Interactive Legend allows for filtering layers in your map by toggling the visibility of features based categories and ranges in the legend. Choose from a pre-configured set of visualization modes to apply layer effects in your app based on features or groups of features that are selected in the legend. Include the export tool to allow viewers to capture images of the map.Examples:Form a better understanding of the spatial relationship between map features by toggling the visibility of the content.Support presentations of economic data relevant to the numerical range values of interest during a seminar or presentation.Analyze crime data to facilitate decision-making of law enforcement distribution pertaining to specific crime categories. Data RequirementsThis application requires a feature layer to take full advantage of its capabilities. For more information, see the Layers help topic for more details.Supported Drawing StylesLocation (Single Symbol)Types (Unique symbols)Counts and amounts (Size) - Classify Data CheckedCounts and Amounts (Color) - Classify Data CheckedRelationshipRelationship and Size (Partially Interactive)Predominant CategoryPredominant Category and Size (Partially interactive)Types and Size (Partially interactive)For instructions on how to modify the legend drawing style, see this topic: change styleKey App CapabilitiesChoose from predefined visualization modes to apply layer effects to highlight selected featuresZoom to - Allow app viewers to zoom to the extent of the features selected in the legendFeature count - Include a feature count for items that are selected in the legendChoose between two layout options for the legend, the default floating style or placed in a side panel of the appExport - Capture an image of the map to exportTime filter - Filter features in the map using time enabled layersLanguage switcher - Publish a multilingual app that combines your translated custom text and the UI translations for supported languagesHome, Zoom Controls, Legend, Layer List, SearchSupportabilityThis web app is designed responsively to be used in browsers on desktops, mobile phones, and tablets. We are committed to ongoing efforts towards making our apps as accessible as possible. Please feel free to leave a comment on how we can improve the accessibility of our apps for those who use assistive technologies.
Street Overlay Map for the City of Liberty. This map shows streets that were overlaid the past 10 years as well as the current proposed overlay.This map is set up is set up with an interactive legend for each overlay year. You can filter by year by selecting the year in the legend and you can zoom to each year. You can show the past 10 years of overlay by selecting Show All. Street segments can be selected on the map to find out more information for said street overlay.
Austin Parks and Recreation Land and Assets Interactive Legend Application. This allows the user to select what asset they want to see in the map.
League of Legends is a multiplayer online battle arena game which is popular with gamers and eSports viewers alike. During a survey, 42 percent of consumers stated that they both played the game and watched professional eSport events of it being played online.
This app offers an interactive legend allowing users a more holistic experience with the 2016 Nigeria Population Density Map. In this app, unlike the web map, users can interact with the legend. By clicking on categories defined in the legend, they can focus on particular categories/ranges that are more relevant to them.
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Viking: Discover the Legend, August 2019A series of performances including "Shieldmaiden" and "A Very Victorian Tour of the Vikings", designed to animate the museum space and encourage audiences to critically engage with history through the revelation of under represented voices, the colonizing of history, and immersive, interactive engagements with history.Arts Council England and Heritage Lottery Fund had commissioned Dr Maples to design a series of interactive events particularly targeting 18-30 year olds, an age group who have proven difficult to attract to the museum’s exhibitions and events. Through the creation of immersive experience performances, performative “decolonising the museum” tours, participatory workshops with adult themes including a new project on taboo and dark heritage, and the inclusion of social media and games design techniques in the museum space, this project facilitates research into the use of immersive performance and new technologies to transform expectations of the museum site.
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Discover how the delay of 'Grand Theft Auto VI' is reshaping strategies for major gaming publishers, with new opportunities for releases and sales projections.
League of Legends is a free online battle arena game. The objective of this game, in almost all game modes, is to destroy the enemy Nexus. The game is not only popular among players, but also among eSports viewers. League of Legends events on the video streaming service Twitch were watched for a combined 78.9 million hours in April 2025.
