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The Tao of Poker / by Larry W
Get $150 Dollars Bankroll For Free ! EXCLUSIVE OFFER CLICK HERE! THE TAO OF POKER 285 rules to transform your game and your life Larry W. Phillips Adams Media Corporation Avon, Massachusetts 2 CLICK HERE TO DOWNLOAD POKEROFFICE FOR FREE Copyright ©2003, Larry W. Phillips. All rights reserved. This book, or pans thereof, may not be reproduced in any form without permission from the publisher, exceptions are made for brief excerpts used in published reviews. Published by Adams Media, an F+W Publications Company 57 Littlefield Street, Avon, MA 02322 U.S.A. www.adamsmedia.com ISBN: 1-58062-837-0 Primed in Canada. J I H G F E Library of Congress Cataloging-in-Publication-Data Phillips, Larry W. The Tao of Poker / by Larry W. Phillips. p. cm. Includes bibliographical references. ISBN 1-58062-837-0 I. Poker-Psychological aspects. I. Title. GV1255.P78P53 2003 795.41’2’019-dc21 2002011339 This publication is designed to provide accurate and authoritative information with regard to the subject matter covered. It is sold with the understanding that the publisher is not engaged in rendering legal, accounting, or other professional advice. If legal advice or other expert assistance is required, the services of a competent professional person should be sought. – From a Declaration of Principles jointly adopted by a Committee of the American Bar Association and a Committee of Publishers and Associations Many of the designations used by manufacturers and sellers to distinguish their products are claimed as trademarks. Where those designations appear in this book and Adams Media was aware of a trademark claim, the designations have been printed with initial capital letters. -
Good Luck Have Fun : the Rise of Esports Kindle
GOOD LUCK HAVE FUN : THE RISE OF ESPORTS PDF, EPUB, EBOOK Alexander Cendese | none | 18 Oct 2016 | Audible Studios on Brilliance | 9781536614664 | English | none Good Luck Have Fun : The Rise of Esports PDF Book He almost broke into tears. When facing a big deficit or losing a lead, players would blame teammates or ignore advice. Alexander Garfield and the Rise. Good luck have fun : the rise of eSports. Browse related items Start at call number: GV Film Fun Magazines. Follow Alexander Garfield as he builds Evil Geniuses, a modest gaming group, in his college dorm into a global, multimillion-dollar eSports empire. Players around the world compete for millions of dollars in prize money, and companies like Amazon, Coca Cola, and Intel have invested billions. That was the easy part; far more difficult was the matter of the dead courier, murdered most foully in a locked room within a locked room, creating a trail that will take John Quincannon through most of San Francisco's less savory places and end with a riverboat trip that is anything but a relaxing cruise. Shortly after arriving at school, Garfield recalls playing one versus eight classmates in a Counter-Strike match and beating them all. See how Twitch. Product Details. Esports is one of the fastest growing—and most cutthroat—industries in the world. In Good Luck Have Fun , author Roland Li talks to some of the biggest names in the business and explores the players, companies, and games that have made it to the new major leagues. The team was going to disband, and the players were ready to take their chances with other teams. -
The Effect of School Closure On
