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Consolidated Financial Statements for the Financial Year from 1 January to 31 December 2018 Page
Consolidated Financial Statements for the Financial Year from 1 January to 31 December 2018 gamigo AG Behringstrasse 16b 22765 Hamburg/Germany Content Consolidated Financial Statements for the Financial Year from 1 January to 31 December 2018 Page Consolidated management report of gamigo AG for the Financial Year from 1 January to 31 December 2018 1-39 Consolidated Statement of Financial Position as at 31 December 2018 40-41 Consolidated Statement of Profit and Loss and Comprehensive Income for the Financial Year from 1 January to 31 December 2018 42 Consolidated Statement of Changes in Equity from 1 January to 31 December 2018 43 Consolidated Statement of Cash Flows from 1 January to 31 December 2018 44 Notes to the Consolidated Financial Statements of gamigo AG for the Financial Year from 1 January to 31 December 2018 45-126 Independent Auditor’s Report gamigo group Consolidated management report 2018 Consolidated management report of the gamigo group for the year ended 31 December 2018 I. Fundamentals of the gamigo group ...................................................................................... 2 A. Business operations and corporate structure ..................................................................................... 2 B. Business activities and organisation .................................................................................................. 3 C. Objectives and strategies .................................................................................................................. 7 D. Management -
The Video Game Industry an Industry Analysis, from a VC Perspective
The Video Game Industry An Industry Analysis, from a VC Perspective Nik Shah T’05 MBA Fellows Project March 11, 2005 Hanover, NH The Video Game Industry An Industry Analysis, from a VC Perspective Authors: Nik Shah • The video game industry is poised for significant growth, but [email protected] many sectors have already matured. Video games are a large and Tuck Class of 2005 growing market. However, within it, there are only selected portions that contain venture capital investment opportunities. Our analysis Charles Haigh [email protected] highlights these sectors, which are interesting for reasons including Tuck Class of 2005 significant technological change, high growth rates, new product development and lack of a clear market leader. • The opportunity lies in non-core products and services. We believe that the core hardware and game software markets are fairly mature and require intensive capital investment and strong technology knowledge for success. The best markets for investment are those that provide valuable new products and services to game developers, publishers and gamers themselves. These are the areas that will build out the industry as it undergoes significant growth. A Quick Snapshot of Our Identified Areas of Interest • Online Games and Platforms. Few online games have historically been venture funded and most are subject to the same “hit or miss” market adoption as console games, but as this segment grows, an opportunity for leading technology publishers and platforms will emerge. New developers will use these technologies to enable the faster and cheaper production of online games. The developers of new online games also present an opportunity as new methods of gameplay and game genres are explored. -
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Digital Distribution and Games As a Service
