President Trump plans to meet with members of the video game industry next week “to see what they can do” on the issue of gun violence.
Details on specific timing and attendance for the meeting weren’t immediately available, but Sanders cast the meeting as of a piece with multiple others that have already taken place between the president and “a number of stakeholders” in the gun violence debate. “This is going to be an ongoing process and something that we don’t expect to happen overnight, but something we’re going to continue to be engaged in and continue to look for the best ways possible to protect schools across the country,” Sanders said.
A team of ex-Apple engineers and execs is taking on Amazon-owned Twitch and Google’s YouTube Gaming with today’s official launch of a new social broadcasting platform, Caffeine. Backed by $46 million from Andreessen Horowitz and Greylock Partners, Caffeine was co-founded by former Product Design Lead for Apple TV and Chomp co-founder Ben Keighran, along with Senior User Experience Designer at Apple, Sam Roberts.
Since You can’t simply build yet another live streaming service and hope for the best – you have to create something original and differentiated.
For Caffeine, that’s a suite of technology products and new experiences that existing rivals don’t have.
To begin with, Caffeine has developed its own publication tool, in the form of a free 10 MB download, that makes getting started with streaming easier for the casual gamer.
There’s about 800 million gamers out there, but there’s roughly 2 million content creators a month on Twitch. With the Caffeine software, gamers can start streaming from their Windows PC with a single click.
Caffeine has developed custom technology that can detect when a game launches on the PC (by watching the system’s processes), then is able to use the Windows DLL file to inject viewers’ comments as an overlay onto the game itself.
The company built out its own real-time distribution video network that leverages WebRTC – the same technology that powers things like Google Hangouts and other peer-to-peer communications. That means everything on Caffeine is taking place in real-time with zero delays.
The newly classified gaming disorder is now included as an affliction. Those who suffer from the disorder are said to have “impaired control over gaming. Gaming disorder is characterized by a pattern of persistent or recurrent gaming behaviour (‘digital gaming’ or ‘video-gaming’), which may be online (i.e., over the internet) or offline, manifested by: 1) impaired control over gaming (e.g., onset, frequency, intensity, duration, termination, context); 2) increasing priority given to gaming to the extent that gaming takes precedence over other life interests and daily activities; and 3) continuation or escalation of gaming despite the occurrence of negative consequences. The behaviour pattern is of sufficient severity to result in significant impairment in personal, family, social, educational, occupational or other important areas of functioning. The pattern of gaming behaviour may be continuous or episodic and recurrent. The gaming behaviour and other features are normally evident over a period of at least 12 months in order for a diagnosis to be assigned, although the required duration may be shortened if all diagnostic requirements are met and symptoms are severe.
The transaction took place over eBay yesterday afternoon. Th eSuper Mario game was purchased in mint-condition for $30,100.44 USD. Longtime vintage game seller DKOldies, based out of Pennsylvania, initially listed the pristine copy of Super Mario Bros. under a no-reserve auction and set the bidding at one penny. The copy of Super Mario Bros. in question is in incredibly good condition and has been kept sealed in its original shrinkwrap. It’s also a very early copy of the iconic NES game, and has remained in the vintage “hangtab”-style packaging, which includes a perforated tab on the rear side that can be popped out to allow players to hang the game on a peg.
Overwatch World Cup is about to kick off in Shanghai, China.
National Overwatch teams from China, Hong Kong, Norway, and Romania will battle in Group A, while France, Denmark, Thailand, and Argentina compete in Group B. Both groups are stuffed with top-tier, professional Overwatch talent—some, however, are full professional and others are newcomers. Teams that fill out each group, save a few, are new rosters put together specifically for the event: That means that anything can happen at the Overwatch World Cup.
Day one of the Shanghai group stage begins at 2am ET on July 14—which is 2pm in Shanghai’s local time. (Of course, if you’re in North America’s pacific time zone, the tournament starts on July 13 at 11pm PT for you.) China versus Romania begins the event, followed by Hong Kong versus Norway, France versus Argentina, and Denmark versus Thailand. Exact times for each match have yet to be released, however.
Day one is expected to continue until 9am ET.
Day two continues at 2am ET and running through 9am on July 15. China will take on Norway first, followed by Hong Kong versus Romania, France versus Thailand, and Denmark versus Argentina. As with the first day, no exact times have been laid out for each match.
Day three begins at midnight ET, running through 10am on July 16. In Shanghai, the event begins at noon. China versus Hong Kong starts the day, followed by Norway versus Romania, France versus Denmark, and Thailand versus Argentina. The playoff finals will close out the event immediately after.
The top two teams will advance to the Shanghai playoffs, where two teams heading to the main event will be determined. All of this will go down on the Overwatch Twitch stream—though those local to Shanghai will be able to watch the event in person at Yun Space.
They’re saying there’s cutthroat competition, cash prizes, gambling, spectators, even juicing controversies in eSports. Adderall ( used to treat narcolepsy and ADHD) is a particular favorite among hardcore gamers. And the eSports business is booming; Newzoo Research estimates that eSports will be a $1.1 billion business by 2019.
Earnings can depend on the person and the game. the gamers are signed to a contract and paid to play.They may not make Major League Baseball–level cash, but there are similarities between the lives of professional gamers and professional athletes. Competitors often wear sponsor-backed jerseys or other branded gear.