Deportes Electrónicos
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Azael League Summoner Name
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Na Lcs Coach of the Split - 2016 Summer Split: Voting Results
NA LCS COACH OF THE SPLIT - 2016 SUMMER SPLIT: VOTING RESULTS NA LCS Coach of the Split Voter Category Affilation First Second Third Aidan "Zirene" Moon Broadcast Shoutcaster, Riot Games Parth Reapered Locodoco Arthur "TheMay0r" Chandra Broadcast Live Broadcast Producer, Riot Games Parth Dylan Reapered David "Phreak" Turley Broadcast Shoutcaster, Riot Games Dylan Reapered Parth Dominic "Dom" Roemer Broadcast Shoutcaster, Riot Games Parth Dylan Zikzlol Isaac "Azael" Cummings-Bentley Broadcast Shoutcaster, Riot Games Parth Reapered Zikzlol James "Dash" Patterson Broadcast Host, Riot Games Parth Reapered Dylan Joshua "Jatt" Leesman Broadcast Shoutcaster, Riot Games Parth Locodoco Reapered Julian "Pastrytime" Carr Broadcast Shoutcaster, Riot Games Parth Reapered Dylan "Optimus" Tom Searfoss Broadcast Stats Coordinator, Riot Games Zikzlol Parth Reapered Rivington Bisland III Broadcast Shoutcaster, Riot Games Reapered Parth Dylan Sam "Kobe" Hartman-Kenzler Broadcast Shoutcaster, Riot Games Parth Locodoco Reapered Alex "Xpecial" Chu Player Rep Apex Reapered Saintvicious Parth Austin "Gate" Yu Player Rep Support, Phoenix1 Reapered Parth Zikzlol Eugene "Pobelter" Park Player Rep Mid, Immortals Dylan Parth Reapered Gyu-min “Ohq” Oh Player Rep ADC, NRG Esports Parth Hermit Zikzlol Henrik "Froggen" Hansen Player Rep Mid, Echo Fox Reapered Parth Saintvicious Jae Hyun "Huhi" Choi Player Rep Mid, Counter Logic Gaming Reapered Zikzlol Dylan Joshua "Dardoch" Hartman Player Rep Jungle, Team Liquid Parth Zikzlol Locodoco Vincent "Biofrost" Wang Player Rep -
E-Sports Broadcasting
E-Sports Broadcasting by Jesse Sell B.S. Anthropology University of Pittsburgh, 2012 SUBMITTED TO THE PROGRAM IN COMPARATIVE MEDIA STUDIES/ WRITING IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF MASTERS OF SCIENCE IN COMPARATIVE MEDIA STUDIES AT THE MASSACHUSETTS INSTITUTE OF TECHNOLOGY JUNE 2015 © 2015 Jesse Colin Sell. All rights reserved. The author hereby grants MIT permission to reproduce and to distribute publicly paper and electronic copies of this thesis document in whole or in part in any medium now known or hereafter created. Signature of Author: ____________________________________________________________ Program in Comparative Media Studies May 1, 2015 Certified and Accepted by: _______________________________________________________ T.L. Taylor Associate Professor Thesis Supervisor Certified by: ___________________________________________________________________ Edward Schiappa Professor Comparative Media Studies E-Sports Broadcasting 2 E-Sports Broadcasting 3 E-Sports Broadcasting By Jesse Sell Submitted to the Program in Comparative Media Studies/Writing on May 8, 2015, in partial fulfillment of the Requirements for the degree of Master of Science in Comparative Media Studies Abstract In this work, I situate e-sports broadcasting within the larger sports media industrial complex, discuss e-sportscasters, and investigate the economics behind the growing e-sports industry. E-sports, often referred to as competitive or professional gaming, stands as a prime example of the merger of work and play. A growing body of literature has started focusing on this pastime turned profession. As more professionals enter the scene and audiences continue to grow, e-sports broadcasters look towards older models of broadcasting to inform their own style. This reapplication of former conventions stands in contrast to the trends in the larger sports media trajectory. -
882663 Masterthesisebus
