35 research outputs found

    HUAWEI AppGallery and Universiti Malaysia Pahang Al-Sultan Abdullah (UMPSA) collaborate host MLBB ROCT 2023 to promote the growth of E-sports in Malaysia

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    KUALA LUMPUR, Malaysia, Nov. 18, 2023 /PRNewswire/ -- HUAWEI AppGallery is pleased to announce its first-ever collaboration with an educational institution to host an E-sports tournament titled "Mobile Legends Bang Bang: Rise of Champions Tournament 2023" (MLBB: ROCT 2023)

    E-sport related intrinsic and extrinsic motivation in practice. Initial psychometric properties of the “E-sport and ME” questionnaire

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    Background. The popularity of eSports is rapidly increasing, and PC gamers are watched by crowds of spectators similarly to traditional sports. The aim. E-Sport and ME questionnaire was created to assess motivation for playing video games and competing in tournaments. Material and methods. The theoretical background was grounded in self-determination theory (SDT). The results of 203 men aged 14 to 33 years (M = 20.4; SD = 3.4) were studied. Exploratory and confirmatory factor analyses (EFA and CFA) were conducted. Results. Both EFA and CFA indicated two solid factors: extrinsic and intrinsic motivation [Comparative Fit Index = 0.995, Tucker Lewis Index = 0.994, Root Mean Square Error of Approximation = 0.046 (CI 0.00 – 0.08), Standardized Root Mean Square Residual = 0.075 (χ2 = 64.16, df = 53)]. Both scales had a high level of internal consistency (> α = 0.8). Respondents from professional e-sports clubs have higher extrinsic motivation than amateurs; intrinsic motivation takes place on similar level.  Conclusions. The statistical analysis of e-sport and myself revealed a high level of internal consistency as well as the identification of two distinct factors. This could aid coaches and players in outlining the dominant type of motivation for playing video games. The shown version should be further explored and validated to increase its generalizability

    Demographics and consumption analysis of virtual products in the videogame industry: the Dota 2 case study

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    Le dĂ©veloppement de l’industrie du jeu vidĂ©o s’est Ă©normĂ©ment dĂ©veloppĂ© ces derniĂšres annĂ©es. Dans le cas des MOBA, Dota 2 est l’un des jeux vidĂ©o les plus attractifs parmi les joueurs du monde entier. Ce jeu vidĂ©o a Ă©tĂ© traduit en 26 langues et sa monĂ©tisation est donnĂ©e par les achats supplĂ©mentaires des joueurs, puisque le tĂ©lĂ©chargement et la participation du jeu sont gratuits. Son Ă©vĂ©nement principal, le Dota 2 International, est le tournoi d’e-sport avec la plus forte participation et des prix pouvant aller jusqu’à 34 millions de dollars (USD), qui sont largement financĂ©s par les Battle pass achetĂ©s par les joueurs. Ces caractĂ©ristiques nous ont motivĂ©s Ă  gĂ©nĂ©rer une Ă©tude de cas, qui cherche Ă  analyser la structure et le fonctionnement de DOTA 2, le profil de ses joueurs et leur investissement en temps et en argent dans le jeu.The development of the video game industry has grown enormously in recent years. In the case of MOBAs1, Dota 2 is one of the most attractive video games among players throughout the world. This video game has been translated into 26 languages and its monetization hinges upon additional purchases of the players, since the game itself is free. Its flagship event, the Dota 2 International, is the e-sports tournament with the highest participation, viewership, and prizes that can go up to 34 million dollars (USD), which is mostly financed by the battle passes purchased by the players. These characteristics have motivated us to study this case by analyzing the structure and operation of DOTA 2, the profile of its players, and their investments in time and money within the game

    The Political Turn of Twitch – Understanding Live Chat as an Emergent Political Space

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    Research and media have all emphasized the importance of digital platforms such as Twitter and Facebook in contemporary political activism. Yet, little is known of the politicization of other digital platforms, such as Reddit, Twitch, and Discord, and how such politicization is manifested. By politicization, we refer to the emergence of political messages in a “decidedly a-political” space. In this paper, we explore a case of politicization on Twitch, a live streaming platform associated with the gaming community. We focus on the live chat, a central feature of Twitch. Our analysis illustrates rapidly emergent actor roles and their respective use of different features in posting (and objecting to) political messaging. We develop a model that illustrates the dynamic between actors and conclude with implications for research and practice

