#Call of Duty eSports team
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jadeannbyrne · 3 months ago
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Rising to Elite IV – Jade Ann Byrne & The Jadettes in CODM Ranked Play
Rising to Elite IV – Jade Ann Byrne & The Jadettes in CODM Ranked Play Strap in, soldiers. This is your Commander, Jade Ann Byrne, bringing you the tale of a mission where the eGirl4Rent PMC became an elite force on the battlefield, ranking up not just into Elite III, but pushing forward into the revered Elite IV in Call of Duty Mobile’s ranked play. As the leader of “The Jadettes,” the hottest

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egirl4rent · 2 months ago
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eGirl4Rent PMC: Official Press Release – Call of Duty Mobile Recruitment
eGirl4Rent PMC: Official Press Release – Call of Duty Mobile Recruitment For Immediate Release California HQ, eGirl4Rent PMC – We are thrilled to announce that Paladin Jade and the eGirl4Rent Paladinarinas are actively recruiting for Call of Duty Mobile, where we merge our elite skills as a private military corporation with the competitive, adrenaline-pumping action of eSports. Yes, you heard

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thissying · 1 year ago
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interview with Gianni Vecchio, about Max
In the meantime, for five years now Vecchio has been part of Verstappen's sim racing team, which got an extra Verstappen-mark last year by it becoming part of Verstappen.com Racing. When he got the invitation in 2018, he could barely believe it. "It was bizar, I was a bit starstruck to be honest," Vecchio begins his exclusive interview with Motorsport.com. "But through the years we've built a sort of friendship. It's not that we see him as a Formula 1 driver all the time, we see him more as a Team Redline team mate. We spend a lot of time together, we practice together a lot. But we also have a lot of fun. It's not just sim racing. We play FIFA together a lot, we play Call of Duty a lot, we play games like Among Us. A friendship has developed. We share a lot of the same interests. It's cool to have someone like him as your team mate, but also as a friend because he keeps pushing you. That's the most important thing in sim racing and sports in general. So yeah, that's not so bad, it's always good to have someone who pushes you."
Not only in the simulator does Verstappen turn out to be competitive, in FIFA he also regularly defeats his Team Redline team mates. "Max wants to be the best in everything he does," Vecchio knows from experience. "He has a few friends in FIFA eSports, named Team Gullit. He plays with them, so he gets tips on the skills he can perform. He's in it completely. When he plays, he's crazy about FIFA. He's the best because he puts the most time in it and has access to the best players," the sim racer laughs.
For Team Redline that mentality is actually one of the big advantages of having Verstappen as a team mate, states Vecchio. "Like I said, it's about having someone who pushes you. If he sees you're making an effort and you really show you want to advance the team and yourself and that you have the same goal of winning everything as he does, then he's one of the best people you can meet," Vecchio praises the two time world champion. "He gives a lot. It's incredible to have someone like that, who pushes you, gives you tips and is also a sort of mentor."
Team Redline has created a safe space for all sim racers and real life racers so they can communicate with each other. That's also why Vecchio considers himself a friend of Verstappen. "It's not like we see each other often during the year, but fact is we are in touch every day.
We send messages to each other and are in voice chat channels. We talk about what's going on in his life but he's also interested in what happens in our lives. He continues to ask what we do, what's on the calendar, what we're doing. That's pretty cool. You know there's someone on the other end who cares about you. Talking to him is like talking to a good friend. It's like we developed a friendship, we know that there's trust and respect for each other. That's something that helps us very much in the team, to have a safe space. It's just great to have that."
And yet, it's not only a positive thing to have Verstappen as a team mate. It happens sometimes that the Dutchman sets a fastest lap in no-time with very little practice. "I wouldn't say it's a bad thing, but sometimes it can be annoying!" Vecchio laughs. "He'll come back from a Formula 1 weekend and we let him know what combination [car and circuit] we're driving. Within five minutes Max Verstappen is P1. And I'm like: 'What's happening here? What am I doing wrong?' He's annoyingly adept at everything he does. I wouldn't say it's irritating but it is something that gets on my nerves sometimes!", he jokes.
On the other hand, Vecchio knows that it's because of his skills that Verstappen makes a good team mate. He's therefore learned a lot from the Red Bull Racing driver in his five years at Ream Redline. "Keep pushing yourself, never give up and even if you're not at 100 percent, then try to find the other one or two percent," the sim racer cites as examples of the things he learned from Verstappen. "Keep pushing beyond your limits in sim racing. Stay focused, keep chasing your goals and stay motivated in everything you do," he rounds off the list.
That's how a lot of knowledge came to the sim racers, but have they been able to teach Verstappen some things? "That's hard to say," laughs Vecchio. "Racing-wise he's a complete driver, he knows what to do in every car. It's not that he's only good in a Formula 1 car, sometimes he tests a GT-car and he's incredible in that, too. As far as racing is concerned, we couldn't teach him very much." Still, Vecchio can name one thing, although that's more to do with the principles of sim racing. "At first, he wasn't a sim racer like we are. We had to explain a little how it works when it comes to managing traffic in multi-class races. Maybe that was something we could teach him a little, but we benefit a lot from him, more than he does from us," the Italian German points out.
That's why Vecchio emphasises that Verstappen's influence on the team should not be underestimated. "It's incredible, really insane. It's like a crane lifting an 8 tons object, that's how I see it. He pushes us, creates opprtunities for us with Heineken, Red Bull, Verstappen.com... He pushes us to the limit because he sees the talent in us. He is like a mentor, he wants to help everyone move forward. It's incredible and cool to see, but the same goes for Atze [Kerkhof, team manager], for everyone in the team. We push each other, but Max is the one who really gives that last 10 percent extra when it comes to pushing.
Because of his busy F1 schedule, Verstappen can't always be found in the simulator. The Dutchman likes spending his free time sim racing and so takes part in special events like 12h Bathurst or 24h Le Mans. Even when he can't participate in those races, he'll be busy behind the scenes to support Team Redline, Vecchio reveals. "Call me crazy, but it's insane. Max has a gaming laptop with all the simulator games: F1, iRacing, anything. When he has time... and call me crazy but it happens every week like that! We're at home with a steering wheel and pedals and he's doing it with a controller. A controller, iRacing, a simulation game, very difficult... Even though he can't really give us feedback, he tries what he can to help us ahead. So it doesn't matter if he's on the road or at home. It doesn't matter. Whatever he has scheduled, he'll practice with us - even if he can't race with us. It doesn't matter to him because he wants to help the team forward. That says it all."
Even though the controller doesn't give nearly the same feedback as a steering wheel and pedals, Verstappen, even on a controller, is hardly inferior to his Team Redline team mates. "It's insane. I always thought talent is in the legs and arms but he even has it in his fingers!" As an example, Vecchio cites the preparation for iRacing's 24h Spa, which was held in the same weekend as the Hungarian GP. "We did a race and he was only three tenths slower! On a controller, compared to us. Can you imagine? Three tenths, on a controller, for an entire stint! It's not over one lap, but several laps. That's bizarre."
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txttletale · 1 year ago
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i'll actually in a limited capacity defend the overwatch league's regional teams gimmick but the execution was bad. having regional teams could have been hype. like--during astralis' 2018-2019 csgo run, danish esports fans went fucking insane for them. and like of course they did. there's inherently something exciting about having a team you can in some way 'identify' with. and geography does create natural sports rivalries and pre-writes your stories.
there were two glaring bad problems in the dumb way blizzard did this though. one is forcing teams to come up with brand new branding. this was a horrible idea. it forced well-established esports organizations with strong fanbases across different games like cloud9 and optic to try and build new brands up from scratch. they realized this with their call of duty leage where they let teams play as 'atlanta faze' and 'optic texas' but yknow. kind of too little too late
the other one (and this is also the glaring fatal flaw in the overwatch league's entire silly, silly business plan) is the idea of a global league. now if you don't know much about esports you might think 'wait whats wrong with that. its gaming you can do it online players can be anywhere'. however that's not true! first of all, esports--well esports doesn't make money, esports when managed correctly is essentially a loss leader for the game it's an esport for--but esports makes a lot of its money on live events. yeah, people go to see esports games:
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much more importantly, ping is a huge factor in esports. the higher the level you're playing at, especially in a game like overwatch that's full of twitchy hitscan aiming, the more a 10ms latency difference can make or break a game. you need to be running in-person events in order to have a competitive esports league and to make a good chunk of your revenue.
and that means that a global esports league runs into the exact same problem a global normal sports league would run into and the reason why that doesn't exist, which is travel logistics. the overwatch league has a london team, a san francisco team, and a chengdu team. these cities are very far away from each other [citation needed] and although overwatch league people will often blame covid for ruining their plans, i honestly think it actually saved them by preventing the horrible idea they had for how the league would work from actually happening. imagine all the problems that travel causes in a league like the NBA--jet lag, exhaustion, the obvious budgetary expenditure. now imagine that the travel itinerary also includes flights across the atlantic and/or pacific.
