(Valve), Illustrative Rendering in Team Fortress 2
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Esports High Impact and Investable
Needham Insights: Thought Leader Series Laura A. Martin, CFA & CMT – [email protected] / (917) 373-3066 September 5, 2019 Dan Medina – [email protected] / (626) 893-2925 eSports High Impact and Investable For the past decade, eSports has been growing on the main stage in Asia and in stealth mode in the US. This report addresses questions we get most often from investors about eSports: ➢ What is eSports? Definitions differ. Our definition of eSports is “players competing at a video game in front of a live audience while being live-streamed.” By implication, viewing, attendance, and playing time are linked, and each creates revenue streams for eSports. ➢ How big is eSports? Globally, one out of every three (ie, 33%) 18-25 year olds spent more than an hour a day playing video games, 395mm people watched eSports, and 250mm people played Fortnite in 2018. eSports revenue will be $1.1B in 2019, up 26% y/y. ➢ Should investors care about eSports? We would argue “yes”, owing to: a) global scale; b) time spent playing and viewing; c) compelling demographics; d) eSports vs traditional sports trends; e) revenue growth; and, f) sports betting should supercharge US eSports. ➢ Is eSports a fad? We would argue “no”, owing to: a) many US Universities now offer Varsity eSports scholarships; b) new special purpose eSports stadiums are proliferating; c) billionaires are investing to make eSports successful; d) audience growth; and, e) Olympics potential. ➢ Why have you never heard of eSports? Because zero of the top 30 earning players in the world were from the US in 2018. -
Day of Defeat : Official Strategy Guide Kindle
DAY OF DEFEAT : OFFICIAL STRATEGY GUIDE PDF, EPUB, EBOOK Prima Development | 160 pages | 01 Jun 2003 | Prima Publishing,U.S. | 9780761543503 | English | Rocklin, United States Day of Defeat : Official Strategy Guide PDF Book Paladin Anima Powers. Playing online is fundamentally different from playing offline, as greater amounts of interactivity and chaos often push you to new limits as a general and a soldier. When playing a sniper, find a spot and start sniping; trying to be mobile may be more fun, but sticking to a good perch that overlooks a high-traffic area is far more helpful if you're into mobile sniping, try the Rifleman class. Don't know how effective this is for small games, but there is a marked difference in large games. While there is always a raging debate over whether the recoils are too hard or too soft, dealing with recoil is the same across the board. A large clip allowed for agile attacks on fortified positions. Follow the sound of the ringing phone through the little office and down the corridor. Thanks to anybody who still believes in acting civil online! You can get there easily by going to the flag 3 sewers, then taking a left down to the area under the church. The graphics aren't the best, but this game was tons of fun back in the day! There's a door on the right side that leads directly in. Finally, if you're in need of a defensive location, enter the left path out of your spawn. Errors and other gremlins squashed. -
Florida Tech Esports Tryout Information Packet
Esports Tryouts Team Benefits ............................................................................................................................................. 3 Who can tryout? ......................................................................................................................................... 4 What to expect ............................................................................................................................................ 5 Varsity & Junior Varsity Tryout Requirements ....................................................................................... 6 League of Legends (LoL) ............................................................................................................................ 6 Rocket League (RL) .................................................................................................................................... 6 Junior Varsity Tryout Requirements ........................................................................................................ 7 Rainbow 6 Siege (R6S) ............................................................................................................................... 7 Valorant (VAL) ........................................................................................................................................... 7 Florida Tech Esports Club Titles .............................................................................................................. 8 Dear Florida Tech Students, Thank you -
