Report on Promotion of E-Sports Development in Hong Kong
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E-Spor Innovative Approach to Sport
Cilt: 12 Sayı: 66 Ekim 2019 Volume: 12 Issue: 66 October 2019 www.sosyalarastirmalar.com www.sosyalarastirmalar.com Issn: 1307 - 9581 Issn: 1307 - 9581 Doi Number: http://dx.doi.org/ 10.17719/jisr.2019.3682 SPORA YENİLİKÇİ YAKLAŞIM: E - SPOR INNOVATIVE APPROACH TO SPORT: E - SPORTS Tuğberk EVREN Mehmet KARGÜN ** Adem PALA *** İlkay YAZARER **** Ö z Kendi homojen yapısı içerisinde uzun yıllardır kullanılan fakat kamuoyu için yeni olan e - s por kavramı, kitlelere ulaşımda çok büyük bir ivme yakalamış ve bu duruma paralel olarak da her geçen yıl ekonomik bağlamda işlem hacmini arttırmıştır. Bilgisayar/Ko nsol (Playstation, XBOX vb.)/Mobil araçlar sayesinde bireysel ya da takım şeklinde mücadele edilen bu platform, neredeyse herkese etkileşi m şansı tanıyor. Dünya nın her yerinden insana ulaşılabilmesi ve reklam/PR için büyük olanak sağlaması nedeniyle e - s por a p rofesyonel s por k ulüplerinin ilgisi artmaya başlamaktadır. Pazarın ekonomik tabanını oluşturan sponsorların etkisi ise her geçen yıl firesiz katlanarak artmaktadır. Milenyum çağının getirisi olan bu sporu düzenli izleyen ve takip eden kişi sayısı kürese l çapta 201 milyon, düzensiz izleyip, düzensiz takip edenlerle birlikte bu sayı 2019 yılında toplamda 454 milyon kişiye ulaşmıştır. Ülkemizde ise e - Spor’u takip eden kişi sayısı Gençlik ve Spor Bakanlığı’nın yaptığı çalışmayla ortaya çıkmıştır. 2017 verile rine göre ülkemizde 4.000.000 kişi e - Spor’u takip etmektedir. 2015 yılında e - s porun yıllık getirisi $325.000.000 iken 2020 yılında bu rakımın $1.500.000.000 olması beklenmektedir. 5 yılda 5 kat büyüyen bir ekonomi olan e - Spor kavramı üzerinde yapılan bu ça lışma; e - Spor’un tarihsel gelişimi, sektörün paydaşları hakkında, oyun türleri üzerinde, yerel ve global bağlamda ekonomik bilgi vermeyi amaçlamaktadır. -
João Pedro Brito Cício De Carvalho
Universidade do Minho Escola de Economia e Gestão João Pedro Brito Cício de Carvalho eams Business Models in Professional Electronic ts T Sports Teams Business Models in Professional Electronic Spor tins Coelho abio José Mar F 5 1 UMinho|20 April, 2015 Universidade do Minho Escola de Economia e Gestão João Pedro Brito Cício de Carvalho Business Models in Professional Electronic Sports Teams Dissertation in Marketing and Strategy Supervisor: Professor Doutor Vasco Eiriz April, 2015 DECLARATION Name: João Pedro Brito Cício de Carvalho Electronic mail: [email protected] Identity Card Number: 13011205 Dissertation Title: Business Models in Professional Electronic Sports Teams Supervisor: Professor Doutor Vasco Eiriz Year of completion: 2015 Title of Master Degree: Marketing and Strategy IT IS AUTHORIZED THE FULL REPRODUCTION OF THIS THESIS/WORK FOR RESEARCH PURPOSES ONLY BY WRITTEN DECLARATION OF THE INTERESTED, WHO COMMITS TO SUCH; University of Minho, ___/___/______ Signature: ________________________________________________ Thank You Notes First of all, I’d like to thank my family and my friends for their support through this endeavor. Secondly, a big thank you to my co-workers and collaborators at Inygon and all its partners, for giving in the extra help while I was busy doing this research. Thirdly, my deepest appreciation towards my interviewees, who were extremely kind, helpful and patient. Fourthly, a special thank you to the people at Red Bull and Zowie Gear, who opened up their networking for my research. And finally, my complete gratitude to my research supervisor, Professor Dr. Vasco Eiriz, for his guidance, patience and faith in this research, all the way from the theme proposed to all difficulties encountered and surpassed. -
Photo Gallery
