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Abstract We Analyze the Careers of Esports Professional Players
Paper to be presented at DRUID19 Copenhagen Business School, Copenhagen, Denmark June 19-21, 2019 Esport Superstars Michael R. Ward University of Texas at Arlington (UTA) Economics [email protected] Alexander S. Harmon University of Texas at Arlington Economics [email protected] Abstract We analyze the careers of Esports professional players. The Esport industry has been able to monetize growing spectator demand to offer tournament prize money amounting to $113 million in 2017. A few hundred players, out of tens of thousands, earn enough to remain professional gamers exclusively. We examine three aspects of professional Esport player careers. First, a ?superstar’ effect leads to increases in the top prizes drawing amateurs into the professional ranks. Next, while age and experience affect player performance, player ability remains difficult to assess. Finally, career exits reflect a quick resolution regarding the uncertainty in player ability. Preliminary - Please do not quote ESport Superstars I. Introduction Esports refers to competitive video gaming at the professional level. Esports emulates traditional sports with player endorsements and sponsorships, spectators packing into arenas for tournaments, lucrative broadcasting deals, and recruiting from the college ranks. What had started as friendly competition and socialization events just over two decades ago, currently has a 226 million viewer global audience generating $696 million in revenue that is expected to reach nearly $1.5 billion USD by 2020.1 Total prize money across all games played totaled $113 million in 2017, with top earner Kuro Takhasomi (aka KuroKy) grossing $2.44 million. However, payouts are heavily skewed with a median annual earnings of less than $1,000.2 The size and skewness in earnings suggest a market for superstar talent (Rosen, 1981). -
Esports U Brojkama Globalni Fenomen U Velikoj Ekspanziji Video Igrice Treća Su Po Veličini Zabavna Industrija Po Zaradi (108,9 Milijardi Dolara U 2017
esports u brojkama Globalni fenomen u velikoj ekspanziji Video igrice treća su po veličini zabavna industrija po zaradi (108,9 milijardi dolara u 2017. godini, što je porast od 7,8% u odnosu na godinu ranije ), nakon televizije i izdavaštva (knjiga). Svjetska industrija video igara po vrijednosti premašuje filmsku industriju! Prodaja medijskih prava u gaming industriji u 2018. godini iznosi 160,7 milijuna dolara što je povećanje u odnosu na prošlu godinu od čak 72,1%. Porast mobilne gaming industrije - gaming industrija uprihodila je više od 50 milijardi dolara 2017. godine. Više od tri četvrtine tog iznosa proizlazi iz smartphone gaming industrije, dok preostali iznos otpada na tablet. Ukupni prihodi globalne gaming industrije u 2018. godini dosegnut će 906 milijuna dolara, s porastom od 38,2% u odnosu na godinu ranije, pri čemu su sredstva podijeljena na: • Sponzorstva — 359,4 milijuna dolara (+53,2%) • Oglašavanje — 173,8 milijuna dolara (+23,8%) • Izdavačke naknade — 116,3 milijuna dolara (+11%) • Medijska prava — 160,7 milijuna dolara (+72,1%) • Prodaja ulaznica — 95,5 milijuna dolara (+16,2%) Projekcija prihoda na globalnoj razini (ukupni prihodi): prihodi će u projiciranom petogodišnjem razdoblju porasti s trenutnih 901 milijuna dolara (2018.) na gotovo 1,67 milijardi dolara 2021. godine. Prihodi od sponzorstva dosegnut će 694 milijuna dolara, što čini čak 77% svih prihoda. Očekuje se povećanje do 1.4 milijarde dolara do 2021. godine, odnosno 84% svih prihoda. Drugi najveći izvor prihoda, nakon sponzorstava, je oglašavanje koje će dostići iznos od 173,8 milijuna dolara u 2018. godini Najbrži rast u prihodima bilježe medijska prava te se očekuje kako će do dosegnuti 340 milijuna dolara 2020. -
