Project Horseshoe 2018 Report Section 4
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Pioneering E-Sport: the Experience Economy and the Marketing of Early 1980S Arcade Gaming Contests
International Journal of Communication 7 (2013), 2254-2274 1932–8036/20130005 Pioneering E-Sport: The Experience Economy and the Marketing of Early 1980s Arcade Gaming Contests MICHAEL BOROWY DAL YONG JIN Simon Fraser University This article sets out to historicize the development of e-sport (organized competitive digital gaming) in the early 1980s using three new conceptual frameworks. We identify e-sport as an accompaniment of the broader embryonic gamer culture, a hallmark of the “experience economy” concept, and as a succession of consumer practices whose development was coterminous with the rise of event marketing as a leading promotional business strategy. By examining the origins of e-sport as both a marketized event and experiential commodity, we see this period as a transitory era bridging different phases in the areas of sports, marketing, and technology, resulting in the expansion of competitive cyberathleticism. Keywords: e-sport, professional gamer, arcade, experience economy, event marketing, video games, public events Introduction In the early 2000s, competitive player-versus-player digital game play (henceforth e-sports) has been a heavily promoted feature of overall gamer culture. Although e-sport—known as an electronic sport and the leagues in which players compete through networked games and related activities (Jin, 2010)— has existed since the early 1980s, the increased attention toward the activity in the 21st century has signaled that the gaming industry is adopting more flexible avenues of public event consumption with the goal of generating higher profit margins. While stand-alone e-sports events are common, their use as adjuncts of other industry events, including major trade shows, press conferences, and even traveling orchestras, demonstrates that competitive gaming continues to play a major role in the machinery of game industry event marketing. -
There Are No Women and They All Play Mercy
"There Are No Women and They All Play Mercy": Understanding and Explaining (the Lack of) Women’s Presence in Esports and Competitive Gaming Maria Ruotsalainen University of Jyväskylä Department of Music, Art and Culture Studies Pl 35, 40014 University of Jyväskylä, Finland +358406469488 [email protected] Usva Friman University of Turku Digital Culture P.O.Box 124 FI-28101 Pori, Finland [email protected] ABSTRACT In this paper, we explore women’s participation in esports and competitive gaming. We will analyze two different types of research material: online questionnaire responses by women explaining their reluctance to participate in esports, and online forum discussions regarding women’s participation in competitive Overwatch. We will examine the ways in which women’s participation – its conditions, limits and possibilities – are constructed in the discussions concerning women gamers, how women are negotiating their participation in their own words, and in what ways gender may affect these processes. Our findings support those made in previous studies concerning esports and competitive gaming as fields dominated by toxic meritocracy and hegemonic (geek) masculinity, and based on our analysis, women’s room for participation in competitive gaming is still extremely limited, both in terms of presence and ways of participation. Keywords Gender, esports, hegemonic geek masculinity, toxic meritocracy, Overwatch INTRODUCTION "Why do the female humans always play the female characters?" Acayri wondered soon thereafter. "Like, they're always playing Mercy." "They can't play games and be good at them —" Joel responded. "That's true, so they just pick the hottest girl characters," Acayri said. The previous is an excerpt of an article published on a digital media site Mic on May 11th 2017 (Mulkerin, 2017). -
The Videogame Style Guide and Reference Manual
