Esports and the Military Center for a New American Security enUS

Esports and the Military

Electronic sports, also known as esports, are video games played as competitive sports on viewing platforms. Esports is a growing market with a large presence on public networking websites frequented by American youth. In recent years, veterans have expanded their own outreach efforts, using esports on streaming platforms as a recruiting tool to recruit and educate young people about military service. Veterans organizations are using esports community groups to engage and support veterans after their military service. This landscape test allows us to evaluate how the Department of Defense, military personnel, Department of Veterans Affairs, and nonprofits serving veterans are currently utilizing esports platforms and provide input on future interactions with esports.

The following test of the sports landscape allows us to detect four trends regarding the relationship between sports and the military community:

  • Given the demographic crossover between the sports and military communities, military personnel confirm the recruiting potential inherent in the sports community.
  • As services rely on sports platforms for recruiting, familiarity with the generally accepted standards and rules of the platforms will undoubtedly help services use these platforms effectively for recruiting.
  • No immediate conclusions can be drawn about the recruiting and social science difficulties associated with violent video games. Misconduct associated with playing video games should be considered by military personnel when assessing an individual's suitability for duty.
  • Esports could be a means of connecting veteran communities and providing resources to veterans.

Introduction

Popular civilization has long been a method of bridging the gap between military personnel and veterans and society at large. These initiatives, such as USO (United Service Organisation) tours and Department of Defense-sponsored films, aim to connect military personnel with those interested in service activities and educate the Yankees. These initiatives are used to recruit new military personnel, increase support for the military, and connect returning soldiers with their respective communities. As military veterans continue to reach out to South American society, the growing export sector offers opportunities for further development.

In 2020, Eport, which consists of games, communities, platforms, and competitions, attracted an audience of 495 million people. 1 With the expansion of the audience, Eport is a profitable growth area for companies, with revenues expected to reach $1. 5 billion by 2023. 2 Technological developments that allow broadcasting and communication in real time, such as the development of mobile phone technology, have lowered the threshold for audience engagement and contributed to the spread and popularity of Eport. The E-sports market is often compared to the traditional sports market. There are similar opportunities, such as sponsorship, personalities, and large events that attract large audiences. Eport has advantages that other media, such as regular marketing and movies, do not have, since it not only expands access to people but also allows direct communication with users.

Eport fans are mainly young, usually around the age of 20. 3 Most of Eport's participants are male. This means that the demographic characteristics of the import community match the main target demographic of conscription, which is traditionally aimed at men aged 17 to 24. 4 Such efforts are even more advantageous than the traditional local recruitment model, because the participation of escort recruiters gives them access to potential military personnel outside of their local area.

Similarly, the composition of the escort enthusiast community matches the current military demographics, as more than half of military personnel in actual service are under the age of 25. 5 Estimates suggest that the game is popular among lower-ranking military personnel, meaning that the services already have actual authorities participating in the gaming platform. 6 A significant portion of the post-9/11 veteran community is made up of young people who grew up in the video game era and may like Essence. The popularity of first-person perspective players among young people has forced the military to invest in the Eport market, as their interest in military service may coincide. 7 First-person perspective games are games "designed to engage players in virtual actions involving violence." 8 The social and social aspects of Eports serve as a platform for the Army and Navy to identify and contact potential draft candidates.

Esports can also provide opportunities to interact with the veteran community. ESPORTS events and initiatives are increasing as a way to build a community between soldiers and a veteran and connect veterans and mental health resources. Despite the nine population overlapping, the approach to approaching these groups is currently fragmentary.

Esports is a pioneer in the evolution of the interaction between the popular and army, but the existing literature on Esport and the army is limited. There is almost no information on the collected marketing or profit data. In this white paper, first verifying the status of ESPORTS, which is on the rise, and an outline of available population statistics. Next, we will explain the existing servic e-level initiatives that use Esports as a tool to connect the military recruitment and the veterans. The article is concluded with a general view, future research opportunities, export companies, military recruiters, and proposals for veterans.

Esports Explained

Esport is the development of video games that are organized. Like other sports, gamers can play pickup games, participate in the internal league, and play with professional teams. Like other sports, gamers can play pickup games, participate in internal leagues, and play with professional teams. For technical constraints, ant i-matc h-type games used to play completely fac e-t o-face using multiple controllers connected to the console, or played through the Internet and online multiplayer competition. I was. With the emergence of streaming platforms, players have organized a huge league, and viewers can watch players in real time. Like traditional sports, ESPORTS also has its own terms and expressions, making it complicated by the online chat function and available games. 10 In particular, considering that the Ministry of Defense (DOD) and the military services are applied to standards and laws that are different from private companies, the military affairs are esports environment, organizational structure, and participation trend to continue operating with existing platforms. You will be able to benefit from the basic understanding of it. < SPAN> In addition, ESPORTS can also provide opportunities for interaction with the veteran community. ESPORTS events and initiatives are increasing as a way to build a community between soldiers and a veteran and connect veterans and mental health resources. Despite the duplicated nine population, the approach to approaching these groups is currently fragmentary.

Esports is a pioneer in the evolution of the interaction between the popular and army, but the existing literature on Esport and the army is limited. There is almost no information on the collected marketing or profit data. In this white paper, first verifying the status of ESPORTS, which is on the rise, and an outline of available population statistics. Next, we will explain the existing servic e-level initiatives that use Esports as a tool to connect the military recruitment and the veterans. The article is concluded with a general view, future research opportunities, export companies, military recruiters, and proposals for veterans.

Esport is the development of video games that are organized. Like other sports, gamers can play pickup games, participate in the internal league, and play with professional teams. Like other sports, gamers can play pickup games, participate in internal leagues, and play with professional teams. For technical constraints, ant i-matc h-type games used to play completely fac e-t o-face using multiple controllers connected to the console, or played through the Internet and online multiplayer competition. I was. With the emergence of streaming platforms, players have organized a huge league, and viewers can watch players in real time. Like traditional sports, ESPORTS also has its own terms and expressions, making it complicated by the online chat function and available games. 10 In particular, considering that the Ministry of Defense (DOD) and the military services are applied to standards and laws that are different from private companies, the military affairs are esports environment, organizational structure, and participation trend to continue operating with existing platforms. You will be able to benefit from the basic understanding of it. Esports can also provide opportunities to interact with the veteran community. ESPORTS events and initiatives are increasing as a way to build a community between soldiers and a veteran and connect veterans and mental health resources. Despite the duplicated nine population, the approach to approaching these groups is currently fragmentary.

