Smart Kills and Worthless Deaths: Esports Analytics for League Of
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'Boxing Clever
NOVEMBER 05 2018 sandboxMUSIC MARKETING FOR THE DIGITAL ERA ISSUE 215 ’BOXING CLEVER SANDBOX SUMMIT SPECIAL ISSUE Event photography: Vitalij Sidorovic Music Ally would like to thank all of the Sandbox Summit sponsors in association with Official lanyard sponsor Support sponsor Networking/drinks provided by #MarketMusicBetter ast Wednesday (31st October), Music Ally held our latest Sandbox Summit conference in London. While we were Ltweeting from the event, you may have wondered why we hadn’t published any reports from the sessions on our site and ’BOXING CLEVER in our bulletin. Why not? Because we were trying something different: Music Ally’s Sandbox Summit conference in London, IN preparing our writeups for this special-edition sandbox report. From the YouTube Music keynote to panels about manager/ ASSOCIATION WITH LINKFIRE, explored music marketing label relations, new technology and in-house ad-buying, taking in Fortnite and esports, Ed Sheeran, Snapchat campaigns and topics, as well as some related areas, with a lineup marketing to older fans along the way, we’ve broken down the key views, stats and debates from our one-day event. We hope drawn from the sharp end of these trends. you enjoy the results. :) 6 | sandbox | ISSUE 215 | 05.11.2018 TALES OF THE ’TUBE Community tabs, premieres and curation channels cited as key tools for artists on YouTube in 2018 ensions between YouTube and the music industry remain at raised Tlevels following the recent European Parliament vote to approve Article 13 of the proposed new Copyright Directive, with YouTube’s CEO Susan Wojcicki and (the day after Sandbox Summit) music chief Lyor Cohen both publicly criticising the legislation. -
The Paley Center for Media Board of Trustees
THE PALEY CENTER FOR MEDIA BOARD OF TRUSTEES CHAIRMAN Anne del Castillo New York City Mayor’s Office of Media and Entertainment Frank A. Bennack, Jr. (ex officio member) Hearst Nancy Dubuc PRESIDENT & CEO Vice Media Maureen J. Reidy Tami Erwin Verizon VICE CHAIR David Eun Mel Karmazin Cristiana Falcone JMCMRJ Foundation TRUSTEES Mike Fries Liberty Global Alfonso de Angoitia Grupo Televisa Dexter Goei Altice USA Brandon Beck Riot Games Brian Goldner Hasbro, Inc. Gary B. Bettman National Hockey League Roger Goodell National Football League Adam Bird McKinsey & Company Gérard Guillemot Ubisoft Andy Bird, CBE Pearson Judy Hart Angelo Aryeh B. Bourkoff Alberto Ibargüen LionTree LLC John S. & James L. Knight Foundation Adriana Cisneros Robert A. Iger Cisneros The Walt Disney Company Cesar Conde John H. Josephson NBCUniversal SESAC Steve Cooper Jeffrey Katzenberg Warner Music Group WndrCo Eddy Cue David Kenny Apple, Inc. Nielsen Wade Davis Jason Kilar Univision Communications Inc. WarnerMedia Steve King Mark Read Publicis Groupe WPP Henry A. Kissinger Shari Redstone Kissinger Associates, Inc. ViacomCBS Mark Lazarus Alex Rodriguez NBCUniversal Television and A-Rod Corp. Streaming Michael I. Roth Debra Lee Interpublic Group Leading Women Defined, Inc. Faiza J. Saeed Robert D. Manfred, Jr. Cravath, Swaine & Moore LLP Major League Baseball Ricardo B. Salinas Roberto Marinho Neto Groupo Salinas Globo Ventures Josh Sapan Crystal McCrary AMC Networks Producer, Director, and Author Robert B. Schumer Jonathan Miller Paul, Weiss, Rifkind, Wharton Integrated Media Company & Garrison LLP Daniel L. Mosley Ryan Seacrest William S. Paley Foundation Ryan Seacrest Enterprises James Murdoch Stanley S. Shuman LUPA Systems LLC Allen & Company LLC Lachlan Murdoch Edward Skyler FOX Citi Katherine Oliver Phil Spencer Bloomberg Associates Microsoft Dawn Ostroff Evan Spiegel Spotify Snap Inc. -
THE PRIMORDIAL ECONOMICS of CHEATING: Trading Skill for Glory Or Vital Steps to Evolved Play?
