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Gaming Headset
HyperX lancerer ‘Cloud’ Gaming Headset HyperX Cloud leverer maksimal komfort ved brug Suveræn lyd Udført i den lækre HyperX kvalitet 30 – April xx, 2014 – HyperX®, en afdeling af Kingston Technology Company, Inc., verdens førende indenfor hukommelsesprodukter, lancerede i dag HyperX Cloud gaming hovedtelefoner. HyperX Cloud har ekstremt behagelige ørepuder og store lydenheder for at give gamere ultimativ komfort og fantastisk lyd til de lange spilaftener. HyperX Clouds ørepuder benytter hukommelsesskum og en blød læderbetrukket hovedbøjle med detaljerede syninger og er dermed meget behageligt at benytte længe. Det lukkede design blokerer baggrundsstøj og giver en mere intens oplevelse ved spil. Ørepuderne kan skiftes fra læder til velour, som giver bedre mulighed for at høre omgivelserne mens hi-fi lyden af eksplosioner og skud stadig bibeholdes fra de store 53mm lydenheder. HyperX Cloud har tilmed en mikrofon som let kan afmonteres og det solide sæt et opbygget i let og stærkt aluminium. “HyperX worked with Swedish manufacturer QPAD to create a headset that delivers comfort and superb sound for long game play. This is a winning combination as QPAD is known for high-quality gaming peripherals throughoutEurope,” udtalte Edward Baily, business manager, HyperX. “We think the hours will pass by without notice as gamers wear the HyperX Cloud headset.” HyperX Cloud er kompatibel med PC, PS4™, smartphones og tablets. Det er allerede det officielle headset hos Intel Extreme Masters, Alliance Gaming, CNB e-Sports Club, SK-Gaming og Team Liquid. HyperX Cloud har to års garanti og den legandariske HyperX pålidelighed. Tilgængelig nu hos Komplett. For mere information besøg www.kingston.com/hyperxcloud. -
GAMING ESPORT Trend Book
GAMING ESPORT & Trend book Wstęp właścicielami drużyn) i w końcu stworzyć i zre- dagować tekst. W ten sposób członkowie projek- W czerwcu 2017 zorganizowana została konfe- tu uczyli się pracy zespołowej, przekonywali jak rencja Esport & Gaming Forum. Organizatorom, ważna jest skrupulatność, punktualność i reali- MediaCom Beyond Advertising i sawik.tv udało zacja powierzonych zadań. Być może najważ- się dotrzeć z wydarzeniem do ponad pół tysią- niejsza była możliwość poznania innych osób ca osób z branży reklamowej, zainteresowa- o podobnych zainteresowaniach i celach. To nie- nych zdobyciem unikatowej wiedzy gamignowej wątpliwie będzie owocować w przyszłości. i esportowej. Finalnie dzięki wspólnemu wysił- kowi wszystkich prelegentów udało się nie tylko Musicie mieć państwo na względzie, że dokument stworzyć jedno z najważniejszych i największych tworzony był przez amatorów, z niewielkim do- tego typu wydarzeń na polskiej arenie, ale także świadczeniem, ale z wielką ambicją. Konsekwen- ustanowić pewne standardy na najbliższy czas. cją jest bardzo nierówny poziom merytoryczny W efekcie powstała także ta publikacja. artykułów. Niektóre teksty mają również wyraźne braki warsztatowe i językowe. Zdecydowaliśmy Raport, który trafia w Państwa ręce to dokument się jednak na publikację raportu w tej formie, bo o szczególnym, eksperymentalnym charakterze. charakter projektu jest eksperymentalny. Ważniejszy bowiem od samej treści jest proces jego powstawania. Prace nad tekstami, research, redakcja, skład, trwały przez ponad 6 miesięcy. W tym czasie -
Esports Yearbook 2017/18
