Universidade Federal Do Rio Grande Do Sul Faculdade De Biblioteconomia E Comunicação Programa De Pós-Graduação Em Comunicação E Informação

Total Page:16

File Type:pdf, Size:1020Kb

Universidade Federal Do Rio Grande Do Sul Faculdade De Biblioteconomia E Comunicação Programa De Pós-Graduação Em Comunicação E Informação UNIVERSIDADE FEDERAL DO RIO GRANDE DO SUL FACULDADE DE BIBLIOTECONOMIA E COMUNICAÇÃO PROGRAMA DE PÓS-GRADUAÇÃO EM COMUNICAÇÃO E INFORMAÇÃO GABRIELA BIRNFELD KURTZ “RESPEITA AÍ”: OS DISCURSOS E A SUBVERSÃO DAS REGRAS COMO MANIFESTAÇÕES DE VIOLÊNCIA SIMBÓLICA DE GÊNERO NOS JOGOS DIGITAIS DOTA 2 E LEAGUE OF LEGENDS PORTO ALEGRE 2019 UNIVERSIDADE FEDERAL DO RIO GRANDE DO SUL FACULDADE DE BIBLIOTECONOMIA E COMUNICAÇÃO PROGRAMA DE PÓS-GRADUAÇÃO EM COMUNICAÇÃO E INFORMAÇÃO GABRIELA BIRNFELD KURTZ “RESPEITA AÍ”: OS DISCURSOS E A SUBVERSÃO DAS REGRAS COMO MANIFESTAÇÕES DE VIOLÊNCIA SIMBÓLICA DE GÊNERO NOS JOGOS DIGITAIS DOTA 2 E LEAGUE OF LEGENDS Tese apresentada ao Programa de Pós-Graduação em Comunicação e Informação - PPGCOM, da Faculdade de Biblioteconomia e Comunicação da Universidade Federal do Rio Grande do Sul como requisito parcial para obtenção do título de Doutor em Comunicação e Informação. Linha 1: Informação, Redes Sociais e Tecnologias Orientadora: Profª. Drª. Raquel da Cunha Recuero PORTO ALEGRE 2019 CIP - Catalogação na Publicação Kurtz, Gabriela Birnfeld “RESPEITA AÍ”: OS DISCURSOS E A SUBVERSÃO DAS REGRAS COMO MANIFESTAÇÕES DE VIOLÊNCIA SIMBÓLICA DE GÊNERO NOS JOGOS DIGITAIS DOTA 2 E LEAGUE OF LEGENDS / Gabriela Birnfeld Kurtz. -- 2019. 299 f. Orientadora: Raquel da Cunha Recuero. Tese (Doutorado) -- Universidade Federal do Rio Grande do Sul, Faculdade de Biblioteconomia e Comunicação, Programa de Pós-Graduação em Comunicação e Informação, Porto Alegre, BR-RS, 2019. 1. comunicação. 2. violência simbólica. 3. violência de gênero. 4. jogos digitais. 5. game studies. I. Recuero, Raquel da Cunha, orient. II. Título. Elaborada pelo Sistema de Geração Automática de Ficha Catalográfica da UFRGS com os dados fornecidos pelo(a) autor(a). GABRIELA BIRNFELD KURTZ “RESPEITA AÍ”: OS DISCURSOS E A SUBVERSÃO DAS REGRAS COMO MANIFESTAÇÕES DE VIOLÊNCIA SIMBÓLICA DE GÊNERO NOS JOGOS DIGITAIS DOTA 2 E LEAGUE OF LEGENDS Tese apresentada ao Programa de Pós-Graduação em Comunicação e Informação - PPGCOM, da Faculdade de Biblioteconomia e Comunicação da Universidade Federal do Rio Grande do Sul como requisito parcial para obtenção do título de Doutor em Comunicação e Informação. Linha 1: Informação, Redes Sociais e Tecnologias Orientadora: Profª. Drª. Raquel da Cunha Recuero BANCA EXAMINADORA Profª. Drª. Letícia Perani Soares – UFJF Prof. Dr. André Fagundes Pase – PUCRS Prof. Dr. Lucas Aguiar Goulart – FACCAT Profª. Drª. Suely Dadalti Fragoso – UFRGS Profª. Drª. Nísia Martins do Rosário – UFRGS (Suplente) PORTO ALEGRE 2019 AGRADECIMENTOS Há quem diga que a escrita da Tese é um trabalho solitário, mas eu não me senti sozinha em momento algum. É um imenso privilégio poder contar com tanta gente querida que me apoiou ao longo destes quatro anos. Em momentos em que nem eu mesma me aguentava, eles estavam lá. Esta seção é um gigantesco obrigada a quem segurou minha patinha na minha jornada até aqui. Gostaria de agradecer a toda minha família, mas em especial aos meus