Summary of Official Rules 2019 Season
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Arena Tournament Rules
Emma Witkowski - “Inside the Huddle”, PhD Dissertation, 2012. Arena Tournament rules BlizzCon 2010 Tournament Rules. All matches that take place in the Tournament shall take place in accordance with the World of Warcraft Arena Rules, which are available at http://www.worldofwarcraft.com/pvp/arena/index.xml. In the event of any conflict between these Official Rules and the World of Warcraft Arena Rules, these Official Rules shall prevail. "Cheating," as determined in Sponsor's sole discretion, and specifically including, without limitation, "win-trading," shall result in disqualification of the Arena Team and all of its Team Members. Third party user interfaces compatible with World of Warcraft, and which do not violate the World of Warcraft Terms of Use may be used during the Qualification Round of the Tournament, but will not be allowed at the Regional Qualifier or the Finals. At the Regional Finals, Team Members will have fifteen (15) minutes prior to the start of the first match with each opponent Team Member to prepare the computer on which they will use to participate in the Tournament match. Determination of Winners Qualification Rounds and Regional Qualifier Tournaments The Qualification Round of the Tournament . The Qualification Round of the Tournament shall last for approximately eight weeks, and will commence on April 27, 2010 at approximately 10:00 AM Pacific Time (5:00 PM GMT) (subject to ‘Server Maintenance’ to be performed by Sponsor), and end on June 21, 2010 at approximately 9:00 PM Pacific Time (4:00 AM GMT). The first four weeks of the Qualification Round will be a “practice” period, and during this time Eligible Participants may switch from one team to another without that Arena Team being penalized. -
There Are No Women and They All Play Mercy
"There Are No Women and They All Play Mercy": Understanding and Explaining (the Lack of) Women’s Presence in Esports and Competitive Gaming Maria Ruotsalainen University of Jyväskylä Department of Music, Art and Culture Studies Pl 35, 40014 University of Jyväskylä, Finland +358406469488 [email protected] Usva Friman University of Turku Digital Culture P.O.Box 124 FI-28101 Pori, Finland [email protected] ABSTRACT In this paper, we explore women’s participation in esports and competitive gaming. We will analyze two different types of research material: online questionnaire responses by women explaining their reluctance to participate in esports, and online forum discussions regarding women’s participation in competitive Overwatch. We will examine the ways in which women’s participation – its conditions, limits and possibilities – are constructed in the discussions concerning women gamers, how women are negotiating their participation in their own words, and in what ways gender may affect these processes. Our findings support those made in previous studies concerning esports and competitive gaming as fields dominated by toxic meritocracy and hegemonic (geek) masculinity, and based on our analysis, women’s room for participation in competitive gaming is still extremely limited, both in terms of presence and ways of participation. Keywords Gender, esports, hegemonic geek masculinity, toxic meritocracy, Overwatch INTRODUCTION "Why do the female humans always play the female characters?" Acayri wondered soon thereafter. "Like, they're always playing Mercy." "They can't play games and be good at them —" Joel responded. "That's true, so they just pick the hottest girl characters," Acayri said. The previous is an excerpt of an article published on a digital media site Mic on May 11th 2017 (Mulkerin, 2017). -
Q. Where Can I Purchase the Blizzcon 2019 War Chest? A
[FOR VIEWERS] Q. How can I begin earning War Chest XP on Twitch? A. To begin earning War Chest XP on Twitch, please complete the following steps: Step 1: Link your Blizzard account to your Twitch account. Step 2: Head over to Twitch, log in to your linked account, and check out who’s streaming StarCraft II. Step 3: Find any StarCraft II stream that’s enabled the War Chest extension. Step 4: Grant the War Chest extension access to your Twitch ID and watch for at least 20 minutes. Step 5: When it appears, click the “Claim XP” button in the extension to redeem your reward. Step 6: Log in to StarCraft II to add the XP reward to your War Chest. Upgrade your War Chest with the Terran, Protoss, Zerg, or Complete Bundle passes to instantly apply any XP you've earned toward even more rewards and help support StarCraft esports! Check out our official blog post for additional information on the BlizzCon 2019 War Chest. (If you have never played StarCraft II, you will need to log in to the game at least once before you can earn War Chest XP rewards on Twitch. Click here to get started.) Q. Where can I purchase the BlizzCon 2019 War Chest? A. You can purchase a BlizzCon 2019 War Chest for the race of your choice for $9.99 each or buy the complete bundle for $24.99 on the Blizzard Shop. This War Chest offer is only available for a limited time, though! Be sure to buy yours before November 7, 2019. -
