DISSERTAÇÃO MESTRADO ESPORT File

Total Page:16

File Type:pdf, Size:1020Kb

DISSERTAÇÃO MESTRADO ESPORT File ANDRÉ DE CASTRO MORICOCHI O DIREITO NO CENÁRIO DOS ESPORTES ELETRÔNICOS: SOBRE O CONCEITO DE ESPORTE E A DISCIPLINA JURÍDICA DOS E-SPORTS Dissertação de Mestrado Orientador: Professor Associado Juliano Souza de Albuquerque Maranhão UNIVERSIDADE DE SÃO PAULO FACULDADE DE DIREITO São Paulo 2020 ANDRÉ DE CASTRO MORICOCHI O DIREITO NO CENÁRIO DOS ESPORTES ELETRÔNICOS: SOBRE O CONCEITO DE ESPORTE E A DISCIPLINA JURÍDICA DOS E-SPORTS Dissertação, apresentada à Banca Examinadora do Programa de Pós- Graduação da Faculdade de Direito da Universidade de São Paulo (FDUSP) como requisito parcial para obtenção do título de Mestre em Direito. Área de Concentração: Filosofia e Teoria Geral do Direito Orientador: Professor Associado Juliano Souza de Albuquerque Maranhão UNIVERSIDADE DE SÃO PAULO FACULDADE DE DIREITO São Paulo 2020 Autorizo a reprodução e a divulgação total ou parcial deste trabalho, por qualquer meio convencional ou eletrônico, para fins de estudo e pesquisa, desde que citada a fonte. Catalogação da Publicação Serviço de Biblioteca e Documentação Faculdade de Direito da Universidade de São Paulo Moricochi, André de Castro O direito no cenário dos esportes eletrônicos: sobre o conceito de esporte e a disciplina jurídica dos e-sports / André de Castro Moricochi ; orientador Juliano Souza de Albuquerque Maranhão – São Paulo, 2020. 162 p. Dissertação (Mestrado - Programa de Pós-Graduação em Filosofia do Direito e Teoria Geral do Direito) - Faculdade de Direito, Universidade de São Paulo, 2020. 1. Ensino Jurídico. 2. Primeira República. 3. Ensino Livre. 4. Reforma Francisco Campos. 5. História do Direito. I. Lopes, José Reinaldo de Lima, orient. II. Título. Nome: André de Castro Moricochi Título: O direito no cenário dos esportes eletrônicos: sobre o conceito de esporte e a disciplina jurídica dos e-sports. Dissertação, apresentada à Banca Examinadora do Programa de Pós- Graduação da Faculdade de Direito da Universidade de São Paulo (FDUSP) como requisito parcial para obtenção do título de Mestre em Direito. Banca Examinadora _______________________________________________________________ Professor Associado Professor Doutor Juliano Souza de Albuquerque Maranhão Professor: Instituição: Julgamento: Assinatura: Professor: Instituição: Julgamento: Assinatura: Professor: Instituição: Julgamento: Assinatura: RESUMO MORICOCHI, André de Castro. O direito no cenário dos esportes eletrônicos: sobre o conceito de esporte e a disciplina jurídica dos e-sports. 162 p. Dissertação (Mestrado em Direito) – Faculdade de Direito da Universidade de São Paulo, São Paulo, 2020. O objetivo desse trabalho é analisar a possibilidade de que os esportes eletrônicos (e-sports) recebam o mesmo tratamento jurídico destinado aos chamados ―esportes tradicionais‖. O trabalho é dividido em quatro capítulos: (i) no primeiro, é feita uma descrição sobre os principais agentes envolvidos no cenário dos esportes eletrônicos; (ii) no segundo, são elencados os principais elementos definidores do que configura a manifestação do esporte eletrônico; (iii) no terceiro, é enfrentada a questão sobre a possibilidade de que os esportes eletrônicos sejam considerados atualmente um esporte; e (iv) no quarto, é enfrentada a questão sobre se os esportes eletrônicos devem receber o mesmo tratamento jurídico que é dado aos esportes tradicionais. A conclusão do trabalho é no sentido de que a aplicação da legislação desportiva brasileira para o cenário dos esportes eletrônicos pode gerar novas situações de insegurança jurídica, bem como deixará de resolver problemas importantes para aquela indústria. Palavras-chave: Direito. Filosofia do Direito. Esportes eletrônicos. E-sports. Esportes. ABSTRACT MORICOCHI, André de Castro. The Law in the electronic sports scene: on the concept of sport and the legal discipline of e-sports. 162 p. Dissertation (Master in Law) - Faculty of Law, University of São Paulo, São Paulo, 2020. The objective of this work is to analyze the possibility of electronic sports (e- sports) receiving the same legal treatment for so-called ―traditional sports‖. The work is divided into four chapters: (i) in the first, a description is made of the main agents involved in the electronic sports scene; (ii) in the second, the main defining elements of what constitutes the manifestation of electronic sports are listed; (iii) in the third, the question is raised about the possibility of electronic sports being currently considered a sport; and (iv) in the fourth, the work attacks the question about whether electronic sports should receive the same legal treatment as traditional sports. The conclusion of the work is that the application of Brazilian sports legislation to the electronic sports scenario can generate new situations of legal uncertainty, as well as fail to solve important problems for that industry. Keywords: Law. Philosophy of law. Electronic sports. E-sports. Sports. SUMÁRIO 1. INTRODUÇÃO ........................................................................................................... 