    SENTIMENT ANALYSIS ON E-SPORTS FOR EDUCATION CURRICULUM USING NAIVE BAYES AND SUPPORT VECTOR MACHINE

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    The development of e-sports education is not just playing games, but about start making, development, marketing, research and other forms education aimed at training skills and providing knowledge in fostering character. The opinions expressed by the public can take form support, criticism and input. Very large volume of comments need to be analyzed accurately in order separate positive and negative sentiments. This research was conducted to measure opinions or separate positive and negative sentiments towards e-sports education, so that valuable information can be sought from social media. Data used in this study was obtained by crawling on social media Twitter. This study uses a classification algorithm, NaĂŻve Bayes and Support Vector Machine. Comparison two algorithms produces predictions obtained that the NaĂŻve Bayes algorithm with SMOTE gets accuracy value 70.32%, and AUC value 0.954. While Support Vector Machine with SMOTE gets accuracy value 66.92% and AUC value 0.832. From these results can be concluded that NaĂŻve Bayes algorithm has a higher accuracy compared to Support Vector Machine algorithm, it can be seen that the accuracy difference between naĂŻve Bayes and the vector machine support is 3.4%. NaĂŻve Bayes algorithm can thus better predict the achievement of e-sports for students' learning curriculum

    The Beacon, November 16, 2018

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    OC natives reflect on life at NW; Campus considers adding E-sport; Mid90s produces nostalgia; Jon Bellion releases his fifth album; Local church to host Turkey Trot; A superhero with Down Syndrome; Kao\u27s journey from Taiwan to OC; Students react to midterm elections; The pressure of relationships; Procrastination takes over; NW runners head to Nationals; Football season coming to a close; Rocket League Championship Series recap; Speaker to address human trafficking; Christmas activities to attend around campu

    Perancangan UI/UX Aplikasi Portal Informasi dan Pendaftaran Turnamen E-Sports

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    E-sports berkembang dengan pesat dan semakin banyak peminatnya. Sebagian pemain yang berjiwa kompetitif ingin mengikuti banyak turnamen, dan banyak juga orang yang ingin menyelenggarakan turnamen. Namun, banyak pemain yang merasa kesulitan mencari informasi dan melakukan pendaftaran turnamen e-sports, hal ini berbanding lurus dengan para penyelenggara turnamen yang sering kali sulit untuk mendapatkan peserta. Karena itu, penulis menciptakan solusi dengan merancang desain UI/UX aplikasi berbasis web yang bernama POG (Portal of Gamers) yang menghasilkan sebuah interaksi aplikasi prototype. Hasil rancangan ini diharapkan bisa menjadi acuan untuk pembangunan aplikasi yang menghubungkan penyelenggara turnamen dan juga pemain dalam penyelenggaraan turnamen atau kompetisi e-sports. Metode perancangan yang digunakan dalam penelitian ini adalah Design Thinking. Metode ini memiliki 5 tahapan yaitu emphatize, define, ideate, prototype, test. Pengujian usability dengan metode SEQ mendapatkan skor 6.67 yang artinya Portal of Gamers dapat memberikan kemudahan terhadap pemain dan penyelenggara untuk mendukung diselenggarakannya turnamen e-sports.E-sports are growing rapidly and there are more and more enthusiasts. Some players with a competitive spirit want to participate in a lot of tournaments, more and more people also want to organise tournaments. However, many players find it difficult to find information and register for e-sports tournaments, which is directly proportional to tournament organizers who often find it difficult to get participants. Therefore, the authors created a solution by designing a UI/UX design for a web-based application called POG (Portal of Gamers) which produces a prototype application interaction. The results of this design are expected to be a reference for developing applications that connect tournament organizers and players in organizing e-sports tournaments or competitions. The design method used in this research is Design Thinking. This method has 5 stages, namely empathize, define, ideate, prototype, and test. Usability test with the SEQ method, got a score of 6.67, which means that the Portal of Gamers can make it easy for players and organizers to support e-sports tournaments
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