Gamer Perception of Endorsements from Fortnite Streamers on Youtube
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Q4 & Full-Year 2019 Earnings Presentation
Q4 & FULL-YEAR 2019 EARNINGS PRESENTATION 0 3 / 1 0 / 2 0 2 0 SAFE HARBOR Forward-Looking Information This presentation includes forward-looking information and statements within the meaning of the federal securities laws. Except for historical information contained in this release, statements in this release may constitute forward-looking statements regarding assumptions, projections, expectations, targets, intentions or beliefs about future events. Statements containing the words “may”, “could”, “continue”, “would”, “should”, “believe”, “expect”, “anticipate”, “plan”, “goal”, “estimate”, “accelerate”, “target”, “project”, “intend” and similar expressions constitute forward-looking statements. Forward-looking statements involve known and unknown risks and uncertainties, which could cause actual results to differ materially from those contained in any forward-looking statement. Forward-looking statements are based on management’s current belief, as well as assumptions made by, and information currently available to, management. While the Company believes that its expectations are based upon reasonable assumptions, there can be no assurances that its goals and strategy will be realized. Numerous factors, including risks and uncertainties, may affect actual results and may cause results to differ materially from those expressed in forward-looking statements made by the Company or on its behalf. Some of these factors include, but are not limited to, risks related to 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, including the impact of coronavirus on consumer demands and manufacturing capabilities, the Company's partnerships with influencers, athletes and esports teams. -
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. -
Joogsquad Twitter Hack Joogsquad Twitter Hack
joogsquad twitter hack Joogsquad twitter hack. Completing the CAPTCHA proves you are a human and gives you temporary access to the web property. What can I do to prevent this in the future? If you are on a personal connection, like at home, you can run an anti-virus scan on your device to make sure it is not infected with malware. If you are at an office or shared network, you can ask the network administrator to run a scan across the network looking for misconfigured or infected devices. Another way to prevent getting this page in the future is to use Privacy Pass. You may need to download version 2.0 now from the Chrome Web Store. Cloudflare Ray ID: 664d7bfe3d831695 • Your IP : 188.246.226.140 • Performance & security by Cloudflare. Dylan O’Brien Real Phone Number. All Dylan O’Brien fans would love to know his real phone number . For all Dylan O’Brien fans, we have some excellent information. His actual phone number was leaked, and we got it. Dylan O’Brien 2021. Who is Dylan O’Brien? Dylan O’Brien is a 29 years old famous TV actor. He was born in New York City, NY on August 26, 1991. Actor best known for his role as Stiles on MTV’s Teen Wolf. He also starred as Thomas in the Maze Runner films and as the character Caleb in the 2016 film Deepwater Horizon. Additionally, he was cast as the lead in the 2017 film American Assassin. He has one older sister named Julia and his parents are named Lisa and Patrick. -
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. -
V12.19 Patch Notes|
DECEMBER 2019 REPORTDECEMBER 2019 DR DISRESPECT, STADIA AND MORE AND STADIA DISRESPECT, DR V12.19 PATCH NOTES |BOLD | SPRING/SUMMER PHOTO: PHILADELPHIA FUSION BIG TAKEAWAYS —―———→ PAGE 3 A quick summary of what stood out to us CONTENTS TRENDING —―—————→ PAGE 4 Trends we saw in the past month and the impact we expect them to have BRAND ACTIVATIONS —―———→ PAGE 9 TABLE OF Interesting activations from some nonendemic brands OTHER IMPORTANTS —―——→ PAGE 12 A hodgepodge of information from data to missteps Page 2 BIG TA KEAWAYS Cloud gaming is off to a slow start with Stadia stumbling out of the gate. The battle for streaming talent continues as new platforms vie for top personalities. More startups and venture capitalists are emerging DEC 2019 in hopes of striking esports gold. DEC 2019 The race for the perfect gaming venue is on, from major arenas to local lounges. PHOTO: THE VERGE DEC 2019 DEC 2019 Page 3 TRENDING NO.001 SECTION Page 44 WHAT’S INCLUDED A