Pre-Purchase Starcraft® II: Legacy of the Void™ and Play the "Whispers of Oblivion" Prologue Today
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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 ......................................................................... -
Blizzard Entertainment® Soundtracks Now on Itunes
Blizzard Entertainment® Soundtracks Now On iTunes IRVINE, Calif. -- Blizzard Entertainment, Inc. today announced that a wide selection of music from its popular games has been added to the iTunes store. Much of this music was originally available only in collector's editions of the games, or at special events such as the company's BlizzCon® gaming convention. Six Blizzard Entertainment® soundtrack albums are currently available: • StarCraft® Original Soundtrack • Diablo® II Original Soundtrack • Warcraft® III: Reign of Chaos® Original Soundtrack • World of Warcraft® Original Soundtrack • World of Warcraft: The Burning Crusade® Original Soundtrack • World of Warcraft: Taverns of Azeroth Original Soundtrack The albums have been placed on a new Blizzard Entertainment hub page within the iTunes store. This page also hosts content such as the BlizzCast™ podcast and trailers and gameplay footage from upcoming Blizzard Entertainment games, with more material to be added in the months ahead. In addition, the "Diablo III Overture" from the company's recently announced action role-playing game, Diablo III, is available as a single and has been highlighted as a Discovery Download, making it free to download until Tuesday, September 9. Players in the regions iTunes serves (North America, Europe, Australia, New Zealand, and Japan) can purchase the music at standard rates for each of those regions. For more information, please visit www.blizzard.com. About Blizzard Entertainment, Inc. Best known for blockbuster hits including World of Warcraft® and the Warcraft®, StarCraft®, and Diablo® series, Blizzard Entertainment, Inc. (www.blizzard.com), a division of Activision Blizzard (NASDAQ: ATVI), is a premier developer and publisher of entertainment software renowned for creating some of the industry's most critically acclaimed games. -
Starcraft: the Following Sections Briefly Describe and Identify the the Board Game
1 • 48 plastic figures THE BROOD WAR BEGINS… » 2 sets of Terran figures, each consisting of: 3 Medics With the shattered Zerg hive torn apart by fierce infighting, 3 Valkyries the Protoss seek to reunite with their Dark Templar » 2 sets of Protoss figures, each consisting of: brethren and begin rebuilding their devastated homeworld, Aiur. Terran Emperor Mengsk I, having achieved his goal 3 Dark Templars of total domination over the human colonies, must now face 3 Dark Archons two formidable threats. On one side is the rising power 3 Corsairs of the woman he betrayed – Kerrigan, now the infamous » 2 sets of Zerg figures, each consisting of: Zerg Queen of Blades – and on the other, a malevolent 3 Lurkers conspiracy deep within his own ranks. 3 Devourers 3 Infested Terrans EXPANSION OVERVIEW • 18 clear plastic stands (for flying units) This expansion provides a wide range of new units, components, and mechanics to add a variety of new COMPONENT BREAKDOWN options and strategies to the award winning StarCraft: The following sections briefly describe and identify the The Board Game. different components of the Brood War expansion. In addition to the abundance of new material, Brood War also introduces a new story based game play mode – MILITARY UNITS scenario play. COMPONENT LIST • 1 Rulebook • 165 cards, consisting of: » 36 Zerg Combat and Technology cards (17 Green, 19 Purple) » 34 Terran Combat and Technology cards (17 Red, 17 Blue) » 34 Protoss Combat and Technology cards (17 Orange, 17 Yellow) » 42 Leadership cards (7 per faction) » 7 Event cards These plastic figures come in six colors, corresponding to » 12 Resource cards the six factions of the game. -
Consumer Motivation, Spectatorship Experience and the Degree of Overlap Between Traditional Sport and Esport.”
