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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. -
Talking Esports a Guide to Becoming a World-Class Esports Broadcaster
Talking Esports A guide to becoming a world-class esports broadcaster Paul “ReDeYe” Chaloner INTRODUCTION 4 HOW ON EARTH DID WE GET HERE? 6 BROADCAST ROLES 10 STREAMING 12 RESOURCES ............................................................. 14 EARLY BROADCASTING 15 THE FIRST BROADCAST ............................................... 15 GOING PUBLIC ......................................................... 16 TEETHING ISSUES ...................................................... 17 HANDLING CRITICISM ................................................ 19 LEARNING FROM THE PROFESSIONALS ............................ 20 THE KEYS TO SUCCESS ON ANY FORMAT 22 PREPARATION ......................................................... 22 GAME-SPECIFIC PREPARATION ............................. 26 PLAY THE GAME! ............................................... 26 PRACTICE ............................................................... 28 PASSION ................................................................ 28 PROFESSIONALISM .................................................... 29 OFFLINE EVENTS 31 LANGUAGE ............................................................. 32 THE CROWD ............................................................ 32 PRODUCTION DIFFERENCES ......................................... 33 DRESS CODE ............................................................ 35 1 CAMERAS! .............................................................. 35 REHEARSALS ............................................................ 37 THE VOICE 38 WHAT -
Case Study: Dota 2'S Game Design and Player Experience
CROSS-CULTURE IMPACT ON VIDEO GAME INDUSTRY Case study: Dota 2’s game design and player experience. Tran An Lapland University of Applied Sciences Innovative Business Services Bachelor’s Degree 2017 Abstract of Thesis School of Business and Culture Innovative Business Services Bachelor Degree Author An Tran Year 2017 Supervisor Eija Turunen Title of Thesis Cross-cultures impact on video game industry. Case study: Dota 2’s game design and customer experience. Number of pages + App. 58 + 19 The purpose of this thesis was to investigate the culture’s impact on online game designs, how the game could attract players internationally with culturally adaptive design and last but not least create its own digital culture among its players. The main finding of the thesis was the importance of culture in the current online game industry. Since the players were from all around the world, their cultural impacts on the game’s design could be greater than ever. Companies who are aiming for the international market should take different cross-cultural factors under consideration while having the game developed. By studying Dota 2’s design from basic cross-cultural viewpoints of Hofstede’s theory, it was able to explain partly the success of this phenomenon in e-sports, bring out the reasons how an MMORPG can build up its own borderless empire and digital culture. On the other hand, the thesis also suggested solutions to deal with a few current problems the case game’s in-game features and its item designs. Key words cross-culture, online game, video game, game design, customer experience, multiplayer online battle arena CONTENTS 1. -
UNIVERZITA KARLOVA V PRAZE Diplomová Práce 2014 Bc.Jakub
UNIVERZITA KARLOVA V PRAZE FAKULTA SOCIÁLNÍCH VĚD Institut komunikačních studií a žurnalistiky Diplomová práce 2014 Bc.Jakub Jurčík UNIVERZITA KARLOVA V PRAZE FAKULTA SOCIÁLNÍCH VĚD Institut komunikačních studií a žurnalistiky Bc. Jakub Jurčík Komunita League of Legends jako součást fenoménu E-Sports Diplomová práce Praha 2014 Autor práce: Bc. Jakub Jurčík Vedoucí práce: Ph.D. Jaroslav Švelch Rok obhajoby: 2014 Bibliografický záznam JURČÍK, Jakub. Komunita League of Legends jako součást fenoménu E-Sports. Praha, 2014. 