Esports is a pioneer in the evolution of the interaction between the popular and army, but the existing literature on Esport and the army is limited. There is almost no information on the collected marketing or profit data. In this white paper, first verifying the status of ESPORTS, which is on the rise, and an outline of available population statistics. Next, we will explain the existing servic e-level initiatives that use Esports as a tool to connect the military recruitment and the veterans. The article is concluded with a general view, future research opportunities, export companies, military recruiters, and proposals for veterans.

Esport is the development of video games that are organized. Like other sports, gamers can play pickup games, participate in the internal league, and play with professional teams. Like other sports, gamers can play pickup games, participate in internal leagues, and play with professional teams. For technical constraints, ant i-matc h-type games used to play completely fac e-t o-face using multiple controllers connected to the console, or played through the Internet and online multiplayer competition. I was. With the emergence of streaming platforms, players have organized a huge league, and viewers can watch players in real time. Like traditional sports, ESPORTS also has its own terms and expressions, making it complicated by the online chat function and available games. 10 In particular, considering that the Ministry of Defense (DOD) and the military services are applied to standards and laws that are different from private companies, the military affairs are esports environment, organizational structure, and participation trend to continue operating with existing platforms. You will be able to benefit from the basic understanding of it.

Who Engages with Esports?

As with film production, the gaming market is also distributed among video game creators, publishers, and more often gaming organizations and teams. Three companies act as creators, publishers and distributors: Activision Blizzard, Epic Games and Ubisoft. 11 However, although the appearance of e-ports is the same for all of them on computer platforms, the e-port section is not considered monolithic. All kinds of games, platforms and role forms make this area unimaginably different.

In e-port, two indicators are relevant - the number of visitors and the level of profit. According to the magazine, by 2020 the number of visitors in the e-sports industry will be 495 million and the annual profit will be $1. 1 billion. 12 It is believed that the driving force of the market (and also the one that regulates it) is young people, and digital literacy has a decisive significance not only to perceive the market, but also to take advantage of it. The growing youth market and the possibility of incorporating other demographics make e-sports a profitable investment.

Military personnel do not have the opportunity to participate in escorts to earn income, but they have plenty of opportunities to benefit from the influence that visitors have. The diversity of the market reveals opportunities to expand coverage and recruitment of subgroups with niche interests. As the novelty of the session, subordinate political directives and limited resources, military supply teams are obliged to observe widely recognized trends and measures in this field in order to qualify the path of formation and avoid mistakes in public networks.

Esports Organizational Structure

In this section, we present the demographic characteristics, organizational structure and educational programs on the e-port market, and also discuss the contradictions related to e-port.

EPOR-participants have every opportunity to work on streaming platforms as visitors, computer game players, streamers or those who combine all three qualities. In order for military personnel to be able to apply ethism more effectively as a recruitment tool, it is required to see not only how people are engaged, but also who is engaged in what ways. In the right section, a description of the role in espionage is presented.

By 2020, a large essay association, equivalent to a reach of 189 million people who participated in family games. 13 Without paying attention to the fact that video games are stereotypically described for men, among the players of these computer games, almost half were women (about 46% in 2020). 14 People who play games are, as a rule, younger than family gamers. On one of the giant platforms, Twitch, 73% of users are 35 years old. 15 As already mentioned, the majority of streamers are present between 18 and 49 years old, determining the average age of 21 years. 16 There are more male streamers than female: Twitch's demographic is 65% male and 35% female. 17 With a viewership of 397. 8 million in 2019, it has the highest engagement rate among young people. 18 The gaming industry, while striving to expand its own market for new visitors and players, faces the challenges of feminism and sexism every day. 19 Compared to the demographic indicators of fierce streamers, the gender scream of visitors is more biased: only 17% of US visitors to Eport - women. 20 Although women make up a minority on ePort, their proportion within the common demographic is increasing. They differ from their men in that they use a wider variety of genres on ePort. However, this desire gives a broad generalization, but the difference in the main genre preferences of members depending on the floor shows that they are more likely to expand and diversify the genres used to interact with the audience and connect with a wider audience. 21 Military men who concentrate on the host's brutal genre of games thus have every chance to increase their level of interaction with the vast number of women who participate in other genres of games.

If we ignore the diversity and formation of eports, the ecosystem can be thought of through the prism of the normal sports market, exploring all kinds of intriguing sides, merchants and members. As in classical sports, there are differences in the type of game, the type of people who hunt the games (as spectators, etc., members), and the prestige of all kinds of games. If previously, games were broadcast on individual computers or consoles, now this section is expanding and connecting mobile technology. By adapting to mobile technology, more games can be run on mobile phones, increasing their availability. 22 The emergence of eport streaming platforms has led to the creation of etching areas (spaces dedicated to on-air viewing teams). 23

Platforms for watching general and competitive games have become an indispensable addiction. Games are broadcast on their own, command or associated channels via streaming platforms. Streaming services lower the threshold for viewing, but some games can also be watched on these channels, such as ESPN, BBC, DisneyXD, etc. 24 Twitch (belonging to Amazon), YouTub e-gaming and Faceboo k-gaming (where Microsoft transferred visitors who used its Mixer platform) are considered the main platforms for gaming and broadcasting esports. The number of viewers on each platform is different, twitch is considered the most famous one and Facebook is working to expand its audience. On these growing platforms, esports lovers have every chance to access a large number of professional and amateur streamers. For recruiters of any other fighting service, it would be great to observe the trends and models of interaction on any platform of esports.