COMPETITIVE SPORT IN WEB 2.0: CONSUMER MOTIVATION, SPECTATORSHIP EXPERIENCE, AND THE DEGREE OF OVERLAP BETWEEN TRADITIONAL SPORT AND ESPORT by JUE HOU ANDREW C. BILLINGS, COMMITTEE CHAIR CORY L. ARMSTRONG KENON A. BROWN JAMES D. LEEPER BRETT I. SHERRICK A DISSERTATION Submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy in the Department of Journalism and Creative Media in the Graduate School of The University of Alabama TUSCALOOSA, ALABAMA 2019 Copyright Jue Hou 2019 ALL RIGHTS RESERVED ABSTRACT In the 21st Century, eSport has gradually come into public sight as a new form of competitive spectator event. This type of modern competitive video gaming resembles the field of traditional sport in multiple ways, including players, leagues, tournaments and corporate sponsorship, etc. Nevertheless, academic discussion regarding the current treatment, benefit, and risk of eSport are still ongoing. This research project examined the status quo of the rising eSport field. Based on a detailed introduction of competitive video gaming history as well as an in-depth analysis of factors that constitute a sport, this study redefined eSport as a unique form of video game competition. From the theoretical perspective of uses and gratifications, this project focused on how eSport is similar to, or different from, traditional sports in terms of spectator motivations. The current study incorporated a number of previously validated-scales in sport literature and generated two surveys, and got 536 and 530 respondents respectively. This study then utilized the data and constructed the motivation scale for eSport spectatorship consumption (MSESC) through structural equation modeling. -
BLIZZARD ENTERTAINMENT, INC. V. JUNG 422 F.3D 630 (8Th Cir. 2005)
BLIZZARD ENTERTAINMENT, INC. v. JUNG 422 F.3d 630 (8th Cir. 2005) SMITH, Circuit Judge. Davidson & Associates, Inc. d/b/a Blizzard Entertainment ("Blizzard") and Vivendi Universal Games, Inc. ("Vivendi"), owner of copyrights in computer game software and online gaming ser- vice software sued Ross Combs ("Combs"), Rob Crittenden ("Crittenden"), Jim Jung ("Jung"), and Internet Gateway, Inc. ("Internet Gateway") (collectively referred to as "Appellants"), for breach of contract, circumvention of copyright protection system, and trafficking in circumvention technolo- gy. Both parties moved for summary judgment. The district court granted summary judgment in fa- vor of Blizzard and Vivendi, and determined that: (1) Blizzard's software end-user license and terms of usage agreements were enforceable contracts; (2) Appellants waived any "fair use" defense; (3) the agreements did not constitute misuse of copyright; and (4) Appellants violated the anti- circumvention and anti-trafficking provisions of the Digital Millennium Copyright Act ("DMCA"). We affirm. [*633] I. Background A. Factual Background Blizzard, a California corporation and subsidiary of Vivendi, creates and sells software games for personal computers. This appeal concerns the particular Blizzard games "StarCraft," "StarCraft: Brood War," "WarCraft II: Battle.net Edition," "Diablo," and "Diablo II: Lord of Destruction." Combs and Crittenden are computer programmers, Jung is a systems administrator, and Internet Gateway is an Internet service provider based in St. Peters, Missouri. Jung is also the president, co- owner, and day-to-day operator of Internet Gateway. In January 1997, Blizzard officially launched "Battle.net," a 24-hour online-gaming service available exclusively to purchasers of its computer games. The Battle.net service has nearly 12 mil- lion active users who spend more that 2.1 million hours online per day. -
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. -
The Rising Esports Industry and the Need for Regulation
TIME TO BE GROWN-UPS ABOUT VIDEO GAMING: THE RISING ESPORTS INDUSTRY AND THE NEED FOR REGULATION Katherine E. Hollist* Ten years ago, eSports were an eccentric pastime primarily enjoyed in South Korea. However, in the past several years, eSports have seen meteoric growth in dozens of markets, attracting tens of millions of viewers each year in the United States, alone. Meanwhile, the players who make up the various teams that play eSports professionally enjoy few protections. The result is that many of these players— whose average ages are between 18 and 22—are experiencing health complications after practicing as much as 14 hours a day to retain their professional status. This Note will explore why traditional solutions, like existing labor laws, fail to address the problem, why unionizing is impracticable under the current model, and finally, suggest regulatory solutions to address the unique characteristics of the industry. TABLE OF CONTENTS INTRODUCTION ..................................................................................................... 824 I. WHAT ARE ESPORTS? ....................................................................................... 825 II. THE PROBLEMS PLAYERS FACE UNDER THE CURRENT MODEL ....................... 831 III. THE COMPLICATIONS WITH COLLECTIVE BARGAINING ................................. 837 IV. GETTING THE GOVERNMENT INVOLVED: THE WHY AND THE HOW .............. 839 A. Regulate the Visas ...................................................................................... 842 B. Form an -
