Esports How We Got to Here, and What Comes Next
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Lesson 1.1 Genesis Of
Lesson 1.1 Genesis of SEM Copyright © 2016 by Sports Career Consulting, LLC History of SEM Lesson 1.1 What is SEM? Acronym for: Sports and Entertainment Marketing Copyright © 2016 by Sports Career Consulting, LLC History of SEM Lesson 1.1 The Evolution of SEM SEM is a relatively new concept ➢ Forms of sports marketing started as early as 1858 (first known athletic event to charge admission took place at a baseball game) ➢ Entertainment as we know it today (movies, radio, television, music) exploded from 1900 on, and as technology improved, so did the products being offered Copyright © 2016 by Sports Career Consulting, LLC History of SEM Lesson 1.1 The Evolution of SEM SEM is a relatively new concept ➢ The 1900’s also brought the advent of carnivals, amusement parks, and theme parks which evolved from (but did not completely replace) fairs, circuses and festivals Copyright © 2016 by Sports Career Consulting, LLC History of SEM Lesson 1.1 The Evolution of SEM Many events influenced growth ➢ Evolved as fan support grew with willingness to spend discretionary income on sports ➢ Emergence of radio and television increase exposure to sports. Copyright © 2016 by Sports Career Consulting, LLC History of SEM Lesson 1.1 The Evolution of SEM ➢ Corporations began to see the benefit with sports affiliations, resulting in a sponsorship boom ➢ Celebrity endorsements and naming rights deals became common industry practice ➢ Advancement of technologies making it easier to consume sports and entertainment while more sports and entertainment properties are introduced Copyright © 2016 by Sports Career Consulting, LLC History of SEM Lesson 1.1 Industry Size & Scope ➢ The sports business industry is one of the largest and fastest growing industries in the US ➢Overall size of the entire sports industry in the U.S. -
Gfinity Elite Series, Season 3 Finals Weekend: Fifa 18 Results
GFINITY ELITE SERIES, SEASON 3 FINALS WEEKEND: FIFA 18 RESULTS Global FIFA 18 heavyweights battled it out to be crowned Elite Series Champions th Friday 27 April (London, United Kingdom): Today, the Gfinity Elite Series Season 3 FIFA 18 tournament culminated at the Gfinity Arena in London and broadcast live on Facebook, with team FNATIC emerging victorious after a nail-biting final with UNILAD. They take home the coveted Elite Series trophy and a share of the £250,000 prize pot. It was an epic evening for our FIFA 18 fans, with both the Semi-Finals and Final occurring on the same day. The first Semi saw a high stakes battle between two teams from opposite sides of the pond, with Team Envy (USA) taking on esports veterans FNATIC (UK). Envy (Marvyn ‘Aero’ Robert) took the lead in the opening game late in the first half, going into the second leg with a slight advantage over Team FNATIC (Conran ‘Rennerz’ Tobin). Simon ‘Zimme’ Nystedt (FNATIC) pegged the tie back at the start of the first half of the second leg, taking the score back to 1-1 on aggregate against Philipp ‘EisVogel’ Schermer (Envy). A late goal from Zimme took the game to extra time, scoring again early in the first half, bringing the overall score up to 3-2. Eisvogel and Team Envy began to orchestrate a heroic comeback, however once again Zimme pegged them back, taking the contest all the way to penalties and subsequently sending FNATIC into the final. The next match saw MMO-specialists Method (Steven ‘FWPricey’ Price and Nathan ‘Zelonius’ Horton) take on the UNILAD (Spencer ‘Gorilla’ Ealing and Shaun ‘Shellzz’ Springette) Esports team, the lowest ranking team in the Gfinity franchise overall league, however one of the favorites to take the top spot this evening. -
Investigating Psychological Well-Being Levels of Teenagers Interested in Esport Career