The International Game Journalists Association and Games Press Present THE VIDEOGAME STYLE GUIDE AND REFERENCE MANUAL DAVID THOMAS KYLE ORLAND SCOTT STEINBERG EDITED BY SCOTT JONES AND SHANA HERTZ THE VIDEOGAME STYLE GUIDE AND REFERENCE MANUAL All Rights Reserved © 2007 by Power Play Publishing—ISBN 978-1-4303-1305-2 No part of this book may be reproduced or transmitted in any form or by any means – graphic, electronic or mechanical – including photocopying, recording, taping or by any information storage retrieval system, without the written permission of the publisher. Disclaimer The authors of this book have made every reasonable effort to ensure the accuracy and completeness of the information contained in the guide. Due to the nature of this work, editorial decisions about proper usage may not reflect specific business or legal uses. Neither the authors nor the publisher shall be liable or responsible to any person or entity with respects to any loss or damages arising from use of this manuscript. FOR WORK-RELATED DISCUSSION, OR TO CONTRIBUTE TO FUTURE STYLE GUIDE UPDATES: WWW.IGJA.ORG TO INSTANTLY REACH 22,000+ GAME JOURNALISTS, OR CUSTOM ONLINE PRESSROOMS: WWW.GAMESPRESS.COM TO ORDER ADDITIONAL COPIES OF THE VIDEOGAME STYLE GUIDE AND REFERENCE MANUAL PLEASE VISIT: WWW.GAMESTYLEGUIDE.COM ACKNOWLEDGEMENTS Our thanks go out to the following people, without whom this book would not be possible: Matteo Bittanti, Brian Crecente, Mia Consalvo, John Davison, Libe Goad, Marc Saltzman, and Dean Takahashi for editorial review and input. Dan Hsu for the foreword. James Brightman for his support. Meghan Gallery for the front cover design. -
The Blue Sky Rangers Speak at the Twin Galaxies Entertainment
©2015 Intellivision Productions, Inc. Volume 3 No. 4 September 2015 Hello Game Club Members! Hope you all had a great Diner prints: Limited summer! But now it's time to get back to work and Number Available! school...but that doesn't mean you can't still have fun -- w ith Intellivision®! The Twin Galaxies Entertainment Festival is coming soon! If you love classic video games (like Intellivision!), you'll love the Twin Galaxies Entertainment Festival, happening October 2nd through 4th in Banning, California! Hosted at the Museum of Pinball, located a little over an hour from Los Angeles and Orange In 1987, INTV Corp. County and 20 minutes from Palm Springs, California, the 18-acre released Diner, a sequel campus will be transformed into a one-of-a-kind entertainment to BurgerTIme, festival - including a 40,000 square foot facility with over 800 retro programmed by and modern arcade games and pinball machines. Live music, BurgerTime programmer celebrity appearances, food trucks, gaming tournaments, and more! Ray Kaestner. The cover Intellivision will have a booth where you can meet some of the illustration for Diner was original programmers, buy exclusive merchandise and get done by Blue Sky Ranger autographs! Hope to see you there! For more information and Keith Robinson. A few tickets go to the Twin Galaxies Entertainment Festival website! years ago, we printed up a limited number of prints of The Blue Sky Rangers Speak at the Twin Galaxies Keith's illustration for him Entertainment Festival to sign at game Several of The Blue Sky Rangers, the conventions and expos. -
2020 Upper Deck Overwatch League Ultimate Fan (#Owlultimatefan) Program Contest Official Rules
2020 UPPER DECK OVERWATCH LEAGUE ULTIMATE FAN (#OWLULTIMATEFAN) PROGRAM CONTEST OFFICIAL RULES NO PURCHASE NECESSARY TO ENTER OR WIN. A PURCHASE WILL NOT INCREASE YOUR ODDS OF WINNING. WINNERS WILL BE REQUIRED TO RESPOND TO THE WINNER NOTIFICATION AND/OR COMPLETE AND EXECUTE A RELEASE AND PRIZE ACCEPTANCE AGREEMENT AND ANY OTHER LEGAL DOCUMENTS WITHIN THE TIMEFRAME REQUIRED BY SPONSOR OR PRIZES MAY BE FORFEITED (IN SPONSOR’S SOLE DISCRETION). ANY TERMS DEFINED IN THE RELEASE SHALL BE THE SAME AS THOSE DEFINED IN THE RULES. BY ENTERING THIS CONTEST DEFINED BELOW, YOU AGREE TO THESE OFFICIAL RULES, WHICH ARE A CONTRACT, SO READ THEM CAREFULLY BEFORE ENTERING THIS CONTEST. THIS CONTEST EXPRESSLY EXCLUDES QUEBEC, FLORIDA, RHODE ISLAND AND PUERTO RICO. WITHOUT LIMITATION, THIS CONTRACT INCLUDES INDEMNITIES TO THE SPONSOR FROM YOU AND A LIMITATION OF YOUR RIGHTS AND REMEDIES. 1. NAME OF CONTEST: 2020 Upper Deck Overwatch League Ultimate Fan Program Contest (“Contest”). 2. SPONSOR: This Contest is sponsored by The Upper Deck Company located at 5830 El Camino Real, Carlsbad, California 92008 (“UDC” or “Sponsor”). 