Can Mnos Maintain the Profits?
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Investigating Psychological Well-Being Levels of Teenagers Interested in Esport Career
RESEARCH ON EDUCATION AND PSYCHOLOGY (REP) Received: January 18, 2019 e-ISSN: 2602-3733 Accepted: February 24, 2019 Copyright © 2019 http://journalrep.com June 2019 3(1) 1-10 Research Article Investigating Psychological Well-Being Levels of Teenagers Interested in Esport Career Memduh Kocadağ ¹ Abstract The purpose of this study is to reveal psychological levels of teenagers who are interested in Esport career. Recently, thanks to technological developments, there has been a growing new industry: Electronic Sports. Nowadays, playing video games might be seem as a career option. Teenagers who are interested in eSport career play video games for a long time in their daily life as much as professional eSport players do. Excessive plays of video games have been known to cause psychological, physiological, and mental problems. Playing video games for a long time in daily life causes social, emotional, and mental problems such as depression, agression, intolerability, lose of control. The research’s study group consists of teenager students in high schools and colleges in Turkey. Web-based questionnaire and psychologocial well-being scale which belongs to Telef had been used to collect data. Using data from a survey of 320 teenagers 15 to 27 years old in Turkey, we tested psychological well-being levels of teenagers with daily playing video game times and teenagers’ desire of having esport career. The results show that daily playing video game times effect psychological well-being levels of teenagers. Additionally, teenagers’ desire of having an Esport career is significant predictor of low psychological well-being level. Key Words Electronic sports Teenagers Psychological well-being Esport career ¹ Correspondence to: Teacher, Manisa Turkey. -
Smbs) on Amazon.In
Prime Day 2020 was the biggest 2-days ever for Small and Medium Businesses (SMBs) on Amazon.in August 10, 2020 Highest Prime Day participation for SMBs with over 91,000 SMB sellers from 5,900 pin codes; 62,000 SMB sellers from small towns, received orders Over 4000 SMB sellers saw sales of INR 10 lakhs or more; 209 SMB sellers became crorepatis Artisans and weavers from Karigar, women entrepreneurs from Saheli, and startup brands from Launchpad saw growth of 6.7X, 2.6X and 2.1X respectively Over 1000 Local Shops made their Prime Day debut from over 100+ cities Over 1 million Prime members shopped from small businesses in the 14-day lead up to Prime Day Twice as many customers signed up for a Prime membership during Prime Day 2020 compared to last year; with more than 65% of new members from outside top 10 cities Prime members from over 97% pin codes of India shopped across multiple categories in these 48 hours More than four out of five Prime members engaged with at least one benefit across Shopping, prime video, prime music, prime reading and gaming benefits this Prime Day Prime Day continued to be the time for new product launches by small and large brands; new launches saw a growth of 5x in customer purchases over Prime Day 2019 The first day of Prime Day was the biggest day ever for Amazon Devices; Echo devices, Fire TV Stick and Kindle devices were favourites with members Alexa answered over a million requests from customers during Prime Day on the Amazon Shopping app, guiding them to the products, best deals, new launches, bill payments, Prime Music and much more The 2 weeks lead-up to Prime Day was Prime Video India’s best ever in terms of viewership, with the highest number of streamers enjoying the content on the service Bangalore – August 10, 2020 – (NASDAQ:AMZN) — Small and Medium Businesses (SMBs) and Prime members on Amazon.in discovered joy like never before on Prime Day making it the biggest 48-hours for SMB sellers, for new member sign-ups, and for engagement with Prime benefits. -
