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Smite

Game

Documents about Smite

Cover of Ergodic Characterization: A Methodological Framework for Analyzing Games Set in Classical Antiquity
Whitepaper4 pages

Ergodic Characterization: A Methodological Framework for Analyzing Games Set in Classical Antiquity

This paper proposes a methodological framework for studying how video games depict the characters of classical mythology, namely the gods and heroes of Greece and Rome.

  • The paper argues that research on antiquity in video games has focused on historical depiction and audiovisual interpretation while neglecting characterization, and proposes a dedicated methodological framework to fill that gap.
  • The framework grounds character analysis in Chatman's definition of character as relatively stable personal traits and in De Temmerman and van Emde Boas's tripartite model of name-giving, direct characterization, and indirect characterization for ancient Greek literature.
  • The authors contend that games differ from literary texts because the player actively manipulates the protagonist, making the player a driving force in the characterization process.
DiGRAJan 2020
Cover of Understanding Media Rights in Esports
Report22 pages

Understanding Media Rights in Esports

The esports media rights landscape is undergoing rapid expansion, positioning itself as the fastest-growing revenue stream within the global esports economy.

  • Esports media rights revenue is projected to grow from 14% of total industry revenue in 2017 to 24% by 2021, with market value expected to rise from nearly $100 million to $400 million in the same period.
  • North America dominates the global market with a 44% share of media rights revenues, bolstered by an established sports culture and the influence of major media conglomerates.
  • The industry is increasingly adopting traditional sports business models, such as those used by the UFC, to maximize the value of esports properties.
Esports BarJan 2018