pais, Sandra e Alexandre, por serem o porto seguro que eu tanto precisei. Ao Leonardo, o irmão versão 2.0, obrigada pelos memes e pela parceria nas pesquisas acadêmicas. Agradeço de coração pelo apoio do tio César e da tia Vanira, da dinda Haydee, do primo Ricardo e daqueles que, mesmo longe, ainda estão presentes: vó Sara e vô Osny (in memoriam). Ao Vinícius, meu marido que também é healer, mid, lavador de louças oficial, mozão, mamãe do Gunter e colo nos (vários) dias que eu perdi o controle... não tenho nem palavras para agradecer tanto amor, paciência e carinho. Obrigada por existir. As minhas Sailor Madrinhas: Anelise, Jéssica, Betina, Silvana, Renata e Ana Carolina. Obrigada por não desistirem de mim mesmo quando eu fico sumida por meses seguidos. Saber que eu posso contar com vocês sempre me deixa quentinha por dentro. Ao meu BFF Ticiano, obrigada pelos almoços de quinta-feira e por deixar meus dias mais leves. As colegas da Famecos Ana Cecília e Cris Lima, e ao pessoal do IDEAR, Naira, Eliane, Diego, Roberta, Zanella, Guilherme e Katine, que sempre torceram junto para que eu conseguisse entregar a Tese sem enlouquecer, muito obrigada. Agradeço também a minha companheira de cafés e sofrências acadêmicas, Larissa, por estar sempre comigo. Aos meus alunos, motivo pelo qual eu comecei a carreira acadêmica em primeiro lugar, gratidão infinita. Ao PPGCOM da UFRGS, agradeço aos docentes e funcionários pela competência. Vocês mostram todos os dias que o ensino público não é balbúrdia: é trabalho sério e árduo. Agradeço em especial a minha orientadora, Raquel, que acreditou em mim e sempre me apoiou, mesmo quando eu não cumpria exemplarmente a função de orientanda em virtude da vida dupla como doutoranda e docente. Agradeço também a Suely pela acolhida no LAD e por sempre ter palavras amáveis que injetavam ânimo para eu continuar. Aos colegas do LAD, obrigada pelas risadas e pelo apoio na minha pesquisa acadêmica. Vocês são top e eu torço demais por todos. Os membros da banca de defesa, Letícia, André, Lucas e Suely, agradeço a disponibilidade em ler a Tese e generosamente compartilhar suas impressões. Tenho certeza que elas serão absolutamente valiosas para a construção da minha trajetória como pesquisadora. Agradeço também as jogadoras que gentilmente cederam seus vídeos para a análise empírica, contribuindo para a compreensão sobre a violência de gênero nos games. There are a few things we can do when we have power and influence. We can take our toys and go home. Or we can get the fuck up and fight for the people who are continually shit on, and act like a fucking hero would act. I know which I’d rather do. (HURLEY, 2016, p. 256) RESUMO A presente Tese tem como objetivo compreender como ocorre a violência simbólica de gênero em jogos online multiplayer no Brasil, mais especificamente em League of Legends e Dota 2. Para endereçar essa investigação, foi adotada uma abordagem teórico-empírica. Foram analisadas seis partidas de jogadoras que publicaram vídeos na plataforma Twitch por meio da metodologia de Análise de Conteúdo, visando entender como se dão as relações entre jogadores do gênero masculino e feminino durante esses jogos. A fundamentação teórica perpassa os conceitos de poder e violência simbólica (FOUCAULT, 1999a, 1999b, 1999c, 1999d, 2002; BOURDIEU, 2002 e 