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The Distribution and Marketing of the Sony Playstation
Bringing the Sony Playstation to Japan: A Case of Business Fitting the Technology Zhong-Min Hu SUID: 04836359 STS 145 Case History March 16, 2003 A Decisive Day in Console History: December 3, 1994 will be remembered as a decisive day in the history of console gaming. It was on this day that Ken Kutaragi’s technological brainchild, the Sony Playstation, shown below in Figure 1, stormed Japan, selling 100,000 of its initial 300,000 units in a single day. Hundreds of Japanese lined outside game stores everywhere in Japan, gobbling up the precious machines with no attention given to their price. (Asakura 52) By 1998, the Playstation had sold more than 40 million units worldwide. (Lowood) It effectively dethroned the Nintendo kingdom, at one point prompting Nintendo’s proud patriarch, Hiroshi Yamauchi to admit, “Sony is dominating the market, and Nintendo has fallen behind in the race. When I go to Akihabara, I get the Figure 1: More than one third of the initial 300,000 Playstation units were sold in the first day alone. impression that the Nintendo 64 is going to be obliterated.” (Asakura 139) The story behind the rise of the Playstation phoenix from the ashes of a humiliating rejection at the hands of Nintendo is indeed complex. To be sure, the technology brought to life by Kutaragi was historically unprecedented in that the Playstation outperformed every console that had previously existed. And it is true that all successes begin with good technology, but the Playstation had the added advantage of a business model that was well suited to the technology. -
Sony E3 2009 Press Conference Dreamstation.Cc Twitter Transcript
Skip past navigation On a mobile phone? Check out m.twitter.com ! Skip to navigation Jump to the sidebar Skip to sign in form Home Profile Find People Settings Help Sign out DreamStation.cc (DreamStationcc) on Twitter Page 2 of 7 around to get the right shadows. #E3 #Sony 23 minutes ago from web 8. ModNation Racers - Add a village w/ trees & houses by just dragging the brush around the track. Add weapons by dropping them on the track. 24 minutes ago from web 9. ModNation Racers - Track Studio - Create tracks using the tool to create your own tracks to race on. Create by playing. #E3 #Sony 28 minutes ago from web 10. ModNation Racers - New Play, Create, Share game for PS3. Next game to follow LittleBigPlanet. Mario Kart style racing game. #E3 #Sony 30 minutes ago from web 11. Motion Controller for PlayStation 3 coming Spring 2010 - Real-time combat - Swing swords, throw stars, and launch arrows. #E3 #Sony 34 minutes ago from web 12. New PS3 Controller - Real-time strategy games made easier by drawing path and selecting troops. #E3 #Sony 36 minutes ago from web 13. New PlayStation 3 Controller - Draw and write on a board. Spray paint on a wall. Splatter paint. Create a painting. #E3 #Sony 37 minutes ago from web 14. Hold anything in your hand - Sword, fan, stop sign, golf club, flashlight, baseball bat, and gun. #E3 #Sony #PlayStationEye 41 minutes ago from web 15. New Controller for PlayStation 3 - Internal motion sensors, glowing sphere on the end that the PlayStation Eye can detect. -
Tidning Förelektronikbranschen
NR 8-9/2008 ÅRGÅNG 54 PRIS 60 KR TIDNING FÖR ELEKTRONIKBRANSCHEN EXKL MOMS NYA SEGRARE I RADIOGOLFEN PANASONICS NYA KAMEROR 13 SIDOR NYHETER OM SPEL Produkt- information Kampanjer & erbjudanden Priser Marknadsföring & reklammaterial Logistik Lagerstatus Bilder & logotyper Allt Sony på ställe: sony1.net Snabbare leveranser, förbättrad försäljning och enklare beställning Sony1 är ditt nya verktyg med mängder av smarta funktioner för enklare beställning, effektiv försäljning och marknadsföring. Med Sony1 får du: UÊ"i`iL>ÀÊÛiÀÃÌÊ>ÛÊ`ÌÌÊ«ÀÃÊV ÊÛiÀÊ>}iÀÌ}F} UÊ>«>iÀ]ÊiÀLÕ`>`i]ÊÕÌL`}Êi]Ê>À>`ÃvÀ} UÊ*À`ÕÌvÀ>Ì UÊ}ÃÌÕ««}vÌiÀÊÃÊ `iÀ]ÊÛÌÊi`ÊiÀ> UÊ«>`iÊvÀ>ÌÊV ÊÕ««`>ÌiÀ}>ÀÊÛ>Ê>Ê UÊ1ÌL`}Ê«FÊ«À`ÕÌiÀ>ÊV Ê`iÃÃÊ} iÌiÀ UÊvÀ>ÌÊÊ>ÌÛÌiÌiÀ]ÊiÀLÕ`>`iÊV Ê«ÀÌà UÊÊ"v>ÌÌ>`iÊL`L>Ê«FÊ«À`ÕÌiÀ]Ê}ÌÞ«iÀÊV ÊL`iÀ www.sony1.net – bättre försäljning, snabbare leveranser genom distribution via vår samarbetspartner Techdata www.sony1.net RATEKO INNEHÅLL 8 - 9 / 2 0 0 8 NR 8-9/2008 ÅRGÅNG 54 PRIS 60 KR TIDNING FÖR ELEKTRONIKBRANSCHEN EXKL MOMS NYA SEGRARE I RADIOGOLFEN PANASONICS NYA KAMEROR 13 SIDOR NYHETER OM SPEL OMSLAGSBILD: MIRROR´S EDGE I NÄSTA NUMMER: - TEMASIDOR FRÅN IFA-MÄSSAN I BERLIN - CANONS HÖSTNYHETER SKUTTA RUNT ISTÄLLET FÖR SOFFPOTATIS – NYA SPEL SIDORNA 64-67 12 AVANCERAT FOTO I LITET FORMAT 30 NIKON LANSERAR NYA D700 Mitt i semestertider lanserade Pana- Nikon har lanserat nya systemka- sonic nya kameror, bland annat Lumix meran med sensor i FX-format, LX3, uppföljaren till LX2. D700, samt sex kompaktkameror. 