"Skins" in the Game: Counter-Strike, Esports, and the Shady World Of
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The RAVE Vertex Reconstruction Toolkit: Status and New Applications
The RAVE Vertex Reconstruction Toolkit: status and new applications Wolfgang Waltenberger, Fabian Moser and Winfried Mitaroff with contributions by Bernhard Pflugfelder and Herbert V. Riedel Austrian Academy of Sciences, Institute of High Energy Physics Nikolsdorfer Gasse 18, A-1050 Vienna, Austria, Europe Outline: • The RAVE toolkit and VERTIGO framework in short; • Improved track reconstruction by RAVE’s smoother; • Progress on the implementation of kinematics fitting; • Summary: present status and outlook to the future. W. Waltenberger, F.Moser, W. Mitaroff ALCPG ’07, Fermilab: 22–26 Oct. 2007 Reminder of the main goals 1. Creation of an extensible, detector-independent toolkit (RAVE) for vertex reconstruction, to be embedded into various environments: • RAVE = “Reconstruction (of vertices) in abstract versatile environments”; • The toolkit includes both vertex finding (a pattern recognition task a.k.a. track bundling) and vertex fitting (estimation of the vertex parameters and errors); • Synergy used: starting point was the old CMS software (ORCA) which has recently been refactored and ported to the new CMS framework (CMSSW); • Principal algorithmic assets are robustified reconstruction methods with estimators based on adaptive filters, thus downweighting the influence of outlier tracks; • RAVE is foreseen to stay source-code compatible with CMSSW, but thanks to its generic API may easily be embedded into other software environments. 2. Creation of a simple stand-alone framework (VERTIGO) for fast implemen- tation, debugging and analyzing of the core algorithms: • VERTIGO = “Vertex reconstruction tools and interfaces to generic objets”; • Framework tools available: Visialization, Histogramming, a Vertex Gun for generating artificial test events, an LCIO input event generator, and a Data Harvester & Seeder for flexible I/O. -
Skin Gambling
UNDERSTANDING SKIN GAMBLING A guide to what skin gambling is, how it works, the demand for skin gambling, recent controversy, the legal issues, and the key takeaways for the regulated gambling industry. CHRIS GROVE 2016 Partner, Narus Advisors Thanks to increasing coverage from the mainstream media and a recent rash of controversies, skin betting - online wagering conducted in digital items instead of money - has become a topic of interest to many in the gambling industry . This white paper provides a concise but comprehensive education on the fundamentals of skin betting, the size and nature of the market for skin betting, the legal landscape, and some key takeaways for commercial gambling stakeholders . TABLE OF CONTENTS OVERVIEW 1 What are skins? . .2 How do players acquire skins? . 2. How do people bet skins? . .2 How large is the market for skin betting? . .3 SKIN BETTING: INDUSTRY TIMELINE 4 Introduction and growth . 4. Recent controversy . .4 SKIN GAMBLING AND THE LAW 5 KEY TAKEAWAYS FOR THE COMMERCIAL GAMBLING INDUSTRY 6 Strong demand for gambling exists among esports fans . .6 That demand may not be obvious through the prism of traditional gambling . 6. Focus on speed, simplicity, social (and skins) . .6 APPENDIX A 7 APPENDIX B 7 AN IMPORTANT NOTE As we prepare to publish this paper (July 2016), the skin gambling industry is facing an existential threat from game developer Valve. The game developer is seeking to shut down skin betting sites, a move that appears to be meeting at least some resistance from the sites. We believe that even if Valve is successful in largely eradicating skin gambling, the product still deserves careful attention as a possible template for a new class of gambling products that will prove popular with esports fans and the new generation of gamblers they represent. -
Female Desire in the UK Teen Drama Skins
Female desire in the UK teen drama Skins An analysis of the mise-en-scene in ‘Sketch’ Marthe Kruijt S4231007 Bachelor thesis Dr. T.J.V. Vermeulen J.A. Naeff, MA 15-08-16 1 Table of contents Introduction………………………………..………………………………………………………...…...……….3 Chapter 1: Private space..............................................…….………………………………....….......…....7 1.1 Contextualisation of 'Sketch'...........................................................................................7 1.2 Gendered space.....................................................................................................................8 1.3 Voyeurism...............................................................................................................................9 1.4 Properties.............................................................................................................................11 1.5 Conclusions..........................................................................................................................12 Chapter 2: Public space....................……….…………………...……….….……………...…...…....……13 2.1 Desire......................................................................................................................................13 2.2 Confrontation and humiliation.....................................................................................14 2.3 Conclusions...........................................................................................................................16 Chapter 3: The in-between -