2005; LUKES, 2005; ŽIŽEK, 2008), violência de gênero (BEAUVOIR, 1967; WEST E ZIMMERMAN, 1987; LOURO, 2008; PRECIADO, 2008, 2009a e 2009b; BUTLER, 2010) e por uma aproximação destes assuntos com o âmbito dos jogos digitais. O segundo eixo teórico abarca os game studies. Buscou-se definir o que são jogos digitais e seus sistemas de regras (HUIZINGA, [1938] 2005; FRAGOSO, 2001 e 2014a; MOSCA, 2011, 2014 e 2019; SALEN E ZIMMERMAN, 2012; GALLOWAY, 2015) e o conceito de griefing, diferenciando a ética dos computadores da ética dos jogadores no ambiente online multijogador (FOO E KOIVISTO, 2004; JUUL, 2013; SICART, 2014; FRAGOSO, 2014b; CRAWFORD, 2016). Por meio da análise e do arcabouço teórico, foi possível encontrar e categorizar ocorrências de violência simbólica dentro das partidas. Estas foram divididas em diretas (onde os atores são os desenvolvedores dos jogos e os jogadores) e indiretas (auto infligidas pelas jogadoras), evidenciando que a violência simbólica pode ter diversas origens. Também foi estabelecido o conceito de violência de jogabilidade- discursiva, que diz respeito a ocorrências onde as regras do jogo são subvertidas para se tornar um mecanismo de manutenção do poder simbólico. Palavras-chave: comunicação; violência simbólica; violência de gênero; jogos digitais; game studies. ABSTRACT This thesis aims to understand how symbolic gender violence occurs in multiplayer online games in Brazil, specifically in League of Legends and Dota 2. To address this investigation, a theoretical-empirical approach was adopted. Six matches of female players who published videos on the Twitch platform were analyzed using the Content Analysis methodology, aiming to understand how the relationships between male and female players occur during these games. The theoretical foundation runs through the concepts of power and symbolic violence (FOUCAULT, 1999a, 1999b, 1999c, 1999d, 2002; BOURDIEU, 2002 e 2005; LUKES, 2005; ŽIŽEK, 2008), gender violence (BEAUVOIR, 1967; WEST E ZIMMERMAN, 1987; LOURO, 2008; PRECIADO, 2008, 2009a e 2009b; BUTLER, 2010) and through an approximation between these subjects and the digital games scope. The second theoretical axis encompasses game studies. It was sought to define what digital games are and their rules systems (HUIZINGA, [1938] 2005; FRAGOSO, 2001 and 2014a; MOSCA, 2011, 2014 and 2019; SALEN E ZIMMERMAN, 2012; GALLOWAY, 2015) and the concept of griefing, differentiating the computer’s ethics from the player’s in the online multiplayer environment (FOO E KOIVISTO, 2004; JUUL, 2013; SICART, 2014; FRAGOSO, 2014b; CRAWFORD, 2016). Through the analysis and the theoretical framework, it was possible to find and categorize occurrences of symbolic violence within the matches. They were divided into direct (where the actors are the game developers and the players) and indirect (self-inflicted by the players), showing that symbolic violence can have different origins. The concept of discursive gameplay violence has also been established, which refers to instances where the rules of the game are subverted to become a mechanism for maintaining symbolic power. Palavras-chave: communication; symbolic violence; gender violence; digital games; game studies. LISTA DE FIGURAS Figura 1 – Conceito
Recommended publications
  • GAMING ESPORT Trend Book
