Smite
Game
Documents about Smite
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
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