8 1.1. Tema e suas limitações ....................................................................................... 8 1.2. Justificativa e Importância ................................................................................... 9 1.2.1. O interesse pessoal do candidato ................................................................ 9 1.2.2. A importância econômica da indústria dos e-sports ................................... 10 1.2.3. A importância social e cultural da indústria dos e-sports ............................ 12 1.2.4. O debate sobre o tratamento dos e-sports como um esporte ..................... 22 1.3. Principais questões a serem analisadas ........................................................... 37 1.3.1. Como funciona a indústria dos esportes eletrônicos? ................................ 37 1.3.2. O uso do esporte como uma metáfora para o fenömeno dos esportes eletrônicos é adequado? .......................................................................................... 37 1.3.3. Existem limitações ao uso do esporte como uma metáfora para o fenômeno dos esportes eletrônicos? ........................................................................................ 37 1.4. Resumo dos capítulos e metodologia ................................................................ 38 1.4.1. Primeira parte (metodologia descritiva): ..................................................... 38 1.4.2. Segunda parte (metodologia descritiva e avaliativa): ................................. 38 1.4.3. Terceira parte (metodologia descritiva, avaliativa e prescritiva): ................. 38 2. OS AGENTES DA INDÚSTRIA DOS ESPORTES ELETRÔNICOS ......................... 39 2.1. Titulares dos direitos autorais............................................................................ 39 2.1.1. Quem são os titulares dos direitos autorais? .............................................. 39 2.1.2. Paralelos na indústria dos esportes tradicionais ......................................... 40 2.1.3. Diferenças em relação à indústria dos esportes tradicionais ...................... 41 2.1.4. Relações com outros agentes da indústria dos esports ............................. 42 2.2. Jogadores ......................................................................................................... 45 2.2.1. Quem são os jogadores de esports? .......................................................... 45 2.2.2. Paralelos na indústria dos esportes tradicionais ......................................... 48 2.2.3. Diferenças em relação à indústria dos esportes tradicionais ...................... 50 2.2.4. Diferenças entre os segmentos amador e profissional ............................... 52 2.2.5. Relações com outros agentes da indústria dos esports ............................. 54 2.2.6. Outros comentários .................................................................................... 58 2.3. Times de esportes eletrônicos ........................................................................... 60 2.3.1. Quem são os times de esportes eletrônicos? ............................................. 60 2.3.2. Paralelos na indústria dos esportes tradicionais ......................................... 60 2.3.3. Diferenças em relação à indústria dos esportes tradicionais ...................... 61 2.3.4. Diferenças entre os segmentos amador e profissional ............................... 64 2.3.5. Relações com outros agentes da indústria dos esports ............................. 65 2.4. Organizadores de campeonatos ....................................................................... 66 2.4.1. Quem são os organizadores de campeonatos? ......................................... 66 2.4.2. Paralelos na indústria dos esportes tradicionais ......................................... 66 2.4.3. Diferenças em relação à indústria dos esportes tradicionais ...................... 67 2.4.4. Diferenças entre os segmentos amador e profissional ............................... 72 3. CONCEITOS DE E-SPORTS E ASPECTOS DEFINIDORES .................................. 74 3.1. Objetivos do capítulo ......................................................................................... 74 3.2. Aspecto físico .................................................................................................... 74 3.3. Aspecto mental ................................................................................................. 76 3.4. Audiência e transmissão ..................................................................................