    GAMING ESPORT & Trend book Wstęp właścicielami drużyn) i w końcu stworzyć i zre- dagować tekst. W ten sposób członkowie projek- W czerwcu 2017 zorganizowana została konfe- tu uczyli się pracy zespołowej, przekonywali jak rencja Esport & Gaming Forum. Organizatorom, ważna jest skrupulatność, punktualność i reali- MediaCom Beyond Advertising i sawik.tv udało zacja powierzonych zadań. Być może najważ- się dotrzeć z wydarzeniem do ponad pół tysią- niejsza była możliwość poznania innych osób ca osób z branży reklamowej, zainteresowa- o podobnych zainteresowaniach i celach. To nie- nych zdobyciem unikatowej wiedzy gamignowej wątpliwie będzie owocować w przyszłości. i esportowej. Finalnie dzięki wspólnemu wysił- kowi wszystkich prelegentów udało się nie tylko Musicie mieć państwo na względzie, że dokument stworzyć jedno z najważniejszych i największych tworzony był przez amatorów, z niewielkim do- tego typu wydarzeń na polskiej arenie, ale także świadczeniem, ale z wielką ambicją. Konsekwen- ustanowić pewne standardy na najbliższy czas. cją jest bardzo nierówny poziom merytoryczny W efekcie powstała także ta publikacja. artykułów. Niektóre teksty mają również wyraźne braki warsztatowe i językowe. Zdecydowaliśmy Raport, który trafia w Państwa ręce to dokument się jednak na publikację raportu w tej formie, bo o szczególnym, eksperymentalnym charakterze. charakter projektu jest eksperymentalny. Ważniejszy bowiem od samej treści jest proces jego powstawania. Prace nad tekstami, research, redakcja, skład, trwały przez ponad 6 miesięcy. W tym czasie
    [Show full text]
  • Allt Om Dreamhack Masters Malmö
    Allt om DreamHack Masters Malmö Det har blivit dags för den största internationella arenaturneringen i e-sport som hittills har arrangerats i Sverige – DreamHack Masters Malmö. Spelet är Counter Strike: Global Offensive (CS:GO) och de 16 lag som göra upp om prispotten motsvarande 2 miljoner kronor, tillhör den absoluta världseliten. Här ger vi dig allt du behöver veta om turneringen, lagen, schemat och spelet. Om turneringen Turneringen inleds med gruppspel som kommer spelas mellan den 12 - 14 april. Två lag kvalificerar vidare från varje grupp till slutspelet. Gruppspelen sänds via dreamhack.tv. Lördagen den 16 april klockan 10 öppnas dörrarna till Malmö Arena för den 10 000 människor stora publiken, då två dagars spänning kan väntas enda fram till den rafflande finalen på söndagskvällen. Totalt väntas miljoner människor följa turneringen via dreamhack.tv. Önskar ni pressackreditering, skicka ett mail till [email protected] med ert namn, media ni arbetar för och kontaktuppgifter. För fler bilder: flickr.com/photos/dreamhack Fotografens namn hittar ni i fotolänken. Vanligast är Adela Sznajder eller Sebastian Ekman. Bilder från DreamHack Masters Malmö kommer kontinuerligt att läggas upp. Fotografer på plats: Adela Sznajder och Abraham Engelmark För citat, Kontakta Christian Lord, head of eSports, Dreamhack Tel. +46 70 27 50 558 och mail: [email protected] Om lagen Åtta lag har specialinbjudits till turneringen. Astralis: Danmarks bästa lag och rankad fyra i världen. Astralis väckte uppmärksamhet i dansk press när de erhöll en investering på sju miljoner danska kronor från Sunstone Capital och den danska entreprenören Tommy Ahlers, i samband med bildningen av den nya organisationen 2016.
