Twitch Treaming Iewership Statistics of 2020
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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. -
Esports: What and Why
October 3, 2019 Esports: What and Why . Esports is competitive video game play . Same structure and benefits as traditional sports ̶ Teamwork, Communication, and Collaboration ̶ Leadership, Critical Thinking, and Creativity ̶ Seasons, Leagues, Weekly Play, and Playoffs . Curriculum, pathways, college scholarships . Pending UIL esports pilot in 2020-2021 . Student Outcome Goal 4 and Local Accountability System . Students, Teachers, and Campus Leaders want it 2 Burleson ISD Fall Esports Invitational . September 7, 2019 at Esports Stadium Arlington . Schools from across the state participated . 50 students from 10 schools . A student from Skyline placed first . A student from Samuel placed third 3 Dallas ISD Esports Team Workshop . September 21, 2019 at Edison Learning Center . 42 secondary schools participated . More than 300 students attended . Presenters included representatives from: Dallas Fuel/Team Envy Esports Performance Academy Esports Stadium Arlington Play Vs Gaming League . Topics included: Sportsmanship Career Paths & College Scholarships Dynamics of a Successful Team Pillars of Esports Performance 4 Dallas ISD Esports Team Workshop 5 Program Design . Middle School Club Leagues ̶ Six-member teams ̶ Games: Rocket League and Super Smash Brothers Ultimate ̶ After school club with two tournament-style competitions, one each semester . High School Competitive Leagues ̶ Six-member teams ̶ Two seasons: October - January & February - May ̶ Games: League of Legends, Rocket League, Super Smash ̶ Games follow weekly schedule, compete against other high school teams ̶ Playoff structure with two tournament-style competitions 6 Budget EXPENSE HS MS TOTAL Season Passes/Licenses 44,640 44,640 89,280 Equipment (one-time cost) 99,000 184,216 283,216 Tournament Fees 21,720 15,720 37,440 (Transportation, Food, Stadium Fees) Incentives 18,000 18,000 36,000 (Jerseys, Lanyards, Badges, Awards) TOTAL COST $183,360 $262,576 $445,936 Based on 60 schools, 120 teams, and 720 students Equipment costs after first year will be $141,608 7 Q & A. -
Naši Bližšie K Semifinále!
Sobota 24. 6. 2017 71. ročník • číslo 145 cena 0,60 App Store pre iPad a iPhone / Google Play pre Android Kohútova opozícia Najväèší kritici Strana 8 prezidenta SZ¼H ¼upták, Gmitter a Pálffy na vèerajší kongres zostala doma neprišli... Strana 5 Superpohár pre Zlín Futbalisti Zlína sú víśazi premiérového roèníka èesko-slovenského Superpohára, v súboji aktuálnych držite¾ov národných pohárov zdolali v Uherskom Hradišti bratislavský Slovan 6:5 v penaltovom rozstrele, v riadnom hracom èase sa duel skonèil nerozhodne 1:1. Na snímke útoè- ník Slovana Hološko v súboji s Traorém. FOTO ŠPORT/ MILAN ILLÍK, Uherské Hradištì Naši bližšie Strany 18 a 19 Bolt drahší ako P – T - S k semifinále! Strany 2 – 4 Preèo najrýchlejší muž sveta Usain Bolt nikdy „Bol to jeden z najlepších výkonov tohto mužstva pod mojím vedením,“ povedal po jasnom víśazstve 3:0 nad Švédskom v posled- nebežal na Slovensku? „Jeho cena je vyššia ako celý nom skupinovom zápase na ME futbalistov do 21 rokov tréner našich mladíkov Pavel Hapal s dôvetkom, že je na nich pyšný. Po rozpoèet tohtoroèného mítingu P – T – S,“ vysvet¾uje vèerajšku sú jeho zverenci k postupu do semifinále opäś bližšie. Portugalci síce zdolali Macedónsko, ale len o dva góly (4:2), takže uznávaný atletický manažér Alfons Juck. pri rovnosti bodov (6) majú horšie skóre ako naši. Tí ešte musia vyèkaś, ako sa skonèia dnešné závereèné dva duely C-skupiny... FOTO SITA/AP FOTO TASR/MARTIN BAUMANN 2 FUTBAL sobota 24. 6. 2017 POĽSKO 21. MAJSTROVSTVÁ EURÓPY HRÁHRÁČOVČOV DO 21 ROKOV (16. – 30. júna 2017) SLOVÁCI V ZRKADLE Tradičné hodnotenie slovenských reprezentantov v škále od 1 do 10, čím vyššia známka, tým lepší výkon. -
Esports Yearbook 2017/18