Public Gaming: eSport and Event Marketing in the Experience Economy by Michael Borowy B.A., University of British Columbia, 2008 Thesis Submitted in Partial Fulfillment of the Requirements for the Degree of Master of Arts in the School of Communication Faculty of Communication, Art, and Technology Michael Borowy 2012 SIMON FRASER UNIVERSITY Summer 2012 All rights reserved. However, in accordance with the Copyright Act of Canada, this work may be reproduced, without authorization, under the conditions for “Fair Dealing.” Therefore, limited reproduction of this work for the purposes of private study, research, criticism, review and news reporting is likely to be in accordance with the law, particularly if cited appropriately. Approval Name: Michael Borowy Degree: Master of Arts (Communication) Title of Thesis: Public Gaming: eSport and Event Marketing in the Experience Economy Examining Committee: Chair: David Murphy, Senior Lecturer Dr. Stephen Kline Senior Supervisor Professor Dr. Dal Yong Jin Supervisor Associate Professor Dr. Richard Smith Internal Examiner Professor Date Defended/Approved: July 06, 2012 ii Partial Copyright Licence iii STATEMENT OF ETHICS APPROVAL The author, whose name appears on the title page of this work, has obtained, for the research described in this work, either: (a) Human research ethics approval from the Simon Fraser University Office of Research Ethics, or (b) Advance approval of the animal care protocol from the University Animal Care Committee of Simon Fraser University; or has conducted the research (c) as a co-investigator, collaborator or research assistant in a research project approved in advance, or (d) as a member of a course approved in advance for minimal risk human research, by the Office of Research Ethics. -
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). -
Download/90/67> [22 May 2015] Hofstee, E
An analysis of its origin and a look at its prospective future growth as enhanced by Information Technology Management tools. Master in Science (M.Scs.) At Coventry University Management of Information Technology September 2014 - September 2015 Supervised by: Stella-Maris Ortim Course code: ECT078 / M99EKM Student ID: 6045397 Handed in: 16 August 2015 DECLARATION OF ORIGINALITY Student surname: OLSEN Student first names: ANDERS, HVAL Student ID No: 6045397 Course: ECT078 – M.Scs. Management of Information Technology Supervisor: Stella-Maris Ortim Second marker: Owen Richards Dissertation Title: The Evaluation of eSports: An analysis of its origin and a look at its prospective future growth as enhanced by Information Technology Management tools. Declaration: I certify that this dissertation is my own work. I have read the University regulations concerning plagiarism. Anders Hval Olsen 15/08/2015 i ABSTRACT As the last years have shown a massive growth within the field of electronic sports (eSports), several questions emerge, such as how much is it growing, and will it continue to grow? This research thesis sees this as its statement of problem, and further aims to define and measure the main factors that caused the growth of eSports. To further enhance the growth, the benefits and disbenefits of implementing Information Technology Management tools is appraised, which additionally gives an understanding of the future of eSports. To accomplish this, the thesis research the existing literature within the project domain, where the literature is evaluated and analysed in terms of the key research questions, and further summarised in a renewed project scope. As for methodology, a pragmatism philosophy with an induction approach is further used to understand the field, and work as the outer layer of the methodology. -
Program Za Igranje Igre Texas Hold'em Poker – Sit'n Go
Mitja Cof PROGRAM ZA IGRANJE IGRE TEXAS HOLD’EM POKER – SIT’N GO Diplomsko delo Maribor, avgust 2013 PROGRAM ZA IGRANJE IGRE TEXAS HOLD’EM POKER – SIT’N GO Diplomsko delo Študent: Mitja Cof Študijski program: Univerzitetni študijski program Računalništvo in informatika Smer: Programska oprema Mentor: izr. prof. Damjan Strnad Somentor: red. prof. Nikola Guid Lektorica: Štefanija Krhlanko, prof. slov. in soc. Maribor, avgust 2013 ZAHVALA Zahvaljujem se mentorju izr. prof. Damjanu Strnadu za pomoč in vodenje pri opravljanju diplomskega dela. I Program za igranje igre Texas hold’em poker – Sit’n go Ključne besede: poker, turnir, pričakovana vrednost, karte, tipi igre, Texas