Libro Blanco De Los Esports En España
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30.09.2020. БОНУС КВОТИ ЗГОЛЕМЕТЕ ЈА ДОБИВКАТА СО ТРИ БОНУС КВОТИ СУПЕР 4 + 1 MOZZART ТИМ 1 ДАВА ТИМ 2 ДАВА КОНЕЧЕН ТИП ДУПЛА ШАНСА ВКУПНО ГОЛОВИ КОМБИНАЦИ ДВАТА ТИМА ДАВААТ ГОЛ ФУДБАЛ ГОЛ ГОЛ И Час Р.б. 1 X 2 1X 12 X2 0-2 3+ 4+ 2+ 2-5 1+I&1+II 1+I&2+II GG NG GG3+ GG4+ 1+ 1-3 1+ 1-3 ШИФРА ЗА КУЦАЊЕ 1 0 2 10 11 12 5 3 4 383 528 619 604 517 518 574 1396 519 1373 523 1382 13:00 1241 ENERGETIK BGU SLUTSK 1,75 3,75 4,85 1,19 1,29 2,11 2,40 1,60 2,45 1,25 1,30 1,50 2,40 1,70 2,25 2,05 2,90 1,10 1,35 1,50 1,50 18:00 1004 UDINEZE SPECIJA 1,70 3,85 5,90 1,18 1,32 2,33 1,85 2,00 3,55 1,35 1,45 1,80 3,25 2,10 1,85 2,65 4,15 1,15 1,35 1,75 1,80 19:00 5101 AJAČIO DENKERK 2,25 3,15 4,05 1,31 1,45 1,77 1,60 2,45 4,75 1,50 1,55 2,05 4,55 2,20 1,75 3,00 5,15 1,35 1,40 1,65 1,70 20:45 2033 BRAJTON MAN.JUN. 4,05 3,65 2,00 1,92 1,34 1,29 2,10 1,75 2,85 1,30 1,40 1,65 2,70 1,80 2,15 2,20 3,35 1,50 1,50 1,15 1,35 20:45 2034 EVERTON VEST HEM 1,80 3,75 5,05 1,22 1,33 2,15 2,20 1,70 2,80 1,30 1,35 1,60 2,60 1,85 2,05 2,20 3,25 1,15 1,35 1,55 1,55 21:00 6410 PAOK KRASNODAR 2,35 3,45 3,30 1,40 1,37 1,69 2,00 1,85 3,15 1,35 1,40 1,70 2,95 1,80 2,10 2,20 3,50 1,25 1,35 1,40 1,45 02:30 1514 KORINTIANS ATLETIKO GO 2,10 3,40 4,15 1,30 1,39 1,87 1,60 2,40 4,55 1,50 1,55 2,00 4,15 2,25 1,70 2,95 4,95 1,35 1,40 1,65 1,70 ПРЕСВРТ НА ДУПЛА ПРВО ПОЛУВРЕМЕ ПОБЕДНИК КОНЕЧЕН ТИП ПРВО ПОЛУВРЕМЕ ХЕНДИКЕПP ВКУПНО ПОЕНИ НАТПРЕВАРО KOШАРКА ШАНСА ХЕНДИКЕП НА МЕЧОТ Т Час Р.б. -
Call of Duty® World League, Presented by Playstation®4, Makes Seattle Debut April 20-22
Call of Duty® World League, Presented by PlayStation®4, Makes Seattle Debut April 20-22 April 20, 2018 Over 120 Teams from Around the World Head to the Pacific Northwest to Take Part in Call of Duty World League’s Record Setting $4.2 Million Season Prize Purse SANTA MONICA, Calif.--(BUSINESS WIRE)--Apr. 20, 2018-- The Call of Duty® World League, Presented by PlayStation®4, brings competitive Call of Duty®: WWII action to Seattle for the first time this week, as over 120 Call of Duty esports teams are set to compete April 20-22, 2018. Squads from around the world will square-off for their shot at glory and prizing during this record setting season of the CWL and its $4.2 million overall season-long prize purse. The action begins today and culminates with the event championship on Sunday, with $200,000 in event pool prizing up for grabs at the CenturyLink Field Event Center. This press release features multimedia. View the full release here: https://www.businesswire.com/news/home/20180420005609/en/ "The Call of Duty World League is excited to bring our record setting season to Seattle for the first time, allowing spectators to witness the best teams from around the world go head to head in Call of Duty: WWII. Participation in the CWL has never been higher and with so many skilled teams expected to be in attendance, we anticipate fierce competition as they inch closer to earning a spot at the 2018 CWL Championship this summer. Visiting new regions can introduce us to new players, so we’re excited to see what competitors from the Pacific Northwest can bring to the CenturyLink Field Event Center this weekend," said Call of Duty Esports Director, Kevin Flynn. -
Azael League Summoner Name
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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 -
Sonja Kareranta Thesis.Pdf (1.892Mb)
Enriching the Experience: Content Analysis on the Twitter Usage of Professional Esports Athletes Sonja Kareranta MA Thesis English, Language Specialist School of Languages and Translation Studies Faculty of Humanities University of Turku May 2021 Turun yliopiston laatujärjestelmän mukaisesti tämän julkaisun alkuperäisyys on tarkastettu TurnitIn OriginaIityCheck -järjestelmällä. The originality of this thesis has been checked in accordance with the University of Turku quality assurance system using the Turnitin OriginalityCheck service. UNIVERSITY OF TURKU School of Languages and Translation Studies / Faculty of Humanities