Abstract This thesis investigates the Games as a Service business model and its relationship to the videogame industry through a subjectivist ontology and interpretive epistemology. Observation and qualitative interviews are at the centre of an inductive research approach. The study first identifies some success factors, revenue models and risk. These include but are not limited to; commodification of virtual worlds and user engagement, microtransactions and ethical and political concerns regarding randomisation mechanics akin to gambling found in some GaaS games. Subsequent to the identification of these factors, two industry leading organisations (Valve and Epic Games) and their flagship games (Counter-Strike and Fortnite) are explored and compared in detail, from a business and user engagement perspective. Subsequently, recommendations for further research directions are given. Contents 1 Note of gratitude ............................................................................................................ 7 2 Introduction .................................................................................................................... 7 2.1 Motivation ............................................................................................................... 9 2.2 Research question ................................................................................................ 10 3 Literature Review ......................................................................................................... 11 3.1 Concepts -
T 10188602 Esports FIN.Indd 5 31/7/17 9:52 Primera Edición: Septiembre De 2017
SELLO Minotauro COLECCIÓN Timun Mas Los eSports son un fenómeno FORMATO 16,5 x 21 cm. global que ha abandonado ¡BIENVENIDO A LA Rústica con solapas su círculo de iniciados para llegar al gran público en SERVICIO Rémy Chanson, uno de los verdaderos espectáculos. ARENA DE LOS pioneros de los eSports PRUEBA DIGITAL ¿Pero qué son los eSports y en Francia, ha asumido VÁLIDA COMO PRUEBA DE COLOR VIDEOJUEGOS! EXCEPTO TINTAS DIRECTAS, STAMPINGS, ETC. cómo han evolucionado con diversos roles en sus el paso del tiempo? ¿Qué dieciocho años de carrera: tienen en común con el DISEÑO 24-07-2017 Marga jugador, streamer, director deporte tradicional? ¿Por deportivo, seleccionador EDICIÓN qué esta disciplina no deja y organizador de eventos. de atraer patrocinadores ¿Qué son los eSports y cómo cada vez más diversos? ¿Y han evolucionado con el paso Actualmente es el CARACTERÍSTICAS cómo podemos convertirnos presidente del equipo del tiempo? IMPRESIÓN 4 / 0 en jugadores profesionales? ArmaTeam. RÉMY «LLEWELLYS» CHANSON RÉMY «LLEWELLYS» Rémy «Llewellys» Chanson, ¿Qué tienen en común con uno de los pioneros de los el deporte tradicional y PAPEL eSports en Europa, responde cómo podemos convertirnos a todas estas preguntas PLASTIFICADO Brillo en esta fascinante guía en jugadores profesionales? a través de un repaso UVI histórico, una visión global Rémy «Llewellys» Chanson, RÉMY «LLEWELLYS» CHANSON de la situación actual y RELIEVE uno de los pioneros de los un análisis detallado del ports sector. Este ensayo contiene eSports en Europa, responde a BAJORRELIEVE además entrevistas a todas estas preguntas en esta STAMPING diversos protagonistas e fascinante guía. de los eSports en España, e ports FAJA como el Caster Ibai o los TODO LO QUE NECESITAS SABER, jugadores Ocelote y aNouC, Con prólogo de Miguel Ángel Paniagua la jugadora más veterana DE LEAGUE OF LEGENDS AL FIFA de nuestro país, que ayuda- GUARDAS rán a crear una visión más PVP 18,00 € 10188602 amplia sobre el mundo del deporte electrónico. -
Comparing Traditional Sports and Electronic Sports By