that's not even all! the thing about esports is that, because practicing for ten hours a day doesn't physically destroy your body like it would for regular sports, esports players and teams... do that. if you spend seventeen hours on a plane from paris to hangzhou for a match that's seventeen hours where you're not practicing. when you arrive, you can't just stay at a hotel--you need to be able to practice in the days leading up to the match too, especially because it's esports, which means the game can change. if you miss some practice as a sports team, you're gonna be rusty--if you miss some practice as an esports team, the rules of the game might have literally changed since your last practice session.
the result of this, by the way, is that the london and paris teams have never been actually based in europe--and that right now the dallas team is based in korea. it is very silly. every other multinational esport ever invented has created regional leagues--league of legends has a league for korea, china, europe, north america, pacific, vietnam, brazil, japan, and latin america. but blizzard entertainment are god's special little gamers and they weren't going to let something like 'the ocean' get in the way of their global league dream.
and ultimately this means that the entire local team concept was pointless. most of the teams aren't locally based. and even if they were -- the madcap way they play against each other mean that those city affiliations don't matter. when manchester united play liverpool f.c., even if you are not a big football fan, if you're from manchester you presumably have an opinion of liverpool and liverpudlians, and vice versa. there is an emotional hook to latch on to. if manchester united were to play khon khaen united, you would probably say 'where the fuck is khon khaen'. for the localisation to work, the overwatch league's london team needed a manchester or glasgow or dublin or amsterdam or brussels team (etc.) to play against. if you're invested in the esport itself and the players, you can get invested in a philadelphia-london or chengdu-houston rivalry--but the localisation aspect of it isn't doing the work it should there.
tldr: the overwatch league was a bad idea ever since the moment it was announced. people are too harsh on the team localization idea but the way it was executed was hot garbage and it's no wonder this entire venture failed badly
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mariacallous · 6 months ago
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Can a video game teach you to resist disinformation?
The U.S. government certainly thinks so: In May, the State Department’s Global Engagement Center (GEC), the government agency tasked with countering foreign disinformation, released a request for proposal offering $1 million for “an evergreen game in a sandbox platform, with an existing fan base, in which participants play a game that builds cognitive resilience to authoritarianism and promotes democratic norms and values.” The call for a sandbox platform refers to open, multiplayer game spaces such as Minecraft, Roblox, or Fortnite, which allow players to build forts, explore virtual worlds, experience short stories, and share experiences. This request is asking for proposals to use creative mode in Fortnite (or a similar platform) to design a custom game experience—only instead of being fun, it is meant to train people to resist Russian disinformation.
It’s an intriguing way to combat an existential challenge for democracy. Can play undermine lies more effectively than speech does? There is a lot about this idea that is compelling, but there are just as many reasons to be skeptical.
The GEC’s idea certainly has some validity. It wants to leverage the emerging field of prebunking—the art of making people aware of disinformation before they encounter it—to help build media literacy skills and contribute to online safety. This is a process that researchers call “inoculation,” which treats disinformation like a virus: You need to train your psychological immune system, so to speak, to learn how to identify and reject bad information. Researchers have suggested different methods for this, ranging from a very literal metaphor of exposing people to “weakened” forms of common disinformation up to complex media literacy training intended to prepare people to identify disinformation on their own.
Using games as part of the battle over information isn’t new. The United Nations Office of Counter-Terrorism has an entire project devoted to understanding the role of video games in what the U.N. calls “countering violent extremism.” Late last year, the Swedish Psychological Defense Agency—which, like the GEC, is empowered to combat foreign disinformation—sponsored research into foreign political interference that uses video games. And the European Journalism Observatory has highlighted video games, specifically, as a vector for disinformation during Russia’s ongoing invasion of Ukraine.
So, the GEC is addressing a serious problem with global implications. And the sandbox anti-disinformation proposal is not the only video game program that the agency is funding. As Aftermath reports, it is also offering $250,000 for a program at the U.S. Embassy in Ukraine that will use the process of building an esports team and hosting an esports tournament to provide “counter disinformation/conflict resolution training to confront foreign propaganda and disinformation in competitive online gaming spaces.” While these sums may seem high, a typical “indie” game (one that is not developed by a major studio) can cost a million dollars or more, and so-called AAA games (such as Grand Theft Auto, Fallout, or Call of Duty) can cost hundreds of millions of dollars to develop.
One challenge that inoculation programs face is establishing success conditions. After all, how do you know when someone is successfully protected against disinformation? There is no good answer for this yet—we can design experiments and surveys to measure how messages are being accepted or rejected by a population, but—like other preventative measures—success is negative. You know the program worked if you don’t see people repeating disinformation, rather than knowing it worked because some tangible finish line has been crossed. It is a problem requiring constant vigilance. In that sense, the GEC’s call for an evergreen (permanent) game to counter disinformation is aligned with broad aspects of disinformation research.
But is a game the best way to do this? For decades, games studies have adopted an argument put forth by Dutch cultural historian Johan Huizinga in the 1930s: Games and play are essential to civilization, because they (however unintentionally) teach children how to socialize and move within rules-based systems in a mirror of society.
Building on those ideas, media theorist Ian Bogost coined the term “procedural rhetoric” in the 2000s to argue that video games instruct players to view the world through a certain set of rules and to discard others—even when trying to “break” a game system, he argued, players are still learning how rules and games work. If one accepts this line of argument, then it would naturally follow that an effort to design a game to inoculate against disinformation has the potential to be highly effective.
There are some problems with this approach. The research into so-called serious games, which are games intended to do something other than entertain, suggests that they are the most effective when they are also fun to play. This is a bit of a contradiction, since a serious game is not made with entertainment as its primary purpose, and that is reflected in the GEC’s call. There is no mention of the evergreen game being fun for its players. The agency, understandably, is focused on the outcomes of the game, not the game itself. But making serious games fun is a hard challenge that researchers are still working on, and without it, the effectiveness of any serious game will be limited.
The fun challenge has plagued efforts to use video games to do achieve goals in foreign policy, statecraft, and human rights since the start of the 21st century. Games such as the International Committee of the Red Cross’s LifeRun (2020) or 11 Bit Studio’s This War of Mine (2011) try to cultivate in players a concern for civilians in warfare. The Lebanese militant group Hezbollah released Special Force (2003) so players can battle against Israeli soldiers in South Lebanon, and Fursan Al-Aqsa (2022), places players in the shoes of a Palestinian student who seeks revenge on the Israeli soldiers who tortured him in prison. Fursan is available on Steam, an online video game marketplace used by players around the world that (relevant for the GEC grants) also restricts sales in Russia and Belarus due to sanctions stemming from Russia’s 2022 invasion of Ukraine.
Militaries have used games for propaganda, too, from America’s Army (2002) to China’s Glorious Mission (2011). Some of these games went nowhere. (Hezbollah, for instance, did not make a fun game.) But others, such as America’s Army, endured for decades because they were fun—and that game became fun by abandoning some of its more serious pretensions as new editions were published.
While it is clear that the GEC is drawing on a large number of precedents, ideas, and projects, is there evidence that any of it works? After studying the Red Cross’s LifeRun game, which seems to be a close analog to the GEC’s call for proposals, scholar Jolene Fisher concluded that there are structural limits to what these games can be expected to do, given their small distribution and limited scale. In a recent report, the Carnegie Endowment for International Peace observed that initiatives to support local journalism and media literacy education were far more effective at undermining disinformation than statecraft or counter-messaging, but the former are also much more difficult to fund, implement, and scale.
Bogost, the media scholar, reflected in 2018 on his experience trying to make “persuasive games” and concluded the concept was more promise than delivery. “It was emotion and novelty that drove much of the interest in this work,” he wrote, not concrete or supportable projects. It could be that games are just an accessible channel to do this work compared to more effective methods.
There are broader issues with the GEC’s plans, too. I wrote my Ph.D. dissertation on the U.S. Army Esports (USAE) team, an effort launched in 2018 in an attempt to use esports to bolster years of flagging recruitment. The U.S. Defense Department certainly seems to be convinced that the team has been effective in growing its recruiting pipeline and boosting morale, however controversial it may be. But it also does not release data to support its claims of effectiveness, and in 2023, the Army announced a major overhaul of the recruiting process due to multiple consecutive years of missing enlistment goals. If the USAE is effective at growing recruitment, that growth was hard to see. (The service claims that it is on track to meet a much lower recruiting goal in 2024).
I wasn’t alone in observing the limited effects that games on influencing thinking. A couple of years ago, games scholar Philip Hammond observed that decades of U.S. military influence on video games has coincided with declining recruiting and less public trust. If games can persuade people, it’s hard to see how.
This does not mean that such programs are a failure, nor does it mean that the GEC’s program is futile. Rather, it indicates that, as Bogost cautioned, we should be clear about the gap between promise and delivery, and mindful of where that gap emerges.
