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Uila Supported Apps
Uila Supported Applications and Protocols updated Oct 2020 Application/Protocol Name Full Description 01net.com 01net website, a French high-tech news site. 050 plus is a Japanese embedded smartphone application dedicated to 050 plus audio-conferencing. 0zz0.com 0zz0 is an online solution to store, send and share files 10050.net China Railcom group web portal. This protocol plug-in classifies the http traffic to the host 10086.cn. It also 10086.cn classifies the ssl traffic to the Common Name 10086.cn. 104.com Web site dedicated to job research. 1111.com.tw Website dedicated to job research in Taiwan. 114la.com Chinese web portal operated by YLMF Computer Technology Co. Chinese cloud storing system of the 115 website. It is operated by YLMF 115.com Computer Technology Co. 118114.cn Chinese booking and reservation portal. 11st.co.kr Korean shopping website 11st. It is operated by SK Planet Co. 1337x.org Bittorrent tracker search engine 139mail 139mail is a chinese webmail powered by China Mobile. 15min.lt Lithuanian news portal Chinese web portal 163. It is operated by NetEase, a company which 163.com pioneered the development of Internet in China. 17173.com Website distributing Chinese games. 17u.com Chinese online travel booking website. 20 minutes is a free, daily newspaper available in France, Spain and 20minutes Switzerland. This plugin classifies websites. 24h.com.vn Vietnamese news portal 24ora.com Aruban news portal 24sata.hr Croatian news portal 24SevenOffice 24SevenOffice is a web-based Enterprise resource planning (ERP) systems. 24ur.com Slovenian news portal 2ch.net Japanese adult videos web site 2Shared 2shared is an online space for sharing and storage. -
Developer Deck Draft
WiiWare Business Overview Dan Adelman Business Development Nintendo of America What is WiiWare All About? • Developer freedom • Lowering barriers • Opportunity for large and small developers Business Model Recap • 65:35 (Content Provider:Nintendo) revenue share from unit 1 for titles that cross the Performance Threshold • Developer provides suggested price; Nintendo sets final price Europe + The Americas Oceania Performance 6,000 units 3,000 units Threshold (>16MB) Performance 4,000 units 2,000 units Threshold (<16MB) Royalties paid by NOA NOE Payments and Reporting • Payments made 30 days after the close of each calendar quarter • Unit sales status reports available online – Ability to break down by time frame and country/region – Link to your status report will be provided when your title is released Ground Rules • Game size must be < 40MB – < 16MB strongly encouraged! – The manual is viewable online and does not count against this limit • No hardware emulation • No advergames, product placement, or collection of user data • Must be a complete game – The game cannot require the purchase of add-on content or a separate title Minimum Localization Requirements Europe + The Americas Oceania In-game language English* English* English, French, Online manual EFIGS + Dutch Spanish Wii Shop Channel English, French, EFIGS + Dutch catalog info Spanish * Support for additional languages is strongly encouraged! Some Issues to Consider... Taxes! • Royalties paid by NOA/NOE to a foreign company may be subject to a source withholding tax. In the US, -
Markets and Distribution Channels
SeGaBu project 1 (7) SERIOUS GAMES AND BUSINESS Markets and distribution channels Markets and distribution channels are very closely connected to the business model and monetization of the game itself. In this document business model and monetization is not dealt with. Introduction to serious games market Serious games application areas are many. In the book Serious Games - Foundations, Concept and Practice the following application areas were presented (Dörner, Dörner, Göbel, Effelsberg . & Wiemeyer, 2016, p. 320) Defence & Civil Forces Culture & Management & Tourism Business Pervasive Games Training Prevention & Rehabilitation Education Health Social Awareness Fig. 1. Serious games application areas Serious games for training and simulation Training and simulation games may represent the biggest and economically most relevant application area for serious games. The examples for this group are military training and simulation, civil relief organizations (police forces), training