16 NY PLATTFORM FÖR BÄRBARA DATORER 32 EN NY PRODUKT FÖR MASSMARKNADEN I mitten av juli lanserades Intels nya plattform för bär- På väg till världens radiohandlare är nu Femtocellen, en bara datorer, Intel Centrino 2. -
SCE ANNOUNCES NEW MANAGEMENT TEAM Ken Kutaragi, Chairman and Group CEO and Kaz Hirai, President and Group COO
SCE ANNOUNCES NEW MANAGEMENT TEAM Ken Kutaragi, Chairman and Group CEO and Kaz Hirai, President and Group COO Tokyo, November 30, 2006 – Sony Computer Entertainment Inc. (SCEI) today announced the appointment of Ken Kutaragi, President and Group CEO, as Chairman and Group CEO, and Kaz Hirai, President and CEO of Sony Computer Entertainment America (SCEA), as President and Group COO of SCEI, effective December 1, 2006. The company also announced the appointment of Akira Sato, member of the board of directors, as Vice Chairman, and David Reeves, President and CEO and Co-COO of Sony Computer Entertainment Europe (SCEE), as Deputy President of SCEI in addition to his current responsibility at SCEE, also effective December 1, 2006. Masaru Kato will remain in his current position as Deputy President and Group CFO. Ken Kutaragi will continue to oversee the entire SCE Group as chief executive officer, and will fully exercise his power to reinforce and further accelerate the development of the PlayStation® business. Kaz Hirai joined SCEA in 1995, and was first appointed Executive Vice President and COO in 1996, President and COO in 1999 and President and CEO in 2003, and during these years, Hirai has made outstanding contributions in growing PlayStation and PlayStation®2 to the number one computer entertainment platforms in North America. In his new capacity as President and Group COO of the entire SCE Group, he will bring his strong leadership skills and experience to fulfill his responsibilities as head of operations worldwide. - 1 of 3 - 1/3 2-2-2-2 SCEI Announces New Management Team David Reeves, joining SCEE in 1995, has played a central role in ramping up the PlayStation business in Europe/PAL territories especially in the field of sales and marketing. -
The Intertwined Histories of Playstation and Final Fantasy VII
Winning the Game: The Intertwined Histories of PlayStation and Final Fantasy VII Andrew Park STS 145: History of Computer Game Design Prof. Henry Lowood Perhaps Nintendo owes much of its success to Mario—the cheerful Italian plumber and his brother Luigi have heralded the release of every Nintendo home-console with a groundbreaking game bearing their names. Sega too enlisted a mascot, Sonic the Hedgehog, as its #1 salesman; Sonic’s bad-boy attitude gave Sega personality while distinguishing it as a more mature console than Mario’s Nintendo. Yet the Sony PlayStation attained supremacy of the console market in the mid-1990s without the presence of a definitive mascot. Although game critics may point to Crash Bandicoot (Taves 1) or Lara Croft as PlayStation’s mascot (Poole 8), neither currently adorns Sony’s PlayStation website, a far cry from the open-armed greeting extended by Mario at Nintendo.com. Instead, a game, Final Fantasy VII, came to represent PlayStation as it tipped the scales toward Sony in the console wars. So closely linked are the two that the evolutions of PlayStation and this game that immortalized it provide a window through which both the success and the impact of the PlayStation can be seen. With 72 million units sold worldwide, PlayStation accounted for nearly 40% of Sony’s profits in 1998. Yet PlayStation’s success has had ramifications that extend far beyond the world of video games—Sony is betting that a next-generation PlayStation will serve as the heart of its integrated home entertainment network. Sony executives envision a world in which Sony digital devices seamlessly fuse Sony’s hardware with content over a lightning-fast network, and PlayStation serves as Sony’s entryway into the homes of millions. -
