National Strategy for Esports
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BLAST Pro Series Brings World-Class Esports Entertainment to Miami
The BLAST trophy comes with a prize of 125,000 dollars for the winner! Mar 20, 2019 12:32 UTC Biggest event of the year: BLAST Pro Series brings world-class esports entertainment to Miami For the first time ever BLAST Pro Series will bring the newest and most spectacular live esports format to US. On 13 April, 6 of the world's best Counter-Strike teams with some of esports' biggest stars will battle it out live on stage in Miami's Watsco Center for a total prize pool of 250,000 dollars. The show has sold out in all arenas so far and tickets fir Miami go live February 20. The BLAST experience Watsco Center will be completely transformed to a state-of-the art digital battleground: From the iconic A-stage with all 6 teams playing live on the same time over the monstrous set-up with multiple jumbo screens, hundreds of moving lights and amazing surround sound to the event itself: It is live entertainment like you’ve never experienced before! Jordi Roig, Executive Producer of BLAST Pro Series comments: - BLAST Pro Series is the best of all live entertainment and sports formats in one. Miami will be our first first ever tournament in North America, and it will probably be the biggest live esports in US of 2019. Last week we opened the ticket sales for our São Paulo tournament and within hours the arena was completely sold out. We see this tendency all over the world, and eventhough BLAST in Miami will be the biggest esports event ever in Florida, we expect a completely packed arena afor the Saturday event. -
Projeto De Comunicação Para a Organização De Desportos Eletrónicos Offset Esports
Projeto de comunicação para a organização de desportos eletrónicos Offset Esports José Miguel de Pinho Bastos Trabalho de projeto submetido como requisito parcial para a obtenção do grau de Mestre em Publicidade e Marketing Trabalho orientado pela Professora Doutora Maria Cristina Luz Lisboa, setembro de 2019 Declaração Declaro ser o autor deste trabalho de projeto, realizado como parte das condições necessárias para a obtenção do grau de Mestre em Publicidade e Marketing. Trata-se de um trabalho original, nunca submetido (no seu todo ou em qualquer das suas partes constituintes) a uma outra instituição de ensino superior para obtenção de grau académico ou qualquer outra habilitação. Ademais, atesto que todas as citações estão devidamente identificadas, tendo consciência de que o plágio levará à anulação do trabalho aqui apresentado. Lisboa, 18 de setembro de 2019 ii Resumo Em Portugal, o crescente interesse do público nos denominados esports, e mais especificamente no Counter-Strike, suscitou um enorme desenvolvimento do cenário competitivo nos últimos anos, o que tem levado as organizações de desportos eletrónicos a desenvolverem esforços na tentativa de evoluir em conformidade. No entanto, apesar da profissionalização das várias entidades a operar neste meio e do aparecimento de novos investidores e patrocinadores, a abordagem da maioria das organizações é ainda, na sua larga maioria, semiprofissional ou mesmo amadora. Semelhante ao que outrora aconteceu com as organizações de desportos tradicionais, um dos aspetos fulcrais neste processo de formalização operacional é a vertente do Marketing e da Comunicação. Este trabalho de projeto tem precisamente como objetivo apresentar uma proposta de plano de comunicação para a organização profissional de desportos eletrónicos portuguesa Offset Esports. -
How to Start a Career in E-Sports
Moona Tuominen HOW TO START A CAREER IN E-SPORTS HOW TO START A CAREER IN E-SPORTS Moona Tuominen Bachelor’s Thesis Spring 2021 Business Information Technology Oulu University of Applied Sciences ABSTRACT Oulu University of Applied Sciences Business Information Technology Author(s): Moona Tuominen Title of Bachelor´s thesis: How to start a career in eSports Supervisor(s): Minna Kamula Term and year of completion: Spring 2021 Number of pages: 34 This thesis is about eSports, also known as electronic sports or competitive gaming. Gaming has grown as a business over the past few decades and eSports rival traditional sports in terms of revenue and viewership numbers. The industry is expected to continue growing, and as such, it is interesting to look at different career opportunities within the eSports industry. This paper lays out the history of competitive gaming and explores different career paths possible in the field of eSports, as well as ways to start a career in eSports. The aim of this thesis is to give a good, coherent picture of eSports as an industry, and to analyze the ways professionals in different positions and with different career paths have created their own careers in eSports. This research gives insight into the still quite new industry and the ways professionals from different backgrounds end up working for eSports organizations. Data used consists of written article interviews of professional gamers, YouTube videos of eSports professionals explaining what they do and how they ended up in the industry, as well as a short questionnaire. The conclusions of this thesis answer to the question: How to get a career in eSports? Keywords: Esports, Competitive Gaming, eSports Industry, Professional Gaming 3 CONTENTS 1 INTRODUCTION .................................................................................................................. -