Wotlk EU Manual
Getting Started PC System Requirements OS: Minimum: Windows® XP/Windows Vista®/Windows® 7 (Latest Service Packs) Recommended: 64-bit Windows Vista®/Windows® 7 Processor: Minimum: Intel Pentium® 4 1.3 GHZ or AMD Athlon™ XP 1500+ Recommended: Dual core processor Memory: Minimum: 1 GB RAM Recommended: 2 GB RAM Video: Minimum: NVIDIA® GeForce® FX or ATI Radeon™ 9500 video card or better Recommended: 256 MB NVIDIA® GeForce® 8600 or ATI Radeon™ HD 2600 or better Installation Instructions Place Wrath of the Lich King DVD into your DVD-ROM drive. If your computer has autoplay enabled, an installation window will automatically pop up on your Windows desktop. Click the Install Wrath of the Lich King button and Enter the Next Chapter to follow the onscreen instructions to install Wrath of the Lich King to your hard drive. If the installation window ® does not appear, open the My Computer icon on your desktop and double-click the drive letter corresponding to your DVD-ROM drive to open it. Double-click the Install.exe icon in the DVD-ROM contents and follow the onscreen World of Warcraft ! instructions to install Wrath of the Lich King. Installing DirectX® PC Users Only: You will need to install DirectX 9.0c in order to properly run Wrath of the Lich King. During installation you will be prompted to install DirectX if you do not already have the most up-to-date version installed on your computer Mac System Requirements OS: Minimum: Mac® OS X 10.5.8, 10.6.4 or newer Recommended: Mac® OS X 10.6.4 or newer Processor: Minimum: Intel® Processor Recommended: Intel® Core™ 2 Duo processor Memory: Minimum: 2 GB RAM Recommended: 4 GB RAM Video: Recommended: NVIDIA® GeForce® 9600M GT or ATI Radeon™ HD 4670 or better Installation Instructions Place the Wrath of the Lich King DVD in your DVD-ROM drive. -
Historiography of Korean Esports: Perspectives on Spectatorship
International Journal of Communication 14(2020), 3727–3745 1932–8036/20200005 Historiography of Korean Esports: Perspectives on Spectatorship DAL YONG JIN Simon Fraser University, Canada As a historiography of esports in Korea, this article documents the very early esports era, which played a major role in developing Korea’s esports scene, between the late 1990s and the early 2000s. By using spectatorship as a theoretical framework, it articulates the historical backgrounds for the emergence of esports in tandem with Korea’s unique sociocultural milieu, including the formation of mass spectatorship. In so doing, it attempts to identify the major players and events that contributed to the formation of esports culture. It periodizes the early Korean esports scene into three major periods—namely, the introduction of PC communications like Hitel until 1998, the introduction of StarCraft and PC bang, and the emergence of esports broadcasting and the institutionalization of spectatorship in the Korean context until 2002. Keywords: esports, historiography, spectatorship, youth culture, digital games In the late 2010s, millions of global youth participated in esports as gamers and viewers every day. With the rapid growth of various game platforms, in particular, online and mobile, people around the world enjoy these new cultural activities. From elementary school students to college students, to people in their early careers, global youth are deeply involved in esports, referring to an electronic sport and the leagues in which players compete through networked games and related activities, including the broadcasting of game leagues (Jin, 2010; T. L. Taylor, 2015). As esports attract crowds of millions more through online video streaming services like Twitch, the activity’s popularity as one of the most enjoyable sports and business products continues to soar. -
Sport Investing Bible What Is Esports? from Tiny Eventsashton to Kutcher, Sold Mark out Cuban, Nationalomay Hamoui and Jay H
