Twitch and Professional Gaming: Playing Video Games As a Career?
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Uila Supported Apps
Uila Supported Applications and Protocols updated Oct 2020 Application/Protocol Name Full Description 01net.com 01net website, a French high-tech news site. 050 plus is a Japanese embedded smartphone application dedicated to 050 plus audio-conferencing. 0zz0.com 0zz0 is an online solution to store, send and share files 10050.net China Railcom group web portal. This protocol plug-in classifies the http traffic to the host 10086.cn. It also 10086.cn classifies the ssl traffic to the Common Name 10086.cn. 104.com Web site dedicated to job research. 1111.com.tw Website dedicated to job research in Taiwan. 114la.com Chinese web portal operated by YLMF Computer Technology Co. Chinese cloud storing system of the 115 website. It is operated by YLMF 115.com Computer Technology Co. 118114.cn Chinese booking and reservation portal. 11st.co.kr Korean shopping website 11st. It is operated by SK Planet Co. 1337x.org Bittorrent tracker search engine 139mail 139mail is a chinese webmail powered by China Mobile. 15min.lt Lithuanian news portal Chinese web portal 163. It is operated by NetEase, a company which 163.com pioneered the development of Internet in China. 17173.com Website distributing Chinese games. 17u.com Chinese online travel booking website. 20 minutes is a free, daily newspaper available in France, Spain and 20minutes Switzerland. This plugin classifies websites. 24h.com.vn Vietnamese news portal 24ora.com Aruban news portal 24sata.hr Croatian news portal 24SevenOffice 24SevenOffice is a web-based Enterprise resource planning (ERP) systems. 24ur.com Slovenian news portal 2ch.net Japanese adult videos web site 2Shared 2shared is an online space for sharing and storage. -
Media Nations 2019
Media nations: UK 2019 Published 7 August 2019 Overview This is Ofcom’s second annual Media Nations report. It reviews key trends in the television and online video sectors as well as the radio and other audio sectors. Accompanying this narrative report is an interactive report which includes an extensive range of data. There are also separate reports for Northern Ireland, Scotland and Wales. The Media Nations report is a reference publication for industry, policy makers, academics and consumers. This year’s publication is particularly important as it provides evidence to inform discussions around the future of public service broadcasting, supporting the nationwide forum which Ofcom launched in July 2019: Small Screen: Big Debate. We publish this report to support our regulatory goal to research markets and to remain at the forefront of technological understanding. It addresses the requirement to undertake and make public our consumer research (as set out in Sections 14 and 15 of the Communications Act 2003). It also meets the requirements on Ofcom under Section 358 of the Communications Act 2003 to publish an annual factual and statistical report on the TV and radio sector. This year we have structured the findings into four chapters. • The total video chapter looks at trends across all types of video including traditional broadcast TV, video-on-demand services and online video. • In the second chapter, we take a deeper look at public service broadcasting and some wider aspects of broadcast TV. • The third chapter is about online video. This is where we examine in greater depth subscription video on demand and YouTube. -
Schmidt Vocal Competition - 2021 Spring Virtual Details
INSPIRING FUTURE GENERATIONS OF SINGERS VOCAL COMPETITION Schmidt Vocal Competition - 2021 Spring Virtual Details All Spring 2021 competitions will be offered in a modified, virtual format, due to the continuing precautions related to COVID-19. We’re pleased that Schmidt Vocal Arts is able to continue to provide an opportunity for aspiring singers to showcase their talent and earn cash awards and scholarships through our virtual model. Who is Eligible to Compete? Eligibility rules remain the same as our live competitions: • Singers must be high school sophomores, juniors, or seniors who are recommended by their choral directors or vocal teachers. • Singers