    [Show full text]
  • Gamesquare Deck V1.3 Optimize
    GameSquare Investor Presentation V1.1 Introduction Esports is now a mainstream form of entertainment; famed Fortnite player Ninja, who has had as many as 667,000 live watchers at the same time1, was featured on the cover of ESPN The Magazine in September 2018. For perspective, NBC’s prime broadcast show The Voice had a weekly audience of about 8 MM in November 20182, putting Ninja’s audience at over 8% of this figure. Ninja is successful, earning over $350,000 per month3. Though on a per-viewer basis, this is far less than what shows such as The Voice generate. Gamesquare will improve monetization of Esports viewership to address this gap. Our proposed business model is to make an outright purchase of the streaming rights of Esports players and teams, so that we can monetize them through methods such as product placement, sponsorships, and advertising. Further demonstrating the popularity of Esports, more than 50 US colleges and universities have varsity Esports teams4. Further, Goldman Sachs anticipates the monetization of Esports will go from $655 MM (2017) to just under $3 B (2022)5. 1 https://variety.com/2018/gaming/news/ninja-espn-magazine-cover-1202947409/ 2 https://www.nielsen.com/us/en/top10s.html 3 https://www.forbes.com/sites/insertcoin/2018/03/09/fortnite-goD-ninja-is-making-at-least-350000-a-month- from-twitch-subscriptions/ 4 http://www.espn.com/esports/story/_/id/21152905/college-esports-list-varsity-esports-programs-north-america 5 https://www.goldmansachs.com/insights/pages/infographics/e-sports/report.pDf So, how big is
    [Show full text]
  • Event Marketing and PR for Grail Quest
    Event marketing and PR for Grail Quest Attracting and reaching audience in esports Felix Kaukiainen Bachelor’s thesis for Business Administration Marketing Åbo 2018 EXAMENSARBETE Författare: Felix Kaukiainen Utbildning och ort: Företagsekonomi, Åbo Inriktningsalternativ/Fördjupning: Marknadsföring Handledare: Camilla Ekman Titel: Event marketing and PR for Grail Quest – Attracting and reaching audience in esports _________________________________________________________________________ Datum: 5.11.2018 Sidantal:43 Bilagor: 1 _________________________________________________________________________ Abstrakt Under de senaste åren har e-sport blivit ett allt mer diskuterat ämne i medier. Tävlingsinriktat spelande (esport) håller på att formas till något bara få kunde tänka sig. E- sport (som förknippas med spelande) har också varit framgångsrikt på de olika fronterna i branschen. Den globala tilväxten inom e-sport och både nationell samt internationell framgång inom branschen har fått flera organisationer att investera i e-sport. Professionella sportorganisationer byggs upp på samma gång som tävlingar med allt större priser och synlighet väcker uppmärksamheten bland allmänheten. Dessutom har vissa skolor börjat stöda elever som vill rikta in sig på tävlingsinriktat spelande. Grail Quest är ett esport och LAN evenemang som ordnades för första gången 2017 i Gatorade Arena i Åbo 2018 i Kuppis bollhall. Organisatörerna vill med hjälp av evenemanget lyfta fram e-sporten och tävlingsinritkat spelande (videospel) bland allmänheten och nå nya potentiella kunder. Det huvudsakliga syftet med examensarbetet är att undersöka kundgruppen för att kartlägga en marknadsföringsstrategi åt följande Grail Quest -evenemanget som kommer att ordnas. I undersökningen ligger fokus på målgruppen e-sportentusiasiter. Arbetet går mer detaljerat in på hur man marknadsför evenemang. Det ser också på vad som krävs för att få ungdomar som tävlar i esport att bli intresserade att delta i ett e-sport och LAN- evenemang.
    [Show full text]
  • 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.
