scholarly journals eSports Evolution in Football Game Series

2019 ◽  
Vol 83 (1) ◽  
pp. 50-62 ◽  
Author(s):  
Kacper Zagała ◽  
Artur Strzelecki

AbstractSport used to be practiced and watched only live. Over time, it started to be broadcast by the radio or television. The development of sport on the Internet has led to the emergence of eSports and professionalization of virtual sports competitions. For some gamers playing computer games has turned into competition and later into the professionalization of the game. This paper explores the topic of electronic sports and virtual competition. It discusses eSports and the accompanying behaviors and practices. Authors delivered taxonomy of video game types, game modes and current phenomenon of both online and land-based tournaments as well eSports leagues. The paper also illustrates how gamers are preparing themselves for tournaments and a crucial role of gamers’ motivation. Authors present the FIFA football games series and its eSports application. The adopted research method allowed to obtain answers from n=452 gamers. Results show that 60% of gamers have been spending more than 7 hours a week playing games. More than half of gamers have been playing for more than ten years. Most players play in games because it is considered as a hobby. Most of the gamers consider eSports as a sport. Most of the players are also spectators, who had watched in streaming at least one eSports tournament We find that FIFA game series has an extensive eSports platform and filled the gap by exploring it. Gamers usually play 40 games each weekend in FIFA eSports league but casual eSports gamers and spectators rarely take part in land-based tournaments.

2021 ◽  
Vol 9 (1) ◽  
pp. 148
Author(s):  
Marius Bredon ◽  
Elisabeth Depuydt ◽  
Lucas Brisson ◽  
Laurent Moulin ◽  
Ciriac Charles ◽  
...  

The crucial role of microbes in the evolution, development, health, and ecological interactions of multicellular organisms is now widely recognized in the holobiont concept. However, the structure and stability of microbiota are highly dependent on abiotic and biotic factors, especially in the gut, which can be colonized by transient bacteria depending on the host’s diet. We studied these impacts by manipulating the digestive microbiota of the detritivore Armadillidium vulgare and analyzing the consequences on its structure and function. Hosts were exposed to initial starvation and then were fed diets that varied the different components of lignocellulose. A total of 72 digestive microbiota were analyzed according to the type of the diet (standard or enriched in cellulose, lignin, or hemicellulose) and the period following dysbiosis. The results showed that microbiota from the hepatopancreas were very stable and resilient, while the most diverse and labile over time were found in the hindgut. Dysbiosis and selective diets may have affected the host fitness by altering the structure of the microbiota and its predicted functions. Overall, these modifications can therefore have effects not only on the holobiont, but also on the “eco-holobiont” conceptualization of macroorganisms.


2002 ◽  
Vol 3 (2) ◽  
pp. 45-52
Author(s):  
Jorian Clarke

Describes a six‐year study of children’s Internet usage which shows how preferences and habits have changed over time; this was conducted by SpectraCom Inc and Circle 1 network. Explains the research methodology and the objectives, which were to identify trends in the amount of time spent by children online now and in future, their opinions about the future role of the Internet in society and the future of e‐commerce, and parents’ roles in children’s online activities. Concludes that there is need for a more child‐friendly content in Internet sites and for more parental involvement, that children will be influential in the market for alternative devices like mobile phones, that online shopping is likely to flourish, and that children have a growing interest in online banking.


Author(s):  
Mark Pearcy

America’s Army is a first-person “shooter” online video game produced by the U.S. Army and freely available on the Internet. Ostensibly a recruitment tool, the game constitutes a “mimetic” experience that encompasses real-life Army codes, regulations, and behaviors, approximating an authentic military experience, including realistic missions that involve violence. This article considers the educational role of such mimetic games, practical impediments to its inclusion in classrooms, and the conceptual demands the use of such games may place on teachers and students. Additionally, this article considers the ideological barriers and arguments against the educational use of games like America’s Army. Finally, this article connects the experience of America’s Army to Douglas’ (2008) concept of “playful hatred,” calling for a reconceptualization of the term towards a more competitive and pedagogically useful approach.