Esports Market Overview

Mult i-user online exports have three main categories: First Person Shooting, Mult i-User Online Arena, and Battle Royal, each of which has its own games and audience trends. Famous first person shooting games include counter strikes, call of duty, and overwatches. League of Legends and Dota 2 are famous for the battle arena (strategic game). Famous games of the battle royal genre based on this IRG "The Last Man Stands" include Fortnite and Apex Legends. Other categories include sports simulators and rol e-playing games. Firs t-person games and cheats are more likely to focus on rivalry than rol e-playing games, but still have a good chance to build a strategy with this IRGE. The weekly trends are changing in connection with the fact that games and channels actually use many fame, which is considered to reflect the innovation and liquidity of employees in the essential society. 。 26

EPORT content is divided into two types: conten t-oriented conten t-oriented content and pure battl e-oriented content. The content that emphasizes individuality is based on other public network platforms, as well as influential people. This includes collaboration and couple lover fans. Combat Esports can use individualit y-based content by functioning the service brand as "individuality".

With the development of essentials and tournaments, an etching team was born in which friends competed over prize resources. The establishment of the competition team has raised the recognition of the game in combination with a wide range of streaming opportunities. As in the case of the classic sports team, professional teams are participating in EPORT search, one set, and qualifying tours. The 27 citizens' teams are looking for talent in tournaments, signed a contract, and operates the team. With the rapid development of e-sports, a system that supports players and tournaments has become professional, and major management companies, production and sponsors have come to be seen. The 2 8-e -sports team level is different, and there are teams developed by high schools and educational institutions, and have developed by professional sports teams. Some universities provide 29 epopes specialist training programs. Military officials are still making teams, presenting slogs to huntsmen and sailors to give instructions. 30 Details about the job of several services to be involved in the 30 E-sports are described below.

The trends in profits from the EPORT are fascinated by traders and other people who are interested in gaining influence in the growing spectacular market. As an investment in e-sports, fresh streaming platforms have been focused on, and fresh infrastructure is formed, and in fact you can participate in the largest league of streakers and spectators, and have begun to rise in the future. Masu. The Esport bazaar is considered to be profitable, as it can cover the audience and produce sponsors and advertisements, combined with the imminent expansion of the e-sports market. 31

EPORT's revenue is diverse, including resale, advertising, sponsorship, as well as the purchase and production of indispensable teams. 32 The sponsorship category, especially the sponsorship, has gained a lot of profits from the EPORT, with a ratio of 39, 9 % in the 2019 market. 33

The steady growth of the e-sports market tells the changes in the ecosystem of e-sports and the possibility of conscription every day. Compared to watching sports on television, the EPORT tournament attracts more spectators than any sports league, except for the State Soccer League. Estst has a considerable investment opportunity due to the 34 variety and subscriptions. In recent years, thanks to venture capital, individual investors, and strategic traders, investment in Est has increased. 35

Esports Controversy

By June 2020, more than 50 % of the broadcast shifted to an online platform, and one quarter was canceled. Before the 36 pandemic, spectator mobilization had been impaired by the limited infrastructure of the transportation arena and the poor access to the organization. However, the epidemic is waiting for the observers behind the market that the EPORT virtual nuances are accelerated and a wide range of viewers can access more easily. However, the service is in a hurry to expand the existence of virtual recruitment, cooperated with the recruiter through e-sports, gives a successful result, and confuses the service on a highly potential service on a virtual platform. It can be done, in fact, giving a more classic recruitment strategy, with the expectation of indirect advertisements and recruiting interactions. 37 < SPAN> Eport's profit trends are fascinated by traders and other stakeholders who are interested in gaining influence in the growing spectacular market. As an investment in e-sports, fresh streaming platforms have been focused on, and fresh infrastructure is formed, and in fact you can participate in the largest league of streakers and spectators, and have begun to rise in the future. Masu. The Esport bazaar is considered to be profitable, as it can cover the audience and produce sponsors and advertisements, combined with the imminent expansion of the e-sports market. 31

EPORT's revenue is diverse, including resale, advertising, sponsorship, as well as the purchase and production of indispensable teams. 32 The sponsorship category, especially the sponsorship, has gained a lot of profits from the EPORT, with a ratio of 39, 9 % in the 2019 market. 33

The steady growth of the e-sports market tells the changes in the ecosystem of e-sports and the possibility of conscription every day. Compared to watching sports on television, the EPORT tournament attracts more spectators than any sports league, except for the State Soccer League. Estst has a considerable investment opportunity due to the 34 variety and subscriptions. In recent years, thanks to venture capital, individual investors, and strategic traders, investment in Est has increased. 35

By June 2020, more than 50 % of the broadcast shifted to an online platform, and one quarter was canceled. Before the 36 pandemic, spectator mobilization was disordered by the limited infrastructure of the transportation arena and the poor access to the organization. However, the epidemic is waiting for the observers behind the market that the EPORT virtual nuances are accelerated and a wide range of viewers can access more easily. However, the service is in a hurry to expand the existence of virtual recruitment, cooperated with the recruiter through e-sports, gives a successful result, and confuses the service on a highly potential service on a virtual platform. It can be done, in fact, giving a more classic recruitment strategy, with the expectation of indirect advertisements and recruiting interactions. Profit trends from 37EPORTs have been fascinated by traders and other stakeholders who are interested in gaining influence in the growing watching market. As an investment in e-sports, fresh streaming platforms have been focused on, and fresh infrastructure is formed, and in fact you can participate in the largest league of streakers and spectators, and have begun to rise in the future. Masu. The Esport bazaar is considered to be profitable, as it can cover the audience and produce sponsors and advertisements, combined with the imminent expansion of the e-sports market. 31

EPORT's revenue is diverse, including resale, advertising, sponsorship, as well as the purchase and production of indispensable teams. 32 The sponsorship category, especially the sponsorship, has gained significant profits from the EPORT, with a ratio of 39, 9 % in the 2019 market. 33

The steady growth of the e-sports market tells the changes in the ecosystem of e-sports and the possibility of conscription every day. Compared to watching sports on television, the EPORT tournament attracts more spectators than any sports league, except for the State Soccer League. Estst has a considerable investment opportunity due to the 34 variety and subscriptions. In recent years, thanks to venture capital, individual investors, and strategic traders, investment in Est has increased. 35