    [Show full text]
  • Hearthstone Championship Groups Announced
    Nov 25, 2014 10:27 UTC Hearthstone Championship Groups Announced In two days DreamHack Hearthstone Championship will kick-off. All the competitor’s decks are now collected and we couldn't be more excited to announce the 4 groups of the tournament. With a completely stacked lineup, the Hearthstone tournament at DreamHack Winter looks to be one of the most exciting yet, and already in round one there will be some huge match- ups! Group A Matches start 14:30 CEST November 27th Archon Firebat vs. Razor’s Edge Marzito Darkwonyx vs. Dignitas Greensheep ROOT Xixo vs. IHearthU Powder Cloud9 StrifeCro vs. Archon Hosty Group B Matches start 14:30 CEST November 27th Cloud9 Kolento vs. eEriness Esosek Cloud9 Ek0p vs. Punchline Maverick Archon Amaz vs. IHearthU Faramir MYM Rdu vs. Forsen Group C Matches start 14:30 CEST November 28th Team Liquid Savjz vs. Punchline Origin mYinsanity Mirrrari vs. Lucky Draw Lifecoach Neirea vs. compLexity Dog Cloud9 TidesofTime vs. Tempo Storm Reynad Group D Matches start 14:30 CEST November 28th Tempo Storm Gaara vs. Cipher SK Gaming Numberguy vs. Samsung Gaming Thalai Tempo Storm Hyped vs. Fnatic Kaldi MYM ThijsNL vs. PlanetKey Lothar Each group is made up of 8 competitors, who over November 27th and 28th will compete in 8 player double elimination brackets, the top 2 of each group will advance to the single elimination playoffs on November 29th. Group A and B will be played out entirely on November 27th, and Group C and D will be played out on November 28th. From each pair of groups one match from Winner Bracket Round 1, one match from WBR2 or LBR2 and every single Winner Bracket Final and Loser Bracket Final match will be broadcast live only on Viagame! Viewers will be able follow the matches in English, Russian, French and Spanish languages.
    [Show full text]
  • Storm of Heroes Youtube
    Storm of heroes youtube The official YouTube channel for the game Heroes of the Storm, a raucous online team brawler starring your favorite Blizzard characters. ESRB Rating: TEEN wi. The Lich Lord of The Plaguelands, Commander of The Dread Necropolis, Master of the Cold Dark, Founder of. GAME 2! ? v=q_ATnAESCWk SECOND CHANNEL: It's nonstop mayhem as epic Blizzard heroes clash on unique battlegrounds in Blizzard Entertainment's. Click here for the Heroes of the Storm Daily Quest Gameplay playlist. As the new warchief of the Horde, Garrosh is a proud and vicious warrior who rules with an iron fist. His hatred. The infestation spreads within the Nexus Get all the necessary information and gameplay tips on our newest. ชอื เกม: Storm of Heroes คา่ ย: Hoolai Game Ltd แนวเกม: RPG กราฟฟิค: 2D ภาษา: ภาษาอังกฤษ คําแนะนําเบอื งตน้ : การแสวงหามหากาพย!์ เกม RPG. My German GAMING Channel: ➔ Visit RECON COMPANY. Once the Aspect of Wisdom, Malthael abandoned heaven after the Worldstone's destruction. In secret, he had. Get the BUFF AF Shirt! ➤ Thanks to Blizzard for sponsoring this video! Learn more. Hana Song, also known as “,” is both a world champion professional gamer and a burgeoning global icon. As. The battle begins soon! Teams from all over the globe are preparing for the launch of Heroes of the Storm's HGC competition, and you won't want to miss a. The Machines of War are nearly upon the Nexus. Find out what Heroes join the fight in this upcoming epic. After shattering the Worldstone, the young Amazon Cassia had changed. She had seen hatred, terror, and.