RESEARCH ON EDUCATION AND PSYCHOLOGY (REP) Received: January 18, 2019 e-ISSN: 2602-3733 Accepted: February 24, 2019 Copyright © 2019 http://journalrep.com June 2019 3(1) 1-10 Research Article Investigating Psychological Well-Being Levels of Teenagers Interested in Esport Career Memduh Kocadağ ¹ Abstract The purpose of this study is to reveal psychological levels of teenagers who are interested in Esport career. Recently, thanks to technological developments, there has been a growing new industry: Electronic Sports. Nowadays, playing video games might be seem as a career option. Teenagers who are interested in eSport career play video games for a long time in their daily life as much as professional eSport players do. Excessive plays of video games have been known to cause psychological, physiological, and mental problems. Playing video games for a long time in daily life causes social, emotional, and mental problems such as depression, agression, intolerability, lose of control. The research’s study group consists of teenager students in high schools and colleges in Turkey. Web-based questionnaire and psychologocial well-being scale which belongs to Telef had been used to collect data. Using data from a survey of 320 teenagers 15 to 27 years old in Turkey, we tested psychological well-being levels of teenagers with daily playing video game times and teenagers’ desire of having esport career. The results show that daily playing video game times effect psychological well-being levels of teenagers. Additionally, teenagers’ desire of having an Esport career is significant predictor of low psychological well-being level. Key Words Electronic sports Teenagers Psychological well-being Esport career ¹ Correspondence to: Teacher, Manisa Turkey. -
Notes and Sources for Evil Geniuses: the Unmaking of America: a Recent History
Notes and Sources for Evil Geniuses: The Unmaking of America: A Recent History Introduction xiv “If infectious greed is the virus” Kurt Andersen, “City of Schemes,” The New York Times, Oct. 6, 2002. xvi “run of pedal-to-the-medal hypercapitalism” Kurt Andersen, “American Roulette,” New York, December 22, 2006. xx “People of the same trade” Adam Smith, The Wealth of Nations, ed. Andrew Skinner, 1776 (London: Penguin, 1999) Book I, Chapter X. Chapter 1 4 “The discovery of America offered” Alexis de Tocqueville, Democracy In America, trans. Arthur Goldhammer (New York: Library of America, 2012), Book One, Introductory Chapter. 4 “A new science of politics” Tocqueville, Democracy In America, Book One, Introductory Chapter. 4 “The inhabitants of the United States” Tocqueville, Democracy In America, Book One, Chapter XVIII. 5 “there was virtually no economic growth” Robert J Gordon. “Is US economic growth over? Faltering innovation confronts the six headwinds.” Policy Insight No. 63. Centre for Economic Policy Research, September, 2012. --Thomas Piketty, “World Growth from the Antiquity (growth rate per period),” Quandl. 6 each citizen’s share of the economy Richard H. Steckel, “A History of the Standard of Living in the United States,” in EH.net (Economic History Association, 2020). --Andrew McAfee and Erik Brynjolfsson, The Second Machine Age: Work, Progress, and Prosperity in a Time of Brilliant Technologies (New York: W.W. Norton, 2016), p. 98. 6 “Constant revolutionizing of production” Friedrich Engels and Karl Marx, Manifesto of the Communist Party (Moscow: Progress Publishers, 1969), Chapter I. 7 from the early 1840s to 1860 Tomas Nonnenmacher, “History of the U.S. -
LCCC Esports Proposal
#TAKE FLIGHT Proposal for the Establishment of Esports at Laramie County Community College March 5, 2021 1 Executive Summary In fall of 2018, athletic director, Mr. Clark Rasmussen, developed an Esports committee; they explored the addition of Esports as a collegiate sport. As a part of that exploration an Esports Club was developed and began operating in Fall 2019. The inaugural club membership was six students. In fall 2019, the committee continued to meet with new Interim Athletic Director, Dr. Cindy Henning. As a result of changes in the athletic department, the Esports Committee was paused until Golden Eagle Athletics strategic planning was developed. In spring 2020, the Golden Eagles Athletics Strategic Plan was completed and approved. One component of the strategic plan is “wise exploration of areas for potential expansion of Golden Eagle Athletics offerings” (Soaring Into the Future, LCCC Golden Eagle Athletics 2020-2025 Strategic Plan, p. 4). As of spring 2021, the Esports Club has 31 members comprised of 25 men and six women. The most common programs LCCC’s Esports club members choose are: computer science, cyber security, computer information systems, Art, Multimedia and Music. In addition, English, Human Services, Criminal Justice, and Business Finance/Management are represented. Although Laramie County Community College and Golden Eagle Athletics experienced budget reductions in fiscal year 22, adopting Esports as an approved athletic offering supports the LCCC Mission, increases opportunities for students, including scholarships, aligns with the Golden Eagles Athletics strategic plan, and can be initiated at a much lower cost than other sports. What is Esports? Esports is “online competitive video gaming played through computers and electronic consoles” (Laramie County Community College, [n.d.]. -