21 July 2021
COVID -19 TRAVEL AND IMMIGRATION UPDATES 21 JULY 2021 COVID-19 TRAVEL AND IMMIGRATION UPDATES CONTENTS DOCUMENT SUBTITLE For ease of use, please click on any of the countries listed below to jump to the related content. Change Log 10 European Union 11 Albania 14 Algeria 14 Angola 14 Anguilla 15 Antigua and Barbuda 16 Argentina 17 Armenia 19 Aruba 20 Australia 21 Austria 25 Azerbaijan 27 The Bahamas 28 Bahrain 28 Bangladesh 30 Barbados 31 Belarus 31 Belgium 32 Belize 35 Benin 36 Bermuda 36 Bhutan 37 2 COVID-19 Travel & Immigration Updates | 21 July 2021 © 2021 Newland Chase | A CIBT company Bolivia 37 Bosnia & Herzegovina DOCUMENT SUBTITLE37 Botswana 38 Brazil 38 Brunei 40 Bulgaria 42 Burkina Faso 43 Burundi 43 Cambodia 44 Cameroon 44 Canada 44 Cape Verde 50 Central African Republic 50 Chad 50 Chile 50 China 52 Colombia 59 Congo-BraZzaville 61 Costa Rica 61 Côte d’Ivoire 62 Croatia 63 Cuba 65 Curaçao 66 Cyprus 67 Czech Republic 69 Democratic Republic of Congo 73 Denmark 73 3 COVID-19 Travel & Immigration Updates | 21 July 2021 © 2021 Newland Chase | A CIBT company Djibouti 78 Dominica DOCUMENT SUBTITLE78 Dominican Republic 80 Ecuador 81 Egypt 82 El Salvador 82 Equatorial Guinea 83 Estonia 83 Ethiopia 84 Fiji 85 Finland 85 France 88 Gabon 90 Gambia 91 Georgia 91 Germany 92 Ghana 96 Greece 97 Guatemala 98 Guinea 99 Guyana 100 Honduras 100 Hong Kong 100 Hungary 106 Iceland 108 India 110 Indonesia 113 4 COVID-19 Travel & Immigration Updates | 21 July 2021 © 2021 Newland Chase | A CIBT company Iraq 116 Ireland DOCUMENT SUBTITLE116 Israel 122 -
Esports – Der Zukunftsmarkt Des Sportsponsorings?
BACHELORARBEIT Herr Robin Krug eSports – Der Zukunftsmarkt des Sportsponsorings? 2018 Fakultät: Medien BACHELORARBEIT eSports – Der Zukunftsmarkt des Sportsponsorings? Analyse anHand einer Fallstudie Autor/in: Herr Robin Krug Studiengang: Business Management Seminargruppe: BM15wF3-B Erstprüfer: Prof. Dr.-Ing. MicHael Hösel Zweitprüfer: Dipl.-Ing. Sieglinde Klimant Einreichung: Mittweida, 24.05.2018 Faculty of Media BACHELOR THESIS eSports - The future market of Sportsponsoring? Analysis by case study author: Mr. Robin Krug course of studies: Business Management seminar group: BM15wF3-B first examiner: Prof. Dr.-Ing. MicHael Hösel second examiner: Dipl.-Ing. Sieglinde Klimant submission: Mittweida, 24.05.2018 Inhaltsverzeichnis VI BibliografiscHe Angaben Krug, Robin: eSports – Der Zukunftsmarkt des Sportsponsorings? eSport - The future market of Sportsponsoring? 62 Seiten, Hochschule Mittweida, University of Applied Sciences, Fakultät Medien, Bachelorarbeit, 2018 Abstract Die vorliegende Arbeit beschäftigt sich mit dem eSports Markt und dessen Relevanz als zukünftiger Markt des Sportsponsorings. Das Sportsponsoring gehört zu den bedeutends- ten Kommunikationsmitteln eines Unternehmens. Für das Sportsponsoring ist nicht nur der Fußball interessant, sondern auch andere Sportarten, die aktuell im Trend sind. Darunter zählt eSports zu den neuen relevanten Märkten. Innerhalb der letzten Jahre hat sich e- Sports von einem Nischensport zu einem Massenphänomen entwickelt. Das Augenmerk der Arbeit liegt auf dem deutschen eSports Markt, der zu den wichtigsten eSports Märkten der Welt gehört. Außerdem wird auf die verschiedenen Chancen, Risiken und Herausfor- derung, die das eSport Sponsoring mit sich bringt, eingegangen. Eine Fallstudie mit den Sponsoringaktivitäten von Wüstenrot im eSports dient als praktisches Beispiel für das zu erwartende Potential des eSports für das Sportsponsoring. Anhand von Experteninterviews werden die Besonderheiten des eSports Sponsorings erörtert und eine zukünftige Relevanz abgeleitet. -