collection of new and interesting things that caught our attention last month. PHOTO: PHILZILLA DR DISRESPECT WINS SOTY 001 —————―→ PHOTO: G FUEL NO. WHAT HAPPENED WHY IT MATTERS Dr Disrespect won his second Streamer of the Although Doc touts his two-time championship background, the reality is that his success Year award at the recent 2019 Esports Awards in is entirely driven by the persona he and his business partner created. At a time when most Arlington, TX. This adds to his already impressive of the popular streamers were being watched due to their exceptional skills, Guy Beahm resume as the larger-than-life personality has set (his actual name) used his experience as a community manager at Sledgehammer Games record viewer numbers (400K concurrent last to learn what types of content resonated with viewers. -
Digital Assets & License Protections in an Age That Denies Class Actions
Journal of Dispute Resolution Volume 2021 Issue 2 Article 9 2021 Digital Assets & License Protections in an Age that Denies Class Actions and Mandates Arbitration Kevin Carr Follow this and additional works at: https://scholarship.law.missouri.edu/jdr Part of the Dispute Resolution and Arbitration Commons Recommended Citation Kevin Carr, Digital Assets & License Protections in an Age that Denies Class Actions and Mandates Arbitration, 2021 J. Disp. Resol. (2021) Available at: https://scholarship.law.missouri.edu/jdr/vol2021/iss2/9 This Comment is brought to you for free and open access by the Law Journals at University of Missouri School of Law Scholarship Repository. It has been accepted for inclusion in Journal of Dispute Resolution by an authorized editor of University of Missouri School of Law Scholarship Repository. For more information, please contact [email protected]. Carr: Digital Assets & License Protections in an Age that Denies Class Digital Assets & License Protections in an Age that Denies Class Actions and Mandates Arbitration Kevin Carr* I. INTRODUCTION The battle of star system B-R5RB is probably a conflict and place that you have never heard of, even though an estimated £300,000 worth of property damage and loss occurred due to an interstellar battle on July 27, 2014.1 Hundreds of competing rival ships were destroyed, with over 7,600 individuals taking part in one of the single largest property disputes of the 21st century. The conflict lasted approxi- mately 21 hours and had ripple effects across an entire galaxy. If this sounds like fiction, I assure you, it is not. -
Emergent Behavior in Playerunknown's Battlegrounds by Christopher Aguilar, B.A. a Thesis in Mass Communications Submitted to T
Emergent Behavior in PlayerUnknown’s Battlegrounds by Christopher Aguilar, B.A. A Thesis In Mass Communications Submitted to the Graduate Faculty of Texas Tech University in Partial Fulfillment of the Requirements for the Degree of MASTER OF ARTS Approved Bobby Schweizer, Ph.D. Chair of Committee Glenn Cummins, Ph.D. Megan Condis, Ph.D. Mark Sheridan Dean of the Graduate School August, 2019 Copyright 2019, Christopher Aguilar Texas Tech University, Christopher Aguilar, August 2019 ACKNOWLEDGEMENTS I just want to thank everyone that has been an inspiration for me on this journey to get me to this point of my academic success. To Dr. John Velez, who taught the gaming classes during my undergraduate that got me interested in video game research. For helping me choose which game I wanted to write about and giving me ideas of what kinds of research is possible to write. To Dr. Bobby Schweizer, for taking up the reigns for helping me in my thesis and guiding me through this year to reach this pedestal of where I am today with my work. For giving me inspirational reads such as T.L Taylor, ethnography, helping me with my critical thinking and asking questions about research questions I had not even considered. Without your encouragement and setting expectations for me to reach and to exceed, I would not have pushed myself to make each revision even better than the last. I am grateful to Texas Tech’s teachers for caring for their student’s success. My journey in my master’s program has been full of challenges but I am grateful for the opportunity I had. -
Gotta Catch ‘Em All! the Rise of Esports and the Evolution of Its Regulations
