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Atlanta Officials Make Major Move to Define the Region As Esports Capital
Media Contact: Erin Shearer Atlanta Sports Council 404.723.0016 [email protected] ATLANTA OFFICIALS MAKE MAJOR MOVE TO DEFINE THE REGION AS ESPORTS CAPITAL The Atlanta Sports Council launches Atlanta Esports Alliance™ to further position metro Atlanta as the capital of esports ATLANTA (November 14, 2019) – Today, the Atlanta Sports Council (ASC) announced the launch of the Atlanta Esports Alliance, its new division committed to bringing major esports and gaming events to metro Atlanta. The announcement Was made just ahead of DreamHack Atlanta, a three-day gaming experience featuring esports competitions, live music, exhibitions and more. Because Atlanta is the No. 1 city for gaming environment and No. 5 city for gamers, the Atlanta Esports Alliance is being launched to drive neW opportunities for teams, tournaments, venues and esports service providers and partners in Atlanta. Atlanta is home to three franchised city-based esports teams: the Atlanta Reign (Overwatch), Hawks Talon (NBA 2K) and the Atlanta FaZe (Call of Duty). With 150 gaming studios throughout the state of Georgia, the region is also the headquarters of esports game developers Hi-Rez Studios and Blue Mammoth, global leader in customized gaming controllers Scuf Gaming and professional esports league ELEAGUE. “Our goal is to continue being forward thinking,” said Dan Corso, president of the Atlanta Sports Council. “As We look ahead to the next decade, esports is going to continue to dominate the sports industry, and it was important for us as an organization to cement Atlanta as the capital of esports and use this platform as yet another economic driver.” A division of the Metro Atlanta Chamber (MAC), ASC facilitates the growth and development of sports in metro Atlanta by serving as a recruiter for major regional, national and international sports events. -
Dopuna 26.03 Četvrtak 1 Hendikep Pol
Dupla Prvo Poluvreme-kraj Ukupno golova STAR BET Friendly Club Matches šansa poluvreme 2+ 1 X 2 1X 12 X2 1-1 X-1 X-X X-2 2-2 1 X 2 0-2 2-3 3+ 4+ 5+ 1p. Čet 17:00 6704 Kalmar 1.47 4.30 5.50 JonkopingsSodra 1.09 1.15 2.38 2.12 4.65 7.80 13.0 9.50 1.86 2.55 5.00 1.85 2.75 2.25 1.35 1.98 3.05 Čet 18:45 6200 Markaryds 1.80 4.25 3.10 Delary/Pjätteryd 1.28 1.15 1.83 2.65 5.90 9.00 9.00 4.90 2.15 2.70 3.20 1.50 4.00 2.75 1.17 1.54 2.12 Čet 20:00 6701 Vaster 4.05 4.45 1.55 IK Virgo 2.18 1.14 1.17 6.60 11.0 9.50 5.50 2.22 3.80 2.85 1.87 1.44 4.50 2.95 1.14 1.46 1.97 Oba tima Oba tima daju Kombinacije Tim 1 golova Tim 2 golova Kombinacije VG STAR BET daju gol gol kombinacije golova GG GG GG1& GG1/ 1 & 2 & T1 T1 T1 T2 T2 T2 1 & 2 & 1 & 2 & 1-1& 2-2& 1-1& 2-2& 1+I& 1+I& 2+I& GG 1>2 2>1 &3+ &4+ GG2 GG2 GG GG 2+ I 2+ 3+ 2+ I 2+ 3+ 3+ 3+ 4+ 4+ 3+ 3+ 4+ 4+ 1+II 2+II 2+II 6704 Kalmar Jonk.Sod 1.48 1.62 2.18 8.50 1.66 2.45 8.25 3.10 1.33 2.08 8.75 2.95 8.25 1.80 7.70 2.62 13.0 2.55 13.0 3.35 17.0 3.05 1.86 1.29 1.91 3.20 6200 Markaryd Delary/P 1.20 1.25 1.55 4.80 1.31 2.40 4.10 2.90 1.32 2.07 4.30 1.74 3.40 2.00 3.65 2.62 4.85 2.95 5.75 3.55 7.00 2.75 1.87 1.15 1.56 2.28 6701 Vaster IK Virgo 1.20 1.24 1.51 4.70 1.30 5.10 2.10 4.80 1.88 3.90 2.50 1.22 1.75 4.75 1.70 6.40 2.15 7.60 2.45 9.25 2.85 2.75 1.85 1.12 1.49 2.12 Prijateljske utakmice se mogu igrati u formatu 2x40 ili 2x45 min. -
Esports Yearbook 2017/18
Julia Hiltscher and Tobias M. Scholz eSports Yearbook 2017/18 ESPORTS YEARBOOK Editors: Julia Hiltscher and Tobias M. Scholz Layout: Tobias M. Scholz Cover Photo: Adela Sznajder, ESL Copyright © 2019 by the Authors of the Articles or Pictures. ISBN: to be announced Production and Publishing House: Books on Demand GmbH, Norderstedt. Printed in Germany 2019 www.esportsyearbook.com eSports Yearbook 2017/18 Editors: Julia Hiltscher and Tobias M. Scholz Contributors: Sean Carton, Ruth S. Contreras-Espinosa, Pedro Álvaro Pereira Correia, Joseph Franco, Bruno Duarte Abreu Freitas, Simon Gries, Simone Ho, Matthew Jungsuk Howard, Joost Koot, Samuel Korpimies, Rick M. Menasce, Jana Möglich, René Treur, Geert Verhoeff Content The