By June 2020, more than 50 % of the broadcast shifted to an online platform, and one quarter was canceled. Before the 36 pandemic, spectator mobilization was disordered by the limited infrastructure of the transportation arena and the poor access to the organization. However, the epidemic is waiting for the observers behind the market that the EPORT virtual nuances are accelerated and a wide range of viewers can access more easily. However, the service is in a hurry to expand the existence of virtual recruitment, cooperated with the recruiter through e-sports, gives a successful result, and confuses the service on a highly potential service on a virtual platform. It can be done, in fact, giving a more classic recruitment strategy, with the expectation of indirect advertisements and recruiting interactions. 37

While companies strive to capitalize on demographic groups for marketing purposes, session developers and manufacturers create brands and lifestyles. For example, the company 100 Thieves (100T) has created a lifestyle-style video game brand that combines competitive teams, merchandise, influencer representation, and a “cool factor” similar to sports brands like Nike. 38 As in other industries, 100T has grown several companies in esports, which is not just competitive gaming but a way of life and a community. Cloud9, an organization dedicated to creating esports teams, raised $50 million from investors in 2019, indicating a growing influence and interest in companies involved in esports like influencers. 39 Top esports brands conduct marketing research on players by studying trends in demographic groups, thematic interests, or market intersections. As in traditional sports, sponsorships come in the form of advertising on players’ t-shirts, apparel, and other related products. While the esport market is beneficial for private companies, private companies do not (and cannot) gain financially from participating in esport. However, the growth trend of the esport market can provide military agencies with valuable information on the size and scale of potential users and therefore potential recruits. Military services' participation in esport can help increase brand awareness and stimulate interest in military service. Overall, introducing youth to the military and military culture through esports can increase awareness of military service opportunities and lead to increased military service aspirations.

ESPORTS is not without controversy, as in general video games. Parents, doctors, and lawyers are discussing and discussing the potential harmful impact of violence to youth. A claim opposed to violent video games has a law that tries to limit the sale of violent video games to minors, especially for infants, 40. 0 Supreme Court. The ban on the sale of violent video games to no n-growing people, that is, was considered in the 2010 Brown vs Entertainment Mercients Association case, but it is determined that this law infringes the rights of the Constitutional Fixed Article 1. It was done. 41 Since this debate has been going on for more than 20 years, there are studies that shine this claim. 42 Recently, issues on the existence of the army in streaming platforms have been highlighted.

The focus of these research is the effect of "virtual violence" on video game players, such as aggressive and antisocial behavior. 43 Most research focuses on the most extreme form of game behavior and consumption, but the survey results remain doubtful, given that militar y-style games are widespread.

Military Context

One study showed that after playing violent video games, it was associated with a more aggressive personality characteristics based on personality measurement. "Playing violent video games can automatically internalize aggressive sel f-concepts." 44 In 2013 research, it was found that those who played violent video games for 20 minutes every day for 20 minutes will show more aggressive actions in the three days. There are 45 violent video games and research that examines the relationship between a decrease in socially desirable behavior, such as empathy and moral independence. After playing the 46 violent games, students who showed a specific emotional picture showed that these socially desirable actions would decrease. 47

The problem of exposure to virtual violence is related to young children who are particularly important, and they are likely to experience the lon g-term adverse effects of violent video games. The American Academy of Pediatrics has been concerned about the impact of virtual violence on children. Similarly, the laws aimed at restricting virtual violence also focus on the impact on infants. 49 However, there is a survey that adults are also affected. Adults and young people who have been exposed to violent media become more aggressive, see the world as a narrower place, become insensitive to media and real violence, and weaken sympathy for violence victims. You will take a calm attitude. 50

One study states that the relationship between exposure to violent video games and aggressive actions is still "solid and solid" and is backed by various analytical methods. As an attempt to alleviate this impact, researchers should implement a "media diet" that evaluates the amount and type of media that children often see as part of a standard pediatric medical treatment by pediatricians. Is proposed. 51

According to contrasting research, the relationship between video games and aggression is generally gentle and not statistically significant. Some say that there is a significant relationship only for those who play violent video games for more than 4 hours a day. 52 In a study that clarifies the causal relationship with video games, the term "violence" and "aggression" have been replaced, so whether the water surface is muddy and violent video games are actually correlated with personality characteristics. Is unclear. 53 Simulation scenarios made to measure aggressive levels are often performed by sel f-reported and hearing distress provided by research participants, but unlike the reality. There is a criticism that it does not reflect accurately. 54 < SPAN> The problem of exposure to virtual violence is related to young children in particularly important stage, and they are likely to experience the lon g-term adverse effects of violent video games. The American Academy of Pediatrics has been concerned about the impact of virtual violence on children. Similarly, the laws aimed at restricting virtual violence also focus on the impact on infants. 49 However, there is a survey that adults are also affected. Adults and young people who have been exposed to violent media become more aggressive, see the world as a narrower place, become insensitive to media and real violence, and weaken sympathy for violence victims. You will take a calm attitude. 50

Service-Specific Efforts

One study states that the association between exposure to violent video games and aggressive actions is still "solid and solid" and is backed by various analytical methods. As an attempt to alleviate such impacts, researchers should implement a "media diet" that evaluates the amount and type of media that children often see as part of a standard pediatric medical treatment by pediatricians. Is proposed. 51

According to contrasting research, the relationship between video games and aggression is generally gentle and not statistically significant. Some say that there is a significant relationship only for those who play violent video games for more than 4 hours a day. 52 In a study that clarifies the causal relationship with video games, the term "violence" and "aggression" have been replaced, so whether the water surface is muddy and violent video games are actually correlated with personality characteristics. Is unclear. 53 Simulation scenarios made to measure aggressive levels are often performed by sel f-reported and hearing distress provided by research participants, but are too different from the reality. There is a criticism that it does not reflect accurately. The 5 4-virtual violence problem is related to young children in the most important stage, and they are more likely to experience the lon g-term adverse effects of violent video games. The American Academy of Pediatrics has been concerned about the impact of virtual violence on children. Similarly, the laws aimed at restricting virtual violence also focus on the impact on infants. 49 However, there is a survey that adults are also affected. Adults and young people who have been exposed to violent media become more aggressive, see the world as a narrower place, become insensitive to media and real violence, and weaken sympathy for violence victims. You will take a calm attitude. 50