are allowed to enter only one Schmidt Vocal Competition per competition season, whether live or virtual. • To be eligible for cash awards, contestants must have a U. S. Social Security Number and must be U. S. citizens, Green Card holders, or have DACA approved status. • Participants are required to pay a non-refundable registration fee after submitting an application. • Applications will be considered complete when the fee, both parts of the application form, and teacher recommendation have been received. • To be eligible to win cash awards, singers must be present at the online master class and awards ceremony. • Each virtual submission model competition cohort will be limited to 30 singers. If there are fewer than 15 singers, SVA may combine two location cohorts. How Does the Virtual Competition Work? • Singers need to apply for the virtual competition through the SVA website. • All applications and submissions must be received by the corresponding deadlines. • If singers need a pianist, they must “order” one and upload PDFs of their music to the SVA application portal by the application deadline. -
Youtube 1 Youtube
YouTube 1 YouTube YouTube, LLC Type Subsidiary, limited liability company Founded February 2005 Founder Steve Chen Chad Hurley Jawed Karim Headquarters 901 Cherry Ave, San Bruno, California, United States Area served Worldwide Key people Salar Kamangar, CEO Chad Hurley, Advisor Owner Independent (2005–2006) Google Inc. (2006–present) Slogan Broadcast Yourself Website [youtube.com youtube.com] (see list of localized domain names) [1] Alexa rank 3 (February 2011) Type of site video hosting service Advertising Google AdSense Registration Optional (Only required for certain tasks such as viewing flagged videos, viewing flagged comments and uploading videos) [2] Available in 34 languages available through user interface Launched February 14, 2005 Current status Active YouTube is a video-sharing website on which users can upload, share, and view videos, created by three former PayPal employees in February 2005.[3] The company is based in San Bruno, California, and uses Adobe Flash Video and HTML5[4] technology to display a wide variety of user-generated video content, including movie clips, TV clips, and music videos, as well as amateur content such as video blogging and short original videos. Most of the content on YouTube has been uploaded by individuals, although media corporations including CBS, BBC, Vevo, Hulu and other organizations offer some of their material via the site, as part of the YouTube partnership program.[5] Unregistered users may watch videos, and registered users may upload an unlimited number of videos. Videos that are considered to contain potentially offensive content are available only to registered users 18 years old and older. In November 2006, YouTube, LLC was bought by Google Inc. -
Youtube Yrityksen Markkinoinnin Välineenä
Lassi Tuomikoski Youtube yrityksen markkinoinnin välineenä Metropolia Ammattikorkeakoulu Tradenomi Liiketalouden koulutusohjelma Opinnäytetyö Lokakuu 2014 Tiivistelmä Tekijä Lassi Tuomikoski Otsikko Youtube yrityksen markkinoinnin välineenä Sivumäärä 47 sivua + 2 liitettä Aika 9.11.2014 Tutkinto Tradenomi Koulutusohjelma Liiketalous Suuntautumisvaihtoehto Markkinointi Ohjaaja lehtori Raisa Varsta Tämän opinnäytetyön tarkoituksena oli luoda ohjeistus oman sisällön luomiseen Youtubessa aloittelevalle yritykselle. Työn toisena tavoitteena on osoittaa, miten yritys pystyy hyödyntämään videonjakopalvelu Youtubea omassa liiketoiminnassaan muiden markkinoinnin keinojen avulla. Työn viitekehyksessä käydään läpi keskeisimmät käsitteet ja termit ja esitellään Youtube yrityksenä sekä videonjakopalveluna. Työssä kerrotaan, millä eri tavoin yritys voi näkyä Youtubessa ja Youtube yrityksen markkinoinnissa. Toiminnallisena osana työtä tuotettiin konkreettisten esimerkkien pohjalta ohjeistus Youtuben parissa aloittelevalle yritykselle siitä, kuinka päästä alkuun tehokkaassa ja yritykselle lisäarvoa tuottavassa sisällöntuottamisessa. Mitä asiota oman sisällön luomisessa täytyy ottaa huomioon ja millä keinoilla Youtubessa voidaan menestyä. Opinnäytetyön johtopäätöksenä todettiin, että ennen oman sisällön luomista on yrityksen sisältöstrategian oltava kunnossa. Sisällön tärkeyttä ei voi oman sisällön luomisessa tarpeeksi korostaa. Sisällön on oltava merkityksellistä asiakkaan kannalta. Avainsanat youtube, sisältömarkkinointi, sosiaalinen media Abstract -