An Overview of Esports in Europe
THIS REPORT IS BROUGHT TO YOU BY ESPORTS BAR AN OVERVIEW OF ESPORTS IN EUROPE FEATURING AN IN-DEPTH LOOK AT FOUR OF EUROPE’S MOST VIBRANT ESPORTS ECOSYSTEMS SWEDEN POLAND SPAIN GERMANY DECEMBER 2017 TABLE OF CONTENTS 1. Foreword 3 2. Key Facts About Europe 4 3. European Market Trends 6 4. Local Impact 10 5. Biggest Events 15 6. Using Consumer Insights 18 FOREWORD A NEW PHASE FOR ESPORTS COMMENCES Esports is entering a new phase toward becoming a mature ESPORTS ENTERING A CRUCIAL PHASE TOWARDS MATURITY market. The coming two years will be crucial in how fast it grows into a multi-billion-dollar business. The key determining factors are the success of local leagues and the franchising approach, the implementation of regulations, the arrival of new game formats and competition, the uptake of content rights sales, team profitability, and the impact of industry convergence involving traditional media, entertainment, telecom, and sports companies. Depending on how these factors play out in the coming year or two, esports’ growth could accelerate and reach $2.4 billion in 2020 in an optimistic scenario, almost $1 billion higher than the base scenario of $1.5 billion. Europe has been one of the most important regions in the development of the esports industry. Some of the first organizations that made esports popular, especially in the West, originate from Europe. Most notable is ESL, arguably the world’s largest esports organization, which has its roots in Germany. The company has helped build and shape esports from small community events to record-breaking events, including the Intel Extreme Masters in Katowice and ESL One in Cologne. -
History-Chasing Serena Into French Open Second Week After Sabalenka Exit
14 Established 1961 Sports Sunday, June 6, 2021 Photo of the day Olympic committee President hails Tennis Complex KUWAIT: Sheikh Ahmad Al-Jaber Al-Sabah (left) and Sheikh Fahad Nasser Al-Sabah. —KUNA KUWAIT: Kuwait’s Olympic Committee President Sheikh Fahad Nasser Al-Sabah praised the Sheikh Jaber Al-Abdullah Al- Sabah International Tennis Complex and its facilities compara- ble to the largest and most prestigious complexes in the world. In a press statement yesterday after his visit to the new head- quarters of the Kuwait Tennis Federation, Sheikh Fahd Al-Sabah said that the great efforts of the Federation’s Board of Directors resulted in the establishment of this important complex, which has become one of the most important Kuwaiti sports edifices. With such high standard complex, it has become easier for the Federation to host major continental and international tourna- ments, he added. Meanwhile, the head of the Kuwait Tennis Federation Sheikh Ahmad Al-Jaber Al-Sabah affirmed that the establishment of this complex in partnership with the private sector embodies the federation’s clear vision for the develop- ment of the game. Sheikh Ahmad Al-Jaber praised the continu- Adrien Fourmaux (FRA) and Renaud Jamoul (BEL) seen performing during the World Rally Championship. —Photo taken from www.redbullcontentpool.com ous efforts made by the Kuwait Olympic Committee in over- coming all obstacles facing sports and athletes in light of the joint cooperation between sports bodies. —KUNA History-chasing Serena into French Open second week after Sabalenka exit PARIS: Serena Williams continued her quest for a record-equaling 24th Grand Slam title by reaching the French Open second week for the first time since 2018, Serena rival Rybakina after third seed Aryna Sabalenka’s surprise loss left the veteran American as the highest-ranked player in her thrives at French Open half of the draw. -