Passmark - Android Device List
PassMark - Android Device List https://www.androidbenchmark.net/device_list.php AndroidTM Benchmarks Performance Comparison of Android Devices Below is an alphabetical list of all Android device types that appear in the charts. Clicking on a specific device name will take you to the charts where it appears in and will highlight it for you. PassMark Rating CPUMark Rating PassMark Rank Android Device Type Samples (higher is better) (higher is better) (lower is better) 4G R17S 1,572 4,088 1253 1 A-gold BV9500Plus 5,052 13,068 375 1 A-gold BV9800 4,450 11,400 487 1 A-gold F1 4,237 10,869 531 7 A-gold S3_Pro 4,392 11,219 504 2 A-gold Z2_PRO 4,406 11,246 499 1 A1 Alpha 20+ 4,753 12,266 435 1 Acer A3-A40 1,982 5,269 1082 1 Acer AO722 519 1,272 1725 1 1 z 62 2020-10-14, 12:02 PassMark - Android Device List https://www.androidbenchmark.net/device_list.php PassMark Rating CPUMark Rating PassMark Rank Android Device Type Samples (higher is better) (higher is better) (lower is better) AGM A10 2,030 8,521 1066 1 ALCATEL A574BL 497 1,202 1736 1 AlcatelOneTouch Alcatel_5044R 438 1,129 1759 1 Alco CT9223W97 1,214 3,111 1384 1 ALLDOCUBE M8 2,730 7,274 882 5 ALLDOCUBE T701 1,092 4,554 1437 1 ALLDOCUBE U1006H 1,902 4,931 1125 1 ALLVIEW P7_PRO 1,691 4,543 1210 1 ALLVIEW X4_Soul 2,536 6,938 925 1 Alps Acer One 8 T4-82L 2,539 6,526 924 1 Alps Tablet18T 1,201 3,043 1394 1 Alps tb8788p1_64_bsp 2,343 5,784 983 2 Amazon KFKAWI 712 1,701 1589 4 Amazon KFMAWI 2,306 5,640 992 19 Amazon KFONWI 1,082 2,588 1442 3 Amlogic A95X-A3 1,228 3,182 1381 1 Amlogic ABOX A4 397 -
Redmi 8A User Guide Contents English 01
Redmi 8A User Guide Contents English 01 Français 08 Italiano 15 Español 22 Deutsch 29 Nederlands 36 Português (Portugal) 43 Polski 50 Ελληνικά 57 Magyar 64 Cesky 71 Româna 78 Українська 85 Srpski 92 EN Volume Buons SAT. 16 AUG. Power Buon USB Type-C Port 01 Thank you for choosing Redmi 8A Long press the power buon to turn on the device. Follow the on-screen instructions to configure the device. For more information Visit our official website: www.mi.com. MIUI Redmi 8A comes pre-installed with MIUI, our customised Android-based OS which pushes frequent updates and user-friendly features suggested by over 200 million active users worldwide. For more information, please visit www.miui.com. SIM Card Tray: Nano-SIM Nano-SIM Micro SD About Dual SIM: · Dual 4G SIM requires the support of local telecom operator services, and may not be available in all regions. · Supports dual nano-SIM cards. When using both SIM card slots, either card can be set as the primary card. · Only certain regions and telecom operators support VoLTE. · System updates may be applied when network optimization occurs. For details, please refer to the system version in use on the device. 02 Correctly dispose of this product. This marking indicates that this product should not be disposed with other household wastes throughout the EU. To prevent possible harm to the environment or human health from uncontrolled waste disposal, recycle responsibly to promote the sustainable reuse of material resources. To safely recycle your device, please use return and collection systems or contact the retailer where the device was originally purchased. -
