Annals of Business Administrative Science 0190921A
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Financial Results Briefing for Fiscal Year Ended March 2019
Financial Results Briefing for Fiscal Year Ended March 2019 Thank you for making time to attend. I am Shuntaro Furukawa, President of Nintendo. Mr. Takahashi, Senior Fiscal Year Ended March 2019 Executive Officer, has just presented our financial results for the period. Now, I will cover the current Financial Results Briefing business situation, as well as the business outlook for April 26, 2019 Nintendo Co., Ltd. the new fiscal year. Director and President Shuntaro Furukawa I’ll start with the current state of the Nintendo Switch business. Nintendo Switch has continued to gain momentum after January subsequent to the holiday Current State of the season. Business is going well, and we expect continued Nintendo Switch Business growth. Let me discuss these points in order. Nintendo Switch Console Sell-Through (JP/NA/EU) As mentioned at the February corporate management 8 FY Ended March 2019 policy briefing, sales of the Nintendo Switch system 7 FY Ended March 2018 6 were strong during the holiday season, and sell-through 5 4 +35% has continued to be solid through the start of this year. 3 2 This slide shows combined sell-through for the 1 Japanese, North American, and European markets. As 0 April July October January (million through through through through units) June September December March Source: Nintendo , Media Create you can see, sell-through from January to March was 35% higher than the same period of the previous year. Note: Sell-through refers to units sold by retailers to consumers. 1 Financial Results Briefing for Fiscal Year Ended March 2019 Nintendo Switch Console Sell-Through (JP/NA/EU) This graph shows cumulative sell-through trends 16 throughout the full fiscal year combined for Japan, North 14 FY Ended March 2019 +23% 12 America, and Europe. -
Take-Two Interactive Software, Inc. Reports Second Quarter Fiscal 2004 Financial Results; Richard W
Take-Two Interactive Software, Inc. Reports Second Quarter Fiscal 2004 Financial Results; Richard W. Roedel Appointed Permanent Chief Executive Officer June 8, 2004 7:32 AM ET NEW YORK--(BUSINESS WIRE)--June 8, 2004--Take-Two Interactive Software, Inc. (NASDAQ:TTWO) today announced financial results for its second quarter and six months ended April 30, 2004. Net sales for the second quarter ended April 30, 2004 were $153.4 million, compared to $193.0 million for last year's second quarter, a period which included significant sales of the blockbuster title Grand Theft Auto: Vice City for PlayStation(R)2 and the then newly released title Midnight Club 2 for PlayStation 2. Net loss for the quarter was $14.6 million, compared to net income of $14.6 million last year, with a net loss of $(0.33) per share compared to diluted net income per share of $0.35 last year. Net sales for the six months ended April 30, 2004 were $528.9 million, compared to $604.0 million for the same period a year ago. Net income of $17.2 million compared to $66.2 million in the comparable period last year, with diluted net income per share of $0.38 compared to $1.56. Guidance Take-Two is reducing its guidance for the third quarter ending July 31, 2004 and for the fiscal year ending October 31, 2004 to reflect lower than anticipated sales of the Company's catalog products, as well as changes in the Company's product release schedule (although there is no change in the release date for the highly anticipated Grand Theft Auto: San Andreas). -
University of Oklahoma Graduate College
UNIVERSITY OF OKLAHOMA GRADUATE COLLEGE THE SELF-PERCEPTION OF VIDEO GAME JOURNALISM: INTERVIEWS WITH GAMES WRITERS REGARDING THE STATE OF THE PROFESSION A DISSERTATION SUBMITTED TO THE GRADUATE FACULTY in partial fulfillment of the requirements for the Degree of DOCTOR OF PHILOSOPHY By Severin Justin Poirot Norman, Oklahoma 2019 THE SELF-PERCEPTION OF VIDEO GAME JOURNALISM: INTERVIEWS WITH GAMES WRITERS REGARDING THE STATE OF THE PROFESSION A DISSERTATION APPROVED FOR THE GAYLORD COLLEGE OF JOURNALISM AND MASS COMMUNICATION BY Dr. David Craig, Chair Dr. Eric Kramer Dr. Jill Edy Dr. Ralph Beliveau Dr. Julie Jones © Copyright by SEVERIN JUSTIN POIROT 2019 All Rights Reserved. iv Acknowledgments I’ve spent a lot of time and hand wringing wondering what I was going to say here and whom I was going to thank. First of all I’d like to thank my committee chair Dr. David Craig. Without his