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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. -
ESL Announces European Grassroots Initiative Expanding Path to Pro League for CS:GO
Jun 26, 2017 16:00 BST ESL Announces European Grassroots Initiative Expanding Path to Pro League for CS:GO The world’s largest esports company, ESL, is today proud to reveal a new initiative to expand its path for aspiring Counter-Strike: Global-Offensive (CS:GO) players to rise through the ranks from the National Championship level onto the amateur ranks in order to qualify for the largest CS:GO league in the world, the ESL Pro League. Starting with ESEA Season 26, the winners of the ESL UK Premiership and the ESL Mistrzostwa Polski, the official national leagues of the UK & Ireland and Poland respectively, will claim a place to compete in the Mountain Dew League (MDL). This unique partnership provides a clear pathway for CS:GO players to progress from amateur ranks to compete on the world stage linking the national leagues to the Pro League through MDL. The investment in the path-to-pro system will continue from Season 27 with ESL’s French, Spanish and German leagues providing qualification spots to the MDL, establishing ESL’s national leagues as the leading grassroots CS:GO leagues in each territory. The already-established ESEA League will continue to run alongside this new initiative. To achieve this, ESL is set to move its European National Championships to be part of ESEA’s system creating promotion spots up to MDL, the only league that feeds directly into the Pro League. The team that wins the National Championship will qualify for the MDL, creating a clear path from there to the Pro League. -
ANNEXURE A: Sanction Outcomes Findings As at 28 September 2020
ANNEXURE A: Sanction Outcomes Findings as at 28 September 2020 # Concessions Net ban Total rounds # Coach Sanction Tier Team Enemy Team Tournament Date Map Round Start Round End Match Link Video Link cases applied (%) (months) triggered iGame.com Tricked Europe Minor Closed Qualifier - PGL Major Krakow 2017 19-Jul-2017 Nuke 0 - 0 22 - 25 47 Match Link Video Link 1 Twista 2 Tier 1 12.50% 15.75 iGame.com Spirit Academy Hellcase Cup 6 6-Sep-2017 Nuke 18 - 18 20 - 22 6 Match Link Video Link maquinas Ambush ESEA Season 32 Advanced Playoffs 14-Nov-2019 Mirage 0 - 0 16 - 7 23 Match Link Video Link 2 casle 2 Tier 2 0 10 maquinas North WESG 2019 North Europe Closed Qualifier 27-Nov-2019 Overpass 4 - 9 16 - 19 22 Match Link Video Link Furious Gaming Latingamers La Liga Pro Trust 2019 - Apertura 25-Aug-2019 Mirage 0 - 0 0 - 1 1 Match Link Video Link 3 dinamito 2 Tier 2 0 10 Furious Gaming Sinisters Aorus League 2019 #3 Southern Cone 6-Sep-2019 Inferno 0 - 0 11 - 16 27 Match Link Video Link 4 ArnoZ1K4 1 Tier 2 0 10 Evidence Reapers Dell Gaming Liga Pro Season 1 - #4 APR/19 12-Apr-2019 Train 0 - 0 16 - 10 26 Match Link Video Link Tricked pro100 LOOT.BET Cup 2 - cs_summit 2 Qualifier 13-Dec-2017 Mirage 0 - 0 11 - 7 18 Match Link Video Link Tricked EURONICS United Masters League 21-Nov-2018 Dust2 0 - 0 4 - 2 6 Match Link Video Link Tricked LDLC United Masters League 28-Nov-2018 Mirage 0 - 0 16 - 12 28 Match Link Video Link Tier 1 5 Rejin 7 45% 19.8 Tricked HAVU Kalashnikov CUP 29-Nov-2018 Train 0 - 0 10 - 15 25 Aggravated Match Link Video Link Tricked -
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. -
ESL Pro Tour - Warcraft III
ESL Pro Tour - Warcraft III Structure and Regulations v20210426 Foreword This document outlines the structure and regulations of the ESL Pro Tour in Warcraft III. It should be remembered that it is always the administration of the competition that has the last word, and that decisions that are not specifically supported, or detailed in this document, or even go against this document may be taken in extreme cases, to preserve fair play and sportsmanship. We at ESL hope that you as a participant, spectator, or press will have an enjoyable competition to partake in and we will do our utmost to make it a fair, fun, and exciting competition for everyone involved. Yours sincerely The ESL Pro Tour WC3 Admin Staff Table of Contents 1 Basics...................................................................................................................................................................4 1.1 Terms............................................................................................................................................................4 1.2 Range of Validity...........................................................................................................................................4 1.3 ESL Account...................................................................................................................................................4 1.4 Battle.net Account........................................................................................................................................4 1.4.1 -
WESA General League Rules
24 May 2019 RULEBOOK CONTENTS Preamble ......................................................................................................................... 4 1. General .................................................................................................................... 4 1.1 League Administration .......................................................................................... 4 1.2 Validity of the Rules ............................................................................................. 4 1.3 Local Laws ............................................................................................................ 5 1.4 Confidentiality ...................................................................................................... 5 1.5 Code of Conduct ................................................................................................... 5 1.6 Communication ..................................................................................................... 5 2. League Specifications .............................................................................................. 5 2.1 Home Country/Region .......................................................................................... 5 2.2 Time Zone ............................................................................................................. 6 2.3 Nicknames ............................................................................................................. 6 2.4 Player Accounts ................................................................................................... -
