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Mistrzostwa Call of Duty World League (Cwl) Championship 2017, Prezentowane Przez Playstation® 4 Zaczynają Sie Już Dziś W Orlando
MISTRZOSTWA CALL OF DUTY WORLD LEAGUE (CWL) CHAMPIONSHIP 2017, PREZENTOWANE PRZEZ PLAYSTATION® 4 ZACZYNAJĄ SIE JUŻ DZIŚ W ORLANDO W pierwszych mistrzostwach w Call of Duty od Activision – obecnie najpopularniejszą konsolową dyscyplinę esportu – zmierzą się 32 najlepsze zespoły z Ameryki Północnej, Europy i Azji. Stawką rozgrywek toczących się w Amway Center będzie pula nagród wynoszącą 1,5 miliona dolarów. Będzie to kulminacja zmagań z całego sezonu o łączną pulę 4 milionów dolarów, największą jak dotąd w esportowj historii Call of Duty Bądź na bieżąco dzięki transmisjom online, 9 – 13 Sierpnia, tylko w MLG Santa Monica, Calif. – 10 sierpnia 2017 – Ponad 19000 graczy Call of Duty, najpopularniejszą konsolową dyscyplinę esportu – rywalizowało ze sobą przez cały rok, lecz tylko 32 zespoły mają szansę zmierzyć się w mistrzostwach Call of Duty World League (CWL) Championship, prezentowanych przez PlayStation 4 i rozpoczynających się już dziś w Amway Center w Orlando na Florydzie. W turnieju zorganizowanym przez Major League Gaming Corp. (MLG) przy współpracy z Activision Publishing, Inc. najlepsze zespoły na świecie z rejonów Ameryki Północnej, Europy i Azji (regionu APAC) będą walczyć o swoją cześć puli 1,5 miliona dolarów, tytuł Mistrzów CWL 2017 i miano najlepszej drużyny w Call of Duty na świecie. Rozgrywki z tego tygodnia wliczają się także do rocznej puli nagród, która jest najwyższą w historii turniejów Call of Duty i wynosi łącznie 4 miliony dolarów. “To był wspaniały rok dla Światowej Ligi Call of Duty, z jeszcze większą ilością graczy mierzących się ze sobą, zarówno tych profesjonalnych jak i dopiero zaczynających swoją esportową karierę,” powiedział Rob Kostich, wiceprezes i dyrektor naczelny Call of Duty. -
João Pedro Brito Cício De Carvalho
Universidade do Minho Escola de Economia e Gestão João Pedro Brito Cício de Carvalho eams Business Models in Professional Electronic ts T Sports Teams Business Models in Professional Electronic Spor tins Coelho abio José Mar F 5 1 UMinho|20 April, 2015 Universidade do Minho Escola de Economia e Gestão João Pedro Brito Cício de Carvalho Business Models in Professional Electronic Sports Teams Dissertation in Marketing and Strategy Supervisor: Professor Doutor Vasco Eiriz April, 2015 DECLARATION Name: João Pedro Brito Cício de Carvalho Electronic mail: [email protected] Identity Card Number: 13011205 Dissertation Title: Business Models in Professional Electronic Sports Teams Supervisor: Professor Doutor Vasco Eiriz Year of completion: 2015 Title of Master Degree: Marketing and Strategy IT IS AUTHORIZED THE FULL REPRODUCTION OF THIS THESIS/WORK FOR RESEARCH PURPOSES ONLY BY WRITTEN DECLARATION OF THE INTERESTED, WHO COMMITS TO SUCH; University of Minho, ___/___/______ Signature: ________________________________________________ Thank You Notes First of all, I’d like to thank my family and my friends for their support through this endeavor. Secondly, a big thank you to my co-workers and collaborators at Inygon and all its partners, for giving in the extra help while I was busy doing this research. Thirdly, my deepest appreciation towards my interviewees, who were extremely kind, helpful and patient. Fourthly, a special thank you to the people at Red Bull and Zowie Gear, who opened up their networking for my research. And finally, my complete gratitude to my research supervisor, Professor Dr. Vasco Eiriz, for his guidance, patience and faith in this research, all the way from the theme proposed to all difficulties encountered and surpassed. -
Atlanta Officials Make Major Move to Define the Region As Esports Capital