THE PRIMORDIAL ECONOMICS OF CHEATING: Trading Skill for Glory or Vital Steps to Evolved Play? Robert MacBride Games Programs, RMIT University, Melbourne, VIC 3000 Australia (+61 3) 9925-2000 [email protected] [email protected] ABSTRACT firstly outline some of the ways in which ethics have been In a period marked by cultural, industrial and technological conceptualised in game play, following this; a look at a case convergences of new media platforms globally, what study of Melbourne MMO players and their definitions of constitutes ‘Situated play’? One of the key aspects of the the “ethics” in games through the rubric of cheating. global digital industries has been the increasing importance of locality in determining modes of game play. Far from The case study of MMO users in Melbourne will consist of homogenising game play, globalisation has resulted in users from over 10 ethnic backgrounds. The sample study “disjuncture” and “difference” at the level of the local. Take, will ask users about their definition of cheating and right or for example, the considerable successes of the Massively wrong game play so that we may mediate on some of Multiplayer Online scene; despite its movement towards the saliencies and nascent socio-cultural dimensions of play and idea of the connected gaming civilisation model, many locality. MMO are not global but, rather, played by certain communities that share linguistic, socio-cultural or political economy similarities. A considerably poignant example KEYWORDS would be the way in which different aesthetics appeal to Cheat, Debug, Trainer, Twinking, Build & Levelling guides, cultural contexts. The formulation of these distinctive taste Camping, Programming flaw exploitation, Walkthrough, cultures are marked by what Pierre Bourdieu noted as FAQ (Frequently asked question document), Patching, modes of cultural (productions of knowledges), social and Speed run, Gold/Stat farming, Ghosting, Unlockable, Easter economic capital. -
Redeye Gaming Report 2018.Pdf
REDEYE Redeye is the next generation equity research and investment banking company, specialized in life science and technology. We are the leading providers of corporate broking and corporate finance in these sectors. Our clients are innovative growth companies in the nordics and we use a unique rating model built on a value based investment philosophy. Redeye was founded 1999 in Stockholm and is regulated by the swedish financial authority (finansinspektionen). THE GAMING TEAM Johan Ekström Kristoffer Lindström Tomas Otterbeck Client Manager Analyst Analyst Johan has a Master of Science in finance Kristoffer Lindström has both a BSc Tomas Otterbeck gained a Master’s from the Stockholm School of Economics, and an MSc in Finance. He has previously degree in Business and Economics at and has studied e-commerce and market- worked as a financial advisor, stockbroker Stockholm University. He also studied ing at the MBA Haas School of Business, and equity analyst at Swedbank. Kristoffer Computing and Systems Science at the University of California, Berkeley. Johan started to work for Redeye in early 2014, KTH Royal Institute of Technology. Tomas has worked as an equity portfolio man- and today works as an equity analyst cov- was previously responsible for Redeye’s ager at Alfa Bank and Gazprombank in ering companies in the tech sector with a website for six years, during which time Moscow, as a hedge fund manager at EME focus on the Gaming and he developed its blog and community and Partners, and as an analyst and portfolio Gambling industry. was editor of its digital stock exchange manager at Swedbank Robur. -
View the Manual
© 2011 1C Company. Developed by Digitalmindsoft. All rights reserved. This product contains technology licensed by Best Way. Index ===== Installation.....................................2 System Requirements ............................2 Installation ...................................3 Launching the Game .............................3 Profile .........................................3 Main Menu........................................3 Single Player....................................4 Game Menu ......................................6 Game Interface .................................8 1. Main Screen ...............................8 2. Minimap ...................................9 3. Squads - Panel of Quick Unit Selection ..10 4. Message History ..........................10 5. Mission Objectives .......................10 6. Control Panel ............................10 