Event Marketing and PR for Grail Quest
Event marketing and PR for Grail Quest Attracting and reaching audience in esports Felix Kaukiainen Bachelor’s thesis for Business Administration Marketing Åbo 2018 EXAMENSARBETE Författare: Felix Kaukiainen Utbildning och ort: Företagsekonomi, Åbo Inriktningsalternativ/Fördjupning: Marknadsföring Handledare: Camilla Ekman Titel: Event marketing and PR for Grail Quest – Attracting and reaching audience in esports _________________________________________________________________________ Datum: 5.11.2018 Sidantal:43 Bilagor: 1 _________________________________________________________________________ Abstrakt Under de senaste åren har e-sport blivit ett allt mer diskuterat ämne i medier. Tävlingsinriktat spelande (esport) håller på att formas till något bara få kunde tänka sig. E- sport (som förknippas med spelande) har också varit framgångsrikt på de olika fronterna i branschen. Den globala tilväxten inom e-sport och både nationell samt internationell framgång inom branschen har fått flera organisationer att investera i e-sport. Professionella sportorganisationer byggs upp på samma gång som tävlingar med allt större priser och synlighet väcker uppmärksamheten bland allmänheten. Dessutom har vissa skolor börjat stöda elever som vill rikta in sig på tävlingsinriktat spelande. Grail Quest är ett esport och LAN evenemang som ordnades för första gången 2017 i Gatorade Arena i Åbo 2018 i Kuppis bollhall. Organisatörerna vill med hjälp av evenemanget lyfta fram e-sporten och tävlingsinritkat spelande (videospel) bland allmänheten och nå nya potentiella kunder. Det huvudsakliga syftet med examensarbetet är att undersöka kundgruppen för att kartlägga en marknadsföringsstrategi åt följande Grail Quest -evenemanget som kommer att ordnas. I undersökningen ligger fokus på målgruppen e-sportentusiasiter. Arbetet går mer detaljerat in på hur man marknadsför evenemang. Det ser också på vad som krävs för att få ungdomar som tävlar i esport att bli intresserade att delta i ett e-sport och LAN- evenemang. -
Park Lane White Paper Series: Esports
PARK LANE WHITE PAPER SERIES: ESPORTS The Big Business of Competitive Gaming Spring 2017 prkln.com INDUSTRY OVERVIEW ESPN President John Skipper once entrepreneur Angel Munoz founded the declared competitive gaming as “not a Cyberathlete Professional League. It real sport,” but it has evolved into a was not until 1999, however, after the $892 million juggernaut. Projected to be Asian financial crisis, that esports began worth $1.1 billion by 2018, according to to take off. The South Korean estimates by SuperData and Newzoo, government invested heavily in the esports industry is one that has improving their broadband and captivated a rapidly growing global telecommunications capacity to audience of almost 300 million people. stimulate their economy. With improved Internet connectivity, online Broadly defined, esports describes gaming took off in South Korea and competitive gaming, with the spread to the rest of the world.2 The professional designation of the sport early 2000s brought about additional involving full-time, pro players rather professional esports organizations, such than part-time amateurs. Much like in as the Electronic Sports World Cup in traditional sports, fans value skill of the 2000 and Major League Gaming in players first and foremost and loathe 2002.3 seeing results influenced by outside factors (like the AI) rather than the talent and performance of the players.1 The first esports event is widely considered to be the 1997 Red Annihilation tournament, with the winner taking home a new Ferrari. Major League Gaming -
Esport: Defusing Governance
Esport: Defusing Governance Nicolai Bouet 55466 & Oskar Rørbye Rønn 43062 Master Thesis Pages: 103 Characters including spaces: 233,642 MSc International Business / Cand.merc.International Business Supervisor: Sven Junghagen Co-supervisor: Philippe Bochaton 15/05/2018 Abstract The purpose of this thesis is to explore how esport is governed and to investigate whether governance is an important factor in esports at the professional level. To do this, the methodology developed by Geeraert and co-authors (2014) and AGGIS are combined to create a checklist of governance indicators for esport. Focusing on the relationship between game publishers, event organisers, and esport organisations, a sample of thirteen esports and eleven event organisers are investigated and eight interviews are conducted to obtain industry knowledge directly. Main findings are that esport is governed either by the game publisher, event organiser, or a combination of both, and that currently governance have a limited impact on esport. The potential limitations of this thesis are the lack of diversity across interviewees and lack of game publisher willingness to participate. 2 of 121 Table of Contents ABSTRACT ...................................................................................................................................................... 2 ABBREVIATIONS .......................................................................................................................................... 5 INTRODUCTION .......................................................................................................................................... -