Recommended publications
  • Evolve E-Gaming Index ETF MACROECONOMIC
    MONTHLY COMMENTARY Evolve E-Gaming Index ETF HERO invests in equity securities of companies listed domestically and globally with business activities in the electronic gaming industry. As at September 30, 2019 TICKER: HERO (Hedged) MACROECONOMIC HIGHLIGHTS: Incidentally, Enthusiast Gaming has now become one of the largest gaming properties in the world, surpassing IGN Entertainment, GameSpot, and even Twitch.tv, according to a new Comscore evaluation. This follows a series of inter-related transactions, which saw Enthusiast entering into an M&A arrangement with J55 Capital Corporation and Aquilini GameCo way back in May. At the same time Aquilini was in the process of acquiring Luminosity Gaming, a global player in the esports industry. Once Aquilini acquired Luminosity, J55 acquired Aquilini and then subsequently merged with Enthusiast. The final result was the creation of one of the largest publicly traded esports and gaming organizations in the world.i Earlier in May, two console gaming heavyweights — Sony and Microsoft signed a memorandum of understanding to develop joint cloud gaming systems. The agreement was largely intended to offset the emergence of Google’s Stadia, a game-streaming service based on the cloud.ii According to SuperData Research, a subsidiary of Nielsen Holdings, global consumers spent US$8.9 billion on digital games worldwide across PC, console and mobile devices in August. This represents a 2% increase over the same period last year, driven in part by an uptick in mobile gaming spending. As of August, mobile gaming accounted for 67% of total worldwide spending in the gaming sector.iii SuperData also listed the highest-grossing games across each platform.
    [Show full text]
  • Mistrzostwa Call of Duty World League (Cwl) Championship 2017, Prezentowane Przez Playstation® 4 Zaczynają Sie Już Dziś W Orlando
    MISTRZOSTWA CALL OF DUTY WORLD LEAGUE (CWL) CHAMPIONSHIP 2017, PREZENTOWANE PRZEZ PLAYSTATION® 4 ZACZYNAJĄ SIE JUŻ DZIŚ W ORLANDO W pierwszych mistrzostwach w Call of Duty od Activision – obecnie najpopularniejszą konsolową dyscyplinę esportu – zmierzą się 32 najlepsze zespoły z Ameryki Północnej, Europy i Azji. Stawką rozgrywek toczących się w Amway Center będzie pula nagród wynoszącą 1,5 miliona dolarów. Będzie to kulminacja zmagań z całego sezonu o łączną pulę 4 milionów dolarów, największą jak dotąd w esportowj historii Call of Duty Bądź na bieżąco dzięki transmisjom online, 9 – 13 Sierpnia, tylko w MLG Santa Monica, Calif. – 10 sierpnia 2017 – Ponad 19000 graczy Call of Duty, najpopularniejszą konsolową dyscyplinę esportu – rywalizowało ze sobą przez cały rok, lecz tylko 32 zespoły mają szansę zmierzyć się w mistrzostwach Call of Duty World League (CWL) Championship, prezentowanych przez PlayStation 4 i rozpoczynających się już dziś w Amway Center w Orlando na Florydzie. W turnieju zorganizowanym przez Major League Gaming Corp. (MLG) przy współpracy z Activision Publishing, Inc. najlepsze zespoły na świecie z rejonów Ameryki Północnej, Europy i Azji (regionu APAC) będą walczyć o swoją cześć puli 1,5 miliona dolarów, tytuł Mistrzów CWL 2017 i miano najlepszej drużyny w Call of Duty na świecie. Rozgrywki z tego tygodnia wliczają się także do rocznej puli nagród, która jest najwyższą w historii turniejów Call of Duty i wynosi łącznie 4 miliony dolarów. “To był wspaniały rok dla Światowej Ligi Call of Duty, z jeszcze większą ilością graczy mierzących się ze sobą, zarówno tych profesjonalnych jak i dopiero zaczynających swoją esportową karierę,” powiedział Rob Kostich, wiceprezes i dyrektor naczelny Call of Duty.