environments for service staff in various service sectors (bus/car drivers, pilots/flight attendants, etc.). The games can be either in-house training or public game markets. (Dörner et al., 2016, 321.) Digital educational games Edugames aim to teach users information in an enjoyable way (Alvarez, 2008, 19). Digital educational games are quite close to serious games for training and simulation. The main difference is the target user groups of children, students, trainees, families and elderly players. Many educational games exist, which can be used either at school or as supplementary learning material. Some digital educational games originate from research projects. (Dörner et al., 2016, 322.) SeGaBu project 2 (7) SERIOUS GAMES AND BUSINESS Health games The third big application field of serious games represents games for health, covering prevention, rehabilitation, physical exercises, dance or nutrition aiming to support health in general and to enforce a behavior change towards better, more active and heathier lifestyle. -
“Hardcore” Video Game Culture Joseph A
Proceedings of the New York State Communication Association Volume 2013 Proceedings of the 71st New York State Article 7 Communication Association 2014 The aH rdcore Scorecard: Defining, Quantifying and Understanding “Hardcore” Video Game Culture Joseph A. Loporcaro St. John Fisher College, [email protected] Christopher R. Ortega [email protected] Michael J. Egnoto [email protected] Follow this and additional works at: http://docs.rwu.edu/nyscaproceedings Part of the Mass Communication Commons Recommended Citation Loporcaro, Joseph A.; Ortega, Christopher R.; and Egnoto, Michael J. (2014) "The aH rdcore Scorecard: Defining, Quantifying and Understanding “Hardcore” Video Game Culture," Proceedings of the New York State Communication Association: Vol. 2013, Article 7. Available at: http://docs.rwu.edu/nyscaproceedings/vol2013/iss2013/7 This Conference Paper is brought to you for free and open access by the Journals at DOCS@RWU. It has been accepted for inclusion in Proceedings of the New York State Communication Association by an authorized administrator of DOCS@RWU. For more information, please contact [email protected]. Loporcaro et al.: The Hardcore Scorecard The Hardcore Scorecard: Defining, Quantifying and Understanding “Hardcore” Video Game Culture Joseph A. Loporcaro, Christopher R. Ortega, Michael J. Egnoto St. John Fisher College __________________________________________________________________ The goal of the current study is to further conceptualize and define the term “hardcore” as it relates to video game culture. Past research indicates that members of cultural subdivisions favor their own group versus others due to perceived commonalities (Durkheim, 1915; Tajfel, 1970). In gaming culture, the subdivisions of “hardcore” and “casual” games/gamers have become especially salient in recent years. -
From Girlfriend to Gamer: Negotiating Place in the Hardcore/Casual Divide of Online Video Game Communities
FROM GIRLFRIEND TO GAMER: NEGOTIATING PLACE IN THE HARDCORE/CASUAL DIVIDE OF ONLINE VIDEO GAME COMMUNITIES Erica Kubik A Dissertation Submitted to the Graduate College of Bowling Green State University in partial fulfillment of the requirements for the degree of DOCTOR OF PHILOSOPHY May 2010 Committee: Radhika Gajjala, Advisor Amy Robinson Graduate Faculty Representative Kristine Blair Donald McQuarie ii ABSTRACT Radhika Gajjala, Advisor The stereotypical video gamer has traditionally been seen as a young, white, male; even though female gamers have also always been part of video game cultures. Recent changes in the landscape of video games, especially game marketers’ increasing interest in expanding the market, have made the subject of women in gaming more noticeable than ever. This dissertation asked how gender, especially females as a troubling demographic marking difference, shaped video game cultures in the recent past. This dissertation focused primarily on cultures found on the Internet as they related to video game consoles as they took shape during the beginning of the seventh generation of consoles, between 2005 and 2009. Using discourse analysis, this dissertation analyzed the ways gendered speech was used by cultural members to define not only the limits and values of a generalizable video game culture, but also to define the idealized gamer. This dissertation found that video game cultures exhibited the same biases against women that many other cyber/digital cultures employed, as evidenced by feminist scholars of technology. Specifically, female gamers were often perceived as less authoritative of technology than male gamers. This was especially true when the concept “hardcore” was employed to describe the ideals of gaming culture. -
