Deconstructing Fame
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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. -
Investigating Psychological Well-Being Levels of Teenagers Interested in Esport Career
RESEARCH ON EDUCATION AND PSYCHOLOGY (REP) Received: January 18, 2019 e-ISSN: 2602-3733 Accepted: February 24, 2019 Copyright © 2019 http://journalrep.com June 2019 3(1) 1-10 Research Article Investigating Psychological Well-Being Levels of Teenagers Interested in Esport Career Memduh Kocadağ ¹ Abstract The purpose of this study is to reveal psychological levels of teenagers who are interested in Esport career. Recently, thanks to technological developments, there has been a growing new industry: Electronic Sports. Nowadays, playing video games might be seem as a career option. Teenagers who are interested in eSport career play video games for a long time in their daily life as much as professional eSport players do. Excessive plays of video games have been known to cause psychological, physiological, and mental problems. Playing video games for a long time in daily life causes social, emotional, and mental problems such as depression, agression, intolerability, lose of control. The research’s study group consists of teenager students in high schools and colleges in Turkey. Web-based questionnaire and psychologocial well-being scale which belongs to Telef had been used to collect data. Using data from a survey of 320 teenagers 15 to 27 years old in Turkey, we tested psychological well-being levels of teenagers with daily playing video game times and teenagers’ desire of having esport career. The results show that daily playing video game times effect psychological well-being levels of teenagers. Additionally, teenagers’ desire of having an Esport career is significant predictor of low psychological well-being level. Key Words Electronic sports Teenagers Psychological well-being Esport career ¹ Correspondence to: Teacher, Manisa Turkey. -
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. -
Campus Knowledge of Esports Kenny Sugishita University of South Carolina - Columbia
University of South Carolina Scholar Commons Theses and Dissertations 12-14-2015 Campus Knowledge of eSports Kenny Sugishita University of South Carolina - Columbia Follow this and additional works at: https://scholarcommons.sc.edu/etd Part of the Sports Management Commons Recommended Citation Sugishita, K.(2015). Campus Knowledge of eSports. (Master's thesis). Retrieved from https://scholarcommons.sc.edu/etd/3296 This Open Access Thesis is brought to you by Scholar Commons. It has been accepted for inclusion in Theses and Dissertations by an authorized administrator of Scholar Commons. For more information, please contact [email protected]. CAMPUS KNOWLEDGE OF ESPORTS by Kenny Sugishita Bachelor of Science University of South Carolina Upstate, 2013 Submitted in Partial Fulfillment of the Requirements For the Degree of Master of Sport and Entertainment Management in Sport and Entertainment Management College of Hospitality, Retail, and Sport Management University of South Carolina 2015 Accepted by: Mark Nagel, Director of Thesis Amber Fallucca, Reader Lacy Ford, Senior Vice Provost and Dean of Graduate Studies © Copyright by Kenny Sugishita, 2015 All Rights Reserved. ii ABSTRACT This research study investigates private college and university admission’s officers levels of familiarity of the electronic sports (eSports) industry along with determining the level of emphasis universities place on academics and co-curricular activities. A thorough examination of the professional eSports space is extensively detailed providing information about the history of video games, the development of professional eSports, and the development of collegiate eSports. Additionally, examination of trends in higher education, especially as it relates to private institutions, is explained in detail. -
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. -
Esports Spectatorship in Australia
Networked Society Institute Esports Spectatorship in Australia Research Paper Esports Spectatorship in Australia Networked Society Institute Research Paper September 2018 Martin Gibbs, Marcus Carter, David Cumming, Robbie Fordyce, and Emma Witkowski Contact Martin Gibbs – [email protected] ISBN 978-0-7340-5327-5 Licence Creative Commons Attribution-ShareAlike – creativecommons.org/licenses/by-sa/4.0/ Cover Image Adobe Stock Image Acknowledgements The authors would like to acknowledge the support for this project provided by the Melbourne School of Engineering, The University of Melbourne. We would also like to thank Naomi Robinson for assistance with the research. We would also like to thank David Saliba and Mia Consalvo for input and suggestions at the begin of the project. We would also like to thank Kate Murray and Adam Lodders and the Networked Society Institute for their support in producing this report. Esports Spectatorship in Australia 2 Networked Society Institute, University of Melbourne Executive summary Esports – the organised, professional and spectated play of competitive digital games – has evolved into a massive global industry in the past decade. Boasting significant market value and broad global audience reach, esports is driven by modern highspeed internet infrastructure and live-streaming platforms like Twitch.tv. However, esports has yet to take hold as an industry in Australia, largely due to geographical isolation from major esports regions compounded by Australia’s traditionally lacklustre network infrastructure. Although the esports industry relies on various revenue streams, sponsorship and advertising deals provide the industry’s main source of funding. Teams, tournaments and esports organisations of various sizes are sponsored by major international companies like Intel, Samsung and Mercedes-Benz. -
