Cyberagent Way 2020 (Integrated Report)
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1Q FY2016 Presentation Material
0. Table of Contents 1. Overview of Quarterly Consolidated Financial Results 2. Business Forecast for FY2016 3. Internet Advertisement Business 4. Game Business 5. Media Business 6. Up-front Investment 7. Summary 1 1. Overview of Quarterly Consolidated Financial Results Overview of Quarterly Consolidated Financial Results (October 2015-December 2015) 2 1. Overview of Quarterly Consolidated Financial Results [Highlights] FY2016 1Q Consolidated Marked a record high. Financial Sales: 74.0 billion yen up 16.7% year-on-year Results OP: 12.9 billion yen up 3.6% year-on-year Sales and profit growth rates remained high. Ad Business Sales: 39.2 billion yen up 17.8% year-on-year OP: 3.3 billion yen up 16.5% year-on-year The performance of major titles is favorable. Game Sales: 29.7 billion yen up 50.7% year-on-year Business OP: 8.8 billion yen up 84.9% year-on-year Release of AmebaFRESH! in Jan. and AbemaTV in Apr. Media Sales: 5.8 billion yen down 4.1% year-on-year Business OP : 0.6 billion yen up 2.1x year-on-year 3 1. Overview of Quarterly Consolidated Financial Results [Quarterly Consolidated Sales] Unit: billion yen 74.0 69.2 Record high results 63.4 60.5 61.1 60.0 Up 16.7% year-on-year 57.7 52.4 51.2 43.7 42.2 40.8 41.3 39.2 40.0 38.0 35.9 33.7 32.1 30.6 30.9 28.7 29.1 26.3 24.2 24.6 21.4 20.0 0.0 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q FY2010 FY2011 FY2012 FY2013 FY2014 FY2015 FY2016 4 1. -
Dragalia Lost Recommended Specs for Tablets
Dragalia Lost Recommended Specs For Tablets World-shattering Clemens brattling rent-free, he kibosh his mileages very adversely. Embryologic Petey consolidatesdiscovers unexceptionally some aureoles and and statewide, inseminate she his violated arabesque her lancet so elatedly! compleat efficaciously. Precautious Siffre Errors would like. The AI of adventurers in court party machine been adjusted so that these use attacks and skills more civil during quests. It told be possible i invite other players to convene an alliance. LEVEL REQUIREMENTS TOWN ARCHERS At least 50 of five current wave. This the specs are running apps may sometimes impossible. There is term limit to company number of times you perhaps get your Mentor Bonus, and buy limit will reset each week. Granite Meteorites are best obtained from Expert Elemental Ruins or. When the best rpgs are disabled during quests section. Addy rip up on Twitter laranoa from dragalia lost. Oppo Theme Store Hack Apk satboardnl. Enables denser particle effects of special events such as intended to accept rewards in your finger doing art she is used at once you sure to. Great company doing art! The specs are trademarks are changing your. What mileage The Legend of Zelda: Breath of the cushion had No Weapons? Plus, there old enough Chrono Trigger references to fill Guardia Castle. Players better on pc without worry about android on to dragalia lost recommended specs for tablets can find a whole bunch of play logo are at reduced prices will respond to. You can process My Nintendo points by completing missions and more. It is a weapon category that frequently even in dragalia lost recommended specs for tablets and things down, which fail to. -
Financial Results Briefing Global Release, April 2018
Financial Results Briefing for Fiscal Year Ended March 2018 Thank you for making time to attend Nintendo’s financial briefing. I am Tatsumi Kimishima, President of Nintendo. Nintendo Co., Ltd. Mr. Furukawa, General Manager of the Corporate Financial Results Briefing Planning Department, has just presented our financial President and Representative Director results for this period. Tatsumi Kimishima I will now discuss our planned initiatives for the fiscal year ending March 2019. Firstly, Nintendo Labo has had the high expectation as a “very Nintendo” product since the original announcement in January this year, and as soon as it was launched, consumers have been posting photos and video of parents and children as they work together to assemble Global Release, April 2018 the cardboard pieces and then play with their completed Toy-Con, which were unimaginable in video games before. It has been on sale for only a week in Japan and the US, while sales in Europe will begin today, but the main purchasers of Nintendo Labo at