The GEC’s success in persuading social media companies to moderate away Islamist extremist content on their platforms (the most effective way to counter disinformation, according to researchers) suggests that it sometimes can do this work effectively. After all, while the growing presence of extremists in video games is a real concern, it is the community and discourse around games where that extremism tends to emerge, not within the storylines and play of the games themselves.
Games scholar Sky LaRell Anderson calls these conversations “extraludic narratives,” and in studying them found that they form an important basis for building communities around sharing gameplay experiences. Such a dynamic leaves open the potential for the GEC’s sponsored esports team in Ukraine to influence some of those narratives about Russia, or even to cultivate a community of resistance against Russian narratives in Ukraine’s Esports spaces. But researchers find this dynamic hard for outsiders to understand in real time, much less to intentionally shape beforehand. Governments just aren’t cool, and the USAE’s own engagement scandals point to the many scenarios where government sponsorship might be a poison pill.
The GEC has experienced this with its other efforts to counter disinformation. Its successful campaign to contain Islamist disinformation online, when applied to countering Russian disinformation, resulted in the center being subjected to unfair, partisan attacks by far-right politicians in the United States. Republicans in the House of Representatives tried last year to block the center’s budgetary reauthorization, falsely claiming that it targeted conservatives for censorship. Embattled Rep. Darrell Issa disputed the need for a counter-disinformation agency and claimed that the GEC had no successes to justify its budget despite the agency’s successful work countering disinformation.
The dishonest nature of these attacks points to a difficult political environment emerging for the agency. It could be the case that sponsoring games and gaming events is all that the agency has left if platform governance has become closed off by toxic right-wing politics. The GEC is a meaningful organization that treats the threat of disinformation with the appropriate seriousness.
But if politics prevent the agency from responding effectively to disinformation in the venues where it can be the most effective, it is hard to blame it for trying something else. Still, we should be cautious and keep our expectations in check: As unfair as the right-wing attacks on the agency are, and as hard as it works to address disinformation globally, those same attacks will also be carried over to the teams and games the agency sponsors.
Even in an ideal environment, there would be modest expectations for such a small program, but those may be impossible to meet. Disinformation is ultimately a political challenge, not a technical one, and the politics of disinformation in the United States have already tied the GEC’s hands. It’s just not clear how this political problem can be solved with a video game.
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hils79 · 1 year ago
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Hils Watches Cross Fire - Ep 1
Apparently this year is the year I watch all the esports dramas. Don't know a huge amount about this one but it's been on my to watch list for ages, much like The King's Avatar was. Again, it's got a DMBJ actor I like in it. I will try not to compare the dramas too much
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They said the name of the thing in the thing before the opening credits had even started
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Ooh I like that the in-game footage is a mixture of live action and animation. That's really fun.
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So I'm guessing this is a Call of Duty style game. I'm enjoying the way this is shot
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Aww there he is! I do enjoy Wu Lei's dramas. Haven't seen him in a bad one yet so I am hopeful about this one too
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I'm guessing King is going to be the antagonist of this story?
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Aww did he get into it because of his brother?
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I like that his chair has spikes on the handles to stop other people pushing him. Little way of showing he wants to do things for himself.
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This is how we know it's a flashback
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I don't know who flashback kid is but apparently his girlfriend broke up with him and married a rich dude because she didn't consider esports a real job. I'm sure this will become relevant later.
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Oh my god he has a hat with his own name on it. He has to be the antagonist. What a douche.
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"In this team who you are related to is more important than what you can do." God, I hope he finds a better less capitalist team to play for
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Of course they do. Because his dad is an investor.
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Oh please tell them to fuck off
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YES! Destroy them!
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Apparently flashback kid is Time Raiders Wu Xie. I have blocked most of Time Raiders from my mind (apart from the stupid dancing to escape a trap scene)
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I don't know how old Xiao Feng is supposed to be but he's older than their 22 year old youngest player. I thought he was a teenager.
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I don't even know you and I know you're lying. You totally took the substitute deal and you're going to throw the game, I can tell.
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Okay, I was wrong about throwing the game but GASP they falsely accused him of cheating. I'm not even joking I did legit gasp
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This is even worse than him throwing the game. HE WAS YOUR BRO!
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Okay, really don't like his dad manhandling him and even bathing him without even asking
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Ah, I'm seeing some parallels between him and Xiao Feng
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Oh my god is he going to start gaming on his old Windows XP laptop after his dad confiscated his computer? Will that even run a modern game?
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Ah, he's 25. I suppose that is quite old in terms of pro esports careers
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"We need to save electricity because we're broke but I'm now going to lie in bed clicking the lamp on and off repeatedly because I'm sad."
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Okay, I don't know who has time travelled or even if anyone has time travelled but apparently internet magic has enabled them to meet in-game. This is FUN.
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Aww Xiao Feng made it as a pro gamer in the end. I assume he's still alive in Liu Xiaobei's time. Can he go and meet up with the older version of this dude he just met?
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Well, that sounds familiar
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I love that that's the conclusion he reaches and not that someone is just fucking with him. I could tell someone it was 2008 now and back it up with facts because I was in my 20s then.
That was fun! Wasn't expecting the wibbly wobbly timey wimey stuff. I really should read the synopsis for a drama before I start it
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saturnite0614 · 2 years ago
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No feeling quite like the feeling you get when you write gay call of duty stories and the guy in front if you in your comm class is on a call of duty esports team.
Bonus points: he hates new cod
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starxcrosser · 1 year ago
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ChouGAMER!! Pretty Cure Info Post
This is not comprehensive, and I'm missing a lot of nomenclature for transformation items, finishers, and alternate forms/styles. I'm also lacking visual references for a few of the villains.
Let's start with the Cures!
The Pretty Cure are the legendary gamers of Virtua Land, who even have a temple to enshrine the new incarnations of each of the four Legends. The temple is overseen by the Grand Wizard, whose duty is to find the next generation of Pretty Cure should crisis befall Virtua Land.
To transform, the Cures need two things: their Check Pendant, a necklace/communicator that contains their "save data", and one of three Game Cards, devices that resemble train passes and contain the "game data", including a piece of equipment unique to each Cure. Every Cure begins at Level 1 and gains EXP via prevailing in combat against the Guricchu. As the "season" progresses, the Cures unlock progressively stronger equipment, finishers, and eventually unlock their second and third Game Cards.
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Yuuki Igarashi is our white lead Cure, Cure Legend. Her theme is classic JRPGs such as Final Fantasy and Dragon Quest. Though she strikes a very gyaru-like image, don't be fooled—she's a hardcore gamer, though she initially keeps that side of herself hidden from her classmates. Her friends call her Yuu-tan. Her initial Game Card is Innocent Fantasy, which comes with the equipment Brave Sword.
Yuuki is 5'3", weighs 104 pounds, has an AB blood type, and her three sizes are 83-57-84. She is 16 at the start of the "season", and her birthday is January 1st.
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Kaya Karizaki is our blue Cure, Cure Bullet. Her theme is shooter games, both military-style FPS-es and bullet hell games. Kaya is quite egotistical and self-absorbed due to being a champion eSports player, but she's also a fiercely loyal friend who's not afraid to throw hands to protect those she loves. Her initial Game Card is Dangan XX, which comes with the equipment Buster Shot K.
Kaya is 5'5", weighs 113 pounds, has an O blood type, and her three sizes are 82-55-82. She is 17 at the start of the "season", and her birthday is October 10th.
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Mika Hayase is our red Cure, Cure Turbo. Her theme is racing games, specifically arcade-style racing games. In comparison to the outgoing Yuuki and the loud, boisterous Kaya, Mika is extremely shy and difficult to approach, let alone talk to. Her family owns an auto repair shop with an attached junkyard, and she's spent several years working on cars and fixing up junkers for her parents to sell. Despite her shyness, she gets extremely intense when playing racing games. Mika's initial Game Card is Gekisou Full Throttle, which comes with the equipment Turbo Rusher.
Mika is 5'4", weighs 119 pounds, has an A- blood type, and her three sizes are 87-58-89. She is 18 at the start of the "season", and her birthday is on August 8th.
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Ren Tatsumaki is our yellow Cure, Cure Dragon. Her theme is fighting games, specifically arcade-style fighting games. Ren is a strange individual in every conceivable way, from being notably very tall to not understanding what should be basic common knowledge. Frankly speaking, she's simply an eccentric weirdo that's difficult to understand, but her skill at fighting games is unmatched. Ren's initial Game Card is Kachidoki Prizefight, which comes with the equipment Champion Knuckle.
Ren is 5'10" and weighs 122 pounds, has a B+ blood type, and her three sizes are 80-56-82. She is 17 at the start of the "season", and her birthday is on July 7th.
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Fia is our mid-season redeemed villain purple Cure, Cure Fever. Her theme is twofold: rhythm games and puzzle games. As a former agent of the Guricchu, Fia has a difficult time understanding almost everything about human culture, and her seeming inability to express emotion compounds that. If you do get a rise out of her, woe unto you.
Fia is 5'2" and weighs ??? pounds, has a ?? blood type, and her three sizes are ??-??-??. She is ?? at the time she joins the team, and her birthday is on November 11th.