Julia Hiltscher and Tobias M. Scholz eSports Yearbook 2017/18 ESPORTS YEARBOOK Editors: Julia Hiltscher and Tobias M. Scholz Layout: Tobias M. Scholz Cover Photo: Adela Sznajder, ESL Copyright © 2019 by the Authors of the Articles or Pictures. ISBN: to be announced Production and Publishing House: Books on Demand GmbH, Norderstedt. Printed in Germany 2019 www.esportsyearbook.com eSports Yearbook 2017/18 Editors: Julia Hiltscher and Tobias M. Scholz Contributors: Sean Carton, Ruth S. Contreras-Espinosa, Pedro Álvaro Pereira Correia, Joseph Franco, Bruno Duarte Abreu Freitas, Simon Gries, Simone Ho, Matthew Jungsuk Howard, Joost Koot, Samuel Korpimies, Rick M. Menasce, Jana Möglich, René Treur, Geert Verhoeff Content The Road Ahead: 7 Understanding eSports for Planning the Future By Julia Hiltscher and Tobias M. Scholz eSports and the Olympic Movement: 9 A Short Analysis of the IOC Esports Forum By Simon Gries eSports Governance and Its Failures 20 By Joost Koot In Hushed Voices: Censorship and Corporate Power 28 in Professional League of Legends 2010-2017 By Matthew Jungsuk Howard eSports is a Sport, but One-Sided Training 44 Overshadows its Benefits for Body, Mind and Society By Julia Hiltscher The Benefits and Risks of Sponsoring eSports: 49 A Brief Literature Review By Bruno Duarte Abreu Freitas, Ruth S. Contreras-Espinosa and Pedro Álvaro Pereira Correia - 5 - Sponsorships in eSports 58 By Samuel Korpimies Nationalism in a Virtual World: 74 A League of Legends Case Study By Simone Ho Professionalization of eSports Broadcasts 97 The Mediatization of DreamHack Counter-Strike Tournaments By Geert Verhoeff From Zero to Hero, René Treurs eSports Journey. -
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. -
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. -
Sports Emmy Awards
Sports Emmy Awards OUTSTANDING LIVE SPORTS SPECIAL 2019 FIFA Women's World Cup FOX FINAL: USA vs. Netherlands 2019 Stanley Cup Final NBC Boston Bruins vs. St. Louis Blues The 61st Daytona 500 FOX The 115th World Series FOX Washington Nationals vs. Houston Astros The 145th Kentucky Derby NBC The Masters CBS Super Bowl LIV FOX San Francisco 49ers vs. Kansas City Chiefs Deadline 8 OUTSTANDING LIVE SPORTS SERIES College Football ESPN/ABC NFL on CBS CBS NFL on FOX FOX/NFL Network SEC on CBS CBS Sunday Night Football NBC OUTSTANDING PLAYOFF COVERAGE 2019 College Football Playoff Semifinal ESPN Clemson Tigers vs. Ohio State Buckeyes 2019 NBA Playoffs on TNT TNT AFC Playoffs CBS NCAA Men’s Basketball Tournament tbs/CBS/TNT/truTV Deadline NFC Wild Card FOX Minnesota Vikings vs. New Orleans Saints 9 OUTSTANDING EDITED SPORTS EVENT COVERAGE 24/7 HBO College Football: Arizona State Sun Devils [Lucky 27 Media/Sport & Story] America's Game: The 2018 New England Patriots NFL Network [NFL Films] Ironman World Championship NBC Age Group Athletes [IRONMAN] NFL Turning Point FS1 Super Bowl LIV [NFL Films] UFC Fight Flashback UFC Fight Pass Khabib vs. McGregor OUTSTANDING EDITED SPORTS SPECIAL OR SERIES 24/7 HBO Kelly Slater Game of Zones Bleacher Report Losers Netflix [Topic Studios] Peyton's Places ESPN+ [NFL Films] The Shop: UNINTERRUPTEDDeadline HBO [UNINTERRUPTED/N2ition] 10 OUTSTANDING ESPORTS COVERAGE 2019 ELEAGUE on tbs tbs Road To The Rocket League World Championship 2019 Fortnite World Cup Finals YouTube [Epic Games/NGE/Victory Pictures] EXP APEX -
Esport: Defusing Governance
Esport: Defusing Governance Nicolai Bouet 55466 & Oskar Rørbye Rønn 43062 Master Thesis Pages: 103 Characters including spaces: 233,642 MSc International Business / Cand.merc.International Business Supervisor: Sven Junghagen Co-supervisor: Philippe Bochaton 15/05/2018 Abstract The purpose of this thesis is to explore how esport is governed and to investigate whether governance is an important factor in esports at the professional level. To do this, the methodology developed by Geeraert and co-authors (2014) and AGGIS are combined to create a checklist of governance indicators for esport. Focusing on the relationship between game publishers, event organisers, and esport organisations, a sample of thirteen esports and eleven event organisers are investigated and eight interviews are conducted to obtain industry knowledge directly. Main findings are that esport is governed either by the game publisher, event organiser, or a combination of both, and that currently governance have a limited impact on esport. The potential limitations of this thesis are the lack of diversity across interviewees and lack of game publisher willingness to participate. 