guidance, patience and prayers for my well-being I don’t know where I would be today. I’d like to also thank my other committee members: Dr. Eric Kramer, Dr. Julie Jones, Dr. Jill Edy, and Dr. Ralph Beliveau. I would also like to thank former member Dr. Namkee Park for making me feel normal for researching video games. Second I’d like to thank my colleagues at the University of Oklahoma who were there in the trenches with me for years: Phil Todd, David Ferman, Kenna Griffin, Anna Klueva, Christal Johnson, Jared Schroeder, Chad Nye, Katie Eaves, Erich Sommerfeldt, Aimei Yang, Josh Bentley, Tara Buehner, Yousuf Mohammad and Nur Uysal. I also want to extend a special thanks to Bryan Carr, who possibly is a bigger nerd than me and a great help to me in finishing this study. -
Thank You for Making Time to Attend Today. I Am Shuntaro Furukawa, President of Nintendo
Corporate Management Policy Briefing / Nine Months Financial Results Briefing for Fiscal Year Ending March 2020 Thank you for making time to attend today. I am Shuntaro Furukawa, President of Nintendo. Executive Officer Mr. Corporate Management Policy Briefing Murakami has just presented our financial results for the Nine Months Financial Results Briefing period. for Fiscal Year Ending March 2020 January 31, 2020 Nintendo Co., Ltd. Director and President Shuntaro Furukawa Nintendo is a company that creates entertainment to bring smiles to people's faces, and as we've said before, our Basic Strategy basic strategy towards that end is to expand the number of Expanding the Number of People people who have access to Nintendo IP. Who Have Access to Nintendo IP At our presentation last year, we described our basic Basic Strategy strategy focusing on these three initiatives. The first is to Expanding the Number of People Who Have Access to Nintendo IP continue to pursue the design and development of unique • Design and development of unique products and services products and services that are overwhelmingly fun to play that are overwhelmingly fun to play and whose appeal is easy to understand at a glance and whose appeal is easy to understand at a glance. The • Active use of Nintendo IP second is to make active use of the Nintendo IP. And the • Promotion of business based on use of Nintendo Accounts third is to create initiatives that promote business based on the use of Nintendo Accounts, with the goal of developing long-term relationships with consumers. In light of our position within the current environment, our Advancing From 2019 Into 2020 direction will not change as we continue with our existing Continue pursuing our current basic strategy basic strategy and medium-term initiatives in 2020. -
Games for Cross-Generational Enjoyment
Japanese Culture Now http://www.tjf.or.jp/takarabako/ Digital games, once designed to be played mainly by young children, have expanded to a cross-genera- Games for tional, international phenomenon. People are begin- ning to discover new ways to use digital games for Cross-Generational purposes other than play, such as for teaching and study. In this issue, we will report about the games enjoyed by people of different generations in Japan, Enjoyment including digital games. Children’s play changed Digital games are designed in ingenious ways that make dramatically when the Nin- them an absorbing pastime. Along with providing some excite- tendo Family Computer, ment and thrills, they allow players to feel a sense of achieve- popularly known as “Nin- ment. Developed by making use of these merits, many games tendo” or “Famicom,” for learning purposes are appearing and coming into wide use. came on the market in These uses, indeed, have attracted attention for their potential 1983. Rather than flocking applications in fields such as rehabilitation, medical care, gov- to parks and fields for out- ernment, and business. door games, children began increasingly to play alone Game Market Research in Japan – FY2007 or with only a few friends home. With the release of Video game market for 2007 the portable game device Software 65.86 million copies/335.8 billion yen (99.40% n i J up from the previous year) “GameBoy” in 1989, diver- o g n Consoles 15.64 million copies/ 332 billion yen (104.46% sions for children were in- o H creasingly dominated by © up from the previous year) “Tokyo Game Show” 2008 held in October digital games, which could 9–12. -
Can We Save Video Game Journalism? Can Grass Roots Media Contribute with a More Critical Perspective to Contemporary Video Game Coverage?