Science and Technology Law Review Volume 16 Number 1 Article 14 2013 Digital Distribution and Games as a Service Marco Mereu Patrick Hudson Steve Nix J. J. Richards Follow this and additional works at: https://scholar.smu.edu/scitech Recommended Citation Marco Mereu et al., Digital Distribution and Games as a Service, 16 SMU SCI. & TECH. L. REV. 25 (2013) https://scholar.smu.edu/scitech/vol16/iss1/14 This Article is brought to you for free and open access by the Law Journals at SMU Scholar. It has been accepted for inclusion in Science and Technology Law Review by an authorized administrator of SMU Scholar. For more information, please visit http://digitalrepository.smu.edu. Digital Distribution and Games as a Service SYMPOSIUM PANEL I Panelists Mr. Marco Mereu, uCool Mr. Patrick Hudson, Robot Entertainment Mr. Steve Nix, GameStop Mr. JJ Richards, MOGA Dean John Attanasio: Good morning. My name is John Attanasio, and I am Dean of the SMU Dedman School of Law.' It is my pleasure to welcome you here this morn- ing. The law school has a very rich intellectual life, not only in the class- room, but also outside the classroom. On January 28-29, 2013, Justice Antonin Scalia visited SMU as a Dis- tinguished Jurist in Residence.2 Our own Professor Bryan Garner joined him on January 28 in presenting their book3 to a sold-out audience.4 This is our fifth time doing this event. It is one of my favorite events of the year, in part because it is always a very rich conference, but mostly because I am an avid gamer myself. -
The Business of Video Games Report
The Business of Video Games Report About DFC Intelligence’s The Business of Video Games Report The Business of Video Games report consists of two pdf documents 1) a 140-slide presentation created in Microsoft PowerPoint and 2) a 180-page report created in Microsoft Word. These documents each contain very different looks at the game industry but use the same set of underlying data and key assumptions. As a business overview, this report does not focus heavily on raw numbers and data. Instead it is a more qualitative analysis of the game industry providing context around major historical and anticipated trends. DFC Intelligence provides plenty of industry data and detailed forecasts but it is important that those forecasts do not exist in a vacuum. The data only tells part of the story and this report looks to fill in the story behind the data. This report is a designed to provide a high-level overview of the general game industry size and how the game industry works across its entire value chain. There is a focus on the role of major industry players from hardware manufacturers to distributors and content developers. A great deal of the focus is on who makes the money when a consumer buys a video game. Published by DFC Intelligence www.dfcint.com 858.834.4340 1 ©2018 DFC Intelligence. The Business of Video Games Report The Business of Video Games PowerPoint Summary • PowerPoint Outline – Executive Summary (Slides 3-10): An overview of market size and general segmentation – Industry Value Chain (Slides 11-15): This is a high level introduction -
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BNA’s Patent, Trademark & Copyright Journal® VOL. 88, NO. 2168 PAGES 509–574 JUNE 20, 2014 HIGHLIGHTS BNA INSIGHTS Mere Implementation of Abstract Idea With Computer Not Patent-Eligible COPYRIGHT: The author says the A method, a computer system, and a computer-readable medium to carry out Supreme Court’s final judgment a method for ensuring that a party to a contract has sufficient funds in its ac- in the Aereo case could clarify count are drawn to a patent-ineligible abstract idea, the U.S. Supreme Court or further muddy the nation’s holds. Affirming a ruling by the U.S. Court of Appeals for the Federal Circuit, copyright laws in a manner not the high court echoes a 2010 ruling that killed a patent on a computer algo- seen since the days of the player rithm for hedging investment risks. Alice Corp. Pty Ltd. v. CLS Bank Int’l. piano. Page 565 Page 513 ALSO IN THE NEWS TTAB Again Finds ‘Redskins’ Disparaging, Orders Registrations Cancelled The various trademark registrations used by the Washington Redskins ‘‘must be cancelled because they were disparaging to Native Americans at the re- COPYRIGHTS: Technology is spective times they were registered, in violation of Section 2(a) of the Trade- changing distribution channels mark Act of 1946,’’ the Trademark Trial and Appeal Board holds in a split de- and business models of view- cision. The board’s ruling strips away the team’s ability to rely on certain fed- ing content and recent court eral laws to enforce its trademark rights, which, if the registrations are decisions are creating uncertain- cancelled, will subsequently have to be grounded in common law. -
