201106
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http://ie-sf.com/img/en/news/newsletter/201106.pdfTRANSCRIPT
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Member Nations’ News
IeSA, and was the first cooperation between a local city in Israel that support and
sponsor an e-Sport event.
The event was a big success, and therefore Hod-Hasharon city announced that
it would like to host the event for 2011 as well. The event will take place in the
city in the end of august, and it will include the grand final of the Israeli e-Sport
championship for FIFA Online 2 and SC2.
As the Israeli team came back from last event, a presentation was made and
sent to the Israeli sports office which included details about the Israeli team
accomplishments and the accepting of the IeSA as a member in the IeSF.
Officials from the minister sports office has updated that they are waiting for the
IeSF to be a member of GEISF and then it will be much easier to recognize e-
Sport in the country as an official sport.
1. Qualifiers for IeSF 2011 World Championship
Last year the local qualifiers in Israel for the
grand final event in Korea were made within
"Hod-Hasharon e-Sport Championship". This
event was cooperation between Hod-Hasha-
ron city between Hod-Hasharon city and the
In this Issue:
Member Nations’ News
IeSF 2011 World Championship
e-Sport Expert Training Program
People of the month
Trend in the World Today
Notice
by Nitzan Dikshtein
2
In this Issue:
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The IeSA is happy to announce on the opening of the first e-Sport club in Israel.
The club is hosting the IeSA official offices in Israel, and players that would like
to start a professional e-Sport carrier, or would like to get a guideline regarding
the e-Sport field, can come to the club and get all the relevant information.
The club contains 20 strong gaming computers that are equal, and the meaning
of the club aside of hosting the IeSF qualifiers in the country, is to host all kind of
e-Sport activities in the country like the ESL league games, and local leagues.
The club is also a gateway for nonprofessional players to learn about the e-Sport
branch, and become professional players in the future.
All of the official games under the IeSF were installed on each of the computers,
including SC2, Fifa online 2 and AVA, aside of the other e-Sports games such as
Counter-Strike, WarCraft 3, Call of Duty: BO and more.
2. First e-Sport club in Israel
“2011 the Hyundai FIFA Online 2 Global Championship League” is opening in
Korea as sponsored by HYUNDAI. The preliminary for the global championship
will be conducted from June 7 to July 31. 4 nations (Spain, Germany, China and
Korea) are participating in this event, and 1 representative players from each
countries will be selected and invited to the global championship. As the host
country, 8 players will be selected from Korea. These 11 selected players will
gather and compete their skills at the global championship on August 13 at Busan,
Korea. The finals will be on live broadcast by “Ongamenet.” The winner will
earn Veloster (vehicle produced by Hyundai), and ,for 2nd and 3rd places will
have 5 million and 3 million of prize money for each. Other various events will
be operated as well, such as car display show.
1. 2011 FIFA ONLINE 2 Global Championship
by Nitzan Dikshtein
by Alex Lim
3
2. Stacraft2 in Korea just fired flare for the Resurrection
Starcraft: Brood War has been wielding strong influence on e-sports culture in
Korea as one of the most favorable games for Korean gamers and spectators at
the same time. As the result, it has born 11 professional teams so far.
Corresponding with the situation, many relative people from e-sports market
questioned and worried if Starcraft2: Wings of Liberty could take over the role as
a main e-sports title.
At the beginning, Starcraft2 league was not stable. As setting the main e-sport
broadcasters aside, it lost a fair number of existing Starcraft spectators and fans.
However, as the league repeated several times, awareness for the league has been
changed. Star players transferred from original starcraft league have added
weight of the dignity to the league as well.
Another reason for the gradual inclination of Starcraft2 league is improvement
of players‟ skills. Because it has not been so long since the league started,
strategies operated by players have been monotonous, which was used to be
compared with original Starcraft league. With the lapse of time, the
understanding of players has been deeper, and it brought up with new era of
Starcraft2 league such as new strategies and magnificent competition on material
superiority. With all these factors, league of Starcrft2 is being shed with whole
new light.
Also, the dramatic mutual concession between Korea e-Sports Association and
Blizzard may be possibly considered as the green light for the league‟s
resurrection. Meanwhile, these two parties have been having conflicts and
struggle for the initiative. However, they entered the situation of reconciliation as
signing license contract on tournament and broadcast of Starcraft: Brood War. It
is expected that this mood may influence positively on Starcraft2 league as well.
The collaboration of these two parties is expected to create positive synergy.
On this issue, Mike Morhaime, the CEO of
Blizzard, said, “Korea is the central place of
the e-sports, and we would like to contribute
to global e-sports business through the
collaboration with KeSPA and broadcasting
companies.”
