ESPORTS PLAYBOOK for BRANDS 2019 INTRODUCTION “Where Can We Help?”
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Empirical Investigation on Measurement of Game Immersion Using Real World Dissociation Factor
Thesis no: MSCS-2016-13 Empirical Investigation on Measurement of Game Immersion using Real World Dissociation Factor Gadila Swarajya Haritha Reddy Faculty of Computing Blekinge Institute of Technology SE–371 79 Karlskrona, Sweden This thesis is submitted to the Faculty of Computing at Blekinge Institute of Technology in partial fulfillment of the requirements for the degree of Master of Science in Computer Science. The thesis is equivalent to 20 weeks of full time studies. Contact Information: Author(s): Gadila Swarajya Haritha Reddy E-mail: [email protected] University advisor: Prof. Sara Eriksén Department of Creative Technologies Faculty of Computing Internet : www.bth.se Blekinge Institute of Technology Phone : +46 455 38 50 00 SE–371 79 Karlskrona, Sweden Fax : +46 455 38 50 57 Abstract Context. Games involve people to a large extent where they relate them- selves with the game characters; this is commonly known as game immer- sion. Generally, some players play games for enjoyment, some for stress relaxation and so on.Game immersion is usually used to describe the degree of involvement with a game. When people play games, they don’t necessar- ily realize that they have been dissociated with the surrounding world. Real world dissociation (RWD) can be defined as the situation where a player is less aware of the surroundings outside the game than about what is happen- ing in the game itself. The RWD factor has been expected to measure the losing track of time, lack of awareness of surroundings and mental trans- portation. Objectives. In this thesis, we measure and compare the difference in game immersion between experienced and inexperienced players using RWD fac- tor. -
Gfinity Elite Series, Season 3 Finals Weekend: Fifa 18 Results
GFINITY ELITE SERIES, SEASON 3 FINALS WEEKEND: FIFA 18 RESULTS Global FIFA 18 heavyweights battled it out to be crowned Elite Series Champions th Friday 27 April (London, United Kingdom): Today, the Gfinity Elite Series Season 3 FIFA 18 tournament culminated at the Gfinity Arena in London and broadcast live on Facebook, with team FNATIC emerging victorious after a nail-biting final with UNILAD. They take home the coveted Elite Series trophy and a share of the £250,000 prize pot. It was an epic evening for our FIFA 18 fans, with both the Semi-Finals and Final occurring on the same day. The first Semi saw a high stakes battle between two teams from opposite sides of the pond, with Team Envy (USA) taking on esports veterans FNATIC (UK). Envy (Marvyn ‘Aero’ Robert) took the lead in the opening game late in the first half, going into the second leg with a slight advantage over Team FNATIC (Conran ‘Rennerz’ Tobin). Simon ‘Zimme’ Nystedt (FNATIC) pegged the tie back at the start of the first half of the second leg, taking the score back to 1-1 on aggregate against Philipp ‘EisVogel’ Schermer (Envy). A late goal from Zimme took the game to extra time, scoring again early in the first half, bringing the overall score up to 3-2. Eisvogel and Team Envy began to orchestrate a heroic comeback, however once again Zimme pegged them back, taking the contest all the way to penalties and subsequently sending FNATIC into the final. The next match saw MMO-specialists Method (Steven ‘FWPricey’ Price and Nathan ‘Zelonius’ Horton) take on the UNILAD (Spencer ‘Gorilla’ Ealing and Shaun ‘Shellzz’ Springette) Esports team, the lowest ranking team in the Gfinity franchise overall league, however one of the favorites to take the top spot this evening. -
PIA Eworld Final
Executive Office for Immigration Review Privacy Impact Assessment for the eWorld Adjudication System Issued by: Marta Rothwarf and Michelle Curry EOIR Co-Senior Component Officials for Privacy Approved by: Peter A. Winn, Acting Chief Privacy and Civil Liberties Officer, Department of Justice Date approved: December 13, 2018 Department of Justice Privacy Impact Assessment EOIR eWorld Adjudication System EXECUTIVE SUMMARY The United States Department of Justice (DOJ), Executive Office for Immigration Review (EOIR), has developed the eWorld Adjudication System (eWorld System) to manage the mission related work of EOIR, i.e., conducting administrative immigration court proceedings, appellate