Crimson lights flashed and announcers yelled in shock as a star athlete pulled off a miraculous feat: leading his team to an upset victory in the semifinals of a world championship tournament.
At the center of it all was Hu Shuo-Chieh, a decorated Taiwanese superstar who soon followed up his standout moment (his team would fall short in the finals) with an even more surprising move. In November, Mr. Hu, known in gaming as SwordArt, announced that he was leaving his base in China, the hub of global e-sports, for a backwater in the world of competitive League of Legends: the United States.
This may worth something:
Bloomberg - Are you a robot?
CS Recommends: Raised by Wolves, Plus Video Games & More!
Stuck inside? Don’t know what to watch/read/play/listen to? ComingSoon.net has got you covered. In this week’s CS Recommends our staff kicks off gives you solid tips on the best media to consume during your downtime, including Ridley Scott’s Raised by Wolves and more! Check out our picks below!
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This 2013 comedy-drama is definitely one of my most favorite South Korean films to date. It features a heartwarming story that will make you smile, laugh, and angry while also breaking your heart in the process. The chemistry between the main cast was one of the best parts of the film which was anchored by the brilliant leading performances of Ryu Seung-ryong and Kal So-won.
Who's No. 1 in video games?
CARY – Epic Games , boosted by its globally popular Fortnite, is the world’s most popular brand in the video game industry, according to a new study of global brands.
“Epic Games is the most popular brand in 141 countries, making it the most dominant brand in an individual sector (gaming),” declares U.K.-based BusinessFinancing.
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Fortnite which has more than 350 million players, also is a huge revenue generator for the privately held company based in Cary. Epic is valued at well over $17 billion after raising nearly $1.8 billion in new investment last year.
Quite a lot has been going on:
Still Looking for a New Gaming Console? Here's Why - The New York Times
One Saturday in mid-December, Chris Vernon was driving as fast as he could to a GameStop in Memphis. He had spent weeks combing the internet for new PlayStation 5 consoles, and had just heard about a new shipment's arrival at a store nearby. It was the only present his 10-year-old son, William, wanted for Christmas.
The problem was, lots of other children around the country were asking for new video game consoles, too.
Mr. Vernon, a local sports radio host and podcaster for "The Ringer," arrived too late. He waited in line for four hours before being told that the store had run out. He returned home, "crestfallen," to tell William the bad news.
Tech firm BitOGenius turns kids’ art into playable video games with Pixicade – ToyNews
The tech company, BitOGenius is looking to revolutionise the STEAM toys category with the launch of Pixicade, a new system that turns children’s artwork into original, playable video games.
Created by a team of game design experts and educators at the US-based business, Pixicade turns artwork into playable video games in under 30 seconds, blurring the edges of physical and digital play through the use of its own patent pending technology.
The Pixicade kit aims to offer a ‘unique open ended play pattern’ by providing children with its specially created marker pens, three books, and two QR codes to unlock the app, with up to 1,600 games for use on iOS and android devices.
Why did hedge funds short GameStop in the first place? — Quartz
Video game usage is surging to record highs , enriching game developers and console makers, and boosting sales for e-commerce platforms. Just about the only part of the industry that hasn't benefited is brick-and-mortar retail chains like GameStop, which still rely on physical sales in a world swiftly transitioning to digital transactions.
Until now. GameStop's stock is skyrocketing to comical levels as part of an ongoing frenzy orchestrated by small-time investors on Reddit and TikTok. As a way to get back at the hedge funds that were profiting off GameStop's steadily declining business, these investors banded together to buy the company's stock and increase its value.
Video games deserve more than blanket, parachute coverage from reporters who don't get it - The
So, imagine sending a health reporter to cover the impact of listening to certain rap lyrics over and over again, all while not understanding the context of the lyrics, where they come from, or what they're saying. This is essentially what New York Times reporter Matt Richtel, along with his editors, did when they published this front-page Sunday story from January, " Children's Screen Time Has Soared in the Pandemic, Alarming Parents and Researchers. "
The headline and premise seem sound. There are many valid concerns, as well as unknowns, over the amount of exposure we're all getting to digital media while the U.S. remains on lockdown from covid-19. But the framing of the piece is flawed and embarrassing, using a Colorado parent's worry over their child's Xbox usage as its case in point. This framing conflates digital screen time to video games, which are two different things.
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