Emag-Redaktion! 2004, Zahlreiche Interviews Mit Pro- Revue Passieren Lassen
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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. -
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 -
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. -
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. -
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. -
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 .......................................................................................................................................... -
Good Luck Have Fun : the Rise of Esports Kindle
GOOD LUCK HAVE FUN : THE RISE OF ESPORTS PDF, EPUB, EBOOK Alexander Cendese | none | 18 Oct 2016 | Audible Studios on Brilliance | 9781536614664 | English | none Good Luck Have Fun : The Rise of Esports PDF Book He almost broke into tears. When facing a big deficit or losing a lead, players would blame teammates or ignore advice. Alexander Garfield and the Rise. Good luck have fun : the rise of eSports. Browse related items Start at call number: GV Film Fun Magazines. Follow Alexander Garfield as he builds Evil Geniuses, a modest gaming group, in his college dorm into a global, multimillion-dollar eSports empire. Players around the world compete for millions of dollars in prize money, and companies like Amazon, Coca Cola, and Intel have invested billions. That was the easy part; far more difficult was the matter of the dead courier, murdered most foully in a locked room within a locked room, creating a trail that will take John Quincannon through most of San Francisco's less savory places and end with a riverboat trip that is anything but a relaxing cruise. Shortly after arriving at school, Garfield recalls playing one versus eight classmates in a Counter-Strike match and beating them all. See how Twitch. Product Details. Esports is one of the fastest growing—and most cutthroat—industries in the world. In Good Luck Have Fun , author Roland Li talks to some of the biggest names in the business and explores the players, companies, and games that have made it to the new major leagues. The team was going to disband, and the players were ready to take their chances with other teams. -
The Effect of School Closure On
Public Gaming: eSport and Event Marketing in the Experience Economy by Michael Borowy B.A., University of British Columbia, 2008 Thesis Submitted in Partial Fulfillment of the Requirements for the Degree of Master of Arts in the School of Communication Faculty of Communication, Art, and Technology Michael Borowy 2012 SIMON FRASER UNIVERSITY Summer 2012 All rights reserved. However, in accordance with the Copyright Act of Canada, this work may be reproduced, without authorization, under the conditions for “Fair Dealing.” Therefore, limited reproduction of this work for the purposes of private study, research, criticism, review and news reporting is likely to be in accordance with the law, particularly if cited appropriately. Approval Name: Michael Borowy Degree: Master of Arts (Communication) Title of Thesis: Public Gaming: eSport and Event Marketing in the Experience Economy Examining Committee: Chair: David Murphy, Senior Lecturer Dr. Stephen Kline Senior Supervisor Professor Dr. Dal Yong Jin Supervisor Associate Professor Dr. Richard Smith Internal Examiner Professor Date Defended/Approved: July 06, 2012 ii Partial Copyright Licence iii STATEMENT OF ETHICS APPROVAL The author, whose name appears on the title page of this work, has obtained, for the research described in this work, either: (a) Human research ethics approval from the Simon Fraser University Office of Research Ethics, or (b) Advance approval of the animal care protocol from the University Animal Care Committee of Simon Fraser University; or has conducted the research (c) as a co-investigator, collaborator or research assistant in a research project approved in advance, or (d) as a member of a course approved in advance for minimal risk human research, by the Office of Research Ethics. -