reviews before the Board of Immigration Appeals (BIA), and administrative reviews to fairly, expeditiously, and uniformly interpret and administer the Nation’s immigration laws. The eWorld System upgrades legacy systems and is a collection of databases and applications that automate and electronically collect, process, manage, store, disseminate, when appropriate, and enable analysis, tracking, and record-keeping of large volumes of information obtained, created, or otherwise processed by EOIR in its mission related work. It includes, but is not limited to: information filed or submitted in immigration proceedings by individuals, their counsel or representatives; information collected, created, or maintained through various immigration proceedings, and created or provided by, EOIR personnel, personnel at the Department of Homeland Security (DHS) and the Department of Health and Human Services (HHS) who participate in or handle certain immigration proceedings, and members of the public who may be involved in immigration proceedings in some way, such as family members, employers, or witnesses in a matter; and information related to EOIR personnel analysis of matters under review and decisions in immigration proceedings. -
Valve Corporation Tournament License
VALVE CORPORATION DOTA 2 TOURNAMENT LICENSE AND PAID SPECTATOR SERVICE AGREEMENT By pressing “Submit” you and/or the party you represent in submitting this web form (“Licensee”) agree to be bound be the terms of this Dota 2 Tournament License and Paid Spectator Service Agreement (the “Agreement”). It is entered into and effective by and between Valve Corporation, a Washington, U.S.A. corporation (“Valve”), and the Licensee as of the day that Valve accepts and confirms the submission by making it accessible through the Paid Spectator Service. 1. Definitions 1.1 “Adjusted Gross Revenue” mean the gross revenue actually received by Valve from Valve’s sale of the Tournaments via the Paid Spectator Service, less (a) actual costs resulting directly from returns, discounts, refunds, fraud or chargebacks; (b) taxes that are imposed on a customer of the Paid Spectator Service on the distribution, sale or license of the Tournaments (such as sales, use, excise, value-added and other similar taxes) that are received from such customer by Valve for payment to governmental authorities. 1.2 “Confidential Information” means (i) any trade secrets relating to Valve’s product plans, designs, costs, prices and names, finances, marketing plans, business opportunities, personnel, research development or know-how; (ii) any unreleased Valve products; and (iii) any other information that Valve designates to Licensee as being confidential or which, based on the nature of such information and the circumstances surrounding its disclosure, ought in good faith to be treated as confidential. 1.3 “Game” means the game Dota 2. 1.4 “Game-Related Intellectual Property,” means the Dota™ trademark and Dota 2 logo. -
Atlanta Officials Make Major Move to Define the Region As Esports Capital
Media Contact: Erin Shearer Atlanta Sports Council 404.723.0016 [email protected] ATLANTA OFFICIALS MAKE MAJOR MOVE TO DEFINE THE REGION AS ESPORTS CAPITAL The Atlanta Sports Council launches Atlanta Esports Alliance™ to further position metro Atlanta as the capital of esports ATLANTA (November 14, 2019) – Today, the Atlanta Sports Council (ASC) announced the launch of the Atlanta Esports Alliance, its new division committed to bringing major esports and gaming events to metro Atlanta. The announcement Was made just ahead of DreamHack Atlanta, a three-day gaming experience featuring esports competitions, live music, exhibitions and more. Because Atlanta is the No. 1 city for gaming environment and No. 5 city for gamers, the Atlanta Esports Alliance is being launched to drive neW opportunities for teams, tournaments, venues and esports service providers and partners in Atlanta. Atlanta is home to three franchised city-based esports teams: the Atlanta Reign (Overwatch), Hawks Talon (NBA 2K) and the Atlanta FaZe (Call of Duty). With 150 gaming studios throughout the state of Georgia, the region is also the headquarters of esports game developers Hi-Rez Studios and Blue Mammoth, global leader in customized gaming controllers Scuf Gaming and professional esports league ELEAGUE. “Our goal is to continue being forward thinking,” said Dan Corso, president of the Atlanta Sports Council. “As We look ahead to the next decade, esports is going to continue to dominate the sports industry, and it was important for us as an organization to cement Atlanta as the capital of esports and use this platform as yet another economic driver.” A division of the Metro Atlanta Chamber (MAC), ASC facilitates the growth and development of sports in metro Atlanta by serving as a recruiter for major regional, national and international sports events. -