Gaming Headset
HyperX lancerer ‘Cloud’ Gaming Headset HyperX Cloud leverer maksimal komfort ved brug Suveræn lyd Udført i den lækre HyperX kvalitet 30 – April xx, 2014 – HyperX®, en afdeling af Kingston Technology Company, Inc., verdens førende indenfor hukommelsesprodukter, lancerede i dag HyperX Cloud gaming hovedtelefoner. HyperX Cloud har ekstremt behagelige ørepuder og store lydenheder for at give gamere ultimativ komfort og fantastisk lyd til de lange spilaftener. HyperX Clouds ørepuder benytter hukommelsesskum og en blød læderbetrukket hovedbøjle med detaljerede syninger og er dermed meget behageligt at benytte længe. Det lukkede design blokerer baggrundsstøj og giver en mere intens oplevelse ved spil. Ørepuderne kan skiftes fra læder til velour, som giver bedre mulighed for at høre omgivelserne mens hi-fi lyden af eksplosioner og skud stadig bibeholdes fra de store 53mm lydenheder. HyperX Cloud har tilmed en mikrofon som let kan afmonteres og det solide sæt et opbygget i let og stærkt aluminium. “HyperX worked with Swedish manufacturer QPAD to create a headset that delivers comfort and superb sound for long game play. This is a winning combination as QPAD is known for high-quality gaming peripherals throughoutEurope,” udtalte Edward Baily, business manager, HyperX. “We think the hours will pass by without notice as gamers wear the HyperX Cloud headset.” HyperX Cloud er kompatibel med PC, PS4™, smartphones og tablets. Det er allerede det officielle headset hos Intel Extreme Masters, Alliance Gaming, CNB e-Sports Club, SK-Gaming og Team Liquid. HyperX Cloud har to års garanti og den legandariske HyperX pålidelighed. Tilgængelig nu hos Komplett. For mere information besøg www.kingston.com/hyperxcloud. -
Esports Report, the Market Has Although in 2020 the Global Esports Audience Was Esports Enthusiasts Are Continued to Go from Strength to Strength
ESPORTS DISCUSSION An update on the esports market July 2021 INTRODUCTION Esports Update • This report will give an update on the esports Finally, the report will extend the analysis to The esports market is market from our previous report in 2019. 2020 recent developments with esports organisations expected to reach $1.5bn was an unprecedented year, in which most and what makes them attractive to investors. Like by 2023 (Newzoo) industries were affected in some way as a result of most industries, the dominant players are seeing COVID-19. new entrants that threaten their position. • The Asia Pacific region Focusing on the success in professional esports is The esports industry saw several developments not enough to guarantee financial success. represents more than during 2020. As lockdowns were implemented Successful teams will need to find the right balance 50% of the esports and around the world, most forms of in-person between being both an esports company and gaming audience (Juniper entertainment were cancelled overnight. The entertainment company. To find the right balance research) esports industry had a unique advantage over and to manage multiple revenue streams and traditional sports, and there was an evident cross- monetise their audiences, esports organisations over between the two sectors. will become better organised and adopt a more • Latin America may also professional approach to managing their become a key region for The report will also give an overview of the businesses. growth. It is projected to different investors that are involved in the esports produce over 130 million ecosystem and the reasoning for investing. -
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 Yearbook 2017/18