3. CONTEST PERIOD: August 27, 2020 at 9 a.m. Pacific Standard Time (“PST”) to October 5, 2020 at 9 p.m. PST (“Contest Period”). For more information please see the Contest details located at www.upperdeck.com/OWLUltimateFan (the “Website”). 4. ELIGIBILITY: The Contest is open and offered only to natural persons Entrants who are legal residents of (a) the fifty (50) United States of America (“USA”), including Washington D.C., but excluding Florida, Rhode Island and Puerto Rico who are at least eighteen (18) years old or the age required in the state in which he or she resides at the time of Entry in the USA, and/or (b) the provinces and territories of Canada, excluding Quebec, who have reached the age of majority in their jurisdiction of residence. -
O Patrocínio Em E-Sports Como Forma De Rejuvenescimento Das Marcas1
Intercom – Sociedade Brasileira de Estudos Interdisciplinares da Comunicação 42º Congresso Brasileiro de Ciências da Comunicação Belém -PA – 02 a 07/09/2019 O Patrocínio em e-Sports Como Forma de Rejuvenescimento das Marcas1 Profª Mestre Tânia Maria de Oliveira Teixeira Pinto2 Faculdade Cásper Líbero Centro Universitário Fundação Escola Comércio Álvares Penteado - FECAP Resumo O objetivo deste artigo é analisar o crescimento de patrocínios de grandes marcas mundiais nos esportes eletrônicos (e-Sports) com o intuito de aproximação e ampliação dos relacionamentos com novos consumidores. Como metodologia foram usadas as técnicas de Análise de Conteúdo, de acordo com Bardin (2004), tendo como material de estudo clipagem dos conteúdos sobre o tema veiculados na mídia durante o ano de 2018. Foi utilizado também revisão bibliográfica e na internet, além de análise de entrevistas sobre o assunto com executivos de comunicação e marketing do Banco do Brasil e Organizações Globo, publicadas na grande mídia brasileira. Espera-se com este artigo, contribuir para o estudo do marketing, da estratégia patrocínio e da comunicação dentro desta nova modalidade esportiva. Palavras-chave: e-Sport. Branding. Marketing esportivo. Patrocínio. Corpo do trabalho Nos últimos anos grandes marcas de diversos setores anunciaram investimentos nos e- Sport (esportes eletrônicos). O crescimento em participantes e volumes financeiros nesta modalidade esportiva tem atraído a atenção de grandes corporações que pretendem associar suas marcas com um público fiel e apaixonado. A modalidade conjuga caraterísticas dos jogos digitais, do desporto e dos media como define Pedro André Cardoso Saraiva em sua dissertação de mestrado. É um segmento que 1 Trabalho apresentado no GP Comunicação e Esportes, 42º Congresso Brasileiro de Ciências da Comunicação. -
Quakecon at Home’ Trae Paz, Amor Y Misiles a Larga Distancia
‘QuakeCon at Home’ trae paz, amor y misiles a larga distancia La 25a edición de la QuakeCon va a ser la primera que se celebre a distancia, pero eso no nos va a impedir reunirnos para conseguir montones de bajas entre amigos, estrechar lazos a través de los videojuegos y recaudar fondos para hacer algo bueno por el mundo…, como siempre. Este año, a consecuencia de la COVID-19 celebraremos QuakeCon at Home: un evento global totalmente online. Del 7 al 9 de agosto disfrutaremos de tres días de streams en directo desde otras partes del mundo, torneos (¡por supuesto!), colectas solidarias y mucho más. Además, la fiesta LAN (el corazón de la QuakeCon) se celebrará de forma virtual, usando equipos de Twitch para conectar de formas nuevas a los fans a través de los videojuegos. Aquí tienes varios de los platos fuertes de QuakeCon at Home: Superstream global: QuakeCon at Home constará de un fin de semana con un sinfín de contenido en streaming desde todas partes del mundo, comenzando el viernes 7 de agosto a las 18:00 (hora peninsular) con la bienvenida digital a la QuakeCon por parte de Bethesda. Durante el evento habrá una programación de 24 horas constreams especiales de influencers, sorpresas y la participación de los equipos de la comunidad de Bethesda en todo el mundo, transmitiendo desde casa para apoyar a causas benéficas. ¡Estad atentos: durante las próximas semanas os daremos más información, incluyendo la programación completa de los streams! Equipo de Twitch para la QuakeCon: la principal actividad de la QuakeCon es jugar y compartir partidas con los amigos en la fiesta LAN, y, este año, nuestra comunidad global se reunirá y conectará por primera vez a través del equipo de Twitch oficial de QuakeCon at Home. -
