#eSports community
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nondelphic · 4 months ago
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as a world-building main, watching you craft plot arcs without building out political systems is painful. if you need help constructing a kingdom hierarchy, hmu (i’m plat in lore, but I also do pacing coaching on the side).
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karis17love · 3 months ago
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𝑂𝑛𝑒 𝑜𝑓 𝑡ℎ𝑒 𝑚𝑜𝑠𝑡 𝑏𝑒𝑎𝑢𝑡𝑖𝑓𝑢𝑙 𝑎𝑛𝑑 𝑠𝑡𝑟𝑜𝑛𝑔 𝑝𝑒𝑜𝑝𝑙𝑒 𝑖𝑛 𝑡ℎ𝑖𝑠 𝑐𝑜𝑚𝑚𝑢𝑛𝑖𝑡𝑦💗
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click the image for better quality <3
I'm so excited for "Training Season"!💃🏻
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fogaminghub · 4 days ago
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🎮 Attention, gamers! The next chapter in Call of Duty: Black Ops 6 unfolds on January 28 with Season 2! 🌟 Explore new maps, modes, and exciting weapons. Don't miss out! Read all about it in our blog!
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crisisdotorg · 1 year ago
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My little brother made this with our cat haha
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weiwhat · 2 months ago
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‘Are Gaming Communities becoming less about play and more about Monetization?'
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Fun or Funds to play?
Once upon a time, the gaming experience was simple: you bought a game, you played the game.  The price of admission was clear, and the experience within was yours to savor. But not anymore. The gaming industry has evolved, and with it, the relationship between players and their digital playgrounds(Lehtonen, Harviainen & Kultima 2022). Free-to-play models, microtransactions, loot boxes, and battle passes have become the norm, offering a continuous stream of revenue for developers but also fundamentally altering the dynamics of gaming communities and ultimately their experiences (Lehtonen, Harviainen & Kultima 2022).
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-Visualized gaming revenues from inception to present.
One significant consequence of this monetization trend is the emergence of "pay-to-win" mechanics, where players can purchase in-game advantages, creating an uneven playing field and undermining the principles of fair play and skill-based progression(Markopoulos 2018). This can lead to a fragmented community, where those with deeper pockets have a significant edge, diminishing the sense of accomplishment for those who prefer to progress through skill and grit alone (Markopoulos 2018).
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The constant presence of in-game purchase offers can also create a pervasive pressure to spend. Even players initially intending to enjoy a game for free may be tempted by exclusive items, time-saving boosts, or cosmetic enhancements. This can lead to feelings of guilt, inadequacy, or even financial strain, particularly among younger or more vulnerable players.
Furthermore, these monetization strategies can subtly shift the focus from gameplay to profit. Games are no longer solely designed to be fun and engaging; they are also meticulously crafted to encourage spending (Gibson et al. 2022). This can manifest in various ways, from artificially slowing down progression to incentivize purchasing boosts to creating a sense of scarcity around desirable items to fuel a fear of missing out (King et al. 2019). The result is a gaming experience that can feel less like an escape and more like a calculated transaction.
Perhaps most troubling is the commodification of gaming communities. These once organic spaces, built on shared passion, are increasingly viewed as potential markets to be exploited. Players are no longer just community members; they are consumers, data points, and potential sources of revenue. This can lead to alienation and distrust, as players feel their loyalty and enthusiasm are being taken advantage of.
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-Visualized Global Games Revenue Across Market
While monetization is essential for funding development, providing support, and creating new content, it is crucial to strike a balance between generating revenue and preserving the integrity of the gaming experience. The gaming industry must choose its path. Will it embrace a future where monetization reigns supreme, where communities are fragmented, and the joy of play is overshadowed by the pressure to spend? Or will it choose a different path, one where games are designed to inspire, connect, and entertain, where communities thrive on shared passion, and where the spirit of play remains untainted? The choices made today will shape the future of gaming for generations to come. Present time, the gaming communities have made it so through 6 ways of monetization on the innocent passerby of esteem gamers:
1. Free-to-Play with Microtransactions:
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The gaming world thrives on diverse monetization models, each with its own approach and implications. Free-to-play games have democratized gaming by removing upfront costs, allowing players to dive in for free (Markopoulos 2018). Developers generate revenue through optional microtransactions, offering players ways to enhance their experience or speed up progress. However, "pay-to-win" mechanics, where purchases grant in-game advantages, can disrupt the balance and create an uneven playing field (Markopoulos 2018).
