Well to keep it short, I’ve decided to house my project at wix.com. It seems pretty easy to use and I can customize the layout I want. I can add or subtract anything I want using the menu. Seems pretty solid to me.
Now, it’s not up yet and I will put up a link in a later post when it’s ready.
The birth of esports lies at the rise in technology. Firstly, esports would not be possible without the technology needed to create these games. Although electronic games have existed for many decades, they lack the graphics and controls necessary for large scale competitions prevalent in esports. In terms of graphics, without the improved graphics, there wasn’t a good viewing experience to watch these games played. As the graphics improved, more people were willing to watch these games. At the same time, as technology improved, viewing and streaming platforms such as twitch.tv became readily available which allowed an easy access to watch and follow esports.
There is also much debate on the concept of esports. Are esports considered sports? There are many parallels in structures and it’s growth compared to normal sports such as their seasonal circuits and their relation to higher levels of media available to braodcasat them. Sports consist of purely physical activity and competition. While it is not to say that esportsmen do not partake in physical activity, they are actually very fit for the most part, their competitions and games are purely a contest of mental and skill orientated contest. As such, many do not believe that esports can be considered a sport, but their prevalence in today’s era of technology cannot be denied.
The problem with understanding esports lies in the location that this all takes place in. The digital realm. Many of the topics you may wish to find are located online in forums, discussions, and videos that may be “lost” on the internet. They can still be found as they say “nothing is truly deleted from the internet” but that is not to say that it will be easy. Many of these discussions are fast paced and threads get swept away daily. Information flow is incredibly fast and make this topic difficult to understand. Many researchers are only able to document the rise, but not the how. This is due to the nature of this topic.
Other preconceptions towards esports also exist that undermine the studies towards esports. There is the idea that videogamers are unhealthy, do not contribute to society, and promote inactivity. Most people leave it at that without bothering to understand the new culture that has arisen as a result of esports and the rise in technology.
The question remains, can esports and videogames be considered a sport? There is much debate on this questions, but traditionally sports are physical contests. By this definition, I would have to agree, esports cannot be considered a sport. But does that mean, that everything esports has accomplished is meaningless? I would have to disagree, as it does occupy the same role as regular sports. A means of entertainment. Esports would at best be defined as a separate entity. There is no need to compete with regular sports for the status of being a “sport.” It occupies completely different domains and fan bases. There is little overlap aside from structure.
This can be seen in other countries like South Korea where esports is huge and there are fully dedicated television channels dedicated to it. Presently, even in America, there is a huge following of esports where tournament streams can have hundreds of thousands of viewers and that’s not even including the tens of thousands that are willing to pay to attend the event live. Esports offers entertainment in a structure and popularity comparable to the level of sports. Esports also offers many opportunities for growth as an industry aside from just being a professional player and has worked to legitimize itself in public eyes. These include seasonal circuits and segregated levels of such as casual, collegiate, and professional.
Abstract: Ackman briefly introduces the growth of esports. He goes into some about the statistics involved and the American team competing and then derides the World Cyber Games as a whole.
The World Cyber Games, owned by South Korea-based International Cyber Marketing Inc., aims to both exploit and expand the popularity of videogames and to be both the Olympics of cyber-sport and “a true world cultural festival.” But even at the highest level, and with all due respect to the fans in Korea, a gamer in full action is still a kid staring at a screen while twiddling his thumbs on a console or fingering a mouse. Just as videogames are essentially cartoons of the action they parody, cyber games, even at their highest level, are parodies at best of sporting competitions.
Ackman writes for the Wall Street Journal and presents the other side of the argument towards esports. He claims that it is a trivial, mundane affair and a mockery of everything they stand for. To him, the players don’t represent a high caliber of skill or mental resilience required to be playing these games at these levels. They are instead reduced to children practicing escapism from the real world, contributing nothing to society and culture. This is contrary to Day ’s optimism towards esports as a whole in that it can provide jobs and services like any other business venture. He undermines the effort that these players have put forth to get to where they are and the community of esports as a whole.