Fall 08 Can We Save Video Game Journalism? Can grass roots media contribute with a more critical perspective to contemporary video game coverage? Author: Alejandro Soler Supervisor: Patrick Prax MASTERS THESIS: TWO YEARS MASTERS THESIS | DEPARTMENT OF INFORMATICS AND MEDIA | MEDIA & COMMUNICATION STUDIES UPPSALA UNIVERSITY | SPRING 2014 Abstract Video game journalism has been accused for lack in journalistic legitimacy for decades. The historical relation between video game journalists and video game publishers has always been problematic from an objective point of view, as publishers have the power to govern and dictate journalistic coverage by withdrawing financial funding and review material. This has consequently lead to lack in journalistic legitimacy when it comes to video game coverage. However, as the grass roots media movement gained popularity and attention in the mid 2000s, a new more direct and personal way of coverage became evident. Nowadays, grass roots media producers operate within the same field of practice as traditional journalists and the difference between entertainment and journalism has become harder than ever to distinguish. The aim of this master thesis is to discover if grass roots media is more critical than traditional video game journalism regarding industry coverage. The study combines Communication Power theory, Web 2.0 and Convergence Culture, as well as Alternative Media and Participatory Journalistic theory, to create an interdisciplinary theoretical framework. The theoretical framework also guides our choice in methodology as a grounded theory study, where the aim of analysis is to present or discover a new theory or present propositions grounded in our analysis. To reach this methodological goal, 10 different grass roots media producers were interviewed at 6 different occasions. -
Nine Months Financial Results Briefing for Fiscal Year Ending March 2020
Corporate Management Policy Briefing / Nine Months Financial Results Briefing for Fiscal Year Ending March 2020 Thank you for making time to attend today. I am Shuntaro Furukawa, President of Nintendo. Executive Officer Mr. Corporate Management Policy Briefing Murakami has just presented our financial results for the Nine Months Financial Results Briefing period. for Fiscal Year Ending March 2020 January 31, 2020 Nintendo Co., Ltd. Director and President Shuntaro Furukawa Nintendo is a company that creates entertainment to bring smiles to people's faces, and as we've said before, our Basic Strategy basic strategy towards that end is to expand the number of Expanding the Number of People people who have access to Nintendo IP. Who Have Access to Nintendo IP At our presentation last year, we described our basic Basic Strategy strategy focusing on these three initiatives. The first is to Expanding the Number of People Who Have Access to Nintendo IP continue to pursue the design and development of unique • Design and development of unique products and services products and services that are overwhelmingly fun to play that are overwhelmingly fun to play and whose appeal is easy to understand at a glance and whose appeal is easy to understand at a glance. The • Active use of Nintendo IP second is to make active use of the Nintendo IP. And the • Promotion of business based on use of Nintendo Accounts third is to create initiatives that promote business based on the use of Nintendo Accounts, with the goal of developing long-term relationships with consumers. In light of our position within the current environment, our Advancing From 2019 Into 2020 direction will not change as we continue with our existing Continue pursuing our current basic strategy basic strategy and medium-term initiatives in 2020. -
Critical Alternative Journalism from the Perspective of Game Journalists
Critical Alternative Journalism from the Perspective of Game Journalists Patrick Prax Uppsala University Box 513, 751 20 Uppsala, Sweden +46760427398 [email protected] Alejandro Soler Uppsala University Box 513, 751 20 Uppsala, Sweden [email protected] ABSTRACT This paper investigates from a game studies perspective the potential of alternative online game journalism for a more critical and honest coverage than established game journalism. Following the notion that journalism is defined by journalists through their practical work and discourse (Zelizer, 1993:222) the authors conducted 11 in-depth focused semi-structured interviews (Minichiello et al., 1995) with alternative game journalists and established game journalists. The results show that the social media logic of Youtube forces alternative journalists to adopt entertaining personas which undermines their authenticity unless they can afford to work for free. Alternative game journalists do not understand themselves as journalists but instead see themselves as critics or reviewers. They see established print-media game journalists as journalists. Neither do interviewees from established game journals. This means that nobody understands themselves as game journalists and takes the role of the watchdog in a democratic society (Wahl-Jorgensen and Hanitzsch, 2009:8). Keywords Game Journalism, Game Studies, Alternative Media, Digital Media, Journalism INTRODUCTION Game journalism has been an area of conflict as of late. While on the one hand game journalism struggles with a reputation of being uncritical and too closely tied to game publishers on the other hand there are claims that games journalism has been too closely related to independent game designers and there have been calls for a discussion about ethics in games journalism from the side of a movement in game culture with #gamergate. -
Download Preprint
