HOW to IDENTIFY YOUR ESPORTS AUDIENCE Contents
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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. -
BLAST Pro Series Moscow to Partner with Toyota
Toyota and BLAST Pro Series partner up. Aug 02, 2019 08:37 UTC BLAST Pro Series Moscow to partner with Toyota Toyota will be an official partner at BLAST Pro Series Moscow 2019 - Counter Strike: Global Offensive tournament. One of the most striking esports events in the world will take place in Moscow for the first time. The event will be held on September 14 at VTB Arena – Dinamo central stadium. BLAST Pro Series Moscow is the fifth stop in the 2019 BLAST circuit, after Los Angeles, Madrid, Miami and Sao Paulo. Among participants of BLAST Pro Series Moscow are Natus Vincere, Ence, Ninjas in Pyjamas, MIBR and Team Vitality. Closed CIS qualifications are held on August 10-11, and the winner will join the 5 top teams. The main stage of BLAST Pro Series Moscow will be held on September 14 in VTB Arena. The car brand and partnership will be presented at the VTB Arena on the day of the event, where the stars of global CS:GO will fight for their share of the $250,000 prize pool. As the first car brand ever to invest in esports in CIS, Toyota will be integrated into the broadcast of the tournament with millions TV and online viewers all over the world, and the brand will will also be a part of the broadcast of the closed CIS qualifications of BLAST Pro Series Moscow (August 10-11). Tatyana Khalyavskaya, Toyota Marketing Director: - We are glad to support a tournament of a such a great scale. And this is already the second esports project for Toyota in Russia. -
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 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. -
Allt Om Dreamhack Masters Malmö
Allt om DreamHack Masters Malmö Det har blivit dags för den största internationella arenaturneringen i e-sport som hittills har arrangerats i Sverige – DreamHack Masters Malmö. Spelet är Counter Strike: Global Offensive (CS:GO) och de 16 lag som göra upp om prispotten motsvarande 2 miljoner kronor, tillhör den absoluta världseliten. Här ger vi dig allt du behöver veta om turneringen, lagen, schemat och spelet. Om turneringen Turneringen inleds med gruppspel som kommer spelas mellan den 12 - 14 april. Två lag kvalificerar vidare från varje grupp till slutspelet. Gruppspelen sänds via dreamhack.tv. Lördagen den 16 april klockan 10 öppnas dörrarna till Malmö Arena för den 10 000 människor stora publiken, då två dagars spänning kan väntas enda fram till den rafflande finalen på söndagskvällen. Totalt väntas miljoner människor följa turneringen via dreamhack.tv. Önskar ni pressackreditering, skicka ett mail till [email protected] med ert namn, media ni arbetar för och kontaktuppgifter. För fler bilder: flickr.com/photos/dreamhack Fotografens namn hittar ni i fotolänken. Vanligast är Adela Sznajder eller Sebastian Ekman. Bilder från DreamHack Masters Malmö kommer kontinuerligt att läggas upp. Fotografer på plats: Adela Sznajder och Abraham Engelmark För citat, Kontakta Christian Lord, head of eSports, Dreamhack Tel. +46 70 27 50 558 och mail: [email protected] Om lagen Åtta lag har specialinbjudits till turneringen. Astralis: Danmarks bästa lag och rankad fyra i världen. Astralis väckte uppmärksamhet i dansk press när de erhöll en investering på sju miljoner danska kronor från Sunstone Capital och den danska entreprenören Tommy Ahlers, i samband med bildningen av den nya organisationen 2016. -
Paynova Teams up with Ninjas in Pyjamas Entering the Chinese Online Gaming Market
Press release Stockholm, 2 March 2006 Paynova teams up with Ninjas in Pyjamas entering the Chinese online gaming market The Swedish e-sport team Ninjas in Pyjamas (NiP) today launches a new Chinese e-commerce site, selling merchandise and game related hardware on the Chinese market. Paynova’s international account-based payment service is integrated in the new NiP e- commerce site, giving members, fans and other visitors the option of obtaining a safe and secure account for Internet transactions and fund transfers. Online gaming, or e-sports, is not currently a thriving industry in Sweden and Europe. However in China alone, there are already almost 33 million online gamers, and the market is growing rapidly. Revenues from the online gaming industry in China are estimated at US$580 million, and are expected to grow to US$1.7 billion in 2010. Teamed up with the successful Swedish e-sport team Ninjas in Pyjamas, NiP, Paynova is now taking the first step into the enormous Chinese e-sports market. Paynova’s experience from the European gaming market, and the company’s partnership with NiP has resulted in optimized payment services for online gaming. Paynova offers an account based service that handles micro payments, subscriptions, and payments from within the game, co-registration and single sign-on as well as a payment guarantee. This cost effective solution complies with all the key requirements of the online gaming industry in a secure and simple way and is Visa AIS and MasterCard SDP compliant. − We look forward to this venture with Paynova in entering the fiercely competitive Chinese market. -
Dreamhack Masters to Move Online – $300,000 Prize Pool Split Across