2 of 121 Table of Contents ABSTRACT ...................................................................................................................................................... 2 ABBREVIATIONS .......................................................................................................................................... 5 INTRODUCTION .......................................................................................................................................... -
Esports a New Architectural Challenge 1
eSPORTS A new architectural challenge 1 Enoncé théorique de master FURAZHKIN, ANTON 2020 Professeur Enoncé théorique : HUANG, Jeffrey Directeur pédagogique : CACHE, Bernard Proffeseur : HUANG, Jeffrey Maître EPFL : WIDMER, Régis W SUMMARY 2 INTRODUCTION BRIEF HISTORY OF ESPORTS 4 GAME TYPOLOGY 6 VENUES 8 ATLAS game The Atlas presents seven computer games that are divided according to 10 STARCRAFT their type, number of players and popularity for the year 2019. Each game has its own section with a brief description of the game itself and the spaces that host different stages of the game tournament: 12 HEARTHSTONE Minor League, Major League and Premier League. It is organised in such a way that left side page provides useful 14 FIFA 19 information, text and visual description of the game with the help of the map, game interface and game modes. The specifications of the game presented in the text allow to look for parallels between the 16 FORTNITE BATTLE ROYALE game and the space organisation of the venues illustrated on the right side page. Three scales are present for a better grasp of an event 18 COUNTER STRIKE:GLOBAL OFFENSIVE gradation: large scale shows the relation between a viewer area and the game floor, middle scale demonstrates the organisation of the game stage and small scale depicts players gaming equipment and in-game 20 OVERWATCH limitations. 22 LEAGUE OF LEGENDS CONCLUSION CITY INTEGRATION 24 SPATIAL ORGANISATION 25 TECHNICAL NEEDS 26 NEW TECHNOLOGIES 27 FURTHER DEVELOPMENT 28 3 minor major premier ONLINE FREECUP STUDIO SPODEK -
BLAST Premier Takes Over London with New Studio Setup
BLAST Premier takes over London with new studio setup Dec 20, 2019 07:00 UTC BLAST Premier takes over London 12 teams, 3 weeks, top esports entertainment BLAST, the leading esports entertainment platform, recently announced twelve of the worlds best teams as participants in BLAST Premier, the innovative new global tournament series in Counter-Strike. After a successful 2019 with stops in Sao Paulo, Los Angeles, Madrid, Moscow, Miami, Copenhagen and Bahrain, BLAST now brings the best esports entertainment to one of the most important cities in the world. BLAST Premier kicks off 31 January 2020 in the iconic 3 Mills Studios in London. The London esports community has been under-served by high quality esports entertainment to date, and BLAST will level up London with a 3 week show fitting one of the global destinations for sports entertainment. BLAST has a rich history of brand collaborations around the world, and the 3 weeks of BLAST Premier show in London will give countless opportunities for endemic and non-endemic brands to engage with the growing esports community. Watch video on YouTube here BLAST Spring Series to be held in new studio setup Global superstars from teams like Astralis, Team Liquid, Evil Geniuses and the new counter-strike rosters from the legendary esports organisations OG and 100Thieves will amongst others be competing over three weeks, one group per week, one game at a time. Number 1 and 2 from each group qualify directly to the BLAST Premier Spring Final in June 2020, where the winner takes home 500,000 USD and a spot in the Global Final where the teams are competing for 1,500,000 USD. -