    [Show full text]
  • Optic Gaming Wins Call of Duty® MLG Orlando Open
    August 8, 2016 Optic Gaming Wins Call of Duty® MLG Orlando Open NEW YORK--(BUSINESS WIRE)-- The road to the 2016 Call of Duty® World League Championship, Presented by PlayStation® 4 finished its last live qualifying competition yesterday with an epic showdown in Orlando as Optic Gaming won the Call of Duty® MLG Orlando Open. Yesterday's finals completed a thrilling weekend of competition, as eager fans in attendance, online at MLG.tv and other livestreams, and those tuning-in directly through an in-game (BOIII PS4) Live Event Viewer, watched 72 hours of compelling action. Optic Gaming took home the top prize after besting Team Envyus to be the top of more than 100 teams from around the world. Yesterday's exciting tournament also served as the final CWL Pro Points event of the season, as competition now moves to the North American online qualifier as the final stop before the highly anticipated CWL Championship at Call of Duty® XP. At the CWL Championship, 32 teams will play for their share of the biggest single event prize pool in Call of Duty® history, $2 million. With the growth of the Call of Duty World League, Call of Duty esports viewership has increased by more than five times year-over-year to 33 million views of the Stage 1 events this year. The Call of Duty World League Championships at Call of Duty XP is expected to be our most viewed Call of Duty esports event in history by a wide margin. After the dust settled, over 1.4 million cumulative viewers across distribution platforms, including MLG.tv, generated over 8 million video views during the event, consuming over 2 million hours of content throughout the weekend, and peaking at 164,000 concurrent viewers during the thrilling finals match.1 Here are the top eight teams from the Call of Duty MLG Orlando Open: Optic Gaming Team Envyus Team Elevate Faze Clan Rise Nation Luminosity Gaming Cloud9 Complexity Gaming On August 15, 2016, a live broadcast on youtube.com/callofduty will determine the grouping for all the qualified teams.
    [Show full text]
  • EG Presentation
    The Largest Gaming Media Platform in North America Investor Presentation October 2020 TSX: EGLX OTC: ENGMF FSE: 2AV Disclaimer CAUTIONARY STATEMENTS This presentation is for information purposes only and does not constitute an offer to sell or a solicitation of an offer to buy securities. The information contained herein has been prepared for the purpose of providing interested parties with general information to assist them in their evaluation of Enthusiast Gaming Holdings Inc. (“Enthusiast Gaming”) and this presentation should not be used for any other purpose. Under no circumstances may the contents of this presentation be reproduced, in whole or in part, in any form or forwarded or further redistributed to any other person. Any forwarding, distribution or reproduction of this document in whole or in part is unauthorized. By accepting and reviewing this document, you acknowledge and agree (i) to maintain the confidentiality of this document and the information contained herein, and (ii) to protect such information in the same manner you protect your own confidential information, which shall be at least a reasonable standard of care. Enthusiast Gaming has not authorized anyone to provide additional or different information. In this presentation all amounts are in Canadian dollars unless stated otherwise. The delivery of this presentation, at any time, will not imply that the information contained herein is correct as of any time subsequent to the date set forth on the cover page hereof or the date at which such information is expressed to be stated, as applicable, and, except as may be required by applicable law, Enthusiast Gaming is under no obligation to update any of the information contained herein (including forward looking statements and forward looking information) or to inform the recipient of any matters of which it becomes aware that may affect any matter referred to in this presentation (including, but not limited to, any error or omission which may become apparent after this presentation has been prepared).
    [Show full text]
  • For Student Success
    TRANSFORMING School Environments OUR VISION For Student Success Weaving SKILLS ROPES Relationships 2018 Annual Report Practices to Help All Students Our Vision for Student Success City Year has always been about nurturing and developing young people, from the talented students we serve to our dedicated AmeriCorps members. We put this commitment to work through service in schools across the country. Every day, our AmeriCorps members help students to develop the skills and mindsets needed to thrive in school and in life, while they themselves acquire valuable professional experience that prepares them to be leaders in their careers and communities. We believe that all students can succeed. Supporting the success of our students goes far beyond just making sure they know how to add fractions or write a persuasive essay—students also need to know how to work in teams, how to problem solve and how to work toward a goal. City Year AmeriCorps members model these behaviors and mindsets for students while partnering with teachers and schools to create supportive learning environments where students feel a sense of belonging and agency as they develop the social, emotional and academic skills that will help them succeed in and out of school. When our children succeed, we all benefit. From Our Leadership Table of Contents At City Year, we are committed to partnering Our 2018 Annual Report tells the story of how 2 What We Do 25 Campaign Feature: with teachers, parents, schools and school City Year AmeriCorps members help students 4 How Students Learn Jeannie & Jonathan Lavine districts, and communities to ensure that all build a wide range of academic and social- 26 National Corporate Partners children have access to a quality education that emotional skills to help them succeed in school 6 Alumni Profile: Andrea Encarnacao Martin 28 enables them to reach their potential, develop and beyond.