Julia Hiltscher and Tobias M. Scholz eSports Yearbook 2017/18 ESPORTS YEARBOOK Editors: Julia Hiltscher and Tobias M. Scholz Layout: Tobias M. Scholz Cover Photo: Adela Sznajder, ESL Copyright © 2019 by the Authors of the Articles or Pictures. ISBN: to be announced Production and Publishing House: Books on Demand GmbH, Norderstedt. Printed in Germany 2019 www.esportsyearbook.com eSports Yearbook 2017/18 Editors: Julia Hiltscher and Tobias M. Scholz Contributors: Sean Carton, Ruth S. Contreras-Espinosa, Pedro Álvaro Pereira Correia, Joseph Franco, Bruno Duarte Abreu Freitas, Simon Gries, Simone Ho, Matthew Jungsuk Howard, Joost Koot, Samuel Korpimies, Rick M. Menasce, Jana Möglich, René Treur, Geert Verhoeff Content The Road Ahead: 7 Understanding eSports for Planning the Future By Julia Hiltscher and Tobias M. Scholz eSports and the Olympic Movement: 9 A Short Analysis of the IOC Esports Forum By Simon Gries eSports Governance and Its Failures 20 By Joost Koot In Hushed Voices: Censorship and Corporate Power 28 in Professional League of Legends 2010-2017 By Matthew Jungsuk Howard eSports is a Sport, but One-Sided Training 44 Overshadows its Benefits for Body, Mind and Society By Julia Hiltscher The Benefits and Risks of Sponsoring eSports: 49 A Brief Literature Review By Bruno Duarte Abreu Freitas, Ruth S. Contreras-Espinosa and Pedro Álvaro Pereira Correia - 5 - Sponsorships in eSports 58 By Samuel Korpimies Nationalism in a Virtual World: 74 A League of Legends Case Study By Simone Ho Professionalization of eSports Broadcasts 97 The Mediatization of DreamHack Counter-Strike Tournaments By Geert Verhoeff From Zero to Hero, René Treurs eSports Journey. -
The Best Ever? SK Gaming's Coldzera Looks to Claim His Place in CS:GO History
12/1/2017 Counter-Strike Global Offensive star coldzera looks to cement his legacy CS:GO -- coldzera looks to cement legacy 140d - Samuel Delorme Valve must solve two Dota 2 Pro Circuit problems 11h - Alan Bester Lessons from Samsung: Sticking to the script 14h - Emily Rand KSV acquires Samsung Galaxy's League of Legends team 20h - Young Jae Jeon The 2017-2018 League of Legends Roster Shuffle 9d - ESPN Esports A year in review: Lessons from 2017 League of Legends 2d - Kelsey Moser From Overwatch to PUBG: A conversation with the king of games 4d - Young Jae Jeon How the first ever F1 Esports championship was won 5d Trine University builds esports into its plans 7d - Sean Morrison Pulling in Pobelter is Liquid's best move 8d - TheTyler Erzberger best ever? SK Gaming's Seoul Dynasty coach Hocury: 'People are underrcoldzating all theer non-Kaore anlook teams' s to claim his place in 10d - Young Jae Jeon CS:GO history Sources: Zaboutine joins OpTic as head coach 12d - Jacob Wolf Meet the woman behind RunAway 15d Rachel Gu http://www.espn.co.uk/esports/story/_/id/20055264/counter-strike-global-offensive-star-coldzera-looks-cement-legacy 1/13 12/1/2017 Counter-Strike Global Offensive star coldzera looks to cement his legacy CS:GO -- coldzera looks to cement legacy 140d - Samuel Delorme Valve must solve two Dota 2 Pro Circuit problems 11h - Alan Bester Lessons from Samsung: Sticking to the script 14h - Emily Rand SK Gaming swept Cloud9 3-0 to take home the finals victory at ESL One Cologne. -
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. -
Allt Om Dreamhack Masters Malmö
Allt om DreamHack Masters Malmö Det har blivit dags för den största internationella arenaturneringen i e-sport som hittills har arrangerats i Sverige – DreamHack Masters Malmö. Spelet är Counter Strike: Global Offensive (CS:GO) och de 16 lag som göra upp om prispotten motsvarande 2 miljoner kronor, tillhör den absoluta världseliten. Här ger vi dig allt du behöver veta om turneringen, lagen, schemat och spelet. Om turneringen Turneringen inleds med gruppspel som kommer spelas mellan den 12 - 14 april. Två lag kvalificerar vidare från varje grupp till slutspelet. Gruppspelen sänds via dreamhack.tv. Lördagen den 16 april klockan 10 öppnas dörrarna till Malmö Arena för den 10 000 människor stora publiken, då två dagars spänning kan väntas enda fram till den rafflande finalen på söndagskvällen. Totalt väntas miljoner människor följa turneringen via dreamhack.tv. Önskar ni pressackreditering, skicka ett mail till [email protected] med ert namn, media ni arbetar för och kontaktuppgifter. För fler bilder: flickr.com/photos/dreamhack Fotografens namn hittar ni i fotolänken. Vanligast är Adela Sznajder eller Sebastian Ekman. Bilder från DreamHack Masters Malmö kommer kontinuerligt att läggas upp. Fotografer på plats: Adela Sznajder och Abraham Engelmark För citat, Kontakta Christian Lord, head of eSports, Dreamhack Tel. +46 70 27 50 558 och mail: [email protected] Om lagen Åtta lag har specialinbjudits till turneringen. Astralis: Danmarks bästa lag och rankad fyra i världen. Astralis väckte uppmärksamhet i dansk press när de erhöll en investering på sju miljoner danska kronor från Sunstone Capital och den danska entreprenören Tommy Ahlers, i samband med bildningen av den nya organisationen 2016. -