Case 11 Rivalry in Video Games
CTAC11 4/17/07 14:01 Page 185 case 11 Rivalry in Video Games At the beginning of 2007, the world video games industry was entering a new and unusual stage of its development. For 11 years the industry had been domin- ated by Sony, whose PlayStation had accounted for well over half of world console sales during the previous two product generations. However, in the new generation of video game consoles, an entirely new situation was emerging. As a result of its own missteps, Sony’s iron grip on the industry had been broken and the seventh generation of video consoles was shaping up into a three-way battle between Sony, Microsoft, and Nintendo. The stakes were high. With each new generation of consoles, the industry had surpassed its previous sales peak (see figure 11.1). Industry forecasts suggested that the seventh generation machines would be no exception – worldwide sales of video games hardware (consoles and handheld players) and software was estimated at around $24 billion in 2006, of which software accounted for around 60%. The market was expected to be bigger in 2007 – especially for hardware. For the three main players in the industry, the key issue was how revenues and profits would be split among them. The evidence of the past was that the video game consoles tended to be a “winner-take-all” industry where customers gravi- tated towards the market leader. The result was that one company tended to establish a market share of over 60% of the market and scooped the major part of the industry profit pool (see table 11.1). -
Annual Report 2000 Year Ended March 31, 2000 TABLE of Contents Financial Highlights
Year Ended March 31, 2000 March Ended Year Annual Report 2000 Sony Corporation Annual Report 2000 TABLE OF contents Financial Highlights . 1 Management’s Discussion and Analysis of To Our Shareholders . 2 Financial Condition and Results of Operations . 39 A Tribute to Akio Morita . 8 Quarterly Financial and Stock Information . 59 Message From the Chief Executive Officer . 10 Five-Year Summary of Selected Financial Data . 60 Business Overview. 16 Composition of Sales and Operating Revenue by Business Review Business and Geographic Segment . 61 Electronics. 18 Consolidated Balance Sheets . 62 Game . 24 Consolidated Statements of Income . 64 Music . 26 Consolidated Statements of Cash Flows . 65 Pictures . 28 Consolidated Statements of Changes in Insurance . 30 Stockholders’ Equity . 66 Topics . 32 Notes to Consolidated Financial Statements . 68 Environmental Activities at Sony . 36 Report of Independent Accountants . 97 Management . 38 Investor Information . 98 New Directors, New Statutory Auditors, and Statutory Auditors . 99 CAUTIONARY STATEMENT WITH RESPECT TO FORWARD–LOOKING STATEMENTS Statements made in this annual report with respect to Sony’s current plans, estimates, strategies and beliefs and other state- ments that are not historical facts are forward–looking statements about the future performance of Sony. These statements are based on management’s assumptions and beliefs in light of the information currently available to it and therefore you should not place undue reliance on them. Sony cautions you that a number of important factors could cause actual results to differ materially from those discussed in the forward–looking statements. Such factors include, but are not limited to (i) general economic conditions in Sony’s markets, particularly levels of consumer spending; (ii) exchange rates, particularly between the yen and the U.S. -
Evangelical Responds to Anti- Mormon 'Bigotry' Claims