Controls........................................12 Alternate Selection ...........................13 Game Controls .................................15 Direct Control ................................19 Context Commands ..............................20 Infantry ......................................21 Vehicles ......................................22 Weapons .......................................24 Inventory .....................................26 Using Items ...................................27 Cover and Camouflage ...........................27 Other Features ................................28 Multiplayer - LAN...............................29 LAN Game Interface ............................29 -
Defence of Chinese State-Sanctioned History Against Perceived Attacks from Honor of Kings
Defence of Chinese state-sanctioned history against perceived attacks from Honor of Kings Bjarke Liboriussen University of Nottingham Ningbo China School of International Communications 199 Taikang East Road +86 574 8818 0000 ext. 8992 [email protected] Paul Martin University of Nottingham Ningbo China School of International Communications 199 Taikang East Road +86 574 8818 0000 ext. 8172 [email protected] Keywords China, Honor of Kings, MOBA, history, social media, Zhihu Honor of Kings (wangzhe rongyao, Tencent 2015) is a multiplayer online battle arena game (MOBA), released in the Chinese market in 2015 and internationally under the name Arena of Valor, in 2017. Like other MOBA games such as League of Legends (Riot Games 2009), Honor of Kings involves players selecting heroes and competing against each other in teams or, more rarely, individually to attack their opponent’s territory and defend their own. Honor of Kings is a mobile game, and its gameplay is less complex than League of Legends. It is also the first major MOBA game to be produced in mainland China. Honor of Kings has been very successful in China, with some reports putting the registered users at 200 million (Shijia 2017; Cowley 2017). With this success has come government scrutiny. From March 2017 critical articles begin to appear in the society, culture and opinion sections of The People’s Daily, the official mouthpiece of the Chinese Communist Party (CCP), as well as a widely discussed article in Guangming Daily (Zhang 2017). The most widely reported of these critical articles (Li, G. 2017) led to a short-term drop in Tencent’s share price, and prompted Tencent to introduce systems to prevent young players spending too much time at the game (Reuters 2017). -
All but War Is Simulation: the Military Entertainment Complex
1 THEATERS OF WAR: THE MILITARY-ENTERTAINMENT COMPLEX Tim Lenoir and Henry Lowood Stanford University To appear in Jan Lazardzig, Helmar Schramm, Ludger Schwarte, eds., Kunstkammer, Laboratorium, Bühne--Schauplätze des Wissens im 17. Jahrhundert/ Collection, Laboratory, Theater, Berlin; Walter de Gruyter Publishers, 2003 in both German and in English War games are simulations combining game, experiment and performance. The U.S. Department of Defense (DoD) has been the primary proponent of war game design since the 1950s. Yet, commercial game designers produced many of the ideas shaping the design of military simulations, both before and after the advent of computer-based games. By the 1980s, the seeds of a deeper collaboration among military, commercial designers, the entertainment industry, and academic researchers in the development of high-end computer simulations for military training had been planted. They built “distributed interactive simulations” (DIS) such as SIMNET that created virtual theaters of war by linking participants interacting with distributed software or hardware simulators in real time. The simulators themselves presented synthetic environments—virtual worlds—by utilizing advances in computer graphics and virtual reality research. With the rapid development of DIS technology during the 1990s, content and compelling story development became increasingly important. The necessity of realistic scenarios and backstory in military simulations led designers to build databases of historical, geographic and physical data, reconsider the role of synthetic agents in their simulations and consult with game design and entertainment talents for the latest word on narrative and performance. Even when this has not been the intention of their designers and sponsors, military simulations have been deeply embedded in commercial forms of entertainment, for example, by providing content and technology deployed in computer and video games. -