Cover Illustration The new Central Government Offices on the harbourfront are designed as an ‘open door’ to depict the administration as open and receptive to new ideas. The offices, which opened in August, are part of a major project at Tamar that houses the Legislative Council Complex and the Chief Executive’s Office and features an abundance of greenery and open space. End-paper Maps Front Hong Kong Special Administrative Region Back Hong Kong and Pearl River Delta Satellite Image Map Events in 2011 This year’s major events included a visit to Hong Kong in August by the Vice-Premier of the State Council, Mr Li Keqiang, pictured, delivering the keynote address at the Forum on the National 12th Five-Year Plan and Economic, Trade and Financial Co-operation and Development between the Mainland and Hong Kong at the Hong Kong Convention and Exhibition Centre. Other major events included visits by foreign dignitaries as well as overseas visits by senior Hong Kong officials – and Guinness World Records. Events in 2011 Top left: The then Chief Secretary for Administration, Mr Henry Tang, calls on Singapore Prime Minister, Mr Lee Hsien Loong, during his trip to the island state in February. Above left: The Chief Secretary for Administration, Mr Stephen Lam, meets the German Federal Minister of Foreign Affairs, Mr Guido Westerwelle, in Berlin in October. Above right: The Chief Executive, Mr Donald Tsang (first row, first right), poses with other world leaders at the Asia-Pacific Economic Co-operation Economic Leaders’ Meeting in Honolulu in November. Right: The Chief Executive welcomes the US Secretary of State, Mrs Hillary Rodham Clinton, at Government House in Hong Kong on July 25. -
Chapter 2 Quality City and Quality Life
Chapter 2 Quality City And Quality Life Preamble The development of Hong Kong into a knowledge-based economy requires talent from around the world, and a quality city life is essential to attracting talent. The concept of “Progressive Development” advocated by the Chief Executive is to develop a quality city life by striking a balance between economic development and environmental protection and conservation. In the arena of environmental protection, we launched a basket of new initiatives in areas such as air quality improvement, waste management and promoting a low-carbon economy and lifestyle. Environmental protection is a long-term and continuing commitment. The Government will continue to promote regional co-operation to improve air quality within the region, and to develop the PRD Region into a green and quality living area. Global warming is an international concern. We will meet the challenge of climate change with early planning. In particular, we will enhance energy effi ciency and promote a low carbon economy — an economy based on low energy consumption and low pollution. Moreover, we will strengthen our cultural software, develop our audience base, and support more small and medium arts groups to tie in with the development of the West Kowloon Cultural District, which is proceeding as planned. 28 Quality City And Quality Life We will also continue our efforts to beautify the shoreline of Victoria Harbour by turning it into a landmark to be enjoyed by locals and visitors alike. 29 Quality City And Quality Life New Initiatives We will: • Oversee the progressive launch of digital audio broadcasting services by three commercial licensees and Radio Television Hong Kong as from late 2011/early 2012. -
Izrada Prve Epizode Emisije Pod Nazivom "DOTA 2 Hall of Fame"
Izrada prve epizode emisije pod nazivom "DOTA 2 Hall of Fame" Zrna, Filip Undergraduate thesis / Završni rad 2018 Degree Grantor / Ustanova koja je dodijelila akademski / stručni stupanj: University North / Sveučilište Sjever Permanent link / Trajna poveznica: https://urn.nsk.hr/urn:nbn:hr:122:160174 Rights / Prava: In copyright Download date / Datum preuzimanja: 2021-10-09 Repository / Repozitorij: University North Digital Repository Odjel za Multimediju, oblikovanje i primjenu Završni rad br. 584/MM/2018 Izrada prve epizode emisije "DOTA 2 Hall Of Fame" Filip Zrna, 0685/336 Varaždin, rujan 2018. godine Odjel za Multimediju, oblikovanje i primjenu Završni rad br. 584/MM/2018 Izrada prve epizode emisije "DOTA 2 Hall Of Fame" Student Filip Zrna, 0685/336 Mentor mr. sc. Dragan Matković, dipl. ing., viši predavač Varaždin, rujan 2018. godine Sažetak Rad je podijeljen na dva dijela. Prvi dio objašnjava bazične podatke o videoigri o kojoj se razgovara u emisiji. Ujedno se objašnjavaju pojmovi koji se spominju u emisiji te se pokušava opisati i objasniti sve podatke i informacije, kako bi osoba koja nema nikakvo znanje o videoigri mogla razumjeti o čemu se govori i što se događa u emisiji. Drugi dio objašnjava korake koji su napravljeni kako bi se realizirala emisija. Od ideje koja je potakla izradu emisije te do postprodukcijskih tehnika koje su korištene. Prikazana je knjiga snimanja, način snimanja, scenarij i tehnike korištene u postprodukciji. Ova epizoda emisije "DOTA 2 Hall of Fame" je u trajanju od 11 minuta i 35 sekundi. Emisija je napravljena kako bi se novim igračima objasnile tehnike koji profesionalni igrači koriste, da se stariji igrači podsjete na ikonične trenutke u povijesti DOTA-e te da se, oni koji ne znaju, nauče osnovnim podacima o strategijama korištenim u tim trenucima. -