Media Contact: Erin Shearer Atlanta Sports Council 404.723.0016 [email protected] ATLANTA OFFICIALS MAKE MAJOR MOVE TO DEFINE THE REGION AS ESPORTS CAPITAL The Atlanta Sports Council launches Atlanta Esports Alliance™ to further position metro Atlanta as the capital of esports ATLANTA (November 14, 2019) – Today, the Atlanta Sports Council (ASC) announced the launch of the Atlanta Esports Alliance, its new division committed to bringing major esports and gaming events to metro Atlanta. The announcement Was made just ahead of DreamHack Atlanta, a three-day gaming experience featuring esports competitions, live music, exhibitions and more. Because Atlanta is the No. 1 city for gaming environment and No. 5 city for gamers, the Atlanta Esports Alliance is being launched to drive neW opportunities for teams, tournaments, venues and esports service providers and partners in Atlanta. Atlanta is home to three franchised city-based esports teams: the Atlanta Reign (Overwatch), Hawks Talon (NBA 2K) and the Atlanta FaZe (Call of Duty). With 150 gaming studios throughout the state of Georgia, the region is also the headquarters of esports game developers Hi-Rez Studios and Blue Mammoth, global leader in customized gaming controllers Scuf Gaming and professional esports league ELEAGUE. “Our goal is to continue being forward thinking,” said Dan Corso, president of the Atlanta Sports Council. “As We look ahead to the next decade, esports is going to continue to dominate the sports industry, and it was important for us as an organization to cement Atlanta as the capital of esports and use this platform as yet another economic driver.” A division of the Metro Atlanta Chamber (MAC), ASC facilitates the growth and development of sports in metro Atlanta by serving as a recruiter for major regional, national and international sports events. -
For Student Success
TRANSFORMING School Environments OUR VISION For Student Success Weaving SKILLS ROPES Relationships 2018 Annual Report Practices to Help All Students Our Vision for Student Success City Year has always been about nurturing and developing young people, from the talented students we serve to our dedicated AmeriCorps members. We put this commitment to work through service in schools across the country. Every day, our AmeriCorps members help students to develop the skills and mindsets needed to thrive in school and in life, while they themselves acquire valuable professional experience that prepares them to be leaders in their careers and communities. We believe that all students can succeed. Supporting the success of our students goes far beyond just making sure they know how to add fractions or write a persuasive essay—students also need to know how to work in teams, how to problem solve and how to work toward a goal. City Year AmeriCorps members model these behaviors and mindsets for students while partnering with teachers and schools to create supportive learning environments where students feel a sense of belonging and agency as they develop the social, emotional and academic skills that will help them succeed in and out of school. When our children succeed, we all benefit. From Our Leadership Table of Contents At City Year, we are committed to partnering Our 2018 Annual Report tells the story of how 2 What We Do 25 Campaign Feature: with teachers, parents, schools and school City Year AmeriCorps members help students 4 How Students Learn Jeannie & Jonathan Lavine districts, and communities to ensure that all build a wide range of academic and social- 26 National Corporate Partners children have access to a quality education that emotional skills to help them succeed in school 6 Alumni Profile: Andrea Encarnacao Martin 28 enables them to reach their potential, develop and beyond. -
Sports & Esports the Competitive Dream Team
