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Playvs Announces $30.5M Series B Led by Elysian Park
PLAYVS ANNOUNCES $30.5M SERIES B LED BY ELYSIAN PARK VENTURES, INVESTMENT ARM OF THE LA DODGERS, ADDITIONAL GAME TITLES AND STATE EXPANSIONS FOR INAUGURAL SEASON FEBRUARY 2019 High school esports market leader introduces Rocket League and SMITE to game lineup adds associations within Alabama, Mississippi, and Texas to sanctioned states for Season One and closes a historic round of funding from Diddy, Adidas, Samsung and others EMBARGOED FOR NOVEMBER 20TH AT 10AM EST / 7AM PST LOS ANGELES, CA - November 20th - PlayVS – the startup building the infrastructure and official platform for high school esports - today announced its Series B funding of $30.5 million led by Elysian Park Ventures, the private investment arm of the Los Angeles Dodgers ownership group, with five existing investors doubling down, New Enterprise Associates, Science Inc., Crosscut Ventures, Coatue Management and WndrCo, and new groups Adidas (marking the company’s first esports investment), Samsung NEXT, Plexo Capital, along with angels Sean “Diddy” Combs, David Drummond (early employee at Google and now SVP Corp Dev at Alphabet), Rahul Mehta (Partner at DST Global), Rich Dennis (Founder of Shea Moisture), Michael Dubin (Founder and CEO of Dollar Shave Club), Nat Turner (Founder and CEO of Flatiron Health) and Johnny Hou (Founder and CEO of NZXT). This milestone round comes just five months after PlayVS’ historic $15M Series A funding. “We strive to be at the forefront of innovation in sports, and have been carefully -
SAMSUNG Winning the Smartphone Game CONTENT
PIXELATED A TECHNOLOGY AND VIDEO GAME MAGAZINE Vol. VIII - NO 02 - Spring 2019 SAMSUNG Winning the Smartphone Game CONTENT 6 7 Graphene Airpods vs Galaxy Buds by Lorenzo Hess by Siddiq Nanabawa PIXELATED TECHNOLOGY Andre Dang 4 SpaceX BFR Libby Mather by Lorenzo Hess Editors-In-Chief 8 S10 Lineup by Pratham Gandhi Ryan Eastep GAMING Managing Editor 10 Yoshi’s Crafted World by Leonard Song 11 Link’s Awakening Pratham Gandhi by Jayer Yang Ryan Leung 12 Top 8 Players at MSI Design Editors by Ryan Eastep 14 MLB The Show Lorenzo Hess by Mark Fernandez Mark Fernandez 18 Anthem Victor Dimitrov by Victor Dimitrov Content Editors 20 The Role of Assasin’s Creed in Notre Dame’s Repair Keith Renner Akira Eisenbeiss Faculty Advisor 21 Pokemon Sword and Shield by Ryan Leung 22 New Super Mario Bros U Deluxe by Aidan McAndrew -2- PIXELATED 16 24 Apex Legends Smash Ultimate Tier List by Victor Dimitrov by Ryan Eastep, Melchior Lee, and Spencer Kahn LETTER FROM THE EDITORS Hello again! We’re excited to present to you Pixelated’s second edition for this year! All of our writers and editors put their all into it and for one of us EICs, this is our last year, so it’s bittersweet to be leaving Pixelated behind. This is the last issue of the year, and it’s been a great journey. We have the latest in gaming and tech to present to you in this fnal issue of the year. In technology, we’ve got the updates on SpaceX, the innovations of Graphene, news about new samsung phones, and a discussion about airpods vs. -
The Rising Esports Industry and the Need for Regulation
TIME TO BE GROWN-UPS ABOUT VIDEO GAMING: THE RISING ESPORTS INDUSTRY AND THE NEED FOR REGULATION Katherine E. Hollist* Ten years ago, eSports were an eccentric pastime primarily enjoyed in South Korea. However, in the past several years, eSports have seen meteoric growth in dozens of markets, attracting tens of millions of viewers each year in the United States, alone. Meanwhile, the players who make up the various teams that play eSports professionally enjoy few protections. The result is that many of these players— whose average ages are between 18 and 22—are experiencing health complications after practicing as much as 14 hours a day to retain their professional status. This Note will explore why traditional solutions, like existing labor laws, fail to address the problem, why unionizing is impracticable under the current model, and finally, suggest regulatory solutions to address the unique characteristics of the industry. TABLE OF CONTENTS INTRODUCTION ..................................................................................................... 824 I. WHAT ARE ESPORTS? ....................................................................................... 825 II. THE PROBLEMS PLAYERS FACE UNDER THE CURRENT MODEL ....................... 831 III. THE COMPLICATIONS WITH COLLECTIVE BARGAINING ................................. 837 IV. GETTING THE GOVERNMENT INVOLVED: THE WHY AND THE HOW .............. 839 A. Regulate the Visas ...................................................................................... 842 B. Form an -
GAAP to Adjusted EBITDA Reconciliation