2. Paid Games with Expansions/DLC:
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Paid games with expansions/DLC offer a complete experience for a one-time purchase, with optional add-ons to extend enjoyment (Markopoulos 2018). This provides ongoing revenue for developers and supports long-term development, but pricing must be carefully considered to avoid players feeling nickel-and-dimed for essential content.
3. Subscription Models:
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Subscription models, prevalent in MMOs and online service games, require a recurring fee for access to content and online services (Markopoulos 2018). This offers a stable revenue stream for developers, enabling ongoing development and community support. However, the recurring cost can be a barrier to entry, and the value proposition hinges on consistent updates and new content (Markopoulos 2018).
4. Loot Boxes and Gacha Systems:
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Loot boxes and gacha systems offer randomized virtual items, adding an element of surprise and excitement to the acquisition of in-game items. However, their randomized nature has drawn comparisons to gambling, raising ethical concerns about potential exploitation (Markopoulos 2018).
5. Crowdfunding:
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Crowdfunding platforms like Kickstarter have empowered independent developers and smaller studios to raise funds directly from players to support their projects and maintain creative control (Markopoulos 2018). Developers create campaigns outlining their game concept, development goals, and funding targets, while players can pledge various amounts of money to support the project, often receiving rewards or exclusive content in return (Markopoulos 2018). However, campaigns require significant effort and planning, with no guarantee of success.
6. In-Game Advertising:
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Some games integrate advertisements into the gameplay experience, either through banner ads, video commercials, or product placements (Markopoulos 2018). This can be a source of revenue, particularly for free-to-play games, but it's crucial to ensure that ads are relevant, unobtrusive, and do not disrupt the player experience (Markopoulos 2018).
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Concluding, the gaming industry is at a critical juncture, grappling with the implications of increasingly complex monetization strategies. While these models provide essential revenue streams for developers, they also raise concerns about the erosion of fair play, the commodification of communities, and the potential exploitation of players (Petrovskaya & Zendle 2021). Moving forward, the industry ought to prioritize ethical considerations, transparency, and player-centric design to ensure a sustainable future where the joy of play remains central to the gaming experience (Petrovskaya & Zendle 2021). A failure to do so risks alienating players, fragmenting communities, and ultimately undermining the long-term health and vibrancy of the gaming ecosystem (Petrovskaya & Zendle 2021).
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References
Gibson, E, Griffiths, MD, Calado, F & Harris, A 2022, ‘The relationship between videogame micro-transactions and problem gaming and gambling: A systematic review’, Computers in Human Behavior, vol. 131, p. 107219, viewed <https://www.sciencedirect.com/science/article/pii/S0747563222000413>.
King, DL, Delfabbro, PH, Gainsbury, SM, Dreier, M, Greer, N & Billieux, J 2019, ‘Unfair play? Video games as exploitative monetized services: An examination of game patents from a consumer protection perspective’, Computers in Human Behavior, vol. 101, pp. 131–143, viewed <https://www.sciencedirect.com/science/article/pii/S0747563219302602>.
Lehtonen, MJ, Harviainen, JT & Kultima, A 2022, ‘How monetization mechanisms in mobile games influence consumers’ identity extensions’, Service Business.
Markopoulos, P 2018, ‘The effect of monetization in the gaming industry. BA (Honours) in Games THESIS. Panagiotis Markopoulos’, researchgate, viewed <https://www.researchgate.net/publication/340983180_The_effect_of_monetization_in_the_gaming_industry_BA_Honours_in_Games_THESIS_Panagiotis_Markopoulos>.
Petrovskaya, E & Zendle, D 2021, ‘Predatory Monetisation? A Categorisation of Unfair, Misleading and Aggressive Monetisation Techniques in Digital Games from the Player Perspective’, Journal of Business Ethics, vol. 181, no. 4.
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fiiinal · 11 months ago
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meowkibaka · 4 months ago
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URGENT: Selling My Mobile Legends Account (2 Servers) ⚠️
Hey everyone, I’m letting go of my MLBB account that I've spent years (and quite a lot of money) building up. It’s got access to 2 servers and is packed with awesome stuff—skins, heroes, emblems, you name it.
I am selling this account as I’m in very a tough spot financially right now, and I really need the funds. To be honest, It’s not easy to part with something I’ve poured so much into and has helped me cope on my toughest times, but life happens.
If you're into MLBB and want a good account that’s ready to go, you can check it out here: MLBB Account for Sale
If you're not interested in the account but still want to help, any donations would mean the world to me. You can check out this post for more info on how to contribute.
