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Empirical Investigation on Measurement of Game Immersion Using Real World Dissociation Factor
Thesis no: MSCS-2016-13 Empirical Investigation on Measurement of Game Immersion using Real World Dissociation Factor Gadila Swarajya Haritha Reddy Faculty of Computing Blekinge Institute of Technology SE–371 79 Karlskrona, Sweden This thesis is submitted to the Faculty of Computing at Blekinge Institute of Technology in partial fulfillment of the requirements for the degree of Master of Science in Computer Science. The thesis is equivalent to 20 weeks of full time studies. Contact Information: Author(s): Gadila Swarajya Haritha Reddy E-mail: [email protected] University advisor: Prof. Sara Eriksén Department of Creative Technologies Faculty of Computing Internet : www.bth.se Blekinge Institute of Technology Phone : +46 455 38 50 00 SE–371 79 Karlskrona, Sweden Fax : +46 455 38 50 57 Abstract Context. Games involve people to a large extent where they relate them- selves with the game characters; this is commonly known as game immer- sion. Generally, some players play games for enjoyment, some for stress relaxation and so on.Game immersion is usually used to describe the degree of involvement with a game. When people play games, they don’t necessar- ily realize that they have been dissociated with the surrounding world. Real world dissociation (RWD) can be defined as the situation where a player is less aware of the surroundings outside the game than about what is happen- ing in the game itself. The RWD factor has been expected to measure the losing track of time, lack of awareness of surroundings and mental trans- portation. Objectives. In this thesis, we measure and compare the difference in game immersion between experienced and inexperienced players using RWD fac- tor. -
Počítame S Nimi Surový: Amerika Spozornie Hellkvist: Som Z Nich
nike.sk SUPERŠANCA Štvrtok 1X2 21. 1. 2021 40347 Liverpool – Burnley 1,23 7,50 15,5 75. ročník • číslo 16 cena 0,80 40367 Eibar – Atl. Madrid 6,50 3,50 1,75 pre predplatiteľov 0,70 40373 Cornella – Barcelona 10,9 6,35 1,25 40374 Lazio – Parma 1,49 4,75 5,90 40459 V. Guimaraes – Nac. Madeira 1,63 4,00 6,05 40375 Magnitogorsk – Din. Riga 1,31 6,60 7,80 40376 CSKA Moskva – Chabarovsk 1,36 6,20 7,10 App Store pre iPad a iPhone / Google Play pre Android 40390 Frölunda – Leksand 1,91 4,30 3,55 Podmanili si Švédsko!Strany 18 a 19 Naši hokejisti pôsobiaci v Leksande Marek Hrivík a Peter Cehlárik dominujú v štatistikách SHL Šatan: Surový: Hellkvist: Poèítame Amerika Som z nich s nimi spozornie nadšený Peter Cehlárik (vpravo) je najlepší strelec švédskej ligy, Marek Hrivík (v¾avo) vedie poradie v poète asistencií. LEKSANDIF.SE Strana 22 Strana 4 Strana 17 Šampionát s Fialkami Na Doèkala nezanevrel Reštart hviezdy v Capitals Naše najúspešnejšie biatlonistky súèasnosti Paulínu Futbalista Lukáš Štetina sa zotavuje po vážnom zranení Sergej Kosticyn prišiel do Bratislavy pomôcś nášmu úèast- a Ivonu Fialkové COVID-19 nezastavil. Napriek zdravotným kolena, ktoré si privodil v reprezentaènom zápase s Èes- níkovi v nadnárodnej ICE Hockey League v boji o play-off, problémom sa predstavia na majstrovstvách sveta kom (1:3) po nešśastnej zrážke so spoluhráèom zo Sparty no útoèník s takmer štyrmi stovkami štartov v NHL už v Slovinsku. FOTO TASR/MICHAL SVÍTOK Praha. FOTO SPARTA.CZ 23 mesiacov nehral súśažný zápas. -
Sreda 06.05.2020. PIKADO
Konačan Hendikep Ukupno Prva E SPORTS - Sreda 06.05.2020. ishod mapa mapa mapa takmičenje čas br. domaćin gost K1 K2 HM H1 H2 UM manje više PM1 PM2 Dota 2, Asia Spring Invitational, na 2 dobijene mape 10:00 9219 LGD.int Team Strawberry 1,80 1,90 -1.5 3,45 1,28 2.5 1,90 1,80 1,82 1,87 Dota 2, China Development League, na 2 dobijene mape10:00 9221 iG Vitality Vici Gaming Potential1,35 3,00 -1.5 2,20 1,60 2.5 1,70 2,00 1,48 2,55 CS:GO, Home Sweet Home Cup, na 1 dobijenu mapu 10:50 9212 forZe Salamander 1,27 3,50 Dota 2, Dota Pit League, na 2 dobijene mape 11:00 9224 Invictus Gaming Team Aster 1,65 2,10 -1.5 3,00 1,35 2.5 1,85 1,85 1,75 1,95 Dota 2, Hephaestus Cup, na 2 dobijene mape 11:00 9225 Reality Rift 496 Gaming 1,27 3,50 -1.5 2,00 1,70 2.5 1,65 2,10 1,40 2,75 CS:GO, ESL one, na 2 dobijene mape 11:30 9185 Camel Riders D13 3,00 1,35 1.5 1,60 2,20 2.5 1,70 2,00 2,55 1,48 CS:GO, ESL one, na 2 dobijene mape 11:30 9186 Mazaalai TyLoo 3,50 1,27 1.5 1,70 2,00 2.5 1,65 2,10 2,75 1,40 CS:GO, LootBet CS, na 2 dobijene mape 11:30 9213 Heroic Secret 1,60 2,20 -1.5 2,90 1,37 2.5 1,80 1,90 1,70 2,00 Dota 2, China Development League, na 2 dobijene mape13:00 9222 Sparking Arrow GamingStarlucK.Fly 1,15 4,80 -1.5 1,63 2,15 2.5 1,47 2,55 1,26 3,60 Dota 2, DPL-CDA Professional League, na 2 dobijene mape13:00 9223 EHOME CDEC Gaming 1,50 2,45 -1.5 2,70 1,42 2.5 1,80 1,90 1,65 2,10 Dota 2, WePlay! Pushka League, na 2 dobijene mape 13:00 9228 Virtus.pro Team Spirit 1,17 4,40 -1.5 1,70 2,00 2.5 1,50 2,45 1,30 3,30 CS:GO, ESEA Premier Season, na 1 dobijenu mapu -