Road Ahead: 7 Understanding eSports for Planning the Future By Julia Hiltscher and Tobias M. Scholz eSports and the Olympic Movement: 9 A Short Analysis of the IOC Esports Forum By Simon Gries eSports Governance and Its Failures 20 By Joost Koot In Hushed Voices: Censorship and Corporate Power 28 in Professional League of Legends 2010-2017 By Matthew Jungsuk Howard eSports is a Sport, but One-Sided Training 44 Overshadows its Benefits for Body, Mind and Society By Julia Hiltscher The Benefits and Risks of Sponsoring eSports: 49 A Brief Literature Review By Bruno Duarte Abreu Freitas, Ruth S. Contreras-Espinosa and Pedro Álvaro Pereira Correia - 5 - Sponsorships in eSports 58 By Samuel Korpimies Nationalism in a Virtual World: 74 A League of Legends Case Study By Simone Ho Professionalization of eSports Broadcasts 97 The Mediatization of DreamHack Counter-Strike Tournaments By Geert Verhoeff From Zero to Hero, René Treurs eSports Journey. -
The Best Ever? SK Gaming's Coldzera Looks to Claim His Place in CS:GO History
12/1/2017 Counter-Strike Global Offensive star coldzera looks to cement his legacy CS:GO -- coldzera looks to cement legacy 140d - Samuel Delorme Valve must solve two Dota 2 Pro Circuit problems 11h - Alan Bester Lessons from Samsung: Sticking to the script 14h - Emily Rand KSV acquires Samsung Galaxy's League of Legends team 20h - Young Jae Jeon The 2017-2018 League of Legends Roster Shuffle 9d - ESPN Esports A year in review: Lessons from 2017 League of Legends 2d - Kelsey Moser From Overwatch to PUBG: A conversation with the king of games 4d - Young Jae Jeon How the first ever F1 Esports championship was won 5d Trine University builds esports into its plans 7d - Sean Morrison Pulling in Pobelter is Liquid's best move 8d - TheTyler Erzberger best ever? SK Gaming's Seoul Dynasty coach Hocury: 'People are underrcoldzating all theer non-Kaore anlook teams' s to claim his place in 10d - Young Jae Jeon CS:GO history Sources: Zaboutine joins OpTic as head coach 12d - Jacob Wolf Meet the woman behind RunAway 15d Rachel Gu http://www.espn.co.uk/esports/story/_/id/20055264/counter-strike-global-offensive-star-coldzera-looks-cement-legacy 1/13 12/1/2017 Counter-Strike Global Offensive star coldzera looks to cement his legacy CS:GO -- coldzera looks to cement legacy 140d - Samuel Delorme Valve must solve two Dota 2 Pro Circuit problems 11h - Alan Bester Lessons from Samsung: Sticking to the script 14h - Emily Rand SK Gaming swept Cloud9 3-0 to take home the finals victory at ESL One Cologne. -
El Tratamiento Informativo De Los Esports Como Especialización Periodística Deportiva En España
El tratamiento informativo de los eSports como especialización periodística deportiva en España Trabajo Fin de Grado Alumno: Manuel Rodríguez Fuertes Firma del alumno: Tutor: José Luis Rojas Torrijos Firma del tutor: Sevilla, 4 de diciembre de 2017 INDICE 1. Resumen y palabras clave …....................................................................... 2 2. Introducción …............................................................................................. 3 2.1. Origen y evolución de los eSports …................................................................ 3 2.2. Hacia una definición de eSports …................................................................... 5 3. Objetivos …................................................................................................... 7 4. Hipótesis de partida …................................................................................. 7 5. Metodología ….............................................................................................. 7 6. Marco teórico …........................................................................................... 7 6.1. Conceptos básicos del Periodismo Especializado …........................................ 8 6.1.1. Definición de Periodismo Especializado …........................................................ 8 6.1.2. Grados y áreas de especialización ….................................................................. 11 6.2. Los eSports: Periodismo Deportivo ….............................................................. 12 6.2.1. -