Eshark Token
eShark Token White Paper 10 September 2021 @2021 eShark Token. All right reserved List of content 3 Introduction 4 Abstract 5 eShark Token (ESHK) 6 Product Implementation 7 Market Description 8 E-Sport Tournament 9 Team Member 13 Problem 14 Fraudulent Transaction 15 Event Organizer Fraud 16 Solution 18 Product 19 Market Place 20 Voting Right 22 Coral Pools & Sharkie Swap 23 Coral Pools 24 Sharkie Swap 25 RoadMap 27 Tokens Distribution & Funds Allocation 28 Distribution of Tokens 29 Allocation of Funds 30 Disclaimer Introduction Abstract eShark Token is the future of trusted transaction management for Gamers and Investor, built on blockchain technology and smart contracts. We unite gamers, investors, traders and exchangers into a decentralized, open and fair network, to globalize the financial in gaming market. The smart contract technology that underlies the platform will provide an automate and absolutely transparent system for investing. eShark Token purpose is to connect gamers community worldwide through a platform that able to conduct safe and convenient transactions between users, players, companies, e-sports teams, game developers and game publishers. eShark also going to create a democratic ecosystem for gamers using the token as a form of voting rights through blockchain system for Online Tournament Platform, eSports Team, Event Organizer, Game Influencer, eSports Manager, Game Streamer and all related to Game industry. 4 eShark Token (ESHK) ESHK is a BEP20 – standard token that will be distributed as part of the Following the crowd sale, ESHK can be stored in any BEP20 – compliant wallet. Additional functions will be introduced in the future: • ESHK will be stored in ESHK wallet integrated to gaming platform. -
The Hong Kong Jockey Club Annual Report for the Year Ended 30 June 2009 二○○九年六月三十日止年度年報
The Hong Kong Jockey Club Jockey Hong Kong The Annual Report for the year ended 30 June 2009 二○○九年六月三十日止年度年報 香港賽馬會 Annual Report for the year ended 30 June 2009 二 ○○ 九年六月三十日止年度年報 香港賽馬會 香港跑馬地體育道壹號 The Hong Kong Jockey Club One Sports Road, Happy Valley Hong Kong T: 2966 8111 F: 2890 2946 www.hkjc.com This publication uses paper originating from well-managed forests and controlled/recycled wood 此印刷品紙張源自管理完善的森林及受控/再循環木材 To be a world leader in the provision of horse racing, sporting and betting entertainment, and Hong Kong’s premier charity and community benefactor. Vision 致力提供世界最高水平的賽馬、體育及博彩娛樂,同時 目標 維持全港最大慈善公益資助機構的地位。 To provide total customer satisfaction through meeting the expectations of all Club customers and stakeholders – the racing and betting public; lottery players; Club Members; charities and community organisations; Government; and, ultimately, the people of Hong Kong – and thereby be one of Hong Kong’s most respected organisations. Mission 竭誠令顧客百分百滿意,對於賽馬觀眾、投注人士、獎 使命 券投注者、本會會員、慈善機構、公益團體、香港政 府,以至全港市民,都不能有負所望,務必置身全港最 備受推崇機構之列。 Annual Report photos by The Hong Kong Jockey Club • Stewards and Management portraits by Bobby Lee • Designed by Lilian Design Tang Limited CONTENTS 目錄 HONG KONG JOCKEY CLUB ANNUAL REPORT 2008/09 二○○八/○九年香港賽馬會年報 3 Financial Year Performance Highlights, 財政年度業績概覽、慈善撥款及稅務貢獻 Charitable Appropriation and Tax Contribution 4 Board of Stewards 董事局 5 Chairman’s Statement 主席報告 10 Chief Executive Officer’s Statement 行政總裁報告 17 Hong Kong Jockey Club Organisation 香港賽馬會組織架構 FEATURE STORIES 專題報導 Healing Four feature Sichuan -
The Hong Kong Jockey Club: Oracle Customer Case Study