COMPARING TRADITIONAL SPORTS AND ELECTRONIC SPORTS BY EFE CAN KARAKUS THESIS Submitted in partial fulfillment of the requirements for the degree of Master of Science in Computer Science in the Graduate College of the University of Illinois at Urbana-Champaign, 2015 Urbana, Illinois Adviser: Associate Professor Karrie G. Karahalios ABSTRACT Electronic sports (eSports) viewership numbers have been growing over the years. Video games such as League of Legends, Counter Strike: Global Offensive, or Hearthstone: Heroes of Warcraft have a large following. During the League of Legends regular season matches, 250,000 people regularly tune in to watch the games. Professional players such as Enrique “Xpeke” Cedeno-Martinez have 470,000 Twitter followers. In this study, we built two visualizations to explore similarities and differences between eSports and traditional sports. We focused on the salaries earned by eSports players and the emergence of a new way of interacting with professional players via live streaming. We then compared how fan loyalties differ between the two fields. ii TABLE OF CONTENTS CHAPTER 1: INTRODUCTION ............................................................................................................................. 1 CHAPTER 2: BACKGROUND ........................................................................................................................... 3 CHAPTER 3: REVENUE OF PROFESSIONAL PLAYERS ............................................................................. 9 CHAPTER 4: FANDOM IN ELECTRONIC -
Mvp) - 2016 Summer Split: Voting Results
NA LCS MOST VALUABLE PLAYER (MVP) - 2016 SUMMER SPLIT: VOTING RESULTS NA LCS MVP Voter Category Affilation First Second Third Aidan "Zirene" Moon Broadcast Shoutcaster, Riot Games Doublelift Bjergsen Pobelter Arthur "TheMay0r" Chandra Broadcast Live Broadcast Producer, Riot Games Bjergsen Reignover Doublelift David "Phreak" Turley Broadcast Shoutcaster, Riot Games Bjergsen Reignover Doublelift Dominic "Dom" Roemer Broadcast Shoutcaster, Riot Games Bjergsen Fabbbyyy Inori Isaac "Azael" Cummings-Bentley Broadcast Shoutcaster, Riot Games Doublelift Reignover Bjergsen James "Dash" Patterson Broadcast Host, Riot Games Doublelift Bjergsen Reignover Joshua "Jatt" Leesman Broadcast Shoutcaster, Riot Games Bjergsen Doublelift Reignover Julian "Pastrytime" Carr Broadcast Shoutcaster, Riot Games Bjergsen Hauntzer Reignover "Optimus" Tom Searfoss Broadcast Stats Coordinator, Riot Games Bjergsen Doublelift Pobelter Rivington Bisland III Broadcast Shoutcaster, Riot Games Doublelift Jensen Bjergsen Sam "Kobe" Hartman-Kenzler Broadcast Shoutcaster, Riot Games Bjergsen Doublelift Reignover Alex "Xpecial" Chu Player Rep Apex Doublelift Reignover Bjergsen Austin "Gate" Yu Player Rep Support, Phoenix1 Doublelift Reignover Bjergsen Eugene "Pobelter" Park Player Rep Mid, Immortals Reignover Doublelift Pobelter Gyu-min “Ohq” Oh Player Rep ADC, NRG Esports Bjergsen Doublelift Ray Henrik "Froggen" Hansen Player Rep Mid, Echo Fox Doublelift Reignover Bjergsen Jae Hyun "Huhi" Choi Player Rep Mid, Counter Logic Gaming Reignover Doublelift Inori Joshua "Dardoch" -
El Patrocinio En Los Esports
El patrocinio en los eSports 1 El patrocinio en los eSports Resumen Abstract Los eSports son a día de hoy uno de los eSports are today one of the biggest mayores fenómenos dentro del mundo del phenomena in the world of sport. The deporte. El exponencial crecimiento que ha exponential growth it has undergone in sufrido en los últimos años ha atraído a una recent years has attracted a large number of gran cantidad de patrocinadores. sponsors. El presente trabajo pretende estudiar cómo This present work refers to how the es el patrocinio en dicho deporte. Por otro sponsorship in this sport is. On the other lado, se busca determinar si la pujante hand, it seeks to determine if the strong importancia de este deporte está afectando importance of this sport is affecting a la inversión en otros deportes, como investment in other sports, such as football pueden ser el fútbol o el básquet. or basketball. 