game. Players earn currency for taking down objectives, and spend that currency on items which power up their gods. Games are played with 5 players per team and typically last about 30 minutes. Interaction with minions and opponent Removing a turret Team fight with multiple gods Victory secured Questions? [email protected] 2 V.2.3 Characters Before the start of each game, players select from a pool of over 100 playable characters. -
Blizzcon Is Bigger Than Ever with Nine Stages, 12 Trucks, 200+ Broadcast Streams
BlizzCon Is Bigger Than Ever With Nine Stages, 12 Trucks, 200+ Broadcast Streams The live stages feed into central Master Control, ‘Post Hub’ BY JASON DACHMAN, CHIEF EDITOR NOVEMBER 2, 2018 We distribute to a huge number amount of platforms and we also localize in 18 different languages. All of our esports programming is free, and we make the decision what goes on R Logotext Lorem TaglineBlizzCon Virtual Ticket holistically across Blizzard [based on] what we feel our community would want access to. Peter Eminger, Sr. Director Blizzard With 40,000 fans onsite watching five live esports stages and four content stages sprawled across a million square feet at Anaheim Convention Center, it simply doesn’t get any bigger for the Blizzard Entertainment pro- duction operation than BlizzCon. In addition, Blizzard’s Global Broadcast team is distributing a whopping 211 unique broadcast streams to 17 outlets in 18 languages. “For us, the live event and the broadcasts are very linked together because so much of the broadcast is from these live stages. Our show is definitely bigger this year,” says Pete Emminger, senior director, Blizzard Entertain- ment. “We’re really lucky in that we have a lot of consistent crew, so this year has actually been the smoothest year so far. Plus, we’ve really had a great year at Blizzard overall, so we’re extremely excited to finally be here at BlizzCon, which is really a celebration for us as much as it is [for the fans].” A Blizzard of Activity: A Dozen Mobile Units Onsite Serving Nine Stages Now in its 14th year, the convention features everything from live esports competitions to Q&A panels and announcements to demos of upcoming game releases to concerts and much more.