I appreciate anything and everything—thanks for reading (reblogs are very much appreciated too!), and feel free to message me if you have any questions! ❤️
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nerdsleaze · 9 months ago
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Akuma Gameplay — Street Fighter 6
Capcom has released the official Akuma Gameplay Trailer. Akuma will be available on May 22, 2024. Here are some additional notes about the upcoming release.
Fight with style when Outfit 3 hits the clothing rack for all Year 1 Characters, including Rashid, A.K.I., Ed, and Akuma. Year 1 Ultimate Pass owners will automatically receive these including their colors 1-10 on May 22.
The moves they are a-changin’ as the highly anticipated battle balance updates for all characters hit the streets. We’ll have more details to share about this in the upcoming weeks.
Check out the new digs with the newest stage in Street Fighter 6, Enma’s Hollow, where Akuma resides to continue his hellbent training. Year 1 Ultimate Pass owners will automatically receive this stage on May 22.
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Now on to a sample of some of his exhilarating and demonic moves:
Gou Hadoken: Akuma’s infamous fireball is back and can be charged up to blast a “red fireball” that gives him more options on hit or block.
Ashura Senku: Like his previous iterations, Akuma uses Ashura Senku to glide on the battlefield cloaked in shadows.
Adamant Flame: One of Akuma’s new moves, where he performs a forward thrust engulfed in flames. This move is useful in combos and for exploiting vulnerable opponents due to its long reach.
Messatsu Gohado: Akuma’s Level 1 Super Art where he fires a highly concentrated ball of Satsui no Hado.
Empyrean’s End: Akuma’s Level 2 Super Art where he turns the Satsui no Hado into a powerful flame and ignites it within the opponent.
Sip of Calamity: Akuma’s first Level 3 Super Art where he throws opponents on the ground face-first and follows up with a single devastating blow.
Shun Goku Satsu or “Raging Demon”: This second Level 3 Super Art can only be performed when his Vitality is low enough for a Critical Art and can be used to end combos. This time, he allows you to see what happens during the one second worth of nightmares.
Akuma will be unlocked for owners of the Year 1 Character Pass, Year 1 Ultimate Pass, Deluxe Edition, or Ultimate Edition on May 22. Stay tuned for more details in the coming weeks!
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kaustic · 11 months ago
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hmmm thoughts
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darkmagenugget · 2 years ago
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Drew an updated design for my character Lynn. (She/they) ^-^
She is a streamer and Esports competitor (various games. If it is competitive, they are probably practicing and competing.)
They've come a long way since her first appearance.
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jadeannbyrne · 4 months ago
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Jade Ann Byrne Call of Duty Mobile; Call to Arms: Join @JadeAnnByrne Esports Team! Clan War !
Jade Ann Byrne Call of Duty Mobile; Call to Arms: Join @JadeAnnByrne Esports Team! Clan War ! Attention, soldiers! It’s time to gear up and sharpen your skills because the Call of Duty Mobile Clan War resets every Monday at 5 PM Pacific Time (that’s UTC -7). This is your chance to show your mettle and contribute to the glorious rise of the @JadeAnnByrne Esports Team. We’re looking for dedicated…
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nondelphic · 4 months ago
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NA aka “No Actual Plot” is known as the fastest genre to lose narrative cohesion. Since they gave up on internal consistency, they’re speedrunning random twists. In particular, they hold the world record in “Mid-book plot hole any%” and “Unresolved character arcs, no payoffs.”
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aikos-filibuster · 1 year ago
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For Fun or For Funds?
or " Are gaming communities becoming less about play and more about monetisation?"
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A Personal Note
Entering my early 20s, I reflect on my early days of being exposed to the idea of gaming, I remember watching Disney Channel and during their breaks, they advertised the Disney Channel website where you could play flash games based on the cartoons being aired. I asked my father about it, and he beckoned me to the study room where our old family computer was. He opened up Internet Explorer and hopped on the Disney Channel website. That was the beginning of my personal relationship with gaming. Then it led to my father buying me a PlayStation 2, a major turning point as it allowed me to experience real gaming on a dedicated platform. Back then, gaming was simple as its main purpose was escapism, where you would come home from school or work, hop on your computer or console and forget about the day’s worries for a while. There was no such thing as subscriptions, content locked behind a paywall, or using real money to earn you an advantage over your opponents or to enhance your experience in general. And casual gaming was what it meant on the tin; it was a casual activity where you did not put much thought into it and was merely something to pass the time. Times have changed, and the only time you see gaming mentioned in the mainstream is of how much money was won by an Esports team and how famous you can get from gaming competitively and I personally can make a case that “Mammon” has even entered the realm casual gaming.