2 El patrocinio en los eSports Índice 0 Índice .......................................................................... 3 Aproximación al concepto de eSports .......... 4 Delimitación del estudio ..................................... 4 Relevancia científica ............................................. 5 Breve historia de los eSports ............................ 6 Definición del concepto patrocinio .............. 10 Antecedentes ........................................................ 11 Marco teórico ........................................................ 14 Objetivos y preguntas claves .......................... 15 Metodología ......................................................... -
Top E-Sports Teams
E-SPORTS MARKET OVERVIEW GENERAL OVERVIEW E-SPORTS MARKET STRONG CONSUMER MARKET WITH UNTAPPED POTENTIAL E-SPORTS REVENUE, $ E-SPORTS AUDIENCE, M +28% +16% YoY +14% YoY +34% +20% YoY YoY 1,2BN 1,2BN YoY 515 500 +36% +43% 444 940M YoY YoY 400 390 +51% 264 800M 700M 324 224 YoY 300 235 195 490M 161 200 400M 325M 115 OCCASIONAL VIEWERS 100 195 220 251 120 163 E-SPORTS 0 0 ENTHUSIASTS 2015 2016 2017 2018 2019 2015 2016 2017 2018 2019 ARPU GROWTH REVENUES REVENUES PER FAN $3,3 $4,8 PER FAN 2016 2019 $490M CAGR 40% $1,2BN TOTAL REVENUES TOTAL REVENUES * DATA SOURCES - NEWZOO RESEARCHES AND DASHBOARD SPLIT BY REGION AND CATEGORY NORTH AMERICA WESTERN REVENUE PER CATEGORY, $, 2017 EUROPE $257M EASTERN $151M EUROPE SOUTH $77M KOREA $47M 155M CHINA 268M $105M 700M 117M LATIN SOUTHEAST AMERICA ASIA 65M 95M $20M $700M $20M GLOBAL MARKET SPONSORSHIP ADVERTISING GAME PUBLISHER FEES MEDIA RIGHTS MERCHANDISE & TICKETS * DATA SOURCES - NEWZOO RESEARCHES AND DASHBOARD E-SPORTS ECO-SYSTEM GAME DEVELOPERS & PUBLISHERS TEAMS AND PLAYERS COMPANIES WHICH DEVELOP, PUBLISH GROUP OF PROFESSIONAL GAMERS UNITED UNDER ONE BRAND. EACH AND SUPPORT E-SPORTS GAMES BRAND CAN HAVE SEVERAL TEAMS IN MULTIPLE GAME TITLES CHANNELS EVENTS & LEAGUES VISPA BROADCASTING PLATFORMS THAT ALLOW ORGANIZATIONS WHICH CREATE AND FANS TO WATCH LIVE E-SPORTS ACTIONS HOLD ONLINE/OFFLINE TOURNAMENTS WHY E-SPORTS? GAME DEVELOPERS SPORTS CLUBS GAME DEVELOPERS ARE MAKING SPORTS CLUBS AND OWNERS BUYOUT E-SPORTS #1 MARKETING TOOL E-SPORTS TEAMS BRANDS OR CREATE E-SPORTS DIVISIONS 16$ ARPU TV CHANNELS -
Ysern ́S Parrot
Ysern ś Parrot March March, 2016. HIDDEN PLACES IN MADRID The Enchanted Forest The Enchanted Forest is a botanical garden, unique to Europe located in Madrid where you can relax, enjoying the beauty and the magic of more than three hundred living sculptures of different sizes made by the best artists of Europe, and more than 500 plant species from around the world. The Enchanted Forest is complemented by labyrinths, exhibitions of cacti, bonsai, aromatic plants, where children and adults can spend unforgettable hours in a magical place. In addition, there is a stream, and in one corner of the garden is one of the few natural waterfalls of Sierra Oeste, the Barbellido waterfall. This space has been created with the intention of creating a new style of art. The atmosphere especially is what attracts so many visitors. The natural and mysterious setting makes you forget where you really are. (Sergio Álvarez and Rubén Gallego – 1º Bach: A) The next football World Cup The World cup will be in Russia in 2018. It’s the twenty first edition of the world cup. Germany will defend the title of World champion. This event will take place between the 14th of June and the 15th of July. It’s the first opportunity that this country will organize the championship, and the first time in history that football’s world cup is held in a country in Eastern Europe. In Russia, they have increased the security measures, because they are very worried about the lives of the fans. Also they have created 36 training camps. -