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Arcade is not a Cure in and of herself, but rather is the Cures' token helper from another world. She's a level 1000 Grand Wizard and keeper of the Legendary Temple in Virtua Land, which has been invaded by the Guricchu. As the keeper of the Legendary Temple, it falls to Arcade to find the four Legendary Gamers, the Pretty Cure, and save Virtua Land.
Arcade is a prodigy, being the youngest Grand Wizard in Virtua Land's history, and that comes with a bit of an ego. However, she cares deeply about games, and Virtua Land as a whole, and as such takes her position as aide to the Legendary Gamers very seriously. She also talks quite archaically, funnily enough.
Arcade is 4'9", weighs 94 pounds, has a ?? blood type, and her three sizes are 78-54-79. She is ??? at the start of the "season", and her birthday is December 12th.
Now for some villains!
The villains in ChouGAMER!! Precure are the Guricchu, an insectoid alien race that harvest negative feelings that stem from people playing video games, whether it's anger, sadness, or anything else. The monsters they summon are called Fukoheida, and the grunts that accompany Fukoheida are called Chumins.
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Gokipunch is the first and most prominent general in the "season". Though quite weak at first, Alphan's philosophy of winning through trickery spoke to her, and she opportunistically took advantage of several moments of weakness among her higher-ups to get promoted to one of Alphan's generals, something unheard of among her caste of Guricchu.
Gokipunch is quite mean-spirited, often mocking the Cures or picking at their individual insecurities to get them to falter in battle. She also has the ability to inflict [Charm] status on civilians, causing them to follow her orders until the spell is broken. Her Fukoheida have her antennae and bright pink eyes, while her Chumins are all cockroach-inspired. Gokipunch herself is loosely themed on dating sims and visual novels.
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Mothrom is the second of Alphan's generals to appear. Though seemingly disinterested and lethargic, she's arguably more sadistic and cruel than Gokipunch, using her associated [Poison] status on civilians and Cures alike to harvest higher quantities of negative energy and summon stronger Fukoheida.
Mothrom is loosely themed around tabletop games, and many of the Fukoheida she summons are with the aid of painted miniatures that she's often shown working on during the "episodes" she appears in.
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Fear is Fia pre-redemption, and serves as the first dark/evil Cure figure for the girls to fight. Her battle form is themed off of horror games, from slasher thrillers to zombie games to survival horror. Eventually, she's defeated by the ChouGAMER!! team and later joins them.
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Deadhand is the second humanoid general and quasi-dark/evil Cure figure. Deadhand is Alphan's hunting dog of sorts, and is originally summoned to recapture Fia and bring her back, but eventually Alphan orders them to destroy the Precure. The resemblance to Kaya is quite uncanny, and mentioned several times over the course of the "season". Deadhand's combat abilities are themed around card games, and they have a deck of ability cards they swipe through the card reader on their wrist to fight with.
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Alphan is the leader of the Guricchu. She shows a fondness and even care for her subordinates, but when it comes to Earth and particularly the Precure (and those they love), the best way to describe her is heartless and cruel. At the end of the day, she wants them to suffer and harvest their energy.
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ry-reviews · 2 years ago
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Team Vitality : La fierté de la France aux pas chancelants
Préambule
            Quand on a une culture Ă  reprĂ©senter, il faut prouver. Quand on est la premiĂšre structure française, il faut prouver. Quand on a un ensemble de fan, dĂ©vouĂ© et amoureux du maillot, derriĂšre nous, il faut prouver. Quitte Ă  dĂ©cevoir, quitte Ă  faire des choix, quitte Ă  dĂ©penser des millions, il faut prouver. Prouver qu’on est les meilleurs, que personne ne fĂ©dĂšre autant que nous, qu’on est la fiertĂ© de la France, ce grand pays, cette nation au cƓur arrogant et Ă  la population compĂ©titive. Prouver que, au mĂȘme titre qu’au football, qu’au volley, qu’au handball, on est capable de rivaliser, non, de dominer les autres pays. C’est dans cette optique qu’une structure, reconnaissable par ses couleurs jaunes et noires, Team Vitality s’est lancĂ© dans l’eSport avec un seul but : prouver au monde que la France aussi est la meilleure dans l’eSport.
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Introduction
En 2013, Ă  l’époque oĂč l’eSport était encore une scĂšne de niche, Team Vitality s’est crĂ©Ă©e. C’est suite Ă  l’impulsion de quatre jeunes hommes, dont encore les trĂšs connus Fabien « Neo » Devide et Corentin « Gotaga » Houssein, que la structure Ă  l’abeille est nĂ©e. Elle s’est fondĂ©e sur Call of Duty, et uniquement sur ce jeu, avec les membres-fondateurs. Gotaga était joueur pour la structure, Neo était son coach. Mais trĂšs vite, la structure française s’est diversifié sur d’autres jeux, tels que Fifa, Rainbow 6 Siege ou encore League of Legends. C’est en effet aprĂšs le rachat du slot de Gambit que Vitality officie son arrivĂ©e dans la scĂšne europĂ©enne de League of Legends, participant aux LCS EU la mĂȘme annĂ©e que G2 Esports, en 2016.
La cadence s’accĂ©lĂšre lorsqu’en 2017, l’équipe aux abeilles s’étend sur les jeux H1Z1, Player Unknown’s Battleground (PUBG) et enfin Counter-Strike : Global Offensive. Mais cela ne s’arrĂȘte pas lĂ , puisqu’un an plus tard, ils investissent dans une Ă©quipe sur Rocket League et signent des contrats avec des joueurs Fortnite. En bref, la structure est tentaculaire, en plus d’ĂȘtre touche-Ă -tout, et cela, sans parler des nombreux ambassadeurs qui diffusent et crĂ©ent du contenu avec le logo et les vĂȘtements de Vitality.
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En termes de succĂšs, Vitality a Ă©tĂ© couronnĂ© championne de l’ESL Pro League en 2016 sur Rainbow 6. La structure s’est crĂ©Ă©e un nom sur CS-GO avec leur joueur star et français Mathieu « ZywOo » Herbaut, et elle a dans son Ă©tagĂšre un titre de champion du monde sur Rocket League datant de 2019. C’est une Ă©curie française forte de son succĂšs et qui compte parmi ses rangs de nombreux ultras, prĂȘt Ă  dĂ©fendre bec et ongle leur structure (mĂȘme quand il s’agit de dĂ©fier le mur bleu de la Karmine Corp.). Mais qu’en est-il sur League of Legends ?
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On ne peut pas dire que le succĂšs Ă©tait au rendez-vous dĂšs leur entrĂ©e en LCS EU. C’était encore une jeune structure qui devait se battre contre le gĂ©ant Fnatic, quand la structure Ă©tait la seule impĂ©ratrice de l’Europe, puis du nouvel arrivant G2, l’antihĂ©ros qui dĂ©plait à l’ancienne gĂ©nĂ©ration. Il n’y avait pas de place pour Vitality, qui s’est tout de mĂȘme hissĂ© Ă  la troisiĂšme place vacante du podium lors de leur premier segment. NĂ©anmoins, c’était un fait qui ne s’était pas reproduit par la suite, l’équipe entamant alors une longue traversĂ©e du dĂ©sert. Puis, 2018 était arrivĂ©e.
L’équipe se retrouve Ă  nouveau parmi les grandes structures, retrouvant une place confortable pour les playoffs des segments de printemps et d’étĂ©. L’équipe aux abeilles pouvaient remercier Daniele « Jizuke » Di Mauro, l’étalon italien qui a surpris sur la voie du milieu, ainsi que Lucas « Cabochard » Simon-Meslet, vĂ©tĂ©ran de l’équipe qui a su se remettre aux niveaux des meilleurs toplaners de la ligue. C’est Ă  partir de ce moment-lĂ  que la course pour les Mondiaux s’était entamĂ©e. En effet, avec les points accumulĂ©s au printemps, la structure française Ă©tait en nette avance pour reprĂ©senter l’Europe aux Worlds. Et avec la descente aux Enfers de G2 ESports et leur victoire lors de la petite finale face à Misfits, une Ă©quipe redoutable qui est parvenue Ă  faire une premiĂšre moitiĂ© de segment sans dĂ©faite, l’équipe a Ă©tĂ© qualifiĂ© aux Mondiaux.
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Mais parfois, le sort peut s’acharner. Lors du tirage des groupes, l’équipe française s’est trouvĂ© dans une fĂącheuse posture, tombant dans le « groupe de la mort » avec le grand favori du tournoi Royal Never Give Up ainsi que l’ancien champion du monde Generation Gaming. Pourtant, ils ont rĂ©ussi Ă  dĂ©fier la fortune en remportant deux victoires contre les corĂ©ens de Generation Gaming et en faisant subir la premiĂšre dĂ©faite aux hommes d’Uzi, RNG. Si l’histoire ne retiendra pas leur nom, puisqu’ils ont Ă©té éliminé lors du « Main-Event », ils ont nĂ©anmoins rĂ©ussi Ă  faire dĂ©chanter les ogres corĂ©ens et chinois et prouvĂ© au monde entier qu’ils n’étaient pas infaillibles, d’autant plus qu’ils ont triomphĂ© avec leur propre style.