Esports High Impact and Investable
Needham Insights: Thought Leader Series Laura A. Martin, CFA & CMT – [email protected] / (917) 373-3066 September 5, 2019 Dan Medina – [email protected] / (626) 893-2925 eSports High Impact and Investable For the past decade, eSports has been growing on the main stage in Asia and in stealth mode in the US. This report addresses questions we get most often from investors about eSports: ➢ What is eSports? Definitions differ. Our definition of eSports is “players competing at a video game in front of a live audience while being live-streamed.” By implication, viewing, attendance, and playing time are linked, and each creates revenue streams for eSports. ➢ How big is eSports? Globally, one out of every three (ie, 33%) 18-25 year olds spent more than an hour a day playing video games, 395mm people watched eSports, and 250mm people played Fortnite in 2018. eSports revenue will be $1.1B in 2019, up 26% y/y. ➢ Should investors care about eSports? We would argue “yes”, owing to: a) global scale; b) time spent playing and viewing; c) compelling demographics; d) eSports vs traditional sports trends; e) revenue growth; and, f) sports betting should supercharge US eSports. ➢ Is eSports a fad? We would argue “no”, owing to: a) many US Universities now offer Varsity eSports scholarships; b) new special purpose eSports stadiums are proliferating; c) billionaires are investing to make eSports successful; d) audience growth; and, e) Olympics potential. ➢ Why have you never heard of eSports? Because zero of the top 30 earning players in the world were from the US in 2018. -
Skins Uk Download Season 1 Episode 1: Frankie
skins uk download season 1 Episode 1: Frankie. Howard Jones - New Song Scene: Frankie in her room animating Strange Boys - You Can't Only Love When You Want Scene: Frankie turns up at college with a new look Aeroplane - We Cant Fly Scene: Frankie decides to go to the party anyway. Fergie - Glamorous Scene: Music playing from inside the club. Blondie - Heart of Glass Scene: Frankie tries to appeal to Grace and Liv but Mini chucks her out, then she gets kidnapped by Alo & Rich. British Sea Power - Waving Flags Scene: At the swimming pool. Skins Series 1 Complete Skins Series 2 Complete Skins Series 3 Complete Skins Series 4 Complete Skins Series 5 Complete Skins Series 6 Complete Skins - Effy's Favourite Moments Skins: The Novel. Watch Skins. Skins in an award-winning British teen drama that originally aired in January of 2007 and continues to run new seasons today. This show follows the lives of teenage friends that are living in Bristol, South West England. There are many controversial story lines that set this television show apart from others of it's kind. The cast is replaced every two seasons to bring viewers brand new story lines with entertaining and unique characters. The first generation of Skins follows teens Tony, Sid, Michelle, Chris, Cassie, Jal, Maxxie and Anwar. Tony is one of the most popular boys in sixth form and can be quite manipulative and sarcastic. Michelle is Tony's girlfriend, who works hard at her studies, is very mature, but always puts up with Tony's behavior. -
The Definitive Guide to Online Gaming and Betting in the U.S. TABLE of CONTENTS
The Definitive Guide to Online Gaming and Betting in the U.S. TABLE OF CONTENTS I. INTRODUCTION II. HISTORY OF ONLINE GAMING III. SPORTS BETTING IV. LEGAL STATUS OF ONLINE GAMING IN THE UNITED STATES: CURRENT AND PENDING V. ONLINE GAMING FUNDING AND VIRTUAL CURRENCY VI. FANTASY SPORTS AND LOTTERY VII. ESPORTS AND OTHER GAMES VIII. AFFILIATE MARKETING IX. ABOUT IFRAH LAW I. INTRODUCTION ©2019 Ifrah Law 3 y 2010, the internet had become an indispensable part of virtually every as- pect of our lives. We read newspapers, books, and magazines online instead of on paper, we shopped online instead of visiting the mall, and we streamed movies directly from the internet rather than renting them from a video store. BAlso by this time, much of our daily interactions with other human beings occurred over the internet, through email and social media. Entertainment of all forms had migrated online. Consumers across age groups were increasingly turning to computers and mobile devices for music, television shows, and the news. Yet in 2010, there was no legal internet-based, real money gaming in the United States. A number of companies, largely located offshore, offered online poker and other games, but did so in a legal gray area. In 2011, the federal government announced that online domestic sites offering gaming were functioning illegally under applicable legislation and ordered the shut-down of the largest internet poker websites in the U.S. This created a vacuum that several states sought to fill by passing laws to legalize online intrastate iGaming. In the years that followed, a growing number of states began permitting real money online poker and other internet games. -