One study states that the relationship between exposure to violent video games and aggressive actions is still "solid and solid" and is backed by various analytical methods. As an attempt to alleviate this impact, researchers should implement a "media diet" that evaluates the amount and type of media that children often see as part of a standard pediatric medical treatment by pediatricians. Is proposed. 51

According to contrasting research, the relationship between video games and aggression is generally gentle and not statistically significant. Some say that there is a significant relationship only for those who play violent video games for more than 4 hours a day. 52 In a study that clarifies the causal relationship with video games, the term "violence" and "aggression" have been replaced, so whether the water surface is muddy and violent video games are actually correlated with personality characteristics. Is unclear. 53 Simulation scenarios made to measure aggressive levels are often performed by sel f-reported and hearing distress provided by research participants, but unlike the reality. There is a criticism that it does not reflect accurately. 54

In recent years, the theory that violent video games have little to do with brutal behavior. Similarly, the remarkable characteristics of video games are also being considered. Research has confirmed a large number of games, such as team building, social interactions, and communication, which "relieves" shor t-term impact on anger. 55 Lastly, the supporters of the discussion on anger, the discussions on the shortcomings and social characteristics of these studies, "fully supported virtual violence and anger, in consideration of the overall research. He says that it cannot be replaced by the fact that it is reliable. 56

According to the literature, it is highly likely that games will have negative results, but the nuances of games, which are considered negative in the private context, are likely to turn computer players into perfect military recruiters. There are people. The army may not only play first person shooting games, but also need training to play the first person shooting game. In 2017 research, it was found that those who often play murder video games have the lowest sympathy and fewer nerve resources to run tasks. The 57 studies have concluded that these people are likely to be "insensitive, col d-blooded and dominant" and are likely to be property and obstacles for the original ethical claim. There are research results that men who are exposed to inhuman video games often become ferocious. 59 Apart from this, soldiers who have acquired video games skills can be prepared for important motor skills in advanced simulators, as soldiers continue to introduce video games and simulation in training. Is expensive. 60 < SPAN> In recent years, the theory that violent video games have little to do with brutal behavior. Similarly, the remarkable characteristics of video games are also being considered. Research has confirmed a large number of games, such as team building, social interactions, and communication, which "relieves" shor t-term impact on anger. 55 Lastly, the supporters of the discussion on anger, the discussions on the shortcomings and social characteristics of these studies, "fully supported virtual violence and anger, in consideration of the overall research. He says that it cannot be replaced by the fact that it is reliable. 56

Gaps in Military Esports Engagement

According to the literature, it is highly likely that games will have negative results, but the nuances of games, which are considered negative in the private context, are likely to turn computer players into perfect military recruiters. There are people. The army may not only play first person shooting games, but also need training to play the first person shooting game. In 2017 research, it was found that those who often play murder video games have the lowest sympathy and fewer nerve resources to run tasks. The 57 studies have concluded that these people are likely to be "insensitive, col d-blooded and dominant" and are likely to be property and obstacles for the original ethical claim. There are research results that men who are exposed to inhuman video games often become ferocious. 59 Apart from this, soldiers who have acquired video games skills can be prepared for important motor skills in advanced simulators, as soldiers continue to introduce video games and simulation in training. Is expensive. In recent years, there have been more and more arguments that violent video games have little to do with brutal behavior. Similarly, the remarkable characteristics of video games are also being considered. Research has confirmed a large number of games, such as team building, social interactions, and communication, which "relieves" shor t-term impact on anger. 55 Lastly, the supporters of the discussion on anger, the discussions on the shortcomings and social characteristics of these studies, "fully supported virtual violence and anger, in consideration of the overall research. He says that it cannot be replaced by the fact that it is reliable. 56

According to the literature, it is highly likely that games will have negative results, but the nuances of games, which are considered negative in the private context, are likely to turn computer players into perfect military recruiters. There are people. The army may not only play first person shooting games, but also need training to play the first person shooting game. In 2017 research, it was found that those who often play murder video games have the lowest sympathy and fewer nerve resources to run tasks. The 57 studies have concluded that these people are likely to be "insensitive, col d-blooded and dominant" and are likely to be property and obstacles for the original ethical claim. There are research results that men who are exposed to inhuman video games often become ferocious. 59 Apart from this, soldiers who have acquired video games skills can be prepared for important motor skills in advanced simulators, as soldiers continue to introduce video games and simulation in training. Is expensive. 60

Tensions and concerns about screen use also affect military personnel. Military studies have shown that excessive video game play is associated with poorer mental health. In one study, a group of Marines experienced poor sleep, poor performance, and atypical mood disorders associated with excessive video game play. 61 Subjects reported sacrificing sleep hygiene to play video games, sometimes playing 30 to 60 hours a week. Reported symptoms included gloomy mood, poor concentration, lack of focus, irritability, drowsiness, and insomnia. A survey of more than 10, 000 soldiers found that younger soldiers were more likely to play video games (51-59%) than senior soldiers and officers (11-37%). 62 While the Navy study showed an extreme case, soldier surveys suggest that the effects of video games on aggression, poor sleep, and overall mental health may be more severe in younger enlisted personnel. With much attention on the developing brain, studies like this one show the downstream effects of playing video games. Although the dangers warned about by sociological studies on video games are worrying, the studies are not conclusive. Such studies highlight the most extreme cases, and the overall risks associated with esports have yet to be elucidated.

The diversity of the esports ecosystem, including growing demographics, rapidly evolving subsectors, lucrative investments, and social tensions, makes it difficult for the military services to address esports platforms. The following section describes the military services' involvement in esports to date and identifies areas for improvement.

Recruiting Controversy

The army has been involved in video games for a long time than the appearance of e-sports and streaming platforms. 63 In 2002, the army developed a free video game "America's Army" to train potential soldiers and provide information (updated many years). 64 America Army is a firs t-person shooting game with the militar y-themed troops, and players are dressed as soldiers fighting "bad guys." It has been proven that Americas Army is a more effective recruitment tool than any other method, and has been downloaded 40 million between 2002 and 2008. In recent years, the Army and the Navy have modernized video game communications and are trying to strengthen solicitation using the expansion of the youth market of video games and streaming platforms.