DreamHack Masters to move online – $300,000 prize pool split across four regional competitions Confirmed Teams To Date Include Astralis, Ninjas in Pyjamas, ENCE, MIBR, 100 Thieves, TyLoo STOCKHOLM — DreamHack today announced that, due to the ongoing health and safety concerns in the world, and the interest of the safety and health of our players and staff, DreamHack Masters has been rescheduled and will move to an online format to fulfill our promise of bringing the Counter-Strike: Global Offensive (CS:GO) community the world's best CS:GO action. DreamHack Masters Spring will be split into two time periods: May 19-30, with the group stage of the regional championships in Europe and North America running parallel, and the playoffs taking place June 8-14. The other two regional championships, Asia and Oceania, will also run simultaneously from June 2-7. The total prize pool of $300,000 will be split between the four regions as follow: $160,000 for Europe; $100,000 for North America; $20,000 for Asia; and $20,000 for Oceania. Each region will run qualifiers running between April 16-20. “We’re very excited to move to an online format for DreamHack Masters Spring,” said Michael Van Driel, Chief Product Officer at DreamHack. “While not being able to compete on LAN is unfortunate, we’ve developed a structure to support teams, players and fans around the world. We look forward to a great competition, showing that the world of esports goes on as we're quick to adapt and find solutions for this new reality. -
Ninjas in Pyjamas ESL One-Vinnare I CS:GO
2014-08-19 08:47 CEST Ninjas in Pyjamas ESL One-vinnare i CS:GO Svenska Counter-Strike laget Ninjas in Pyjamas vann i söndags, den 17 augusti, den prestigefyllda ESL One-turneringen i CS:GO efter en nervkittlande final mot det svenska laget Fnatic. Ninjas in Pyjamas, eller NiP, startades år 2000. Tidigare har NiP haft kultspelaren HeatoN i sitt Counterstrike-lag, som också varit det spelet som NiP tagit flest titlar i. HeatoN är numer även tränare för vinnarlaget i ESL One-turneringen Finalen i ESL One-turneringen i CS:GO gick av stapeln i anslutning till gamingkonventet GamesCom i Köln. Tidigare i år har NiP gjort stor succé med sin YouTube-kanal, som ligger i United Screens premiumnätverk, där de laddar upp CS:GO-filmer tillsammans med vloggar ifrån spelarna i laget. Matchen mellan NiP och Fnatic sändes live på Twitch, och är i efterhand upplagd på ESLs officiella YouTube-kanal. Se matchen här. NiP YouTube-kanal 83 000 prenumeranter 4,8 milj visningar We Are Era är resultatet av Europas flerkanaliga nätverk som kombinerar kreatörer, räckvidd, content och produktionsstudio under ett enda europeiskt varumärke. Vi kombinerar de bästa tillgångarna och erbjudandena i Europa under ett och samma tak, med den fortsatta lokala expertisen. Företaget är sedan 2018 ett helägt dotterbolag till RTL och Bertelsmann Group. We Are Eras vision är att driva den nya eran av kreatörer, räckvidd, content och produktion på tolv europeiska marknader med 240 anställda, fördelat på åtta lokala kontor i Amsterdam, Berlin, Köln, Köpenhamn, Paris, Madrid, Milano och Stockholm. Sedan starten har We Are Era kopplat samman Nordens största influencers och kreatörer med världsledande kunder genom annonsering på Youtube och influencer marketing, på alla sociala medie- plattformar. -
TUBC 2015 Case
0! ! ! ! ! ! ! ! ! ! ! ! “GROWING E-SPORT IN SOUTH EAST ASIA” ! ! ! ! ! ! ! ! ! ! ! ! ! 1 | TUBC 2015 ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! !Supawat Likittanawong prepared this case with assistance of Pakapol Thangtongchin under the supervision of the case company. The case was prepared solely as a basis for ! discussion. Cases are written in the past tense; this is not meant to imply that all practices, !organizations, people, places or facts mentioned in the case no longer occur, exist or apply. Cases are not intended to serve as endorsements, sources of primary data, or !illustration of effective or ineffective handling of a business situation. ! The case was written under the permission granted by the case company. © 2015 by BBA !International Program, Thammasat Business School, Thammasat University. This publication may not be digitized, photocopied or otherwise reproduced, posted,or ! transmitted without the permission of BBA International Program, Thammasat Business !School, Thammasat University. TUBC 2015 | 2 ! ! ! ! “At Garena, we focus on bringing joy and convenience to people across Asia through the power of our technology platform. We aspire to make the world an ever more connected community through innovative products and services.” -! Forrest Li, Garena’s Founder, Chairman and Group CEO ! 3 | TUBC 2015 ! 1.! INTRODUCTION It was July 2015 and Nok was waiting for the rest of her team in the main meeting room at Garena’s office in downtown Bangkok. A week ago, Nok attended the top team meeting at Garena’s headquarter in Singapore where the topic of growing eSports in Southeast Asia (SEA) was the center of discussion. Being a leader in online gaming in the region, Garena is at the forefront of the industry development. -
Historiography of Korean Esports: Perspectives on Spectatorship