Libro Blanco De Los Esports En España
Libro blanco de los esports en España Índice Presentación 1 Entendiendo las competiciones de videojuegos 5 Introducción 6 ¿Qué son los esports? 9 ¿Qué videojuegos han desarrollado competiciones 10 ¿Cuál es la audiencia de las competiciones de videojuegos? 12 ¿Cuál es el volumen económico? 14 ¿Cuáles son los actores de la industria? 16 ¿Por qué es importante fomentar este sector? 18 Las competiciones de videojuegos en España 21 Panorama general en España 22 Retos a afrontar para el desarrollo en España 28 Ingredientes para el éxito 30 Recomendaciones 35 Introducción 36 Recomendaciones para las administraciones 37 Recomendaciones para la industria 39 Conclusiones 41 1 Presentación 1 Presentación La Asociación Española de Videojuegos (AEVI) ha elaborado el libro blanco de los esports con el objetivo de ayudar a entender el fenómeno de este tipo de competiciones de videojuegos. Se trata de la primera vez que la industria de los videojuegos y los esports en España se pone de acuerdo sobre el alcance de este fenómeno de entretenimiento. Publishers, ligas de esports, y otros agentes del sector, han acordado una definición sobre qué son los esports, han analizado la dimensión del sector, y han elaborado recomendaciones tanto para compañías como para la administración sobre cómo abordar este fenómeno. Los esports han generado el último año en España 14,5 millones de euros, se estima que hay 5,5 millones de entusiastas y espectadores de los esports, que participan en el sector 300 profesionales y que hay 100 jugadores que se dedican profesionalmente a ello. Estamos ante una industria en un estado inicial de desarrollo económico para la que se espera un crecimiento de hasta un 32,5% de aquí al 2021. -
1 Escola De Comunicação, Artes E Design
1 ESCOLA DE COMUNICAÇÃO, ARTES E DESIGN - FAMECOS PROGRAMA DE PÓS-GRADUAÇÃO EM COMUNICAÇÃO SOCIAL CAMILA AMORIM PROJETADO PARA A TRANSMISSÃO: COMO O JOGO LEAGUE OF LEGENDS É CONSTRUÍDO PARA SER JOGADO E TAMBÉM TRANSMITIDO Porto Alegre 2018 2 PONTIFÍCIA UNIVERSSIDADE CATÓLICA DO RIO GRANDE DO SUL FACULDADE DE COMUNICAÇÃO SOCIAL CAMILA A. SCHULTZ PROJETADO PARA A TRANSMISSÃO COMO O JOGO LEAGUE OF LEGENDS É CONSTRUÍDO PARA SER JOGADO E TAMBÉM TRANSMITIDO Porto Alegre 2017 3 CAMILA A. SCHULTZ PROJETADO PARA A TRANSMISSÃO COMO O JOGO LEAGUE OF LEGENDS É CONSTRUÍDO PARA SER JOGADO E TAMBÉM TRANSMITIDO Dissertação apresentada como pré-requisito para a obtenção do título de Mestre em Comunicação Social no Programa de Pós-graduação em Comunicação Social Orientador: Prof. Dr. André F. Pase Porto Alegre 2017 4 Ao meu marido Natan Schultz e ao meu filho de quatro patas Thor Schultz. Pelo amor, pelo carinho e pelo cuidado. 5 AGRADECIMENTOS A todos os meus amigos, em especial Gabi Raabe, Fernanda Soares Oliveira, Ana Carolina Marinho, Andy Nadvorny e Tanara Bodini pelo apoio, pelas conversas em momentos em que eu pensei em desistir, ou descobri que comunicação não era mais o que eu queria fazer. Sem vocês eu não teria terminado esse trabalho. A todos meus amigos e parceiros de jogo, especialmente Paulo Souza e Lucas Maia, sem vocês jogando LoL comigo esse trabalho não teria nenhum sentido. A todos os meus colegas, em especial Paulo Cabral, Militão Ricardo e Diego Wander, pela parceria, pela ajuda durante as aulas, por abrirem a sala quando eu precisei, por dividirem a sala de aula comigo.