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Cybergamer Academy

Cybergamer Academy

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HISTORICAL BATCH194 source accounts18 languages
Collected Posts547 posts
Unique Accounts194 accounts
Verified Sources113 sources
Languages18 languages
Data Date2026-07-01
✓
Global data loadedCross-platform collection · Multilingual aggregation
Total Post Views61.6Mviews
Total Post Engagement9.6Minteractions

Global Esports Hot Topics

Identifying rising events, teams, players, and community topics from global social media signals

POPULAR TOPICS · TOP 4

Data as of: 2026-07-01 09:53
Heat: diminishing engagement contribution, time decay, then the sum of each account’s highest contributionSources: Twitter / Instagram

GLOBAL ESPORTS

Ranking methodology

Measuring discussion around collected topics through post engagement and recency.

Heat index

0—100

The highest-scoring topic in the current dataset is set to 100. Other topics are scaled proportionally. Higher values indicate more discussion within the same dataset.

Calculation

Engagement

Interactions are weighted as below, then scored logarithmically. More engagement adds points while reducing the influence of extreme interaction counts.

  • Likes×1
  • Comments×2
  • Reposts×3
  • Quotes×3
Time decay
Older posts carry less weight. A post’s score halves for every 3 days of age relative to the reference time.
Account aggregation
Within each topic and platform, only the highest-scoring post per account counts. These account scores are added to produce the topic score.

Post score = ln(1 + weighted interactions) × time weight

Time weight = 2 ^ (−age in hours ÷ 72)

Reference time: the latest original post in the analysis window.
Worked exampleIllustrative data

100 likes, 10 comments, 2 reposts and no quotes

Weighted interactions
126
Post score
4.84
3 days earlier
2.42

With one account and one post, the topic score is approximately 2.42. If the highest topic score is approximately 4.84, its heat index is 50.0.

Metric definitions

24H trend
Public posts per hour over the latest 24 hours, based on original publication times. The curve shows posting activity and does not contribute to heat.
Trusted

Ranks topics by a source reference score based on supporting posts, source diversity, account categories and topic consistency. Concentrated sources incur a deduction. This score does not affect overall heat.

Source score weights
Supporting posts
35%
Source diversity
25%
Account categories
25%
Topic consistency
15%

The source concentration penalty is subtracted from the weighted score. The result is limited to 0–100.

Source traceability
The share of collected posts retaining source links and collection times. Open a topic to access its posts and sources. This measures completeness of source records, not factual accuracy.

Coverage

Heat uses only the original posts shown under current topics, not a web-wide census. The index compares topics within one dataset, not across updates. Filters and sorting keep the same reference.

Interaction weights and the decay period are configured index parameters. Zero engagement scores zero. Values display one decimal; ranking uses unrounded scores.

TOPIC GRAPH / 话题图谱

Published topic graph

Only topics in the current public ranking are shown. A line means shared words or source accounts; it does not prove causation or a confirmed relationship.

100%
1
Soboro Could Join FNC
2
BLG to Represent LPL at MSI 2026
3
Can G2 Challenge LCK and LPL teams?
4
LCK Favored to Win MSI 2026
4 items
RANKING
Game Brand Ranking
City Ranking
Club Ranking
Positive Value Assessment of Esports Brands
The purpose of building a positive value assessment system for esports brands is to connect players, clubs, event organizers, industry media, esports ecosystem companies, and universities to gain insights into industry development, conduct specialized research on various fields of esports to explore the healthy value of esports, leverage the role of a think tank, guide the positive communication and media value of esports, and promote the rapid and healthy development of the esports industry in China.
 