    [Show full text]
  • Sports & Esports the Competitive Dream Team
    SPORTS & ESPORTS THE COMPETITIVE DREAM TEAM JULIANA KORANTENG Editor-in-Chief/Founder MediaTainment Finance (UK) SPORTS & ESPORTS: THE COMPETITIVE DREAM TEAM 1.THE CROSSOVER: WHAT TRADITIONAL SPORTS CAN BRING TO ESPORTS Professional football, soccer, baseball and motor racing have endless decades worth of experience in professionalising, commercialising and monetising sporting activities. In fact, professional-services powerhouse KPMG estimates that the business of traditional sports, including commercial and amateur events, related media as well as education, academic, grassroots and other ancillary activities, is a US$700bn international juggernaut. Furthermore, the potential crossover with esports makes sense. A host of popular video games have traditional sports for themes. Soccer-centric games include EA’s FIFA series and Konami’s Pro Evolution Soccer. NBA 2K, a series of basketball simulation games published by a subsidiary of Take-Two Interactive, influenced the formation of the groundbreaking NBA 2K League in professional esports. EA is also behind the Madden NFL series plus the NHL, NBA, FIFA and UFC (Ultimate Fighting Championship) games franchises. Motor racing has influenced the narratives in Rockstar Games’ Grand Theft Auto, Gran Turismo from Sony Interactive Entertainment, while Psyonix’s Rocket League melds soccer and motor racing. SPORTS & ESPORTS THE COMPETITIVE DREAM TEAM SPORTS & ESPORTS: THE COMPETITIVE DREAM TEAM In some ways, it isn’t too much of a stretch to see why traditional sports should appeal to the competitive streaks in gamers. Not all those games, several of which are enjoyed by solitary players, might necessarily translate well into the head-to-head combat formats associated with esports and its millions of live-venue and online spectators.
    [Show full text]
  • 0008657-88.2021.8.19.0001 Decisão Atuo Na Qualidade De Juiz Tabelar, Em Razão Da Suspeição Declarada Pelo Juiz Titular Da 36
    Processo nº: 0008657-88.2021.8.19.0001 Tipo do Movimento: Decisão Descrição: Atuo na qualidade de juiz tabelar, em razão da suspeição declarada pelo juiz titular da 36ª Vara Criminal. Trata-se de denúncia ofertada pelo Ministério Público do Estado do Rio de Janeiro em face de ANTONIO MARCIO MONGELLI GAROTTI, CARLOS RENATO MAMEDE NOVAL, CLAUDIA PEREIRA RODRIGUES, DANILO DA SILVA DUARTE, EDSON COLMAN DA SILVA, EDUARDO CARVALHO BANDEIRA DE MELLO, FABIO HILARIO DA SILVA, LUIZ FELIPE ALMEIDA PONDÉ, MARCELO MAIA DE SÁ, MARCUS VINICIUS MEDEIROS e WESLLEY GIMENES imputando-lhes a prática da conduta tipificada no artigo 250, §2º, c/c artigo 258 (ref. artigo 121, §3º, por dez vezes, e artigo 129, por três vezes, na forma do artigo 70), todos do Código Penal, narrando as alegações contidas na petição inicial acostada às fls. 03/64, que veio instruída pelos autos de Inquérito Policial nº 00897/2019 - 42ª DP, acostado às fls. 70/3856. Recebimento da denúncia pelo magistrado titular da 36ª Vara Criminal à fl. 3858. Citados regularmente todos os acusados. Resposta à acusação em favor de EDSON COLMAN DA SILVA às fls. 3913/3952, com juntada de documentos às fls. 3953/3970. Resposta à acusação em favor de MARCELO MAIA DE SÁ às fls. 4068/4101, com juntada de documentos às fls. 4102/4117. Resposta à acusação em favor de LUIZ FELIPE ALMEIDA PONDÉ às fls. 4124/4165, com juntada de documentos às fls. 4166/4171. Resposta à acusação em favor de ANTONIO MARCIO MONGELLI GAROTTI às fls. 4173/4238. Resposta à acusação em favor de EDUARDO CARVALHO BANDEIRA DE MELLO às fls.