Blizzard Entertainment® Soundtracks Now on Itunes
Blizzard Entertainment® Soundtracks Now On iTunes IRVINE, Calif. -- Blizzard Entertainment, Inc. today announced that a wide selection of music from its popular games has been added to the iTunes store. Much of this music was originally available only in collector's editions of the games, or at special events such as the company's BlizzCon® gaming convention. Six Blizzard Entertainment® soundtrack albums are currently available: • StarCraft® Original Soundtrack • Diablo® II Original Soundtrack • Warcraft® III: Reign of Chaos® Original Soundtrack • World of Warcraft® Original Soundtrack • World of Warcraft: The Burning Crusade® Original Soundtrack • World of Warcraft: Taverns of Azeroth Original Soundtrack The albums have been placed on a new Blizzard Entertainment hub page within the iTunes store. This page also hosts content such as the BlizzCast™ podcast and trailers and gameplay footage from upcoming Blizzard Entertainment games, with more material to be added in the months ahead. In addition, the "Diablo III Overture" from the company's recently announced action role-playing game, Diablo III, is available as a single and has been highlighted as a Discovery Download, making it free to download until Tuesday, September 9. Players in the regions iTunes serves (North America, Europe, Australia, New Zealand, and Japan) can purchase the music at standard rates for each of those regions. For more information, please visit www.blizzard.com. About Blizzard Entertainment, Inc. Best known for blockbuster hits including World of Warcraft® and the Warcraft®, StarCraft®, and Diablo® series, Blizzard Entertainment, Inc. (www.blizzard.com), a division of Activision Blizzard (NASDAQ: ATVI), is a premier developer and publisher of entertainment software renowned for creating some of the industry's most critically acclaimed games. -
Blizzcon Is Bigger Than Ever with Nine Stages, 12 Trucks, 200+ Broadcast Streams
BlizzCon Is Bigger Than Ever With Nine Stages, 12 Trucks, 200+ Broadcast Streams The live stages feed into central Master Control, ‘Post Hub’ BY JASON DACHMAN, CHIEF EDITOR NOVEMBER 2, 2018 We distribute to a huge number amount of platforms and we also localize in 18 different languages. All of our esports programming is free, and we make the decision what goes on R Logotext Lorem TaglineBlizzCon Virtual Ticket holistically across Blizzard [based on] what we feel our community would want access to. Peter Eminger, Sr. Director Blizzard With 40,000 fans onsite watching five live esports stages and four content stages sprawled across a million square feet at Anaheim Convention Center, it simply doesn’t get any bigger for the Blizzard Entertainment pro- duction operation than BlizzCon. In addition, Blizzard’s Global Broadcast team is distributing a whopping 211 unique broadcast streams to 17 outlets in 18 languages. “For us, the live event and the broadcasts are very linked together because so much of the broadcast is from these live stages. Our show is definitely bigger this year,” says Pete Emminger, senior director, Blizzard Entertain- ment. “We’re really lucky in that we have a lot of consistent crew, so this year has actually been the smoothest year so far. Plus, we’ve really had a great year at Blizzard overall, so we’re extremely excited to finally be here at BlizzCon, which is really a celebration for us as much as it is [for the fans].” A Blizzard of Activity: A Dozen Mobile Units Onsite Serving Nine Stages Now in its 14th year, the convention features everything from live esports competitions to Q&A panels and announcements to demos of upcoming game releases to concerts and much more. -
Project Horseshoe 2018 Report Section 4
Participants: A.K.A. "Who Watches The Watchmen" Steve Meretzky, Independent Dave Rohrl, Mobile Game Doctor Juan Gril, Independent Ian Schreiber, RIT Kenny Shea Dinkin, King Mission statement: to understand why players passively watch games … either as a pure spectator, or in their own gameplay during periods of low interaction or low agency … and to give gamemakers a blueprint for creating watchable games. What makes games watchable? YouTube influencers and Twitch streaming have become a major force affecting the game industry. Each year, tens of millions of players enjoy spectating the growing category of esports, while at the same time the growing phenomenon of player walkthroughs has many millions of players watching videos for game hints and help or pure entertainment. In addition to these purely passive experiences, there are important and widely adopted forms of gameplay that in many ways looks more like traditional experiences of watching rather than traditional experiences of playing. These include games where the player has little or no control of the game’s outcome (as in a slot machine or an on-rails linear narrative game) and games where the player only interacts with the game quite infrequently (as in idle games, anthill-type simulations, and map-based MMORTS games like Travian). We now live in an environment where games don’t just have to consider what it’s like to play them, but also what it’s like to watch them - even if the player gets to interact with them sometimes. Professional sports have been designed this way for many years (although we only get a new one of those that catches on once every several generations), but it’s a relatively new design consideration for today’s video game and board game designers. -