SPORTS & ESPORTS THE COMPETITIVE DREAM TEAM JULIANA KORANTENG Editor-in-Chief/Founder MediaTainment Finance (UK) SPORTS & ESPORTS: THE COMPETITIVE DREAM TEAM 1.THE CROSSOVER: WHAT TRADITIONAL SPORTS CAN BRING TO ESPORTS Professional football, soccer, baseball and motor racing have endless decades worth of experience in professionalising, commercialising and monetising sporting activities. In fact, professional-services powerhouse KPMG estimates that the business of traditional sports, including commercial and amateur events, related media as well as education, academic, grassroots and other ancillary activities, is a US$700bn international juggernaut. Furthermore, the potential crossover with esports makes sense. A host of popular video games have traditional sports for themes. Soccer-centric games include EA’s FIFA series and Konami’s Pro Evolution Soccer. NBA 2K, a series of basketball simulation games published by a subsidiary of Take-Two Interactive, influenced the formation of the groundbreaking NBA 2K League in professional esports. EA is also behind the Madden NFL series plus the NHL, NBA, FIFA and UFC (Ultimate Fighting Championship) games franchises. Motor racing has influenced the narratives in Rockstar Games’ Grand Theft Auto, Gran Turismo from Sony Interactive Entertainment, while Psyonix’s Rocket League melds soccer and motor racing. SPORTS & ESPORTS THE COMPETITIVE DREAM TEAM SPORTS & ESPORTS: THE COMPETITIVE DREAM TEAM In some ways, it isn’t too much of a stretch to see why traditional sports should appeal to the competitive streaks in gamers. Not all those games, several of which are enjoyed by solitary players, might necessarily translate well into the head-to-head combat formats associated with esports and its millions of live-venue and online spectators. -
Dreamhack Announces 2020 World Tour Schedule
FOR IMMEDIATE RELEASE December 9, 2019 DREAMHACK ANNOUNCES 2020 WORLD TOUR SCHEDULE WORLD’S PREMIER GAMING LIFESTYLE FESTIVAL TO VISIT 10 CITIES IN EUROPE, NORTH AMERICA AND ASIA DreamHack Returns to Leipzig, Dallas, Jönköping, Valencia, Montreal, Rotterdam, India, Atlanta, and Sevilla DreamHack to Make U.S. West Coast Debut in Anaheim, California STOCKHOLM — Today, Monday, December 9, 2019, DreamHack marks its 25th anniversary with “DreamHack Day” — a celebration of the festival’s early beginnings in 1994. What started as a gathering of friends and their computers in a school cafeteria — with no online access — has grown into a beacon of internet culture and a gathering place for gamers worldwide featuring everything gaming under one roof. DreamHack is now the premiere gaming lifestyle festival. 2020 Announcement Video Here 2020 Schedule Here While the anniversary was celebrated at DreamHack Winter 2019, the celebration will continue into 2020 to honor the many partners and cities that have been a part of DreamHack’s history. Some of DreamHack’s hallmark events over the last 25 years have included: ● 1994 — First ever DreamHack held in Malung, Sweden ● 2001 — DreamHack moves its Swedish event to Jönköping ● 2002 — DreamHack sets up Winter and Summer festivals for the first time ● 2011 — The first festival outside of Sweden is held in Valencia, Spain ● 2013 — The first Counter-Strike: Global Offensive Major takes place at DreamHack Winter ● 2015 — DreamHack iw acquired by MTG AB, and a new era begins ● 2016 — The first DreamHack Masters is held in Malmö, Sweden ● 2016 — First DreamHack festival in the U.S. takes place in Austin, TX ● 2017 — DreamLeague Season 8 at Winter is the first Dota 2 Major produced by DreamHack ● 2018 — First festival in Asia takes place in Mumbai, India ● 2019 — DreamHack celebrates its 25th anniversary on December 9 “DreamHack Day” always offers a time to reflect on the company’s past, present and future, but it also is a day to officially announce the 2020 world tour schedule. -
Azael League Summoner Name
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Esports Live Broadcast: an Appealing Media for Business-To-Consumer Communication
