eSports Media

eSports media, in contrast to legacy media (print, linear broadcasting), are almost exclusively creators and disseminators of digital content. They can take the form of live competitions on streaming platforms such as Twitch, videos of gameplay and interviews on YouTube, or coverage of the latest League of Legends Spring Championship. The gaming industry is bullish on the potential for eSports growth out of the endemic online culture associated with gaming. However, the value of eSports media rights compared to traditional sports pales in comparison. This chapter considers the current and future landscape of eSports media, starting with an examination of Twitch's pivotal role in promoting and supporting competitive gaming on the streaming platform. It will describe the integration between game publishers and their extensive “do-it-yourself” media operations, as well as the ways independent endemic and mainstream media cover the industry and monetize content.

2021 ◽  
Vol 12 (4) ◽  
pp. 104-123
Author(s):  
Raluca Mureşan ◽  
Minodora Sălcudean ◽  
Adina Pintea

Starting March 2020, Romania has been faced with a health crisis caused by the Covid-19 pandemic, a crisis reflected in media communication. In such situations, media play a crucial role in making relevant information timely and accessible, to help people learn about and understand what this pandemic is and how it is assessed, how to protect themselves, and what measures are taken by the authorities. This study aims to analyse how Romanian students keep informed during this national and global crisis, which also generates adjacent media phenomena such as an increase in misinformation, lack of transparency in communicating with the public or over-abundance of information. To this end, we applied a questionnaire which was answered by 426 students from a public university in Romania. The results show that students use many sources to get the information they consider important, believe that the types of messages that help them feel properly informed about the pandemic and its implications: data, figures, accurate facts, and the information received from authorities or experts and that they prefer multimedia digital content. Young people tend to be cautious concerning the transparency of official communication and continue to consume information transmitted by the mainstream media, perceived as being more credible than other news sites.


Author(s):  
Andy Miah

This chapter focuses on how the amateur athletic experience is being modified by digital technology and how should inform a re-evaluation of computer culture. It shows how digital gaming is becoming an integral part of the amateur sporting experience and discusses why the embodied intelligence of virtual gaming can provide a further mechanism through which to teach sports and to promote new forms of socialization. The chapter also considers the importance of ‘serious games,’ which have emerged as alternative forms of sports activity. These examples support the claim that gaming technology is becoming more sport-like, thus challenging the assumption that computer game playing necessarily leads to a more sedentary lifestyle. The rise of the e-sports gaming industry is indicative of this change, but so to is the growth of more informal digitally enabled communities of physical activity, as takes place in a range of mobile fitness experiences. This chapter also sets up the argument for framing the book through the idea of “Sport 2.0”, denoting an emerging sports community that is beginning to occupy the place of traditional sports and which has the potential to overtake it in numerous ways.


2021 ◽  
Vol 9 (2) ◽  
pp. 160-176
Author(s):  
Suryadi Suryadi ◽  
Dessy Kushardiyanti ◽  
Reza Gusmanti

The presence of society 5.0 as a technology-based human-centred concept of society requires humans to have a paradigm of a more critical, creative way of thinking, and balance between development and the ability to solve problems to improve the quality of life in a sustainable manner. The industrial sector must innovate to be able to provide recommendations on every consumer problem. The digital content industry is one of the industrial sectors that is considered to have a significant role, both in improving the economy and in building sustainability for the community. This study uses a conceptual review to review the concept of the digital content industry in the perspective of Society 5.0. There are two aspects examined in this research, namely the presence of social media and its role as a stage for mainstream media in supporting community activities in era 5.0 and the readiness of human resources (HR) in the adaptation process and welcoming sustainable development. Youtube and Tiktok have become social media platforms as a form of technology application container as a savior of human life that depends on and coexists with technology.


2020 ◽  
Vol 13 (1) ◽  
pp. 1-21 ◽  
Author(s):  
Jue Hou ◽  
Xiaoxu Yang ◽  
Elliot Panek

This paper examined the media and public relations coverage of e-sport in China over a 17-yr period, focusing on how the representations of e-sport as a fast-growing industry have changed in China during that time. With the theoretical underpinning of media framing, the study used content analysis and examined 400 e-sport-related reports. Specifically, it investigated the tone of coverage, the topic emphasis of e-sport-related stories, and the use of jargon and statistics in the reports. In general, findings indicated that both mainstream media and public relations gradually covered e-sport issues in a more positive way as time went by. Similar to reporting on traditional sports, the topic emphasis changed from nongame issues to player and team performance in the contemporary climate. The findings highlight the importance of live-streaming platforms in e-sport development and suggest that more traditional-sport-styled media coverage of e-sport might benefit the industry. Finally, the study calls for an evaluation of media e-sport coverage in different cultural contexts and comparisons between e-sport’s and traditional sports’ representation in the contemporary media climate.


2020 ◽  
Vol 13 (1) ◽  
Author(s):  
Cevi Mochamad Taufik

Media must get control in order that the practice is not authoritative. In the context, when it is defined in on individualist form, it tends to produce information without considering the norm. In the individualist characteristic, the information spread massively with the tendency for thick interest. To find out literacy activities in this chaotic era, research was designed using qualitative descriptive methods to uncover the minds of literacy avtivists in the information chaos era.  The aim is to find out the form of literacy in accordance with the chaotic conditions of information and literacy activities in growing public awareness in information management. The results showed that literacy forms were carried out through the introduction of media (media knowledge) concerning the credibility of the media and recognizing the nature of mainstream and non-mainstream media. Another form is digital literacy and management of public information. Meanwhile, to raise public awareness is done by producing digital content in anticipation of hoax news, making fact check content, media practices through radio broadcasts and websites, introduction to news construction.


2020 ◽  
Vol 0 (0) ◽  
Author(s):  
Philip Z. Maymin

AbstractVast data on eSports should be easily accessible but often is not. League of Legends (LoL) only has rudimentary statistics such as levels, items, gold, and deaths. We present a new way to capture more useful data. We track every champion’s location multiple times every second. We track every ability cast and attack made, all damages caused and avoided, vision, health, mana, and cooldowns. We track continuously, invisibly, remotely, and live. Using a combination of computer vision, dynamic client hooks, machine learning, visualization, logistic regression, large-scale cloud computing, and fast and frugal trees, we generate this new high-frequency data on millions of ranked LoL games, calibrate an in-game win probability model, develop enhanced definitions for standard metrics, introduce dozens more advanced metrics, automate player improvement analysis, and apply a new player-evaluation framework on the basic and advanced stats. How much does an individual contribute to a team’s performance? We find that individual actions conditioned on changes to estimated win probability correlate almost perfectly to team performance: regular kills and deaths do not nearly explain as much as smart kills and worthless deaths. Our approach offers applications for other eSports and traditional sports. All the code is open-sourced.


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