    [Show full text]
  • 15 HC Points from Placing 1St in the ONOG Major C
    Only players with 45 points or more are displayed below. This point breakdown includes October Legend results. Have questions, comments, or concerns about this breakdown? Email us at [email protected]. AKAWonder has currently earned 63 HC points in the Last Call season (Europe) - 15 HC points from placing 1st in the ONOG Major Circuit Austin 2017 in March - 6 HC points from reaching Legend in Sep (EU) - 6 HC points from reaching Legend in May (EU) - 5 HC points from placing 1st in the StriveWire's Little John #189 online Cup in June - 5 HC points from placing 1st in the GmG - HCT EU 2017 #5 online Cup in April - 4 HC points from reaching Legend in Aug (EU) - 3 HC points from placing 2nd in the Titanar online Cup in July - 3 HC points from placing 2nd in the Maynard's Tuesday #16 online Cup in March - 2 HC points from reaching Legend in Apr (EU) - 2 HC points from placing 9th and Below in the Europe Spring Playoffs in May - 2 HC points from placing 3rd/4th in the StriveWire's Little John #114 online Cup in February - 2 HC points from placing 3rd/4th in the Monday Night Cup #207 online Cup in January - 1 HC point from reaching Legend in Oct (EU) - 1 HC point from reaching Legend in Nov (EU) - 1 HC point from reaching Legend in Mar (AP) - 1 HC point from reaching Legend in Jun (EU) - 1 HC point from reaching Legend in Jul (EU) - 1 HC point from reaching Legend in Jan (EU) - 1 HC point from reaching Legend in Feb (AP) - 1 HC point from reaching Legend in Dec (EU) - 0 HC points from reaching Legend in Mar (EU) - 0 HC points from
    [Show full text]
  • 2018 Heroes of the Storm® Heroes Global Championship North America League Phase 1 Official Competition Rules, Terms and Conditi
    2018 HEROES OF THE STORM® HEROES GLOBAL CHAMPIONSHIP NORTH AMERICA LEAGUE PHASE 1 OFFICIAL COMPETITION RULES, TERMS AND CONDITIONS TABLE OF CONTENTS 1. INTRODUCTION ..................................................................................................................................... 4 2. HEROES GLOBAL CHAMPIONSHIP - NORTH AMERICA LEAGUE ............................................... 4 2.1. Acceptance of the Official Rules. ................................................................................................. 4 2.2. Applicability of the Official Rules. ............................................................................................... 5 3. PLAYER ELIGIBILITY REQUIREMENTS ............................................................................................ 5 3.1. Regional Eligibility. ...................................................................................................................... 5 3.2. Residency Requirements. .............................................................................................................. 6 3.3. Minimum Age Requirements. ....................................................................................................... 7 3.4. Ineligible Players. .......................................................................................................................... 8 4. TEAM OWNERSHIP ................................................................................................................................ 8 4.1. Overview ......................................................................................................................................
    [Show full text]
  • The Rise of Esports Investments a Deep Dive with Deloitte Corporate Finance LLC and the Esports Observer
    The rise of esports investments A deep dive with Deloitte Corporate Finance LLC and The Esports Observer April 2019 The rise of esports investments | Contents Contents Image - TEO Page 06 Page 22 Page 28 04 Executive summary This publication contains general information only and Deloitte Corporate Finance LLC and The Esports Observer are not, by means of this publication, rendering accounting, business, financial, investment, legal, tax, or other professional advice 06 or services. This publication is not a substitute for such professional advice or services, nor should it be used as a Leveling up: the rise of basis for any decision or action that may affect your business. esports investment Before making any decision or taking any action that may affect your business, you should consult a qualified Esports investment has made professional advisor. significant strides in recent years as traditional investors join Deloitte Corporate Finance LLC and The Esports Observer venture capital in exploring many shall not be responsible for any loss sustained by any person who relies on this publication. of the diverse investment opportunities across the industry’s Copyright © 2019 Deloitte Development LLC. All rights diverse ecosystem. reserved. 01 The rise of esports investment | Contents Contents Page 32 Page 34 Page 38 25 29 34 The value of an esports Why Modern Times Group The rising power (and risk) of investment: an investor view made two of esports' best influencers in esports investments to-date Many investors will find the strong By recognizing