CD Projekt Equity Research Division
CD Projekt Equity Research Division Target Price: PLN 209.1 Current Price: PLN 277.9 Downside Potential: 24.8% Recommendation: SELL Investment Horizon: 1 Year Vienna, 31th January 2020 Team Overview Equity Research Lisa Viktoria Miika Konstantin Höss Weissova Ihamäki Dungl Head of Associate Analyst Analyst Equity Research ▪ Task Distribution ▪ Business Model ▪ Forecasts ▪ Research ▪ Presentation ▪ Industry Research ▪ Valuation ▪ Forecasts ▪ Forecasts ▪ Presentation ▪ BSc. (WU) ▪ BSc. (WU) – 3rd Semester ▪ MSc. (Hanken) – 2nd Semester ▪ BSc. (WU) – 5th Semester - 2 - © WUTIS Agenda 1 Investment Thesis 5 2 Business Overview 6 3 Market & Industry Overview 11 4 Financial Analysis 15 5 Valuation 17 6 Risk Analysis 21 7 Conclusion 24 8 Appendix 26 - 3 - © WUTIS Share Price Performance CDP has gained more than 1,300% in the last four years, especially after E3 announcements [5] [6] Share price – Major Events PLN 300 [4] ▪ [1] May 31, 2016 (+212.7%) – The second Witcher 3 DLC is released by CDP ▪ [1] June 14, 2016 (v.s.) – CDP announces PLN 250 GWENT at E3 2016 ▪ [2] August 2017 (+7.5%) – CDP announces Thronebreaker at gamescom 2017. PLN 200 [3] ▪ [3] June 14, 2018 (+212.7%) – Cyberpunk [2] 2077 wins over one hundred awards at the E3 2018 and the second game trailer is published PLN 150 ▪ [4] October to December (-30.6%) – GWENT [1] and Thronebreaker are released for PC, PS4 and XBO. The latter did not meet sales PLN 100 expectations. ▪ [5] October 29, 2019 (+8.4%) – GWENT: The Witcher Card Game is released for iOS. PLN 50 ▪ [6] January 17, 2020 (-5.7%) – CDP delays the publishing date of Cyberpunk 2077 from April 2020 to September 17, 2020 and its PLN 0 online mode to after 2021. -
3Rd Dimension Veritas Et Visus May 2010 Vol 5 No 5/6
3rd Dimension Veritas et Visus May 2010 Vol 5 No 5/6 Optical Illusion, p5 Carnegie Mellon, p46 Indiana University, p47 University of Cambridge, p78 Letter from the publisher : Forced perspectives…by Mark Fihn 2 News from around the world 6 Conference Summaries: 29 CHI, April 10-15, 2010, Atlanta, Georgia 29 Electronic Displays 2010 Conference, March 3-4, 2010, Nuremberg, Germany 35 DisplaySearch US FPD Conference, March 2-3, 2010, San Diego, California 38 TEI, January 25-27, 2010, Cambridge, Massachusetts 43 Stereoscopic Displays and Applications, January 18-20, 2010, San Jose, California 48 SIGGRAPH Asia, December 16-19, 2009, Yokohama, Japan 55 VRCAI, December 14-15, 2009, Yokohama, Japan 59 IDW ’09, December 9-11, 2009, Miyazaki, Japan 63 Virtual Reality Software and Technology, November 18-20, 2009, Kyoto, Japan 68 Eurodisplay 2009/IDRC, September 14-17, 2009, Rome, Italy 74 3DTV Conference, May 4-6, 2009, Potsdam, Germany 78 Keeping the old gals around for a few more years…by Andy Marken 86 SID/IMS Future of TV Conference preview by Ross Young 89 Snapshot of 3D-ready flat panel TV pricing so far by Mark Schutter 93 Autostereoscopic cinema display system…by Arthur Berman 95 The Heart of the Matter: 3D pessimists vs. visionaries by Neil Schneider 97 Last Word: The future of projection…by Lenny Lipton 99 Display Industry Calendar 101 The 3rd Dimension is focused on bringing news and commentary about developments and trends related to the use of 3D displays and supportive components and software. The 3rd Dimension is published electronically 10 times annually by Veritas et Visus, 3305 Chelsea Place, Temple, Texas, USA, 76502. -
Ci E2E Vid S L Ti Cisco E2E Video Solutions