    [Show full text]
  • Azael League Summoner Name
    Azael League Summoner Name Ill-gotten Lou outglaring very inescapably while Iago remains prolificacy and soaring. Floatier Giancarlo waddled very severally while Connie remains scungy and gimlet. Alarmed Keenan sometimes freaks any arborization yaw didactically. Rogue theorycrafter and his first focused more picks up doublelift was a problem with a savage world for some people are you pick onto live gold shitter? Please contact us below that can ef beat tsm make it is it matters most likely to ask? Dl play point we calculated the name was. Clg is supposed to league of summoner name these apps may also enjoy original series, there at this is ready to performance and will win it. Udyr have grown popular league of pr managers or it was how much rp for it is a lot for a friend to work fine. Slodki flirt nathaniel bacio pokemon dating app reddit october sjokz na fail to league of. Examine team effectiveness and how to foster psychological safety. Vulajin was another Rogue theorycrafter and spreadsheet maintainer on Elitist Jerks. Will it ever change? Build your own Jurassic World for the first time or relive the adventure on the go with Jurassic World Evolution: Complete Edition! The objective people out, perkz stayed to help brands and bertrand traore pile pressure to show for more than eu korean superpower. Bin in high win it can be. Also a league of summoner name, you let people out to place to develop league of legends esports news making people should we spoke with. This just give you doing. Please fill out the CAPTCHA below and then click the button to indicate that you agree to these terms.
    [Show full text]
  • Sport & Society Research Network
    Tenth International Conference On Sport & Society Sports Media Vectors: Digitization, Expanding Audiences, and the Globalization of Live Sport 20–21 June 2019 Ryerson University Toronto, Canada Tenth International Conference on Sport & Society “Sports Media Vectors: Digitization, Expanding Audiences, and the Globalization of Live Sport” 20–21 June 2019 | Ryerson University | Toronto, Canada www.SportAndSociety.com www.facebook.com/SportAndSocietyResearchNetwork @onsportsociety | #ICSS19 Tenth International Conference on Sport & Society www.sportandsociety.com First published in 2019 in Champaign, Illinois, USA by Common Ground Research Networks, NFP www.cgnetworks.org © 2019 Common Ground Research Networks All rights reserved. Apart from fair dealing for the purpose of study, research, criticism or review as permitted under the applicable copyright legislation, no part of this work may be reproduced by any process without written permission from the publisher. For permissions and other inquiries, please visit the CGScholar Knowledge Base (https://cgscholar.com/cg_support/en). Common Ground Research Networks may at times take pictures of plenary sessions, presentation rooms, and conference activities which may be used on Common Ground’s various social media sites or websites. By attending this conference, you consent and hereby grant permission to Common Ground to use pictures which may contain your appearance at this event. Designed by Ebony Jackson and Brittani Musgrove Sport & Society Table of Contents Welcome Letter - Ryerson University
    [Show full text]
  • João Carlos Santos Da Silva (Depoimento, 2012)
    FUNDAÇÃO GETULIO VARGAS CENTRO DE PESQUISA E DOCUMENTAÇÃO DE HISTÓRIA CONTEPORÂNEA DO BRASIL (CPDOC) Proibida a publicação no todo ou em parte; permitida a citação. A citação deve ser fiel à gravação, com indicação de fonte conforme abaixo. SILVA, João Carlos Santos da. João Carlos Santos da Silva (depoimento, 2012). Rio de Janeiro, CPDOC/Fundação Getulio Vargas (FGV), (2h 10min). Esta entrevista foi realizada na vigência do convênio entre FUNDAÇÃO GETULIO VARGAS (FGV). É obrigatório o crédito às instituições mencionadas. João Carlos Santos da Silva (depoimento, 2012) Rio de Janeiro 2020 Ficha Técnica Tipo de entrevista: História de vida Entrevistador(es): Bernardo Buarque de Hollanda; Jimmy Medeiros; Rosana da Câmara Teixeira; Técnico de gravação: Ítalo Rocha Viana; Local: Rio de Janeiro - RJ - Brasil; Data: 13/12/2012 Duração: 2h 10min Arquivo digital - áudio: 3; Arquivo digital - vídeo: 3; MiniDV: 3; Entrevista realizada no contexto do projeto pessoal do pesquisador Bernardo Buarque de Hollanda intitulado "Torcidas organizadas: criando fontes", que tem como objetivo constituir um banco de entrevistas de história oral acerca das torcidas organizadas nos âmbitos nacional e internacional. Temas: Club de Regatas Vasco da Gama; Clube de Regatas do Flamengo ; Esportes; Estádio Jornalista Mário Filho (Maracanã); Eventos e comemorações esportivas; Imprensa; Mulher; Política; Rio de Janeiro (cidade); Torcidas de futebol; Sumário Entrevista: 13/12/2012 A infância no Rio de Janeiro; o contato com o Maracanã desde a infância; o primeiro contato
    [Show full text]
  • 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.
    [Show full text]
  • 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.
    [Show full text]