https://bit.ly/3ofrlhB https://bit.ly/3ofrlhB InvestiE-Sport With a viewership bigger than Stanley cup or masters and the prizeng funds of over 200millions, Esport is quickly becoming the Next Big Thing! Even still, not many are aware of this, but there is serious money flowing through the E-sportsBible sports industry. The game you love doesn’t have to just be a hobby anymore. With the right tools, anyone can be very successful and profitable betting eSports. Our book is designed to jump start your winnings on eSports! We will take you by the hand and show you the most profitable systems and strategies to help you be a consistent winner! Jake Zywiol &Trey Richards zCodesystem.com https://bit.ly/3ofrlhB Contents What is eSports? From tiny events to sold out national stadiums 6 History of competitive gaming 11 Is eSport really a sport? 15 Streaming video games to the wider audience 18 eSports in Cinemas 21 Esports on TV, in the past and in the future 23 Anti-Doping regulations are in place 26 Structure of each competitive game 29 Counter Strike Global Offensive 29 League of Legends 32 Defense of the Ancients 2 33 Call of Duty 35 Smite 37 Starcraft 2 38 World of Tanks 40 Quake 41 Halo 42 Heroes of the Storm 44 Hearthstone 45 Fifa 48 https://bit.ly/3ofrlhB Betting on eSports: Where to begin 50 Money management and systems for betting eSports 57 Idea of a recovery system for betting 64 Fantasy eSports, get a piece of the $17 million pie 67 Word from the zCode eSports investor 73 Conclusion: Esports in the years to come 83 https://bit.ly/3ofrlhB https://bit.ly/3ofrlhB E-Sport Investing Bible What is eSports? From tiny eventsAshton to Kutcher, sold Mark out Cuban, nationalOmay Hamoui and Jay H. -
Choosing a Pro Gaming Monitor for Starcraft II/League of Legends and Other RTS Games
If you’d like to contact Grubby for personalIf you’d coaching like to contact ($125/hour) Grubby aQuire Mastery or justfor contact personal himcoaching as a ($125/hr)fan, email [email protected] just contact him as a fan, email: [email protected] Monitor tips from the Pros or orfind find him him onon: /@FollowGrubby Manuel “Grubby” Schenkhuizen i, I’m Manuel, better known in the gaming world as “Grubby,” Grubby’s Tip: If you are forced to H and I know what it takes to win at StarCraft II. Read on and raise your monitor with any books, I you will, too. recommend some light reading such as When I was 18 years old, I took a sabbatical from my studies to “A Treatise of Human Nature” by David travel the world for a year. I traveled all over Asia, the United States Hume or “On the Origin of Species” by and Europe to play international competitions in PC games. Gamers Charles Darwin. (This way you can learn refer to this as electronic sports (eSports), and it’s increasingly something about the game or your opponents when the PC popular amongst a wide demography and increasing amount of is off!) Someone recently told me on Twitter that he uses a people. Despite having been a gamer pretty much my whole life, 1300-page physics book, and I guess that could work, too. I can hardly believe that I’ve been a professional gamer for almost nine years now. My job’s seriously fun, and funnily enough, seriously serious. -
The Road to the Battle.Net® World Championship Leads to China
The Road to the Battle.net® World Championship Leads to China Blizzard Entertainment and NetEase to host top StarCraft® II and World of Warcraft® Arena players from around the world in Shanghai on Nov 17—18 SHANGHAI--(BUSINESS WIRE)-- Blizzard Entertainment, Inc. and NetEase, Inc. today announced that they will be co-hosting the Battle.net® World Championship in Shanghai, China on Saturday, November 17 and Sunday, November 18, 2012. The Battle.net World Championship will bring to a riveting conclusion Blizzard's 2012 StarCraft® II World Championship Series, which comprises more than 30 national and continental tournaments around the world, and the World of Warcraft® Arena global finals. Blizzard gamers and eSports fans will be able to witness some of the most skilled pro players on the planet in action as they battle it out at the Battle.net World Championship for glory, cash prizes, and the title of undisputed world champion. "We're looking forward to seeing the best players in the World Championship Series face each other at the Battle.net World Championship in Shanghai this November," said Mike Morhaime, CEO and cofounder of Blizzard Entertainment. "The level of StarCraft II and World of Warcraft Arena competition we've already seen around the world has been amazing, so we're anticipating a truly epic finale." "We're excited to partner with Blizzard to co-host a world-class eSports event here in China," said William Ding, CEO of NetEase. "There are millions of eSports enthusiasts in China and we're looking forward to presenting them