Safe Harbor Statement N A S D A Q : HEAR Forward-Looking Information This presentation includes “forward-looking statements” within the meaning of the federal securities laws. These forward-looking statements are statements that are not historical facts including statements about our beliefs and expectations and statements, and may contain the words “may,” “could,” “would,” “should,” “believe,” “expect,” “anticipate,” “plan,” “estimate,” “target,” “project,” “intend,” “foresee,” and similar expressions. There are a number of risks and uncertainties that could cause actual results to differ materially from the forward-looking statements made herein, including but not limited to, the application of quarter-end and year-end accounting procedures and adjustments, risks related to the Company’s liquidity and financial position, the substantial uncertainties inherent in the acceptance of existing and future products, the difficulty of commercializing and protecting new technology, the impact of competitive products and pricing, general business and economic conditions, risks associated with the expansion of our business including the implementation of any businesses we acquire, our indebtedness, the outcome of our HyperSound strategic review process, and the other factors discussed in our public filings, including the section entitled “Risk Factors” in our most recent Quarterly Report on Form 10-Q, our Annual Report on Form 10-K and other periodic reports filed with the Securities and Exchange Commission (the “SEC”) and available on the SEC’s website, www.sec.gov. Readers are cautioned not to place undue reliance on these forward-looking statements, which speak only as of the date of this presentation. Except as required by law, Turtle Beach Corporation (the “Company”) undertakes no obligation to publicly release any revision to its forward-looking statements to reflect events or circumstances after the date of this presentation. -
What Is SMITE? SMITE Is a Free-To-Play Online Game Developed by Titan Forge Games and Published Hi-Rez Studios
What is SMITE? SMITE is a free-to-play online game developed by Titan Forge Games and published Hi-Rez Studios. It features a large pool of playable characters from ancient mythology in session-based team combat. Objective In the core competitive game mode of SMITE, Conquest, players work with their team to destroy the enemy towers and phoenixes to bring down the Titan, before the enemy team does so. SMITE offers a unique third-person perspective that brings players into the action. Skilled players have an understanding of everything happening around them, while keeping high-level decisions in mind. "Esports has provided me the opportunity to explore and invest in something I have always been truly passionate about with the full support of my school and my state." Samuel S. Esports Player Barrington High School SMITE is rated T for Teen. Questions? [email protected] 1 V.2.1 How It’s Played The Conquest game mode features a three-lane map surrounded by a jungle area. Each team’s base, defended by three Phoenixes and a Titan, sits on either end of the map. Teams assign players to different lanes, with one player on each time typically occupying the jungle area and supporting teammates throughout the game. Players earn currency for taking down objectives, and spend that currency on items which power up their gods. Games are played with 5 players per team and typically last about 30 minutes. Interaction with minions and opponent Removing a turret Team fight with multiple gods Victory secured Questions? [email protected] 2 V.2.1 Characters Before the start of each game, players select from a pool of over 100 playable characters. -
Esports Or Competitive Gaming) Is a Term for Organized Video Game Competitions, Especially Between Professionals
Electronic sports (also known as eSports or competitive gaming) is a term for organized video game competitions, especially between professionals. eSPORTS Video games now bring in $71 billion in annual revenue. More than the music business and fast catching up to Hollywood. The growth explosion of eSports is in direct correlation to the growth explosion of the internet and social media. On the internet platform, gamers of all skill levels can play on their own, collaborate with others, form partnerships, watch other participants play or film their own games and post them. eSports has tens of millions of novice participants. Just like novice participants in physical sports, these novices want to watch the best in the world play. For the exact same reasons that people watch and go to live professional sporting events, are the exact reasons people watch and go to live eSports events. Whether for pure entertainment, social reasons, love of the game or wanting to enhance their own skills, eSports has loyal fans with huge spending power. Top advertisers, internet sites and the networks have all taken notice. A Brief History 1980’s Atari held the first video game competition, the Space Invaders Tournament, in 1980. It attracted more than ten thousand participants. This tournament, and others like it in following years, sowed the seeds of what would eventually become eSports. 