Internationale Betriebswirtschaft B.A. Hochschule Furtwangen University, Business School Supervised by Prof. Dr. Christoph Mergard eSports live broadcast: An appealing media for business-to-consumer communication A thesis submitted in fulfillment of the requirements for the degree of Bachelor’s of Arts in the faculty of economy by Daniel Fritz Matriculation number 248343 IBW 7 Pestalozzistr. 21 78176 Blumberg [email protected] June 2018 Table of contents Sworn Statement........................................................................................................................... II List of Figures ............................................................................................................................... III Abstract ........................................................................................................................................ IV Introduction .................................................................................................................................. 1 Scope of study ....................................................................................................................... 2 Literature review ........................................................................................................................... 4 Methodology ................................................................................................................................. 7 1. Examination of the eSports industry and eSport live broadcasts ............................................ -
Digital Media Trends Survey Video Gaming Goes Mainstream
FEATURE Digital media trends survey Video gaming goes mainstream FROM THE DELOITTE CENTER FOR TECHNOLOGY, MEDIA & TELECOMMUNICATIONS Digital media trends survey: Video gaming goes mainstream As content creators increasingly adopt direct-to-consumer models, video gam- ing has become a legitimate competitor to TV and movies. What are the impli- cations for strategic planning? Product and partnership development? S THE MEDIA and entertainment (M&E) less than two years,2 have become legitimate com- industry prepares for seismic shifts in petitors in vying for consumers’ free time. At the A video, new behavioral trends reveal that same time, the explosion in direct-to-consumer video gaming could provide more disruption in the (DTC) subscription services ahead of high-profile battle for consumers’ attention and should be fac- DTC launches from technology companies and tored into most M&E companies’ strategic Hollywood studios has resulted in many media planning. These shifts are increasing the legitimacy companies having to navigate a competitive envi- of gaming, which could also prompt video game ronment that is in flux. makers and publishers to develop direct-to- consumer offerings and foster deeper ties with media and entertainment companies. Key shifts in subscriptions economy A look at the changing nature As consumers increasingly curate their own enter- of media consumption tainment experiences, gaming is coming to the forefront. The compelling shifts among millennial Over the past few years, the growth in gaming consumers (which now includes people up to age across generations has been dramatic and swift. 35 years old) reached an inflection point, with Overall, 30 percent of US consumers pay for a video gaming subscriptions edging ahead of Pay TV gaming subscription service, and 41 percent play subscriptions—53 percent versus 51 percent video games at least weekly, according to Deloitte’s according to Deloitte’s Digital media trends survey, Digital media trends survey, 13th edition. -
ESL Announces European Grassroots Initiative Expanding Path to Pro League for CS:GO
Jun 26, 2017 16:00 BST ESL Announces European Grassroots Initiative Expanding Path to Pro League for CS:GO The world’s largest esports company, ESL, is today proud to reveal a new initiative to expand its path for aspiring Counter-Strike: Global-Offensive (CS:GO) players to rise through the ranks from the National Championship level onto the amateur ranks in order to qualify for the largest CS:GO league in the world, the ESL Pro League. Starting with ESEA Season 26, the winners of the ESL UK Premiership and the ESL Mistrzostwa Polski, the official national leagues of the UK & Ireland and Poland respectively, will claim a place to compete in the Mountain Dew League (MDL). This unique partnership provides a clear pathway for CS:GO players to progress from amateur ranks to compete on the world stage linking the national leagues to the Pro League through MDL. The