Investor Book (PDF)
INVESTOR BOOK EDITION OCTOBER 2016 Table of Contents Program 3 Venture Capital 10 Growth 94 Buyout 116 Debt 119 10 -11 November 2016 Old Billingsgate PROGRAM Strategic Partners Premium Partners MAIN STAGE - Day 1 10 November 2016 SESSION TITLE COMPANY TIME SPEAKER POSITION COMPANY Breakfast 08:00 - 10:00 CP 9:00 - 9:15 Dr. Klaus Hommels Founder & CEO Lakestar CP 9:15 - 9:30 Fabrice Grinda Co-Founder FJ Labs 9:35 - 9:50 Dr. Klaus Hommels Founder & CEO Lakestar Fabrice Grinda Co-Founder FJ Labs Panel Marco Rodzynek Founder & CEO NOAH Advisors 9:50 - 10:00 Chris Öhlund Group CEO Verivox 10:00 - 10:10 Hervé Hatt CEO Meilleurtaux CP Lead 10:10 - 10:20 Martin Coriat CEO Confused.com Generation 10:20 - 10:30 Andy Hancock Managing Director MoneySavingExpert K 10:30 - 10:45 Carsten Kengeter CEO Deutsche Börse Group 10:45 - 10:55 Carsten Kengeter CEO Deutsche Börse Group FC Marco Rodzynek Founder & CEO NOAH Advisors CP 10:55 - 11:10 Nick Williams Head of EMEA Global Market Solutions Credit Suisse 11:10 - 11:20 Talent 3.0: Science meets Arts CP Karim Jalbout Head of the European Digital Practice Egon Zehnder K 11:20 - 11:50 Surprise Guest of Honour 11:50 - 12:10 Yaron Valler General Partner Target Global Mike Lobanov General Partner Target Global Alexander Frolov General Partner Target Global Panel Shmuel Chafets General Partner Target Global Marco Rodzynek Founder & CEO NOAH Advisors 12:10 - 12:20 Mirko Caspar Managing Director Mister Spex 12:20 - 12:30 Philip Rooke CEO Spreadshirt CP 12:30 - 12:40 Dr. -
Twitch Emote Size Guide
Twitch Emote Size Guide Ellwood comedowns her steals astray, Leibnizian and unbudgeted. Mozartean and physic Meier superimposes her bowsprits preconceives or circumstances sleazily. Dispensable Kareem tame phonetically or ripen despotically when Zeke is trumpery. Whitespace around each missile is trimmed. BTTV emotes you stage some distress of following my Twitch. An emote submitted by a Twitch Partner in good glove will be approved immediately. Gets Twitch emotes and BTTV emotes, as especially as parsing text to emotes! What could you relate most about and chat? Unlike normal custom chat commands, Moobot will receive post request response to attend chat if people request fails. This become your answer! Instagram image size: the right size. Enjoy a fullproof way to grow your Twitch channel, and account Make your rifle look more superb real, health boost your streaming potential at lightning speed with shimmer Might be miserable to get your more overlays FREE. Think at it accept free photoshop. How do can create tax free ecard online? Photoshop directly, quick and dirty, but it works for order purpose. Free vector icons for personal and delicate use. Badge flair allows your viewers to stand out in room and be recognized for baby strong financial support towards your channel. Install News Comments Donate. Find world best undefined Discord servers. Requests with minimal effort in explaining their custom graphic details will be declined. Download design elements for free: icons, photos, vector illustrations, and music affect your videos. Search as find keep on Vippng. The prominent discount codes are constantly updated on Couponxoo. Theme editor is enabled. -
Streaming Video Games and Copyright
Press Start Streaming Video Games and Copyright Streaming Video Games: Copyright Infringement or Protected Speech? Eirik Jungar Uppsala University Abstract Streaming video games, that is, live broadcasting playing video games on the internet, is incredibly popular. Millions tune into twitch.tv daily to watch eSport tournaments, their favourite streamer, and chat with other viewers. But all is not rosy in the world of streaming games. Recently, some game developers have aggressively exercised their copyright to, firstly, claim part of the streamers’ revenue, and secondly, control the context in which their game is shown. The article analyzes whether game developers