Florida Tech Esports Tryout Information Packet
Esports Tryouts Team Benefits ............................................................................................................................................. 3 Who can tryout? ......................................................................................................................................... 4 What to expect ............................................................................................................................................ 5 Varsity & Junior Varsity Tryout Requirements ....................................................................................... 6 League of Legends (LoL) ............................................................................................................................ 6 Rocket League (RL) .................................................................................................................................... 6 Junior Varsity Tryout Requirements ........................................................................................................ 7 Rainbow 6 Siege (R6S) ............................................................................................................................... 7 Valorant (VAL) ........................................................................................................................................... 7 Florida Tech Esports Club Titles .............................................................................................................. 8 Dear Florida Tech Students, Thank you -
Henry Jenkins Convergence Culture Where Old and New Media
Henry Jenkins Convergence Culture Where Old and New Media Collide n New York University Press • NewYork and London Skenovano pro studijni ucely NEW YORK UNIVERSITY PRESS New York and London www.nyupress. org © 2006 by New York University All rights reserved Library of Congress Cataloging-in-Publication Data Jenkins, Henry, 1958- Convergence culture : where old and new media collide / Henry Jenkins, p. cm. Includes bibliographical references and index. ISBN-13: 978-0-8147-4281-5 (cloth : alk. paper) ISBN-10: 0-8147-4281-5 (cloth : alk. paper) 1. Mass media and culture—United States. 2. Popular culture—United States. I. Title. P94.65.U6J46 2006 302.230973—dc22 2006007358 New York University Press books are printed on acid-free paper, and their binding materials are chosen for strength and durability. Manufactured in the United States of America c 15 14 13 12 11 p 10 987654321 Skenovano pro studijni ucely Contents Acknowledgments vii Introduction: "Worship at the Altar of Convergence": A New Paradigm for Understanding Media Change 1 1 Spoiling Survivor: The Anatomy of a Knowledge Community 25 2 Buying into American Idol: How We are Being Sold on Reality TV 59 3 Searching for the Origami Unicorn: The Matrix and Transmedia Storytelling 93 4 Quentin Tarantino's Star Wars? Grassroots Creativity Meets the Media Industry 131 5 Why Heather Can Write: Media Literacy and the Harry Potter Wars 169 6 Photoshop for Democracy: The New Relationship between Politics and Popular Culture 206 Conclusion: Democratizing Television? The Politics of Participation 240 Notes 261 Glossary 279 Index 295 About the Author 308 V Skenovano pro studijni ucely Acknowledgments Writing this book has been an epic journey, helped along by many hands. -
Polygonal Modeling: the Aestheticization of Identity
Polygonal Modeling: The Aestheticization of Identity Chris Kerich University of California, Santa Cruz [email protected] ABSTRACT Starting from the assumption that the skin is a complex organ that carries with it a depth and cultural history that cannot be easily understood, it follows that one must also come to reckon with the technologies that are used to represent skin in digital formats. By far, the dominant computational paradigm for representing 3D objects of any kind is “polygonal modeling”, a system which represents 3D objects as the combination of two things: a mesh and a texture, also known as a “skin”. This seemingly innocuous technological paradigm carries with it important ideological, political messages about identity and visual representation. I approach the analysis of these messages in three ways. First, I briefly examine the history of computer graphics, and polygonal modeling in particular, to show how the engineering values of efficiency and functionality ultimately drove and determined the development of polygonal modeling, and emphasize the cultural and critical reflection absent from that development. Next, I examine cultural practices surrounding 3D models in video games, specifically players skinning characters and the economy of skins, to show how the affordances of polygonal modeling as a paradigm lend themselves to the aestheticization and commodification of identity in digital spheres, advancing a neoliberal ideology that holds identity as an aesthetic commodity to be bought and sold. While it’s unlikely that this technology will radically transform in the near future, it’s important to identify, and reflect on, the assumptions that underlie it and the ideological effects it has. -