hold'em, neodvisen model žetonov, strategija UDK: 004.5:004.94(043.2) Povzetek V diplomskem delu predstavljamo program za igranje pokra, ki zna igrati tako proti realnim kot tudi proti virtualnim igralcem ter je specializiran samo za turnirsko igro Sit'n go. V prvem delu diplomskega dela opišemo igro poker, njene različice, zgodovino ter razvoj računalniških igralcev pokra. V nadaljevanju predstavimo vse najpomembnejše statistične podatke, ki jih zbiramo o nasprotnikih in ki jih s pomočjo posebnega algoritma obdelamo in hranimo v podatkovni bazi. Prav tako opišemo nekaj najpomembnejših matematičnih modelov, ki jih uporabljamo v strategiji igranja, na podlagi katere se računalniški igralec odloča za potezo. Opišemo tudi delovanje našega programa ter z njim povezane implementirane strategije in algoritme. V sklepnem delu nato podamo natančno analizo podatkov, ki smo jih pridobili, potem ko smo program preizkusili v turnirski igri Sit'n go. II Program for playing Texas hold'em poker – Sit'n go Key words: poker, tournament, expected value, cards, types of game, Texas hold'em, independent chip model, strategy UDK: 004.5:004.94(043.2) Abstract In this thesis we present the poker bot program, which is capable of playing against physical and virtual poker players. -
Santos Ea Me Sjrp.Pdf (2.272Mb)
EDVALDO ANTÔNIO DOS SANTOS CÁLCULO DE PROBABILIDADE NO ENSINO MÉDIO UTILIZANDO O JOGO DE POKER SÃO JOSÉ DO RIO PRETO 2021 EDVALDO ANTÔNIO DOS SANTOS CÁLCULO DE PROBABILIDADE NO ENSINO MÉDIO UTILIZANDO O JOGO DE POKER Dissertação apresentada como parte dos requisitos para obtenção do título de Mestre em Matemática em Rede Nacional, junto ao Programa de Pós-Graduação PROFMAT - Mestrado Profissional em Matemática em Rede Nacional, do Instituto de Biociências, Letras e Ciências Exatas da Universidade Estadual Paulista “Júlio de Mesquita Filho”, Campus de São José do Rio Preto. Orientador: Prof. Dr. Jéfferson Luiz Rocha Bastos SÃO JOSÉ DO RIO PRETO 2021 Santos, Edvaldo Antônio dos S237c Cálculo de Probabilidade no Ensino Médio Utilizando o Jogo de Poker / Edvaldo Antônio dos Santos. -- São José do Rio Preto, 2021 86 f. : il., fotos Dissertação (mestrado profissional) - Universidade Estadual Paulista (Unesp), Instituto de Biociências Letras e Ciências Exatas, São José do Rio Preto Orientador: Jéfferson Luiz Rocha Bastos 1. Matemática. 2. Probabilidade. 3. Jogos. 4. Poker. 5. Texas Hold'em. I. Título. Sistema de geração automática de fichas catalográficas da Unesp. Biblioteca do Instituto de Biociências Letras e Ciências Exatas, São José do Rio Preto. Dados fornecidos pelo autor(a). Essa ficha não pode ser modificada. EDVALDO ANTÔNIO DOS SANTOS CÁLCULO DE PROBABILIDADE NO ENSINO MÉDIO UTILIZANDO O JOGO DE POKER Dissertação apresentada como parte dos requisitos para obtenção do título de Mestre em Matemática em Rede Nacional, junto ao Programa de Pós-Graduação PROFMAT - Mestrado Profissional em Matemática em Rede Nacional, do Instituto de Biociências, Letras e Ciências Exatas da Universidade Estadual Paulista “Júlio de Mesquita Filho”, Campus de São José do Rio Preto. -
The Biggest Bluff : How I Learned to Pay Attention, Master the Odds, and Win / Maria Konnikova
ALSO BY MARIA KONNIKOVA The Confidence Game Mastermind PENGUIN PRESS An imprint of Penguin Random House LLC penguinrandomhouse.com Copyright © 2020 by Maria Konnikova Penguin supports copyright. Copyright fuels creativity, encourages diverse voices, promotes free speech, and creates a vibrant culture. Thank you for buying an authorized edition of this book and for complying with copyright laws by not reproducing, scanning, or distributing any part of it in any form without permission. You are supporting writers and allowing Penguin to continue to publish books for every reader. LIBRARY OF CONGRESS CATALOGING-IN-PUBLICATION DATA Names: Konnikova, Maria, author. Title: The biggest bluff : how I learned to pay attention, master the odds, and win / Maria