Portal Prima Official Mini Eguide.Pdf 2008-05-31 12:20 3.1 MB
PRIMA OFFICIAL GAME GUIDE DAVID SJ HODGSON STEPHEN STRATTON MIGUEL LOPEZ Prima Games David SJ Hodgson A Division of Random House, Inc. Originally hailing from the United Kingdom, David left his role as a writer of numerous 3000 Lava Ridge Court, Suite 100 British video game magazines (including Mean Machines, Computer & Video Games, Roseville, CA 95661 and the Offi cial Nintendo and Sega Saturn magazines) and a bohemian lifestyle on a dry-docked German fi shing trawler to work on the infamous GameFan magazine in www.primagames.com 1996. David helped to launch the fl edgling GameFan Books and helped form Gamers’ The Prima Games logo is a registered trademark of Random House, Inc., Republic in 1998, authoring many strategy guides for Millennium Publications, registered in the United States and other countries. Primagames.com is including The Offi cial Metal Gear Solid Mission Handbook. After launching the wildly a registered trademark of Random House, Inc., registered in the United unsuccessful incite Video Gaming and Gamers.com, David found his calling, and States. began authoring guides for Prima Games. He has written over 30 Prima strategy guides, including The Godfather: The Game, Knights of the Old Republic, Perfect Dark © 2007 by Prima Games. All rights reserved. No part of this book may be Zero, Half-Life 2, and Burnout Revenge. He lives in the Pacifi c Northwest with his reproduced or transmitted in any form or by any means, electronic or mechanical, wife, Melanie, and an eight-foot statue of Great Cthulhu. including photocopying, recording, or by any information storage or retrieval system without written permission from Prima Games. -
Team Fortress 2 Mine Shaft Custom
University of Arkansas – CSCE Department Advanced Virtual Worlds – Spring 2013 CTF_Shaft: A Custom Team Fortress 2 Map Taylor Yust, Scott Benton, Luke Godfrey, Dylan Reile Note: Except where otherwise specified, text was written by Taylor Yust Abstract One of the most prominent applications of virtual worlds is in the game industry. The success of a game hinges on its ability to craft compelling environments that effectively explore the design space afforded by its mechanics. Team Fortress 2, an online multiplayer action game developed by Valve, is no exception. In an attempt to further our own experience with game development and virtual world construction, our team seeks to design and build an engaging custom map using critical game design methodology. We will tackle the “Capture the Flag” game type, which is notorious in the Team Fortress 2 community for often resulting in broken gameplay. [1] 1.0 Problem When most amateur designers approach map development, they fail to think of the design in a critical manner and instead move forward with only a vague notion of what would be “cool.” For example, rather than understanding a vertical space as providing a sort of increased “flow” in the form tactical and mechanical advantage, many designers would see it as an “awesome tower,” unable to look beyond its literal representation. This approach often leads to poorly designed maps with balancing issues. The “Capture the Flag” (CTF) maps in Team Fortress 2 are an excellent example of this. The mechanics often lead to stalemates with the dominant strategy being to “turtle” near your team’s flag. -
Module 2 Roleplaying Games