Download Skin in the Game: How Telecom Operators Can Win With
Skin in the game How telecom operators can win with gaming Contacts Beirut Hicham Fadel Partner +961-1-985-655 hicham.fadel @strategyand.ae.pwc.com Dubai Jad El Mir Principal +971-4-436-3000 jad.elmir @strategyand.ae.pwc.com Johnny Yaacoub Manager +971-4-436-3000 johnny.yaacoub @strategyand.ae.pwc.com About the authors Hicham Fadel is a partner with Strategy& Middle Johnny Yaacoub is a manager with Strategy& East, part of the PwC network. Based in Beirut, Middle East. Based in Dubai, he is a member of he is a member of the telecommunications, the telecommunications, media, and technology media, and technology practice in the Middle practice in the Middle East. He specializes East. He specializes in strategic transformations in commercial go-to-market, performance for mobile and integrated operators, with a focus turnaround, and customer experience strategies, on commercial turnarounds, customer analytics, with particular focus on digital product design analytical marketing, customer experience, and and agile development. operating models. Jad El Mir is a principal with Strategy& Middle East. Based in Dubai, he is a member of the telecommunications, media, and technology practice in the Middle East. He advises telecom operators and digital players on large performance and strategic turnaround projects. He specializes in the convergence of telecom and media and entertainment. Christelle Azar also contributed to this report. Strategy& | Skin in the game 4 EXECUTIVE SUMMARY Video gaming is an exciting opportunity for telecom operators. They can tap into this rapidly growing market and diversify their business using their existing capabilities. This is a particularly attractive proposition for operators in the Gulf Cooperation Council (GCC)1 region, where more than half the population is under 25 years of age.2 A successful foray into video gaming would improve the brand positioning of telecom operators and increase the loyalty of their customers. -
Interactivity and Community in Video Game Live Streams
Twitch TV Uncovered – Interactivity and Community in Video Game Live Streams A thesis presented to the faculty of the Scripps College of Communication of Ohio University and the Institute for Communication and Media Studies of Leipzig University In partial fulfillment of the requirements for the degrees Master of Science in Journalism (Ohio University), Master of Arts in Global Mass Communication (Leipzig University) Chris J. Vonderlind December 2019 © 2019 Chris J. Vonderlind. All Rights Reserved. This thesis titled Twitch TV Uncovered – Interactivity and Community in Video Game Live Streams by CHRIS J. VONDERLIND has been approved for the E.W. Scripps School of Journalism, the Scripps College of Communication, and the Institute for Communication and Media Studies by Veronika Karnowski Associate Professor of the Institute for Communication and Media Studies Scott Titsworth Dean, Scripps College of Communication, Ohio University Christian Pieter Hoffman Director, Institute for Communication and Media Studies, Leipzig University ii Abstract CHRIS J. VONDERLIND, M.S., Journalism; M.A., Global Mass Communication, December 2019 3709740 Twitch TV Uncovered – Interactivity and Community in Video Game Live Streams Director of Thesis: Veronika Karnowski Committee Members: Veronika Karnowski, Jatin Srivastava, Rosanna Planer Online media is continuing to transform the media consumption habits of today’s society. It encompasses various forms of content, modes of consumption and interpersonal interactions. Live-streaming is one of the less observed but growing forms of new media content. It combines aspects of online video entertainment and user content creation such as YouTube, and social media such as Instagram, in a live setting. The goal of this thesis is to explore this phenomenon by looking at the video game streaming platform Twitch, and, more specifically, the interactions taking place during the live streams.