2019 ◽  
pp. 71-86
Author(s):  
Aleksandra Vlatković

The paper provides a concise overview of documentation management activity per- formed at the Ethnographic Museum in Zagreb during the period ranging from 1919 to this day. It strives to highlight the importance, as well as the changes and the expan- sion of the role of documentation management in museums over time. The continuity of documentation management at the Ethnographic Museum has been pointed out over the first 100 years of its activity and the work of the people who have played a crucial role in the formation and the documentation management at the Museum has been concisely presented. The conclusion presents the current challenges and efforts to harmonise the documentation management tradition with the changes in laws, technological development and international standards


2012 ◽  
Vol 1 (4) ◽  
pp. 149 ◽  
Author(s):  
Büşra Halis

İnsanlık tarihi kadar eski olan tüketim, zaman içerisinde yaşanan değişim ve dönüşümlerle birlikte yeni bir boyut kazanmıştır. Eskinin, ihtiyacı kadar almak ve çalışmak gibi fenemonlerinin yerini, günümüzde daha çok satın almak için çalışmak, tükettiğinin ölçüsünde var olabilmek ya da olamamak almıştır. Tüketimin soyut anlamda kavramsal içeriğinin farklılaşmasının yanı sıra, tüketim araçları da farklılaşmıştır. Artık, yüz yüze görüşmeler yoluyla yapılan alışverişlerin yerini; fiziki mekândan bağımsız, internet üzerinden e-ticaret yoluyla ve birtakım paylaşım ağları aracılığıyla yapılan alışverişler almıştır. Bu çalışmada da, tüketimin ve tüketimde kullanılan araçların geçmişten bugüne değişen anlamı ve bu değişimi körükleyen sosyal ağ paradigması tartışılmaktadır. The Changing Face of Consumption: E-Commerce Applications And The Role of Social Networks Consumption, which is as old as human history has gained a new dimension with changes and transformations in the course of time. In the past, people bought and worked as they needed, but now, they work to buy more things except necessity and they be or not to be until they consumed. Over time, the conceptual content and tools of the consumption has changed. Shopping, which is done independent of the physical space, via the internet through e-commerce replaced shopping made by face to face. In this work, the changing meaning and tools of consumption from past to present and the paradigm of social networks which encouraging this change is to be held.


2013 ◽  
Vol 4 (3) ◽  
pp. 35-50
Author(s):  
Krunoslav Bedi ◽  
Nikolina Žajdela Hrustek

Increases of the Internet users have drastically increased the number of media via which companies promote their products. One of such media are computer games. This paper investigates the perception of secondary school students as to the ads appearing in the games as well as their opinions and the experience they have gathered up to now regarding the advertising in the computer games. The first group of students encountered the term advertising and took part as well in creating a computer game intended to be the main advertising media. The second group did not have such experience. Among other things, the making of the computer game dubbed XcarPerformance was described. The results of the research indicated that the way of advertising in the computer and video games should be changed. Previously acquired knowledge and the present experience in advertising played a crucial role in the perception of advertising.


2021 ◽  
pp. 237-246
Author(s):  
Kieron O’Hara

The final chapter summarizes the ideas of Four Internets. The Internet needs to remain connected, while its governance should allow different ideologies to flourish simultaneously, without imposing their view on the rest. Governance should pursue common interests while respecting cultural diversity. The prominent role of the United States remains an issue, although it has historically been a good steward of the infrastructure, and probably better than any alternative, including the multilateral structures promoted by nations like China and Russia. Governance is currently multistakeholder and ad hoc, but informal, emergent arrangements are probably better and more flexible than something neater and designed. Innovation and network effects need to be fostered, but policymakers will, on occasion, have to intervene against (perceived) negative externalities. New Internets will emerge over time; a COVID-19 Internet is imagined and described, for example. New technologies, such as quantum computing, will create new stresses, requiring a constant focus on resilience.


2016 ◽  
Vol 125 (5) ◽  
pp. 620-630 ◽  
Author(s):  
Michelle H. Lim ◽  
Thomas L. Rodebaugh ◽  
Michael J. Zyphur ◽  
John F. M. Gleeson

Author(s):  
Forough Shojanoori ◽  
Samaneh Sadat Sadidpour

Families have moved, or have been moved, from the streets into their homes or more specifically, into their bedrooms. Digital technology – computer games, mobiles & the internet and email are referred to as new technology when they are discussed in relation to Health & structure of families and Many parents, clinicians, researchers, and policy makers are concerned that electronic tools, especially those featuring violent content, may be harmful to individuals especially youths. This article is a documentary study, combination of multiple focus is chosen. In this article, Internet, Mobile and computer games. This article looks into the role of the technology on families. Specifically, it examines how the mediated space that this technology creates matters. Technological change often creates ungrounded fears but also overinflated hopes. In order to minimize risks and to seize chances, systematic, empirical, and ideally experimental research is crucial in all over the world. Major changes in family structure and environments might potentially severely disrupt family functioning, thus diminishing a family’s ability to cope with stress, so by the advent of a technology.


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