Curated News Edition - 11/06/11 http://www.LibertyNewspost.com Lagarde tweets as Evangelical Responds to Anti- victory looms - Sydney Morning Mormon 'Bigotry' Claims Herald (Christianpost.com > Politics) dangerous religion is unfit to Constitution that states, "[N]o dangerous and that a Romney (china - Google News) Submitted at 6/10/2011 4:01:10 PM serve," he added. Plus, placing a religious test shall ever be presidency would promote Submitted at 6/11/2011 2:09:36 PM Mormon in the White House required as a qualification to any Mormonism." "First of all, the word 'bigot' is an "would serve to normalize the office or public trust under the He acknowledged that some Sydney Morning Herald ideologically charged word," he false teachings of Mormonism the United States." evangelical Christians would Lagarde tweets as victory looms said on Patheos.com on Thursday. world over." "What this means, and what I disagree with him on this point Sydney Morning Herald "I have trouble taking the charge Smith's posting drew critics, affirm, is that Mitt Romney or and would say that a Romney PARIS: Christine Lagarde, who seriously, and little motivation to including the head of public anyone else has the right to run," presidency would not promote has taken her campaign to head defend against it. If my ideas are affairs for The Church of Jesus he stated. Mormonism. the International Monetary Fund false, then expose the falsehood." Christ of Latter-day Saints. When he says he's not going to But he added, "I respectfully to India and China while keeping In a three-page posting last Michael Otterson called Smith's vote for Romney, he maintains disagree, and I think the stakes are her supporters posted on Twitter, month on Patheos.com, Smith logic "unreasonable, un-Christian that he's not imposing a "religious too high – people's souls – to play is poised to defeat her main rival, made the case that "a vote for and untrue to American ideals." test," but rather simply holding around in the gray areas and hope Agustin Carstens. -
Gaikai - Wikipedia Case 3:19-Cv-07027-WHA Document 28-2 Filed 10/14/19 Page 2 of 8 Not Logged in Talk Contributions Create Account Log In
Case 3:19-cv-07027-WHA Document 28-2 Filed 10/14/19 Page 1 of 8 EXHIBIT B Gaikai - Wikipedia Case 3:19-cv-07027-WHA Document 28-2 Filed 10/14/19 Page 2 of 8 Not logged in Talk Contributions Create account Log in Article Talk Read Edit View history Gaikai From Wikipedia, the free encyclopedia Main page Gaikai (外海, lit. "open sea", i.e. an expansive outdoor space) is an American company which provides technology for the streaming of high- Contents Gaikai Featured content end video games.[1] Founded in 2008, it was acquired by Sony Interactive Entertainment in 2012. Its technology has multiple applications, Current events including in-home streaming over a local wired or wireless network (as in Remote Play between the PlayStation 4 and PlayStation Vita), as Random article well as cloud-based gaming where video games are rendered on remote servers and delivered to end users via internet streaming (such as Donate to Wikipedia the PlayStation Now game streaming service.[2]) As a startup, before its acquisition by Sony, the company announced many partners using Wikipedia store [3] the technology from 2010 through 2012 including game publishers, web portals, retailers and consumer electronics manufacturers. On July Founded November 2008 Interaction 2, 2012, Sony announced that a formal agreement had been reached to acquire the company for $380 million USD with plans of establishing Headquarters Aliso Viejo, California, U.S. [4] Help their own new cloud-based gaming service, as well as integrating streaming technology built by Gaikai into PlayStation products, resulting Owner Sony [5] [6] About Wikipedia in PlayStation Now and Remote Play. -
Games of Empire Electronic Mediations Katherine Hayles, Mark Poster, and Samuel Weber, Series Editors
Games of Empire Electronic Mediations Katherine Hayles, Mark Poster, and Samuel Weber, Series Editors 29 Games of Empire: Global Capitalism and Video Games Nick Dyer- Witheford and Greig de Peuter 28 Tactical Media Rita Raley 27 Reticulations: Jean-Luc Nancy and the Networks of the Political Philip Armstrong 26 Digital Baroque: New Media Art and Cinematic Folds Timothy Murray 25 Ex- foliations: Reading Machines and the Upgrade Path Terry Harpold 24 Digitize This Book! The Politics of New Media, or Why We Need Open Access Now Gary Hall 23 Digitizing Race: Visual Cultures of the Internet Lisa Nakamura 22 Small Tech: The Culture of Digital Tools Byron Hawk, David M. Rieder, and Ollie Oviedo, Editors 21 The Exploit: A Theory of Networks Alexander R. Galloway and Eugene Thacker 20 Database Aesthetics: Art in the Age of Information Overfl ow Victoria Vesna, Editor 19 Cyberspaces of Everyday Life Mark Nunes 18 Gaming: Essays on Algorithmic Culture Alexander R. Galloway 17 Avatars of Story Marie-Laure Ryan 16 Wireless Writing in the Age of Marconi Timothy C. Campbell 15 Electronic Monuments Gregory L. Ulmer 14 Lara Croft: Cyber Heroine Astrid Deuber- Mankowsky 13 The Souls of Cyberfolk: Posthumanism as Vernacular Theory Thomas Foster 12 Déjà Vu: Aberrations of Cultural Memory Peter Krapp 11 Biomedia Eugene Thacker 10 Avatar Bodies: A Tantra for Posthumanism Ann Weinstone 9 Connected, or What It Means to Live in the Network Society Steven Shaviro 8 Cognitive Fictions Joseph Tabbi 7 Cybering Democracy: Public Space and the Internet Diana Saco 6 Writings Vilém Flusser 5 Bodies in Technology Don Ihde 4 Cyberculture Pierre Lévy 3 What’s the Matter with the Internet? Mark Poster 2 High Techne¯: Art and Technology from the Machine Aesthetic to the Posthuman R. -
HDI PS4 Blog
PLAYSTATION 4 Francisco Javier Hidalgo Pastor Contenido 1. PLAYSTATION ............................................................................................................................. 1 1.1 Historia: su nacimiento y aparición ..................................................................................... 1 1.2 Especificaciones técnicas .................................................................................................... 6 1.3 Descripción del equipo (especificaciones físicas) ................................................................ 7 1.4 Periféricos ............................................................................................................................ 8 1.5 Expansión .......................................................................................................................... 10 1.6 Catálogo de juegos ............................................................................................................ 10 2. PSONE ...................................................................................................................................... 11 3. PLAYSTATION2......................................................................................................................... 13 3.1 Historia y evolución ........................................................................................................... 13 3.2 Especificaciones técnicas .................................................................................................. 15 3.3 Accesorios -
Playstation 2
Historia da Playstation INTRODUÇÃO A playstation é uma série de consoles de videogame criada e desenvolvida pela Sony Computer Entertainment, abrangendo a quinta, sexta, sétima e oitava gerações de videogames. A marca foi lançada pela primeira vez em 3 de dezembro de 1994 no Japão . Dispõe de um total de seis consoles,sendo dois deles portáteis, um centro de mídia, um serviço on-line, uma linha de controladores e um palmtop, bem como diversas revistas especializadas. O nome PlayStation está no idioma inglês e pode ser traduzido como Estação de Brincar ou Estação para Jogar. PLAYSTATION 1 Lançado em 3 de dezembro de 1994 no Japão e em 29 de setembro de 1995 nos Estados Unidos. Desde o seu lançamento até 2006 (quando sua produção foi extinta), o PlayStation vendeu mais de 103 milhões de unidades. Inicialmente o Play Station (separados mesmo) seria um leitor de CD- ROM para o Super Nintendo Entertainment System, a ser produzido em conjunto com a Nintendo. Durante as negociações para o lançamento, o acordo entre as empresas foi rompido. Então o engenheiro Ken Kutaragi convenceu os executivos da Sony a continuar com o projeto. Foi aí que nasceu a divisão Sony Computer Entertainment, com o objetivo de implementar no mercado um novo console de videogame: o PlayStation. Mal sabia a Nintendo que nascia ali o seu maior rival no mundo do entretenimento eletrônico, que superou até mesmo a Sega. A CPU do PlayStation tinha apenas 32 bits, pouco frente à do Nintendo 64, que tinha 64 bits. Mas, nem por isso o console se mostrou menos "valente" PLAYSTATION 2 O PlayStation 2 (oficialmente abreviado como PS2) foi o segundo console produzido pela empresa Sony, após o PlayStation original.