List of Almost All the Games I Own: Aaaaaaaaaaaaaaaaaaaaaaaaa!!! for the Awesome
Downloaded from: justpaste.it/cheerygamelist List of almost all the games I own: AaaaaAAaaaAAAaaAAAAaAAAAA!!! for the Awesome Age of Empires II HD: The Forgotten Age of Empires II: HD Edition Age of Empires® III: Complete Collection Airline Tycoon 2 Alien Swarm Alpha Prime Alpha Protocol Anachronox Anomaly 2 Antichamber AquaNox AquaNox 2: Revelation Arma 2 Arma 2: DayZ Mod Arma 2: Operation Arrowhead Arma 2: Operation Arrowhead Beta (Obsolete) Arma Tactics Arma: Gold Edition Assassin's Creed Assassin's Creed II Assassin's Creed: Brotherhood Assassin's Creed: Revelations Assassin's Creed III Assassin's Creed IV: Black Flag Awesomenauts Bad Hotel The Banner Saga The Banner Saga Mod Content The Bard's Tale Bastion Battlefield 3 Battlestations: Midway Beatbuddy: Tale of the Guardians Binary Domain The Binding of Isaac BioShock BioShock 2 BioShock Infinite BIT.TRIP Presents... Runner2: Future Legend of Rhythm Alien Black Mirror Borderlands Borderlands 2 The Bridge Bridge Constructor Bridge Project Broken Sword 2 the Smoking Mirror: Remastered Brothers A Tale of Two Sons The Bureau: XCOM Declassified Call of Juarez Call of Juarez: Bound in Blood Capsized Carrier Command: Gaea Mission The Chaos Engine Chivalry BETA Chivalry: Medieval Warfare Cities in Motion 2 Company of Heroes Company of Heroes (New Steam Version) Cook, Serve, Delicious! Costume Quest Crusader Kings II Daikatana Dark Messiah of Might & Magic MultiPlayer Dark Messiah of Might & Magic Single Player Dark Souls: Prepare to Die Edition DARK SOULS™ II Darkest Hour: A Hearts of Iron -
YEAR END REPORT 2019 Gamigo AG
YEAR END REPORT 2019 gamigo AG SOLID GROWTH LEADS TO SUBSTANTIAL FREE CASHFLOW “2019 was another milestone year for gamigo. We were able to continue our profitable growth path, combining M&A and organic growth. With the WildTangent acquisition in 2019, we added now more than 25 acquisitions to our track record in the last 6 years. And with further focus on our games portfolio and also launching new games we were able to grow our percentage of organic growth from 5% in 2018 to 10% in 2019. Altogether we increased this year revenues by 30% to EUR 59 million while EBITDA grew by 48% to EUR 16 million due to economy of scale.” says Remco Westermann, CEO of the gamigo Group. THE FULL YEAR 2019 • Net revenues amounted to 58.9 mEUR (2018: 45.3 mEUR), which is an increase of 30% com- pared to the full year 2018. This increase is due to organic growth through new game launch- es like ArcheAge Unchained which generated already 10% of the groups gaming revenues in 2019 as well as inorganic growth due to successful integration of Trion Worlds and WildTan- gent. • EBITDA amounted to 16.3 mEUR (2018: 11.1 mEUR), which is an increase of 48%. At the same time EBITDA margins increased from 24% to 28% as a result of higher revenues combined with efficiency improvements due to synergy effects. gamigo has increased its investments in the further development of its own IPs in 2019 and thus in future organic growth, which is reflected in increased own work capitalized. -
Settlement Terms, As Approved by Cargill’S Counsel and Class
CASE 0:13-cv-02563-RHK-JJG Document 7 Filed 09/19/13 Page 1 of 73 UNITED STATES DISTRICT COURT FOR THE DISTRICT OF MINNESOTA Molly Martin and Lauren Barry, on behalf of themselves and all others similarly situated, Civil Action No. Plaintiff, v. CLASS SETTLEMENT Cargill, Incorporated, AGREEMENT Defendant. CASE 0:13-cv-02563-RHK-JJG Document 7 Filed 09/19/13 Page 2 of 73 TABLE OF CONTENTS I. RECITALS ........................................................................................................ 4 II. DEFINITIONS ............................................................................................... 10 III. CERTIFICATION OF THE SETTLEMENT CLASS AND PRELIMINARY APPROVAL ..................................................................... 21 IV. SETTLEMENT CONSIDERATION AND BENEFITS .......................... 22 4.1 Administration and Settlement Funds .............................................. 