Chapter 8 – Discussion
Constructing authentic esports spectatorship: An ethnography David Jian-Jia Cumming ORCID: 0000-0002-0121-476X Submitted in total fulfilment of the requirements of the degree of Doctor of Philosophy October 2020 School of Computing and Information Systems Melbourne School of Engineering The University of Melbourne Abstract Formally organised competitive video gaming, commonly known as esports, has seen a rapid rise in popularity over the past decade as a form of spectator entertainment. Thousands of fans pack grand stadia across the globe to watch their favourite esports teams and players compete for extravagant prize pools, while millions watch online remotely in their homes via livestreaming platforms like Twitch. Unlike conventional sports however, there is no inherent need for esports to take place in any particular physically-situated site like a stadium. The computerised nature of esports lends the practice a perceived placeless quality. No matter where an esports event is situated, be it in a stadium or networked across homes, the digital synthetic environments in which players’ avatars compete remain the same as objective constructs of code and graphical assets. If the perspective of watching esports is largely the same across different sites by virtue of its inherent mediation, then why is esports spectated beyond the comfort of the home? The aim of this thesis is to address this conundrum by exploring the experiences esports spectatorship in varying contexts. In particular, this thesis seeks to understand how experiences of esports spectatorship are influenced by and differ across various sites of spectatorship. This aim is achieved through an ethnographic methodology, where data is generated through embedded interactions and experiences with esports spectators at three distinct sites of esports spectatorship. -
The Influence of Esports Fan Identification On
UNIVERSIDADE FEDERAL DO RIO DE JANEIRO INSTITUTO COPPEAD DE ADMINISTRAÇÃO ANDRÉ FERREIRA GAVINHO CARDOSO eSPORTS AND SOCCER FAN IDENTIFICATION: A STUDY ON FLAMENGO'S SOCCER AND LEAGUE OF LEGENDS TEAMS RIO DE JANEIRO 2020 ANDRÉ FERREIRA GAVINHO CARDOSO eSPORTS AND SOCCER FAN IDENTIFICATION: A STUDY ON FLAMENGO'S SOCCER AND LEAGUE OF LEGENDS TEAMS Master's dissertation presented to the Graduate Program in Business Administration, Instituto COPPEAD de Administração, Universidade Federal do Rio de Janeiro, as part of the requirements to obtain the Master's degree in Business Administration. Advisor: Prof. Victor Manoel Cunha de Almeida, D.Sc. RIO DE JANEIRO 2020 ANDRÉ FERREIRA GAVINHO CARDOSO eSPORTS AND SOCCER FAN IDENTIFICATION: A STUDY ON FLAMENGO'S SOCCER AND LEAGUE OF LEGENDS TEAMS Master´s dissertation presented to the Graduate Program in Business Administration, Instituto COPPEAD de Administração, Universidade Federal do Rio de Janeiro, as part of the requirements to obtain the Master´s degree in Business Administration. For Solange, Mariana and Manuela, my treasures in life ACKNOWLEDGEMENTS The completion of my master´s is the realization of a dream that took more than 12 years to come true, and was only possible with the support of several people. The first time I had contact with Coppead was in 2006, when I decided to enroll in a finance postgraduate course at the institution. I fell in love with the school, from the quality of the facilities to the level of the teachers and servers. In Coppead I saw the best that the Federal University of Rio de Janeiro had to offer. -
From Basements to Stadiums Representations of Esports in Online Newspapers
From basements to stadiums Representations of esports in online newspapers Bachelor’s thesis Sami Tikkanen University of Jyväskylä Department of Languages English May 2019 JYVÄSKYLÄN YLIOPISTO Tiedekunta – Faculty Laitos – Department Humanistinen tiedekunta Kielten laitos Tekijä – Author Sami Tikkanen Työn nimi – Title From basements to stadiums Representations of esports in online newspapers Oppiaine – Subject Työn laji – Level Englannin kieli Kandidaatintutkielma Aika – Month and year Sivumäärä – Number of pages Toukokuu 2019 15 Tiivistelmä – Abstract Videopelien pelaaminen on kasvattanut suosiotaan räjähdysmäisesti viime vuosikymmenen aikana. Tämä ilmiö näkyy myös