AprĂšs 2018, Vitality ne parviendra jamais Ă  trouver sa gloire d’antan. Quand bien mĂȘme ils dĂ©pensent beaucoup d’argents pour leur Ă©quipe sur League of Legends, ils ont un gros problĂšme sur le poste de jungler, puisqu’ils ne parviennent pas Ă  trouver un joueur stable sur cette position. C’était un si gros problĂšme que Vitality s’est retrouvĂ© lors de l’étĂ© 2022 avec plus de quatre junglers en attente, sans pour autant trouver du succĂšs. L’ensemble des joueurs de 2022 a Ă©tĂ© un Ă©chec. Ce projet de super-Ă©quipe n’a pas portĂ© ses promesses, puisque l’équipe n’a pu aller plus haut que la sixiĂšme place. Alors, est-ce qu’en 2023, peut-on espĂ©rer mieux ?
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Pour 2023, la Team Vitality a dĂ©cidĂ© de faire table rase du passĂ© et de reforger une toute nouvelle Ă©quipe. Sur le botside, on a droit alors à Neon qui assurera le rĂŽle d’AD carry. Il est connu pour ĂȘtre un des Ă©lĂ©ments du succĂšs miraculeux de Misfits lors de 2022, quand bien mĂȘme il ne joue qu’une poignĂ©e de champion. Pour l’accompagner sur la voie du bas, Kaiser sera lĂ  pour le supporter. Son entrĂ©e en LEC a fait grand bruit grĂące Ă  son style de jeu et ses champions uniques. Reste Ă  savoir sur la sauce va prendre et s’il y aura une bonne synergie entre les deux joueurs. Du cĂŽtĂ© opposĂ© de la carte, la toplane sera officiĂ©e par Photon. En effet, le joueur star Alphari a dĂ©cidĂ© de prendre une pause pour se ressourcer, restant cependant sous contrat avec la structure française. Son remplaçant corĂ©en provient de l’acadĂ©mie T1, connu pour avoir fait Ă©merger des joueurs tels que Zeus, Gumayusi ou encore Oner, dont le talent n’est point Ă  douter. Alors, Photon sera sĂ»rement du mĂȘme acabit dans une compĂ©tition moins compĂ©titive que celle du pays au matin calme. Enfin, pour complĂ©ter l’équipe, le jungler sera Bo. En plus d’ĂȘtre une premiĂšre pour l’Europe, la LEC n’ayant jamais accueilli de joueur de LPL, le joueur est prometteur en plus d’ĂȘtre bourrĂ© de talent (On va y revenir.)
Analyse
Parmi les points forts Ă  citer, on peut parler du topside. Photon est un aussi bon joueur de carry que de tanks, ce qui est un Ă©lĂ©ment Ă  ne pas nĂ©gliger, d’autant plus que le vivier de talents europĂ©en Ă  ce rĂŽle est faible. Ensuite, la versatilitĂ© qu’apporte Kaiser Ă  son rĂŽle assure la phase de lane en plus d’épauler la voie du milieu. Enfin, tous les postes ont un Ă©norme potentiel de carry individuel, ce qui a de quoi faire pĂąlir les autres Ă©curies.
Mais il y a des dĂ©fauts qui contrebalancent tout cela. D’abord, Perkz a de quoi nous interroger. S’il a Ă©tĂ© Ă  son meilleur niveau chez G2 ESports, le succĂšs n’est pas le mĂȘme depuis son dĂ©part de la structure espagnole, d’autant plus que le niveau sur la voie du milieu n’a fait qu’augmenter depuis son dĂ©part. Alors, aussi surprenant que cela puisse paraitre, il est normal de le considĂ©rer comme le point faible de son Ă©quipe. Maintenant, on peut Ă  tout moment assister Ă  un Ă©veil de son potentiel d’antan, ce qui serait destructeur pour les autres Ă©quipes. Ensuite, cela va faire un an et demi que Bo n’a pas participĂ© Ă  un match officiel. Être bon en classé est une chose, mais parvenir Ă  jouer avec une Ă©quipe en est une autre. Surtout que l’un ne garantit pas l’autre (on se souviendra du colosse en soloq qu’était Magifelix, mais dont les pieds deviennent argiles quand il participe au circuit compĂ©titif de Riot Games). Enfin, la plus grosse interrogation se trouve dans la barriĂšre de la langue. Avec un CorĂ©en et un Chinois dans leur Ă©quipe, la communication pourrait s’avĂ©rer compliquĂ©e, ce qui est un problĂšme dans un jeu d’équipe tel que League of Legends. Est-ce que le monstre qu’est Bo sera fragilisĂ© par cette barriĂšre ?
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VIT Bo – le destructeur venu d’Orient
Bo est un joueur dur Ă  analyser. En effet, Ă  cause de la situation particuliĂšre dans laquelle il s’est trouvĂ© en Chine, on se retrouve avec des informations vieilles en plus de dĂ©crire une carriĂšre brĂšve. Lorsqu’il Ă©tait jungler pour FPX, structure chinoise championne du monde, le joueur n’avait aucune dĂ©faite au compteur. Il avait une carriĂšre prometteuse, mais son parcours vĂ©loce a vite Ă©tĂ© stoppĂ© Ă  cause d’une sombre affaire de match-fixing en LDL, deuxiĂšme division chinoise, et en LPL. Il aurait subi des pressions de son manager pour arranger les matchs qu’ils jouaient afin d’avantager des parieurs. Suite Ă  ces pressions, le joueur a choisi de dĂ©noncer la situation. Malheureusement pour lui, son Ă©lan de justicier est un prĂ©judice, puisqu’il Ă©copera d’une punition de 4 mois durant laquelle il a Ă©tĂ© interdit de jouer des matchs officiels. Suite Ă  cette annonce, et malgrĂ© la levĂ©e de sa peine, il a Ă©tĂ© boycottĂ© par les structures chinoises qui ne voulaient pas s’associer Ă  lui et, surtout, Ă  cette histoire. Vitality tirera profit de cette histoire pour lui faire signer un contrat chez eux, le chinois faisant alors le voyage jusqu’en Europe pour jouer dans l’une des ligues majeures.
Maintenant, avec le peu d’informations dont on dispose, il est obligatoire de se pencher sur ses statistiques en classĂ©. Et on s’aperçoit qu’il est capable de tout jouer en plus d’avoir un potentiel de carry remarquable, Ă  tel point qu’il trouve actuellement Ă  la place n°6 du ladder. En plus, d’aprĂšs ceux qui l’auraient rencontrĂ© dans leur partie, il est considĂ©rĂ© comme un alien, sortant des mĂ©caniques hors du commun.
Avec les statistiques rĂ©coltĂ©es sur ses matchs jouĂ©s en LPL, Bo c’est :
Une participation au « premier sang » de 40%
Un ratio victoire/défaite de 100%
523 de damages par minutes
Un KDA de 5,3
Une participation aux Ă©liminations de 68,5%
Maintenant, il a beau ĂȘtre un monstre, ĂȘtre le plus redoutable des junglers, son talent est caduque s’il ne parvient pas Ă  communiquer dans un bon Anglais avec son Ă©quipe. D’autant plus qu’on peut se questionner sur sa synergie avec son nouveau toplaner.
Conclusion
Si on devait faire une analogie du mercato de Vitality, disons simplement qu’ils ont joué un tapis avec leur jeu de cartes. Et ce jeu de cartes peut ĂȘtre le meilleur coup de poker de tous les temps comme peut ĂȘtre une action ridiculement mauvaise. Quand bien mĂȘme il y a peu de doutes, on peut se demander comment va se porter la synergie sur la voie du bas entre Kaiser et Neon. Enfin, est-ce que Perkz pourra assurer son rĂŽle de carry d’antan ou sera-t-il cantonnĂ© Ă  se faire porter par ses équipiers ? Tout ce qu’on peut savoir, c’est que cet ensemble a de quoi ĂȘtre la meilleure Ă©quipe que l’Europe n’a jamais portĂ©e, dĂ©robant alors le titre Ă  la line-up de G2 ESports en 2019. Cependant, avec tous les doutes que soulĂšvent cette Ă©quipe et avec le passĂ© de la structure française, le futur pour les abeilles reste incertain.
Place attendue : dans le top 6
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Article trÚs long, mais quand on aborde une équipe aussi prestigieuse que Vitality, il faut savoir prendre son temps ! Sur ce, on se retrouve dans deux jours pour un nouvel article et passez une bonne journée/soirée !
