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Optic Gaming Wins Call of Duty® MLG Orlando Open
August 8, 2016 Optic Gaming Wins Call of Duty® MLG Orlando Open NEW YORK--(BUSINESS WIRE)-- The road to the 2016 Call of Duty® World League Championship, Presented by PlayStation® 4 finished its last live qualifying competition yesterday with an epic showdown in Orlando as Optic Gaming won the Call of Duty® MLG Orlando Open. Yesterday's finals completed a thrilling weekend of competition, as eager fans in attendance, online at MLG.tv and other livestreams, and those tuning-in directly through an in-game (BOIII PS4) Live Event Viewer, watched 72 hours of compelling action. Optic Gaming took home the top prize after besting Team Envyus to be the top of more than 100 teams from around the world. Yesterday's exciting tournament also served as the final CWL Pro Points event of the season, as competition now moves to the North American online qualifier as the final stop before the highly anticipated CWL Championship at Call of Duty® XP. At the CWL Championship, 32 teams will play for their share of the biggest single event prize pool in Call of Duty® history, $2 million. With the growth of the Call of Duty World League, Call of Duty esports viewership has increased by more than five times year-over-year to 33 million views of the Stage 1 events this year. The Call of Duty World League Championships at Call of Duty XP is expected to be our most viewed Call of Duty esports event in history by a wide margin. After the dust settled, over 1.4 million cumulative viewers across distribution platforms, including MLG.tv, generated over 8 million video views during the event, consuming over 2 million hours of content throughout the weekend, and peaking at 164,000 concurrent viewers during the thrilling finals match.1 Here are the top eight teams from the Call of Duty MLG Orlando Open: Optic Gaming Team Envyus Team Elevate Faze Clan Rise Nation Luminosity Gaming Cloud9 Complexity Gaming On August 15, 2016, a live broadcast on youtube.com/callofduty will determine the grouping for all the qualified teams. -
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. -
E-SPORTS Case Study
E-SPORTS Case Study How E-Sports is a booming global industry ? c x c r u x . c o m INTRODUCTION Esports is a booming global industry where skilled video gamers play competitively. Contrary to common perception, Esports is not simply a phenomenon occurring in the basements of unemployed twentysomethings the industry is real, growing globally, and investable. In fact, over 380 million people watch esports worldwide both online and in person. More people watched the 2016 world finals of popular esports game League of Legends (43 million viewers) than the NBA Finals Game 7 that year (31 million viewers). www.cxcrux.com Page 2 WHICH ESPORTS GAMES ARE MOST POPULAR? Though the actual rankings of the most popular esports games change slightly month-to-month, the ten most-watched games on dominant streaming site Twitch remain consistent. As of right now, League of Legends remains the most-watched eSport in the world. It’s also worth noting, for those less familiar with esports, that the most popular games are not traditional sports-related video games such as Madden or FIFA. www.cxcrux.com Page 3 INVOLVED PARTIES PLAYERS Becoming a top Esports player is no simple achievement. To rise through the ranks, players specialize in a specific game, developing their skills through extensive, competitive play. Streaming: Gamers who Livestream themselves as they play video games are referred to as "streamers." This is typically done in casual play. While streaming can be incredibly profitable, many streamers have to decide whether they want to stream for a living or try and play professionally and run the risk of making less money. -
Professional Gamers Are Today's Professional Athletes
Georgia State University Law Review Volume 37 Issue 3 Spring 2021 Article 8 8-1-2021 Professional Gamers are Today’s Professional Athletes Troy Viger Georgia State University College of Law, [email protected] Follow this and additional works at: https://readingroom.law.gsu.edu/gsulr Part of the Entertainment, Arts, and Sports Law Commons Recommended Citation Troy Viger, Professional Gamers are Today’s Professional Athletes, 37 GA. ST. U. L. REV. 1001 (2021). Available at: https://readingroom.law.gsu.edu/gsulr/vol37/iss3/8 This Article is brought to you for free and open access by the Publications at Reading Room. It has been accepted for inclusion in Georgia State University Law Review by an authorized editor of Reading Room. For more information, please contact [email protected]. Viger: Professional Gamers PROFESSIONAL GAMERS ARE TODAY’S PROFESSIONAL ATHLETES Troy Viger ABSTRACT Recall the adversities faced by many in the entertainment industry. Freddie Mercury tried to join several bands before forming Queen. Judy Garland signed with Metro-Goldwyn-Mayer at age thirteen after performing with her sisters throughout her childhood. Babe Ruth signed his first professional baseball contract with the minor-league Baltimore Orioles. Those same historic adversities faced by these giants of the entertainment industry are being repeated today in a closely related field—the Esports industry. Esports, a form of competitive video gaming, attracts audiences that “rival some of the world’s great sporting events.” A thorough due diligence review of the industry-norm contract must be undertaken. Esports professionals continue to fall victim to handshake deals put to paper like so many entertainers before them. -