Cisco E2E Vid eo So lu tions Assuring Successful SP Transformation - Jan Bogaert Presentation_ID © 2008 Cisco Systems, Inc. All rights reserved. Cisco Confidential 1 Video Solutions – Today and Tomorrow Traditional Sources Community Sources Then Now Broadcast Personalized, On Demand Limited content Unlim ite d con ten t Single video device Multiple devices One national line-up Real time Mash-ups Scheduled viewing RidlhRapidly chang ing con tttent popularity Social community, user generated IP bridges the Consumer Driven Experience gap: What They Want. When They Want It. Where They Want It. How They Want It. 2 Presentation_ID © 2008 Cisco Systems, Inc. All rights reserved. Cisco Confidential Internet Streaming - Pervasive Offeri ng “O ver-the-T”CTop” Consumer VidSVideo Serv ices OTT Providers Offering spectrum of UGC & Premium VoD with Advanced Navigation Service Providers can Partner with OTT Providers to Generate Delivery Revenue 3 Presentation_ID © 2008 Cisco Systems, Inc. All rights reserved. Cisco Confidential The logical questions to ensure a competitive advantage for an SP are… Which services do consumers want and when? Which services will drive both customer retention as well as profitable growth? How will the consumer experience be managed? Which service strategies will competitors pursue to differentiate their platforms? 4 Presentation_ID © 2008 Cisco Systems, Inc. All rights reserved. Cisco Confidential Video services of Today..... and Tomorrow Table Stakes Differentiation Future Services My Content Anywhere Video-presence Targeted Advertising tion aa Bundle Services Caller ID Unified Communications on TV 3rd Party Data Voice Start Over Home Services Value Cre Value EPG Nanny Cam SitSecurity Digital Long-tail Content Cable Family One Voicemail Calendar Video Niche TV today time 5 Presentation_ID © 2008 Cisco Systems, Inc. -
Downloads/FRBR.PDF>
UC Santa Cruz Library Staff Presentations and Research Title Best Practices for Cataloging Video Games Using RDA and MARC21, Version 1.1 Permalink https://escholarship.org/uc/item/1956b3d2 Authors de Groat, Greta Barrett, Marcia Moore, Julie Renee et al. Publication Date 2018-04-01 Peer reviewed eScholarship.org Powered by the California Digital Library University of California Best Practices for Cataloging Video Games Using RDA and MARC21 Version 1.1 April 2018 Prepared by the Online Audiovisual Catalogers, Inc. Cataloging Policy Committee Video Game RDA Best Practices Task Force Best Practices for Cataloging Video Games Acknowledgements Video Games Best Practices Task Force Members: Greta de Groat1, Chair Stanford University Marcia Barrett 1 University of California, Santa Cruz Julie Renee Moore California State University, Fresno Robert Freeborn Penn State University Libraries Emma Cross Carleton University Library Junghae Lee University of Washington Libraries Jared Cowing California State University, Northridge Violet Fox University of Illinois at Chicago Neil Robinson University of Michigan Library Advisors: Andrea Leigh Library of Congress Jin Ha Lee University of Washington Information School Jay Weitz OCLC Editors: Marcia Barrett University of California, Santa Cruz Julie Renee Moore California State University, Fresno The Task Force wishes to thanks the members of the Game Metadata and Citation Project (GAMECIP) for their support and feedback on this document. 1Supported by IMLS Grant LG-06-13-0205-13 2 Best Practices for Cataloging Video Games Table of Contents I. Introduction and Scope 5 II. General Characteristics of Video Games 6 III. Resource Description and Access (RDA) 8 A. Introduction 8 B. Major Differences between RDA & AACR2 9 C. -
Lowell Library Lines September 20099
Lowell Library Lines September 20099 Reptile Program Highlights Reading Club Finale Axel the alligator seemed to be smiling at the crowd of over 300 that came to the Grand Finale of the “Travel the Open Book Road” Summer Reading Club Program at the Lowell Public Library. The featured event, Dave DiNaso’s Traveling World of Reptiles, starred several reptiles and amphibians, large and small. DiNaso combined his humor with education as he informed his audience of the importance of protecting wildlife throughout the world. Among the reptiles he brought to the show were Chiquita, a thirteen and one-half foot Burmese python, and Campbell, a fifty-pound snapping turtle. The show also included a four foot Iguana, a tarantula, a huge African bullfrog and several other reptiles and amphibians. At the end of the library’s Summer Reading Club Program the numbers were tallied giving evidence that over 600 children at the Lowell library and its Shelby and Schneider branches were registered to be reading club members, having read 24,900+ plus books. Chapters read totaled 30,788. “We had a wonderful Summer Reading Club season”, stated Children’s Programmer Denise Mayhew. “The children really raced in to read. Staff pages were constantly updating participants cars to showcase their reading achievements and re-shelving and straightening out the bookshelves as children took out ten to twenty books at a time. We are proud of the children’s reading efforts and applaud the parents who encouraged their participa- tion in the program”. Of course, it wasn’t all reading. The children had lots of fun at the pro- grams, including crafts and cooking. -