For the most part, though, it was hard to get a rise out of either the gamers, whose eyes were locked on their video screens, or their fans. Victorious gamers all seem to have learned to mimic the most numbing cliches of actual athletes: “We were confident going in . . . We knew it was going to be a tough game” and so on. Team 3D’s Josh “Dominator” Sievers, for instance, when asked to express his emotions after winning the final, expounded in slightly greater detail: “I guess anyone who ever played a sport in high school and won a big competition knows how it feels.” Gamers would know how it feels, too, if they ever pulled away from the screen and had the experience.
Although Ackman continues to deride the culture of gaming as a whole. His examples represent a genre of esports that may not quite be as exciting as others. In shooters, it’s significantly harder for casters and fans to get into the gameplay. There’s not much to say. “That was an excellent flank performed by X.” Or even, “What a wonderful execution of mechanics.” It’s limited in a shooter. In the new realm of gaming, strategy games are wholly more exciting as large-scale tactics comes into play and game play analysis actually holds relevance. In defense of the cliches, those cliches exist because nobody wants to see a braggart on stage. Ackman is also probably a traditionalist in terms of sports as he refers back incorrectly to the idea that gamers do not partake in physical activity.
This article is a little outdated considering it was written in 2005 and would not be known if Ackman has changed his mind regarding this topic, but he does represent the other side of the argument.
Ackman D. At the Cyber Games, Even Virtual Excitement Is in Short Supply. Wall Street Journal – Eastern Edition [serial online]. September 13, 2005:D8. Available from: Academic Search Complete, Ipswich, MA. Accessed July 16, 2014.
Reveals nothing about the article. Argument is essentially just stating a logical statement that almost forces you to agree. Can’t tell if it’s their thought or the research’s work.
2. There have been studies done on Facebook and all the emotions related to posts. “We have enough power in this data set to show that emotional expressions spread online and also that positive expressions spread more than negative.”
Message unclear. Poor link choice, there’s no link to the study. Who’s saying the quote? There’s no analysis or thoughts by the author. What data set? There’s no proof.
3. Researchers in a new study have found that feelings displayed on Facebook are contagious. They found enough data to show that “emotional expressions spread online and also that positive expressions spread more than negative.”
Specific data not present or analyzed. Personal thoughts not present.
4. In a new study, researchers from University of California, San Diego have found that feelings displayed on Facebook are contagious. Publishing a paper in the journal PLOS ONE, the team analyzed over a billion anonymous status updates from more than 100 million Facebook subscribers across the United States and found that positive posts beget positive posts and negative posts beget negative posts. They said that while both are common on the site, the positive posts are more influential. They concluded, “We have enough power in this data set to show that emotional expressions spread online and also that positive expressions spread more than negative.”
Some of the links in the full article contain poor choices as well. One link led to a researcher’s profile page at the university he taught. Not very helpful, would rather see the research. Source integration very well done though.
All of the systems are equally controllable by hand or by program. Thus, drawing and painting can be done using a pointing device or in conjunction with programs which draw curves, fill in areas with tone, show perspectives of three-dimensional models (see Figure 26.16), and so on. Any graphic expression can be animated, either by reflecting a simulation or by example (giving an “animator” program a sample trace or a route to follow).
As with most of the articles we’ve read prior, Kay and Goldberg seem to have made accurate predictions towards what technology will be in the future. Most importantly is the idea that you can customize any aspect that you wish to share and it’s completely portable. What comes to mind is the laptop or tablet and then the apps or programs that have built in software that allows this customization. So how does this fit in with my topic of esports?
The idea of customization and graphics design depicted for drawing and digital arts could just as easily be applied to streaming in esports. As the user, you can control exactly how your viewers see you. For example, you can have a webcam or not, you can display the music you are playing, you can put up notifications, adjust the window that your viewers can view. All these combined can really define the experience that your viewers get from our stream. It is through this ease of control that helped esports grow due to it’s easily provided service.
Abstract: Hutchins argues that sports and esports both evolved in the same manner, through media and technology. He analyzes the effect of technology and the effect of initiatives such as the World Cyber Games among others which help promote the idea of esports.