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Take-Two Interactive Software, Inc. develops, publishes, and markets interactive entertainment solutions for consumers worldwide. The company offers its products under the Rockstar Games, 2K, Private Division, and T2 Mobile Games names. It develops and publishes action/adventure products under the Grand Theft Auto, Max Payne, Midnight Club, and Red Dead Redemption names; and offers episodes and content, as well as develops brands in other genres, including the LA Noire, Bully, and Manhunt franchises. The company also publishes various entertainment properties across various platforms and a range of genres, such as shooter, action, role-playing, strategy, sports, and family/casual entertainment under the BioShock, Mafia, Sid Meier's Civilization, XCOM series, and Borderlands. In addition, it publishes sports simulation titles comprising NBA 2K series, a basketball video game; the WWE 2K professional wrestling series; and PGA TOUR 2K. Further, the company offers Kerbal Space Program, OlliOlli World, and The Outer Worlds and Ancestors: the Humankind Odyssey under Private Division; and free-to-play mobile games, such as Dragon City, Monster Legends, Two Dots, and Top Eleven. Its products are designed for console gaming systems, including PlayStation 4 and PlayStation 5; Xbox One; the Nintendo's Switch; personal computers; and mobile comprising smartphones and tablets. The company provides its products through physical retail, digital download, online platforms, and cloud streaming services. Take-Two Interactive Software, Inc. was incorporated in 1993 and is based in New York, New York.
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EA shares surged 5% after a positive forecast, boosting confidence in its sports titles amid economic uncertainties and competitive market challenges.
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The MOBA (Multiplayer Online Battle Arena) computer game market is experiencing robust growth, driven by increasing internet penetration, the rise of esports, and the continuous evolution of game mechanics and graphics. While precise figures for market size and CAGR are not provided, based on industry reports and the involvement of major players like Riot Games, Valve, and Tencent, a reasonable estimation can be made. Let's assume a 2025 market size of $15 billion (USD), reflecting the significant revenue generated by popular titles like League of Legends and Dota 2. Considering the consistent popularity and competitive nature of the genre, a conservative Compound Annual Growth Rate (CAGR) of 8% from 2025 to 2033 can be projected. This growth is fueled by several factors: the expansion of esports viewership and participation, generating considerable revenue through sponsorships, tournaments, and merchandise; the ongoing development of new MOBAs and continuous updates to existing ones, maintaining player engagement and attracting new audiences; and the increasing accessibility of high-speed internet globally, broadening the player base significantly. However, the market also faces challenges. Increased competition from other gaming genres, the potential for market saturation in established regions, and the need for continuous innovation to maintain player interest represent key restraints. The market is segmented by game type (single-player versus multiplayer) and application (esports versus personal entertainment), with the multiplayer, esports segment commanding a substantial majority of the revenue. Geographical analysis shows North America, Europe, and Asia Pacific as the leading markets, but growth potential exists in emerging economies fueled by increasing mobile gaming adoption and internet access. The continued success of this sector will hinge on the ability of developers to innovate, engage with the esports community, and adapt to evolving player preferences.
In January 2025, League of Legends was the top MOBA title across Twitch with approximately 127,508 average concurrent viewers (AVC). Valorant, which was also published by LoL maker Riot Games, was ranked second with 70,125 ACV during the measured period. Twitch accounted for the majority of the live-streaming audiences of both titles.
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IntroductionToxic behavior (i.e., toxicity) is a pervasive problem in online gaming communities such as League of Legends. This issue arises from factors such as frustrating and stressful in-game experiences and online disinhibition. Prior research on addressing toxicity has focused primarily on the perpetrators and how to mitigate their negative behavior and the consequences. The aim of this study was to approach toxicity from the perspective of the victims instead, and consequently, to investigate the factors that contribute to the experience of victimhood in multiplayer online battle arena games.MethodsA global sample of League of Legends and Defense of the Ancients 2 players (n=313) was collected to test hypotheses based on three theoretical approaches drawn from previous work, namely, the online disinhibition effect, social cognitive theory and theory of planned behavior. Participants were asked to complete a survey that included variables related to the three theoretical approaches.ResultsThe results of the study indicated that self-efficacy, and benign and toxic disinhibition, were the most relevant antecedents for the experience of being a victim of toxicity. Accordingly, the findings thus suggest that players with low self-efficacy and high online disinhibition may be more likely to experience victimhood in multiplayer online battle arena games. In general, insights based on our study demonstrate that individual characteristics partially explain why some players are more susceptible to toxic behavior than others.DiscussionThe study’s results have practical implications for game developers and policymakers, particularly in the areas of community management and player education. For example, game developers may consider incorporating self-efficacy training and disinhibition reduction programs into their games. Overall, this study contributes to the growing body of literature on toxicity in online gaming communities and invites further research into toxicity from the perspective of the victims.
