jagomart
digital resources
picture1_Sports Powerpoint Template 80909 | Scholz Nothelfer Qa Cult


 164x       Filetype PPTX       File size 0.55 MB       Source: research4committees.blog


File: Sports Powerpoint Template 80909 | Scholz Nothelfer Qa Cult
agenda of the presentation 1 what is esports 2 status quo 3 opportunities 4 challenges 5 conclusion 14 03 2022 presentation for the committee on culture and education 2 1 ...

icon picture PPTX Filetype Power Point PPTX | Posted on 08 Sep 2022 | 3 years ago
Partial capture of text on file.
                      Agenda of the Presentation
              1. What is Esports?
              2. Status Quo
              3. Opportunities
              4. Challenges
              5. Conclusion
                       14/03/2022    Presentation for the Committee on Culture and Education                  2
                                 1. What is Esports?
        Esports is…
        ▪ … the competition between humans through video 
            games.
        ▪ … competitive gaming and needs to be distinguished 
            from non-competitive gaming.
        ▪ … different to traditional sports due to the digital 
            character of esports.
        ▪ … dependant on the publisher, but the publisher needs 
            players to sustain its esports title.
                       14/03/2022    Presentation for the Committee on Culture and Education                  3
                                 1. What is Esports?
        Esports is…
        ▪ … 50 years old, modern esports about 25 years.
        ▪ … a digital phenomenon with its own principles and rules.
        ▪ … highly heterogeneous and volatile.
        ▪ … more than just competition.
        ▪ … requiring constant examination and adaptation.
        Parallels to the European vision; possible future lab 
            for the digital European society
                       14/03/2022    Presentation for the Committee on Culture and Education                  4
                                         2. Status Quo
        Gaming & Esports Reach
        ▪ Esports is steadily growing. 
        ▪ Esports is not a youth phenomenon.
        ▪ The definition of esports varies vastly.
        ▪ Data are heterogeneous and not comparable. 
                       14/03/2022    Presentation for the Committee on Culture and Education                  5
                                      3. Opportunities
                       14/03/2022    Presentation for the Committee on Culture and Education                  6
The words contained in this file might help you see if this file matches what you are looking for:

...Agenda of the presentation what is esports status quo opportunities challenges conclusion for committee on culture and education competition between humans through video games competitive gaming needs to be distinguished from non different traditional sports due digital character dependant publisher but players sustain its title years old modern about a phenomenon with own principles rules highly heterogeneous volatile more than just requiring constant examination adaptation parallels european vision possible future lab society reach steadily growing not youth definition varies vastly data are comparable...

no reviews yet
Please Login to review.