Как видеоигровые навыки могут помочь добиться успеха в жизни
1,516,416 views |
Уильям Коллис |
TED@BCG
• October 2020
Что требуется, чтобы стать игроком-профи? Эксперт по киберспорту Уильям Коллис рассказывает о взлёте многомиллиардной индустрии соревновательных видеоигр и разбирает три навыка, необходимых для успеха в таких играх, как Fortnite, League of Legends и Rocket League. Осторожней, Коллис утверждает, что эти навыки могут сделать из вас отличного специалиста на работе.
Что требуется, чтобы стать игроком-профи? Эксперт по киберспорту Уильям Коллис рассказывает о взлёте многомиллиардной индустрии соревновательных видеоигр и разбирает три навыка, необходимых для успеха в таких играх, как Fortnite, League of Legends и Rocket League. Осторожней, Коллис утверждает, что эти навыки могут сделать из вас отличного специалиста на работе.
About the speaker
William Collis strives to bring academic rigor and thought leadership to esports, which he believes will be the future of all human competition.
William Collis and David Collis | Harvard Business Review, 2020 | Article
"How to Build a Digital Brand That Lasts"
Want to know how the learnings of esports apply to more traditional businesses? In this HBR article, discover what competitive gaming can teach traditional companies about evolving customer needs and developing post-digital brands. If you're curious about what Fortnite and NEST thermostats have in common, this is the article for you!
Joseph Ahn, William Collis and Seth Jenny | International Journal of Esports, 2020 | Article
"The one billion dollar myth: Methods for sizing the massively undervalued esports revenue landscape"
How large is the esports market, really? This research paper published in the inaugural issue of the International Journal of Esports argues that the industry is nearing 30 billion dollars. By breaking down the esports market into logical segments, this paper provides an excellent (and academic) bird's-eye view of the competitive gaming space and its business verticals.
William Collis | Japan Times, 2017 | Article
"Japan's 'Super Mario Syndrome'"
Why has esports caught on around the world, but not in Japan? Super Mario Syndrome might be the answer. This Japan Time's article outlines the unique factors in the Japanese games market that have hampered the growth of domestic esports in Japan — and also explains why these limitations are likely to be obliterated in the near future.
Hanna Halaburda, William Collis, Rob McKeon and Ivan Nausieda | Harvard Business School, 2011 | Book
One Game to Rule Them All: Lord of the Rings Online and the MMO Market
In many ways, the popular video game World of Warcraft was the original precursor to modern esports. For teachers looking for an academic resource, this award-winning Harvard Business School case outlines the business models used by this incredibly successful game, and explains why World of Warcraft has behaved more like a sport than a traditional entertainment experience.
William Collis and Paul Dawalibi | Listen
The Business of Esports
If you enjoyed my TED Talk, you can hear more of my views on the esports industry every week on my Business of Esports podcast. With my cohost Paul Dawalibi, "the Profit and the Professor" debate the latest trends in gaming, and how these developments affect our daily lives across all industries, from medicine to education.
Learn more
About TED Institute
Every year, TED works with a group of select companies and foundations to identify internal ideators, inventors, connectors, and creators. Drawing on the same rigorous regimen that has prepared speakers for the TED main stage, TED Institute works closely with each partner, overseeing curation and providing intensive one-on-one talk development to sharpen and fine tune ideas. The culmination is an event produced, recorded, and hosted by TED, generating a growing library of valuable TED Talks that can spur innovation and transform organizations.