Esports Marketer's Training Mode
ESPORTS MARKETER’S TRAINING MODE Understand the landscape Know the big names Find a place for your brand INTRODUCTION The esports scene is a marketer’s dream. Esports is a young industry, giving brands tons of opportunities to carve out a TABLE OF CONTENTS unique position. Esports fans are a tech-savvy demographic: young cord-cutters with lots of disposable income and high brand loyalty. Esports’ skyrocketing popularity means that an investment today can turn seri- 03 28 ous dividends by next month, much less next year. Landscapes Definitions Games Demographics Those strengths, however, are balanced by risk. Esports is a young industry, making it hard to navigate. Esports fans are a tech-savvy demographic: keyed in to the “tricks” brands use to sway them. 09 32 Streamers Conclusion Esports’ skyrocketing popularity is unstable, and a new Fortnite could be right Streamers around the corner. Channels Marketing Opportunities These complications make esports marketing look like a high-risk, high-reward proposition. But it doesn’t have to be. CHARGE is here to help you understand and navigate this young industry. Which games are the safest bets? Should you focus on live 18 Competitions events or streaming? What is casting, even? Competitions Teams Keep reading. Sponsors Marketing Opportunities 2 LANDSCAPE LANDSCAPE: GAMES To begin to understand esports, the tra- game Fortnite and first-person shooter Those gains are impressive, but all signs ditional sports industry is a great place game Call of Duty view themselves very point to the fact that esports will enjoy even to start. The sports industry covers a differently. -
Esports Spectatorship in Australia
Networked Society Institute Esports Spectatorship in Australia Research Paper Esports Spectatorship in Australia Networked Society Institute Research Paper September 2018 Martin Gibbs, Marcus Carter, David Cumming, Robbie Fordyce, and Emma Witkowski Contact Martin Gibbs – [email protected] ISBN 978-0-7340-5327-5 Licence Creative Commons Attribution-ShareAlike – creativecommons.org/licenses/by-sa/4.0/ Cover Image Adobe Stock Image Acknowledgements The authors would like to acknowledge the support for this project provided by the Melbourne School of Engineering, The University of Melbourne. We would also like to thank Naomi Robinson for assistance with the research. We would also like to thank David Saliba and Mia Consalvo for input and suggestions at the begin of the project. We would also like to thank Kate Murray and Adam Lodders and the Networked Society Institute for their support in producing this report. Esports Spectatorship in Australia 2 Networked Society Institute, University of Melbourne Executive summary Esports – the organised, professional and spectated play of competitive digital games – has evolved into a massive global industry in the past decade. Boasting significant market value and broad global audience reach, esports is driven by modern highspeed internet infrastructure and live-streaming platforms like Twitch.tv. However, esports has yet to take hold as an industry in Australia, largely due to geographical isolation from major esports regions compounded by Australia’s traditionally lacklustre network infrastructure. Although the esports industry relies on various revenue streams, sponsorship and advertising deals provide the industry’s main source of funding. Teams, tournaments and esports organisations of various sizes are sponsored by major international companies like Intel, Samsung and Mercedes-Benz. -
Chapter 8 – Discussion