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savitartechnology · 3 days ago
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Online Gaming PC in Budget UK – Savitar Technology
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In the fast-paced world of online gaming, having the right gaming PC is essential to stay competitive and fully enjoy the immersive experiences modern games offer. However, many gamers often face the challenge of finding a high-performance gaming PC that doesn’t break the bank. Savitar Technology, a leading name in the gaming PC industry, has made it their mission to bring affordable yet powerful gaming PCs to the UK market. Here’s how you can achieve your dream gaming setup without exceeding your budget.
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One of the biggest advantages of buying from Savitar Technology is their commitment to sourcing components that offer the best value for money. Their systems are equipped with mid-range yet highly capable graphics cards like the NVIDIA GeForce GTX 1660 or AMD Radeon RX 6600, ensuring excellent performance for popular games such as Fortnite, Call of Duty: Warzone, and Apex Legends.
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Every gamer has unique preferences, and Savitar Technology makes it easy to tailor your gaming PC to meet your specific needs. Their range of customizable options allows you to choose everything from the amount of RAM and type of storage to the design and lighting of your PC case. This ensures that you’re not only getting a Online Gaming PC in Budget UK that performs well but also one that reflects your personal style.
Additionally, Savitar’s experts are on hand to guide you through the customization process, helping you make informed decisions that align with your gaming goals and budget. Whether you’re a casual gamer looking for an entry-level system or an aspiring esports player in need of a performance-driven rig, Savitar Technology has you covered.
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galidisawar · 6 days ago
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How Do Fantasy Sports Platforms Monetize Esports in India?
The fusion of fantasy sports and esports has emerged as a powerful combination in India, providing a unique opportunity for platforms to generate revenue. With the country’s gaming industry booming, fantasy sports platforms have quickly adapted to incorporate esports, creating new revenue streams that appeal to both gamers and sports enthusiasts.
In this article, we’ll explore how fantasy sports platforms monetize esports in India through a variety of strategies and models, from in-app purchases to sponsorships, affiliate marketing, and more.
1. Fantasy Esports Leagues and Tournaments
Fantasy sports platforms have successfully integrated esports tournaments into their offerings by creating fantasy leagues centered around popular esports titles such as PUBG Mobile, Free Fire, Dota 2, CS:GO, and Call of Duty: Mobile. In these leagues, users select a team of virtual players or in-game characters, earning points based on their performance in real-world tournaments and matches.
This approach mirrors traditional fantasy sports, but with a digital twist that caters to the competitive gaming community. Players engage in these leagues, building teams based on their understanding of esports dynamics. As these fantasy esports leagues grow in popularity, fantasy platforms draw revenue from multiple sources, including entry fees, in-game purchases, and premium features.
These platforms also often offer huge prize pools for tournament winners, further incentivizing players to participate and invest. As esports tournaments increase in scale, the revenue potential grows. Furthermore, many fantasy platforms partner with tournament organizers, providing them with a steady stream of sponsorships and advertisements.
2. In-App Purchases and Microtransactions
In-app purchases are one of the most significant monetization strategies for fantasy sports platforms in India, and they are especially important when it comes to esports. These platforms often offer premium memberships that unlock advanced features, special team-building tools, and exclusive content. Additionally, users can purchase in-game items like player upgrades, additional fantasy team slots, and entry tickets for higher-tier leagues.
These microtransactions enhance the gaming experience, providing both a competitive advantage for players and exclusive perks for premium subscribers. For the platform, these purchases serve as an ongoing revenue source. Over time, platforms are able to build a dedicated user base willing to spend money on virtual goods in exchange for enhanced experiences.
3. Advertising and Sponsorships
With the growing popularity of esports in India, fantasy sports platforms are capitalizing on the high volume of active users by integrating advertising within their apps, websites, and during live-streamed events. Advertisers are eager to target the gaming demographic, which tends to be young, tech-savvy, and highly engaged.
Platforms often allow brands to sponsor esports leagues or individual players, providing brands with access to a large and engaged audience. Brands such as Red Bull, Pepsi, Amazon, and gaming hardware companies are keen to tap into this market by advertising during major esports events.
Platforms can also integrate ads within fantasy sports apps in various formats, including banner ads, video ads, and pop-ups. With millions of active users, these ad placements generate substantial revenue.
Additionally, esports events themselves attract sponsorship deals from both global and local brands. Fantasy sports platforms hosting esports leagues benefit from these partnerships, earning a share of the sponsorship deals. As a result, sponsorships are a vital part of monetizing esports in India, with both direct sponsorships for events and indirect sponsorships through advertising partnerships driving a significant portion of the revenue.
4. Affiliate Marketing and Partnerships
Affiliate marketing plays a key role in the monetization of fantasy sports platforms in India. These platforms frequently partner with gaming hardware companies, gaming app developers, streaming services, and other relevant businesses to promote their products and services.
For example, fantasy sports platforms may collaborate with brands like Logitech, ASUS, or Razer to promote gaming accessories and PCs. By featuring these brands in their apps, platforms earn commissions on any sales made through affiliate links or sponsored content. These partnerships not only offer users better deals on products they may need for their gaming experience but also provide the platform with additional revenue from affiliate commissions.
Fantasy sports platforms also work with game developers and esports organizations to cross-promote games and events, thus generating more revenue streams through their affiliate networks. These collaborations enable platforms to reach a broader audience and further enhance the gaming ecosystem.
5. Data Analytics and Insights
With massive amounts of user data at their disposal, fantasy sports platforms are able to gather valuable insights into player behavior and preferences. This data can be leveraged to create targeted marketing campaigns or sell data-driven reports to gaming developers, advertisers, and other businesses.
The ability to analyze user activity allows fantasy platforms to tailor their offerings and engage users more effectively. For example, if a platform notices that a segment of users is particularly invested in PUBG Mobile, it can offer them specific fantasy leagues or tournaments based on that game. This targeted marketing increases the likelihood of user participation, leading to higher conversion rates for in-app purchases and paid subscriptions.
In addition, platforms can sell aggregated and anonymized user data to game developers or advertising agencies, providing them with actionable insights into the preferences and behaviors of esports fans. This is a growing revenue stream as the demand for data-driven decision-making in the gaming industry increases.
6. Subscription Models
Another effective monetization strategy is the implementation of subscription models. Many fantasy sports platforms offer premium subscriptions that grant users access to additional benefits such as exclusive tournaments, enhanced analytics, and better chances of winning big through guaranteed spots in higher-tier fantasy leagues.
Subscription models provide a consistent and predictable income stream for fantasy platforms, which can be particularly valuable as they scale their business. Users who are heavily invested in the platform and the esports fantasy leagues are more likely to pay for the perks that come with premium subscriptions. This model also reduces reliance on one-time purchases or entry fees, offering more stability for the platform's revenue.
7. Hosting Esports Events
Some fantasy sports platforms have taken a more direct approach by hosting their own esports tournaments. These events are often exclusive to users of the fantasy platform and feature a mix of paid and free entry options. For paid entry tournaments, the platform collects registration fees from participants, while also offering cash prizes or valuable in-game rewards to the top finishers.
In addition to registration fees, platforms can monetize these tournaments by selling event tickets for live-streamed matches, charging for access to exclusive content, and hosting merchandise sales. These events also attract media coverage and additional sponsorship opportunities from global brands, further boosting revenue.
As esports in India continues to grow, the popularity of live-streamed tournaments hosted by fantasy sports platforms is expected to rise. This could lead to new revenue opportunities, particularly through media rights and licensing deals, as platforms look to expand their reach and brand recognition.
8. Merchandise Sales
Fantasy sports platforms often capitalize on their brand identity by selling official merchandise. This can include t-shirts, hoodies, caps, and gaming gear that feature the platform’s logo or the branding of popular esports teams. Merchandise sales can be an excellent source of income, particularly if the platform has cultivated a loyal fan base.
Platforms can use online stores to sell exclusive merchandise during special events or tournaments, creating additional revenue streams. Merchandise not only provides an opportunity to monetize the esports audience but also helps in branding and creating a sense of community among users.
9. Crowdfunding and Community Support
Some fantasy esports platforms raise funds through crowdfunding, where users contribute financially in exchange for rewards such as special access, early registration for tournaments, or exclusive in-game items. Crowdfunding can be particularly effective for new and emerging platforms that need initial capital to fund their operations and scale up.
Platforms may also run community support programs where loyal users can contribute to the development of the platform, either financially or through other forms of support. These programs foster a sense of ownership among users, who feel more connected to the platform’s success.
10. Licensing and Franchising
As the esports market matures, fantasy sports platforms can look to monetize through licensing deals. For example, they may acquire the rights to operate official fantasy leagues for major esports events or sign exclusive licensing agreements with popular games to offer exclusive tournaments.
Franchising the platform to different regions within India or internationally provides another opportunity for growth and revenue. This allows platforms to expand their operations without the need for large capital investments, while still benefiting from a share of the revenue generated by franchisees.
Conclusion
The monetization of esports in India through fantasy sports platforms has become a significant and growing industry. By employing a combination of strategies such as fantasy leagues, in-app purchases, advertising, sponsorships, affiliate marketing, and more, fantasy sports platforms are tapping into the massive potential of the esports market.