Applications of Machine Learning in Dota 2: Literature Review and Practical Knowledge Sharing
Applications of Machine Learning in Dota 2: Literature Review and Practical Knowledge Sharing Aleksandr Semenov1, Peter Romov2;3, Kirill Neklyudov2;3, Daniil Yashkov2;3, and Daniil Kireev4 1 International Laboratory for Applied Network Research, National Research University Higher School of Economics, Moscow, Russia 2 Yandex Data Factory, Moscow, Russia 3 Moscow Institute of Physics and Technology, Moscow, Russia 4 Moscow State University, Moscow, Russia [email protected], [email protected], [email protected], [email protected], [email protected] Abstract. We present the review of recent applications of Machine Learning in Dota 2. It includes prediction of the winning team from the drafting stage of the game, calculating optimal jungling paths, pre- dict the result of teamfights, recommendataion engine for the draft, and detection of in-game roles with emphasis on win prediction from team composition data. Besides that we discuss our own experience with mak- ing Dota 2 Machine Learning hachathon and Kaggle competitions. Keywords: Dota 2, MOBA, eSports, Machine Learning 1 Introduction to Dota 2 game rules and mechanics DotA 2 is an online multiplayer video game and its first part, DotA (after \De- fense of the Ancients") created a new genre, called Multiplayer Online Battle Arena (MOBA). It is played by two teams, called Radiant and Dire which con- sist of five players each. The main goal of the game is to destroy other team's \Ancient", located at the opposite corners of the map. Each of the players choose one hero to play with from a pool of 113 heroes in the drafting stage of the game (sometimes called 'picks'). -
Deconstructing Fame
Deconstructing Fame An Analysis of eSports Brand Value. The Case of Dota 2 Master Thesis (15 cr.) Department of Informatics and Media Media and Communication Studies Ilya Musabirov May 2016 Abstract This work is dedicated to studying pricing and valuation mechanisms of eSports brands in free-to-play game Dota 2. The object of the study are virtual autographs of Dota 2 professional players, which are traded on the market but, at the same time, do not provide buyers with any functional advantage in the game. The principal aim of the study is to reveal factors influencing the value of autographs and understand how the community of players evaluate them. Theoretical framework of current study borrows from economical sociology, in particular, ap- proach of Patrik Aspers who argues that standard and status markets have distinct forms of goods’ evaluation. Special attention in this work is focused on conception of status market on which there is no unified quality scale for evaluation, and all quality judgements are deeply entangled with market actors. Kornberger’s treatment of brands as ‘organising devices’ sup- plements the framework and supports the focus on devices of brands’ value construction. Mixed research strategy, combining qualitative, and quantitative methods is used to make sense of the data extracted from Steam community market and discussion from networking service Reddit. Results show that among the most influential factors explaining the price of autograph there are personal player performance statistics, team tournament performance, and media cover- age of player’s performance. The more detailed analysis of discussions on Reddit illustrates how evaluation devices are performed by the community of players and spectators. -
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. -
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Opinnäytetyön Mallipohja