Constructing authentic esports spectatorship: An ethnography David Jian-Jia Cumming ORCID: 0000-0002-0121-476X Submitted in total fulfilment of the requirements of the degree of Doctor of Philosophy October 2020 School of Computing and Information Systems Melbourne School of Engineering The University of Melbourne Abstract Formally organised competitive video gaming, commonly known as esports, has seen a rapid rise in popularity over the past decade as a form of spectator entertainment. Thousands of fans pack grand stadia across the globe to watch their favourite esports teams and players compete for extravagant prize pools, while millions watch online remotely in their homes via livestreaming platforms like Twitch. Unlike conventional sports however, there is no inherent need for esports to take place in any particular physically-situated site like a stadium. The computerised nature of esports lends the practice a perceived placeless quality. No matter where an esports event is situated, be it in a stadium or networked across homes, the digital synthetic environments in which players’ avatars compete remain the same as objective constructs of code and graphical assets. If the perspective of watching esports is largely the same across different sites by virtue of its inherent mediation, then why is esports spectated beyond the comfort of the home? The aim of this thesis is to address this conundrum by exploring the experiences esports spectatorship in varying contexts. In particular, this thesis seeks to understand how experiences of esports spectatorship are influenced by and differ across various sites of spectatorship. This aim is achieved through an ethnographic methodology, where data is generated through embedded interactions and experiences with esports spectators at three distinct sites of esports spectatorship. -
Esports Impact Study
0 ESPORTS INDUSTRY ASSESSMENT TABLE OF CONTENTS CONTENTS TABLE OF CONTENTS .............................................................................. 1 1. INTRODUCTION ................................................................................. 2 2. ESPORTS ECOSYSTEM ........................................................................ 4 2.1 ABOUT THE GEORGIA ECOSYSTEM ............................................................ 4 2.2 KEY PLAYERS ............................................................................................. 8 2.3 EVENTS ..................................................................................................... 8 2.4 VENUES .................................................................................................. 10 2.5 HIGH SCHOOL AND COLLEGE ESPORTS .................................................... 12 3. ESPORTS INDUSTRY ......................................................................... 14 3.1 INDUSTRY DEFINITION AND DESCRIPTION ............................................... 14 3.2 COMPETITIVE LANDSCAPE....................................................................... 16 3.3 OTHER KEY STATISTICS ............................................................................ 17 4. CONCLUSION .................................................................................. 18 5. APPENDIX - ABOUT THE GEORGIA TECH, ENTERPRISE INNOVATION INSTITUTE ........................................................................................... 19 1 ESPORTS INDUSTRY ASSESSMENT -
Sports Geek Nation AMA with Andrew Wray
Sports Geek Nation SportsGeekNation.com @SportsGeek Sports Geek Nation AMA with Andrew Wray Andrew Wray is the Founder and Special Content Lead of Snowball Esports. Andrew started his career in the sports industry as an intern at the Adelaide Football Club where he worked with the commercial projects team assisting with drafting business plans and developing project ideas and concepts. After Andrew’s stint at the Crows and finishing Uni, he joined Riot Games which started his journey into the esports industry. As the Esports Player Manager, he worked around the bits and pieces around esports from building good relationships with stakeholders, team staff and players to liaising and developing internal systems to track and display the current team rosters. In 2018, Andrew founded Snowball Esports an Australian-based hub for Oceanic esports currently covering the League of Legends Oceanic Pro League, Overwatch Contenders Australia and Oceanic CS:GO. Connect with Andrew Wray on Twitter @AWray7, LinkedIn and Slack @awray Find out more about Snowball Esports at snowballesports.com Here’s the full transcript: Links to names will link you into Slack community, if you are not a member please sign up here. Q. seancallanan: I’ll start @awray can you give everyone some insights into your esports story and what the last 18 months have been like at Snowball Esports? A. awray: My two biggest hobbies growing up were video games and watching sports No surprises that very early on watching my first stream in 2011 I thought esports had some serious legs. I graduated university at the end of 2015 and landed my first job at Riot Games in Sydney, spent the year there with the esports team and had an amazing time. -