Esports Report, the Market Has Although in 2020 the Global Esports Audience Was Esports Enthusiasts Are Continued to Go from Strength to Strength
ESPORTS DISCUSSION An update on the esports market July 2021 INTRODUCTION Esports Update • This report will give an update on the esports Finally, the report will extend the analysis to The esports market is market from our previous report in 2019. 2020 recent developments with esports organisations expected to reach $1.5bn was an unprecedented year, in which most and what makes them attractive to investors. Like by 2023 (Newzoo) industries were affected in some way as a result of most industries, the dominant players are seeing COVID-19. new entrants that threaten their position. • The Asia Pacific region Focusing on the success in professional esports is The esports industry saw several developments not enough to guarantee financial success. represents more than during 2020. As lockdowns were implemented Successful teams will need to find the right balance 50% of the esports and around the world, most forms of in-person between being both an esports company and gaming audience (Juniper entertainment were cancelled overnight. The entertainment company. To find the right balance research) esports industry had a unique advantage over and to manage multiple revenue streams and traditional sports, and there was an evident cross- monetise their audiences, esports organisations over between the two sectors. will become better organised and adopt a more • Latin America may also professional approach to managing their become a key region for The report will also give an overview of the businesses. growth. It is projected to different investors that are involved in the esports produce over 130 million ecosystem and the reasoning for investing. -
Sonja Kareranta Thesis.Pdf (1.892Mb)
Enriching the Experience: Content Analysis on the Twitter Usage of Professional Esports Athletes Sonja Kareranta MA Thesis English, Language Specialist School of Languages and Translation Studies Faculty of Humanities University of Turku May 2021 Turun yliopiston laatujärjestelmän mukaisesti tämän julkaisun alkuperäisyys on tarkastettu TurnitIn OriginaIityCheck -järjestelmällä. The originality of this thesis has been checked in accordance with the University of Turku quality assurance system using the Turnitin OriginalityCheck service. UNIVERSITY OF TURKU School of Languages and Translation Studies / Faculty of Humanities KARERANTA, SONJA: Enriching the Experience: Content Analysis on the Twitter Usage of Professional Esports Athletes MA Thesis, 93 p., 59 app. English, Language Specialist May 2021 ---------------------------------------------------------------------------------------------------------- The thesis studied the Twitter usage of 50 professional esports athletes by means of a content analysis of the 19-21 tweets on the athletes' Twitter frontpages, 1014 tweets in total. The athletes’ tweets were categorised into a primary category as well as a secondary and tertiary category, when applicable. The research questions were: 1. How do the most followed esports athletes employ Twitter in terms of the main properties in their tweets? 2. In addition to the main property, what additional features do the athletes’ tweets contain? 3. What are the differences and similarities in the emphases of the athletes’ tweets’ main properties and additional features, when examined by game of the athlete? The results showed that the category that the tweets were annotated most frequently into in the primary categorisation was INFORMATION SHARING, indicating that the athletes’ tweets’ main property was most often to share information on topics related to esports. -
The Best Ever? SK Gaming's Coldzera Looks to Claim His Place in CS:GO History
12/1/2017 Counter-Strike Global Offensive star coldzera looks to cement his legacy CS:GO -- coldzera looks to cement legacy 140d - Samuel Delorme Valve must solve two Dota 2 Pro Circuit problems 11h - Alan Bester Lessons from Samsung: Sticking to the script 14h - Emily Rand KSV acquires Samsung Galaxy's League of Legends team 20h - Young Jae Jeon The 2017-2018 League of Legends Roster Shuffle 9d - ESPN Esports A year in review: Lessons from 2017 League of Legends 2d - Kelsey Moser From Overwatch to PUBG: A conversation with the king of games 4d - Young Jae Jeon How the first ever F1 Esports championship was won 5d Trine University builds esports into its plans 7d - Sean Morrison Pulling in Pobelter is Liquid's best move 8d - TheTyler Erzberger best ever? SK Gaming's Seoul Dynasty coach Hocury: 'People are underrcoldzating all theer non-Kaore anlook teams' s to claim his place in 10d - Young Jae Jeon CS:GO history Sources: Zaboutine joins OpTic as head coach 12d - Jacob Wolf Meet the woman behind RunAway 15d Rachel Gu http://www.espn.co.uk/esports/story/_/id/20055264/counter-strike-global-offensive-star-coldzera-looks-cement-legacy 1/13 12/1/2017 Counter-Strike Global Offensive star coldzera looks to cement his legacy CS:GO -- coldzera looks to cement legacy 140d - Samuel Delorme Valve must solve two Dota 2 Pro Circuit problems 11h - Alan Bester Lessons from Samsung: Sticking to the script 14h - Emily Rand SK Gaming swept Cloud9 3-0 to take home the finals victory at ESL One Cologne. -
