Esports Feasibility Report
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Revolutions Official Publication of the Peter Harrison Centre for Disability Sport Issue 18 Winter 2015/16
Revolutions Official publication of the Peter Harrison Centre for Disability Sport Issue 18 Winter 2015/16 www.lboro.ac.uk/phc Tel: 01509 226387 Email: [email protected] Twitter: @PHC_Lboro Selected highlights in this issue: The Very Alternative Guide to Spinal Cord Injury Book Launch—pg 6 BT World Wheelchair Rugby Challenge—pg 6 PRISM project—pg 8 English Institute of Sport—pg 9 Welcome Welcome Director’s Foreword by Prof. Vicky Tolfrey As we end yet another year it gives me great pleasure to reflect on the impact that the Centre's activities have made. With this in mind, I must thank all those that have contributed to this success not only in 2015, but over the ten year period that was recently celebrated in London with Sir Peter Harrison and special guests at the Hospital Club in Convent Garden. It was a memorable evening which deservedly highlighted the achievements that our colleagues both within the Centre and Worldwide had made through a video montage and selection of speeches. Hearing the comments about the Centre's activities from others outside of the University affirm that we have an International reputation for excellence in 'Disability sports, physical activity and wellbeing'. I am proud of what we have achieved and I am particularly excited with the prospects of what lies ahead in 2016 as we move into a Paralympic Games year. Best wishes to all in 2016 Vicky Tolfrey Prof. Vicky Tolfrey (Director) PHC 10 Year Celebratory Evening by Katy Griggs Members of the PHC, trustees of the Peter Harrison Foundation (PHF) and selected invitees attended a celebratory event at the Hospital Club in Covent Garden to celebrate the 10 year partnership between the PHC and PHF on the 1st December. -
BLAST Pro Series Brings World-Class Esports Entertainment to Miami
The BLAST trophy comes with a prize of 125,000 dollars for the winner! Mar 20, 2019 12:32 UTC Biggest event of the year: BLAST Pro Series brings world-class esports entertainment to Miami For the first time ever BLAST Pro Series will bring the newest and most spectacular live esports format to US. On 13 April, 6 of the world's best Counter-Strike teams with some of esports' biggest stars will battle it out live on stage in Miami's Watsco Center for a total prize pool of 250,000 dollars. The show has sold out in all arenas so far and tickets fir Miami go live February 20. The BLAST experience Watsco Center will be completely transformed to a state-of-the art digital battleground: From the iconic A-stage with all 6 teams playing live on the same time over the monstrous set-up with multiple jumbo screens, hundreds of moving lights and amazing surround sound to the event itself: It is live entertainment like you’ve never experienced before! Jordi Roig, Executive Producer of BLAST Pro Series comments: - BLAST Pro Series is the best of all live entertainment and sports formats in one. Miami will be our first first ever tournament in North America, and it will probably be the biggest live esports in US of 2019. Last week we opened the ticket sales for our São Paulo tournament and within hours the arena was completely sold out. We see this tendency all over the world, and eventhough BLAST in Miami will be the biggest esports event ever in Florida, we expect a completely packed arena afor the Saturday event. -
Projeto De Comunicação Para a Organização De Desportos Eletrónicos Offset Esports
Projeto de comunicação para a organização de desportos eletrónicos Offset Esports José Miguel de Pinho Bastos Trabalho de projeto submetido como requisito parcial para a obtenção do grau de Mestre em Publicidade e Marketing Trabalho orientado pela Professora Doutora Maria Cristina Luz Lisboa, setembro de 2019 Declaração Declaro ser o autor deste trabalho de projeto, realizado como parte das condições necessárias para a obtenção do grau de Mestre em Publicidade e Marketing. Trata-se de um trabalho original, nunca submetido (no seu todo ou em qualquer das suas partes constituintes) a uma outra instituição de ensino superior para obtenção de grau académico ou qualquer outra habilitação. Ademais, atesto que todas as citações estão devidamente identificadas, tendo consciência de que o plágio levará à anulação do trabalho aqui apresentado. Lisboa, 18 de setembro de 2019 ii Resumo Em Portugal, o crescente interesse do público nos denominados esports, e mais especificamente no Counter-Strike, suscitou um enorme desenvolvimento do cenário competitivo nos últimos anos, o que tem levado as organizações de desportos eletrónicos a desenvolverem esforços na tentativa de evoluir em conformidade. No entanto, apesar da profissionalização das várias entidades a operar neste meio e do aparecimento de novos investidores e patrocinadores, a abordagem da maioria das organizações é ainda, na sua larga maioria, semiprofissional ou mesmo amadora. Semelhante ao que outrora aconteceu com as organizações de desportos tradicionais, um dos aspetos fulcrais neste processo de formalização operacional é a vertente do Marketing e da Comunicação. Este trabalho de projeto tem precisamente como objetivo apresentar uma proposta de plano de comunicação para a organização profissional de desportos eletrónicos portuguesa Offset Esports. -