LCS LIMBO Are Ready to Greet Them, Said Cress Clippard, a Marine Veteran and a Volunteer for the Houston-Based NELVIN C
PGA CHAMPIONSHIP WORLD FACES Once a contender in Russia projects its Music from Olivia majors, Fowler now power across Arctic Rodrigo, zombie needs help getting in at northernmost base films new this week Page 24 Page 13 Page 18 ‘Ironhorse’ brigade gets new leader at ceremony in Poland ›› Page 3 stripes.com Volume 80 Edition 23 ©SS 2021 WEDNESDAY,MAY 19, 2021 50¢/Free to Deployed Areas Slain Afghan interpreter’s family set to come to US BY J.P. LAWRENCE Stars and Stripes KABUL, Afghanistan — The family of an Afghan man who was killed after aiding U.S. troops has received emergency approval to come to America, lawyers and ad- vocates for the family said. The man, known by the pseudo- nym Mohammad, worked for 12 years for the U.S. Embassy and military in Afghanistan and is be- lieved to have been killed by Tali- ban insurgents while waiting for a U.S. immigration visa. His widow and six children con- tinued to face threats after his murder and applied for humani- tarian parole, a status that allows those under immediate threat to seek refuge in the United States. Their application was approved last week and advocacy groups LCS LIMBO are ready to greet them, said Cress Clippard, a Marine veteran and a volunteer for the Houston-based NELVIN C. CEPEDA/TNS Combined Arms SIVs and Allies. The USS Kansas City pier side at Naval Base San Diego on April 6 in San Diego. “I firmly believe that this deci- sion is saving the lives of Moham- BY ANDREW DYER the Navy discovered recently that mad’s wife and children,” Clip- The San Diego Union-Tribune The Navy’s littoral combat ships are still the transmission in one of the two pard said. -
From Basements to Stadiums Representations of Esports in Online Newspapers
From basements to stadiums Representations of esports in online newspapers Bachelor’s thesis Sami Tikkanen University of Jyväskylä Department of Languages English May 2019 JYVÄSKYLÄN YLIOPISTO Tiedekunta – Faculty Laitos – Department Humanistinen tiedekunta Kielten laitos Tekijä – Author Sami Tikkanen Työn nimi – Title From basements to stadiums Representations of esports in online newspapers Oppiaine – Subject Työn laji – Level Englannin kieli Kandidaatintutkielma Aika – Month and year Sivumäärä – Number of pages Toukokuu 2019 15 Tiivistelmä – Abstract Videopelien pelaaminen on kasvattanut suosiotaan räjähdysmäisesti viime vuosikymmenen aikana. Tämä ilmiö näkyy myös kilpailullisen videopelaamisen eli e-urheilun menestyksessä, mikä on nous- sut uutisten otsikoihin. Suuresta suosiosta huolimatta, videopeleihin ja niiden pelaajiin kohdistuvat asenteet ovat usein negatiivisia ja harhaanjohtavia. Tämä heijastuu videopelaamisen mediarepresen- taatioissa, jotka aiempien tutkimusten mukaan perustuvat usein stereotyyppimäisiin yleistyksiin. Me- dian kuvaukset videopeleistä ja pelaajista vaikuttavat siihen, miten videopelaajat rakentavat identi- teettiään. Tämä tutkielma tarkastelee videopelaamisen ja -pelaajien representaatioita e-urheilua koskevissa verkkouutisartikkeleissa. Aineistona on käytetty kolmen sanomalehden, Guardian, Los Angeles Ti- mes ja The Sun, verkkouutisia. Tutkielmani tarkastelee näissä luotuja representaatioita hyödyntäen kriittistä diskurssianalyysiä. Vertaan tuloksiani aiempiin tutkimuksiin saadakseni selville vahvista- -
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 -
Interactivity and Community in Video Game Live Streams
Twitch TV Uncovered – Interactivity and Community in Video Game Live Streams A thesis presented to the faculty of the Scripps College of Communication of Ohio University and the Institute for Communication and Media Studies of Leipzig University In partial fulfillment of the requirements for the degrees Master of Science in Journalism (Ohio University), Master of Arts in Global Mass Communication (Leipzig University) Chris J. Vonderlind December 2019 © 2019 Chris J. Vonderlind. All Rights Reserved. This thesis titled Twitch TV Uncovered – Interactivity and Community in Video Game Live Streams by CHRIS J. VONDERLIND has been approved for the E.W. Scripps School of Journalism, the Scripps College of Communication, and the Institute for Communication and Media Studies by Veronika Karnowski Associate Professor of the Institute