Generation Z (born between 1995 and 2010, currently at the age of soldiers) recognizes that they prefer exchanges than propaganda and slogan, and each army has increased their participation in video games. Since the 66 COVID-19 epidemic, participation in e-sports has become even more intense, and the use of e-sports as a recruitment tool has increased. The Army lost 5, 500 recruits in April 2020, but made a major progress in attracting recruiters through video games. The flexibility of 67 online games is for the military to acquire more audiences in the afte r-pandemic world, in order to provide information in the world after pandemics, in order to share information and connect with a wider part of society. It may be useful. 68

Veteran Context

There are doubts about the vision and strategy of services to launch the ESPORTS team. Live streaming platforms, games and sports communities are composed of complex unofficial norms and expectations, and may not be able to respond to it. These norms and expectations extend to the use of language, branding, and signaling, whether the team fulfills competitive purposes or shares information. The army has a marketing department and has a contract to develop materials that attract young people, but such messages are not directly exported. It is unknown whether military affairs are conducting careful analysis of such norms and actors. For example, first person shooting games are most popular and popular, but the service that takes the team only for first person shooting games is limited to recruitment exposure to platforms, which are likely to be white men. There is a danger of sitting.

The Ministry of Defense and the fighting service team do not rely on the support of charitors for revenue or team development. However, it is not clear that the military costs and maintains its own export team. However, military soldiers participate in online games. They generally avoid tournaments by participating in free tournaments with foreign soldiers, such as foreigners, such as Russians. In the right section, we discuss the efforts of services to recruit positions on the e-sports platform and the tensions that occur.

Each army is participating in exports, but the two troops are working on exports in the same way. For example, the army uses exports for recruitment. The Army, who realized the need to enter a new market, was an export team "US. The Esports team in the Army. The company has established a team consisting of a reserv e-type soldier, and the army is supporting the competition in 2019 to achieve its own recruitment goals. Including the expansion of online recruitment, the soldiers of the U. S. Army Athletic Team are based on Fort Knox. A member of the recruitment team reporting to the Marketing and Engagement Team of the U. S. Army recruitment.

Areas for Further Consideration

In early 2020, the Navy Recruitment Command launched the personal ESPORTS team "Goats & Amp; Amp; Amp; Amp; Glory" or "America's Navy" on Twitch, aiming to expand the package to the ESPORTS market. 73 In fact, according to the Navy, members of the ESPORTS team can play the military in order to "increase the recognition of sailors and eliminate general misunderstandings about living in the Navy". We are focusing on raising awareness. 74 The team also enables the Navy to connect with a new audience. Team members have been given any opportunity to answer questions about their experience when joining the Navy. "We want you to understand that sailors are the same person as others. Just because you join the Navy doesn't mean that it's all you get."

For the DoD:

For both sides, information advertising activities are within the official employment of the Army and Navy. Some services have become authority on estimates on public networks. Services encourage members of the escort team created by the authority of escort to strengthen recruitment activities, but this effect also creates a possibility of cyber security difficulty in the future.

  • The Marine Corps includes not only the smallest daily school in this set, but also the smallest bumps for kits. In connection with this, the Marine Infantry Corps depends on the brand's strong awareness to postpone the classic layou t-out and the need for kits, which is a kit tool. I am not very interested in reporting. However, the Marine Corps infantry participated in the call of duty donation bowl-tournament every day in 2020, but has not indicated the intention of supporting the immutable (exterior or competition) team in the near future. In fact, the Marine Corps stated, "I don't want to be accepted as a professional exchange Gamese that young people are waiting for when cooperating with the Marine Corps." 79 However, the Marine Corps, for example, all players and marine infantry who work in the field of cyber communication, unmanned operations, and electronic battles "requires the highest awareness of perception and the highest awareness of recognition. We accept that it shares the appeal. 80
  • In a short period of time, soldiers discovered new skills and formed a professional export team. In anticipation of the future, soldiers have a variety of growth opportunities. As mentioned earlier, the Sports Team of the Navy will play a hig h-numbered first person shooting game. It is a wise business judgment to use familiar games that list major military skills for some families. However, the unique introduction of these games may limit the reach of the audience. Usually, muscular white young people are recruited for military service, which is actually displayed on the ESPORTS platform, which is actually operated in real time. If the service wants to expand women and minority followers, you should follow the footprints to consider other categories games. For example, few women play the first person shooting games and online multiplayer arena. However, in Esports, both women and men play at almost the same percentage, but the ratio of women is low in platforms used in real time in real time. 82 Furthermore, services, especially the Navy, want to hire human resources who have been trained in science, technology, engineering, and mathematics (STEM), but are likely to skip these human resources and prefer shooting games. Women who play games and women who are interested in games
  • Moreover, the digital literacy of computer players is suspected to be similar to other forms of technical talent. Each service is struggling to attract and retain cyber talent and is evaluating esports as a potential way to recruit. 83 However, in many ways, esports is seen as an extension of public media platforms that do not urgently require advanced technical cybernetic skills. Therefore, it may not be correct to think that a role in esports implies a certain level of technical cybernetic training. 84 The Army and Navy could expand their work to other types of units to unearth talent with critical special skills to meet their requirements, such as coding.
  • The presence of military services on streaming platforms has drawn specific opposition from politicians and advocates who would limit access to military recruits. Some lawmakers have argued that military use of video games to recruit “impressionable youth and children” is preparing for a war similar to gaming. In August 2020, Rep. Alexandria Ocasio-Cortez introduced an amendment to the House Budget bill that would have prohibited military personnel from engaging in any kind of online recruiting through video games. 86 Ocasio-Cortez said that Twitch streamers target visitors “much younger” than military personnel and that the military “does not need to combine military service with shoot-and-run games and competitions.” 87 As a result, Ocasio-Cortez was overruled.
  • In a wide range of Ec o-systems of EPORT, companies are trying to attract niche individuals, including veterans. These connections generally focus on altruistic benefits to support veterans from the perspective of community and mental health. Companies, organizations, and events are connected to veterans in the same way as conventional real stores and normal veterans (VSO), using approaches such as community creation, collaboration, and virtual communication. The < SPAN> service team also faced criticism over freedom of expression. The Army and Navy sports teams were criticized for controlling and restricting discussions on their streaming platforms. Therefore, in violation of the right to freedom of expression, 300 civilian players who asked questions on Twitch about war crimes 88. 88 Twitch can ban players in any reason. The service is a national organization and complicates their actions. The army supported a decision to ban a specific user, and said, "The team has been prosecuted and prosecuted the user's request as a Twitch's policy violation." However, 89 lawyers from all over the country argued that the prohibition of speech at the National Forum violates the rights of the Constitutional Fix. After pause, the Army agreed to restore access to all banned players. Since then, the Army and the Navy have been criticized for being allowed to broadcast on the Twitch platform to users with aggressive names. The Army and the Navy may study the advanced experiences of other government agencies and industry leaders and determine a way to be appropriate and widely accepted to monitor the story without being involved in controversy. 90
  • In a wide range of Ec o-systems of EPORT, companies are trying to attract niche individuals, including veterans. These connections generally focus on altruistic benefits to support veterans from the perspective of community and mental health. Companies, organizations, and events are connected to veterans in the same way as conventional real stores and normal veterans support organizations (VSO), using approaches such as community creation, collaboration, and virtual communication.