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Dear Sir, Madam, Consultation on the Draft New London Plan on Behalf of Here East, I Write in Response to the Consultation on Th
Deloitte LLP Athene Place 66 Shoe Lane London EC4A 3BQ Phone: +44 (0)20 7936 3000 Fax: +44 (0)20 7583 1198 www.deloitterealestate.co.uk 2 March 2018 Sadiq Khan (Mayor of London) New London Plan GLA City Hall London Plan Team Post Point 18 FREEPOST RTJC-XBZZ-GJKZ London SE1 2AA By email only: [email protected] Dear Sir, Madam, Consultation on the draft New London Plan On behalf of Here East, I write in response to the consultation on the draft new London Plan (December 2017). Here East is a legacy partner of the London Legacy Development Corporation (LLDC) on the Queen Elizabeth Olympic Park (QEOP) and is a major stakeholder which will play a prominent role in helping to shape the physical, economic and environmental future of the area. Planning permission was granted for Here East, the redevelopment of the Olympic broadcast complex in March 2014, with construction commencing in late 2014 and the occupation beginning in April 2016. Since then, Here East has made great progress in letting space within the development and is now occupied by Loughborough University, University College London, Studio Wayne McGregor, Ford, BT Sport, Sports Interactive, Hobs Studio and Plexal – a new innovation centre supporting entrepreneurs and corporations alongside each other. Here East welcomes the opportunity to provide comments on the draft new London Plan. These comments are provided below. Site allocation – Here East In the adopted London Plan (2016), Here East falls within the ‘Hackney Wick (part)’ ‘Strategic Industrial Location (SIL) (Industrial Business Park (IBP)). This is considered to sufficiently reflect the uses and objectives of Here East. -
Here East (Studios 9 & 10), East Bay Lane, London, E15 2GW App
Subject: Here East (Studios 9 & 10), East Bay Lane, London, E15 2GW App. Ref: 21/00027/FUL Meeting date: Tuesday 23 March 2021 Report to: Planning Decisions Committee Report of: Richard McFerran – Principal Planning Development Manager Applicant: Innovation City (London) Ltd Borough: LB Hackney FOR DECISION This report will be considered in public 1. EXECUTIVE SUMMARY 1.1. This report considers application ref: 21/00027/FUL, which seeks a change of use of two adjoining studios within the former International Broadcast Centre (IBC), now part of the Here East complex. 1.2. The two studios, Studios 9 & 10, are currently vacant but benefit from consent as a data centre (Use Class B8 – storage and distribution) together with flexible B1/A1 (business/retail) and A3-A5 (food and beverage) uses. This application seeks permission for a change of use of these studios to allow for a range of flexible uses including Use Class B8 (storage and distribution), Use Class E(g), E(a) and E(b) (Business, retail and food and beverage for consumption on the premises). The applicant has advised that the intended uses would be content production, including associated with film/TV production and/or eSports gaming content for streaming and broadcast. 1.3. The IBC, Main Press Centre (MPC) and Multi-Storey Car Park (MSCP) were used as a broadcast complex during the 2012 Summer Games. The IBC is the largest of the three buildings and occupies the east of the Here East site adjacent to Waterden Road. Planning permission was granted for development at the broadcast complex in March 2014 to allow for external alterations to the buildings together with a change of use to the floorspace permitting such uses such as a data centre, business/recording studios, education, conference and retail. -
KARELIA University of Applied Sciences Degree Programme in Business Information Technology
KARELIA University of Applied Sciences Degree Programme In Business Information Technology Elmeri Telimaa Hacking Detection in Unreal Engine 4 Thesis May 2021 THESIS February 2021 Business Information Technology Tikkarinne 9 80200 JOENSUU FINLAND + 358 13 260 600 (switchboard) Author (s) Elmeri Telimaa Title Hacking Detection in Unreal Engine 4 Commissioned by - Abstract The goal of the thesis is to find an integrated tool within Unreal Engine 4 for detecting and combating cheating, that is quick to implement in a project. To achieve this goal, a prototype game was created and speedhacked. A counter for this hack was then implemented. Cheating in online games results in worse experience for the other players playing against the cheater, who then take their business elsewhere. This has a negative