Science and Technology Law Review Volume 22 Number 2 Article 4 2019 Gotta Catch ‘Em All! The Rise of eSports and the Evolution of its Regulations Elizabeth Chung Southern Methodist University, Dedman School of Law, [email protected] Follow this and additional works at: https://scholar.smu.edu/scitech Part of the Computer Law Commons, Intellectual Property Law Commons, Internet Law Commons, and the Science and Technology Law Commons Recommended Citation Elizabeth Chung, Gotta Catch ‘Em All! The Rise of eSports and the Evolution of its Regulations, 22 SMU SCI. & TECH. L. REV. 231 (2019) https://scholar.smu.edu/scitech/vol22/iss2/4 This Comment is brought to you for free and open access by the Law Journals at SMU Scholar. It has been accepted for inclusion in Science and Technology Law Review by an authorized administrator of SMU Scholar. For more information, please visit http://digitalrepository.smu.edu. Gotta Catch ‘Em All! The Rise of eSports and the Evolution of its Regulations Elizabeth Chung* I. INTRODUCTION It will inevitably shock many to find out that the video gaming industry stands to be one of the most successful industries for upcoming generations. In fact, it is predicted that the global gaming market will hit nearly $180 billion in revenues by 2021 (in 2012, the revenue market stood at a measly $70.7 billion).1 This increase in market size “reflect[s] the constant growth of platforms, such as smartphones.”2 In 2018, mobile games brought in $61.3 billion in revenue, accounting for over 50% of the total gaming market, and are expected to grow to $106.4 billion, or to about 59% of the total revenue, by 2021.3 According to one study, “there are about 2.3 billion gamers across the globe,”4 and 91% of the global market is digital.5 This means that “$125.3 billion worth of games flows through digitally connected channels as opposed to physical retail.”6 The transition from brick and mortar retail stores to online digital plat- forms can be seen across most industries. -
Using Trademark Registration and Right of Publicity to Protect Esports Gamers
Catholic University Journal of Law and Technology Volume 29 Issue 1 Fall 2020 Article 7 2020 Pre-Game Strategy for Long-Term Win: Using Trademark Registration and Right of Publicity to Protect Esports Gamers John Bat Catholic University of America (Student) Follow this and additional works at: https://scholarship.law.edu/jlt Part of the Commercial Law Commons, Contracts Commons, Entertainment, Arts, and Sports Law Commons, First Amendment Commons, Intellectual Property Law Commons, Internet Law Commons, Science and Technology Law Commons, and the Torts Commons Recommended Citation John Bat, Pre-Game Strategy for Long-Term Win: Using Trademark Registration and Right of Publicity to Protect Esports Gamers, 29 Cath. U. J. L. & Tech 203 (2020). Available at: https://scholarship.law.edu/jlt/vol29/iss1/7 This Notes is brought to you for free and open access by CUA Law Scholarship Repository. It has been accepted for inclusion in Catholic University Journal of Law and Technology by an authorized editor of CUA Law Scholarship Repository. For more information, please contact [email protected]. PRE-GAME STRATEGY FOR LONG-TERM WIN: USING TRADEMARK REGISTRATION AND RIGHT OF PUBLICITY TO PROTECT ESPORTS GAMERS John C. Bat* The global electronic sports (“esports”) industry is likely to cross the one- billion-dollar threshold in total revenue in 2019, according to a Newzoo market report.1 Video games, once considered a unique, modern way to pass the time for hobbyists and bored teenagers, are no longer defined by the home-user, couch-potato stereotype. In pre-COVID-19 society, video games were responsible for filling entire sports arenas.2 Today, passionate fans purchase tickets to watch elite esports gamers compete to win, whether that be live in person or virtual. -
Esports Streaming Has Seen Significant Growth
This page was exported from - The Auroran Export date: Fri Sep 24 12:14:05 2021 / +0000 GMT Esports streaming has seen significant growth It's been a tough year for sports, that's common knowledge, but a certain sport that has seen a surge in viewership, competition and value is one you can play at home. Esports coverage, interest and participation has been proliferating for some time now. YouTubers and Twitch streamers have made significant money on the internet streaming their video games, and then competing in world-wide competitions, leaving their thumbs to earn them the big bucks. It might sound crazy. How do people watch other people play video games? What's the drive behind it? The fact of the matter is people simply enjoy it. Here are some facts and projections discovered by The Auroran over the winter holidays. - This past November, the streaming website Twitch surpassed its previous record set in October as viewers watched over 1.7 billion hours of online gaming in the month alone according to Venture Beat.