Module 3 Media Perspectives through Computer Games Staffan Björk Module 3 Learning Objectives ■ Describe digital and electronic games using academic game terms ■ Analyze how games are defined by technological affordances and constraints ■ Make use of and combine theoretical concepts of time, space, genre, aesthetics, fiction and gender Focuses for Module 3 ■ Computer Games ■ Affect on gameplay and experience due to the medium used to mediate the game ■ Noticeable things not focused upon ■ Boundaries of games ■ Other uses of games and gameplay ■ Experimental game genres First: schedule change ■ Lecture moved from Monday to Friday ■ Since literature is presented in it Literature ■ Arsenault, Dominic and Audrey Larochelle. From Euclidian Space to Albertian Gaze: Traditions of Visual Representation in Games Beyond the Surface. Proceedings of DiGRA 2013: DeFragging Game Studies. 2014. http://www.digra.org/digital- library/publications/from-euclidean-space-to-albertian-gaze-traditions-of-visual- representation-in-games-beyond-the-surface/ ■ Gazzard, Alison. Unlocking the Gameworld: The Rewards of Space and Time in Videogames. Game Studies, Volume 11 Issue 1 2011. http://gamestudies.org/1101/articles/gazzard_alison ■ Linderoth, J. (2012). The Effort of Being in a Fictional World: Upkeyings and Laminated Frames in MMORPGs. Symbolic Interaction, 35(4), 474-492. ■ MacCallum-Stewart, Esther. “Take That, Bitches!” Refiguring Lara Croft in Feminist Game Narratives. Game Studies, Volume 14 Issue 2 2014. http://gamestudies.org/1402/articles/maccallumstewart ■ Nitsche, M. (2008). Combining Interaction and Narrative, chapter 5 in Video Game Spaces : Image, Play, and Structure in 3D Worlds, MIT Press, 2008. ProQuest Ebook Central. https://chalmers.instructure.com/files/738674 ■ Vella, Daniel. Modelling the Semiotic Structure of Game Characters. -
The Future Past: Intertextuality in Contemporary Dystopian Video Games
The Future Past: Intertextuality in Contemporary Dystopian Video Games By Matthew Warren CUNY Baccalaureate for Unique and Interdisciplinary Studies Submitted to: Timothy Portlock, Advisor Hunter College Lee Quinby, Director Macaulay Honors College Thesis Colloquium 9 May 2012 Contents I. Introduction: Designing Digital Spaces II. Theoretical Framework a. Intertextuality in the visual design of video games and other media b. Examining the established visual iconography of dystopian setting II. Textual Evidence a. Retrofuturism and the Decay of Civilization in Bioshock and Fallout b. Innocence, Iteration, and Nostalgia in Team Fortress and Limbo III. Conclusion 2 “Games help those in a polarized world take a position and play out the consequences.” The Twelve Propositions from a Critical Play Perspective Mary Flanagan, 2009 3 Designing Digital Spaces In everyday life, physical space serves a primary role in orientation — it is a “container or framework where things exist” (Mark 1991) and as a concept, it can be viewed through the lense of a multitude of disciplines that often overlap, including physics, architecture, geography, and theatre. We see the function of space in visual media — in film, where the concept of physical setting can be highly choreographed and largely an unchanging variable that comprises a final static shot, and in video games, where space can be implemented in a far more complex, less linear manner that underlines participation and system-level response. The artistry behind the fields of production design and visual design, in film and in video games respectively, are exemplified in works that engage the viewer or player in a profound or novel manner. -
ESPORTS a Guide for Public Libraries
ESPORTS A Guide for Public Libraries 1 Contents Introduction…………….….……….………….…………3 Esports 101….……….….……….………….….….…….4 What Are Esports? Why Are Esports a Good Fit for Libraries? Esports & the Public Library……….…….…….………6 Making a Library Team Other Ways Libraries Can Interact with Video Games Partnerships….……………..…….……………….….….9 Local Partners North America Scholastic Esports Federation Technical Requirements…….………..….……….……10 Creating Internet Videos….…………….……….……12 Recording Editing Uploading IP & Privacy Considerations…………….…………….15 IP Considerations for Video Sharing Privacy A Note on ESRB Ratings Glossary………….……….……….……….……………18 Acknowledgements…….……….………..……………28 Further Reading….….……….…..………….……….…29 URLs……..……….….….……….