Esports a New Architectural Challenge 1
eSPORTS A new architectural challenge 1 Enoncé théorique de master FURAZHKIN, ANTON 2020 Professeur Enoncé théorique : HUANG, Jeffrey Directeur pédagogique : CACHE, Bernard Proffeseur : HUANG, Jeffrey Maître EPFL : WIDMER, Régis W SUMMARY 2 INTRODUCTION BRIEF HISTORY OF ESPORTS 4 GAME TYPOLOGY 6 VENUES 8 ATLAS game The Atlas presents seven computer games that are divided according to 10 STARCRAFT their type, number of players and popularity for the year 2019. Each game has its own section with a brief description of the game itself and the spaces that host different stages of the game tournament: 12 HEARTHSTONE Minor League, Major League and Premier League. It is organised in such a way that left side page provides useful 14 FIFA 19 information, text and visual description of the game with the help of the map, game interface and game modes. The specifications of the game presented in the text allow to look for parallels between the 16 FORTNITE BATTLE ROYALE game and the space organisation of the venues illustrated on the right side page. Three scales are present for a better grasp of an event 18 COUNTER STRIKE:GLOBAL OFFENSIVE gradation: large scale shows the relation between a viewer area and the game floor, middle scale demonstrates the organisation of the game stage and small scale depicts players gaming equipment and in-game 20 OVERWATCH limitations. 22 LEAGUE OF LEGENDS CONCLUSION CITY INTEGRATION 24 SPATIAL ORGANISATION 25 TECHNICAL NEEDS 26 NEW TECHNOLOGIES 27 FURTHER DEVELOPMENT 28 3 minor major premier ONLINE FREECUP STUDIO SPODEK -
Public-Private Partnership in Esport Events
Public-private partnership in esport events Mathias Lenholdt, Kris Fairbrother Svane, Morten Gellert Kätow and Henriette Lodberg Bach List of contents Introduction ...................................................................................................................................................... 2 Methodology ..................................................................................................................................................... 4 Limitations. ................................................................................................................................................... 4 What is esport and is esport actually a sport? ................................................................................................ 4 What is esport? ............................................................................................................................................. 4 The ecosystem of esport ............................................................................................................................... 5 Is esport a sport? .......................................................................................................................................... 7 Adjusted methodology ................................................................................................................................... 11 Public-private partnerships in sports and experience economy ................................................................... 12 Elements -
Esports): El Espectáculo De Las Competiciones De Videojuegos
UNIVERSIDAD COMPLUTENSE DE MADRID FACULTAD DE CIENCIAS DE LA INFORMACIÓN TESIS DOCTORAL Los deportes electrónicos (esports): el espectáculo de las competiciones de videojuegos MEMORIA PARA OPTAR AL GRADO DE DOCTOR PRESENTADA POR Marcos Antón Roncero Director Francisco García García . Madrid Ed. electrónica 2019 © Marcos Antón Roncero, 2018 FACULTAD DE CIENCIAS DE LA INFORMACIÓN DEPARTAMENTO DE TEORÍAS Y ANÁLISIS DE LA COMUNICACIÓN DOCTORADO EN COMUNICACIÓN AUDIOVISUAL, PUBLICIDAD Y RELACIONES PÚBLICAS LOS DEPORTES ELECTRÓNICOS (ESPORTS) El espectáculo en las competiciones de videojuegos TESIS DOCTORAL PRESENTADA POR: D. Marcos Antón Roncero DIRECTOR: D. Francisco García García MADRID, 2018 Todas las imágenes y textos con copyright referenciados en el presente trabajo han sido utilizados bajo el derecho de cita, regulado en el artículo 32 del Texto refundido que recoge la Ley de la Propiedad Intelectual (TRLPI) según se recoge en el Decreto Legislativo 1/1996, de 12 de abril. AGRADECIMIENTOS Estamos demasiado acostumbrados a leer agradecimientos, incluso a escribirlos, pero pocas veces se agradece de palabra y de corazón, mirando a los ojos. Que esta página sea una mirada a los ojos para quienes aparecen en ella, pues muchos están lejos y a otros no les agradezco lo suficiente su paciencia, experiencia y visión del mundo, cualidades que me han hecho crecer y madurar para convertirme en quien soy ahora y llevarme a realizar el trabajo que aquí se presenta. Gracias a mis padres por darme los medios y la voluntad para seguir un camino que ellos no tuvieron la opción de elegir. De ellos son todos los logros conseguidos (con y sin títulos de por medio). -