for Communication and Media Studies Scott Titsworth Dean, Scripps College of Communication, Ohio University Christian Pieter Hoffman Director, Institute for Communication and Media Studies, Leipzig University ii Abstract CHRIS J. VONDERLIND, M.S., Journalism; M.A., Global Mass Communication, December 2019 3709740 Twitch TV Uncovered – Interactivity and Community in Video Game Live Streams Director of Thesis: Veronika Karnowski Committee Members: Veronika Karnowski, Jatin Srivastava, Rosanna Planer Online media is continuing to transform the media consumption habits of today’s society. It encompasses various forms of content, modes of consumption and interpersonal interactions. Live-streaming is one of the less observed but growing forms of new media content. It combines aspects of online video entertainment and user content creation such as YouTube, and social media such as Instagram, in a live setting. The goal of this thesis is to explore this phenomenon by looking at the video game streaming platform Twitch, and, more specifically, the interactions taking place during the live streams. -
Blizzcon® 2009 Announced
BlizzCon® 2009 Announced Blizzard Entertainment(R) Gaming Celebration to Return to Anaheim Convention Center on August 21-22 IRVINE, Calif., Feb 17, 2009 (BUSINESS WIRE) -- Blizzard Entertainment, Inc. today announced plans for its fourth BlizzCon(R) gaming convention, to be held at the Anaheim Convention Center in Anaheim, California on Friday, August 21 and Saturday, August 22. BlizzCon is a celebration of the global player communities surrounding Blizzard Entertainment(R)'s Warcraft(R), StarCraft(R), and Diablo(R) universes. In response to the festival's increasing popularity, this year's event has been expanded from three convention halls to four. "We've been amazed by the incredible response to each of our previous BlizzCon events," said Mike Morhaime, CEO and cofounder of Blizzard Entertainment. "We're pleased to be bringing the convention back to Anaheim this year, and we look forward to this new opportunity to meet Blizzard gamers from around the world." BlizzCon will offer a wide variety of activities throughout the two-day event. In addition to serving as a gathering place for Blizzard Entertainment gaming communities, attendees will be able to enjoy: ● Hands-on play time with upcoming Blizzard Entertainment games ● Discussion panels with Blizzard Entertainment developers ● Competitive and casual tournaments for players to showcase their talents ● Community contests with great prizes ● Commemorative merchandise based on Blizzard Entertainment's game universes ● A silent auction ● More exciting activities and attractions to be announced Further details, including ticket availability and pricing, will be announced on the official BlizzCon website, www.blizzcon.com, as the event draws closer. To keep pace with the continued growth of World of Warcraft as well as development on other Blizzard Entertainment games, the company is currently hiring for numerous open positions. -
Starcraft® II: Legacy of the Void™ Warps Into Blizzcon® 2014
StarCraft® II: Legacy of the Void™ Warps into BlizzCon® 2014 Blizzard Entertainment reveals epic conclusion to the StarCraft II saga before packed house at Anaheim Convention Center during BlizzCon gaming festival Next chapter of StarCraft II will be a standalone product, not requiring Wings of Liberty® or Heart of the Swarm® ANAHEIM, Calif.--(BUSINESS WIRE)-- Blizzard Entertainment today offered the first glimpse of StarCraft® II: Legacy of the Void™, its highly anticipated conclusion to the StarCraft II trilogy, and a standalone game experience. Attendees of the company's BlizzCon® gaming festival were the first in the world to play Legacy of the Void, with single-player campaign missions, a new cooperative gameplay mode—Archon Mode, and multiplayer battles featuring several new playable units all on display. Another gameplay mode, Allied Commanders, was also announced at the event. StarCraft II: Legacy of the Void continues the story of Blizzard's award-winning StarCraft II: Wings of Liberty® where the first expansion, Heart of the Swarm®, left off, with a new campaign that brings the sci-fi saga to an epic conclusion. Protoss legends Artanis and Zeratul attempt to unite their race in an intergalactic fight for survival against an ancient evil from the Void that threatens the universe. The fates of Terran hero Jim Raynor and Kerrigan, the Queen of Blades, also hang in the balance. "Legacy of the Void will deliver the quintessential StarCraft II experience," said Mike Morhaime, CEO and cofounder of Blizzard Entertainment. "The new single-player campaign will wrap up the massive story, and we're excited to share new game modes that will open up different ways to play the game and additional units that will expand the rich strategic depth of StarCraft II multiplayer." Archon Mode, a competitive multiplayer mode unveiled at BlizzCon, is a new way to enjoy StarCraft II with friends.