……………………….30 2 Introduction In September 2019, Pottsboro Area Library in Pottsboro, TX, began an esports program funded by a IMLS grant. With ten new gaming computers and a vastly improved internet connection, Pottsboro Library has acted as a staging location for an esports team in association with Pottsboro High School, opening new hours on Saturdays for the team to practice in private. This collaboration also includes the esports club of nearby Austin College, whose students serve as mentors for the library’s club, and the North America Scholastic Esports Federation (NASEF), which has provided information and assistance in setting up the team to play in its high school league. In addition to being used by the team, four of the gaming computers are open for public use, which has attracted younger patrons to the library and provides new options for children and young adults in an area where internet access is otherwise extremely limited. This guide is intended for public libraries that are interested in esports or video games for any reason—to increase participation of young adults in library programming, to encourage technological skills and literacy, to provide a space for young people to gather and practice teamwork, etc. -
Phenomena of Social Dynamics in Online Games
University of South Florida Scholar Commons Graduate Theses and Dissertations Graduate School July 2019 Phenomena of Social Dynamics in Online Games Essa Alhazmi University of South Florida, [email protected] Follow this and additional works at: https://scholarcommons.usf.edu/etd Part of the Computer Sciences Commons Scholar Commons Citation Alhazmi, Essa, "Phenomena of Social Dynamics in Online Games" (2019). Graduate Theses and Dissertations. https://scholarcommons.usf.edu/etd/8329 This Dissertation is brought to you for free and open access by the Graduate School at Scholar Commons. It has been accepted for inclusion in Graduate Theses and Dissertations by an authorized administrator of Scholar Commons. For more information, please contact [email protected]. Phenomena of Social Dynamics in Online Games by Essa Alhazmi A dissertation submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy Department of Computer Science and Engineering College of Engineering University of South Florida Major Professor: Adriana Iamnitchi, Ph.D. John Skvoretz, Ph.D. Kingsley A. Reeves, Jr., Ph.D. Yao Liu, Ph.D. Paul Rosen, Ph.D. Giovanni Luca Ciampaglia, PhD. Date of Approval: June 6, 2019 Keywords: social phenomena, social network analysis, data mining, team formation, migration Copyright c 2019, Essa Alhazmi DEDICATION This dissertation is dedicated to my wife, Maryam, and our daughters, Jude and Elena. I also dedicate this work to my parents, Zakia and Ali, and all my brothers and sisters. ACKNOWLEDGMENTS First, I would like to thank my advisor, Professor Adriana Iamnitchi, for advising and supporting me learn and practice foundations of scientific research. This thesis would not have been possible without her and without freedom and encouragement, she has given me during the time I spent at University of South Florida. -
Owned Products: 111
Owned Products: 111 Price / Review Name Price Time Hour s Team Fortress ClassicAppID: 20, Game 4.99 $4.99 39m 82% Half-Life: Opposing ForceAppID: 50, Game - $4.99 - 94% Half-LifeAppID: 70, Game 1.53 $9.99 6.5h 96% Half-Life: Blue ShiftAppID: 130, Game - $4.99 - 89% Free or Team Fortress 2AppID: 440, Game - 359.8h 94% No Price Free or Dota 2AppID: 570, Game - 512.7h 89% No Price 1,680.2 Counter-Strike: Global OffensiveAppID: 0.01 $14.99 91% 730, Game h Garry's ModAppID: 4000, Game 0.13 $9.99 74.0h 95% Just Cause 2AppID: 8190, Game 0.46 $14.99 32.5h 92% RACE 07: Andy Priaulx Crowne Plaza Free or - - 44% RacewayAppID: 8650, Game No Price Call of Duty: Modern Warfare 2AppID: 0.99 $19.99 20.2h 90% 10180, Game Call of Duty: Modern Warfare 2 - Free or - 32.1h - MultiplayerAppID: 10190, Game No Price Free or TrackMania Nations ForeverAppID: 11020, - - 89% Game No Price Gumboy TournamentAppID: 11230, Game 2.99 $2.99 5m 67% ChainsAppID: 11360, Game - $4.99 - 71% Crash Time IIAppID: 11390, Game 4.76 $9.99 2.1h 49% Grand Theft Auto IVAppID: 12210, Game - $19.99 - 64% Grand Theft Auto: Episodes from Liberty 0.40 $19.99 50.3h 73% CityAppID: 12220, Game Free or America's Army 3AppID: 13140, Game - 1m 63% No Price Fallout: New VegasAppID: 22380, Game 2.42 $9.99 4.1h 95% Booster TrooperAppID: 27920, Game - $4.99 - 41% CasterAppID: 29800, Game - $1.99 - 78% $1.49 SEGA Mega Drive & Genesis Classics - (Not in - - AppID: 34270, Game Store) Free or Moonbase AlphaAppID: 39000, Game - 36m 89% No Price Nail'dAppID: 40380, Game 0.49 $1.24 2.5h 79% Super Meat BoyAppID: -