For the Department of Veterans Affairs and Veteran-Serving Nonprofits

The Military Gaming League (MGL) loves the creation of an ET-Heaven community between the military, and for the army and the veterans, appealing is that "you will already be a South American hero and will be the legend of EPORT this time." I'm doing it. The 91 mgl branding, naming law, and manners are directed to military culture, stating that "there are no subsequent society as a veteran as a veteran." Another example is the "veteran cup" sponsored by industrial partners and charity. The 92 organizer has created video games, reducing stress, adaptation to overcoming the problem, and creating a counterattack to psychological Wellbeeing. Similarly, STACK UP is an organization that connects veterans to the game. 93 The organization is researching stacking programs and other factors, gaining subsidies from the US Disease Control Prevention Center. "It can help enhance the connection between veterans and contribute to the prevention of suicide among veterans." The Call of Duty Foundation, which supports the employment of a veteran, is modeled on Bobby Cotic, a general manager of the active vision blizzard. 95 Every year, he spends on Call of Duty Bowl (a battle between the US and British streakers). In 96 2020, all US soldiers participated in the tournament.

  • In the field of psychological evidence, the work of studying the performance of virtual reality in pos t-trauma stress disorder (PTSD) exposure therapy is underway. The Bravamind sample created by the South California Creation Technology Institute has actually established a virtual tuning for exposure therapy in Iraqi/ Afghanistan, significantly reducing signs of PTSD. "Subsequent research is considered to be a way to create a connection and prevent potentially harmful behaviors such as drug addiction and drunken. Although the number and personality are not sufficient, taking into account the audience of the EPORT, it is a method of recruiting a veteran community in the organization that provides services to veterans. Some people need to start the use of EPORT and continue to continue the Military Gaming League (MGL), and to create an ET-Heaven community between troops, "for the army and a veteran". You have already become a South American hero, and this time it will be the legend of EPORT. " The 91 mgl branding, naming law, and manners are directed to military culture, stating that "there are no subsequent society as a veteran as a veteran." Another example is the "veteran cup" sponsored by industrial partners and charity. The 92 organizer has created video games, reducing stress, adaptation to overcoming the problem, and creating a counterattack to psychological Wellbeeing. Similarly, STACK UP is an organization that connects veterans to the game. 93 The organization is researching stacking programs and other factors, gaining subsidies from the US Disease Control Prevention Center. "It can help enhance the connection between veterans and contribute to the prevention of suicide among veterans." The Call of Duty Foundation, which supports the employment of a veteran, is modeled on Bobby Cotic, a general manager of the active vision blizzard. 95 Every year, he spends on Call of Duty Bowl (a battle between the US and British streakers). In 96 2020, all US soldiers participated in the tournament.
  • Until now, the Ministry of Defense has been using popular culture to support the military's recruitment and the army, and to return to society. EPORT is a new type of popular culture that can be used for this purpose. The group of EPORT participants intersects with potential recruiters who use soldiers and veterans, indicating the possibility of interaction between EPORT and military affairs. Since military service strengthens its approach to conscription in the army, they may regard Estarto as an additional tool to achieve the set goals. Similarly, the U. S. Ministry of Aid and Genders serve a veteran community and use the interests of the target group Estacto to create a veteran community and spread access to resources.
  • {space}

For Esports Companies

Expanding interacting with existing e-sports infrastructure such as tournaments, professional gamers, professional teams, goods, etc.;

  • Space} Creating a team specializing in niche ET port games, expanding the games played by current team members, finding other ways to participate in a traffic genre;
  • Using Space} data analysis, connect with more people including women;
  • Soldiers and sailors will participate in traffic independently, affect social networks, and consider to be able to link with brands of the entire service;

{space}

About the Authors

Formulation of guidance principles for individual soldiers that are useful for the army in this industry,

{space}

Develop a protocol for recruiters who use the etch poster-games to cooperate with potential soldiers, including protocols for verifying negative actions related to cruel video games.

About the Military, Veterans, and Society Program

Despite the fact that small veterans are known about experienced gamers and experienced organizations, the community has a small impact on the community, but EPORT has been one of the ways to support veterans since September 11. It can be. There are the following ways to strengthen the community:

Acknowledgments

{space}

Endnotes

  1. {space}
  2. Recruitment
  3. The military has no experience in the ESPORTS platform, so growing esports companies and infrastructure can cooperate with the Ministry of Defense. Companies can do the following to support national security by improving recruitment
  4. Consider investing in ESPORTS online community elements. This is because the aspect of this community can promote personal decisions and attract new layers of population to the Esports industry;
  5. Increase cooperation and partnership with military export teams.
  6. Provide analysis to military recruitment teams to support the ESPORTS platform initiatives.
  7. Elizabeth Howe is a researcher in the Military and Veterans and Society program of Central for a new American Security (CNAS). Deputy edito r-i n-chief of the magazine "Defense One". I have been involved in defense journalism and connected to Virginia Technia, Army News Service, Air Comnd Public Affairs Headquarters Contributed to Pace. Acquired a master's degree (rhetoric) and a bachelor's (literature) at Virginia Institute of Technology.
  8. Emma Moore was a researcher in the Military, Veterans and Society program at CNA. She is also a non-resident researcher at the Brute Krulak Innovation Center and a research associate at the Marine Institute. Previously, she was the Executive Assistant and Chief of Public Net for Narrative Strategies, a coalition of scientists and combat experts working to combat violent extremism, providing strategic communications support. Separately, Moore was a program manager at Provetus, an organization that supports military personnel in participating in civilian life. She also interned at the U. S. Naval Research Laboratory in the Center on Irregular Warfare and Armed Groups and at the Brown Institute in the "Costs of War" perspective. Moore received her Master's in Military Studies from the Tsarist University of London and her Bachelor's in International Relations from the Brown Institute.
  9. We would like to thank the many people and organizations who provided their personal contributions and inspiration in the preparation of this report. Separately, we would like to thank Raisa Liokkonen for her time in reviewing the report. Finally, we thank our CNAS colleagues Melody Cook, Emma Svisl, and Sea McCarthy for their time and effort in the preparation of this work. The preparation of this working paper is indebted to Comcast NBCUiversal. The images depicted herein are those of the creators and do not necessarily represent those of Comcast, its officers, or employees.
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  75. JJason-Miller, 「To deduct cyber-workerscluso °, troop reveals lny kelek,」 Federaal nieuwsnetwerk, 28JaReporNe w-Jason-Miller/2020/01/ToKeep-Cyber- Werknemers-army- open-ins-wallet/. & amp; amp; amp; larrhk;
  76. Sael krisliX, "Capture the flags and recruit the coming cyber-solge ... 20202020-2020-202 0-Soldiers/. & amp; amp; amp; larrhk;
  77. Coleman hehastead, 「」 no one has a conversation about this, due to thoath ss 13, 20 februari. https://www. Washingtonpost. com/video- Games/eSports/2020/02/13/ESPORTS-ADDERALL-DRAGEN/.
  78. Jack Murphy, 「Army Eyports Sports returns after Okasio-Cortes representative ends,」 Radio. com, 5 August 2020, https://www. radio. com/connectingvets/articles/army-esports-iback-to-tostreaming-after-controversy. & amp; amp; amp; larrhk;
  79. Jack Murphy, 「AOC One Step Closer to Taking the Xbox Controller,」 Radio. com, 31 July 2020, https://www. radio. com/connectingvets/articles/ocasio-cortez-enez-enezez- -block-arm y-From-twitch. & amp; amp; amp; larrhk;
  80. Alex Horton, 「Army ban on war crimes comments during stream on Twitch could violate First Amendments, lawyers say」, The Washington Post, 20 July 2020, https://www. washingtonpost. com/video-games/esesports/ 2020/07/20/Army-eesports-twitch-speech/. & amp; amp; amp; larrhk;
  81. ボスマン、「購入者とゲームとの関わり方のひとつが変わりつつある。コンピュータゲームのプレイヤーのほぼ中央は女性であり、50%以上が 30 代以上である。& amp; amp; amp; larrhk;
  82. 別のオプションとして、ユーザーが特別なフォームを介して質問する Q& amp; A のセッション、フォロワーからの質問のみを受け付ける 「フォロワーのみ 」モードを使用する、または 「感情のみ 」モードを使用してストライミングが含まれます。& amp; amp; amp; larrhk;
  83. 「これは私たちの物語です"、ミリタリーガールリーグ、https://militarygamingleague. com/about. & amp; amp; amp; larrhk;
  84. 「Veteran's Bowl Esports Tournament to kick off on Veteran's Day Nov. 11, "Gaming Lyfe, Nov. 4, 2020, https://gamingingfe. com/veterans-bowl-esports-tournament-kickoff-on-verans-day-nov-11/. & amp; amp; amp; larrhk;
  85. 「Who we are」, https://www. stackup. org/who-we-ar. & amp; amp; amp; larrhk;
  86. 「Request for proposals: Veteran suicide prevention; Evaluation demonstration project, "CDC Foundation, November 7, 2018, https: //www. cdcfoundation/sites/files/rfp_veterassuicidepreviews_18111115_ 2. pdf. amp; amp; larrhk;
  87. 「Our Founding Story」, Call of Duty Endowment, https://www. callofduyendowment. org/our_founding_story. & amp; amp; amp; larrhk;
  88. Sean Dwyer, 「De tweede in de geschiedenis van Call of Duty Endowment (C. O. D. E.) Bowl gepresenteredd door USAA Goes Live 11 December」, blog op callofduy. com, 3 december 2020, https://www. callofduty. com/blog/ 20 20/12/ call-of-duty-endowment-bowl-goes-live-decmber-11. & amp; amp; amp; larrhk;
  89. Albert Ritzo and Arno Hartholt, "Bravamind: Exposition Therapy with Virtual Reality," University of Creative Technologies of Institute of N California, https: // ICT. Usc. Edu/Prototypes/pts/. & amp; amp; amp; larrhk;
  90. Mike RichMan, "Video Games CAN Help Lacover from Mental Health Challenges, Us Department of Laces Office Office of RESEARCH D EVELOPMENT, 22 May 2019, https: // www. Research. va. gov/Currents/0519-video- GAMS M-MENTAL-HEALTH-MHALLENGES. CFM#::
  91. {space}.
  92. : Text = A%20 Recent%20with%20with%20A%20SamletS%20OF%20veterans%20Trying, PTSSD%20SUBSTANCE percent
  93. Mike RichMan, "Video Games CAN Help Lacover from Mental-Health Challenges, Us Department of Laces Office of RESEARCH Development, 22 May 2019, https: // www. Research. Va. Gov/Currents/0519-vide o-GAMS m-mental-Health-mhallenges. cfm#::
  94. ~

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Elim Poon - Journalist, Creative Writer

Last modified: 27.08.2024

FISD Esports is operating under the goals of engaging students that may not have been engaged previously, offering students additional educational opportunities. We compete in the National Esports Collegiate Conference (NECC). We are currently playing Rocket League, League of Legends, and Super Smash Bro's in our. The district also provides equal access to its facilities to youth groups, as required by the Boy Scouts of America Equal Access Act. The School Board of.

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