World Cyber Games Grand Finals

( November 5, 2008 - November 9, 2008 - website: http://www.worldcybergames.com )
No info available!
Valuation: 76% (show calculation)
Competition (24% weight)
  • Rules: Good fair rules are the foundation of any sport
    80% (0% worst-100% best) * 20% (weight) = 16%
  • Administrators: Having helpful and knowledgable tournament administrators is important to help resolve issues and make informed decisions
    80% (0% worst-100% best) * 20% (weight) = 16%
  • Equipment: Just like in practice, having the right geat makes a difference. With the most talented players in attendence, we expect the best gaming equipment and network setup possible
    100% (0% worst-100% best) * 20% (weight) = 20%
  • Competition setup: The layout, spacing, and furniture in the competition area is more important than most people think
    100% (0% worst-100% best) * 20% (weight) = 20%
  • Event Execution: Having the right gear and setup helps get you on the way to a great event, but it is all in the execution. Stay on time, resolve issues, and be prepared to ensure a great event.
    80% (0% worst-100% best) * 20% (weight) = 16%
  • sum: 88% * 24% (weight) = 21%
Venue (5% weight)
  • Location: Location, location, location... Is the venue tucked away in a back corner or in a cutting edge facility
    100% (0% worst-100% best) * 30% (weight) = 30%
  • Setup: Having a great venue is only half the battle. Organizers need to think about the layout and configuration of their space
    80% (0% worst-100% best) * 50% (weight) = 40%
  • Convenience: Is the venue readily accessible to players, media, and fans?
    100% (0% worst-100% best) * 20% (weight) = 20%
  • sum: 90% * 5% (weight) = 5%
Onsite Fan Experience (11% weight)
  • Featured Viewing Area: With all the great talent and emotion onsite, fans need an equally compelling arena to watch and root. How is the stage or featured match area setup for spectators?
    90% (0% worst-100% best) * 40% (weight) = 36%
  • General Viewing Area: How accessible is the general tournament area for fans to watch non-featured matches? Can they stand behind the players (not too close!) and watch?
    70% (0% worst-100% best) * 40% (weight) = 28%
  • Information: How well are schedules, scores, results, etc. communicated to attendees?
    100% (0% worst-100% best) * 15% (weight) = 15%
  • Access to players: Is there access for fans to meet and interact with the players they idolize and loath?
    70% (0% worst-100% best) * 5% (weight) = 4%
  • sum: 83% * 11% (weight) = 9%
Online Event Coverage (15% weight)
  • Scores and schedules: With fans all around the world, it is important that scores and schedules are readily available to fans on their favorite e-sports websites
    Yes (=100%) * 25% (weight) = 25%
  • Editorial coverage: Sure scores and schedules are great, but the numbers don't tell it all. Are people writing about the matches and the stories that come out of the event
    Yes (=100%) * 20% (weight) = 20%
  • Quality of video broadcasts: Play by play commentators, in game camera angles, and graphic packages all help fans follow the action.
    100% (0% worst-100% best) * 25% (weight) = 25%
  • Distribution of video broadcas: Video broadcasts are great, but does it make it to the fans? Are the video broadcasts readily available online or through their televisions?
    100% (0% worst-100% best) * 15% (weight) = 15%
  • Publishing game replays & demo: Not every match can get broadcasted and even so, fans love to download replay and demo files from their favorite teams
    No (=0%) * 15% (weight) = 0%
  • sum: 85% * 15% (weight) = 13%
Media & Press (5% weight)
  • Quality of press area: In order to get great coverage, the press needs a good place to work that they can upload their work to
    100% (0% worst-100% best) * 20% (weight) = 20%
  • Access granted to press: All the press in the world can be onsite, but if they don't have access to cover the matches and feature the players then it is all for nothing
    Yes (=100%) * 40% (weight) = 40%
  • Press coverage: How much press covered the event and what type of news came out of the event
    100% (0% worst-100% best) * 40% (weight) = 40%
  • sum: 100% * 5% (weight) = 5%
Event Communication (5% weight)
  • General information: It is important to communicate event details to the community in a timely fashion so players and fans can make the appropriate plans
    Yes (=100%) * 65% (weight) = 65%
  • Staff availability: People have all sorts of crazy requests and special needs, so it is important to have a system in place and people to answer questions about events
    Yes (=100%) * 35% (weight) = 35%
  • sum: 100% * 5% (weight) = 5%
Player Accomodations & Travel (15% weight)
  • Travel stipends: The best way to ensure attendance from the top players is to help them get to the event with a full or partial travel stipend. Stipends can be awarded through pre-qualifiers, rankings, or other criteria
    Yes (=100%) * 50% (weight) = 50%
  • Quality of accomodations: We don't expect five star accommodations, but with lots on the line, getting proper rest is important so just having four walls and a roof isn't enough to keep everyone sharp
    15% (0% worst-100% best) * 30% (weight) = 5%
  • Ease of access to venue: With players often coming from all over and a lot on the line, it is important that people can easily get to and from the venue
    30% (0% worst-100% best) * 20% (weight) = 6%
  • sum: 61% * 15% (weight) = 9%
Prize Money (20% weight)
  • Prize pool: Money isn't everything but it is a great way to get people excited about the event and draw top players and sustain fan interest
    408000 (=100%, max. = best) * 40% (weight) = 40%
  • Payout schedule: We understand that there is a lot of work that goes into and arises out of events, but getting the prized money into the hands of the players quickly goes a long way(number in terms of month)
    3 (=17%, min. = best) * 40% (weight) = 7%
  • Payout communication: Clearly communicate the payout process (timeline) and requirements (paperwork and deadlines) to minimize player inquiries
    No (=0%) * 20% (weight) = 0%
  • sum: 47% * 20% (weight) = 9%
sum of categories: 76%
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