DEVELOPMENT OF DIGITAL MARKETING IN ESPORTS Case Company: ForZe esports LAB UNIVERSITY OF APPLIED SCIENCES LTD Bachelor of Business Administration Degree program in International Business Autumn 2020 Vladimir Denisov Abstract Author(s) Type of publication Published Denisov Vladimir Bachelor’s thesis Autumn 2020 Number of pages 32 Title of publication Development of Digital Marketing in Esports Case Company: ForZe Esports Name of Degree Bachelor of Business Administration Abstract Electronic sports or esports nowadays is a billion-dollar industry with a multimillion au- dience rapidly growing worldwide. Esports industry is reaching its momentum during the past few decades and expected to become the most financially lucrative entertain- ment market on the planet. The aim of this research is to analyze the esports ecosystem and define possible ways of brand promotion based on the esports industry. On an example of one the most prominent and recognizable esports organization in CIS region – ForZe esports, the author will analyze main marketing strategies applied in esports sphere and how does a professional esports team engage the audience and attract new sponsors. Keywords Esports, Digital Marketing, Social Media Marketing, Entertainment Industry CONTENTS 1 INTRODUCTION .......................................................................................................... 1 1.1 Research Background ........................................................................................... 1 1.2 Objective and Research question of the study -
An Overview of Esports in Europe
THIS REPORT IS BROUGHT TO YOU BY ESPORTS BAR AN OVERVIEW OF ESPORTS IN EUROPE FEATURING AN IN-DEPTH LOOK AT FOUR OF EUROPE’S MOST VIBRANT ESPORTS ECOSYSTEMS SWEDEN POLAND SPAIN GERMANY DECEMBER 2017 TABLE OF CONTENTS 1. Foreword 3 2. Key Facts About Europe 4 3. European Market Trends 6 4. Local Impact 10 5. Biggest Events 15 6. Using Consumer Insights 18 FOREWORD A NEW PHASE FOR ESPORTS COMMENCES Esports is entering a new phase toward becoming a mature ESPORTS ENTERING A CRUCIAL PHASE TOWARDS MATURITY market. The coming two years will be crucial in how fast it grows into a multi-billion-dollar business. The key determining factors are the success of local leagues and the franchising approach, the implementation of regulations, the arrival of new game formats and competition, the uptake of content rights sales, team profitability, and the impact of industry convergence involving traditional media, entertainment, telecom, and sports companies. Depending on how these factors play out in the coming year or two, esports’ growth could accelerate and reach $2.4 billion in 2020 in an optimistic scenario, almost $1 billion higher than the base scenario of $1.5 billion. Europe has been one of the most important regions in the development of the esports industry. Some of the first organizations that made esports popular, especially in the West, originate from Europe. Most notable is ESL, arguably the world’s largest esports organization, which has its roots in Germany. The company has helped build and shape esports from small community events to record-breaking events, including the Intel Extreme Masters in Katowice and ESL One in Cologne. -
Esports Betting Rules Counter-Strike: Global Offensive
Counter-Strike: Global Offensive Dota 2 League of Legends StarCraft II Counter-Strike: Global Offensive Dota 2 League of Legends StarCraft II Counter-Strike: Global Offensive Dota 2 League of Legends StarCraft II Counter-Strike: Global Offensive Dota 2 League of Legends StarCraft II Counter-Strike: Global Offensive Dota 2 League of Legends StarCraft II Counter- Strike: Global Offensive Dota 2 League of Legends StarCraft II Counter-Strike: Global Offensive Dota 2 League of Legends StarCraft II Counter-Strike: Global Offensive Dota 2 League eSports Betting Rules Counter-Strike: Global Offensive NR NAME OF MARKET MARKET DESCRIPTION 1. [mapNr!] Map [roundNr!] Round - Bomb defused If no bomb is planted, this market will be considered void. + + Important Settlement and cancellation rules ➔ If a match is interrupted or postponed and is not continued within ➔ Markets will be settled based on officially published results. 48h after initial start time, all undecided markets are void. ➔ If the fixture is listed incorrectly, we reserve the right to void betting. ➔ Markets do not consider overtime unless otherwise stated. ➔ In case of a walkover or retirement, all undecided markets are void. ➔ If a match or map is not finished, all undecided markets are void. ➔ If a match or map is replayed due to a disconnection, or technical issues which are not player-related, all undecided markets will be void. The replayed match or map will be handled separately. ➔ If the standard number of maps is changed or differs from those offered for betting purposes, we reserve the right to void betting. PAGE 3 Dota 2 NR NAME OF MARKET MARKET DESCRIPTION 1. -
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.