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 $1.1B in 2019, up 26% y/y. ➢ Should investors care about eSports? We would argue “yes”, owing to: a) global scale; b) time spent playing and viewing; c) compelling demographics; d) eSports vs traditional sports trends; e) revenue growth; and, f) sports betting should supercharge US eSports. ➢ Is eSports a fad? We would argue “no”, owing to: a) many US Universities now offer Varsity eSports scholarships; b) new special purpose eSports stadiums are proliferating; c) billionaires are investing to make eSports successful; d) audience growth; and, e) Olympics potential. ➢ Why have you never heard of eSports? Because zero of the top 30 earning players in the world were from the US in 2018. -
Download in Short, They Represent Hope
Nieman Reports THE NIEMAN FOUNDATION FOR JOURNALISM AT HARVARD UNIVERSITY VOL. 64 NO. 4 WINTER 2010 The !"#$%Goes On Its &'($') Changes ENERGY • SPORTS • GOVERNMENT • FAMILY • SCIENCE • ARTS • POLITICS + MORE BEATS ‘to promote and elevate the standards of journalism’ Agnes Wahl Nieman the benefactor of the Nieman Foundation Vol. 64 No. 4 Winter 2010 Nieman Reports The Nieman Foundation for Journalism at Harvard University Bob Giles | Publisher Melissa Ludtke | Editor Jan Gardner | Assistant Editor Jonathan Seitz | Editorial Assistant Diane Novetsky | Design Editor Nieman Reports (USPS #430-650) is published Editorial in March, June, September and December Telephone: 617-496-6308 by the Nieman Foundation at Harvard University, E-mail Address: One Francis Avenue, Cambridge, MA 02138-2098. [email protected] Subscriptions/Business Internet Address: Telephone: 617-496-6299 www.niemanreports.org E-mail Address: [email protected] Copyright 2010 by the President and Fellows of Harvard College. Subscription $25 a year, $40 for two years; add $10 per year for foreign airmail. Single copies $7.50. Periodicals postage paid at Boston, Back copies are available from the Nieman office. Massachusetts and additional entries. Please address all subscription correspondence to POSTMASTER: One Francis Avenue, Cambridge, MA 02138-2098 Send address changes to and change of address information to Nieman Reports P.O. Box 4951, Manchester, NH 03108. P.O. Box 4951 ISSN Number 0028-9817 Manchester, NH 03108 Nieman Reports THE NIEMAN FOUNDATION FOR JOURNALISM AT HARVARD UNIVERSITY VOL. 64 NO. 4 WINTER 2010 4 The Beat Goes On—Its Rhythm Changes The Beat: The Building Block 5 The Capriciousness of Beats | By Kate Galbraith 7 It’s Scary Out There in Reporting Land | By David Cay Johnston 9 The Blog as Beat | By Juanita León 11 A Journalistic Vanishing Act | By Elizabeth Maupin 13 From Newsroom to Nursery—The Beat Goes On | By Diana K. -
Dreamhack Announces 2020 World Tour Schedule
FOR IMMEDIATE RELEASE December 9, 2019 DREAMHACK ANNOUNCES 2020 WORLD TOUR SCHEDULE WORLD’S PREMIER GAMING LIFESTYLE FESTIVAL TO VISIT 10 CITIES IN EUROPE, NORTH AMERICA AND ASIA DreamHack Returns to Leipzig, Dallas, Jönköping, Valencia, Montreal, Rotterdam, India, Atlanta, and Sevilla DreamHack to Make U.S. West Coast Debut in Anaheim, California STOCKHOLM — Today, Monday, December 9, 2019, DreamHack marks its 25th anniversary with “DreamHack Day” — a celebration of the festival’s early beginnings in 1994. What started as a gathering of friends and their computers in a school cafeteria — with no online access — has grown into a beacon of internet culture and a gathering place for gamers worldwide featuring everything gaming under one roof. DreamHack is now the premiere gaming lifestyle festival. 