Asaf Elektronik Ekran Listesi - 0531 552 7176
ASAF ELEKTRONİK EKRAN LİSTESİ - 0531 552 7176 SAMSUNG SAMSUNG COPY İPHONE LW HUAWEİ XİAOMİ LG A310 J2 DEMİRLİ İPHONE-4G LW G7 FULL Mİ A3 AKA (H788) A30 J320 DEMİRLİ İPHONE-4Gs LW G8 FULL Mİ NOT10 PRO BELLO (D331) A20 J5 DEMİRLİ İPHONE-5G LW 5X FULL Mİ NOT 10LİTE OPTİMUS G (E-975) A20S j7 DEMİRLİ İPHONE-5Gs LW GR-3 Mİ F1 FİNO (D290) A3 J7 PRO (J730) DEMİRLİ İPHONE-5GSe LW GR-3 FULL Mİ 4 G2 (D802) ORJ A10S S3 (İ9300) AA İPHONE-5c LW GR-5 Mİ 4 FULL G2 (D800) A30 S4 (İ9500) AA İPHONE 6-G LW GR5 FULL Mİ 4A FULL G2-MİNİ (D610) A30S İPHONE 6GS LW GR-5 2017 FULL Mİ 4X G3 (D855) A40S SAMSUNG SERVİS İPHONE-6GPLUS LW GT-3 FULL Mİ 4X FULL G3-MİNİ A70S J7 PRİME İPHONE-6GsPLUS LW GT-3 REDMİ 5 FULL G3-STAYLUS (D693) A50S M20 İPHONE 7G LW HONOR 6X FULL Mİ 5 G4 ORJ A50 A10 İPHONE-7G PLUS LW HONOR 7 Mİ 5 PLUS FULL G4-C (H525N) A70 A50 İPHONE-8G LW HONOR 7 FULL Mİ 5 PRİME G4-MİNİ A30S FULL J4 PLUS İPHONE-8G PLUS LW HONOR 7C FULL Mİ 5A FULL G4-STAYLUS (H635) A30 FULL A70 İPHONE-X (ZY) OLED HONOR 8 Mİ 5C G5 (H850) A20 FULL A01 İPHONE-X (GX) OLED HONOR 8X Mİ5S HOME TUŞLU ORJ G6 8H870) A50 FULL A10S İPHONE-XS (GX) OLED HONOR 8X SERVİS Mİ 5S G7 A70 FULL J6 İPHONE XS MAX OLED HONOR 8X FULL Mİ 5S PLUS G-FLEX2 8H955) A50S FULL M11 İPHONE LW HONOR 8A Mİ 5X FULL K10 (K430) A5 A20 İPHONE 11 PRO HONOR 8C ORJ SERVİS REDMİ 6 FULL K10-2017 (M2509) A510 A9 STAR G8850 İPHONE 11 PRO MAX HONOR 8C Mİ 6 ORJİNAL PARMAK İZLİ K10TV-2SİM A520 A315 A31 HONOR 9 LİTE FULL ORJ SERVİS Mİ 6A K11 A6 A415 A41 İPHONE ORJİNAL HONOR 9 LİTTE FULL Mİ 6A FULL K4 A6 PLUS A515 A51 İPHONE 5G HONOR -
Campus Knowledge of Esports Kenny Sugishita University of South Carolina - Columbia
University of South Carolina Scholar Commons Theses and Dissertations 12-14-2015 Campus Knowledge of eSports Kenny Sugishita University of South Carolina - Columbia Follow this and additional works at: https://scholarcommons.sc.edu/etd Part of the Sports Management Commons Recommended Citation Sugishita, K.(2015). Campus Knowledge of eSports. (Master's thesis). Retrieved from https://scholarcommons.sc.edu/etd/3296 This Open Access Thesis is brought to you by Scholar Commons. It has been accepted for inclusion in Theses and Dissertations by an authorized administrator of Scholar Commons. For more information, please contact [email protected]. CAMPUS KNOWLEDGE OF ESPORTS by Kenny Sugishita Bachelor of Science University of South Carolina Upstate, 2013 Submitted in Partial Fulfillment of the Requirements For the Degree of Master of Sport and Entertainment Management in Sport and Entertainment Management College of Hospitality, Retail, and Sport Management University of South Carolina 2015 Accepted by: Mark Nagel, Director of Thesis Amber Fallucca, Reader Lacy Ford, Senior Vice Provost and Dean of Graduate Studies © Copyright by Kenny Sugishita, 2015 All Rights Reserved. ii ABSTRACT This research study investigates private college and university admission’s officers levels of familiarity of the electronic sports (eSports) industry along with determining the level of emphasis universities place on academics and co-curricular activities. A thorough examination of the professional eSports space is extensively detailed providing information about the history of video games, the development of professional eSports, and the development of collegiate eSports. Additionally, examination of trends in higher education, especially as it relates to private institutions, is explained in detail. -