Julia Hiltscher and Tobias M. Scholz eSports Yearbook 2017/18 ESPORTS YEARBOOK Editors: Julia Hiltscher and Tobias M. Scholz Layout: Tobias M. Scholz Cover Photo: Adela Sznajder, ESL Copyright © 2019 by the Authors of the Articles or Pictures. ISBN: to be announced Production and Publishing House: Books on Demand GmbH, Norderstedt. Printed in Germany 2019 www.esportsyearbook.com eSports Yearbook 2017/18 Editors: Julia Hiltscher and Tobias M. Scholz Contributors: Sean Carton, Ruth S. Contreras-Espinosa, Pedro Álvaro Pereira Correia, Joseph Franco, Bruno Duarte Abreu Freitas, Simon Gries, Simone Ho, Matthew Jungsuk Howard, Joost Koot, Samuel Korpimies, Rick M. Menasce, Jana Möglich, René Treur, Geert Verhoeff Content The Road Ahead: 7 Understanding eSports for Planning the Future By Julia Hiltscher and Tobias M. Scholz eSports and the Olympic Movement: 9 A Short Analysis of the IOC Esports Forum By Simon Gries eSports Governance and Its Failures 20 By Joost Koot In Hushed Voices: Censorship and Corporate Power 28 in Professional League of Legends 2010-2017 By Matthew Jungsuk Howard eSports is a Sport, but One-Sided Training 44 Overshadows its Benefits for Body, Mind and Society By Julia Hiltscher The Benefits and Risks of Sponsoring eSports: 49 A Brief Literature Review By Bruno Duarte Abreu Freitas, Ruth S. Contreras-Espinosa and Pedro Álvaro Pereira Correia - 5 - Sponsorships in eSports 58 By Samuel Korpimies Nationalism in a Virtual World: 74 A League of Legends Case Study By Simone Ho Professionalization of eSports Broadcasts 97 The Mediatization of DreamHack Counter-Strike Tournaments By Geert Verhoeff From Zero to Hero, René Treurs eSports Journey. -
How to Start a Career in E-Sports
Moona Tuominen HOW TO START A CAREER IN E-SPORTS HOW TO START A CAREER IN E-SPORTS Moona Tuominen Bachelor’s Thesis Spring 2021 Business Information Technology Oulu University of Applied Sciences ABSTRACT Oulu University of Applied Sciences Business Information Technology Author(s): Moona Tuominen Title of Bachelor´s thesis: How to start a career in eSports Supervisor(s): Minna Kamula Term and year of completion: Spring 2021 Number of pages: 34 This thesis is about eSports, also known as electronic sports or competitive gaming. Gaming has grown as a business over the past few decades and eSports rival traditional sports in terms of revenue and viewership numbers. The industry is expected to continue growing, and as such, it is interesting to look at different career opportunities within the eSports industry. This paper lays out the history of competitive gaming and explores different career paths possible in the field of eSports, as well as ways to start a career in eSports. The aim of this thesis is to give a good, coherent picture of eSports as an industry, and to analyze the ways professionals in different positions and with different career paths have created their own careers in eSports. This research gives insight into the still quite new industry and the ways professionals from different backgrounds end up working for eSports organizations. Data used consists of written article interviews of professional gamers, YouTube videos of eSports professionals explaining what they do and how they ended up in the industry, as well as a short questionnaire. The conclusions of this thesis answer to the question: How to get a career in eSports? Keywords: Esports, Competitive Gaming, eSports Industry, Professional Gaming 3 CONTENTS 1 INTRODUCTION .................................................................................................................. -
The Best Ever? SK Gaming's Coldzera Looks to Claim His Place in CS:GO History
12/1/2017 Counter-Strike Global Offensive star coldzera looks to cement his legacy CS:GO -- coldzera looks to cement legacy 140d - Samuel Delorme Valve must solve two Dota 2 Pro Circuit problems 11h - Alan Bester Lessons from Samsung: Sticking to the script 14h - Emily Rand KSV acquires Samsung Galaxy's League of Legends team 20h - Young Jae Jeon The 2017-2018 League of Legends Roster Shuffle 9d - ESPN Esports A year in review: Lessons from 2017 League of Legends 2d - Kelsey Moser From Overwatch to PUBG: A conversation with the king of games 4d - Young Jae Jeon How the first ever F1 Esports championship was won 5d Trine University builds esports into its plans 7d - Sean Morrison Pulling in Pobelter is Liquid's best move 8d - TheTyler Erzberger best ever? SK Gaming's Seoul Dynasty coach Hocury: 'People are underrcoldzating all theer non-Kaore anlook teams' s to claim his place in 10d - Young Jae Jeon CS:GO history Sources: Zaboutine joins OpTic as head coach 12d - Jacob Wolf Meet the woman behind RunAway 15d Rachel Gu http://www.espn.co.uk/esports/story/_/id/20055264/counter-strike-global-offensive-star-coldzera-looks-cement-legacy 1/13 12/1/2017 Counter-Strike Global Offensive star coldzera looks to cement his legacy CS:GO -- coldzera looks to cement legacy 140d - Samuel Delorme Valve must solve two Dota 2 Pro Circuit problems 11h - Alan Bester Lessons from Samsung: Sticking to the script 14h - Emily Rand SK Gaming swept Cloud9 3-0 to take home the finals victory at ESL One Cologne.