The culture of digital games and gaming is characterized by ‘speed and acceleration, which presents a significant challenge for those attempting to study them. The rapid growth of the gaming industry, the pace of development in computing processor power and memory storage capacity and the capricious tastes, fervid devotion and varying experiences of gamers mean that ‘[w]hat is published [about games] in paper today has already been debated to death online yesterday’
This is metaphorical for both the expansion of technology and gaming as an esport as well as discussion. The idea of gaming has always been fast paced, its to ensure both efficiency as well as excitement. But in this new age of technology, information spreads incredibly fast and can be swept away in the blink of an eye. Sure they can be uncovered again, but it takes some sleuthing around. Fast paced tactics, fast paced forum discussions. Information is both analyzed and compiled incredibly fast. It is this idea of fast media and discussion that contributes to esports growth.
There is no suggestion here that an event such as the WCG means the obsolescence of what is popularly understood about the media and sport. Such a notion is ridiculous and would deny the effort and energy devoted to coverage of and participation in football, baseball, basketball and the like. Rather, the WCG and the activities of cyber-athletes signal the advent of a qualitatively distinct phenomenon: e-sport.This term has been coined and entered into (semi-)popular usage because competitive organized gaming represents both continuity and marked discontinuity with the established relationship between broadcast media and sport.
Contrary to Seeger’s idea that esports may act as competition towards actual sporting in terms of stealing audience. Hutchins proposes that they are two completely separate entities. What they do share in common in is how they both came into being as well as formatting. Neither esports or regular sporting is going anywhere and they both represent a distinctive field. The rise of events such as the World Cyber Games is solely the birth of a well founded esports community and should not be confused as competition for sports media. It’s just that when modern sports came about there wasn’t another institution already in place like what esports is currently dealing with.
By William Hughes
Jun 27, 2014 3:30 PM
Scientists at Facebook have published a paper showing that they manipulated the content seen by more than 600,000 users in an attempt to determine whether this would affect their emotional state. The paper, “Experimental evidence of massive-scale emotional contagion through social networks,” was published in The Proceedings Of The National Academy Of Sciences. It shows how Facebook data scientists tweaked the algorithm that determines which posts appear on users’ news feeds—specifically, researchers skewed the number of positive or negative terms seen by randomly selected users. Facebook then analyzed the future postings of those users over the course of a week to see if people responded with increased positivity or negativity of their own, thus answering the question of whether emotional states can be transmitted across a social network. Result: They can! Which is great news for Facebook data scientists hoping to prove a point about modern psychology. It’s less great for the people having their emotions secretly manipulated.
In order to sign up for Facebook, users must click a box saying they agree to the Facebook Data Use Policy, giving the company the right to access and use the information posted on the site. The policy lists a variety of potential uses for your data, most of them related to advertising, but there’s also a bit about “internal operations, including troubleshooting, data analysis, testing, research and service improvement.” In the study, the authors point out that they stayed within the data policy’s liberal constraints by using machine analysis to pick out positive and negative posts, meaning no user data containing personal information was actually viewed by human researchers. And there was no need to ask study “participants” for consent, as they’d already given it by agreeing to Facebook’s terms of service in the first place.
Facebook data scientist Adam Kramer is listed as the study’s lead author. In an interview the company released a few years ago, Kramer is quoted as saying he joined Facebook because “Facebook data constitutes the largest field study in the history of the world.” It’s a charming reminder that Facebook isn’t just the place you go to see pictures of your friends’ kids or your racist uncle’s latest rant against the government—it’s also an exciting research lab, with all of us as potential test subjects.
In terms of hyperlinks, I tried to go for relevance and importance. I included links to the actual article as well as to the facebook data policy. Those are the main topics in this article and if people wanted to find out more directly they could.
There was actually a lot of people who wrote about this topic on the internet. They all bear approximately the same bias and same diction. I think the focus is more on spreading this piece of “news” and not analysis. There wasn’t much for me that I wanted to change, the article got out it’s intended message effectively.
I tried to spice up the article with images that bore some relevance to the topic but had a factor of amusement. They are more of inside jokes for me more than anything else. It was hard to find images that were not too disturbing to put up. The images in my opinion appeal more to the current generation; those that know their memes.