A Traffic Analysis of a Busy Counter-Strike Server
Portland State University PDXScholar Computer Science Faculty Publications and Presentations Computer Science 5-2002 Provisioning On-line Games: A Traffic Analysis of a Busy Counter-Strike Server Wu-chang Feng Oregon Graduate Institute of Science & Technology Francis Chang Oregon Graduate Institute of Science & Technology Wu-chi Feng Oregon Graduate Institute of Science & Technology Jonathan Walpole Oregon Graduate Institute of Science & Technology Follow this and additional works at: https://pdxscholar.library.pdx.edu/compsci_fac Part of the Digital Communications and Networking Commons, and the OS and Networks Commons Let us know how access to this document benefits ou.y Citation Details "Provisioning On-line Games: A Traffic Analysis of a Busy Counter-Strike Server," Wu-chang Feng, Francis Chang, Wu-Chi Feng, and Jonathan Walpole, OGI CSE Technical Report, CSE-02-005, May 15, 2002. This Technical Report is brought to you for free and open access. It has been accepted for inclusion in Computer Science Faculty Publications and Presentations by an authorized administrator of PDXScholar. Please contact us if we can make this document more accessible: [email protected]. 1 Provisioning On-line Games: A Traffic Analysis of a Busy Counter-Strike Server Wu-chang Feng Francis Chang Wu-chi Feng Jonathan Walpole Department of Computer Science Engineering OGI School of Science and Engineering at OHSU Beaverton, OR 97006 wuchang,francis,wuchi,walpole @cse.ogi.edu f g Abstract—This paper describes the results of a 500 I. INTRODUCTION million packet trace of a popular on-line, multi-player, game server. The results show that the traffic behavior Due the confluence of advances in graphics hard- of this heavily loaded game server is highly predictable ware, in network bandwidth on the backbone and and can be attributed to the fact that current game de- to the home, in client and server hardware, and in signs target the saturation of the narrowest, last-mile innovative software game design, on-line interac- link. -
The Discourse of Digital Dispossession
Article Games and Culture 2018, Vol. 13(7) 690-707 ª The Author(s) 2018 The Discourse of Article reuse guidelines: sagepub.com/journals-permissions DOI: 10.1177/1555412018756488 Digital Dispossession: journals.sagepub.com/home/gac Paid Modifications and Community Crisis on Steam Daniel James Joseph1 Abstract This article is a chronicle and analysis of a community crisis in digital space that took place on Valve Corporation’s digital distribution platform, Steam. When Valve and Bethesda (publisher and developer of Skyrim) decided to allow mods to be sold by mod makers themselves, there ensued a community revolt against the commodifi- cation of leisure and play. I put this crisis of play and work in dialogue with Harvey’s concept of “accumulation by dispossession,” firmly placing it within a longer history of disruptive capital accumulation strategies. I then conduct a discourse analysis of community members on reddit, as they make sense of and come to terms with this process of dispossession. Arising in the discourse was not class consciousness per se, but instead a pervasive feeling of helplessness and frustration as games, play, and leisure began to feel like work. Keywords digitallabor,play,Steam,platformstudies, digital distribution, game studies, discourse analysis 1 University of Toronto, Mississauga, Canada Corresponding Author: Daniel James Joseph, University of Toronto, 3359 Mississauga Rd., Mississauga, Canada L5L 1C6. Email: [email protected] Joseph 691 On April 23, 2015, the digital game developer and production company, Valve Corporation, announced through their digital distribution platform Steam the intro- duction of buying and selling of “mods, maps, and all kinds of items that you’ve created.” They continued, saying that “with a new, streamlined process for listing and selling your creations, the Steam Workshop now supports buying mods directly from the Workshop, to be immediately usable in game” (Valve Corporation, 2015).