Esport Research.Pdf
Table of content 1. What is Esports? P.3-4 2. General Stats P.5-14 3. Vocabulary P.15-27 4. Ecosystem P.28-47 5. Ranking P.48-55 6. Regions P.56-61 7. Research P.62-64 8. Federation P.65-82 9. Sponsorship P.83-89 Table of content 10. Stream platform P.90 11. Olympic P.91-92 12. Tournament Schedule-2021 P.93-95 13. Hong Kong Esports Group P.96-104 14. Computer Hardware Producer P.105-110 15. Hong Kong Tournament P.111-115 16.Hong Kong Esports and Music Festival P.116 17.THE GAME AWARDS P.117-121 18.Esports Business Summit P.122-124 19.Global Esports Summit P.125-126 1.What is Esports? • Defined by Hong Kong government • E-sports is a short form for “Electronic Sports”, referring to computer games played in a competitive setting structured into leagues, in which players “compete through networked games and related activities” • Defined by The Asian Electronic Sports Federation • Literally, the word “esports” is the combination of Electronic and Sports which means using electronic devices as a platform for competitive activities. It is facilitated by electronic systems, unmanned vehicle, unmanned aerial vehicle, robot, simulation, VR, AR and any other electronic platform or object in which input and output shall be mediated by human or human-computer interfaces. • Players square off on competitive games for medals and/ or prize money in tournaments which draw millions of spectators on-line and on-site. Participants can train their logical thinking, reaction, hand-eye coordination as well as team spirit. -
Why Tech Giants Are Investing Millions in AI That Can Play Video Games 30 October 2017, by Peter Cowling
Why tech giants are investing millions in AI that can play video games 30 October 2017, by Peter Cowling By playing against itself millions of times, the AI learns to differentiate good move decisions (that lead to victory) from bad ones. The knowledge is stored in a huge data matrix containing millions of numbers, updated after every self-play game. These numbers encode what's known as a "function", the instructions that specify the AI's learned strategy for every possible game situation. So after the AI researchers programmed the method for learning, the machine effectively taught itself how to make good move decisions. Dota 2 championship. Credit: Shutterstock Dota 2 is part of the massively growing eSports movement, where hundreds of millions of players watch their (human) heroes playing video games, online or in large stadium events. The top human Artificial intelligence researchers at Elon Musk's players at Dota 2 are really, really good. They are OpenAI project recently made a big advance by millionaires who practice for ten hours per day, six winning a video game. Unlike recent AI victories or seven days per week. They have lucrative over top human players in the games of Go and sponsorship deals, professional trainers, sports poker, this AI breakthrough involved a game that psychologists, strict health and fitness regimes and many people haven't heard of, Dota 2. But to the many of the other things you would associate with hundreds of millions of fans of this type of online professional players in football or tennis. multiplayer battle game, a computer that can beat a professional player is a big deal. -
Steelseries and OG, Winners of the International 2018, Announce Esports Partnership
SteelSeries and OG, Winners of The International 2018, Announce Esports Partnership CHICAGO – July 31, 2019 – Today, SteelSeries and OG, the reigning Dota 2 World Champions are proud to announce their official partnership. This alliance continues SteelSeries’ proud history and legacy of supporting the Dota 2 community and its champions. “OG is one of the biggest names in Esports, and an ever-present dominant force within the Dota 2 community,” said SteelSeries CEO, Ehtisham Rabbani. “We’re proud to be working with them and providing the tools that they need to continue winning at the highest level.” "It's a pleasure to once again be working with SteelSeries, their products have been part of my entire life,” said OG CEO & Captain Johan "N0tail" Sundstein. “This is an exciting chapter for us and I'm expecting great things". The Dota 2 International is the largest professional Esports tournament in the world. The 2019 edition once again sets the bar with a prize pool exceeding 31 million USD. Through a crowdfunding campaign the total will continue to increase until the end of the tournament on the 25th of August. OG will be lining up to defend their title in Shanghai, China starting on August 15. The OG Roster Includes: Johan "N0tail" Sundstein (C) Sébastien "Ceb" Debs Anathan "ana" Pham Topias "Topson" Taavitsainen Jesse "JerAx" Vainikka For more information about SteelSeries’ complete collection of Esports & gaming accessories, including the new Apex Pro line of keyboards, visit https://steelseries.com/. For more information on OG, follow us on: https://twitter.com/OGesports https://www.instagram.com/ogdota2/ https://www.facebook.com/OGDota2/ # # # About Team OG OG was founded as (monkey) Business by Johan “n0tail” Sundstein in August 2015. -