Esport Research.Pdf
Table of content 1. What is Esports? P.3-4 2. General Stats P.5-14 3. Vocabulary P.15-27 4. Ecosystem P.28-47 5. Ranking P.48-55 6. Regions P.56-61 7. Research P.62-64 8. Federation P.65-82 9. Sponsorship P.83-89 Table of content 10. Stream platform P.90 11. Olympic P.91-92 12. Tournament Schedule-2021 P.93-95 13. Hong Kong Esports Group P.96-104 14. Computer Hardware Producer P.105-110 15. Hong Kong Tournament P.111-115 16.Hong Kong Esports and Music Festival P.116 17.THE GAME AWARDS P.117-121 18.Esports Business Summit P.122-124 19.Global Esports Summit P.125-126 1.What is Esports? • Defined by Hong Kong government • E-sports is a short form for “Electronic Sports”, referring to computer games played in a competitive setting structured into leagues, in which players “compete through networked games and related activities” • Defined by The Asian Electronic Sports Federation • Literally, the word “esports” is the combination of Electronic and Sports which means using electronic devices as a platform for competitive activities. It is facilitated by electronic systems, unmanned vehicle, unmanned aerial vehicle, robot, simulation, VR, AR and any other electronic platform or object in which input and output shall be mediated by human or human-computer interfaces. • Players square off on competitive games for medals and/ or prize money in tournaments which draw millions of spectators on-line and on-site. Participants can train their logical thinking, reaction, hand-eye coordination as well as team spirit. -
Cagliari Raddoppia Con L'atp 250 Sardegna Open
Cagliari raddoppia con l’ATP 250 Sardegna Open Dopo il grande evento al Forte Village dello scorso ottobre, l’ATP ha assegnato a Cagliari il compito di ospitare quello che sarà il torneo d’apertura della grande stagione europea su terra rossa. Il Sardegna Open (categoria ATP 250), in programma al Tennis Club Cagliari dal 4 all’11 aprile, arricchisce così il già ricchissimo panorama degli eventi di calibro mondiale organizzati nel 2021 dalla Federazione Italiana Tennis. Va infatti ad aggiungersi agli Internazionali BNL d’Italia di maggio a Roma, alle Next Gen ATP Finals di Milano e alla prima edizione italiana delle Nitto ATP Finals di Torino, entrambi in programma a novembre. Senza dimenticare il WTA 250 di Palermo, organizzato dal Contry Time Club, che si giocherà il prossimo luglio. L’evento cagliaritano è stato presentato oggi presso la Sala Anfiteatro della Regione Sardegna: sono intervenuti il Presidente della FIT Angelo Binaghi, il Sindaco di Cagliari Paolo Truzzu, l’Assessore al Turismo, Artigianato e Commercio della Regione Giovanni Chessa, il capitano azzurro di Coppa Davis Filippo Volandri. Presenti in sala anche il presidente del Tennis Club Cagliari Giuseppe Macciotta e il presidente del Comitato Regionale FIT Daniela Congia. Nell’entry list figurano otto giocatori attualmente nella top 50 del ranking mondiale, guidati dal cileno Christian Garin, numero 20 della classifica, e dal britannico Dan Evans, numero 28. Sono due i tennisti italiani al momento ammessi direttamente al main draw: Lorenzo Sonego, numero 37, e Stefano Travaglia, numero 68. Le tre wild card a disposizione degli organizzatori per il tabellone principale saranno ufficializzate nei prossimi giorni. -