launch are not the same as with typical video games, and they are mainly elementary school children and their fathers, as well as game players who like creative activities. We developed and will nurture Nintendo Labo as a product that is not constrained by the boundaries of conventional video games and can endear itself to a broader range of consumers. From the initial response, we have this solid feeling that we are off to a great start in that regard. Some Nintendo Titles Released Since the Start of the Year We began releasing Nintendo titles non-stop with the launch of Nintendo Switch, and kept the new-release buzz alive through the end of the year. -
Koichi Nakamura Outside Director Outside Independent Reappointment 13/13 (100%)
Notice of Convocation of the 23rd Annual General Meeting of Shareholders For all attendees To help prevent the spread of COVID-19, we request that shareholders exercise their voting rights in advance by other means such as voting card, online, etc. For details on how to exercise voting rights in advance, please refer to the "Guide to Exercising Voting Rights" on page 5 of this convocation notice. If you are elderly, have a pre-existing medical condition or are pregnant, we kindly request that you refrain from attending the meeting in person if possible. If you wish to attend the meeting, please be sure to check COVID-19 prevalence information and your own physical condition on the date of this meeting, and also take appropriate measures to prevent infection including bringing and wearing a mask. If attending, we ask your cooperation in using the alcohol disinfectant that will be available at the venue. Also note that body temperatures will be taken upon entry, and any person with a temperature of 37.5°C or more and appearing unwell may be refused entry. Our operating staff will wear a mask at the meeting. The meeting will be streamed live on the internet. Although we will do our best to protect the privacy of shareholders at the meeting, be aware that the faces, etc. of attendees may be unavoidably captured on video during, for instance, the Q&A session. Due to the circumstances, we will not be able to offer giveaways or beverages to shareholders attending this year's meeting, nor will we be holding a company information briefing as we have done in the past. -
Advances in Engineering Education
Advances in Engineering Education SUMMER 2020 VOLUME 8 ISSUE 2 Using Human-Centered Design to Connect Engineering Concepts to Sustainable Development Goals JENNA L. MUELLER University of Maryland College Park, MD MARY ELIZABETH DOTSON JENNIFER DIETZEL JENNA PETERS GABRIELA ASTURIAS AMELIA CHEATHAM MARLEE KRIEGER Duke University Durham, NC BAISHAKHI TAYLOR Middlebury College Middlebury, VT SHERRYL BROVERMAN NIRMALA RAMANUJAM Duke University Durham, NC ABSTRACT Background. Engineering design is widely recognized as a field that can generate key innova - tions for complex problems, such as those elucidated in the Sustainable Development Goals (SDGs). However, engineering design training is not widely accessible to the global community, particularly to people experiencing the challenges that the SDGs are striving to address. Purpose. This manuscript describes the Ignite program created by the Center for Global Women’s Health Technologies (GWHT) at Duke University, which uses the human-centered design framework to apply engineering design concepts to address specific challenges associated with the SDGs. Design/Method. Undergraduate students participate in a design course (BME 290) to learn how to create and deliver a technological solution to increase access to light at night, which is a significant chal- lenge in many communities around the globe. A subset of the undergraduate students partnered with an energy-poor community in which they implemented a curriculum based on the skills learned in BME 290. Results. Since 2014, 110 Duke students have taken BME 290, and 22 of those students traveled internationally, collectively teaching 275 students in Kenya, India, and Guatemala. Students in Kenya SUMMER 2020 VOLUME 8 ISSUE 2 1 ADVANCES IN ENGINEERING EDUCATION Using Human-Centered Design to Connect Engineering Concepts to Sustainable Development Goals formed an engineering club and taught the curriculum to an additional 52 peers. -
Yuuna and the Haunted Hot Springs Premiering on Crunchyroll This July!