Event Marketing and PR for Grail Quest
Event marketing and PR for Grail Quest Attracting and reaching audience in esports Felix Kaukiainen Bachelor’s thesis for Business Administration Marketing Åbo 2018 EXAMENSARBETE Författare: Felix Kaukiainen Utbildning och ort: Företagsekonomi, Åbo Inriktningsalternativ/Fördjupning: Marknadsföring Handledare: Camilla Ekman Titel: Event marketing and PR for Grail Quest – Attracting and reaching audience in esports _________________________________________________________________________ Datum: 5.11.2018 Sidantal:43 Bilagor: 1 _________________________________________________________________________ Abstrakt Under de senaste åren har e-sport blivit ett allt mer diskuterat ämne i medier. Tävlingsinriktat spelande (esport) håller på att formas till något bara få kunde tänka sig. E- sport (som förknippas med spelande) har också varit framgångsrikt på de olika fronterna i branschen. Den globala tilväxten inom e-sport och både nationell samt internationell framgång inom branschen har fått flera organisationer att investera i e-sport. Professionella sportorganisationer byggs upp på samma gång som tävlingar med allt större priser och synlighet väcker uppmärksamheten bland allmänheten. Dessutom har vissa skolor börjat stöda elever som vill rikta in sig på tävlingsinriktat spelande. Grail Quest är ett esport och LAN evenemang som ordnades för första gången 2017 i Gatorade Arena i Åbo 2018 i Kuppis bollhall. Organisatörerna vill med hjälp av evenemanget lyfta fram e-sporten och tävlingsinritkat spelande (videospel) bland allmänheten och nå nya potentiella kunder. Det huvudsakliga syftet med examensarbetet är att undersöka kundgruppen för att kartlägga en marknadsföringsstrategi åt följande Grail Quest -evenemanget som kommer att ordnas. I undersökningen ligger fokus på målgruppen e-sportentusiasiter. Arbetet går mer detaljerat in på hur man marknadsför evenemang. Det ser också på vad som krävs för att få ungdomar som tävlar i esport att bli intresserade att delta i ett e-sport och LAN- evenemang. -
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. -
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. -
Hearthstone Championship Groups Announced
Nov 25, 2014 10:27 UTC Hearthstone Championship Groups Announced In two days DreamHack Hearthstone Championship will kick-off. All the competitor’s decks are now collected and we couldn't be more excited to announce the 4 groups of the tournament. With a completely stacked lineup, the Hearthstone tournament at DreamHack Winter looks to be one of the most exciting yet, and already in round one there will be some huge match- ups! Group A Matches start 14:30 CEST November 27th Archon Firebat vs. Razor’s Edge Marzito Darkwonyx vs. Dignitas Greensheep ROOT Xixo vs. IHearthU Powder Cloud9 StrifeCro vs. Archon Hosty Group B Matches start 14:30 CEST November 27th Cloud9 Kolento vs. eEriness Esosek Cloud9 Ek0p vs. Punchline Maverick Archon Amaz vs. IHearthU Faramir MYM Rdu vs. Forsen Group C Matches start 14:30 CEST November 28th Team Liquid Savjz vs. Punchline Origin mYinsanity Mirrrari vs. Lucky Draw Lifecoach Neirea vs. compLexity Dog Cloud9 TidesofTime vs. Tempo Storm Reynad Group D Matches start 14:30 CEST November 28th Tempo Storm Gaara vs. Cipher SK Gaming Numberguy vs. Samsung Gaming Thalai Tempo Storm Hyped vs. Fnatic Kaldi