As the esports ecosystem in India continues to grow, new opportunities will emerge for platforms to innovate and generate revenue. With the increasing interest in both fantasy sports and esports, India is poised to become a global hub for gaming, attracting even more investment and players.
For the latest updates on esports events and results, including those related to "Faridabad Live Result," you can visit reputable gaming news websites and official tournament pages. Staying informed through these platforms will provide you with real-time information on ongoing and upcoming esports events in India.
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theclubhero-blog · 19 days ago
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Famosos que tambĂ©m sĂŁo gamers — e vocĂȘ nem suspeitava!
Por Vinicius Torres Oliveira
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FenÎmenos sem o controle em mãos, eles também mandam bem no gameplay
A paixĂŁo pelos videogames nĂŁo escolhe fronteiras nem profissĂ”es. De astros do esporte a figuras icĂŽnicas da TV, provamos esse ponto separando uma lista de famosos que tambĂ©m sĂŁo gamers – e vocĂȘ talvez nem sabia disso!
Apesar de algumas apariçÔes surpreenderem, este artigo nĂŁo tem a intenção de destacar preferĂȘncias pessoais ou artistas favoritos. A ideia Ă© simplesmente explorar as curiosidades sobre esses nomes e sua relação com os games.
Famosos que também são gamers
Mesut Özil Ă© viciado em Fortnite
Jogador de futebol, Mesut Özil Ă© apaixonado por Fortnite. Segundo seu empresĂĄrio, ele Ă© tĂŁo talentoso que poderia competir profissionalmente. Özil jĂĄ demonstrou habilidades impressionantes no game e sua dedicação ao tĂ­tulo da Epic Games virou notĂ­cia em vĂĄrias ocasiĂ”es.
Ana Maria Braga Ă© fĂŁ de carteirinha da PlayStation
A apresentadora Ana Maria Braga surpreendeu ao ser rosto da PlayStation em 2022. Durante a campanha, ela revelou que Ă© fĂŁ de videogames desde 1995, especialmente dos consoles PlayStation. Sua relação com os jogos se tornou um exemplo de como o entretenimento digital pode conquistar pĂșblicos variados.
Ronda Rousey manda muito bem no gameplay
A lutadora Ronda Rousey mostrou seu lado gamer ao transmitir jogos como Horizon e World of Warcraft em seu canal. Rousey compartilha com os fãs estratégias, completando missÔes e interagindo com a comunidade gamer.
Olivinha tem muita sorte no Ultimate Team
Ex-jogador de basquete do Flamengo, Olivinha é conhecido por suas transmissÔes de Ultimate Team no EA FC. Mesmo após se aposentar, ele continua jogando e compartilhando partidas na Twitch, mostrando que a paixão pelo futebol também se reflete no mundo virtual.
Elon Musk
O bilionĂĄrio Elon Musk foi destaque em Diablo IV. No Ășltimo evento do RPG de ação, Musk jogou tanto que alcançou o topo da classificação global. Sua dedicação ao tĂ­tulo da Blizzard reforça sua relação com a tecnologia e o universo dos games.
Snoop Dogg no Warzone e no Fortnite
A admiração de Snoop Dogg pela comunidade de jogos de tiro fez com que esse carinho retornasse. O rapper dos EUA faz streams com frequĂȘncia se divertindo em Call of Duty Warzone e Fortnite, como consequĂȘncia, ele atĂ© virou skin dentro dos shooters.
Neymar Jr. Ă© craque no CS:GO
Neymar Jr. Ă© craque dentro de campo e tambĂ©m dĂĄ umas “balinhas” em Counter-Strike. AlĂ©m de virar skin no Call of Duty e no Fortnite, ele tambĂ©m fez parcerias com PUBG e outros shooters. VocĂȘ sabia?
AntĂŽnio Fagundes se diverte em The Last of Us
The Last of Us é um jogo que entra na lista dos favoritos do ator AntÎnio Fagundes. Ele até apareceu em determinadas mídias compartilhadas na internet passando por momentos tensos no gameplay e viralizou.
Lucas PaquetĂĄ Ă© outro grande fĂŁ de CS:GO
Lucas Paquetå, assim como Neymar Jr., gosta bastante de se divertir jogando Counter Strike. Puxando um pouco da paixão por eSports, ele até chegou a montar uma equipe, a Paquetå Gaming, que jå fechou as portas.
Jack Black gosta muito de Red Dead Redemption
Depois de interpretar Bowser e mandar bem cantando “Peaches, Peaches”, Jack Black aprofundou ainda mais suas conexĂ”es com o universo gamer. O Steve do filme de Minecraft ama Red Dead Redemption e vive pedindo uma adaptação para os cinemas.
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string1esports · 30 days ago
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String E-sports: Competitive Gaming Meets Innovation
String E-sports is ushering in a new era of competitive gaming, where innovation meets excitement in the world of Esports. With its cutting-edge features, including online tournaments, regional leagues, LAN events, and the introduction of cash wagers in 2024, String E-sports is reshaping the future of Esports competition.
One of the most exciting aspects of String E-sports is its commitment to bringing innovation to the competitive gaming experience. While traditional Esports platforms have focused on tournaments and matches, String E-sports goes beyond that by offering a comprehensive competitive ecosystem. Players can participate in monthly tournaments, join regional leagues, and connect with others who share their passion for gaming.
String E-sports also features popular games like Call of Duty, Valorant, and BGMI, offering a variety of gameplay experiences. Whether you enjoy fast-paced shooters or strategic team-based gameplay, String E-sports has something for every gamer. The platform’s ability to host these games in competitive tournaments allows players to continually improve, compete for prize pools, and gain recognition within the Esports community.
What sets String E-sports apart from other platforms is its forward-thinking approach. In addition to its competitive elements, String E-sports is preparing to introduce cash wagers in 2024, which will allow players to place bets on their matches. This feature adds a thrilling financial aspect to the game, enabling players to earn real-world rewards based on their performance. The addition of cash wagers will create an even more intense and engaging competitive environment, offering opportunities for players to not only showcase their skills but also profit from their victories.
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Register Now: https://esports.stringmetaverse.com/
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b2bbusiness · 1 month ago
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Esports Market: A Comprehensive Analysis and Growth Trends
The esports market has transformed from a niche community into a global phenomenon, attracting millions of players, spectators, and investors. With rapid advancements in technology and widespread digital connectivity, esports has become a lucrative industry, driving significant economic impact across the globe.
What Is the Esports Market?
Esports, or electronic sports, refers to competitive video gaming where players or teams compete in organized tournaments, often for substantial prizes. Popular game titles such as League of Legends, Dota 2, and Counter-Strike have created massive global audiences, making esports a mainstream form of entertainment.
The market encompasses:
Game Publishers: The companies that develop and publish video games.
Teams and Players: Professional gamers who compete at regional, national, and international levels.
Streaming Platforms: Services like Twitch, YouTube Gaming, and Facebook Gaming that enable fans to watch live gameplay.
Sponsorships and Advertising: Brands collaborating with teams, tournaments, and content creators to reach engaged audiences.
Market Growth Drivers
Several factors contribute to the exponential growth of the esports market:
Digital Transformation Esports thrives on online connectivity. Faster internet speeds, cloud gaming, and high-performance gaming platforms have facilitated competitive gaming on a global scale.
Rising Popularity of Streaming Platforms Platforms like Twitch and YouTube have created vibrant communities where gamers and fans connect. These platforms are pivotal in driving viewer engagement and boosting esports’ visibility.
Investment and Sponsorships Major companies, including Coca-Cola, Intel, and Nike, are heavily investing in esports, recognizing its potential for advertising and brand engagement. Sponsorships provide a significant revenue stream for esports organizations.
Audience Growth The global esports audience surpassed 500 million viewers in 2023, with projections indicating further growth. Asia-Pacific, North America, and Europe lead in viewership, driven by local tournaments and international championships.
Integration with Traditional Sports Esports tournaments are now hosted in iconic sports venues, and many traditional sports organizations are entering the esports market. For example, NBA teams have formed esports divisions, bridging the gap between digital and physical sports.
Key Market Segments
The esports industry is segmented based on revenue streams:
Media Rights: Deals allowing broadcasters to stream tournaments and games.
Sponsorships and Advertising: The largest revenue contributor, with brands targeting esports’ youthful demographic.
Ticket Sales and Merchandise: Revenue from live event attendance and branded products.
Game Publisher Fees: Income generated by publishers through licensing and hosting tournaments.
Regional Insights
Asia-Pacific
Asia-Pacific dominates the esports market, with countries like China, South Korea, and Japan at the forefront. Government support, extensive infrastructure, and a large gaming community drive growth in this region.
North America
The U.S. is a key player in the esports market, with professional leagues such as the Overwatch League and Call of Duty League. Major universities are also offering esports scholarships, further legitimizing the industry.
Europe
European countries like Germany, the UK, and Sweden are rapidly expanding their esports ecosystems. High-speed internet and government incentives contribute to the sector's growth.