impact on both the game developer’s reputation and revenue. The speedhack used manipulates time on a client, making the user move more than intended. The detection method included within Unreal Engine 4 compares the time sent by the client to the time of the server to determine if there is discrepancy in the values. Using these values, we can determine if the client is speedhacking. The used detection method detected the hack and kicked the offending client out of the server. The method is easy to implement in a new project. Language Pages 32 English Appendices 1 Pages of Appendices 1 Keywords Unreal Engine, cheating, online games, speedhack, anti-cheat OPINNÄYTETYÖ Helmikuu 2021 Tietojenkäsittelyn koulutusohjelma Tikkarinne 9 80200 JOENSUU +358 13 260 600 (vaihde) Tekijä(t) Elmeri Telimaa Nimeke Hacking Detection in Unreal Engine 4 Toimeksiantaja - Tiivistelmä Tämän opinnäytetön tavoitteena on löytää Unreal Engine 4-pelimoottoriin integroitu työkalu, jonka avulla voidaan havaita ja estää huijaamista. -
Event Marketing and PR for Grail Quest
Event marketing and PR for Grail Quest Attracting and reaching audience in esports Felix Kaukiainen Bachelor’s thesis for Business Administration Marketing Åbo 2018 EXAMENSARBETE Författare: Felix Kaukiainen Utbildning och ort: Företagsekonomi, Åbo Inriktningsalternativ/Fördjupning: Marknadsföring Handledare: Camilla Ekman Titel: Event marketing and PR for Grail Quest – Attracting and reaching audience in esports _________________________________________________________________________ Datum: 5.11.2018 Sidantal:43 Bilagor: 1 _________________________________________________________________________ Abstrakt Under de senaste åren har e-sport blivit ett allt mer diskuterat ämne i medier. Tävlingsinriktat spelande (esport) håller på att formas till något bara få kunde tänka sig. E- sport (som förknippas med spelande) har också varit framgångsrikt på de olika fronterna i branschen. Den globala tilväxten inom e-sport och både nationell samt internationell framgång inom branschen har fått flera organisationer att investera i e-sport. Professionella sportorganisationer byggs upp på samma gång som tävlingar med allt större priser och synlighet väcker uppmärksamheten bland allmänheten. Dessutom har vissa skolor börjat stöda elever som vill rikta in sig på tävlingsinriktat spelande. Grail Quest är ett esport och LAN evenemang som ordnades för första gången 2017 i Gatorade Arena i Åbo 2018 i Kuppis bollhall. Organisatörerna vill med hjälp av evenemanget lyfta fram e-sporten och tävlingsinritkat spelande (videospel) bland allmänheten och nå nya potentiella kunder. Det huvudsakliga syftet med examensarbetet är att undersöka kundgruppen för att kartlägga en marknadsföringsstrategi åt följande Grail Quest -evenemanget som kommer att ordnas. I undersökningen ligger fokus på målgruppen e-sportentusiasiter. Arbetet går mer detaljerat in på hur man marknadsför evenemang. Det ser också på vad som krävs för att få ungdomar som tävlar i esport att bli intresserade att delta i ett e-sport och LAN- evenemang. -
Park News Here's to 2020!
Technology training The Pavilion academy reaches new heights Innovative courses Construction continues on offered to local residents IQL's timber pavilion page 4 page 3 PARK NEWS January 2020 HERE'S TO 2020! Happy New Year – and thanks on your doorstep at London’s iconic for another wonderful year of legacy venues! APPLICATIONS OPEN FOR the Park! Together with Major League Baseball LEGACY YOUTH BOARD! returning to London Stadium and As January dawns on the Park, it’s a Are you a local young person who would plenty of free community activities for like to shape the future of your area? great opportunity to reflect back over everyone to get involved in, we hope The Legacy Youth Board are recruiting the past year before looking ahead to you’ll join us in celebrating a Year of new members and are looking for young another exciting year to come. From Sport both on the Park and around people aged 18–24 years old living in the biggest EAST Summer School the world. Hackney, Newham, Tower Hamlets and programme yet to sending four local Waltham Forest who want to have a young people on a life-changing STEP It’s not just the Tokyo Olympic and say on the regeneration taking place on into the Smithsonian internship, we Paralympic Games we’ve got to look Queen Elizabeth Olympic Park and the were proud to be able to offer so many forward to this year. A little closer surrounding area, and make sure changes opportunities to local residents in to home, we've got new residents to meet the needs of young east Londoners. -
703 Prelims.P65