MYM ThijsNL vs. PlanetKey Lothar Each group is made up of 8 competitors, who over November 27th and 28th will compete in 8 player double elimination brackets, the top 2 of each group will advance to the single elimination playoffs on November 29th. Group A and B will be played out entirely on November 27th, and Group C and D will be played out on November 28th. From each pair of groups one match from Winner Bracket Round 1, one match from WBR2 or LBR2 and every single Winner Bracket Final and Loser Bracket Final match will be broadcast live only on Viagame! Viewers will be able follow the matches in English, Russian, French and Spanish languages. -
ESL One Belo Horizonte 2018 Powered by Intel to Debut in Brazil with $US200,000 Prize Pool
Mar 29, 2018 09:34 BST ESL One Belo Horizonte 2018 powered by Intel to debut in Brazil with $US200,000 prize pool ESL, the world’s largest esports company, brings one of the biggest Counter Strike: Global Offensive tournaments to South America: ESL One Belo Horizonte 2018 powered by Intel. The Mineirinho Arena (Estádio Jornalista Felipe Drummond) located in Belo Horizonte, Brazil will open its doors to the public on June 15-17, 2018 as the eight best CS:GO teams will battle over a lion’s share of the $US200,000 prize pool. The participating teams will get the chance to show off their skills on stage of the Mineirinho Arena, where the group stages decider matches, semi finals and the grand finals will be played out in front of thousands of fans. Only the four best teams will receive a direct invite to become an active part in the group stages of the event, which will kick off on June 13-14. The other remaining spots will be filled with the winners of the qualifiers. ESL One Belo Horizonte 2018 will be also part of the Intel® Grand Slam, which will award a $US1,000,000 bonus prize to the first CS:GO team that wins four out of the last ten DreamHack or ESL events, including the event series ESL One, Intel Extreme Masters, CS:GO Pro League and DreamHack Masters. ESL One Belo Horizonte 2018 marks the first edition of the flagship event series ESL One in Brazil and the second stadium event held in the South American region. -
The European Esports Market Deloitte Sports Business Group
Let’s Play! The European esports market Deloitte Sports Business Group For more than 20 years, Deloitte’s Sport Business Group has been advising and analysing the national and international sports and fitness industry. Our work draws on Deloitte’s global network and combines expertise in auditing, tax and legal, financial and risk advisory as well as consulting with the industry expertise of the Sports Business Group. This multidisciplinary approach combined with digital competence in all areas enables us to tailor our work specifically to the needs of our clients. Connect To learn more about the Sports Business Group and our research, please visit www.deloitte.com/de/sport Contents Foreword 2 Market overview 4 Trends and drivers 9 Rise of franchise leagues 16 The development of European League of Legends esports 19 Media insights 21 Mergers and acquisitions 23 Corporate governance 28 About Deloitte and game 29 Basis of preparation 30 Contacts 31 Endnotes 32 Disclaimer 38 Let’s Play! Foreword Esports is a rapidly emerging success story all across Europe. Revenues are rising on the back of significant audience growth and increasing engagement from commercial partners. Potentially the market could develop further towards mainstream acceptability, especially in terms of increased media coverage. HE EUROPEAN ESPORTS market is The European esports market has seen strong experiencing enormous growth. Nowadays, average annual growth of about 24 per cent since Tesports events easily fill arenas while the prize 2016, with total revenues amounting to EUR 240 money can rival or even exceed that on offer in million in 2018. During this period, the market has many traditional sports.