- Women make up more than 40% of the gaming lifestyle scene according to StreamElements CEO Doron Nir.- Esports, is valued at $950 million US dollars and is projected to grow to $1.6 billion by 2023 according to Statista.- Twitch represented 91.1% of esports streaming in Q3 of 2020 according to StreamLabs.- 495 million viewers tuned into esports in 2020 and this number is expected to rise to 695 million by 2023 according to Roundhill Investments. Published last week on the House of Highlights and theScore's Instagram page, gamer Skylar Howard researched the University of Kentucky's Twitch page and discovered the school invested into the esports industry. -
Optimizing the Video Game Live Stream APPROVED
Paycheck.exe: Optimizing the Video Game Live Stream by Alexander Holmes A Thesis Submitted to the Faculty of the WORCESTER POLYTECHNIC INSTITUTE in partial fulfillment of the requirements for the Degree of Master of Science in Interactive Media and Game Development April 24, 2019 APPROVED: Dean O'Donnell, Thesis Advisor Jennifer deWinter, Committee Brian Moriarty, Committee 2 1.0 Abstract Multiple resources currently exist that provide tips, tricks, and hints on gaining greater success, or increasing one’s chances for success, in the field of live video streaming. However, these resources often lack depth, detail, large sample size, or significant research on the topic. The purpose of this thesis is twofold: to aggregate and optimize the very best methods for live content creators to employ as they begin a streaming career, and how best to implement these methodologies for maximum success in the current streaming market. Through analysis of a set of semi-structured interviews, popular literature, and existing, ancillary research, repeating patterns will be identified to be used as the basis for a structured plan that achieves the stated objectives. Further research will serve to reinforce as well as optimize the common methodologies identified within the interview corpus. 3 2.0 Table of Contents 1.0 Abstract 2 2.0 Table of Contents 3 3.0 Introduction 5 3.1 History of the Medium 5 3.2 Current Platforms 12 3.3 Preliminary Platform Analysis 14 3.4 Conclusion 15 3.5 Thesis Statement 15 3.6 Implications of & Further Research 16 4.0 Literature -
Q1 2020 Earnings Presentation
Q1 2020 EARNINGS PRESENTATION May 7, 2020 SAFE HARBOR Forward-Looking Information This presentation includes forward-looking information and statements within the meaning of the federal securities laws. Except for historical information contained in this release, statements in this release may constitute forward-looking statements regarding assumptions, projections, expectations, targets, intentions or beliefs about future events. Statements containing the words “may”, “could”, “continue”, “would”, “should”, “believe”, “expect”, “anticipate”, “plan”, “goal”, “estimate”, “accelerate”, “target”, “project”, “intend” and similar expressions constitute forward-looking statements. Forward-looking statements involve known and unknown risks and uncertainties, which could cause actual results to differ materially from those contained in any forward-looking statement. Forward-looking statements are based on management’s current belief, as well as assumptions made by, and information currently available to, management. While the Company believes that its expectations are based upon reasonable assumptions, there can be no assurances that its goals and strategy will be realized. Numerous factors, including risks and uncertainties, may affect actual results and may cause results to differ materially from those expressed in forward-looking statements made by the Company or on its behalf. Some of these factors include, but are not limited to, risks related to 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 including the impact of the global coronavirus (COVID-19) pandemic on consumer demands and manufacturing capabilities, risks relating to, and uncertainty caused by or resulting from, the COVID-19 pandemic, the Company's partnerships with influencers, athletes and esports teams.