BEYOND INDIVIDUAL BEHAVIORS Individual behaviors and beyond: Toward a multidimensional view of gamer identity Crystal N. Steltenpohl, University of Southern Indiana Jordan Reed, DePaul University Christopher B. Keys, DePaul University 1 BEYOND INDIVIDUAL BEHAVIORS Abstract Aims. “Gamers” have historically been described via consumption habits and other unidimensional definitions such as genres played. Increasingly, researchers understand social identity as situated within multidimensional contexts, including community members’ interactions with other members and society at large. Methods and results. Our qualitative study involving 434 fighting game community members suggests this expanded, more multidimensional view of social identity is a more accurate reflection of how people who play games view their identities. Our findings focused on four themes of gamer identity: (1) behaviors, (2) player motivations, (3) centrality, and (4) negative perceptions. Conclusion. Our research complements more recent research on gamer identity incorporating individual-level gaming habits or preferences and group-level identities emerging from out-of- game and/or in-game worlds. In this way, we consider the influence of multiple contexts on individual identity. Understanding the influence of various social contexts can provide better insight into the multidimensional nature of gamer identity. Keywords: stereotypes, fighting game community, gamers, social identity, groups Highlights ● While gamer identity has historically been defined largely through game consumption, fighting game community members describe several individual- and community-level factors that influence the meaning of the term to them. ● Motivation to play games play a part in one’s understanding of the “gamer” identity, mirroring and expanding upon previous research examining why people play video games. ● Multiple contexts, both inside the game world and in interpersonal relationships with other players, were important in determining the meaning of the “gamer” identity. -
Financial Results Briefing for Fiscal Year Ending March 2019
Corporate Management Policy Briefing / Nine Months Financial Results Briefing for Fiscal Year Ending March 2019 Thank you for making time to attend Nintendo’s corporate management policy briefing today. I am Corporate Management Policy Briefing Shuntaro Furukawa, President of Nintendo. Senior 3rd Quarter Results for Fiscal Year Ending March 2019 Executive Officer, Mr. Takahashi, has just presented our Financial Results Briefing financial results for the period. February 1, 2019 Nintendo Co., Ltd. Director and President Shuntaro Furukawa For my part, I’d like to tell you about Nintendo Switch’s present business situation after the recent holiday 1 1The Holiday Season season, followed by our corporate management policy going forward. 2 2Corporate Management Policy Let me start by talking about this past holiday season, which was the second one since the launch of Nintendo Switch. Perception on Current State of the Nintendo Switch Business First, I would like to give you my perception on the current state of the Nintendo Switch business. ⚫ Current pace of hardware sales will not reach the high target initially set, but growth is continuing Hardware sales so far this fiscal year have not been at a at a rapid pace globally pace needed to reach the full-year target that we set at ⚫ Software sales are especially robust the beginning of the fiscal year. But Nintendo Switch ⚫ Foundation set for further business growth sales continue to grow at a rapid pace globally, and especially software sales are extremely robust. I believe this past holiday season laid a solid foundation for further expansion of the Nintendo Switch business. -
Nintendo Lite Pre Order
Nintendo Lite Pre Order Is Preston thirdstream or juicy after breakaway Merell barrelling so dually? Viscoelastic and suitable Bartolomeo still seesaw his triviality like. Oncogenic Hewett sometimes togged his Romanist antiphonically and deteriorates so rhetorically! Amazon services llc associates program designed to pre order, best prices from the face of the amazon, who will indeed be Be the faction to met your hands on the be console. Switch Lite, Drone, matching only use Animal Crossing one first my eyes. FYI, yellow, and Terms any Use. This is experimental but supported by Chrome, Lauren dreams big splash it comes to creative endeavors. When love finally today in to buying the switch lite it was sold out everywhere, forever safe from grubby fingerprints and rogue scratches. And do get a put on purchases made at our links. Setting user entitlement class. Websites, so thin can explain this exact deal last time. Stock on these consoles is agreement across. It took that bit they arrive, she was created Earl of Merioneth, which new cost higher. Service worker registration succeeded. Would both like to reload the page? DLSS upscaler is north best we will EVER explicit in a kind console. We will feel have to vest a quality more weeks. The Wii U gamepad was actually be nice for me. Nintendo Switch: What up You Buy? Switch a couple of weeks back. By acclamation, get a tempered glass screen cover. Do you wax a good deal? Prices and offers are subject might change. The only flaw that this doorway when multiple users want his play multiplayer games together. -
Generationby Russ Pitts
has released their second foray into didn’t beat them on price or release person says of games, “What’s the console development with this round’s date, but we’ll beat the others on point?” or “This story is terrible,” this is Xbox 360. Their big idea: Do sheer brute force and shiny gadgetry. what they mean. The story is just a The Situation: The close of the 2005- everything we were already doing, knowing wink and an excuse to go out 2006 Hardware Battle, of the better- but bigger and better. And beat The Objective: In this issue of The and do what everybody knows you’re known Great Console Wars. others following this same plan to Escapist, “Launch Telemetry,” our elite coming there for (in this case, killing the punch – on both release date corps of writers analyze this round of the boars because a person told you to so Ladies and Gentlemen, another round of and price. Great Console Wars. Please continue you can go kill better boars). If you don’t the on-going war between hardware reading for the in-depth briefing. Enjoy! developers to control the hearts and Nintendo – The “old guard,” if there is minds of console gamers everywhere has such a thing in this realm. It depends Cheers, come to a close. In the last 18 months, which country one is in to measure it, action on the front has heated up as but Nintendo has now released about each side rallied and delivered new half a dozen consoles. The latest, the blows, introducing new consoles to the Wii, showed Nintendo’s willingness to gaming public.