1990’s (First Person Shooter) By the time the 1990s came around, tournaments for arcade and console games had become increasingly common, with companies like Nintendo and Blockbuster sponsoring world championships. 1997’s Red Annihilation tournament for the first person shooter (FPS) “Quake” is widely considered to have been the first real instance of eSports, drawing over 2,000 participants. -
Professional Counter-Strike: an Analysis of Media Objects, Esports Culture, and Gamer Representation
The University of Southern Mississippi The Aquila Digital Community Dissertations Spring 2021 Professional Counter-Strike: An Analysis of Media Objects, Esports Culture, and Gamer Representation Steven Young Follow this and additional works at: https://aquila.usm.edu/dissertations Part of the Other Film and Media Studies Commons Recommended Citation Young, Steven, "Professional Counter-Strike: An Analysis of Media Objects, Esports Culture, and Gamer Representation" (2021). Dissertations. 1886. https://aquila.usm.edu/dissertations/1886 This Dissertation is brought to you for free and open access by The Aquila Digital Community. It has been accepted for inclusion in Dissertations by an authorized administrator of The Aquila Digital Community. For more information, please contact [email protected]. PROFESSIONAL COUNTER-STRIKE: AN ANALYSIS OF MEDIA OBJECTS, ESPORTS CULTURE, AND GAMER REPRESENTATION by Steven Maxwell Young A Dissertation Submitted to the Graduate School, the College of Arts and Sciences and the School of Communication at The University of Southern Mississippi in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy Approved by: Dr. John Meyer, Committee Chair Dr. Christopher Campbell Dr. Eura Jung Dr. Paul Strait Dr. Steven Venette May 2021 COPYRIGHT BY Steven Maxwell Young 2021 Published by the Graduate School ABSTRACT Esports are growing in popularity at a rapid pace worldwide. In contemporary society, individuals watch esports broadcasts as part of their normal media consuming practices. This dissertation focuses on Counter-Strike: Global Offensive (CS:GO), which is currently the most recognized first-person shooter esport worldwide and the third most popular game across all esports genres (Irwin & Naweed, 2020). -
Download/90/67> [22 May 2015] Hofstee, E
An analysis of its origin and a look at its prospective future growth as enhanced by Information Technology Management tools. Master in Science (M.Scs.) At Coventry University Management of Information Technology September 2014 - September 2015 Supervised by: Stella-Maris Ortim Course code: ECT078 / M99EKM Student ID: 6045397 Handed in: 16 August 2015 DECLARATION OF ORIGINALITY Student surname: OLSEN Student first names: ANDERS, HVAL Student ID No: 6045397 Course: ECT078 – M.Scs. Management of Information Technology Supervisor: Stella-Maris Ortim Second marker: Owen Richards Dissertation Title: The Evaluation of eSports: An analysis of its origin and a look at its prospective future growth as enhanced by Information Technology Management tools. Declaration: I certify that this dissertation is my own work. I have read the University regulations concerning plagiarism. Anders Hval Olsen 15/08/2015 i ABSTRACT As the last years have shown a massive growth within the field of electronic sports (eSports), several questions emerge, such as how much is it growing, and will it continue to grow? This research thesis sees this as its statement of problem, and further aims to define and measure the main factors that caused the growth of eSports. To further enhance the growth, the benefits and disbenefits of implementing Information Technology Management tools is appraised, which additionally gives an understanding of the future of eSports. To accomplish this, the thesis research the existing literature within the project domain, where the literature is evaluated and analysed in terms of the key research questions, and further summarised in a renewed project scope. As for methodology, a pragmatism philosophy with an induction approach is further used to understand the field, and work as the outer layer of the methodology. -
E-Sports: More Than Just a Fad Michael Mctee