Dealing with Fog of War in a Real Time Strategy Game Environment
Dealing with Fog of War in a Real Time Strategy Game Environment Johan Hagelback¨ and Stefan J. Johansson Abstract— Bots for Real Time Strategy (RTS) games provide A. Research Question and Methodology a rich challenge to implement. A bot controls a number of units The main research question of this paper is: Is it possible that may have to navigate in a partially unknown environment, while at the same time search for enemies and coordinate to construct a bot without access to perfect information for attacks to fight them down. It is often the case that RTS AIs RTS games that perform as well as bots that have perfect cheat in the sense that they get perfect information about information? This breaks down to: the game world to improve the performance of the tactics 1) What is the difference in performance between using a and planning behavior. We show how a multi-agent potential field based bot can be modified to play an RTS game without FoWbot compared to a PIbot in terms of a) the number cheating, i.e. with incomplete information, and still be able to of won matches, and b) the number of units and bases perform well without spending more resources than its cheating left if the bot wins? version in a tournament. 2) To what degree will a field of exploration help the FoW bot to explore the unknown environment? 3) What is the difference in the computational needs for I. INTRODUCTION the FoWbot compared to the PIbot? In order to approach the research questions above, we will A Real-time Strategy (RTS) game is a game in which the players use resource gathering, base building, technological implement a FoW version of our original PIbot and compare development and unit control in order to defeat their oppo- its performance, exploration and processing needs with the original. -
Superdata 2018 Year in Review
2018 YEAR IN REVIEW DIGITAL GAMES AND INTERACTIVE MEDIA 2018 YEAR IN REVIEW | © 2019 SuperData, A Nielsen Company. All rights reserved. SuperData, A Nielsen Company SuperData, a Nielsen company, was acquired by Nielsen in September 2018. With this acquisiIon, SuperData’s clients will now have greater access to global market intelligence around digital video gaming use, sales and audiences, in addiIon to exisng areas of experIse such as consumer research, video game tracking, esports sponsorship valuaIon and consulng services. SuperData provides relevant market data and insight on digital games and playable media. Founded by veteran games industry researchers, SuperData covers the market for free-to-play gaming, digital console, mobile, PC downloadable, gaming video content and esports. Monthly analyses and industry reports using digital point-of-sale data. Using digital point-of-sale data received from publishers, developers and payment service providers, we base our analyses on the monthly spending of 185 million paying digital gamers worldwide. Understand what people play, connect to and spend on. Our research combines transacIon-level data with qualitaIve consumer insight. Our leadership team has experience spanning across major research firms, including NPD, Nielsen, DFC Intelligence, Comscore, Experian, Jupiter and Forrester. A next gen approach for next gen entertainment. Our customer base includes legacy publishers (e.g. AcIvision/ Blizzard, Ubiso]), digital-only publishers (e.g. Nexon, Tencent, Wargaming), media companies (e.g. Google, Coca-Cola) and industry service providers (e.g. PayPal, Visa, GameStop). !2 2018 YEAR IN REVIEW | © 2019 SuperData, A Nielsen Company. All rights reserved. The SuperData Arcade allows users to: • Gain a comprehensive overview of the digital games market, across plaborms, Itles and markets. -
Paradox Interactive Listing Attracts Tencent As Fan and Long-Term Investor
FOR IMMEDIATE RELEASE Paradox Interactive listing attracts Tencent as fan and long-term investor Leading online games publisher and platform to contribute to Paradox’s future journey (May 27, Stockholm) Tencent Holdings Limited, which operates China’s largest social network and online games platform, has subscribed to and been allocated shares in the initial public offering of Paradox Interactive (”Paradox”) on Nasdaq First North Premier. Tencent has been allocated 5.28 million shares at the offering price of SEK 33 per share, and hold 5% equity interest in Paradox Interactive post transaction. Fredrik Wester and Spiltan will continue to be key shareholders in Paradox with 33.3 % and 30.5 % shareholdings, respectively. A