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. -
Complete Catalog
APPLE IPHONE 12 PRO MAX IPHONE 12 MINI Precio: Precio: IPHONE 12/12 PRO IPHONE 11 PRO MAX Precio: Precio: IPHONE 11 PRO IPHONE 11 Precio: Precio: IPHONE XS MAX (NEGRO) IPHONE XS Precio: Precio: IPHONE XR IPHONE X Precio: Precio: IPHONE 8 PLUS (BLANCO) IPHONE 8 PLUS (NEGRO) Precio: Precio: IPHONE 8G/ SE 2020 (BLANCO) IPHONE 8G/ SE 2020 (NEGRO) Precio: Precio: IPHONE 7 PLUS (BLANCO) IPHONE 7 PLUS (NEGRO) Precio: Precio: IPHONE 7G (BLANCO) IPHONE 7G (NEGRO) Precio: Precio: IPHONE SE (BLANCO) IPHONE SE (NEGRO) Precio: Precio: IPHONE 6S PLUS (BLANCO) IPHONE 6S PLUS (NEGRO) Precio: Precio: IPHONE 6S (BLANCO) IPHONE 6S (NEGRO) Precio: Precio: IPHONE 6 PLUS (BLANCO) IPHONE 6 PLUS (NEGRO) Precio: Precio: IPHONE 6G (BLANCO) IPHONE 6G (NEGRO) Precio: Precio: IPHONE 5S (BLANCO) IPHONE 5S (NEGRO) Precio: Precio: IPHONE 5C (NEGRO) IPHONE 5G (BLANCO) Precio: Precio: IPHONE 5G (NEGRO) Precio: HUAWEI HUAWEI Y9A 2021 (NEGRO) HUAWEI NOTE 10/ NOTE 10 PRO Precio: (NEGRO) Precio: HUAWEI Y9S (NEGRO) HUAWEI NOVA 5T (NEGRO) Precio: Precio: HUAWEI P40 LITE E / Y7P HUAWEI Y8P 2020 (NEGRO) (NEGRO) Precio: Precio: HUAWEI P40 LITE (NEGRO) HUAWEI Y6P (NEGRO) Precio: Precio: HUAWEI Y5 2019/ HONOR 8S HUAWEI Y5 2018 / HONOR 7S (NEGRO) (BLANCO) Precio: Precio: HUAWEI HONOR 10 LITE HUAWEI P20 PRO (NEGRO) (NEGRO) Precio: Precio: HUAWEI P30 PRO (NEGRO) HUAWEI P30 (NEGRO) Precio: Precio: HUAWEI NOVA 3I (NEGRO) HUAWEI Y9 PRIME 2019 Precio: (NEGRO) Precio: HUAWEI HONOR 8X (NEGRO) HUAWEI P SMART 2019 Precio: (NEGRO) Precio: HUAWEI MATE 20 (NEGRO) HUAWEI Y7 2019 (NEGRO) Precio: -
Why Tech Giants Are Investing Millions in AI That Can Play Video Games 30 October 2017, by Peter Cowling
Why tech giants are investing millions in AI that can play video games 30 October 2017, by Peter Cowling By playing against itself millions of times, the AI learns to differentiate good move decisions (that lead to victory) from bad ones. The knowledge is stored in a huge data matrix containing millions of numbers, updated after every self-play game. These numbers encode what's known as a "function", the instructions that specify the AI's learned strategy for every possible game situation. So after the AI researchers programmed the method for learning, the machine effectively taught itself how to make good move decisions. Dota 2 championship. Credit: Shutterstock Dota 2 is part of the massively growing eSports movement, where hundreds of millions of players watch their (human) heroes playing video games, online or in large stadium events. The top human Artificial intelligence researchers at Elon Musk's players at Dota 2 are really, really good. They are OpenAI project recently made a big advance by millionaires who practice for ten hours per day, six winning a video game. Unlike recent AI victories or seven days per week. They have lucrative over top human players in the games of Go and sponsorship deals, professional trainers, sports poker, this AI breakthrough involved a game that psychologists, strict health and fitness regimes and many people haven't heard of, Dota 2. But to the many of the other things you would associate with hundreds of millions of fans of this type of online professional players in football or tennis. multiplayer battle game, a computer that can beat a professional player is a big deal. -
Análisis Y Valoración De Los Esports Mediante La Metodología Multicriterio Ahp