23 4.2 Eligibility and Process for Obtaining a Cash or Voucher Payment ................................................................................................................ 27 4.3 Monetary Relief to Settlement Class Members: Payments of Cash Refunds or Eligible Product Vouchers. ............................................. 32 4.4 Monetary Relief for Settlement Class. ............................................... 33 4.5 Distribution to Authorized Settlement Class Members. ................ 38 4.6 Insufficient or Excess Funds in the Settlement or Administration Funds. ................................................................................................... -
Technogamespc.Blogspot.Com 0838-225-599-59 (SMS) [email protected] (Email ) M.Kaskus.Co.Id/Thread/14826761 (Lapak) 25-029-34F (BB PIN )
Techno PC Games Technogamespc.Blogspot.Com 0838-225-599-59 (SMS) [email protected] (email ) m.kaskus.co.id/thread/14826761 (Lapak) 25-029-34F (BB PIN ) JUDUL GAME GENRE 7554 FPS 007 Legends action 1000 mini games vol.3 Collection 101 Dolphin Pets simulation 101st Airborne in Normandy strategy 110 Reflexive Arcade Games collection 132 NDS Game Collection collection 144 Mega Dash Collection Collection 150 Gamehouse Games collection 18 Wheels of Steel - Across America Driving 18 Wheels of Steel - American Long Haul Driving 18 Wheels of Steel - Convoy Driving 18 Wheels of Steel - Extreme Trucker Driving 18 Wheels of Steel - Extreme Trucker 2 racing 18 Wheels of Steel - Haulin Driving 18 Wheels of Steel - Pedal to the Metal Driving 18 Wheels of Steel Collection Driving 1953 KGB Unleashed FPS 2105 Nintendo NES all time collection 25 to Life action 327 Neo Geo 2011 collection 369 Sega Master System Collection collection 38 Classic Pinball Games Collection Arcade 3D Custom Girl adult 3D Sx Villa 2.99 adult 3D Ultra Cool Pool sport 3SwitcheD puzzle 46 Nintendo 64 collection 51 PopCap Games 2011 collection 534 MAME Games Collection collection 6666 Retro Legends Rom Packs (Sega, Snes, Nintendo 64 dll.) collection 7 Sins adult 7.62 High Calibre Strategy 772 Atari 2600 Games Collection collection 790 SNES Games 2011 collection 84 BigFish Games collection 948 Sega Mega Drive (Sega Genesis) Complete collection 99 Gameboy Advance Collection collection 9th Company Strategy Techno PC Games A Farewell To Dragons RPG A Game of Thrones Genesis strategy -
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國立政治大學資訊管理學系 碩士學位論文 指導教授: 尚孝純 博士 治 政 大 立 學 國 分析電子平台服務下之獎勵機制‧ ‧ N An Analysisa of Reward Systems of Electronicy t t i i s o r n Services e a i v l C n hengchi U 研究生:葉亦宸 中華民國 101 年 7 月 摘要 獎勵系統是使用獎勵去激勵顧客購買或忠誠度行為的一種手法。隨著電子平台服務的演 進,具動態與成本效益的電子獎勵機制已發展成增加重複拜訪率以及留住顧客的工具策 略,例如:Facebook 發行虛擬貨幣去提高使用者的平台參與度; Dropbox 使用免費的儲 存空間去吸引和保留新舊顧客; Myspace 使用虛擬勳章去鼓勵使用者達成平台設定的參 與目標等等。並且電子平台上的獎勵的形式可從實體的現金獎品到虛擬的勳章以滿足個 人勝任感,有別於傳統獎勵方式,然而在電子平台不斷的創新下,目前仍少有研究針對 電子獎勵進行探討。本研究提出電子獎勵分類法,治並透過獎勵的動機形式與獎勵的互動 政 大 程度為分析準則,針對 1000立網站排名進行內容分析,進而劃分出四種類型的電子獎勵 學 機制: 物質、名聲、個人滿足和社交類型,後續並針對每一種類型的電子獎勵提出平台 國 管理上的洞見。本研究期望能夠提供給後續研究電子獎勵者研究者的參考基礎和平台經 ‧ 營者實作電子獎勵的建議。 ‧ N 關鍵字:電子獎勵機制,獎勵系統,激勵,電子平台 a y t t i i . o s n r a e l i v C n hengchi U 1 Abstract A reward system is a diverse and popular program implemented by many firms in various circumstances to motivate customers’ behavior for frequent and loyal patronage. With the evolving diversity of electronic platforms (e-platforms), more dynamic, cost-effective, and interactive electronic rewards (e-rewards) have been developed as a tool or strategy to retain customers and encourage frequent visits to the platform. For instance, Facebook uses virtual currency to gain user participation. Dropbox uses bonus storage to increase membership and prolong service usage. Myspace uses virtual badges to encourage achievement of specific goals in order to 政 治 encourage frequent visits. The rewards on e-platforms 大can range from real items such 立 as cash and discounts, to virtual recognition that enhances self-esteem. These strategies 學 differ from those used國 by enterprises dealing with face-to-face customers. As variant services on e-platforms have emerged, little research has been done‧ to understand the novel concept and effects‧ of reward systems on e-platforms. -
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