    [Show full text]
  • Empower the Esports Community and Shape the Future of Esports Content Prelude Chapter 3: All About Teamwork What Is ……………………....……………………..……
    EMPOWER THE ESPORTS COMMUNITY AND SHAPE THE FUTURE OF ESPORTS CONTENT PRELUDE CHAPTER 3: ALL ABOUT TEAMWORK WHAT IS ……………………....……………………..……........... 3 OUR EXPERTISE ……...………..…………………………………………….…........ 36 OUR MEMBERS ……...………..……….…………………….…………………........ 37 CHAPTER 1: ALL ABOUT COIN OUR ESPORTS CONSULTANTS ……...……………………..……….…........ 39 HOW WORKS ……...…………..….….….............................5 OUR PARTNERS ……...………..……….…...……………………………………….. 40 BLOCKCHAIN APPLICATION………………………………………………………..6 HYBRID (DE)CENTRALIZATION…………………………………………………..10 CHAPTER 4: ALL ABOUT OUR MISSION COIN DISTRIBUTION ……...………..………………………………………............13 CREATE A BETTER ESPORTS ENVIRONMENT ……...…….………….. 42 TOKEN FLOW………………………………………………………………………………..14 HELP TO GROW CRYPTO USER BASE ……...…..……….…...…....... 45 CHAPTER 2: ALL ABOUT PRODUCTS CHAPTER 5: ALL ABOUT DATA OUR SITE ……...………..…………………………….………………………………...… 16 (APPENDIX) OUR DATA ……...………..……….…...…………….…………………..………...….… 20 OUR BETTING PLATFORM ……...………..….…….…...…………………….... 22 OUR ODDS ……...………..……….…..……………….………………………………... 25 HOW APPLIES? ……...………..………..…………………... 30 COMPLIANCE ……...………..……….…...………………………………………...…. 32 WHAT IS • A new digital currency based on the Ethereum blockchain that allows eSports fans to support their favourite teams • A coin that empowers the eSports community to improve the imbalanced financial regulation in eSports tournaments, especially for smaller tournaments • A coin that facilitates eSports p2p and b2c betting with every spend and bet contributing back to the eSports
    [Show full text]
  • Der Esport Als Chance Für Investitionen
    osborneclarke.com Der eSport als Chance für Investitionen Vision Leader Talk Konstantin Ewald Rechtsanwalt/Partner 8. Juli 2016 1 osborneclarke.de About me: Konstantin "Konni" Ewald Konstantin Ewald • Partner bei Osborne Clarke in Köln • Head of Digital Business • Juve Award Kanzlei des Jahres 2012 für Medien und IT • Buch Apps und Recht, Beck Verlag 2015 • Was macht ein Anwalt im Bereich eSports? • Beratung der ESL/Turtle Entertainment seit mehr als 10 Jahren • Vertretung von Ligen-Anbietern in Prozessen um Cheating • Vertretung diverser Teams (zuletzt: SK Gaming) • Beratung von non-eSports Unternehmen bei Investments, Sponsorings im eSports Segment Twitter: @Spielerecht Blog: www.spielerecht.de 2 osborneclarke.com eSports erobert die Welt Screenshots: SRF, ZDF, Games Wirtschaft, Newzoo 3 osborneclarke.com eSports in Zahlen • 61 Mio. Preisgelder in 2015 • 70 % Wachstum zum Vorjahr 61 463 Mio. Mio. • 463 Mio. Umsatz in 2016 erwartet • 43 % Wachstum zum Vorjahr • 148 Mio. eSports Fans weltweit 148 144 Mio. Mio. • 144 Mio. Fans zusätzlich bei großen Events • 804 Mio. Stunden eSports Content 803.7 43% in zehn Monaten auf Mio. Twitch angesehen Angaben in US-Dollar, Quelle: newzoo.com 4 osborneclarke.com Am bekanntesten ist eSport in China… Angaben in % China 28 35 EU Nordamerika 22 15 Rest der Welt Quelle: newzoo.com 5 osborneclarke.com Aber der weltweite Beliebtheitsgrad von eSports steigt Anzahl der eSports Anhänger weltweit (Angaben in Mio.) 250 200 215 196 175 150 148 100 115 50 0 2015 2016 2017 2018 2019 Quelle: newzoo.com 6 osborneclarke.com Ebenso steigt der allgemeine Bekanntheitsgrad Bekanntheitsgrad von eSports (Angaben in Mio.) 1800 1600 1.572 1400 1.435 1200 1.283 1000 1.101 800 809 600 400 200 0 2015 2016 2017 2018 2019 Quelle: newzoo.com 7 osborneclarke.com Private & Confidential Investitionen in eSports – Ist die Zeit also reif? 8 osborneclarke.com Private & Confidential Die großen Player steigen ein Shaquille O'Neal • Investment in NRG eSports (League of Legends u.
    [Show full text]