The purpose of building a positive value assessment system for esports brands is to connect players, clubs, event organizers, industry media, esports ecosystem companies, and universities to gain insights into industry development, conduct specialized research on various fields of esports to explore the healthy value of esports, leverage the role of a think tank, guide the positive communication and media value of esports, and promote the rapid and healthy development of the esports industry in China.
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RACE
Honor of Kings
Peacekeeper Elite
Meng Sanguo 2
DOTA2
League of Legends
Street Fighter V
FIFA Online 4
This covers the support from national policies and resource allocation, promoting the collaborative development of industries such as gaming, live streaming, and hardware, creating numerous job opportunities to alleviate talent shortages, driving technological innovation and hardware upgrades. At the same time, through international events and cultural exports, it enhances international communication and boosts the country's cultural soft power.
country
By undertaking social responsibility through public welfare activities and positive guidance for young people, we aim to break the stigma associated with the industry; build a platform for mass cultural engagement, enhancing a sense of identity and social cohesion among different groups; bridge regional and cultural gaps, fostering communication and understanding among different communities.
society
Inheriting and promoting positive values such as teamwork, perseverance, and fair competition; using esports as a medium to spread traditional and mainstream cultures, achieving cultural innovation in expression; creating cross-regional and cross-cultural platforms, promoting the integration of different cultures, and enriching cultural diversity.
culture
Providing the public with diversified entertainment options, including online streaming, offline events, and other experiences. It builds online and offline social platforms, allowing esports enthusiasts to interact through live comments and offline viewing, enhancing communication and enriching social and cultural life.
community
The core is to promote the standardization of esports event organization and operation, setting management and operational standards for the industry. It aims to enhance the commercial value of esports, expand revenue channels such as tickets, sponsorships, and IP derivatives, support sustainable industry development, explore new business areas, and cultivate professional talent. At the same time, it aims to increase the international visibility of esports, attracting global resources and collaborations.
industry
Through esports events, cities can shape an image of vitality and innovation, enrich their cultural connotations, attract global media and audiences, raise the city's profile and international influence. It also drives the development of related industries such as tourism, hotels, and restaurants, promotes the upgrading of urban facilities, and injects new momentum into the urban economy.
city
POLICY
Learn more about the policies
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Step 1
Implementation Rules of the Special Fund for Economic and Technological Development of Longgang District, Shenzhen, for Supporting the Development of Cultural Industry
Step 2
Implementation Opinions on Accelerating the Innovation and Development of the Cultural Industry
Step 3
Several Measures of Huangpu District, Guangzhou Development District, and Guangzhou High-tech Zone on Promoting the Development of Esports and Game Industries
Step 4
Guangzhou Tianhe District Esports Industry Development Plan (2020-2030)
Esports Research
PAPERS
WRITINGS
arrow Computer Science
arrow Business & Economics
arrow Communication
arrow Education & Educational Research
arrow Environmental Sciences & Public, Environmental & Occupational Health
arrow Geography
arrow Government & Law
arrow Health
arrow Information Science & Library Science
arrow Psychology
arrow Science & Technology
arrow Social Science
arrow Sports Science/Management
What is eSports and why do people watch it?
Authors: Hamari, Juho; Sjoblom, Max
Publication: Internet Research (Vol. 27, Issue 2, Page 211-232)
DOI: 10.1108/IntR-04-2016-0085
ISSN: 1066-2243
Purpose - The purpose of this paper is to investigate why do people spectate eSports on the internet. The authors define eSports (electronic sports) as "a form of sports where the primary aspects of the sport are facilitated by electronic systems; the input of players and teams as well as the output of the eSports system are mediated by human-computer interfaces." In more practical terms, eSports refer to competitive video gaming (broadcasted on the internet). Design/methodology/approach - The study employs the motivations scale for sports consumption which is one of the most widely applied measurement instruments for sports consumption in general. The questionnaire was designed and pre-tested before distributing to target respondents (n = 888). The reliability and validity of the instrument both met the commonly accepted guidelines. The model was assessed first by examining its measurement model and then the structural model. Findings - The results indicate that escapism, acquiring knowledge about the games being played, novelty and eSports athlete aggressiveness were found to positively predict eSport spectating frequency. Originality/value - During recent years, eSports (electronic sports) and video game streaming have become rapidly growing forms of new media in the internet driven by the growing provenance of (online) games and online broadcasting technologies. Today, hundreds of millions of people spectate eSports. The present investigation presents a large study on gratification-related determinants of why people spectate eSports on the internet. Moreover, the study proposes a definition for eSports and further discusses how eSports can be seen as a form of sports.
Online courses
Fundamentals of Esports Professional Awareness
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Fundamentals of Esports Professional Awareness
Esports Professional Ecosystem Development and Support Systems
VIEW
Esports Professional Ecosystem Development and Support Systems
Esports Industry: Global Perspective and China Model
VIEW
Esports Industry: Global Perspective and China Model
Esports Event Planning and Communication Practice
VIEW
Esports Event Planning and Communication Practice
Esports Event Planning and Brand Promotion
VIEW
Esports Event Planning and Brand Promotion
Esports Tournament Organization and Execution Management
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Esports Tournament Organization and Execution Management
Introduction to Esports Research Methods
VIEW
Introduction to Esports Research Methods
Multi-dimensional Perspectives on Esports Research
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Multi-dimensional Perspectives on Esports Research
Esports Practice and Cognitive Expansion
VIEW
Esports Practice and Cognitive Expansion
Future Updates
E-sports traceability
Global esports, from its inception to the present, has undergone multi-dimensional development under the promotion of various countries, including the emergence of events, the rise of teams, the growth of players, policy regulation, and capital involvement, presenting a complete evolutionary trajectory from spontaneous growth to diversified layout and iterative order.
 
Global esports, from its inception to the present, has undergone multi-dimensional development under the promotion of various countries, including the emergence of events, the rise of teams, the growth of players, policy regulation, and capital involvement, presenting a complete evolutionary trajectory from spontaneous growth to diversified layout and iterative order.
E-sports traceability
news
model1
Esports Brand Positive Value Report
The concept of "e-sports" was first proposed in Western countries in the 70s of the 20th century and began to be introduced to China in the late 90s. Combined with the interpretation of e-sports from all walks of life, we make a summary here: e-sports is a sports of intellectual confrontation between people around the carrier of video games, relying on software and hardware equipment with information technology as the core, in the virtual environment created by information technology, and based on the rules of sports management.
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Top 10 scientific research progress in e-sports
model2
Eight brands of e-sports at the Hangzhou Asian Games
VIEW
VIEW
ABOUT US
Beyond Esports: Defining Future Potential
Addressing the gap in human-machine collaboration skills and the limitations of traditional assessments, Zhejiang University introduces the first physiological-psychological-cognitive 3D assessment system. We provide scientific, quantifiable data for capability evaluation, potential discovery, and growth optimization across various scenarios.
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bilibili
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