kilpailullisen videopelaamisen eli e-urheilun menestyksessä, mikä on nous- sut uutisten otsikoihin. Suuresta suosiosta huolimatta, videopeleihin ja niiden pelaajiin kohdistuvat asenteet ovat usein negatiivisia ja harhaanjohtavia. Tämä heijastuu videopelaamisen mediarepresen- taatioissa, jotka aiempien tutkimusten mukaan perustuvat usein stereotyyppimäisiin yleistyksiin. Me- dian kuvaukset videopeleistä ja pelaajista vaikuttavat siihen, miten videopelaajat rakentavat identi- teettiään. Tämä tutkielma tarkastelee videopelaamisen ja -pelaajien representaatioita e-urheilua koskevissa verkkouutisartikkeleissa. Aineistona on käytetty kolmen sanomalehden, Guardian, Los Angeles Ti- mes ja The Sun, verkkouutisia. Tutkielmani tarkastelee näissä luotuja representaatioita hyödyntäen kriittistä diskurssianalyysiä. Vertaan tuloksiani aiempiin tutkimuksiin saadakseni selville vahvista- -
Overwatch League™ Inaugural Season Begins Today
January 10, 2018 Overwatch League™ Inaugural Season Begins Today First major global professional city-based league opens new era in eSports Overwatch League to be broadcast on Twitch, in addition to OverwatchLeague.com, MLG.com, the MLG app, and the new Overwatch League companion app IRVINE, Calif.--(BUSINESS WIRE)-- The inaugural season of the Overwatch League™ kicks off today, beginning an epic showdown between teams from some of the world's top sports and esports leaders—and the best Overwatch players on the planet. As the first major global professional esports league with competition organized by cities, the launch of the Overwatch League is one of the most hotly anticipated moments in esports. For the first season, 12 franchises are representing major cities in Asia, Europe, and North America. The full list of teams and owners is: Boston Uprising (Kraft Group) Dallas Fuel (Team Envy) Florida Mayhem (Misfits) Houston Outlaws (OpTic Gaming) London Spitfire (Cloud9) Los Angeles Gladiators (Stan and Josh Kroenke) Los Angeles Valiant (Immortals) New York Excelsior (Jeff Wilpon and SterlingVC) Philadelphia Fusion (Comcast Spectacor) San Francisco Shock (NRG eSports) Seoul Dynasty (Kevin Chou) Shanghai Dragons (NetEase) The teams met in combat for the first time during the preseason, December 6-9. The first regular-season games will be played later today, with the Pacific Division teams facing off: San Francisco Shock vs. Los Angeles Valiant, Shanghai Dragons vs. Los Angeles Gladiators, and Dallas Fuel vs. Seoul Dynasty. The Atlantic Division teams take the stage at the Blizzard Arena Los Angeles on Thursday. "Connecting and engaging the world through epic entertainment is our mission," said Bobby Kotick, CEO of Activision Blizzard. -
Talking Esports a Guide to Becoming a World-Class Esports Broadcaster
Talking Esports A guide to becoming a world-class esports broadcaster Paul “ReDeYe” Chaloner INTRODUCTION 4 HOW ON EARTH DID WE GET HERE? 6 BROADCAST ROLES 10 STREAMING 12 RESOURCES ............................................................. 14 EARLY BROADCASTING 15 THE FIRST BROADCAST ............................................... 15 GOING PUBLIC ......................................................... 16 TEETHING ISSUES ...................................................... 17 HANDLING CRITICISM ................................................ 19 LEARNING FROM THE PROFESSIONALS ............................ 20 THE KEYS TO SUCCESS ON ANY FORMAT 22 PREPARATION ......................................................... 22 GAME-SPECIFIC PREPARATION ............................. 26 PLAY THE GAME! ............................................... 26 PRACTICE ............................................................... 28 PASSION ................................................................ 28 PROFESSIONALISM .................................................... 29 OFFLINE EVENTS 31 LANGUAGE ............................................................. 32 THE CROWD ............................................................ 32 PRODUCTION DIFFERENCES ......................................... 33 DRESS CODE ............................................................ 35 1 CAMERAS! .............................................................. 35 REHEARSALS ............................................................ 37 THE VOICE 38 WHAT