International Journal of Communication 14(2020), 3727–3745 1932–8036/20200005 Historiography of Korean Esports: Perspectives on Spectatorship DAL YONG JIN Simon Fraser University, Canada As a historiography of esports in Korea, this article documents the very early esports era, which played a major role in developing Korea’s esports scene, between the late 1990s and the early 2000s. By using spectatorship as a theoretical framework, it articulates the historical backgrounds for the emergence of esports in tandem with Korea’s unique sociocultural milieu, including the formation of mass spectatorship. In so doing, it attempts to identify the major players and events that contributed to the formation of esports culture. It periodizes the early Korean esports scene into three major periods—namely, the introduction of PC communications like Hitel until 1998, the introduction of StarCraft and PC bang, and the emergence of esports broadcasting and the institutionalization of spectatorship in the Korean context until 2002. Keywords: esports, historiography, spectatorship, youth culture, digital games In the late 2010s, millions of global youth participated in esports as gamers and viewers every day. With the rapid growth of various game platforms, in particular, online and mobile, people around the world enjoy these new cultural activities. From elementary school students to college students, to people in their early careers, global youth are deeply involved in esports, referring to an electronic sport and the leagues in which players compete through networked games and related activities, including the broadcasting of game leagues (Jin, 2010; T. L. Taylor, 2015). As esports attract crowds of millions more through online video streaming services like Twitch, the activity’s popularity as one of the most enjoyable sports and business products continues to soar. -
Pay to Play: Video Game Monetization Patents and the Doctrine of Moral Utility
GEORGETOWN LAW TECHNOLOGY REVIEW PAY TO PLAY: VIDEO GAME MONETIZATION PATENTS AND THE DOCTRINE OF MORAL UTILITY Kirk A. Sigmon* CITE AS: 5 GEO. L. TECH. REV. 72 (2021) TABLE OF CONTENTS I. INTRODUCTION ...................................................................................... 72 II. THE GROWING COST OF VIDEO GAMES ................................................. 74 III. CONTROVERSIAL VIDEO GAME PATENTS ON DLC AND MICROTRANSACTIONS ................................................................................... 81 IV. THE CONTROVERSY BEHIND THE PSYCHOLOGY OF DLC AND MICROTRANSACTIONS ................................................................................... 86 V. A BRIEF HISTORY OF PATENTS AND “MORAL UTILITY” ........................ 89 VI. WHY MORAL UTILITY SHOULD NOT BE REVIVED FOR VIDEO GAMES .. 94 VII. CONCLUSION .......................................................................................... 98 I. INTRODUCTION Video games are now more complex and realistic than they ever have been—but making those games is not cheap. Video game development and marketing costs are sky high.1 To help recoup these costs, game developers and publishers have begun inventing increasingly clever ways to encourage users to spend more money on video games—and they are pursuing patents for those inventions. One recently granted patent seeks to drive in-game purchases by making multiplayer matches difficult for a player, encouraging that player to buy an item and, once that item is purchased and used, subtly rewarding the spending by making multiplayer matches easier.2 Another recently granted patent targets players more likely to spend money in-game by presenting them with exclusive spending opportunities, maximizing value * Shareholder, Banner Witcoff. Thanks to Ross A. Dannenberg, Scott M. Kelly, and Carlos Goldie for their invaluable input and assistance with this Article. 1 See infra Part II. 2 See U.S. Patent No. 9,789,406 (filed Oct. 17, 2017) [hereinafter Marr]. -
Crytek Employee Claims to Have Not Yet Been Paid in 2017 | Pcgamesn
5/17/2019 Crytek employee claims to have not yet been paid in 2017 | PCGamesN Kirk McKeand 806 days ago Crytek employee claims to have not yet been paid in 2017 Update March 2, 2017: It seems things are still not alright at Crytek, with employees claiming they are yet to be paid for their work this year. In a post on Reddit, one anonymous Crytek employee claims wages from January still haven’t arrived, and there’s no word at all on February’s. In fact, the last salary to be paid on time was April 2016. It’s got steadily worse since. Can’t face Warface? Here are the best shooters on PC. According to the employee, May 2016’s salary was nine days late, June’s was two weeks late, August was slightly more, September was a month late, and October’s wage didn’t arrive until December 17. In mid December there was a company-wide meeting, in which promises were made for things to begin stabilising, with the company now focusing on Crysis, CryEngine and VR. https://www.pcgamesn.com/crytek-wage-crisis-black-sea-studio 1/5 5/17/2019 Crytek employee claims to have not yet been paid in 2017 | PCGamesN Then, come January, people were made redundant and Warface, Crytek’s free-to-play shooter, was apparently sold o to a company in Russia. “During this time, [Crytek founder] Faruk Yerli is still driving his new Lamborghini to work while the employees [are] in the supermarket looking for the cheapest lunch because they do not know if they will be paid in time for the next rental,” says the anonymous developer.