Football in France Global Sport Cultures Eds Gary Armstrong, Brunel University, Richard Giulianotti, University of Aberdeen, and David Andrews, The University of Maryland From the Olympics and the World Cup to extreme sports and kabaddi, the social significance of sport at both global and local levels has become increasingly clear in recent years. The contested nature of identity is widely addressed in the social sciences, but sport as a particularly revealing site of such contestation, in both industrialising and post-industrial nations, has been less fruitfully explored. Further, sport and sporting corporations are increasingly powerful players in the world economy. Sport is now central to the social and technological development of mass media, notably in telecommunications and digital television. It is also a crucial medium through which specific populations and political elites communicate and interact with each other on a global stage. Berg publishers are pleased to announce a new book series that will examine and evaluate the role of sport in the contemporary world. Truly global in scope, the series seeks to adopt a grounded, constructively critical stance towards prior work within sport studies and to answer such questions as: • How are sports experienced and practised at the everyday level within local settings? • How do specific cultures construct and negotiate forms of social stratification (such as gender, class, ethnicity) within sporting contexts? • What is the impact of mediation and corporate globalisation upon local sports cultures? Determinedly interdisciplinary, the series will nevertheless privilege anthropological, historical and sociological approaches, but will consider submissions from cultural studies, economics, geography, human kinetics, international relations, law, philosophy and political science. -
Firefly Studios
SCOTTISH GAMES INDUSTRY PROFILES 2013 THE HOME OF INNOVATIVE GAMES DEVELOPMENT H ELLO_ Welcome to our 2013 profile of the main players in the games industry in Scotland. Scotland is a world leader in this sector, and you will see from these profiles that the depth of talent and ambition is enviable. To find out more about Scotland and its gaming industry, visit www.sdi.co.uk/dmci or call +44 (0)141 228 2828 OUR INDUSTRY CONTINUES TO PRODUCE WORLD-BEATING GAMES THANKS TO THE INNOVATION, SKILLS AND CREATIVITY OF OUR PEOPLE, AND OUR CAPACITY IS GROWING AS WE ATTRACT THE BEST TALENT FROM ABROAD TO OUR SHORES. TODAY SCOTLAND IS SEEN AS ONE OF THE KEY PLACES TO BE IN THE GAMES INDUSTRY S T EN T ON C 2 Scottish Development International sdi.co.uk/dmci 2 S cottish edia M D evelopment nteractive nteractive I ducation E roduction P ocial & S utsourcing O ervices S evelopment I D nternational arketing and arketing M usic, Composition & ames nimation rofessional rofessional R, age ocalisation & Testing ocalisation Company / University Company / University G PC Console Handheld Mobile Online Smart TV Stream P Technology L & Colleges Universities, Research P Recruitment & A M P 4J Studios t t t t t 6 Axis Productions Ltd t 7 Beartrap Games t t t t 8 Binary Pumpkin t t t t t 9 Black Company Studios t t t t t t 10 Blazing Griffin t t 11 sdi.co.uk/dmci BrainDead Ape Games t t t 12 Chunk Games t t t t 13 Claymore Games t t 14 Cloudgine Ltd t t 15 CONTENTS Cobra Mobile t 16 Codeplay Software Ltd t t t t t t t t 17 Criss Cross Games t t t 18 Dave Sapien Ltd t -
Digital Gaming Industry in Global-Local Crossings: Comparative Study of UK, China and Brazil
Digital Gaming Industry in Global-Local Crossings: Comparative Study of UK, China and Brazil Abstract Clustering is a common phenomenon in digital gaming industry where businesses can benefit from local concentration of talents, spill-over events, resources recycling activities, formal or informal networks formed (Pilon and Tremblay 2013; Ruggill et al. 2016). In addition, digital gaming industry also possess a born-global nature (Gomez and Gonzalez-Perez 2015). Reflecting on the global-local structure, a conceptual framework on digital gaming industry ecosystem is proposed in this paper. A comparative analysis is performed against the digital gaming industry in UK, China and Brazil. As the initial stage of the project, the analysis focuses on the similarities and differences of the digital gaming industry from perspectives such as policy, culture, funding, talents, market, infrastructure and other supports. Keywords: Entrepreneurial Ecosystem, Digital Gaming, Business Growth, UK, Brazil, China 1. Introduction When video game Grand Theft Auto V came out in September 2013, it quickly broke six Guinness world records including the highest revenue generated within 24 hours ($815.7 million) and the fastest entertainment property to reach $1 billion in sales (within three days of releasing) which were previously held by blockbuster movies like The Avengers and Avatar (Lynch 2013). This achievement is a manifestation of the growth in the digital gaming industry: since mid-1980s, the industry has grown annually by between 10% and 15% (Zackariasson and Wilson 2010; Marchand and Hennig-Thurau 2013; Newzoo 2018). In comparison, the estimated compound annual growth rate (CAGR) between 2018 and 2023 for global entertainment and media industry, which the digital gaming industry is part of, is at 4.3% (PwC 2019).