Quote: htttp://www.gamedonga.co.kr/gamenews/gamenewsview.asp?sendgamenews=45103
edited by Alex Lim
In this Issue:
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People of the month
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4
A 21st Century solution for a 21st Century Digital agenda.
Project Gamerz (Pgz) is a unique interactive project designed to engage with
disenfranchised youth groups across London through interactive gaming, e-
learning and digital engagement, and representing e-sports in UK as well.
The intention has always been to deploy in five Metropolitan Police Service
(MPS) wards across London in 2010/11. Project Gamerz uses interactive
software to bring young people into specially equipped digital hubs where they
can learn new skills and engage with community projects and their local Safer
Neighbourhood Teams (SNT). Project Gamerz offers an avenue to engage with
key young persons/groups (Male & Female aged 10-16) within London and will
provide a unique socially responsible strategy, intended to actively bridge the
digital divide. It will provide mainstream press exposure through the
Metropolitan Police Service (MPS) and associated stakeholder PR‟s thus
providing a London wide promotion of a more robust and measureable Corporate
and Social Responsibility budget spend.
In 2008 Project Gamerz launched with Phase 1 in the
Riverside Ward of the London Borough at the new multi
million pound Salmon community Centre. Phase 1
offered young people the chance to play the latest interactive software games
twice a week in a hotspot area in London for juvenile anti-social behaviour
(ASB). The resulting success of Phase 1 was measured with a decrease in
juvenile related incidents week on week throughout Phase 1.
Phase 2 was set to launch in 2010 with five locations. The project plan is to
seamlessly roll Phase 2 into Phase 3 – before moving into Phase 4 which is a
wider integration across everyone MPS Ward locations in Greater London.
The intranet platform, designed, built and paid for by the MPS and additional
support from the corporate sector – was completed in March/April 2009, and is
awaiting activation by the installation and support of kit in multiple locations.
The code is intact, in storage, and awaiting activation. The system was designed
modularly, which means that functionality can be activated / deactivated at will.
In addition to the above Southwark have two small mobile mini buses that are
equipped with computers (10) that are linked and enable the police to promote
PGz into estates and locations that have no access to digital hubs. Both these
vehicles are in high demand and offer an opportunity for young people to try out
all the latest interactive software and at the same time be engaged and diverted
into other projects thereby minimising their involvement in ASB and crime.
by Stuart Saw
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IeSF 2011World Championship
5
by Alex Lim
Overview
Period October 6, 2011 (Thu) ~ October 10, 2011 (Mon) / 5 Days
Location Andong Stadium (300-1, Unheung-dong, Andong City, Korea)
Participant Approximately 400 people from 40 nations
Titles
Titles Period
Official FIFA ONLINE2, Starcraft2, A.V.A2011. 10.6~10.10
(5 days)Demonstration To be Announced
Sort
Participants Coverage Condition
SC2 FO2 A.V.A. Accommodation Meals Flight
Player 1 1 5 ** Covered Covered Covered
Representative 1* Covered Covered Covered
Press / Media 1 Covered Covered Not Covered
Participants & Coverage Condition
* If an additional representative is visiting, airfare shall be covered by his /her own.
** For A.V.A, please refer to “A.V.A operation method” issued by e-mail on May 26
regarding “Online A-match Selection Process.”
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* For further question, please contact Alex Lim ([email protected]) and
please stay tuned for additional announcement.
IeSF 2011 World Championship (Cont.)
Key Events
October 6
Welcome party
October 8
October 9
October 7
Preliminary matches
VIP Reception
Preliminary matches
Main tournament
Media Day
e-Sports Symposium
IeSF 2011 General Meeting
Farewell Party
Opening Ceremony
Press Conference
Semi-Final / Final
Closing / Award Ceremony
October 10 Departure
Arrival
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A Game became the Art in United States
government, which gives financial support to the art works by using
governmental capital, and also subsidizes $ 200,000 as maximum to the
nonprofit artists or groups.
On May, NEA announced the newly classified items of the arts which will be
applied from 2012. Radio and TV arts have been classified into Media arts
including movie, satellite broadcasting, internet and etc. Besides, NEA has newly
added archives, tales, theater, exhibition, performance art, interactive game and
etc as the art.
So now, game developers have also earned opportunities to obtain the
governmental subsidies. Merely, the priority of game development is obviously
making money, and since then, the game developers cannot submit the
application for the subsidy which is provided only for nonprofit purpose.