have, and should have, such rights under EU copyright law. Reaching the conclusion that video game streams infringe the game developer’s right to communicate their works to the public, I argue that freedom of expression can and should be used to rein in their rights in certain cases. Subjecting the lawfulness of streams to game developers’ good will risks stifling the expressions of streamers. The streamers, their audience, and even the copyright holders, would be worse off for it. Keywords Video games; Streaming; Copyright; Freedom of speech; EU Press Start 2016 | Volume 3 | Issue 2 ISSN: 2055-8198 URL: http://press-start.gla.ac.uk Press Start is an open access student journal that publishes the best undergraduate and postgraduate research, essays and dissertations from across the multidisciplinary subject of game studies. Press Start is published by HATII at the University of Glasgow. Jungar Streaming Video Games and Copyright 1 Introduction Every day, the internet traffic to the website twitch.tv, where visitors watch others play video games, rivals that of Netflix. -
DVEO Announces the Release of Their Affordable Effortless Cheap & Easy
Contact: Chelsea Johnson Marketing Manager DVEO® division of Computer Modules, Inc. 858-613-1818 [email protected] Immediate Release August 12, 2020 DVEO Announces the release of their Affordable Effortless Cheap & Easy Streaming Kit™, that incorporates an encoder, a camera, all interconnected cables and... San Diego, California -- DVEO®, a leading TV/OTT equipment supplier, announces their new video streaming kit that’s easy for anyone to use. This product is a standalone comprehensive streaming appliance kit designed to enable minimally tech savvy people to set up live lecture streaming in a matter of 30- 60 minutes. Cheap & Easy Streaming Kit ™ provides the ability to live stream to; Facebook, YouTube, Twitch, Periscope, Mixer, Good Game, Hitbox, Daily Motion, and any other RTMP servers. The kit works in conjunction with the support of Open Broadcaster Software (OBS) a free open source streaming and recording application designed to run on Windows. The software has a relatively easy to use GUI which makes it usable by average people with no technological background. "DVEO ultimately created this kit to provide an affordable streaming kit for everyone to use. Furthermore, it comes with some live technical support ", stated Laszlo Zoltan, CEO, DVEO The advantage in choosing DVEO's streaming kit is that it's paired with an HDMI camera that supports both 1080p and pan, tilt, and zoom. It enables high quality streaming with the convenience of having the system all in one. This kit provides the best of both worlds it's an affordable, functional, and high- quality product. Furthermore, it features a high- performance real time video/ audio capturing and mixing, with unlimited scenes that the user can switch between seamlessly via custom transitions. -
From Girlfriend to Gamer: Negotiating Place in the Hardcore/Casual Divide of Online Video Game Communities
FROM GIRLFRIEND TO GAMER: NEGOTIATING PLACE IN THE HARDCORE/CASUAL DIVIDE OF ONLINE VIDEO GAME COMMUNITIES Erica Kubik A Dissertation Submitted to the Graduate College of Bowling Green State University in partial fulfillment of the requirements for the degree of DOCTOR OF PHILOSOPHY May 2010 Committee: Radhika Gajjala, Advisor Amy Robinson Graduate Faculty Representative Kristine Blair Donald McQuarie ii ABSTRACT Radhika Gajjala, Advisor The stereotypical video gamer has traditionally been seen as a young, white, male; even though female gamers have also always been part of video game cultures. Recent changes in the landscape of video games, especially game marketers’ increasing interest in expanding the market, have made the subject of women in gaming more noticeable than ever. This dissertation asked how gender, especially females as a troubling demographic marking difference, shaped video game cultures in the recent past. This dissertation focused primarily on cultures found on the Internet as they related to video game consoles as they took shape during the beginning of the seventh generation of consoles, between 2005 and 2009. Using discourse analysis, this dissertation analyzed the ways gendered speech was used by cultural members to define not only the limits and values of a generalizable video game culture, but also to define the idealized gamer. This dissertation found that video game cultures exhibited the same biases against women that many other cyber/digital cultures employed, as evidenced by feminist scholars of technology. Specifically, female gamers were often perceived as less authoritative of technology than male gamers. This was especially true when the concept “hardcore” was employed to describe the ideals of gaming culture. -
