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      <title>Passion Project Padlet. by Jonathon OlivaresParamo-371008786</title>
      <link>https://padlet.com/371008786/z83w46zm3shm</link>
      <description>My ideas for my passion project</description>
      <language>en-us</language>
      <pubDate>2017-10-02 16:52:41 UTC</pubDate>
      <lastBuildDate>2025-10-27 23:56:53 UTC</lastBuildDate>
      <webMaster>hello@padlet.com</webMaster>
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         <title>What are the eSports</title>
         <author>371008786</author>
         <link>https://padlet.com/371008786/z83w46zm3shm/wish/193130445</link>
         <description><![CDATA[<div><strong>Electronic sports or eSports are the name used to designate video games competitions, which have become popular events. In general, e Sports are multiplayer video game competitions, especially among professional players. The most common genres in video

games associated with e Sports are: real-time strategy, first person shooter and online multiplayer battle MOBA. Tournaments such as the International Series of World Championships," a series of Blizzard Entertainment Series multi-title tournaments, the Intel Extreme Masters series of international sporting events held in different countries by the company Intel and the Smite World Championship broadcasts public competitions of their competitions as monetary prizes and salaries to competitors.
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         <pubDate>2017-10-02 17:43:14 UTC</pubDate>
         <guid>https://padlet.com/371008786/z83w46zm3shm/wish/193130445</guid>
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         <title>process </title>
         <author>371008786</author>
         <link>https://padlet.com/371008786/z83w46zm3shm/wish/193141460</link>
         <description><![CDATA[<div><strong>Today, electronic sports are one of the most profitable segments of the video game market, with annual growth of 43% and revenues of $ 35 million worldwide, according to New zoo. As it is a growing sector, electronic sports attract the</strong></div><div><br></div><div><strong>attention of players who see in the cyber-athlete career the opportunity to work with their hobby. An electronic sports player earns, on average, $ 3,000 per month, but to reach that level, it takes a lot of dedication. In addition to playing, it is crucial to take time to study the strategies and performance of opponents, as in any other traditional sport. It is essential to achieve a good score in</strong></div><div><br></div><div><strong>the ranking of the chosen games, to stay in shape for the selection of teams and attract the attention of the explorers and sponsors, who, usually, look at those who stand out in the So , in addition to training and studying a lot, to achieve live electronic sports is necessary a good marketing work in which social media accounts are managed, there are regular streaming games, conversations with fans and active participation in the chosen community video game as a competitive mode, or make it easier to get to know you.Those who dream of being part of an elite team usually struggle for a place in the "Gaming House", ie a training center that is a real home where the cyber-athletes live and world.</strong></div><div><br></div><div><strong>At all times, the players are accompanied by a multidisciplinary team that includes psychologists, coaches, analysts and other professionals who care about the well-being and performance of the team.</strong></div><div><br></div><div><br><br><br></div><div><br></div>]]></description>
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         <pubDate>2017-10-02 18:02:51 UTC</pubDate>
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         <title></title>
         <author>371008786</author>
         <link>https://padlet.com/371008786/z83w46zm3shm/wish/193263403</link>
         <description><![CDATA[]]></description>
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         <pubDate>2017-10-03 03:55:44 UTC</pubDate>
         <guid>https://padlet.com/371008786/z83w46zm3shm/wish/193263403</guid>
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         <title></title>
         <author>371008786</author>
         <link>https://padlet.com/371008786/z83w46zm3shm/wish/193263633</link>
         <description><![CDATA[]]></description>
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         <pubDate>2017-10-03 03:57:57 UTC</pubDate>
         <guid>https://padlet.com/371008786/z83w46zm3shm/wish/193263633</guid>
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      <item>
         <title>What you experienced.</title>
         <author>371008786</author>
         <link>https://padlet.com/371008786/z83w46zm3shm/wish/193264308</link>
         <description><![CDATA[<div><strong>all this time that I have played with games at the beginning does not play like a pro everything for your time I do not say that you always play playing but if you practice improve it it takes two afternoons to play well, I'm not so professional playing me I still need a lot of practice</strong>
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         <enclosure url="" />
         <pubDate>2017-10-03 04:04:19 UTC</pubDate>
         <guid>https://padlet.com/371008786/z83w46zm3shm/wish/193264308</guid>
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         <title></title>
         <author>371008786</author>
         <link>https://padlet.com/371008786/z83w46zm3shm/wish/193265897</link>
         <description><![CDATA[]]></description>
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         <pubDate>2017-10-03 04:18:45 UTC</pubDate>
         <guid>https://padlet.com/371008786/z83w46zm3shm/wish/193265897</guid>
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         <title>History</title>
         <author>371008786</author>
         <link>https://padlet.com/371008786/z83w46zm3shm/wish/193266872</link>
         <description><![CDATA[<div><strong>The history of video games originated in the 1940 when, after the end of World War II, victorious powers built the first programmable supercomputers such as the ENIAC since 1946.&nbsp;</strong></div><div><br></div><div><strong> Early attempts to implement playful programs initially chess programs) did not take long to appear, and were repeated during the following decades. The first modern video games appeared in the 60's, and since then the world of video games has continued to grow and develop with the only limit imposed by the creativity of developers and the evolution of technology. In recent years there has been an era of technological progress dominated by an industry that promotes a rapid consumption model where new overproductions are obsolete in a few months, but where at the same time a group of people and institutions - aware of the role that pioneering programs , companies that defined the market and great visionaries had in the development of this industry - have begun the formal study of the history of video games.

The most immediate reflection of the popularity of video games in contemporary societies is an industry that employs 120,000 people and generates multi-million dollar profits that increase year after year.5 The impact of the emergence of the video game world has meant a revolution whose social, psychological and cultural implications are the object of study of a whole new generation of social researchers who approach the new phenomenon from an interdisciplinary perspective, using research methodologies as diverse as cultural anthropology, artificial intelligence, communication theory, economy or aesthetics, etc. As in the case of film and television, videogame has achieved status in just half a century of artistic achievements in history, and such an achievement has not taken place without a constant transformation and evolution of the video game concept itself and its acceptance . Born as an academic experiment, it managed to establish itself as a product of mass consumption in just ten years, exerting a formidable impact on the new generations who watched video games with a new audiovisual medium that allowed them to carry out their own stories.</strong>





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         <pubDate>2017-10-03 04:28:55 UTC</pubDate>
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         <pubDate>2017-10-03 04:35:51 UTC</pubDate>
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         <title>What tournament wold it be</title>
         <author>371008786</author>
         <link>https://padlet.com/371008786/z83w46zm3shm/wish/193267697</link>
         <description><![CDATA[<div><strong>call of duty championship </strong></div>]]></description>
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         <pubDate>2017-10-03 04:38:40 UTC</pubDate>
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         <author>371008786</author>
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         <pubDate>2017-10-03 04:43:11 UTC</pubDate>
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