investment in the path-to-pro system will continue from Season 27 with ESL’s French, Spanish and German leagues providing qualification spots to the MDL, establishing ESL’s national leagues as the leading grassroots CS:GO leagues in each territory. The already-established ESEA League will continue to run alongside this new initiative. To achieve this, ESL is set to move its European National Championships to be part of ESEA’s system creating promotion spots up to MDL, the only league that feeds directly into the Pro League. The team that wins the National Championship will qualify for the MDL, creating a clear path from there to the Pro League. -
Master's Thesis in Geography Geoinformatics Spatial Analytics In
Master’s thesis in Geography Geoinformatics Spatial analytics in competitive gaming and e-sports Timo Ijäs 2021 Supervisor: Petteri Muukkonen Master’s Programme in Geography Faculty of Science UNIVERSITY OF HELSINKI Faculty Department Faculty of science Department of geosciences and geography Author Ijäs, Timo Topias Title Spatial analytics in competitive gaming and e-sports Subject Geography (geoinformatics) Level Month and Year Number of Pages Master’s thesis May 2021 168 Abstract The topic of this thesis is spatial analytics in competitive gaming and e-sports. The way in which players analyze spatial aspects of gameplay has not been well documented. I study how game, genre and skill level affect the use of spatial analysis in competitive gaming. My aim is also to identify the benefits and challenges of spatial analytics, as well as the need for new spatial analytical tools. Four games of different popular competitive gaming genres were chosen for the study. An online survey was conducted which resulted in a cross-sectional dataset of 2453 responses. It was analyzed using ordinal logistic regression and histogram-based gradient boosting in a cross-validating manner. Open-field answers were summarized using state-of-the-art deep learning methods and analyzed with inductive content analysis. Additionally, experts of each game were interviewed. The results show that the use and understanding of spatial analysis is largely not game- or genre dependent. Players grow spatial skills along with their skill level and start using more complex spatial analytical methods more frequently as their skill level rises. It is exceedingly rare that expert players do not analyze spatial aspects of their gameplay. -
ANNEXURE A: Sanction Outcomes Findings As at 28 September 2020
ANNEXURE A: Sanction Outcomes Findings as at 28 September 2020 # Concessions Net ban Total rounds # Coach Sanction Tier Team Enemy Team Tournament Date Map Round Start Round End Match Link Video Link cases applied (%) (months) triggered iGame.com Tricked Europe Minor Closed Qualifier - PGL Major Krakow 2017 19-Jul-2017 Nuke 0 - 0 22 - 25 47 Match Link Video Link 1 Twista 2 Tier 1 12.50% 15.75 iGame.com Spirit Academy Hellcase Cup 6 6-Sep-2017 Nuke 18 - 18 20 - 22 6 Match Link Video Link maquinas Ambush ESEA Season 32 Advanced Playoffs 14-Nov-2019 Mirage 0 - 0 16 - 7 23 Match Link Video Link 2 casle 2 Tier 2 0 10 maquinas North WESG 2019 North Europe Closed Qualifier 27-Nov-2019 Overpass 4 - 9 16 - 19 22 Match Link Video Link Furious Gaming Latingamers La Liga Pro Trust 2019 - Apertura 25-Aug-2019 Mirage 0 - 0 0 - 1 1 Match Link Video Link 3 dinamito 2 Tier 2 0 10 Furious Gaming Sinisters Aorus League 2019 #3 Southern Cone 6-Sep-2019 Inferno 0 - 0 11 - 16 27 Match Link Video Link 4 ArnoZ1K4 1 Tier 2 0 10 Evidence Reapers Dell Gaming Liga Pro Season 1 - #4 APR/19 12-Apr-2019 Train 0 - 0 16 - 10 26 Match Link Video Link Tricked pro100 LOOT.BET Cup 2 - cs_summit 2 Qualifier 13-Dec-2017 Mirage 0 - 0 11 - 7 18 Match Link Video Link Tricked EURONICS United Masters League 21-Nov-2018 Dust2 0 - 0 4 - 2 6 Match Link Video Link Tricked LDLC United Masters League 28-Nov-2018 Mirage 0 - 0 16 - 12 28 Match Link Video Link Tier 1 5 Rejin 7 45% 19.8 Tricked HAVU Kalashnikov CUP 29-Nov-2018 Train 0 - 0 10 - 15 25 Aggravated Match Link Video Link Tricked