Rest of the World
Emerging markets in the Middle East, Africa, and Latin America are witnessing a surge in esports activity due to rising smartphone penetration and affordable internet access.
Challenges in the Esports Market
While the esports market is booming, it faces challenges such as:
Sustainability of Revenue Models: Reliance on sponsorships and advertising may limit long-term stability.
Player Burnout: The intense competition and frequent tournaments can lead to physical and mental health issues for professional players.
Regulatory Uncertainty: Different countries have varying regulations regarding gaming and esports, impacting growth and operations.
Future Trends
Integration of Virtual Reality (VR) and Augmented Reality (AR) As VR and AR technologies improve, they could enhance gameplay experiences, creating new opportunities in esports.
Blockchain and NFTs in Gaming Blockchain technology and non-fungible tokens (NFTs) may revolutionize in-game assets, ownership, and monetization strategies.
Expansion into Mobile Esports Mobile gaming is becoming a dominant force, especially in emerging markets. Titles like PUBG Mobile and Free Fire are leading the charge.
Increased Female Participation With inclusivity on the rise, more female gamers and teams are entering the competitive scene, broadening the market’s appeal.
Development of Esports Infrastructure Purpose-built esports arenas and training facilities are being developed to support the growing industry.
View sample report for additional insights on the esports market size projections, download a free sample
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aviraltoor · 2 months ago
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The Thrilling World of Multiplayer Gaming: Uniting Gamers Worldwide
Introduction Multiplayer gaming has transformed the landscape of the gaming industry, providing a unique experience where players from all over the world can connect, cooperate, and compete. Whether you’re teaming up for an online co-op or battling against rivals in a competitive match, multiplayer games offer excitement and interaction unlike anything else. In this article, we will explore the expansive world of multiplayer gaming, discuss popular titles, and highlight the rise of free multiplayer games, co-op games, and multiplayer game downloads.
The Appeal of Multiplayer Gaming Multiplayer gaming appeals to a wide variety of players by offering something single-player games cannot: interaction with other players. Whether you're competing in eSports tournaments or just playing casually with friends, multiplayer gaming brings people together. It can be as casual or as intense as you want it to be, creating endless replayability and diversity in gameplay.
The sense of community in multiplayer games is a powerful draw. Players can form teams, join clans, and build friendships with people from all corners of the globe. The rise of voice chats, in-game messaging systems, and online forums has only deepened the connection between players, creating thriving gaming communities.
Free Multiplayer Games: Access to Infinite Fun One of the best aspects of multiplayer gaming is that many of the most popular titles are available for free. Free multiplayer games like Fortnite, Apex Legends, and Call of Duty: Warzone have taken the gaming world by storm, allowing millions of players to join without paying an upfront cost. These games often rely on in-game purchases to generate revenue, but they give everyone the opportunity to enjoy multiplayer experiences.
Additionally, many free multiplayer games are supported across various platforms, making them accessible to players on both PC and consoles. This cross-platform compatibility has helped shape the free-to-play model into a massive trend in the gaming industry.
Exploring the World of Multiplayer PC Games PC gaming has long been the hub for multiplayer experiences. From intense first-person shooters to expansive MMORPGs (Massively Multiplayer Online Role-Playing Games), multiplayer PC games provide unmatched flexibility and performance. Titles like League of Legends, Counter-Strike: Global Offensive, and Minecraft have stood the test of time, offering competitive and cooperative modes for millions of players.
PC gamers also have access to exclusive multiplayer games, thanks to platforms like Steam and Epic Games. These platforms offer vast libraries of multiplayer games, making it easy for players to download and install their favorite titles. Whether you're a fan of strategy, adventure, or action, there are multiplayer PC games that cater to every taste.
Popular Multiplayer Games That Have Defined the Genre Certain multiplayer games have made such an impact that they’ve become legendary. Games like World of Warcraft, Overwatch, and Rocket League have revolutionized the genre, setting new standards for innovation and player engagement. These popular multiplayer games offer different experiences, from the strategic teamwork of MOBAs (Multiplayer Online Battle Arenas) like Dota 2 to the fast-paced excitement of battle royale games.
In these games
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techtired · 2 months ago
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The Best Gaming Gear for 2024: Elevate Your Play to the Next Level
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The gaming scene is changing as we enter 2024; new technologies stretching the boundaries of hardware and gameplay capability keep us from knowing what is feasible. Whether your level of gaming is casual or committed eSports, the correct equipment can significantly enhance your experience and maybe increase your performance. From sensitive keyboards and immersive headphones to high-end monitors, here is a peek at the best gaming equipment of 2024 and how it can propel your gameplay forward. Ultra-Responsive Gaming Monitors With excellent refresh rates, reduced response times, and even better colour fidelity, gaming monitors are performing unprecedentedly in 2024. Particularly in fast-paced games, when every millisecond matters, a good gaming display can make all the difference between success and failure. Top-tier monitors today have 240Hz to 360Hz refresh rates, which produce remarkably fluid images that give players an advantage in games like Counter-Strike 2 (CS2) or Call of Duty. In competitive gaming scenarios, gamers will discover that the higher refresh rate lessens motion blur and lowers input lag—both of which are crucial. Any significant gamer in 2024 must also have 4K monitors since they provide crystal-clear images without compromising speed and have become more readily available. Mechanical Keyboards: Precision at Your Fingertips For those who prioritise speed, precision, and durability, mechanical keyboards remain the best option. Gaming keyboards have grown even more specialized in 2024 thanks to programmable mechanical switches to accommodate unique playing styles. Whether your preferred switches are clicky, tactile, or linear, the newest keyboards have faster reaction rates and more actuation points. The anti-ghosting and N-key rollover is a tool many players value since it guarantees every keystroke is registered even in the heat of combat. This is especially crucial in games like CS2, where fast-paced action and precision movement are vital. In a high-stakes game, the responsiveness of your keyboard can make all the difference whether you're sprinting your character or calling out to your squad. Gaming Mice: Customization Meets Performance Gaming mice in 2024 are more advanced, with customizable DPI settings, ergonomic designs, and programmable buttons to suit different gaming genres. One of the most significant trends is the growing popularity of lightweight mice, which allow quicker movements and reduce hand fatigue during long gaming sessions. For FPS titles like Counter-Strike 2, having a gaming mouse with a high polling rate and precise tracking is crucial. Adjusting DPI on the fly allows players to adapt quickly to different in-game scenarios, from long-range sniping to close-quarter battles. Customizable side buttons also give players the flexibility to assign actions or macros, giving them a competitive edge. When executing callouts in CS2 to teammates during a tense round, having these features mapped to your mouse can streamline communication and gameplay. Headsets: Immersive Sound and Clear Communication Especially in multiplayer and competitive settings, audio is essential in gaming. Any gamer in 2024 should have a top-notch gaming helmet since it provides clear communication with colleagues and immersive soundscapes. With 7.1 surround sound, the newest headsets let you hear every detail—from directional gunfire to distant footsteps—enhancing your advantage in tactical shooters like CS2. Whether providing critical intelligence or planning a strategic push, noise-cancelling mics are now a regular feature, guaranteeing that your voice is broadcast clearly during team conversations. Headgear makers also give comfort importance; lightweight designs and memory foam padding let you wear their headsets comfortably for hours. Headsets now provide low-latency audio with long battery life, so you never have to worry about losing sound in a battle, given the growing focus on wireless technologies. High-Performance Gaming PCs and Laptops Gaming PCs and laptops will keep pushing the envelope of performance in 2024, with the newest CPUs and graphics cards able to handle even the most demanding titles at ultra-high settings. Real-time ray tracing and AI-driven improvements in the most recent NVIDIA and AMD GPUs provide amazing images without compromising frame rates. Manufacturers produce slimmer, more potent devices that challenge desktop PCs' performance for players who value laptop portability. Gaming laptops in 2024 are made for players who require outstanding performance on the road with features like longer battery life and better thermal cooling. A high-end gaming PC or laptop guarantees a flawless, lag-free experience whether your game is an extensive RPG or FPS duel. Gaming Chairs: Comfort Meets Functionality Longer gaming sessions start to affect performance in significant ways due to comfort. Gaming chairs are made with ergonomics in mind in 2024, with lumbar support, movable armrests, and reclining features to guarantee that gamers keep good posture and comfort throughout protracted play. In high-end gaming chairs, memory foam cushions and adjustable settings to suit every person's demands abound. Purchasing a comfy gaming chair can help you increase your endurance and concentration, guaranteeing your physical support over hours of gameplay. Conclusion 2024 seems to be a year of remarkable gaming experiences with the correct gaming equipment. Technological developments enable players to bring their performance to the next level more readily, from mechanical keyboards and ultra-responsive monitors to immersive headsets and powerful gaming PCs. Having the greatest gear gives you the tools you need to win and enjoy the games you love, whether you're shouting out tactics to your Counter-Strike 2 colleagues or delving into the newest open-world RPG. Read the full article
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