StudentShare
Contact Us
Sign In / Sign Up for FREE
Search
Go to advanced search...
Free

In E-Sports, Video Gamers Draw Real Crowds and Big Money by Nick Wingfield - Article Example

Cite this document
Summary
The paper "In E-Sports, Video Gamers Draw Real Crowds and Big Money by Nick Wingfield" is a delightful example of an article on technology. In the world of advanced technologies, video games have managed to gain exuberant popularity all over the world excelling music industry and getting closer to the movie business by the size of global revenue…
Download full paper File format: .doc, available for editing
GRAB THE BEST PAPER91.5% of users find it useful
In E-Sports, Video Gamers Draw Real Crowds and Big Money by Nick Wingfield
Read Text Preview

Extract of sample "In E-Sports, Video Gamers Draw Real Crowds and Big Money by Nick Wingfield"

The paper "In E-Sports, Video Gamers Draw Real Crowds and Big Money by Nick Wingfield" is a delightful example of an article on technology. In the world of advanced technologies, video games have managed to gain exuberant popularity all over the world excelling music industry and getting closer to the movie business by the size of global revenue. The Tournament for the video game Dota 2 that took place in July, 2014th at Seattle’s Key Arena once again proved the fact that the game industry could be equated to the professional sport with severe competition. The event was organized by the Valve Corporation and the reward that the contestants fought for totaled to almost $11 million (Wingfield par. 3). The scale of influence that is caused by video games tournaments fascinates. It is estimated that using the Internet or TV, more than 70 million people in the world watch e-sport (Wingfield par. 10).
Attracting numerous of cheering fans, involving the services of professional commentators and being decorated with national flags and confetti rockets, the Seattle event was broadcasted by ESPN2, the cable sports channel. Each e-sport event plays the function of mass media because companies, for example, such as T-Mobile USA and Coca-Cola, that become sponsors of video games tournaments and championships catch an effective chance to promote their own goods and services. In this respect, the tournament for Dota 2 can be considered as the powerful source of mass media that encourages fans to exchange experiences, impressions, and news with each other. This case is related to the Framing theory of mass communication, which explains how the presentation of the event by the media gatekeepers affects the perception of the audience about it.
Any video games event benefits society by stimulating e-sport, providing entertainment, uniting people, ensuring various job positions, employing workers, getting profits and contributing to the economy of that country where such an event is held. The special site Twitch that allows to stream video of the playing sessions was accessed by more than 55 million people in July helping to raise money out of subscription fees, donations and ads (Wingfield par. 19). One of the biggest positive influences of the e-sports tournaments is that the creation of new jobs and the stimulation of video games to become professional kind of sport diminish the rate of unemployment within the state. 

Read More
Cite this document
  • APA
  • MLA
  • CHICAGO
(In E-Sports, Video Gamers Draw Real Crowds and Big Money by Nick Article, n.d.)
In E-Sports, Video Gamers Draw Real Crowds and Big Money by Nick Article. https://studentshare.org/technology/1886162-current-event
(In E-Sports, Video Gamers Draw Real Crowds and Big Money by Nick Article)
In E-Sports, Video Gamers Draw Real Crowds and Big Money by Nick Article. https://studentshare.org/technology/1886162-current-event.
“In E-Sports, Video Gamers Draw Real Crowds and Big Money by Nick Article”. https://studentshare.org/technology/1886162-current-event.
  • Cited: 0 times

CHECK THESE SAMPLES OF In E-Sports, Video Gamers Draw Real Crowds and Big Money by Nick Wingfield

Effects of Violent Video Games on Children

Oppenheim's (2000) questionnaire design of interview is adopted in order to arrive at reliable facts which give the real conclusion about the topic in question.... Limitations of Experiment This experiment is conducted on a small group of individuals which does not extensively explore the real figures in the real world.... … The paper "Effects of Violent video Games on Children" is a perfect example of a research paper on social science....
5 Pages (1250 words) Research Paper

Rivalry in Video Games

Wii changes the traditional notion of “winner takes all” based on hardware speed and multi-functionality and taught the industry that there is a big market for casual games out there.... First of all, Ferguson is a very talented man and his retirement will create a big hole in United Manchester's effective team management.... Q4: In seeking to sustain Manchester United's position as a top-performing European club, what lessons should Gill draw from the strategies and organizational structures of other leading clubs such as real Madrid, Barcelona, AC Milan, Bayern Munich, Chelsea, and Arsenal?...
6 Pages (1500 words) Assignment

Advancement in Technology Has Altered Life as We Know It

Technology has significantly influenced how modern society and businesses operate which includes how people work, react, socialize, transact, trade, interact, communicate, entertain, spend their spare time, how they acquire knowledge and skills and their perceptions on the real world (O'Connell & Groom, 2010, p.... This has more so been realized by development of virtual spaces and virtual games where people irregardless of their age, gender, religion, race, ethnicity, nationality, educational status, health status, sexual orientation and cultures are able to escape from real-world chaos, frustrations and pressures and enter into a virtual world and develop new identities and personas, which are referred to as alter egos or avatars as noted by O'Connell & Groom (2010, p....
12 Pages (3000 words) Term Paper

Export Plan for Burrda Sports

… The paper “Export Plan for Burrda Sports” is a breathtaking variant of the business plan on marketing.... BURDA SPORT is a Swiss clothing firm that produces footwear as well as clothing for football, rugby, handball, athletics, in addition to training.... The company has plans of expanding its market in regard to the export business and targets various target countries, including the U....
9 Pages (2250 words)

Video Game Console Issues

… The paper 'video Game Console Issues' is a wonderful example of a Management Case Study.... This report has been designed to provide readers with a thorough understanding of the analysis of the video game console industry in the United Kingdom.... The paper 'video Game Console Issues' is a wonderful example of a Management Case Study.... This report has been designed to provide readers with a thorough understanding of the analysis of the video game console industry in the United Kingdom....
17 Pages (4250 words) Case Study

Sports Promotion and Public Relations

In April 2015, Nike's the leading manufacturer of sports apparel and fitness equipment launched a 60-second video advertisement named #BetterForIt focused on encouraging women to become more fit or athletic (Brettman, 2015).... In April 2015, Nike's the leading manufacturer of sports apparel and fitness equipment launched a 60-second video advertisement named #BetterForIt focused on encouraging women to become more fit or athletic (Brettman, 2015)....
8 Pages (2000 words) Coursework

Strategic Management in the Video Game Industry

Another common thing about Sony and Microsoft was that both targeted male gamers aged between 11 and 30, and they, therefore, designed games and gaming consoles that were very sophisticated or hardcore, and the hardware and software had great capacities and graphics (Rainey 210).... However, Nintendo Wii also came up with another shocking but successful logic: instead of targeting sophisticated and hardcore gamers, it would target casual gamers, and the capacities of the hardware and the graphics would be way less sophisticated than those of Sony and Microsoft....
6 Pages (1500 words) Case Study

Value Creation and Marketing of Video Games

Video game players can buy expansions and virtual goods within games or earn money from e-sports on live TV or carried out in front of crowds.... … The paper "Value Creation and Marketing of video Games" is a great example of a marketing case study.... nbsp;Over a 25-year period, the video game industry has experienced enormous growth with annual figures ranging between 9 percent and 15 percent.... The past twenty years have witnessed the entertainment industry contributing to the global economy through the video game industry establish itself as a key stake....
7 Pages (1750 words) Case Study
sponsored ads
We use cookies to create the best experience for you. Keep on browsing if you are OK with that, or find out how to manage cookies.
Contact Us