top computer gaming chairs 2014

top computer gaming chairs 2014

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Top Computer Gaming Chairs 2014

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About this itemImportant Made in USA Origin Disclaimer:About this itemImportant Made in USA Origin Disclaimer:Take your game to the next level with this Bluetooth Gaming Chair. It is a legless seat with comfortable padding, fixed arm rests and a breathable upholstery. The mesh gaming chair is styled with a blue/black coloration and has Bluetooth built-in for wireless connectivity. Gaming Chair, Blue/Black: Mesh upholstery PP fixed armrest Bluetooth Model# 400-12-00K Blue/Black colored wireless gaming chair Due to federal restrictions, this item cannot be returned by mail. Before returning the item to your local Wal-Mart store, please be certain that all tanks are completely empty of any flammable liquids, if applicable. See our returns policy for more information.SpecificationsAge GroupConditionManufacturer Part NumberColorModelFinishBrandAssembled Product Dimensions (L x W x H)can you use this chair with the xbox one?by It looks like you are not signed in. To proceed you will need to either sign in or create a new accountSign Incan you use this chair with the xbox one?by It looks like you are not signed in.




To proceed you will need to either sign in or create a new accountSign InIs this chair compatible with PS3 gaming?by It looks like you are not signed in. To proceed you will need to either sign in or create a new accountSign InCan you use this chair with the PS4?by It looks like you are not signed in. To proceed you will need to either sign in or create a new accountSign InReviewsCustomer reviewssee all 16 reviews 55114 Write a reviewShared by Policies & PlansGifting plansPricing policyOnline Price Match.ReturnsReturns Policy.Seeing as It’s Valentine’s Day… Sorry I’m Not Sorry: Kat Von D Fires Back Over “Underage Red” Escape From…a Mazda 3? Lance Armstrong: Why Athletes Shouldn’t Be Role Models The New Trailer for Ant-Man Is… The NFL Needs an Overall Player of the Year“Game developers are really waking up to the publicity power of these communities,” said T. L. Taylor, an associate professor of comparative media studies at the Massachusetts Institute of Technology, who has studied e-sports.




Colleges, meanwhile, are often standing at arm’s length. While e-sports groups are often sanctioned clubs, receiving practice spaces from their schools, the leagues and competitions have few of the student regulations governing traditional college sports, like grade-point minimums or time limits on practicing.The rise in e-sports has been so abrupt, many schools have not determined what to make of it. Carter Henderson, a spokesman for the University of Washington’s athletics program, said no one from the department was familiar enough with e-sports to discuss the topic. The National Collegiate Athletic Association, which oversees college athletics, said it had no comment about e-sports on campus.Game companies say it is too early to predict how university administrations will become involved in e-sports.“This is just how basketball was in the 1940s,” said Christopher Wyatt, senior manager for North American publishing at Riot Games. “A lot of the structure and organization you see in more formal athletics, that groundwork is still being laid down here.”




But it is unclear whether becoming a more formal part of a school would help or harm the growth of college e-sports. The time commitment required for serious competitive gaming could lead to concerns about whether e-sports leave enough time for academic study. In addition, formal recognition could diminish the autonomy that companies and teams have on campuses, bringing about rules like Title IX, the gender equity law.About the possibility of more official recognition, Dr. Taylor said, “I don’t think collegiate e-sports players are unified in any way that this is a good thing.”For game developers, however, the lure of being on campus is simple.“We think that’s where a lot of our players are,” said Michael Morhaime, the chief executive and co-founder of Blizzard Entertainment, which develops and publishes entertainment software.In September, Blizzard flew eight finalists from the College of Staten Island, University of Massachusetts-Amherst and other colleges to Seattle to compete for $5,000 in scholarship money in a tournament of Hearthstone, a virtual card game from the company.




Last year, Azubu, a games media company, sponsored a competition that awarded $40,000 in prize money to six students on a StarCraft II team from the University of California, Berkeley. Last February, Riot Games hosted its first North American Collegiate Championship, something like the Final Four for League of Legends, Riot’s popular online battle game. A team of five students from the University of Washington won in front of a roaring audience at an e-sports studio that Riot operates in Manhattan Beach, Calif., with 169,000 more people watching online at the tournament’s peak. The prize was $7,500 in scholarship money for each team member.Riot recently announced that first-place winnings at the next championship, to be held in the spring, would rise to $30,000, enough to pay for about three years of in-state tuition at the University of Washington.“A lot more people than I expected came forward and said, ‘I’d like to try out for the team,’ ” said Jackson Brown, the manager of the University of Washington’s team, the Purple Caster Minions.The growth of competitive gaming at colleges mirrors the broader rise of e-sports as entertainment.




A thriving international professional e-sports circuit routinely draws tens of thousands of spectators to stadiums for competitions, with millions more viewers online. Top prizes for some events are now in the millions of dollars. Twitch, a video streaming service that made its name broadcasting e-sport matches, was acquired this year for close to $1 billion by Amazon.The college scene is largely organized around the Collegiate StarLeague, which started at Princeton in 2009 and is the biggest college league. The organization is now active at 450 schools, up from 260 last year, according to Duran Parsi, the head of the league. Many of those players also participate in matches organized by another collegiate league, IvyLoL. Large West Coast schools like the University of Washington and University of British Columbia tend to dominate the competitions. The money that game companies are pouring into the college scene has persuaded many students to become much more serious about e-sports.




College scholarships from corporations, including Coca-Cola, Ford and Google, have been around for decades, usually to encourage students to enter a particular field, like engineering. The money that game companies are giving to students, in contrast, is meant to deepen the companies’ relationship with a whole generation of players, one that is inseparable from their products.Today, most professional players skip or delay college, because the college-age years are considered the prime period for players in the big leagues. Playing at the professional level requires far too much time for practice and travel to tournaments to allow them to also attend school.Conan Liu, a student at Berkeley, took a year off from school to play StarCraft II professionally after his school team won the Azubu championship. Mr. Liu returned to school this fall to focus on pre-med studies because he did not perform as well as he had hoped in the pros. While even bench warmers in the National Basketball Association make more than $500,000 a year, the same is not true of professional gamers.




“You have to really be at the top, top to make a nice living,” Mr. Liu said.Game companies and collegiate league organizers predict that college e-sports could become a pipeline for the growing professional circuit. Game companies say they are awarding scholarship money at college tournaments, rather than unrestricted cash prizes, to give students an incentive to continue their studies.“We really want e-sports to become as ingrained in the academic environment as anything else — speech competitions, football competitions,” said Tyler Rosen, president of the e-Sports Association, which helps organize college events with the financial support of Blizzard Entertainment.A test of what happens when schools embrace e-sports started recently at Robert Morris University Illinois. The first 35 students to receive athletic scholarships under the school’s new e-sports program began training this fall in a room decked out with jet-black walls, mood lighting and leather gamer chairs with red piping.

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