Cyber Tournaments and Tourism
University of South Bohemia Faculty of Economics Department of Trade and Tourism BACHELOR THESIS Cyber tournaments and tourism Written by: Dmitriy Medvedev Supervisor: prof. JUDr. Ludmila Novacká, Ph.D. České Budějovice 2017 Prohlašuji, že svoji bakalářskou práci jsem vypracoval samostatně pouze s použitím pramenů a literatury uvedených v seznamu citované literatury. Prohlašuji, že v souladu s § 47 zákona č. 111/1998 Sb. v platném znění souhlasím se zveřejněním své bakalářské práce, a to v nezkrácené podobě elektronickou cestou ve veřejně přístupné části databáze STAG provozované Jihočeskou univerzitou v Českých Budějovicích na jejích internetových stránkách, a to se zachováním mého autorského práva k odevzdanému textu této kvalifikační práce. Souhlasím dále s tím, aby toutéž elektronickou cestou byly v souladu s uvedeným ustanovením zákona č. 111/1998 Sb. zveřejněny posudky školitele a oponentů práce i záznam o průběhu a výsledku obhajoby kvalifikační práce. Rovněž souhlasím s porovnáním textu mé kvalifikační práce s databází kvalifikač- ních prací Theses.cz provozovanou Národním registrem vysokoškolských kvalifikačních prací a systémem na odhalování plagiátů. V Českých Budějovicích 15. 4. 2017 …………………………………. Medvedev Dmitriy Acknowledgement First and foremost, I would like to thank my supervisor prof. JUDr. Ludmila Novacká, Ph.D. for her guidance and valuable advice that she offered me. She believed in my idea and gave me a chance to write this bachelor thesis. I would also like to thank Jiřina Juřenová and Švecová Eva, Ing. for the help they provided me. They are people, who greatly supported and encouraged me. I would also like to thank RNDr. Renata Klufová, Ph.D. and Viktor Vojtko, Ing., Ph.D. -
“Análisis Cuantitativo Sobre Los E-Sports”
“ANÁLISIS CUANTITATIVO SOBRE LOS E-SPORTS” Presentado por Álvaro Guijarro Marín ([email protected]). Para optar al Grado de Economía. Por la Universidad de Alicante. Dirigido por Luis Moreno Izquierdo. Resumen Tanto los E-Sports como la Realidad Virtual han sido los segmentos que más crecimiento han experimentado en la industria de los videojuegos. Este acelerado desarrollo de los E-Sports ha dejado dudas acerca de su potencial comunicativo y económico. Por ende, por un lado, esta investigación se centra -a nivel teórico- en explicar el concepto de los E-sports, mostrando su alcance comunicativo, tanto a nivel nacional como mundial. Por otro lado, -a nivel práctico- se realizará un análisis cuantitativo de las principales variables con el objetivo de mostrar una aproximación del impacto económico generado por dichas variables. Además, este análisis se enfocará en la variable “premios”, mediante la obtención de datos procedentes del año 2006 y sucesivos, cuyo objetivo es comprobar la importancia que éstos suponen tanto para el salario de algunos jugadores profesionales como para el crecimiento del sector de los E-Sports. Palabras clave: E-Sports, impacto económico, alncance comunicativo y premios. 2 Abstract Both E-Sports and Virtual Reality have been the segments that have experimented the most growth in the videogame industry. This accelerated development of the E-Sports has left doubts about its communicative and economic potential. Therefore, on the one hand, this research focuses -at the theoretical level- on explaining the concept of E-sports, showing its communicative scope, both nationally and globally. On the other hand, -at the practical level- a quantitative analysis of the main variables will be carried out in order to show an approximation of the economic impact generated by said variables. -
Analyzing Factors Contributing to the Success of a Team in Dota 2
DEGREE PROJECT IN TECHNOLOGY, FIRST CYCLE, 15 CREDITS STOCKHOLM, SWEDEN 2018 Analyzing Factors Contributing to the Success of a Team in Dota 2 JOHN ANDERSSON OSKAR ALIN KTH ROYAL INSTITUTE OF TECHNOLOGY SCHOOL OF ENGINEERING SCIENCES www.kth.se EXAMENSARBETE INOM TEKNIK, GRUNDNIVÅ, 15 HP STOCKHOLM, SVERIGE 2018 Analys av faktorer som bidrar till ett Dota 2 lags framgång JOHN ANDERSSON OSKAR ALIN KTH SKOLAN FÖR TEKNIKVETENSKAP www.kth.se Abstract Competitive gaming or E-Sport is more popular than ever, this has resulted in an increase in the number of players and tournament prize pools. In traditional sports demographic factors have been shown to have high predictive power when it comes to determining a country's success in the Olympic Games. Similar results have been found when it comes to E-sport which is why it is interesting to investigate whether there are any differences between regions in Dota 2 as well. The goal is to analyze factors that contribute to the success of a Dota 2 team by building a multiple-regression model. All data is collected from open sources and contains 55 active Dota 2 teams that have been playing between 2011 - 2018. The factors in the final model is the sum of the individual players estimated skill, the skill difference between the highest and lowest rated players on the team, the number of games the team has played and organization region. The result gives an insight in what a person or organization would want to look at when researching a team as well as a model that can be used to predict how good a team will perform.