92 s. Diplomová práce (Mgr.) Univerzita Karlova v Praze, Fakulta sociálních věd, Institut komunikačních studií a žurnalistiky. Katedra mediálních studií. Vedoucí diplomové práce Ph.D. Jaroslav Švelch Abstrakt Hlavním cílem této diplomové práce je popis a charakterizace jednotlivých mediálních obsahů vznikajících v rámci komunity kolem hry League of Legends uvnitř fenoménu e- sports. Ústředním tématem je definice pojmu metagame a ukotvení jeho funkce v jednotlivých typech mediálních obsahů, které v komunitě kolem hry League of Legends vznikají. Výstupem práce je pak analýza jednotlivých typů mediálních obsahů, v rámci kterých je pojem metagame projektován, interpretován a předáván divákům. Abstract The main objective of this thesis is the description and characterization of media content generated within the community around the game League of Legends inside the phenomenon of e-sports. The central issue is the definition of metagame term and anchoring its functions in different types of media content rising in the community around the game League of Legends. The output of this work is analysis of different types of media content, in which the term metagame is designed, interpreted and transmitted to the audience. Klíčová slova E-sports, League of Legends (LOL), metagame, počítačové hry, streamování Keywords E-sports, League of Legends (LOL), metagame, PC Games, streaming Rozsah práce: 193 139 znaků Prohlášení 1. -
METAGAMING Electronic Mediations Series Editors: N
www.ebook3000.com METAGAMING Electronic Mediations Series Editors: N. Katherine Hayles, Peter Krapp, Rita Raley, and Samuel Weber Founding Editor: Mark Poster 53 Metagaming: Playing, Competing, Spectating, Cheating, Trading, Making, and Breaking Videogames Stephanie Boluk and Patrick LeMieux 52 Th e Perversity of Th ings: Hugo Gernsback on Media, Tinkering, and Scientifi ction Hugo Gernsback, Edited by Grant Wythoff 51 Th e Participatory Condition in the Digital Age Darin Barney, Gabriella Coleman, Christine Ross, Jonathan Sterne, and Tamar Tembeck, Editors 50 Mixed Realism: Videogames and the Violence of Fiction Timothy J. Welsh 49 Program Earth: Environmental Sensing Technology and the Making of a Computational Planet Jennifer Gabrys 48 On the Existence of Digital Objects Yuk Hui 47 How to Talk about Videogames Ian Bogost 46 A Geology of Media Jussi Parikka 45 World Projects: Global Information before World War I Markus Krajewski 44 Reading Writing Interfaces: From the Digital to the Bookbound Lori Emerson 43 Nauman Reiterated Janet Kraynak (continued on page 380) www.ebook3000.com METAGAMING Playing, Competing, Spectating, Cheating, Trading, Making, and Breaking Videogames STEPHANIE BOLUK AND PATRICK LEMIEUX University of Minnesota Press Minneapolis London Portions of the Introduction and chapter 1 appear together as “Metagame,” in Debugging Game History: A Critical Lexicon, ed. Henry Lowood and Raiford Guins, 313– 24 (Cambridge, Mass.: MIT Press, 2016). Portions of chapter 2 were previously published as “Stretched Skulls: Anamorphic Games and the Memento Mortem Mortis,” Digital Humanities Quarterly 6, no. 2 (2012). http://www.digitalhumanities.org/dhq/vol/6/2/000122 /000122.html. Portions of chapter 4 were previously published as “Hundred Thousand Billion Fingers: Seriality and Critical Game Practices,” Leonardo Electronic Almanac 17, no. -
Zooming in on the Practice-Networks of Everyday Gamers
University of Calgary PRISM: University of Calgary's Digital Repository Graduate Studies The Vault: Electronic Theses and Dissertations 2019-01-18 The Argonauts of esports Practice: Zooming in on the practice-networks of everyday gamers Buckland, Aiden Buckland, A. (2019). The Argonauts of esports Practice: Zooming in on the practice-networks of everyday gamers (Unpublished doctoral thesis). University of Calgary, Calgary, AB. http://hdl.handle.net/1880/109506 doctoral thesis University of Calgary graduate students retain copyright ownership and moral rights for their thesis. You may use this material in any way that is permitted by the Copyright Act or through licensing that has been assigned to the document. For uses that are not allowable under copyright legislation or licensing, you are required to seek permission. Downloaded from PRISM: https://prism.ucalgary.ca UNIVERSITY OF CALGARY The Argonauts of esports Practice: Zooming in on the practice-networks of everyday gamers by Aiden Buckland A THESIS SUBMITTED TO THE FACULTY OF GRADUATE STUDIES IN PARTIAL FULFILMENT OF THE REQUIREMENTS FOR THE DEGREE OF DOCTOR OF PHILOSOPHY GRADUATE PROGRAM IN COMMUNICATION AND CULTURE CALGARY, ALBERTA JANUARY, 2019 © Aiden Buckland 2019 Abstract Should people be concerned about everyday gamers’ participation in esports practices? This dissertation will address the question by exploring how everyday gamers’ practices are informed by professional gaming (esports). The rise of professional competitive video gaming has exploded in the past two decades. Billions of dollars of prize money have been awarded to thousands of people around the globe since the turn of the century. While a valorized few players have been able to professionalize their gaming, millions of everyday gamers spend countless hours participating in these same practices with no hope of ever being professionals.