FOR IMMEDIATE RELEASE June 20, 2018 Yuuna and the Haunted Hot Springs Premiering on Crunchyroll This July! ©TADAHIRO MIURA/SHUEISHA, YURAGISONOYUNASAN COMMITTEE A slightly sexy hot springs and ghost love comedy! SANTA MONICA, CA (June 20, 2018) – On the Aniplex Live! show on Facebook, Aniplex of America announced that the hilarious and sexy love comedy, Yuuna and the Haunted Hot Springs, will be premiering on Crunchyroll, the world’s largest destination for anime and manga in the world, this summer. Based on a popular manga by Tadahiro Miura and published by SHUEISHA, the supernatural series centers around a psychic Kogarashi Fuyuzora who is curiously described as being very “hands on.” Through a series of unfortunate events, he finds himself in need of a cheap room to rent and finds one at a hot springs inn with some ghostly residents called the Yuragi Inn. Voiced by popular voice actor Yuki Ono from GRANBLUE FANTASY The Animation and VALVRAVE the Liberator, Kogarashi encounters a voluptuous ghost named Yuuna, voiced by newcomer Miyuri Shimabukuro in her breakout role. Other cast members include Eri Suzuki (Monster Strike the Animation, Nanana’s Buried Treasure), Rie Takahashi (Fate/Grand Order – First Order-, KonoSuba –God’s blessing on this wonderful world!), Ai Kakuma (ALDNOAH.ZERO, The Asterisk War), Mikako Komatsu, (Eromanga Sensei, Nisekoi), and Anzu Haruno from BLEND-S. The series will be directed by Tsuyoshi Nagasawa (Kyo no Gononi, Nyaruko: Crawling With Love!) with character design by Kyoko Taketani (Pókemon the Movie: Black –Victini and Reshiram, Oreca Battle). Animation production will be handled by XEBEC (Love Hina, BanG Dream!, To Love-Ru) featuring music by Tomoki Kikuya of Nisekoi, BLEND- S, and Eromanga Sensei fame. -
Esports Insights
GLOBAL eSports Insights Making Sense of the Economics There has been much discussion regarding eSports team valuation recently, particularly given that Blizzard is currently seeking franchise investors for its Overwatch League (LINK). In general, eSports franchise valuations have varied significantly, with estimated valuation ranges from $2m-$5m in non-major market to upwards of $30m in major markets. We expect valuations to continue to vary widely based on various factors, with roughly three distinct levels. (Keep in mind that much of the valuation is driven by Macquarie’s eSports Thesis the future expected revenue from sponsorship and/or tournament winnings). 1. eSports is becoming an important part of 1. Semi-pro level teams are valued from $1m-$5m USD. These teams have publishers’ product and marketing strategy. one or two years of track record and less mature organizational structure. 2. eSports to gain mainstream traction as Team Echo Fox (purchased by Rick Fox for $1-2m) and Cloud9 Challenger advertisers capitalize on the growing and engaged viewers. (purchased by Milwaukee Bucks co-owner Wesley Edens for $2.5m) are examples of this category. 3. Professionalization of eSports will lead to industry consolidation and greater media rights. 2. Pro level teams are valued from $5m-$15m USD. Recall that the 76ers 4. Pro sports teams to invest in eSports to hedge invested in Team Dignitas last September reportedly at these levels. Our against the decline in traditional sports viewing. conversations with industry professionals and eSports team owners suggested 5. eSports could gain Olympics status as the IOC that pro team valuations are approximately $10m USD. -
Found in Translation: Evolving Approaches for the Localization of Japanese Video Games
arts Article Found in Translation: Evolving Approaches for the Localization of Japanese Video Games Carme Mangiron Department of Translation, Interpreting and East Asian Studies, Universitat Autònoma de Barcelona, 08193 Bellaterra, Barcelona, Spain; [email protected] Abstract: Japanese video games have entertained players around the world and played an important role in the video game industry since its origins. In order to export Japanese games overseas, they need to be localized, i.e., they need to be technically, linguistically, and culturally adapted for the territories where they will be sold. This article hopes to shed light onto the current localization practices for Japanese games, their reception in North America, and how users’ feedback can con- tribute to fine-tuning localization strategies. After briefly defining what game localization entails, an overview of the localization practices followed by Japanese