2020 Announcement Video Here 2020 Schedule Here While the anniversary was celebrated at DreamHack Winter 2019, the celebration will continue into 2020 to honor the many partners and cities that have been a part of DreamHack’s history. Some of DreamHack’s hallmark events over the last 25 years have included: ● 1994 — First ever DreamHack held in Malung, Sweden ● 2001 — DreamHack moves its Swedish event to Jönköping ● 2002 — DreamHack sets up Winter and Summer festivals for the first time ● 2011 — The first festival outside of Sweden is held in Valencia, Spain ● 2013 — The first Counter-Strike: Global Offensive Major takes place at DreamHack Winter ● 2015 — DreamHack iw acquired by MTG AB, and a new era begins ● 2016 — The first DreamHack Masters is held in Malmö, Sweden ● 2016 — First DreamHack festival in the U.S. takes place in Austin, TX ● 2017 — DreamLeague Season 8 at Winter is the first Dota 2 Major produced by DreamHack ● 2018 — First festival in Asia takes place in Mumbai, India ● 2019 — DreamHack celebrates its 25th anniversary on December 9 “DreamHack Day” always offers a time to reflect on the company’s past, present and future, but it also is a day to officially announce the 2020 world tour schedule. -
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Esports Report, the Market Has Although in 2020 the Global Esports Audience Was Esports Enthusiasts Are Continued to Go from Strength to Strength
ESPORTS DISCUSSION An update on the esports market July 2021 INTRODUCTION Esports Update • This report will give an update on the esports Finally, the report will extend the analysis to The esports market is market from our previous report in 2019. 2020 recent developments with esports organisations expected to reach $1.5bn was an unprecedented year, in which most and what makes them attractive to investors. Like by 2023 (Newzoo) industries were affected in some way as a result of most industries, the dominant players are seeing COVID-19. new entrants that threaten their position. • The Asia Pacific region Focusing on the success in professional esports is The esports industry saw several developments not enough to guarantee financial success. represents more than during 2020. As lockdowns were implemented Successful teams will need to find the right balance 50% of the esports and around the world, most forms of in-person between being both an esports company and gaming audience (Juniper entertainment were cancelled overnight. The entertainment company. To find the right balance research) esports industry had a unique advantage over and to manage multiple revenue streams and traditional sports, and there was an evident cross- monetise their audiences, esports organisations over between the two sectors. will become better organised and adopt a more • Latin America may also professional approach to managing their become a key region for The report will also give an overview of the businesses. growth. It is projected to different investors that are involved in the esports produce over 130 million ecosystem and the reasoning for investing. -
Systematic Scoping Review on Social Media Monitoring Methods and Interventions Relating to Vaccine Hesitancy
TECHNICAL REPORT Systematic scoping review on social media monitoring methods and interventions relating to vaccine hesitancy www.ecdc.europa.eu ECDC TECHNICAL REPORT Systematic scoping review on social media monitoring methods and interventions relating to vaccine hesitancy This report was commissioned by the European Centre for Disease Prevention and Control (ECDC) and coordinated by Kate Olsson with the support of Judit Takács. The scoping review was performed by researchers from the Vaccine Confidence Project, at the London School of Hygiene & Tropical Medicine (contract number ECD8894). Authors: Emilie Karafillakis, Clarissa Simas, Sam Martin, Sara Dada, Heidi Larson. Acknowledgements ECDC would like to acknowledge contributions to the project from the expert reviewers: Dan Arthus, University College London; Maged N Kamel Boulos, University of the Highlands and Islands, Sandra Alexiu, GP Association Bucharest and Franklin Apfel and Sabrina Cecconi, World Health Communication Associates. ECDC would also like to acknowledge ECDC colleagues who reviewed and contributed to the document: John Kinsman, Andrea Würz and Marybelle Stryk. Suggested citation: European Centre for Disease Prevention and Control. Systematic scoping review on social media monitoring methods and interventions relating to vaccine hesitancy. Stockholm: ECDC; 2020. Stockholm, February 2020 ISBN 978-92-9498-452-4 doi: 10.2900/260624 Catalogue number TQ-04-20-076-EN-N © European Centre for Disease Prevention and Control, 2020 Reproduction is authorised, provided the -
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.