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The global market size for Multiplayer Online Battle Arena (MOBA) games was valued at approximately $15 billion in 2023 and is projected to soar to $30 billion by 2032, reflecting a robust CAGR of 7.9%. This impressive growth can be attributed to the increasing popularity of eSports, technological advancements, and the rising adoption of mobile gaming platforms. The market has seen a significant surge as developers continuously innovate to offer immersive experiences, drawing more gamers into the fold.
One of the primary growth factors for the MOBA games market is the burgeoning eSports industry. With eSports tournaments now drawing audiences rivaling traditional sports, MOBA games like League of Legends and Dota 2 have become central to this phenomenon. Prize money, sponsorships, and media rights deals are becoming increasingly lucrative, attracting both players and investors. The rise of live streaming platforms such as Twitch and YouTube Gaming has also played a crucial role in amplifying the reach and engagement of MOBA games, making them more accessible to a global audience.
Another significant factor driving market growth is the advancement in gaming technology. The implementation of cutting-edge graphics, real-time strategy features, and cloud gaming capabilities has enhanced the user experience manifold. Companies are investing heavily in R&D to develop new features that make games more engaging and challenging, thus retaining existing players and attracting new ones. The advent of Virtual Reality (VR) and Augmented Reality (AR) is also expected to provide new dimensions to MOBA games, further fueling market growth.
The increasing adoption of mobile gaming platforms is another vital growth factor. With the proliferation of smartphones and improvements in mobile internet connectivity, more gamers are turning to mobile platforms for their gaming needs. Mobile MOBA games such as Mobile Legends and Arena of Valor have gained immense popularity, especially in regions with high mobile penetration like Asia-Pacific. These games are designed to provide a seamless experience, making it easier for casual gamers to engage without the need for high-end gaming hardware.
In addition to technological advancements, the integration of Real Time Strategy Game elements into MOBA games is becoming increasingly popular. This hybrid approach allows players to enjoy the strategic depth and tactical decision-making of real-time strategy games while engaging in the fast-paced, competitive environment of MOBA games. Developers are experimenting with new gameplay mechanics that combine the best of both worlds, offering players a more dynamic and challenging experience. This trend is expected to attract a broader audience, including fans of traditional strategy games, thereby expanding the market potential for MOBA games.
Regionally, Asia-Pacific has emerged as the dominant market for MOBA games, propelled by the massive gaming communities in countries like China, South Korea, and Japan. North America and Europe are also significant markets, driven by high disposable incomes and advanced gaming infrastructure. Latin America and the Middle East & Africa are expected to witness substantial growth due to increasing internet penetration and the rising popularity of mobile gaming. The regional outlook highlights the diverse opportunities across different geographies, making the MOBA games market a truly global phenomenon.
The platform segment in the MOBA games market is categorized into PC, Console, and Mobile. Each of these platforms offers unique advantages and caters to different types of gamers. The PC platform has traditionally been the stronghold of MOBA games, with titles like League of Legends and Dota 2 dominating the scene. These games benefit from the superior processing power and graphics capabilities of PCs, providing a richer and more immersive gaming experience. Moreover, the ease of integrating keyboards and mice for complex controls has made PCs the preferred choice for professional gamers.
Console gaming, though not as dominant as PC gaming in the MOBA segment, has shown substantial growth. Consoles like PlayStation and Xbox offer a more standardized hardware environment, reducing issues related to compatibility and performance. Console versions of popular MOBA games have been optimized to work smoothly, offering a comparabl
In a 2023 survey, 19.2 percent of respondents stated that their preferred online game to play on fixed broadband was Mobile Legends: Bang Bang. Meanwhile, 7.9 percent of respondents said they would play DOTA 2 online game on their fixed broadband internet.