ANÁLISIS Y VALORACIÓN DE LOS ESPORTS MEDIANTE LA METODOLOGÍA MULTICRITERIO AHP UNIVERSIDAD POLITÉCNICA DE VALENCIA FACULTAD DE ADMINISTRACIÓN Y DIRECCIÓN DE EMPRESAS GRADO EN ADMINISTRACIÓN DE EMPRESAS (ADE) Autor: Christian Galán Cazaurang Tutora: María Eugenia Babiloni Griñón 2 ÍNDICE Capítulo 1: Introducción ............................................................................................. 7 1.1. Resumen y justificación .......................................................................................... 7 1.2. Objetivos ................................................................................................................ 7 1.3. Orden documental .................................................................................................. 8 Capítulo 2: Los eSports: Concepto, origen y evolución .............................................. 10 2.1 Origen de los eSports ............................................................................................ 10 2.2 Ligas Profesionales de Videojuegos ....................................................................... 16 2.2.1 Superliga Orange .................................................................................................................. 17 2.2.2 European Masters ................................................................................................................ 19 2.2.3 World championship ............................................................................................................ 21 2.3 Equipos competitivos -
Perspektywy Rozwoju Branży Rozrywki I Mediów W Polsce 2017-2021
Wrzesień 2017 Perspektywy rozwoju branży rozrywki i mediów w Polsce 2017-2021 www.pwc.pl Szanowni Państwo, Nasz raport to już osiemnasta edycja globalnego opracowania Postępująca transformacja cyfrowa nie tylko odmienia PwC, będącego jedynym tak kompleksowym badaniem sposób funkcjonowania poszczególnych segmentów poświęconym sektorowi mediów i rozrywki na świecie. wchodzących w skład sektora mediów i rozrywki. Dzięki Zawiera pogłębione analizy, dane historyczne i prognozy niej pojawiają się zupełnie nowe obszary, które w bardzo dotyczące przychodów reklamowych oraz wydatków szybkim czasie stają się jego istotnymi komponentami. konsumentów w 17 głównych segmentach branżowych w 54 krajach. W tym roku po raz pierwszy wśród badanych przez nas branż znalazł się e-sport. Choć w niektórych krajach Doświadczenia kolejnego roku potwierdzają długoterminowy jest on już dość popularny od dłuższego czasu, obecnie trend przesuwania konsumpcji mediów i treści rozrywkowych obserwujemy jego rozwój w skali globalnej. Dynamicznie do świata cyfrowego. Jednocześnie zaobserwowaliśmy kilka rosnąca liczba zawodników i fanów powoduje, że segment interesujących zmian w prognozowanych stopach wzrostu ten będzie zyskiwał na znaczeniu w najbliższych latach. poszczególnych segmentów rynku. Cechujący się odmienną dynamiką rozwój w poszczególnych W stosunku do naszej ubiegłorocznej prognozy, segmentach będzie związany z obserwowanymi obecnie przewidujemy znacznie szybszy wzrost wartości rynku zmianami pokoleniowymi. Ponad 10 lat temu na rynku reklamy internetowej, w szczególności zdecydowanie mediów i rozrywki dominowali „tradycyjni” odbiorcy, później większą dynamikę będziemy obserwować na rynku reklamy znaczącą rolę zaczęli odgrywać „konwertyci” – osoby, które mobilnej. Niestety, z perspektywy polskiego rynku, istotna dawniej czytały gazety, ale przeniosły się do sieci, zaczęły część wzrostu w tym segmencie przechwytywana jest przez też korzystać z platform oferujących treści wideo.