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Gaming communities: A new cash cow?
The first culprit of the monetisation of gaming communities is the rise of professional gaming. More and more you see games that are tailormade to be played at tournaments and you’d rather watch other people play and win millions rather than to play the game yourself. The rise is popularity for games such as CS:GO, Fortnite, League of Legends, and most recently Valorant where you specifically train to play in Esports tournaments in the hopes to win money places profit over fun. It is not to play competitively, it is stressful, and the desire to win big pushes some to even abuse substances to keep themselves awake to get more hours of training just to hone their skills just for that littlest edge over the competition because the dollar sign is such a powerful drug in of itself. One just needs to look at how lucrative this new burgeoning market can be as in 2021, the global esports revenues totalled up to over $1.6 billion dollars, and looking at the geographical information, over half of that was generated by China and North America. I believe a lot of this monetisation and commercialisation of gaming communities comes from coverage of gaming by the mainstream media. Before the advent of esports as we know it, mainstream media painted gaming communities as sort of men who refused to grow up and continued to play with toys instead of spending time “normally” like watching television or taking more “conventional” interests like being a sports fan or going to your favourite musician’s concert. Instead, these gamers keep up to date with the latest gaming news. How odd! Now that events like the COVID-19 pandemic have changed the world’s attitude to gaming communities and what they do, suddenly the market has experienced unprecedented growth in the past 3 years. Now we see even governments paying close attention to what happens among gamers, seeing it as an opportunity for youths to specialise in to bring pride to their state, being recognised as a legitimate sport alongside field and track. The commercialisation of gaming has made the communities appear as mere customers to investors and even gaming developers. They saw how much money they can make, and now their as bold as ever in throwing money onto the growing money pile that is the gaming market. I remember a time when my mother scolded me for playing video games, asking sarcastically how much money I make. Now she sends me headlines about an esports team winning millions in a recent tournament. Funny how opinions can change so sharply. Now we even see the rise of film adaptations of video games, where Hollywood executives who have never held a gaming controller decide to make a film cash grab by taking advantage of the nostalgia of gamers they looked down upon decades ago.
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Still for fun?
In conclusion, the statement that gaming communities are becoming less about play and more about monetisation can be quite interesting to answer, and to give it an answer, I would give a simple yes. Gaming communities will feel the changes in the environment that they hold so dear. They would be lying if they say they had not seen the massive cashflow into and around the games they love, and for some, it’s a given due to the nature of the games they build communities around. The more honest gamers will tell you they know the corporations who invest in the games see the communities as generic customers and a source of revenue, and the companies that churn out their games have become bold in their attempts to maximise their profits, sometimes at the cost of the soul and effort that used to be put into creating cult classics like we saw in the days of yore of gaming.
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References
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fogaminghub · 10 days ago
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🔍 Ready to conquer the Citadelle des Morts in Call of Duty: Black Ops 6? Our new guide offers amazing secrets and strategies to help you through the first 10 rounds! Master the zombies and level up your game. Join us on this adventure! 
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serendipityscribbles1402 · 2 years ago
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Week 11: Social Gaming and Live Streaming: An Exploration of Game Culture and Communities
In order to gain comprehensive understanding of the historical development of video games is crucial for developing a thorough grasp of social gaming and live streaming. Video games have experienced a considerable evolution from simple arcade-style gameplay to sophisticated, multi-dimensional worlds since the introduction of Pong and Space Invaders (Juul 2010). The act of playing video games in a social atmosphere, when players engage in cooperative or competitive gameplay and communicate with one another, is referred to as "social gaming" (Juul 2010). Live streaming, on the other hand, involves transmitting gameplay in real-time over the internet so that viewers can see and communicate with the broadcaster (Juul 2010).
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The world of social gaming includes a wide variety of game genres, each with its own unique social dynamics. Due to their fast-paced and simple gameplay, arcade games have long been used as a social hub, luring players to gather and participate in competitive activities in actual physical spaces (Consalvo & Dutton 2006). Local multiplayer games encourage face-to-face interactions, social connection, and friendly competitiveness (Consalvo & Dutton 2006). On the other side, online multiplayer games have drawn a lot of interest since they enable player interaction across borders, regardless of location (Consalvo & Dutton 2006). Given that platforms like Twitch have transformed gaming by making it a competitive spectator sport, the growth of gaming spectatorship is a huge phenomenon that cannot be overlooked (Consalvo & Dutton 2006). Viewers may now experience the thrill of gameplay virtually and engage in live exchanges with the streamer and other viewers, strengthening a sense of community.