Therefore, the parties from the game market in US takes the significance rather
as refreshing social awareness of games than taking practical support. Of course,
if some amateur developers disclose their games and never take any profit, it
would not be that hopeless to seize the subsidy from NEA. Perhaps in US, like
painters or performance artists on the street, we may be able to see a game
developer who makes games with pure spirit of the art in the future.
edited by Alex Lim
Trend in the World Today
Can a game be considered as the art? To this
question, United States currently answers, “Yes.”
Currently, National Endowment for the Arts (NEA) in
US decided to classify the video games as a type of
the arts from 2012, and to fiscally support the relative
projects.
NEA is one of independent institutions of US state
Quote: http://www.thisisgame.com/board/view.php?category=102&id=664830
In this Issue:
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While playing games, immersed in the study
social attention. In fact, it is even nothing new. The concept of „G-Learning‟ has
been on people‟s lips since Korean government commenced „G-Learning
research school‟ business, which has not achieved any remarkable outcome.
However, with the diffusion of smart phone and tablet PC, G-Learning started
coming up to the surface again. In accordance with this situation, some game
companies and education companies are publishing G-Learning products one
after another, as well as schools tend to add more class time for G-Learning.
The most attractive point of G-Learning is fun. Since the study is rather
conducted in the amusing circumstance than the cramming system of teaching,
the immersion level of students obviously rises. Especially for infants and
elementary school students likely having first time study, it is admirable to use
since it gives relatively less repulsion for studying. In the perspective of having
fun studying while enjoying the game, it emphasizes the concept of natural and
gradual motivation for the study.
Another benefit of G-Learning is that it provides opportunities to utilize online
games in positive manner. Meanwhile, games have been considered as the
negative factor which disturbs the study, and put away from students and
children. However, experts insist rather to develop self-control ability than to
compulsorily block. In the same manner, G-Learning system and the applicable
games are setting the positive standard for usage of games and opening wide
possibility to lead spontaneous participation for the study.
edited by Alex Lim
A 2nd grade elementary school student has recently
been immersed in English study which he did not like.
This happened since he started playing „Word force‟,
which is a game guessing English vocabulary. He says,
“it is a lot more efficient than forcing himself to read
English text.” Currently, as the number of students who
study by utilizing games increases, the new study
method which mixes the advantages of both game and
study, „G-Learning (Game-Based Learning)‟ is attracting
Quote: http://news.chosun.com/site/data/html_dir/2011/05/08/2011050800492.html
In this Issue:
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International e-Sports Expert Training Program
As related to the Global Standardization which is one of IeSF‟s primary projects,
we, IeSF, are planning to organize framework for „International e-Sports Expert
Training Program.‟ We hereby introduce the main concept of the program to
share it with our respectful members, and will be discussed at the IeSF 2011
General Meeting as well.
Purpose
International e-Sports Expert Training Program is purposed to cultivate
professionals who may lead the new leap of global e-sports in its quality. The
sketch of the program is directing toward practical systematization of manpower
cultivation; we expect, through this program, to satisfy practical demands in the
reality and mass-produce high quality of professionals in continuous manner.
Strategy
In the short-term manner, it attempts to gratify the urgent demands at the field
such as referees, inspectors, coaches and instructors. From the long-term
perspective, the core human resources who shall be able to work in both national
and international range are expected to be produced in the systemized training
frame. The target subjects are faculties and policy makers of e-sports who may
open the new era of e-sports. This attempt will be conducted in 4 main strategic
dimensions.
1. Systematization: In both short and long term, the program will gradually
evolve and extend to cover all categories of e-sports.
2. Globalization: The subjects shall be cultivated to take roles in international
range.
3. Network: Within the program, network with relative e-sports organizations,
publishers, research institutions, governmental institutions and etc. shall be
established.
4. License: Official license system acknowledged globally will be applied.
edited by Alex Lim
Cont. on next page.
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Subjects to participation
In accordance with the Network which is one of the main strategic dimensions,
all possible relative parties shall be invited as subjects to participation of this
program: e-sports competition organizations, e-sports support group, publishers,
game developers, research institution, governmental organizations, and etc.
Plan of Operation
In order to operate this program appropriate, the priority requirement is to
research size of the demands in the field. Related to this issue, IeSF shall
cooperate with e-sports related organizations to comprehend the quantity of
needed manpower. Secondly, to open the training program, IeSF shall make the
agreement with relative research and education institute such as universities. With
cooperation with educational institutes, the program will be developed, and
teaching resources including faculties will be secured. Thirdly, for budget, there
shall be the agreement among relative government, publishers, game developers,
competition organization and IeSF to design the share of expense. Also, other
issues such as recruit and promotion measure will be discussed among the subject
parties.