The 4K Business Through the Value Chain René Lambers Principal Consultant
The 4K business through the value chain René Lambers Principal Consultant Building a Better Connected World www.huawei.com Topics • The video value chain • The effect of 4K • 4K service releases • Take away’s Building a Better Connected World www.huawei.com Video value chain Content creation Content Platform Distribution Access Devices Aggregation / aggregation UI share 50% 10% 15% 10% 15% (estimate) Content Bundling branding Head-end, encoders Outlet channels to Access network STB, Android & iOS User interface production, actual and pricing of content SI, provisioning, push packaged DSL, fiber, LTE, HFC, devices through which making of new for consumer billing content DVB-C/T, OTT, 4G Mobile terminals and consumers obtain description content AD insert, data Network capacity for eMBMS tablets content mining, CRM wholesale or retail Smart TV App store SD, HD, 4K, 8K CDN Film studios Broadcasters Infrastructure vendors Telco’s Telco’s Device vendors Telco’s TV producers TV stations MSO’s MSO’s MSO’s Sport Leagues ISP’s players Warner Bros, BBC, RTL, BSkyB, E///, Arris, Huawei, Astra, Orange, Free, Swisscom, BT, Cisco, Intel, Huawei, AT&T, Belgacom, T- Universal, FOX, Springer, Cisco, VMX, Rovi, T-Home, Time UPC/Ziggo, KPN, Broadcom, Arris, Home, KPN, Buena Vista, Pixar, Harmonic, ZTE, Warner, O2, Canal+, AT&T, Verizon, Samsung, LG, Sony, TeliaSonera, Telenor, Endemol, FIFA, Nagra, SeaChange, TeliaSonera, Telenet, Telecom Italia, Apple, HTC, Pace, Telefonica, UPC, examples UEFA Agama Telenor, Vodafone Telefonica, Telenor, ADC, ZTE, Nintendo, Yahoo, Ebay, Amazon, TeliaSonera, Microsoft Vodafone Deutsche Telekom YouTube (UGC), Al Netflix, Hulu+, Zattoo, Akamai/Octoshape, Google (US) Roku, Tivo/DS, Apple, Facebook, Whatsapp, Jazeera, 3D Pixar Amazon TV, Vudu, Limelight, Amazon Amazon Fire, Nexus iTunes, Spotify, DailyMotion, Magine YouTube, GooglePlay, new entrants Twitter, AndroidTV Page 3 HUAWEI TECHNOLOGIES CO., LTD. -
The Virtual Hand: Exploring the Societal Effects of Video Game Industry Business Models
THE VIRTUAL HAND: EXPLORING THE SOCIETAL IMPACT OF VIDEO GAME INDUSTRY BUSINESS MODELS Mark D. Cruea A Dissertation Submitted to the Graduate College of Bowling Green State University in partial fulfillment of the requirements for the degree of DOCTOR OF PHILOSOPHY December 2011 Committee: Oliver Boyd-Barrett, Advisor Savilla I. Banister Graduate Faculty Representative Radhika Gajjala Sung-Yeon Park ii ABSTRACT Oliver Boyd-Barrett, Advisor The purpose of this study was threefold. The first goal was to investigate the evolution of business models within the video game industry with a specific focus on the console segment within the United States and including Microsoft, Nintendo, and Sony as the three largest console manufacturers. The second goal was to examine the connections between these business models and practices of planned obsolescence. The third goal was to determine the connections between the business models in use and any associated externalities. Externalities of particular interest included effects related to violence, gender, race, military connections, and the environment. Political economy served as both theory and method. Results showed that past business models have heavily relied on a cycle of production and consumption that contributes to a culture of overconsumption and regularly produces and reproduces both positive and negative externalities that are not accounted for as a cost of doing business despite the effects borne by society. iii The circumstances of human society are too complicated to be submitted to the rigor of mathematical calculation. -Marquis de Custine iv This dissertation is, of course, dedicated to all video game enthusiasts. Our love of games has created a vibrant and growing field of study in academia.