Oklahoma Journal of Law and Technology Volume 10 | Number 1 January 2014 E-Sports: More Than Just a Fad Michael McTee Follow this and additional works at: http://digitalcommons.law.ou.edu/okjolt Part of the Entertainment, Arts, and Sports Law Commons Recommended Citation McTee, Michael (2014) "E-Sports: More Than Just a Fad," Oklahoma Journal of Law and Technology: Vol. 10 : No. 1 , Article 3. Available at: http://digitalcommons.law.ou.edu/okjolt/vol10/iss1/3 This Article is brought to you for free and open access by University of Oklahoma College of Law Digital Commons. It has been accepted for inclusion in Oklahoma Journal of Law and Technology by an authorized editor of University of Oklahoma College of Law Digital Commons. For more information, please contact [email protected]. 10 Okla. J.L. & Tech. 70 (2014) www.okjolt.org E-SPORTS: MORE THAN JUST A FAD © 2014 Michael McTee On October 4, 2013 at the Staples Center, home of the Los Angeles Kings, Clippers, and Lakers, Riot Games hosted the Season 3 World Championship Grand Finals for League of Legends.1 There, in front of thousands of fans and thirty-two million watching online, Korea’s SK Telecom T1 swept China’s Royal Club three games to none, securing for themselves the $1 million prize and title of World Champions. 2 The event was the largest gaming contest held in North America to date, easily surpassing the prior year’s event held at the Galen Center.3 The phenomenon known as e-sports is rapidly growing in popularity and gaining support as a legitimate sport. -
Evolution of the Gaming Experience: Live Video Streaming and the Emergence of a New Web Community
Live Video Streaming and the Emergence of a New Web Community by Nathan Edge — 33 Evolution of the Gaming Experience: Live Video Streaming and the Emergence of a New Web Community Nathan Edge* Strategic Communications Elon University Abstract The introduction of Internet Protocol Television (IPTV) into the eSports industry has caused an unprecedented growth in its viewership and community involvement. As uses and gratifications theory sug- gests, individuals are actively seeking out new media content that coincides with their interests. IPTV and live steams of videogames provide a new Web-specific genre of entertainment that is not available from traditional broadcasting methods. The convergence of multiple Internet technologies, social interaction and community-produced content has given birth to a web community with a vast and dedicated following of fans as in traditional sports. This research found a fast growing web community that is being actively sought out and consumed by the core 18-34 male demographic. I. Introduction The emergence of new technologies and competitors within the marketplace has given rise to a variety of new platforms for streaming media content targeting a wide array of traditional broadcast audiences online. Streaming allows for a new type of social TV that provides an interactive platform for audiences to engage, on a personal level, with their favorite gamer personalities. With the increase in professional gamers and their fandom, streaming platforms like Twitch TV have created a new interactive Internet exclusive mar- ketplace that does not require traditional broadcasting methods. The emergence of an online technology known as Internet Protocol Television (IPTV) (Scholz, 2011) has spurred the growth of a new user-generated and content-driven Web community. -
Comparing Traditional Sports and Electronic Sports By
COMPARING TRADITIONAL SPORTS AND ELECTRONIC SPORTS BY EFE CAN KARAKUS THESIS Submitted in partial fulfillment of the requirements for the degree of Master of Science in Computer Science in the Graduate College of the University of Illinois at Urbana-Champaign, 2015 Urbana, Illinois Adviser: Associate Professor Karrie G. Karahalios ABSTRACT Electronic sports (eSports) viewership numbers have been growing over the years. Video games such as League of Legends, Counter Strike: Global Offensive, or Hearthstone: Heroes of Warcraft have a large following. During the League of Legends regular season matches, 250,000 people regularly tune in to watch the games. Professional players such as Enrique “Xpeke” Cedeno-Martinez have 470,000 Twitter followers. In this study, we built two visualizations to explore similarities and differences between eSports and traditional sports. We focused on the salaries earned by eSports players and the emergence of a new way of interacting with professional players via live streaming. We then compared how fan loyalties differ between the two fields. ii TABLE OF CONTENTS CHAPTER 1: INTRODUCTION ............................................................................................................................. 1 CHAPTER 2: BACKGROUND ........................................................................................................................... 3 CHAPTER 3: REVENUE OF PROFESSIONAL PLAYERS ............................................................................. 9 CHAPTER 4: FANDOM IN ELECTRONIC -
Euw Op Gg Summoner Username Gross Gore
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