Utilization
Once the framework for this program is settled, it will be distributed to relative
nations globally through the relative sub-committees of IeSF. At the beginning, it
will be utilized to supply operating staff for tournaments such as referees. Then,
the initial human resources will be circulated to instruct at the expanded training
with their experiences in reality. After all, this program may be used as the
essential requirement to become a e-sports specialist.
International e-Sports Expert Training Program (cont.)In this Issue:
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People of the month
It has been about 10 years since I started working in the e-Sports industry.
Before that I was a competitive player myself in games like Counter-Strike 1.6
and WarcraftIII. From a player I moved into setting up a WarcarftIII community
forum and that was where my motivation started. The lack of support for e-Sports
in Singapore and South East Asia prompted me that we needed more events and
communities to grow the scene.
2. Please tell us briefly about beginning, history, and current status of e-
sports market in Singapore.
Similar to many market, e-Sports in Singapore started with Counter-Strike 1.6,
Starcraft and move to games like WarcraftIII, FIFA etc. Since then, e-Sports have
evolved into more and more games on various platforms like online, mobile,
console etc. In Singapore currently, popular e-Sports titles include DOTA All-
Stars, Starcraft2 and FIFA.
3. Please give us introduction of the e-Sports Association (Singapore) and
major projects of it.
The e-Sports Association (Singapore) is dedicated to the promotion and growth
of e-sports in Singapore. To develop Singapore into an international hub for e-
sports excellence, our mission is to connect individuals and organizations
interested and involved in e-sports. To build meaningful relationship among the
stakeholders in e-sports and to encourage professional growth for the e-sports
community and industry in Singapore. Currently we are looking at
standardization of e-Sports rules & regulations and e-Sports events in Singapore
edited by Alex Lim
Herman Ng is President of The e-sports Association
(Singapore). IeSF interviewed him to introduce him and
what he has been doing in e-sports field.
1. How long have you been working in e-sports field
and what motivation brought you into this field?
Cont. on next page.
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4. If there is any difficulties or obstacles to operate national league and
manage a national federation?
Surely, difficulties lies in the acceptance of e-Sports to be something similar to a
sports where is it widely recognize as a mainstream activity instead of a niche
market where currently there is a lack of media and broadcast support.
5. What do you think is crucial and necessary to make a national federation
better?
Like-minded people with common directions and initiatives for e-Sports in the
association is the most crucial factor to make it better. It is always about the
general majority of the industry and not about individuals.
6. What do you think should necessarily be taken to raise and develop e-
sports in Asia?
Strong support from common game publishers willing to promote a popular e-
Sports title in Asia backed by strong media and broadcast from various channels
would be the key to the development of e-Sports in Asia.
7. If there is any recommendation or supplement point that you want to
comment on IeSF for being the global leader of e-sports, please tell us.
e-Sports is all about passion and IeSF have to be driven by the passions of
associations all over the world!
People of the Month (Cont.)In this Issue:
Member Nations’ News
IeSF 2011 World Championship
e-Sport Expert Training Program
People of the month
Trend in the World Today
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Notice
[Contact]
General Manager
Noha Park
Deputy Manager
Sungchul Byun
Editor
Alex Lim
webpage: www.ie-sf.org
1. Schedule of IeSF 2011 World Championship National Qualifier
In order to operate IeSF 2011 World Championship as scheduled, all the
national qualifier should be done by “End of August” since we need to submit
the winners‟ information to specify flight tickets 1 month prior to the
championship. Therefore, please set the schedule of your national qualifiers
regarding the deadline and send the schedule, at least approximately if it is not
fixed, no later than 24th of June. Since this is very important for IeSF to
organize and fix all the details, certain confusion may occur in the future if you
miss the due date. Therefore, please double check the due date and submit
information via e-mail. There will be many of crucial things coming up to be
announced with regards to IeSF 2011 World Championship. So, we would like to
ask your attention and cooperation.
2. Clarification of Participants
We would like to clarify your participation in order to clarify and reserve
accommodations, meals and flights. This was noticed via last group e-mail sent on
June 1 requesting your answer by June 15, but the answer ratio among of our
members has been quite low. Thus, we hereby notify you again with extended due
date. Sp, please clarify how many people are going to participate as the sample
shows below, and send it to us no later than 30th of June. The sample form was
attached to last notification mail.
13
Sort
Participants
SC2 FO2
Player 0 ~ 1 0 ~ 1
Representative 1 + Additional (airfare is not covered for additional person)
Press / Media 0 ~ 1 (airfare is not covered for press/media)
Total
In this Issue:
Member Nations’ News
IeSF 2011 World Championship
e-Sport Expert Training Program
People of the month
Trend in the World Today
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