Oracle Customer Case Study The Hong Kong Jockey Club Improves Risk Management with Real-Time Data Processing “With Oracle TimesTen In-Memory Database, we are able to The Hong Kong Jockey Club analyze the football pool continually and deliver key Hong Kong www.hkjc.com performance data within sub-seconds. The quick response time Industry: has given us a great advantage in managing and mitigating risk Media & Entertainment exposure from our fixed-odds betting operations.” – Dr K.S. Sin, Annual Revenue: Manager, IT Architecture, The Hong Kong Jockey Club US$12,460 million Few things are more thrilling than the thunder of hoofs and the Employees: 4,200 roar of the crowd during a day at the races. Horse racing is the most popular spectator sport in Hong Kong, drawing thousands of Oracle Products & Services: local and international visitors to the Sha Tin and Happy Valley Racecourses between September and June. Oracle TimesTen In-Memory Database Overseeing the revelry is the Hong Kong Jockey Club (HKJC), one of the largest racing organizations in the world. It also Key Benefits: manages the Mark Six Lottery and oversees fixed-odds betting on Enabled continuous analysis of football matches held outside Hong Kong. A unique feature of football pool and facilitated HKJC is its not-for-profit business model, whereby surplus business intelligence activities with real-time data processing earnings are donated to charity. Over the past decade, the Improved risk management organization has given an average of HK$1 billion every year to through close monitoring of hundreds of charities and community projects, ranking it betting activities alongside the Rockefeller Foundation as one of the biggest charity Ensured data integrity at all donors in the world. -
Park Lane White Paper Series: Esports
PARK LANE WHITE PAPER SERIES: ESPORTS The Big Business of Competitive Gaming Spring 2017 prkln.com INDUSTRY OVERVIEW ESPN President John Skipper once entrepreneur Angel Munoz founded the declared competitive gaming as “not a Cyberathlete Professional League. It real sport,” but it has evolved into a was not until 1999, however, after the $892 million juggernaut. Projected to be Asian financial crisis, that esports began worth $1.1 billion by 2018, according to to take off. The South Korean estimates by SuperData and Newzoo, government invested heavily in the esports industry is one that has improving their broadband and captivated a rapidly growing global telecommunications capacity to audience of almost 300 million people. stimulate their economy. With improved Internet connectivity, online Broadly defined, esports describes gaming took off in South Korea and competitive gaming, with the spread to the rest of the world.2 The professional designation of the sport early 2000s brought about additional involving full-time, pro players rather professional esports organizations, such than part-time amateurs. Much like in as the Electronic Sports World Cup in traditional sports, fans value skill of the 2000 and Major League Gaming in players first and foremost and loathe 2002.3 seeing results influenced by outside factors (like the AI) rather than the talent and performance of the players.1 The first esports event is widely considered to be the 1997 Red Annihilation tournament, with the winner taking home a new Ferrari. Major League Gaming -
Replies to Initial Written Questions Raised by Finance Committee Members in Examining the Estimates of Expenditure 2006-07
Replies to initial written questions raised by Finance Committee Members in examining the Estimates of Expenditure 2006-07 Director of Bureau : Secretary for Home Affairs Session No. : 6 Reply Question Name of Member Head Programme Serial No. Serial No. Subvention: Equal HAB001 0098 LI Kwok-ying 53 Opportunities Commission and Office of the Privacy Commissioner for Personal Data Subvention: Hong Kong HAB002 0099 LI Kwok-ying 53 Academy for Performing Arts, Hong Kong Arts Development Council and Hong Kong Sports Institute Limited District and Community HAB003 0169 CHEUNG Hok-ming 53 Relations District and Community HAB004 0170 CHEUNG Hok-ming 53 Relations HAB005 0210 LAU Wai-hing, Emily 53 Rights of the Individual HAB006 0211 LAU Wai-hing, Emily 53 Rights of the Individual HAB007 0212 LAU Wai-hing, Emily 53 Rights of the Individual HAB008 0213 LAU Wai-hing, Emily 53 Information Policy District and Community