Esports Or Competitive Gaming) Is a Term for Organized Video Game Competitions, Especially Between Professionals
Electronic sports (also known as eSports or competitive gaming) is a term for organized video game competitions, especially between professionals. eSPORTS Video games now bring in $71 billion in annual revenue. More than the music business and fast catching up to Hollywood. The growth explosion of eSports is in direct correlation to the growth explosion of the internet and social media. On the internet platform, gamers of all skill levels can play on their own, collaborate with others, form partnerships, watch other participants play or film their own games and post them. eSports has tens of millions of novice participants. Just like novice participants in physical sports, these novices want to watch the best in the world play. For the exact same reasons that people watch and go to live professional sporting events, are the exact reasons people watch and go to live eSports events. Whether for pure entertainment, social reasons, love of the game or wanting to enhance their own skills, eSports has loyal fans with huge spending power. Top advertisers, internet sites and the networks have all taken notice. A Brief History 1980’s Atari held the first video game competition, the Space Invaders Tournament, in 1980. It attracted more than ten thousand participants. This tournament, and others like it in following years, sowed the seeds of what would eventually become eSports. 1990’s (First Person Shooter) By the time the 1990s came around, tournaments for arcade and console games had become increasingly common, with companies like Nintendo and Blockbuster sponsoring world championships. 1997’s Red Annihilation tournament for the first person shooter (FPS) “Quake” is widely considered to have been the first real instance of eSports, drawing over 2,000 participants. -
“Esports: a Phenomenon with No Sign of Game Over”
“eSports: a phenomenon with no sign of game over” Sports were a big part of my upbringing and probably yours as well! Whether you are watching 36.6m basketball and baseball in the US, or tennis gamers of which and football in Europe, you are likely to feel the 6.5 million watch Bailey lasting impact of traditional sports. The problem eSports, according Morrow today is that viewer numbers for these sports to the British eSports VICE PRESIDENT Association VENTURE & are falling off a cliff. The average age of viewers GROWTH is increasing and the average number of people watching is dwindling. Broadcasters, publishers and content creators are turning elsewhere for growth, and the money is going where the young 35 years old is the people are – eSports. average age of gamers is, and It’s getting harder and harder to ignore the shake- a US survey shows up eSports is causing all around the world. The that 38% of people Fans share the gamers’ passion, on and offline numbers are impressive - there are currently 148 aged 50 and older million eSports enthusiasts worldwide. In 2019, play video games industry. In the US alone, eSports media revenues the industry will surpass $1 Billion. But this is are predicted to surpass $200 million in 2020, causing much more than just a shift in the video growing over 20% year-on-year… and that’s just games and tech industry; it’s a shift in culture. the start. eSports is disrupting the way younger generations “Traditional consume content, and its potential is only The professionalisation of competitive gaming is beginning to be explored in Europe. -
SPYR Looking to Carve out Niche in Fast- Growing Esports Space
May 18, 2017 SPYR Looking to Carve Out Niche in Fast- Growing eSports Space BONITA, CA -- (Marketwired) -- 05/18/17 -- The headline "Global MMO Games Market to grow with a CAGR of 10.2% by 2025" was blazoned across a digital report about the current online gaming industry. As readers of financial news know, a 10.2% compound annual growth rate is indeed impressive, but the acronym MMO is what tells the real story: Massively Multiplayer Online games or MMOs are growing at a rate that far surpasses the industry's projected 10.2% CAGR. And SPYR, Inc. (OTCQB: SPYR) is paving its way with its flagship MMO game Pocket Starships. To understand the future of gaming it is important to appreciate its history. Not long after Pong made its debut on TV screens across America, students in Stanford University's Artificial Intelligence Lab began playing a game called SpaceWar, and competed in the Intergalactic SpaceWar Olympics for a chance to win a year's subscription to Rolling Stone Magazine. The year was 1972. The 1980s saw Atari's Space Invaders Championships and the creation of The US National Video Game Team, but it was in 1997 when the concept of eSports, or electronic sports, became viable, drawing participation from over 2,000 players to the Red Annihilation tournament for the first person shooter game Quake. Shortly after that, the Cyberathlete Professional League was founded, and in 1999 the league began offering prize money. Mobile gaming (think GameBoy and Tetris) took the industry -- quite literally -- to new places, and allowed players to interact on pocket-size devices.