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. -
Official Rulebook
Intel Extreme Masters Rulebook Foreword This document outlines the rules that should at all times be followed when participating in an Intel Extreme Masters competition. Failure to adhere to these rules may be penalized as outlined. It should be remembered that it is always the administration of the tournament that has the last word, and that decisions that are not specifically supported, or detailed in this rulebook, or even go against this rulebook may be taken in extreme cases, to preserve fair play and sportsmanship. We at ESL hope that you as a participant, spectator, or press will have an enjoyable competition to partake in and we will do our utmost to make it a fair, fun, and exciting competition for everyone involved. Yours sincerely The Intel Extreme Masters Admin Staff Table of Contents 1 Definitions...............................................................................................................................................9 1.1 Range of Validity.............................................................................................................................9 1.2 Participants......................................................................................................................................9 1.3 Time Zone........................................................................................................................................9 1.4 The Season.......................................................................................................................................9 -
Talking Esports a Guide to Becoming a World-Class Esports Broadcaster
Talking Esports A guide to becoming a world-class esports broadcaster Paul “ReDeYe” Chaloner INTRODUCTION 4 HOW ON EARTH DID WE GET HERE? 6 BROADCAST ROLES 10 STREAMING 12 RESOURCES ............................................................. 14 EARLY BROADCASTING 15 THE FIRST BROADCAST ............................................... 15 GOING PUBLIC ......................................................... 16 TEETHING ISSUES ...................................................... 17 HANDLING CRITICISM ................................................ 19 LEARNING FROM THE PROFESSIONALS ............................ 20 THE KEYS TO SUCCESS ON ANY FORMAT 22 PREPARATION ......................................................... 22 GAME-SPECIFIC PREPARATION ............................. 26 PLAY THE GAME! ............................................... 26 PRACTICE ............................................................... 28 PASSION ................................................................ 28 PROFESSIONALISM .................................................... 29 OFFLINE EVENTS 31 LANGUAGE ............................................................. 32 THE CROWD ............................................................ 32 PRODUCTION DIFFERENCES ......................................... 33 DRESS CODE ............................................................ 35 1 CAMERAS! .............................................................. 35 REHEARSALS ............................................................ 37 THE VOICE 38 WHAT -
World of Warcraft 2016 Calendar Pdf, Epub, Ebook
WORLD OF WARCRAFT 2016 CALENDAR PDF, EPUB, EBOOK Inc. Sellers Publishing | none | 15 Aug 2015 | Sellers Publishing, Incorporated | 9781416298397 | English | Portland, United States World of Warcraft 2016 Calendar PDF Book World of Warcraft: Warlords of Draenor was released on November 13, One change is the PvP honour system that unlocks PvP talents. Galaxy Buds Pro review: Samsung's best earbuds yet. Popular calendar title! It was very beautiful and yes, heartfelt. Khadgar Robert Kazinsky Shop by Category. Quotes Durotan : There has been a war between orcs and humans for as long as can be remembered. There are two new playable races, the Worgen for the Alliance and Goblins for the Horde. For other uses, see Event. Event Moderators have an "Outlined Crown" next to their name. Moreover, the Death Knight, the first hero class was introduced, which starts at level It allows you to track your damage or healing output based on the spells you cast and the abilities you use. Tags: horde, alliance, world of warcraft, wow, video games, sweater. Tags: world of warcraft, blizzard, gaming, gamer, wow, fantasy, videogames, video game, crest, minimalist, minimal, game, class, race. Alt-right click on the world map allows you to type in whatever you would like to remember. Wall Art. Plot Summary. Tags: shadowland, shadowland shop, world of warcraft shop, world of warcraft uk, world of warcraft and, world of warcraft store, world of warcraft australia, world of warcraft canada, world of warcraft south africa, world of warcraft in game, kyrians, dark hunter kyrian, kyrian of thrace, kyrian of bastion, kyrian of thrace dark hunter, kyrian world of warcraft, meaning of kyrian. -
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.