Esports Yearbook 2015/16 Esports Yearbook Editors: Julia Hiltscher and Tobias M
Julia Hiltscher and Tobias M. Scholz eSports Yearbook 2015/16 ESPORTS YEARBOOK Editors: Julia Hiltscher and Tobias M. Scholz Layout: Tobias M. Scholz Cover: Photo: P.Strack, ESL Copyright © 2017 by eSports Yearbook and the Authors of the Articles or Pictures. ISBN: to be announced Production and Publishing House: Books on Demand GmbH, Norderstedt. Printed in Germany 2017 www.esportsyearbook.com eSports Yearbook 2015/16 Editors: Julia Hiltscher and Tobias M. Scholz Contributors: Viktor Barie, Ho Kai Sze Brenda, Isaque Renovato de Araujo, Fernando Por- fírio Soares de Oliveira, Rolf Drenthe, Filbert Goetomo, Christian Esteban Martín Luján, Marc-Andre Messier, Patrick Strack Content Preface 7 by Julia Hiltscher and Tobias M. Scholz Spectating the Rift: A Study into eSports Spectatorship 9 by Ho Kai Sze Brenda Informal Roles within eSport Teams: A Content Analysis of the Game 36 Counter-Strike: Global Offensive by Rolf Drenthe A Turning Point for FPS Games 49 by Marc-André Messier “Reverse-Gamification” Analysis of the Crowding-Out Effects 52 in eSports by Viktor Barie ONLINPCS: From Olympics to Eletrônics 71 by Isaque Renovato de Araujo, Fernando Porfírio Soares de Oliveira eSports in Korea: A Study on League of Legends Team Performances 79 on the Share Price of Owning Corporations by Filbert Goetomo Ergonomics and Videogames: Habits, Diseases and Health 95 Perception of Gamers by Christian Esteban Martín Luján - 6 - Preface By Julia Hiltscher and Tobias M. Scholz You seem to hear it every year: eSports is growing and can be described as a global phenome- non. We are yet once more stunned by events such as Amazon’s purchase of Twitch for nearly 1 billion dollars. -
THE ROAD to PROFESSIONALISM a Qualitative Study on the Institutionalization of Esports
Master Degree Project in Management THE ROAD TO PROFESSIONALISM A qualitative study on the institutionalization of eSports Xen Chalmet Supervisor: Lars Walter Master Degree Project No. 2017:xx Graduate School The Road to Professionalism A qualitative study on the institutionalization of eSports Xen Chalmet Master of Science in Management, Graduate School School of Business, Economics & Law, University of Gothenburg Abstract ESports as an industry is a rapidly growing digital sport, with a multitude of different disciplines. While it is a vastly growing industry, it has as of yet seen limited academic attention. In this study, the development of one specific eSport is examined, namely Counter- Strike: Global Offensive. Institutional theory, in addition to institutional work theory, was utilized as a theoretical lens to understand how and why the eSport is developing. A qualitative approach was used towards this study, with the conduction of 15 interviews and a multitude of observations varying between events, community discussions and video work performed by spokespersons. The empirical findings were thereafter presented in a subject related manner through 5 different categories: (1) coaching, (2) rule adaptations, (3) unionization, (4) events and (5) community. The analysis of the data was done through the theoretical framework and two distinct forms of institutional work were identified: (1) establishment work aiming to increase the professionalism and legitimacy of eSports and (2) shielding work aiming at safeguarding the eSport and its’ community. Next to the identification of institutional work, neo-institutional trends were noticed in the form of isomorphism and decoupling within the Counter-Strike eSport (Meyer & Rowan, 1977; DiMaggio & Powell, 1983).