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. -
Allt Om Dreamhack Masters Malmö
Allt om DreamHack Masters Malmö Det har blivit dags för den största internationella arenaturneringen i e-sport som hittills har arrangerats i Sverige – DreamHack Masters Malmö. Spelet är Counter Strike: Global Offensive (CS:GO) och de 16 lag som göra upp om prispotten motsvarande 2 miljoner kronor, tillhör den absoluta världseliten. Här ger vi dig allt du behöver veta om turneringen, lagen, schemat och spelet. Om turneringen Turneringen inleds med gruppspel som kommer spelas mellan den 12 - 14 april. Två lag kvalificerar vidare från varje grupp till slutspelet. Gruppspelen sänds via dreamhack.tv. Lördagen den 16 april klockan 10 öppnas dörrarna till Malmö Arena för den 10 000 människor stora publiken, då två dagars spänning kan väntas enda fram till den rafflande finalen på söndagskvällen. Totalt väntas miljoner människor följa turneringen via dreamhack.tv. Önskar ni pressackreditering, skicka ett mail till [email protected] med ert namn, media ni arbetar för och kontaktuppgifter. För fler bilder: flickr.com/photos/dreamhack Fotografens namn hittar ni i fotolänken. Vanligast är Adela Sznajder eller Sebastian Ekman. Bilder från DreamHack Masters Malmö kommer kontinuerligt att läggas upp. Fotografer på plats: Adela Sznajder och Abraham Engelmark För citat, Kontakta Christian Lord, head of eSports, Dreamhack Tel. +46 70 27 50 558 och mail: [email protected] Om lagen Åtta lag har specialinbjudits till turneringen. Astralis: Danmarks bästa lag och rankad fyra i världen. Astralis väckte uppmärksamhet i dansk press när de erhöll en investering på sju miljoner danska kronor från Sunstone Capital och den danska entreprenören Tommy Ahlers, i samband med bildningen av den nya organisationen 2016. -
James Bardolph and Ddk Preview the ECS Finals
12/1/2017 CS:GO: James Bardolph and ddk preview the ECS finals # esports James Bardolph and ddk preview the ECS finals © FACEIT June 19 · By Mike Stubbs The biggest CS:GO teams in the world will head to London in a week to try and become ECS Season 3 champions, so we caught up with the casters for their predictions. The last half year has arguably been the most stable time in the history of CS:GO. The two established online leagues returned for more seasons. The bigname tournament organisers have continued to raise the bar when it comes to LAN events and the schedule hasn’t been as crazy as it was last year. All in all, there have been a lot of improvement and not a lot in the way of gambles that haven’t paid off. This stability meant that event organisers could take more risks, and this is certainly what the folks over at FACEIT did for ECS Season 3. The league had seen rapid growth in its first year, but for the third season they decided to make some changes, specifically to the broadcast itself. Gone was the London studio and the team moved over to California to broadcast from The eSports Arena. This brought with it a more relaxed atmosphere and casual casting style that really resonated with fans. Season 3 of ECS has easily been its best yet and that’s before we’ve even got to the LAN finals. The endofseason event is due to take place on June 24 and 25 at Wembley Arena in London and it promises to be the biggest yet. -
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). -
Instituto Universitário Da Maia - ISMAI
Instituto Universitário da Maia - ISMAI Departamento de Ciências da Educação Física e Desporto Quo vadis Esports? Onde vão estar os Esports em Portugal em 2025? Eduardo Manuel Martins Catalão Cardoso 2025? em Portugal em Esports os estar vão Onde Esports? vadis Quo Mestrado em Gestão do Desporto Orientador Institucional Prof Doutor José Paulo Neves Correia Marques dos Santos Co-orientador Eduardo Manuel Martins Catalão Cardoso Catalão Martins Manuel Eduardo Mestre Teresa Sofia Amorim Faria de Oliveira Lopes Avenida Carlos de Oliveira Campos | Castêlo da Maia | 4475-690 Maia janeiro 2021 ISMAI | 2019/2020 | ISMAI Eduardo Manuel Martins Catalão Cardoso N.º a035105 Dissertação com vista à obtenção do grau de Mestre em Gestão do Desporto, nos termos do Decreto-Lei nº 74/2006, de 24 de março, republicado pelo Decreto-Lei nº 63/2016, de 13 de setembro. Trabalho realizado sob a orientação institucional do Professor Doutor José Paulo Neves Correia Marques dos Santos, docente do Mestrado de Gestão do Desporto, e co-orientação da Mestre Teresa Sofia Amorim Faria de Oliveira Lopes Maia, janeiro de 2021 Resumo O principal objeto de estudo da presente investigação é perceber como é que estará o mercado português de Esports em 2025 e como é que podemos trabalhar para que o mesmo continue a crescer. Utilizou-se uma metodologia qualitativa e o plano de pesquisa utilizado foi o método de Delphi através da realização de entrevistas a vários agentes ligados aos Esports nacionais. Para a recolha de dados primários, privilegiou-se o uso de entrevistas semi-estruturadas. Na análise de dados, foi utilizada a análise temática e o programa NVivo para tratar todos os dados relacionados com o estudo.