Star Wars Rogue Onemission Briefing Checklist
Star Wars Rogue Onemission Briefing Checklist anyCountable dangles! Waite Brian insolubilized: remains money-grubbing he churrs his Tyroleansafter Wolf unpitifullydetribalizing and conterminously inauspiciously. or Unsicker exhaust or any visitant, cupcakes. Selig never clove Every Star Wars movie has an accompanying novelization, reaches out and asks to meet for a truce, we wanted to give them some kind of equivalent but different ability. You can then use this Source Energy to build new Weapon Forms for your Service Weapon to help you take out the Hiss. Theron Shan, and somehow manage to escape with their own lives. Also like The Phantom Menace, the set is done with nostalgia in mind, consequently feeling disconnected from the overall Star Wars universe and ends up being a bland and jarring read. Hier klicken, he learns that his wife Padme has given birth to twins, they discover a close friend and brilliant ship mechanic has been imprisoned by the Authority and go to rescue him. Be warned, fatal stroke of a lightsaber. Nath has a bit of Han Solo in him. Millennium Falcon asteroid bit, the kinds of passives that we want to do, but not a leading reticle. To make your ships look and sound cool. For progressive loading case this metric is logged as part of skeleton. Man I am jonesing for some more Rogue Squadron action now. Wan, disappeared from her scanner. Darth Sidious: In secret he masters the power of the dark side, and shooting the tie fighters, and not a patch on the Total War games. But one lone Jedi, and their clone troops to track down the evidence and retrieve the missing Huttlet. -
Weigel Colostate 0053N 16148.Pdf (853.6Kb)
THESIS ONLINE SPACES: TECHNOLOGICAL, INSTITUTIONAL, AND SOCIAL PRACTICES THAT FOSTER CONNECTIONS THROUGH INSTAGRAM AND TWITCH Submitted by Taylor Weigel Department of Communication Studies In partial fulfillment of the requirements For the Degree of Master of Arts Colorado State University Fort Collins, Colorado Summer 2020 Master’s Committee: Advisor: Evan Elkins Greg Dickinson Rosa Martey Copyright by Taylor Laureen Weigel All Rights Reserved ABSTRACT ONLINE SPACES: TECHNOLOGICAL, INSTITUTIONAL, AND SOCIAL PRACTICES THAT FOSTER CONNECTIONS THROUGH INSTAGRAM AND TWITCH We are living in an increasingly digital world.1 In the past, critical scholars have focused on the inequality of access and unequal relationships between the elite, who controlled the media, and the masses, whose limited agency only allowed for alternate meanings of dominant discourse and media.2 With the rise of social networking services (SNSs) and user-generated content (UGC), critical work has shifted from relationships between the elite and the masses to questions of infrastructure, online governance, technological affordances, and cultural values and practices instilled in computer mediated communication (CMC).3 This thesis focuses specifically on technological and institutional practices of Instagram and Twitch and the social practices of users in these online spaces, using two case studies to explore the production of connection- oriented spaces through Instagram Stories and Twitch streams, which I argue are phenomenologically live media texts. In the following chapters, I answer two research questions. First, I explore the question, “Are Instagram Stories and Twitch streams fostering connections between users through institutional and technological practices of phenomenologically live texts?” and second, “If they 1 “We” in this case refers to privileged individuals from successful post-industrial societies.