long-time fan of Paradox games, Tencent will work to explore opportunities with Paradox to build up the emerging grand strategy, simulation, and story-driven RPG fan bases in China. Tencent has a history of supporting new game genres in China, where it operates globally renowned titles such as League of Legends, Cross-Fire, Dungeon & Fighter, Call of Duty Online, FIFA Online and Need for Speed, as well as many popular locally-developed games. Tencent also has a track record of building strong partnership with game industry leaders, such as Activision Blizzard, Riot Games, CJ Netmarble and Miniclip, via equity investment and support in distribution and operations. Fredrik Wester, CEO and principal owner of Paradox, said: “Tencent approached us as big fans of our grand strategy games and with a genuine interest in Paradox and our onward journey. It has always been very important for us that any partners we bring on board can contribute in a unique and attractive way to Paradox and have a long term commitment to the company. -
Classes of 2019 and 2020 Hiring Organizations
HIRING ORGANIZATIONS CLASSES OF 2019 AND 2020 HIRING ORGANIZATIONS RECENT EMPLOYERS The following firms hired at least one UCLA Anderson student during the 2018–2019 school year (combining both full-time employment and summer internships): A Breakwater Investment Edison International Hewlett Packard Enterprise Lionsgate Entertainment Inc . O A G. Spanos Companies Management Education Pioneers Company Lionstone Investments Openpath Security Inc . A+E Television Networks ByteDance Edwards Lifesciences Hines Liquid Stock Oracle Corp . Accenture C Electronic Arts Inc . HomeAway Logitech P ACHS Califia Farms Honda R&D Americas Inc . Pabst Brewing Company Engine Biosciences L’Oreal USA Adobe Systems Inc . Cambridge Associates LLC Honeywell International Inc . Pacific Coast Capital Partners Epson America Inc . Los Angeles Chargers Advisor Group Capital Group Houlihan Lokey Palm Tree LLC Los Angeles Football Club Age of Learning Inc . Capstone Equities Esports One HOVER Inc . Pandora Media M Agoda Caruso EVgo Hulu Paramount Pictures M&T Bank Corporation Altair Engineering Inc . Casa Verde Capital Evolus I Park Lane Investment Bank Alteryx Inc . Cedars-Sinai Health System Experian Illumina Inc . Mailchimp Phoenix Suns Amazon Inc . Cenocore Inc . EY-Parthenon IMAX Marble Capital PIMCO American Airlines Inc . Century Park Capital Partners F InnoVision Solutions Group March Capital Partners Pine Street Group Amgen Inc . Charles Schwab FabFitFun Instacart Marvell Technology Group Ltd . Piper Jaffray & Co . Anaplan Checchi Capital Advisers Facebook Inc . Intel Corporation MarVista Entertainment PlayVS Apple Inc . Cisco Systems Inc . Intuit Inc . Mattel Inc . PLG Ventures Falabella Retail S .A . Applied Ventures The Clorox Company Intuitive Surgical Inc . McKinsey & Company The Pokemon Company Fandango Arc Capital Partners LLC Clutter Inversiones PS Medallia Inc . -
Riot Games Lays out Long Term Growth Strategy
Publication date: 24 Oct 2019 Author: Omdia Analyst Riot Games Lays Out Long Term Growth Strategy Brought to you by Informa Tech Riot Games Lays Out Long Term Growth 1 Strategy During Riot Games’ League of Legends 10th anniversary celebratory stream, the company announced an unexpectedly large roster of new games and its expansion strategy for at least the next 3-5 years. For a company that has been built and focused on one title for a decade – albeit one that has generated $20 billion in revenues according to the company - this marks a major gear change in its ambitions. The list of announced games and other ‘projects’ in development were as follows: . League of Legends: Wild Rift - a mobile and console version of the world’s biggest PC online and esports game League of Legends (LoL) . Teamfight Tactics - Already available on PC, Riot confirmed that a mobile version of its LoL-based auto battler game was in the works . Legends of Runeterra – A LoL based digital card game coming to PC and mobile, which shares some similarities to Blizzard’s Hearthstone . Project A, a tactical team-based first-person shooter was confirmed to be in development. Not a lot is known about this game, but it looks to combine the aesthetic and some character-based play of Blizzard’s Overwatch with Valve’s Counter-Strike: Global Offensive . Project L, a fighting game set in the LoL universe was confirmed to be in development . Project F, confirmation of development of a 2.5D Diablo-like experience set in Runeterra and based in the LoL universe .