KARERANTA, SONJA: Enriching the Experience: Content Analysis on the Twitter Usage of Professional Esports Athletes MA Thesis, 93 p., 59 app. English, Language Specialist May 2021 ---------------------------------------------------------------------------------------------------------- The thesis studied the Twitter usage of 50 professional esports athletes by means of a content analysis of the 19-21 tweets on the athletes' Twitter frontpages, 1014 tweets in total. The athletes’ tweets were categorised into a primary category as well as a secondary and tertiary category, when applicable. The research questions were: 1. How do the most followed esports athletes employ Twitter in terms of the main properties in their tweets? 2. In addition to the main property, what additional features do the athletes’ tweets contain? 3. What are the differences and similarities in the emphases of the athletes’ tweets’ main properties and additional features, when examined by game of the athlete? The results showed that the category that the tweets were annotated most frequently into in the primary categorisation was INFORMATION SHARING, indicating that the athletes’ tweets’ main property was most often to share information on topics related to esports. -
Download and Upload Speeds for Any Individual Device That Is Connected to the Network
UC Irvine UC Irvine Electronic Theses and Dissertations Title Acceleration and Information: Managing South Korean Online Gaming Culture Permalink https://escholarship.org/uc/item/2204k0wv Author Rea, Stephen Campbell Publication Date 2015 Peer reviewed|Thesis/dissertation eScholarship.org Powered by the California Digital Library University of California UNIVERSITY OF CALIFORNIA, IRVINE Acceleration and Information: Managing South Korean Online Gaming Culture DISSERTATION submitted in partial satisfaction of the requirements for the degree of DOCTOR OF PHILOSOPHY in Anthropology by Stephen C. Rea Dissertation Committee: Associate Professor Keith M. Murphy, Chair Professor Tom Boellstorff Professor Bill Maurer 2015 © 2015 Stephen C. Rea TABLE OF CONTENTS Page ACKNOWLEDGEMENTS iii CURRICULUM VITAE v ABSTRACT OF THE DISSERTATION vi CHAPTER 1: Playing at the Speed of Life: Korean Online Gaming Culture and the 1 Aesthetic Representations of an Advanced Information Society CHAPTER 2: “Slow to Industrialize, but Let’s Lead in Informatization”: The Korea 31 Information Infrastructure, the IMF, and Online Games CHAPTER 3: Situating Korean Online Gaming Culture Offline 71 CHAPTER 4: Managing the Gap: The Temporal, Spatial, and Social Entailments of 112 Playing Online Games CHAPTER 5: Crafting Stars: e-Sports and the Professionalization of Korean Online 144 Gaming Culture CHAPTER 6: “From Heroes to Monsters”: “Addiction” and Managing Online Gaming 184 Culture CONCLUSION 235 BIBLIOGRAPHY 242 ii ACKNOWLEDGEMENTS This dissertation would not have been -
Situación Actual Y Posición De La Industria
LOS ESPORTS EN ESPAÑA: SITUACIÓN ACTUAL Y POSICIÓN DE LA INDUSTRIA Índice 1. Presentación 5 2. Los esports en España 9 3. Los actores de los esports 17 4. Los esports y la COVID-19 25 5. Retos de los esports en España 29 Anexo: Posicionamiento común de la industria 33 del videojuego y de los esports 3 1. Presentación 5 Presentación La Asociación Española de Videojuegos (AEVI) es la asociación nacional de la industria del videojuego y de los esports. En ella se integran los principales actores de la industria de los esports en España: publishers (casas editoras) como Activision-Blizzard, Electronic Arts, Ubisoft o Riot Games; los propietarios de plata- formas de juego como Sony Interactive Entertainment (PlaySta- tion), Microsoft (Xbox) o Nintendo (Nintendo Switch); así como los principales organizadores de torneos a nivel español: LVP, ESL y GGTech, entre otros. AEVI tiene como objetivo el correcto desarrollo de la industria es- pañola del videojuego. Desde promover el desarrollo de la indus- tria a nivel local para favorecer la inversión, ayudar a las Adminis- traciones Públicas e instituciones para el impulsar el sector, velar por un modelo económico sostenible y de futuro, así como crear una imagen positiva de los videojuegos buscando promover un consumo plural y responsable. Con esta finalidad, AEVI ha presen- tado distintos documentos como el Libro blanco de los esports en España publicado en 2018 o el Posicionamiento común de la industria de los videojuegos y de los esports, actualizado en 2020, que se anexa a este documento. Entre los principales retos detectados, la industria ha señalado la necesidad de una mejora de las infraestructuras tecnológicas y en particular un mejor acceso a la banda ancha y a la tecnología 5G. -