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The Multiplayer Online Battle Arena (MOBA) games market, currently valued at $9.537 billion in 2025, is projected to experience robust growth, exhibiting a Compound Annual Growth Rate (CAGR) of 8.8% from 2025 to 2033. This growth is fueled by several key drivers. The increasing popularity of esports, coupled with the continuous development of engaging gameplay mechanics and improved accessibility through mobile platforms, contributes significantly to market expansion. Furthermore, the integration of innovative features like in-game item shops and battle passes, alongside consistent updates and content additions, maintain player engagement and drive monetization. The competitive nature of MOBAs, fostering a strong sense of community and social interaction among players, further strengthens the market's appeal. However, challenges remain, including the intense competition among established and emerging players, demanding constant innovation to retain market share. The evolving preferences of gamers also present a dynamic landscape, necessitating a focus on adapting to changing trends in gaming technology and player expectations. The competitive landscape is dominated by established players like Riot Games (League of Legends), Tencent, Blizzard Entertainment, and Valve Corporation (Dota 2), who leverage strong brand recognition and extensive player bases. However, smaller studios and mobile-focused developers continuously introduce innovative titles, challenging the established players and broadening the market's reach. Regional variations in market penetration exist, with North America and Asia likely dominating due to established gaming cultures and infrastructure. The forecast period (2025-2033) anticipates continued growth, driven by technological advancements, further integration of mobile gaming, and ongoing expansion into new geographic markets. The sustained interest in competitive gaming and the evolution of esports will significantly influence the market’s trajectory over the coming years.
To access parcel information:Enter an address or zoom in by using the +/- tools or your mouse scroll wheel. Parcels will draw when zoomed in.Click on a parcel to display a popup with information about that parcel.Click the "Basemap" button to display background aerial imagery.From the "Layers" button you can turn map features on and off.Complete Help (PDF)Parcel Legend:Full Map LegendAbout this ViewerThis viewer displays land property boundaries from assessor parcel maps across Massachusetts. Each parcel is linked to selected descriptive information from assessor databases. Data for all 351 cities and towns are the standardized "Level 3" tax parcels served by MassGIS. More details ...Read about and download parcel dataUpdatesV 1.1: Added 'Layers' tab. (2018)V 1.2: Reformatted popup to use HTML table for columns and made address larger. (Jan 2019)V 1.3: Added 'Download Parcel Data by City/Town' option to list of layers. This box is checked off by default but when activated a user can identify anywhere and download data for that entire city/town, except Boston. (March 14, 2019)V 1.4: Data for Boston is included in the "Level 3" standardized parcels layer. (August 10, 2020)V 1.4 MassGIS, EOTSS 2021
Twitch is an online video streaming service which allows eSports and gaming fans to watch their favorite gamers play a variety of online video games. As of April 2025, the most popular game on Twitch in terms of all-time peak viewers was *****************. The online multiplayer game peaked at **** million viewers in November 2022.
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The global MOBA (Multiplayer Online Battle Arena) computer games market is experiencing robust growth, driven by the increasing popularity of esports, the rise of mobile gaming, and continuous innovation in game mechanics and graphics. While precise market size figures for 2025 are unavailable in the provided data, based on industry reports and observed growth patterns in similar sectors, a reasonable estimate for the 2025 market size is $15 billion USD. Considering a conservative Compound Annual Growth Rate (CAGR) of 12% (a figure aligning with recent growth in the gaming market), the market is projected to reach approximately $30 billion USD by 2033. This growth is fueled by several key factors: the expanding esports ecosystem, attracting significant investment and viewership; the ongoing development of engaging game modes and features; and the increasing accessibility of high-speed internet, allowing for seamless online gameplay. The market is segmented into single-player and multiplayer battle MOBA games, with the latter dominating due to its competitive and social nature, further fueling esports growth. Applications span esports tournaments and casual personal entertainment, both contributing significantly to overall revenue. Major players like Riot Games (League of Legends), Valve Corporation (Dota 2), Blizzard Entertainment (Heroes of the Storm), Hi-Rez Studios (Smite), and Tencent Games are key drivers of innovation and market expansion. These established companies leverage their existing player bases, invest heavily in marketing and competitive events, and continually release updates to maintain user engagement and attract new players. However, the market faces potential restraints, including increasing competition from other gaming genres, the need for regular content updates to retain player interest, and potential regulatory challenges concerning loot boxes and in-game purchases. Geographic distribution shows a strong concentration in North America and Asia-Pacific, though other regions are witnessing increasing adoption. This suggests significant potential for future expansion, especially in emerging markets with rising internet penetration and smartphone adoption.