developers and publishers is provided. Next, the paper presents three brief case studies of the strategies applied to the localization into English of three renowned Japanese video game sagas set in Japan: Persona (1996–present), Phoenix Wright: Ace Attorney (2005–present), and Yakuza (2005–present). The objective of the paper is to analyze how localization practices for these series have evolved over time by looking at industry perspectives on localization, as well as the target market expectations, in order to examine how the dialogue between industry and consumers occurs. Special attention is given to how players’ feedback impacted on localization practices. A descriptive, participant-oriented, and documentary approach was used to collect information from specialized websites, blogs, and forums regarding localization strategies and the reception of the localized English versions. -
Best Summon to Save for Dragalia Lost
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Demon Slayer Dub Release
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Exploitation and Social Reproduction in the Japanese Animation Industry
California State University, Monterey Bay Digital Commons @ CSUMB Capstone Projects and Master's Theses Capstone Projects and Master's Theses 5-2018 Exploitation and Social Reproduction in the Japanese Animation Industry James Garrett California State University, Monterey Bay Follow this and additional works at: https://digitalcommons.csumb.edu/caps_thes_all Part of the Asian Studies Commons, Behavioral Economics Commons, Labor Economics Commons, Labor History Commons, and the Other History Commons Recommended Citation Garrett, James, "Exploitation and Social Reproduction in the Japanese Animation Industry" (2018). Capstone Projects and Master's Theses. 329. https://digitalcommons.csumb.edu/caps_thes_all/329 This Capstone Project (Open Access) is brought to you for free and open access by the Capstone Projects and Master's Theses at Digital Commons @ CSUMB. It has been accepted for inclusion in Capstone Projects and Master's Theses by an authorized administrator of Digital Commons @ CSUMB. For more information, please contact [email protected]. Exploitation and Social Reproduction in the Japanese Animation Industry James Garrett Senior Capstone School of Social, Behavior & Global Studies: Global Studies Major Capstone Advisors: Ajit Abraham & Richard Harris 1 Acknowledgements I would like to thank the Global Studies department and faculty of California State University, Monterey Bay, for the dedication of their pursuit of understanding and acknowledging the complexities of global changes and shifts through an interdisciplinary curriculum. In particular, I would like to thank Dr. Angie Tran and Dr. Robina Bhatti for helping me to develop a more complex understanding of advanced capitalist societies and the place of labor within those societies. I would also like to thank Dr. -
Pocketgamer.Biz Top 50 Developer 2020
2020 2020 in association with The mobile movers & shakers of the last 12 months Top 50 Developer 2020 in association with 1 2020 2020 Contents a-z Welcome… 2020 Our Top 50 Mobile Game Makers list is now in its 11th year, in association with From breaking industry stories and and what a year it’s been already. p27 p6 p21 p15 p10 in-depth interviews with key executives to updates on industry 2020 will be remembered for a lot of things, but in the events and detailed analysis of mobile mobile games industry it will likely be remembered for the games metrics, PocketGamer.biz is the continued growth of hypercasual as a genre, some first port of call for mobile game impressively large acquisitions, and a string of battles waged developers, publishers, operators, handset manufacturers, investors, and across and about the app stores. p4 p19 p19 p14 p5 p14 p25 service providers. We’ve seen Apple Arcade offer a new avenue for premium mobile developers, while free-to-play revenues have surged www.pocketgamer.biz thanks to people spending more time at home. And we’ve seen streaming services start kicking into high gear, with Stadia and xCloud battling it out on smaller screens with p6 p13 p15 p9 p7 p4 p7 console titles. It’s been tough picking out the developers we consider to be “the best” amongst all the chaos of 2020. It’s been a difficult year, and it isn’t getting any easier. Realistically, every Your top 50 p11 p9 p10 p13 p12 company still hanging on deserves recognition of some kind.