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. -
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. -
An Overview of Esports in Europe
THIS REPORT IS BROUGHT TO YOU BY ESPORTS BAR AN OVERVIEW OF ESPORTS IN EUROPE FEATURING AN IN-DEPTH LOOK AT FOUR OF EUROPE’S MOST VIBRANT ESPORTS ECOSYSTEMS SWEDEN POLAND SPAIN GERMANY DECEMBER 2017 TABLE OF CONTENTS 1. Foreword 3 2. Key Facts About Europe 4 3. European Market Trends 6 4. Local Impact 10 5. Biggest Events 15 6. Using Consumer Insights 18 FOREWORD A NEW PHASE FOR ESPORTS COMMENCES Esports is entering a new phase toward becoming a mature ESPORTS ENTERING A CRUCIAL PHASE TOWARDS MATURITY market. The coming two years will be crucial in how fast it grows into a multi-billion-dollar business. The key determining factors are the success of local leagues and the franchising approach, the implementation of regulations, the arrival of new game formats and competition, the uptake of content rights sales, team profitability, and the impact of industry convergence involving traditional media, entertainment, telecom, and sports companies. Depending on how these factors play out in the coming year or two, esports’ growth could accelerate and reach $2.4 billion in 2020 in an optimistic scenario, almost $1 billion higher than the base scenario of $1.5 billion. Europe has been one of the most important regions in the development of the esports industry. Some of the first organizations that made esports popular, especially in the West, originate from Europe. Most notable is ESL, arguably the world’s largest esports organization, which has its roots in Germany. The company has helped build and shape esports from small community events to record-breaking events, including the Intel Extreme Masters in Katowice and ESL One in Cologne. -
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. -
Esport: Defusing Governance
Esport: Defusing Governance Nicolai Bouet 55466 & Oskar Rørbye Rønn 43062 Master Thesis Pages: 103 Characters including spaces: 233,642 MSc International Business / Cand.merc.International Business Supervisor: Sven Junghagen Co-supervisor: Philippe Bochaton 15/05/2018 Abstract The purpose of this thesis is to explore how esport is governed and to investigate whether governance is an important factor in esports at the professional level. To do this, the methodology developed by Geeraert and co-authors (2014) and AGGIS are combined to create a checklist of governance indicators for esport. Focusing on the relationship between game publishers, event organisers, and esport organisations, a sample of thirteen esports and eleven event organisers are investigated and eight interviews are conducted to obtain industry knowledge directly. Main findings are that esport is governed either by the game publisher, event organiser, or a combination of both, and that currently governance have a limited impact on esport. The potential limitations of this thesis are the lack of diversity across interviewees and lack of game publisher willingness to participate. 2 of 121 Table of Contents ABSTRACT ...................................................................................................................................................... 2 ABBREVIATIONS .......................................................................................................................................... 5 INTRODUCTION ..........................................................................................................................................