Palonen Katajisto.Pdf (2.642Mt)
OPINNÄYTETYÖ Yle elektronisen urheilun vaikuttajana – tutkimus kentän nykytilasta ja kuluttajatottumuksista Richard Katajisto ja Lauri Palonen Kulttuurituotannon koulutusohjelma (240 op) 11 / 2015 www.humak.fi HUMANISTINEN AMMATTIKORKEAKOULU Kulttuurituotannon koulutusohjelma TIIVISTELMÄ Työn tekijä Richard Katajisto ja Lauri Palonen Sivumäärä 64 ja 4 liitesivua Työn nimi Yle elektronisen urheilun vaikuttajana – tutkimus kentän nykytilasta ja kuluttajatottumuksista Ohjaava(t) opettaja(t) Minna Hautio Työn tilaaja ja/tai työelämäohjaaja Yleisradio Oy, Juha Lahti Tiivistelmä Elektroninen urheilu on maailmalla yleistynyt ilmiö, jossa kilpaillaan parhaimmuudesta eri tietokone- ja konsolipeleissä. Alaan kuuluu laaja kirjo eri kilpapelejä, tapahtumia, turnauksia ja totta kai ammattipe- laajia ja joukkueita. Suomessa ilmiö on kuitenkin vielä melko marginaalinen, vaikka se onkin lisännyt tunnettuuttaan huomattavasti viimeisen viiden vuoden aikana. Tunnettuuden kasvuun on vaikuttanut muun muassa Ylen elektronisen urheilun lähetyskokeilut vuonna 2014, joista kertyi runsaasti positiivis- ta palautetta. Lähetyksiä on siitä lähtien toimitettu epäsäännöllisin väliajoin muun muassa suomalaisis- ta ja ruotsalaisista pelitapahtumista. Palautteen rohkaisemana Yle etsii uusia keinoja miten se voisi toteuttaa entistä laadukkaampia elektronisen urheilun sisältöjä. Tutkimuksen tarkoituksena oli kartoittaa suomalaista elektronisen urheilun kenttää ja miten Yle voisi omalla toiminnallaan edesauttaa alan tunnettuuden kasvua Suomessa. Lisäksi tutkimuksella selvitettiin -
Beispiel Studienheft
Leseprobe Modul: e-Sport-Management Studienheft: Management von e-Sport-Events und -Teams Autoren: Niklas Timmermann Auszug aus dem Studienheft 2. Exemplarischer Aufbau eines Profiteams inkl. Problemstellungen 61 Kapitel 2 2. Exemplarischer Aufbau eines Profiteams inkl. Problemstellungen 2.1 Abgrenzung Profiteam zu Nicht-Profiteam 2.1.1 Werksteam 2.1.1.1 Deutsche Werksteams 2.1.1.2 Zielstellung und Eintrittsgründe 2.1.1.3 Vergleich in der Wahrnehmung: Werksteam im Sport vs. im eSport 2.1.2 Sonstige Profiteams 2.1.2.1 Definition 2.1.2.2 Zielstellung und Eintrittsgründe 2.2 Struktur und Aufgabenbereiche in Profiteams 2.2.1 Struktur von Profiteams in der Übersicht 2.2.1.1 Teamleitung 2.2.1.2 General Manager 2.2.1.3 Team Manager 2.2.1.4 Socials (Content) 2.2.1.5 Vertrieb 2.2.1.6 Spieler 2.2.1.7 Influencer 2.2.1.8 Coach und Analyst 2.3 Strategische Vorüberlegungen bei einer Teamgründung 2.3.1 Marke 2.3.2 Sitz 2.3.3 Spielwahl 2.3.4 Spielerwahl 2.3.5 Rechteaufteilung und -knappheit 2.3.6 Preisgelder 2.3.7 Verträge 2.4 Kostenübersicht Profiteam © 08/2020 Leseprobe „Bachelor of Arts e-Sport-Management“ 62 2. Exemplarischer Aufbau eines Profiteams inkl. Problemstellungen Lernorientierung Nach Bearbeitung dieses Kapitels sind Sie in der Lage, • die grundlegenden Unterschiede zwischen Werksteams und sons- tigen Profiteams wiederzugeben; • das notwendige Personal inklusive der groben Aufgabenbereiche für ein Profiteam zu benennen; • relevante strategische Grundsatzentscheidungen bei der Entwick- lung eines Teams zu erklären; • die größten Kostenpunkte inklusive ihrer Gewichtung bei einem Team zu kennen.