Portal Prima Official Mini Eguide.Pdf 2008-05-31 12:20 3.1 MB
PRIMA OFFICIAL GAME GUIDE DAVID SJ HODGSON STEPHEN STRATTON MIGUEL LOPEZ Prima Games David SJ Hodgson A Division of Random House, Inc. Originally hailing from the United Kingdom, David left his role as a writer of numerous 3000 Lava Ridge Court, Suite 100 British video game magazines (including Mean Machines, Computer & Video Games, Roseville, CA 95661 and the Offi cial Nintendo and Sega Saturn magazines) and a bohemian lifestyle on a dry-docked German fi shing trawler to work on the infamous GameFan magazine in www.primagames.com 1996. David helped to launch the fl edgling GameFan Books and helped form Gamers’ The Prima Games logo is a registered trademark of Random House, Inc., Republic in 1998, authoring many strategy guides for Millennium Publications, registered in the United States and other countries. Primagames.com is including The Offi cial Metal Gear Solid Mission Handbook. After launching the wildly a registered trademark of Random House, Inc., registered in the United unsuccessful incite Video Gaming and Gamers.com, David found his calling, and States. began authoring guides for Prima Games. He has written over 30 Prima strategy guides, including The Godfather: The Game, Knights of the Old Republic, Perfect Dark © 2007 by Prima Games. All rights reserved. No part of this book may be Zero, Half-Life 2, and Burnout Revenge. He lives in the Pacifi c Northwest with his reproduced or transmitted in any form or by any means, electronic or mechanical, wife, Melanie, and an eight-foot statue of Great Cthulhu. including photocopying, recording, or by any information storage or retrieval system without written permission from Prima Games. -
A Brief History of Esports Betting and Skin Gambling
A brief history of esports betting and skin gambling What this article is about Electronic sports (esports) are competitive video Why is this article important? game matches. Esports are like professional sports. This article reviews and summarizes current The matches take place between skilled players or knowledge on electronic sports (esports) and skin teams. They can be viewed online or in-person with betting. The research highlights the increasing large audiences. Esports are organized events and its popularity of these newer forms of gambling. It athletes can take on celebrity status. shows that young males are more likely to engage Esports has existed since the 1980s. It has grown in esports and skin betting. Young people are also exponentially since 2011 with the launch of Twitch. exposed to advertisements for these activities. Twitch is a live-streaming platform for esports. In Esports and skin gambling may increase problem 2019, there were 454 million viewers and esports gambling. This article highlights the changes in made a total of $1.1 billion. Individuals who watch esports and skin gambling market. It also discusses esports tend to be younger and male. industry and government responses to concerns about these activities, particularly related to Today, many sports betting companies allow people underage gambling. to bet on esports. Also, people can gamble on esports through unregulated sites using skins. Skins are virtual search covered papers published in English from 2000 video game items. They are purely cosmetic and do to March 2019. not provide in-game advantages. Skins are collectible The authors found 10 journal articles and 10 and range from common to rare. -
Esports Insights
GLOBAL eSports Insights Making Sense of the Economics There has been much discussion regarding eSports team valuation recently, particularly given that Blizzard is currently seeking franchise investors for its Overwatch League (LINK). In general, eSports franchise valuations have varied significantly, with estimated valuation ranges from $2m-$5m in non-major market to upwards of $30m in major markets. We expect valuations to continue to vary widely based on various factors, with roughly three distinct levels. (Keep in mind that much of the valuation is driven by Macquarie’s eSports Thesis the future expected revenue from sponsorship and/or tournament winnings). 1. eSports is becoming an important part of 1. Semi-pro level teams are valued from $1m-$5m USD. These teams have publishers’ product and marketing strategy. one or two years of track record and less mature organizational structure. 2. eSports to gain mainstream traction as Team Echo Fox (purchased by Rick Fox for $1-2m) and Cloud9 Challenger advertisers capitalize on the growing and engaged viewers. (purchased by Milwaukee Bucks co-owner Wesley Edens for $2.5m) are examples of this category. 3. Professionalization of eSports will lead to industry consolidation and greater media rights. 2. Pro level teams are valued from $5m-$15m USD. Recall that the 76ers 4. Pro sports teams to invest in eSports to hedge invested in Team Dignitas last September reportedly at these levels. Our against the decline in traditional sports viewing. conversations with industry professionals and eSports team owners suggested 5. eSports could gain Olympics status as the IOC that pro team valuations are approximately $10m USD.