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Originally posted by Tom's Guide
Gaming communities are made up of more than simply a few players. Players connect with one another and take part in shared experiences in these social groups. These groups act as forums for gamers to interact based on their love of the same games, exchange tips and strategies, and have conversations about gaming (Kaye et al. 2014). Additionally, gaming communities usually consist of a number of smaller communities where users may easily switch between multiple platforms, game types, and genres. A vibrant and connected gaming environment is fostered by the seamless flow of information, which makes it easier for knowledge, competencies, and proficiency to be transferred (Kaye et al. 2014).
Competency in knowledge and skill is a key element in gaming communities. People gain recognition and admiration from their peers as they put work and time into honing their skills (Seo 2013). As role models and contributors to the growth of the competitive gaming landscape, seasoned players, sometimes known as "professional gamers," have a tremendous influence within the gaming community (Seo 2013). Within gaming communities, where players collaborate to decipher complex game mechanics, uncover buried features, and improve their strategies, the exchange and distribution of knowledge are essential components (Seo 2013). Digital forums, social media pages, and specialised websites serve as knowledge-sharing platforms that encourage the growth of gaming communities.
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Originally posted by Al Jazeera English
The various demands and tastes of players are catered for by various gaming platforms. The flexibility of PC gaming allows players to access a variety of games and customise their hardware (Seo 2013). Console gaming offers a convenient and approachable experience thanks to well-known systems like PlayStation, Xbox, and Nintendo Switch (Juul, 2010). Smartphones are now powerful game platforms thanks to the explosive growth of mobile gaming (Consalvo & Dutton, 2006). Twitch, YouTube Gaming, and Facebook Gaming are notable examples of social gaming and live streaming platforms; these sites are now preferred by both gamers and streamers (Kaye et al. 2017).
Esports, often known as competitive gaming, has seen a sharp rise in popularity, attracting millions of viewers worldwide (Seo 2013). Skilled players and teams compete in organised events across a variety of game genres, including first-person shooters, multiplayer online battle arenas, and fighting games (Seo 2013). Live streaming of competitive gaming competitions has grown to be an important part of the esports ecosystem. This has made it easier for the public to enjoy watching excellent gameplay and participating in the competitive atmosphere (Seo 2013). Streamers that are skilled and charming play a significant part in enthralling and entertaining the audience, creating a unique form of interactive entertainment (Seo 2013).
With the introduction of social gaming and live streaming, the gaming industry has undergone substantial change, resulting in vibrant communities and a transformation in how players engage with games. One may better grasp the substantial impact of social gaming and live streaming on contemporary game culture by analysing the historical context, various gaming genres, the significance of gaming communities, and the emergence of competitive gaming and streaming. With technology advancing at a rapid rate, it is fascinating to speculate about how social gaming and live streaming may be affected in the future, blurring the lines between virtual and real-world interactions.
References
Al Jazeera English 2019, The Gaming Industry | Start Here, 22 December, viewed 16 June 2023, <https://www.youtube.com/watch?v=LEurg3JaP2o>.
Consalvo, M & Dutton, N 2006, ‘Game analysis: Developing a methodological toolkit for the qualitative study of games’, The International Journal of Computer Game Research, vol. 6, no. 1.
Juul, J 2010, A casual revolution : reinventing video games and their players, MIT Press, London.
Kaye, LK, Kowert, R & Quinn, S 2017, ‘The role of social identity and online social capital on psychosocial outcomes in MMO players’, Computers in human behavior, vol. 74, Elsevier Ltd, Elmsford, pp. 215–223.
Seo, Y 2013, ‘Electronic sports: A new marketing landscape of the experience economy’, Journal of marketing management, vol. 29, no. 13-14, Routledge, Helensburg, pp. 1542–1560.
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cryptiduck · 2 years ago
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heeyy hii if you followed me for my dimension 20 art then first of all: thank you!!! and second of all: i wouldn't have been able to support the ch team for the first time after growing up with their content without casters & castles, as my first ever comm work was for them :) they're a relatively small community but their campaigns and stories mean more than i can accurately express in some tumblr post i'm making due to lack of sleep, so i can only hope some of the regular fanart i've made could pique your interest just enough or just get them onto more people's radars ♡
also here's our discord
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