Sardegna Open - Cagliari, World Tour, ITA, Clay, 06/04/2021, ATP World Tour 250 Court Speed Is Unknown Projected Break Implied E.O.S
Sardegna Open - Cagliari, World Tour, ITA, Clay, 06/04/2021, ATP World Tour 250 Court Speed is unknown Projected Break Implied E.O.S. ATP ATP BP BP 12- Pinnacle My TOT Hold % Opponent probability World Surface Save Win month Opening Price Surface % Rank Rank TB Price Rating Record 1 Lorenzo Musetti 91.20% 31.60% 86.39% 1.08 90 13 61.8 48.8 11-5 1.28 1.16 112.7 Dennis Novak 66.00% 15.80% 13.61% 2.14 101 310 49.2 36 5-6 3.97 7.35 86.9 2 Federico Coria 70.20% 30.50% 77.86% 1.19 86 26 60.6 48.2 11-6 1.60 1.28 99.2 John Millman 65.90% 25.00% 22.14% 1.57 44 135 59.8 39.1 4-7 2.44 4.52 94.9 3 Sumit Nagal 68.00% 36.00% 71.14% 1.19 136 72 41.9 47.4 4-3 1.69 1.41 100 Jozef Kovalik 64.50% 22.50% 28.86% 1.57 128 58 63.4 38.8 7-5 2.25 3.47 96.5 4 Marc-Andrea Huesler 88.00% 19.80% 57.73% 1.28 151 47 68.8 32.1 13-7 1.81 1.73 102.4 Liam Broady 75.50% 21.10% 42.27% 1.38 152 112 47.4 36 18-2 2.07 2.37 89.9 5 Joao Sousa 72.00% 17.70% 35.60% 1.90 107 179 53.8 39.6 2-2 3.82 2.81 83.3 Jan-Lennard Struff 88.20% 20.10% 64.40% 1.11 41 134 60.2 40.5 5-9 1.29 1.55 99.5 6 Marco Cecchinato 79.10% 24.30% 73.14% 1.10 93 12 50 30.6 7-4 1.24 1.37 97.6 Thomas Fabbiano 70.50% 20.70% 26.86% 1.92 172 1000 58.9 42.9 1-4 4.38 3.72 89 7 Gilles Simon 67.90% 26.40% 44.20% 1.63 63 207 57.4 39 1-3 2.41 2.26 88.4 Stefano Travaglia 75.80% 20.60% 55.80% 1.17 69 37 54.8 46.7 7-10 1.61 1.79 96.3 8 Andrej Martin 74.30% 23.90% 28.07% 1.50 106 67 64.5 40.8 5-8 2.69 3.56 96.7 Jiri Vesely 83.50% 25.00% 71.93% 1.22 72 53 48 44.2 4- 8 1.51 1.39 105.9 ATP Clay Court Mean 73.5% 58.5 41.5 Anytech365 Andalucia Open - Marbella, World Tour, ESP, Clay, 06/04/2021, ATP World Tour 250 Court Speed is unknown Projected Break Implied E.O.S. -
Digítal Trend Outlook 2017 Esport
www.pwc.de/eSport Digital Trend Outlook 2017 eSport – Der Sport, der keiner sein darf? Eine Analyse des wirtschaftlichen Potenzials des eSports in Deutschland. Digital Trend Outlook 2017 Herausgegeben von der PricewaterhouseCoopers GmbH Wirtschaftsprüfungsgesellschaft Von Werner Ballhaus, Marie-Claude Weyßer, Niklas Wilke, Julia Luchterhand, Leonie Prümm und Marcel Sagemüller Bildrechte: Seite: 10, Bildnummer: 421751620, Quellennachweis für redaktionelle Verwendung: Roman Kosolapov/Shutterstock.com August 2017, 32 Seiten, 9 Abbildungen Alle Rechte vorbehalten. Vervielfältigungen, Mikroverfilmung, die Einspeicherung und Verarbeitung in elektronischen Medien sind ohne Zustimmung des Herausgebers nicht gestattet. Die Inhalte dieser Publikation sind zur Information unserer Mandanten bestimmt. Sie entsprechen dem Kenntnisstand der Autoren zum Zeitpunkt der Veröffentlichung. Für die Lösung einschlägiger Probleme greifen Sie bitte auf die in der Publikation angegebenen Quellen zurück oder wenden sich an die genannten Ansprechpartner. Meinungsbeiträge geben die Auffassung der einzelnen Autoren wieder. In den Grafiken kann es zu Rundungsdifferenzen kommen. Die PricewaterhouseCoopers GmbH Wirtschaftsprüfungsgesellschaft bekennt sich zu den PwC- Ethikgrundsätzen (zugänglich in deutscher Sprache über www.pwc.de/de/ethikcode) und zu den Zehn Prinzipien des UN Global Compact (zugänglich in deutscher und englischer Sprache über www.globalcompact.de). © August 2017 PricewaterhouseCoopers GmbH Wirtschaftsprüfungsgesellschaft. Alle Rechte vorbehalten. -
E-Sports Arenas: Are Video Games the Next Great Urban Entertainment Anchor in Real Estate?