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Online Gaming Market size was valued at USD 271.1 Billion in 2023 and is projected to reach USD 550.1 Billion by 2030, growing at a CAGR of 12.2% during the forecast period 2024-2030.Global Online Gaming Market DriversThe market drivers for the Online Gaming Market can be influenced by various factors. These may include:Growing Use of the Internet: Online gaming has expanded thanks to the increasing availability and accessibility of high-speed internet connections worldwide. The number of people who can play online games increases as more people have internet connection.Technological Developments: The entire gaming experience is improved by technological developments, such as enhanced graphics, processing power, and virtual reality (VR) capabilities. As a result, more people play on online gaming platforms.Boom in Mobile Gaming: Mobile gaming has become more popular as a result of tablets and smartphones becoming widely used. The ease with which games may be played on mobile devices has greatly aided in the expansion of the online gaming industry.E-sports and the League of Legends: Online multiplayer games have gained popularity due to the growth of e-sports and competitive gaming. Leagues and tournaments draw sizable crowds, which fuels the expansion of the gaming sector overall.Services for Cloud Gaming: With the rise of cloud gaming services, gamers no longer need powerful hardware to access and enjoy top-notch games. It is anticipated that this trend would democratize gaming by increasing its accessibility to a wider range of users.Integration of Social Gaming: Online games that incorporate social features—like chat rooms, multiplayer options, and social media integration—improve the social aspect and boost player interaction.Strategies for Monetization: Publishers and game developers can generate income through a variety of monetization strategies, including as advertising, in-app purchases, and subscription services. The industry's financial sustainability promotes ongoing investment.Globalization of Video Games: Developers may reach a wide range of audiences by using digital platforms to distribute games abroad. It is simple to localize games to accommodate various geographical and cultural contextsImpact of the Pandemic: Online gaming has become more popular as a result of the COVID-19 pandemic, as people have turned to social distancing tactics as a means of enjoyment and communication.Cross-Platform Video Games: Facilitating seamless transitions across various platforms, including mobile phones, PCs, and consoles, encourages inclusion and broadens the pool of possible gamers.
Interactive Legend allows for filtering layers in your map by toggling the visibility of features based categories and ranges in the legend. Choose from a pre-configured set of visualization modes to apply layer effects in your app based on features or groups of features that are selected in the legend. Include the export tool to allow viewers to capture images of the map.Examples:Form a better understanding of the spatial relationship between map features by toggling the visibility of the content.Support presentations of economic data relevant to the numerical range values of interest during a seminar or presentation.Analyze crime data to facilitate decision-making of law enforcement distribution pertaining to specific crime categories. Data RequirementsThis application requires a feature layer to take full advantage of its capabilities. For more information, see the Layers help topic for more details.Supported Drawing StylesLocation (Single Symbol)Types (Unique symbols)Counts and amounts (Size) - Classify Data CheckedCounts and Amounts (Color) - Classify Data CheckedRelationshipRelationship and Size (Partially Interactive)Predominant CategoryPredominant Category and Size (Partially interactive)Types and Size (Partially interactive)For instructions on how to modify the legend drawing style, see this topic: change styleKey App CapabilitiesChoose from predefined visualization modes to apply layer effects to highlight selected featuresZoom to - Allow app viewers to zoom to the extent of the features selected in the legendFeature count - Include a feature count for items that are selected in the legendChoose between two layout options for the legend, the default floating style or placed in a side panel of the appExport - Capture an image of the map to exportTime filter - Filter features in the map using time enabled layersLanguage switcher - Publish a multilingual app that combines your translated custom text and the UI translations for supported languagesHome, Zoom Controls, Legend, Layer List, SearchSupportabilityThis web app is designed responsively to be used in browsers on desktops, mobile phones, and tablets. We are committed to ongoing efforts towards making our apps as accessible as possible. Please feel free to leave a comment on how we can improve the accessibility of our apps for those who use assistive technologies.