HAB009 0214 LAU Wai-hing, Emily 53 Relations HAB010 0628 LAU Wai-hing, Emily 53 Culture Subvention: Equal HAB011 0648 LAU Wai-hing, Emily 53 Opportunities Commission and Office of the Privacy Commissioner for Personal Data Subvention: Equal HAB012 0649 LAU Wai-hing, Emily 53 Opportunities Commission and Office of the Privacy Commissioner for Personal Data HAB013 0651 LAU Wai-hing, Emily 53 Rights of the Individual HAB014 0652 LAU Wai-hing, Emily 53 Rights of the Individual HAB015 0653 LAU Wai-hing, Emily 53 Culture Reply Question Name of Member Head Programme Serial No. Serial No. HAB016 0654 LAU Wai-hing, Emily 53 Culture Subvention: -
Exploring Transtextuality in Competitive Games and Esports
Playing Across Media: Exploring Transtextuality in Competitive Games and eSports Ben Egliston The University of Sydney Sydney, NSW, Australia [email protected] ABSTRACT The aim of this paper is to explore the synthesis of digital games and observatory media facilitated by eSports and the competitive play of games. Borrowing from Genette's work in the field of literary studies, as well as media and game studies research, I describe the crossmedia assemblage occurring in competitive games as transtextual. A particular focus is the quantitative analysis of play in Valve's Dota 2. Using publicly archived player statistics, I describe how the broadcast play of professionals has come to exist as a locus of game knowledge and an impetus for styles of play for many amateur players. I argue that players must negotiate both the traditional gamespace and the space of surrounding texts with which gameplay has become conflated. Conversely, I posit that transtextual systems are situationally reflexive, and amateur players can assert change in professional domains. In addition to the compositional analysis of the crossmedia videogame form, I explore the phenomenological implications of this assemblage, namely digital games' movement away from its common conceptualisation as leisure based activity. Keywords Games, eSports, Transtextuality, Intertextuality, Paratext INTRODUCTION The competitive play of digital games has come to represent a complex dialectic between texts, namely the game-proper and the surrounding array of observatory media. The growing pervasiveness of spectator platforms and observatory practice across the contemporary gaming landscape has been impactful in forcing a reformulation of what games as a medium fundamentally involve and demand. -
Policy Agenda
Chapter 7 Youth, Sport, Arts and Culture Preamble Young people are precious assets of our society and our future. Our youth development policy will focus on creating opportunities for them and helping them to realise their potential. We will continue to partner with relevant NGOs to foster a culture of multi-faceted excellence and offer multiple avenues for young people to pursue their studies, career and interests. Engaging the Commission on Youth, uniformed groups and NGOs, we aim to enhance our networking with young people, promote positive values amongst them and facilitate their overall development. The Government’s policy for developing sport in Hong Kong is threefold - to promote sport in the community, to support elite sport, and to maintain Hong Kong as a centre for major international sports events. Underlying these objectives is the view that participation in sport contributes significantly to good physical and psychological health, and provides a basis for social interaction and a sense of belonging to the community. On culture and the arts, our vision is to develop Hong Kong into an international cultural metropolis with a distinct identity grounded in Chinese traditions and enriched by different cultures. We are providing opportunities for wide participation in culture and the arts; offering opportunities for those with potentials to develop artistic 113 talents; supporting the preservation and promotion of our traditional cultures (including intangible cultural heritage) while encouraging artistic creation and innovation; and developing Hong Kong into a prominent hub of cultural exchanges. We will continue to strengthen our cultural software to tie in with the development of the West Kowloon Cultural District (WKCD).