E-Sports Arenas: Are Video Games the Next Great Urban Entertainment Anchor in Real Estate? April 5, 2018 | By Adam Ducker, Managing Director, and Taylor Neiman, Senior Associate Electronic sports, or “e-sports,” is a popular global pastime that has experienced massive increases in consumer interest in recent years. Revenue from e-sports has expanded at a CAGR of 36% since 2014 and is forecast to continue to post double-digit growth through 2021, exceeding a billion dollars in revenue that year.1 Viewership has also demonstrated rapid growth, expanding at a 13% CAGR since 2014,2 with forecasts for over half a billion e-sports viewers by sometime in 2020 or 2021. To date, only a small number of dedicated e-sports arenas exist, the majority of which are existing buildings that were repurposed into the new e-sports arena format. As the e-sports market continues to expand, additional demand for e-sports arenas is likely, presenting global development and adaptive reuse opportunities— particularly for arenas anchoring existing and new, large, mixed-use entertainment districts featuring complementary retail, hospitality, and multifamily product. What Is E-Sports? Electronic sports, or “e-sports,” is a broad category covering competitive multiplayer video games played by professional video game players, for spectators’ enjoyment during regular season and tournament league games. E-sports teams are generally organized based on game title and geographic region. These teams practice regularly, have one or more coaches, and are supported by sponsorship, prize money, traditional sports owners, and other revenue streams. The live e-sports games, moderated by professional e-sports commentators and overseen by referees, are frequently broadcast simultaneously via multiple channels, including game publisher websites and live video streaming platforms such as Twitch and YouTube, in addition to offering in-person viewing experiences at various large and small venues. -
Postal History Journal
Postal History Journal NUMBER 156 OCTOBER 2013 P OSTAL H ISTORY J OURNAL, N O. 156, O CTOBER 2013 King George V Coronation Day Mail Quack Electro-Magnetic Medicine Southern Newspapers in the United States Mail, 1830s and in The Confederate States of America Now is the right time to consider selling your specialized collection. Kelleher is proud to have countless bidders and buyers in every conceivable philatelic specialty throughout the world—you name it. There’s no beer place to sell your specialized collection. Count on Kelleher to help you. Quite frankly, there is no beer source in the world for every form of worldwide postal history. And because of this—as one might expect— there is no beer venue in the world for you when it comes time to sell your cherished collection. Daniel F. Kelleher Auctions, LLC America’s Oldest Philatelic Auction House • Established 1885 60 Newtown Road., PMB #44 Danbury, CT 06810 USA +203.297.6056 • Fax: +203.297.6059 [email protected] www.kelleherauctions.com Postal History Journal Published by the Postal History Society APS Affiliate No. 44 issued February, June, October. Annual dues $35 U.S., $40 Canada and Mexico, $50 rest of world, P.O. Box 20387, Columbus OH 43220, U.S.A. www.postalhistorysociety.org For this journal, the editors have been awarded the American Philatelic Congress Diane D. Boehret Award 2004; gold medal & Prix d’Honneur, Canada’s 7th National Philatelic Literature Exhibition 2005; Grand Award Colopex 2005; gold medals Napex 2009, Colopex 2007, APS Stampshow 2009, Chicagopex 2011. NUMBER 156 ISSN 0032-5341 OCTOBER 2013 Editors: Diane DeBlois & Robert Dalton Harris, P.O.