Konnikova. Description: New York : Penguin Press, 2020. | Includes index. Identifiers: LCCN 2020002627 (print) | LCCN 2020002628 (ebook) | ISBN 9780525522621 (hardcover) | ISBN 9780525522638 (ebook) Subjects: LCSH: Konnikova, Maria. | Seidel, Erik, 1959- | Poker players—United States—Biography. | Women poker players—United States—Biography. | Poker players—Psychology. | Poker—Psychological aspects. | Human behavior. Classification: LCC GV1250.2.K66 A3 2020 (print) | LCC GV1250.2.K66 (ebook) | DDC 795.412—dc23 LC record available at https://lccn.loc.gov/2020002627 LC ebook record available at https://lccn.loc.gov/2020002628 Jacket images: (Queen of Spades) Getty Images Plus; (card pattern) Mercurio / Shutterstock pid_prh_5.5.0_c0_r0 In memory of Walter Mischel. I still haven’t published my dissertation, as I promised you I would, but at least there is this. May we always have the clarity to know what we can control and what we can’t. And to my family, for being there no matter what. -
Urheiluseurojen E-Osaamisen Tunnistaminen Ja Kehittäminen
POSITIIVINEN KIERRE – eSportsista liiketoimintaa ja hyvinvointia Case: Urheiluseurojen e-osaamisen tunnistaminen ja kehittäminen LAHDEN AMMATTIKORKEAKOULU Tradenomi Liiketalous, Monimuoto Kevät 2019 Olli Holopainen Tiivistelmä Tekijä(t) Julkaisun laji Valmistumisaika Holopainen, Olli Opinnäytetyö, AMK Syksy 2018 Sivumäärä Liitesivut 3 54 Työn nimi Positiivinen kierre Case: Urheiluseurojen e-osaamisen tunnistaminen ja kehittäminen Tutkinto Liiketalouden koulutusohjelma (AMK), Tradenomi, monimuotototeutus Tiivistelmä Opinnäytetyö tehtiin Positiivinen kierre – eSportsista liiketoimintaa ja hyvinvointia – hankkeeseen, jonka rahoittaa Amerin Kulttuurisäätiö 2018–2021. Lahden ammattikor- keakoulun (LAMK) POSITIIVINEN KIERRE -hanke keskittyy elektronisen urheilun mahdollisuuksien tunnistamiseen ja eSports-toiminnan kehittämiseen urheiluseu- roissa. Opinnäytetyön tarkoituksena oli kartoittaa ja kehittää urheiluseurojen eSports- osaamista. Tavoitteena oli saada aikaan kehittämissuunnitelma, jonka avulla urheilu- seurat pystyvät alkamaan e-urheiluun liittyvän osaamisensa kehittämisen. E-urhei- lussa on urheiluseuroille selkeä mahdollisuus laajentaa toimintaansa ja saada lisää harrastajia muuhunkin toimintaansa, onhan e-urheilu maailmanlaajuinen ja jatkuvasti kasvava ilmiö ja uusi urheilumuoto. Teoria sekä osaamisen kehittämisen lukujen tieto hankittiin alan kirjallisuutta, artikke- leita, dokumentteja, blogeja, nettisivuja ja podcasteja hyödyntäen. Olen täydentänyt teoria tietoa omilla näkemyksilläni. Tutkimusmenetelmänä käytettiin kvalitatiivisia -
Transmissão De Campeonatos Competitivos Do Jogo Eletrônico Cs:Go
TRANSMISSÃO DE CAMPEONATOS COMPETITIVOS DO JOGO ELETRÔNICO CS:GO Marcos MATSUMOTO, (UNESP)1 Rodrigo MOON, (UNESP)2 Dorival ROSSI (UNESP)3 Resumo: Com o crescimento do interesse dos jovens por praticar e assistir jogos eletrônicos, o ato de jogar um jogo se tornou uma modalidade chamada de e-sports. Os e-sports movimentam muitos fãs ao redor do mundo, assim plataformas de transmissão on-line como o Twitch, deram início a transmissões de campeonatos eletrônicos ao vivo, organizados por empresas especializadas além de fazer transmissões de jogos que já aconteceram em períodos que não tem campeonato. Com isso o jogo Counter Strike: Global Offensive (CS:GO), vem se destacando no cenário de campeonatos e transmissões pelo mundo. Palavras-chave: Transmissão; E-sports; CS:GO. Abstract: With the growing interest of young people in practicing and watching electronic games, the act of playing a game has become a mode called e-sports. E-sports move many fans around the world, so online broadcasting platforms such as Twitch have started broadcasting live electronic championships organized by specialized companies as well as streaming games that have already taken place in non-stop periods. has a championship. With this the game Counter Strike: Global Offensive (CS: GO), has been standing out in the scenario of championships and transmissions around the world. Keywords: Streaming; E-sports; CS:GO Resumen: Con el crecimiento del interés de los jóvenes por practicar y ver juegos electrónicos, el acto de jugar un juego se ha convertido en una modalidad llamada e-sports. Los e-sports se desplazan a muchos fans alrededor del mundo, así que las plataformas de transmisión en línea como Twitch, iniciaron transmisiones de campeonatos electrónicos en vivo, organizados por empresas especializadas, además de hacer transmisiones de juegos que ya ocurrieron en periodos que no sucedió tiene un campeonato. -
Silent and Deadly Choose Your Weapons with Hitman: Contracts and Thief: Deadly Shadows PCG136.Cover Nv 2 3 14/4/2004 1:39 AM Page 2
PCG136.cover_nv_cover 13/4/2004 7:05 AM Page 1 Issue 04 THE WAY It’s Meant To Be Played Ultimate PC gaming with GeForce Silent and deadly Choose your weapons with Hitman: Contracts and Thief: Deadly Shadows PCG136.cover_nv_2_3 14/4/2004 1:39 AM Page 2 Contents 04 06 06 07 07 08 09 10 11 12 15 What’s new in hardware 04. Thief: Deadly Shadows 08. Hitman: Contracts 09. Far Cry 13. The Future Network plc is a public company. Produced by Printed in the UK © Future Publishing 2004 All images and materials are property of their respective owners. Future Plus 30 Monmouth Street, Bath, BA1 2BW All Rights Reserved. Printed by GeForce FX GPU pictures © NVIDIA Cover pictures © Thief: Deadly Shadows and Hitman: Precision Colour Print, Telford Contracts, Copyright 2004 Eidos. All rights reserved. ➔ 2 PCG136.cover_nv_2_3 14/4/2004 1:39 AM Page 3 In this issue The way it’s meant to be played Great technology, 100% compatibility. NVIDIA answers some questions about the TWIMTBP concept… What is ‘The way it’s meant in the first place. The games are How many games are in the Q to be played’’? developed on PCs using NVIDIA-based Q campaign so far? ‘NVIDIA®: The way it's meant GPUs, with NVIDIA’s technical developer Worldwide, around 250 games A to be played™ (TWIMTBP)’, relations engineers on hand to offer A carrying the TWIMTBP seal of delivers the ultimate “install-and-play” support and performance testing, approval have been published and are experience for PC gamers. -
Heresy Returns for a Ninth Series on Bbc Radio 4
HERESY RETURNS FOR A NINTH SERIES ON BBC RADIO 4 VICTORIA COREN-MITCHELL returns to BBC Radio 4 this spring to present a brand new series of Heresy which sees popular prejudices overthrown and received opinions ruthlessly examined. The new six-part series will air from 16th May 2013. Each week VICTORIA will be joined by a panel drawn from Britain’s wittiest and most outspoken broadcasters, comedians, writers and performers as they discuss everyday assumptions we all take for granted, mixing verbal dexterity with irreverent humour. Topics from the worlds of news, sport, popular culture, politics and the arts are all potential targets for the full Heresy treatment. Episode one of the new series sees the panel of esteemed guests – LEE MACK, GERMAINE GREER and DAVID SCHNEIDER, discussing whether tennis ace Andy Murray is a lot more likable than he used to be, is maths a more worthwhile subject than media studies and are foxes a pest. Future episodes cover topics such as whether there should be horsemeat in a beef lasagne, whether video games should be an Olympic sport and are voyages to Mars a credit to human endeavour. Show creator and former host, DAVID BADDIEL will be one of VICTORIA’s guests during the series, while other heretics lined up include: DAVID MITCHELL, SUE PERKINS, GILES COREN, ALEX HORNE, RICHARD OSMAN, MILES JUPP, BRIDGET CHRISTIE and MARK STEEL. Previous series’ have featured: DAVE GORMAN, MAUREEN LIPMAN, RUFUS HOUND, PHIL HAMMOND, DIANE ABBOTT, JONATHAN ROSS, ZOE WILLIAMS, FRANK SKINNER, RUSSELL BRAND, ARMANDO IANNUCCI, MATT LUCAS, ALAN DAVIES, DAVID AARONOVITCH, STEWART LEE, PETER BRADSHAW, JIMMY CARR and JOHN O’FARRELL.