FREE NBA 2K20 VC & Locker Codes Generator 2021
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Volume 11, Number 2 Spring 2020 Contents ARTICLES Reexploring the Esports Approach of America’s Three Major Leagues Peter A. Carfagna.................................................. 115 The NCAA’s Agent Certification Program: A Critical and Legal Analysis Marc Edelman & Richard Karcher ..................................... 155 Well-Intentioned but Counterproductive: An Analysis of the NFLPA’s Financial Advisor Registration Program Ross N. Evans ..................................................... 183 A Win Win: College Athletes Get Paid for Their Names, Images, and Likenesses, and Colleges Maintain the Primacy of Academics Jayma Meyer and Andrew Zimbalist ................................... 247 Harvard Journal of Sports & Entertainment Law Student Journals Office, Harvard Law School 1585 Massachusetts Avenue, Suite 3039 Cambridge, MA 02138 (617) 495-3146; [email protected] www.harvardjsel.com U.S. ISSN 2153-1323 The Harvard Journal of Sports & Entertainment Law is published semiannually by Harvard Law School students. Submissions: The Harvard Journal of Sports and Entertainment Law welcomes articles from professors, practitioners, and students of the sports and entertainment industries, as well as other related disciplines. Submissions should not exceed 25,000 words, including footnotes. All manuscripts should be submitted in English with both text and footnotes typed and double-spaced. Footnotes must conform with The Bluebook: A Uniform System of Citation (20th ed.), and authors should be prepared to supply any cited sources upon request. All manu- scripts submitted become the property of the JSEL and will not be returned to the author. The JSEL strongly prefers electronic submissions through the ExpressO online submission system at http://www.law.bepress.com/expresso or the Scholastica online submission system at https://harvard-journal-sports-ent-law.scholasticahq.com. -
Class Action Chamber)
CANADA PROVINCE OF QUEBEC SUPERIOR COURT DISTRICT OF MONTREAL (CLASS ACTION CHAMBER) No: 500-06-001132-212 GABRIEL BOURGEOIS Petitioner -vs.- ELECTRONIC ARTS INC., legal person duly constituted, having its address of service at 1209 Orange Street, Wilmington, DE 19801 USA and ELECTRONIC ARTS (Canada), INC., legal person duly constituted, having its address for service at 1800 510 West Georgia St., Vancouver, BC, V6B 0M3, Canada and ACTIVISION BLIZZARD INC., legal person duly constituted, having its address for service at 251 Little Falls Drive, Wilmington, New Castle, Delaware, 19808 and ACTIVISION PUBLISHING INC., legal person duly constituted, having its address for service at 251 Little Falls Drive, Wilmington, New Castle, Delaware, 19808 and BLIZZARD ENTERTAINMENT INC., legal person duly constituted, having its address for service at 251 Little 1 Falls Drive, Wilmington, New Castle, Delaware, 19808 and TAKE TWO INTERACTIVE SOFTWARE INC., legal person duly constituted, having its address for service at 251 Little Falls Drive, Wilmington, Delaware, 19808 and TAKE TWO INTERACTIVE CANADA HOLDINGS INC., legal person duly constituted, having its address for service at 5770 Hutontario St, Mississauga, Ontario, L5R 3G5 and 2K GAMES INC., legal person duly constituted, having its address for service at 251 Little Falls Drive, Wilmington, Delaware, 19808 and ROCKSTAR GAMES INC, legal person duly constituted, having its address for service at 251 Little Falls Drive, Wilmington, Delaware, 19808 and WARNER BROS. ENTERTAINMENT INC., legal person duly constituted, having its address for service at 1209 Orange St., Wilmington, DE 19801 and WARNER BROS ENTERTAINMENT CANADA INC., legal person duly constituted, having its address for service at Suite 1600, 5000 Yonge Street, Toronto, Ontario, M2N 6P1 and 2 WARNER BROS. -
Steam Und Die Plattformisierung Virtueller Güter. Eine Analyse Der
Repositorium für die Medienwissenschaft Tim Glaser Steam und die Plattformisierung virtueller Güter. Eine Analyse der Waffenskin-Ökonomie in COUNTER STRIKE: GLOBAL OFFENSIVE 2020 https://doi.org/10.25969/mediarep/14338 Veröffentlichungsversion / published version Zeitschriftenartikel / journal article Empfohlene Zitierung / Suggested Citation: Glaser, Tim: Steam und die Plattformisierung virtueller Güter. Eine Analyse der Waffenskin-Ökonomie in COUNTER STRIKE: GLOBAL OFFENSIVE. In: Navigationen - Zeitschrift für Medien- und Kulturwissenschaften. SPIEL|MATERIAL, Jg. 20 (2020), Nr. 1, S. 111–131. DOI: https://doi.org/10.25969/mediarep/14338. Nutzungsbedingungen: Terms of use: Dieser Text wird unter einer Creative Commons - This document is made available under a creative commons - Namensnennung - Weitergabe unter gleichen Bedingungen 4.0/ Attribution - Share Alike 4.0/ License. For more information see: Lizenz zur Verfügung gestellt. Nähere Auskünfte zu dieser Lizenz http://creativecommons.org/licenses/by-sa/4.0/ finden Sie hier: http://creativecommons.org/licenses/by-sa/4.0/ SPIEL|MATERIAL STEAM UND DIE PLATTFORMISIERUNG VIRTU- ELLER GÜTER Eine Analyse der Waffenskin-Ökonomie in Counter-Strike: Global Offensive VON TIM GLASER ABSTRACT Zufallsbasierte Belohnungsmechanismen, wie Lootboxes, Crates oder Cases, wer- den in den letzten Jahren verstärkt von Computerspiel-Firmen implementiert, um zusätzliche Inhalte zu monetarisieren. Zunehmend werden diese Mechanismen kri- tisiert, insbesondere als digitale Form von Glücksspiel. In diesem Zusammenhang sind bereits verschiedene psychologische und soziologisch-empirische Studien durchgeführt worden. Dieser Artikel betrachtet das Phänomen jedoch aus einer medienökonomischen und kulturwissenschaftlichen Perspektive. Analysiert wird dabei, inwieweit zufallsbasierte Belohnungsmechanismen als Plattformisierung (nach Helmond, Niebog und Poell) von Spielkultur betrachtet werden kann. Bei- spielhaft wird dies anhand der Waffenskin-Ökonomie in Counter-Strike: Global Of- fensive verhandelt. -
OMG Game Library
OMG Game Library Title Platform Arcade Archives VS. SUPER MARIO BROS. Nintendo Switch Arms Nintendo Switch ATV Drift & Tricks Nintendo Switch Carnival Games Nintendo Switch Contra: Rogue Corps Nintendo Switch Donkey Kong Country: Tropical Freeze Nintendo Switch FIFA 20 Nintendo Switch Guacamelee! One-Two Punch Collection Nintendo Switch Just Dance 2019 Nintendo Switch Just Dance 2020 Nintendo Switch Just Dance 2021 Nintendo Switch Let’s Sing: Country Nintendo Switch Mario & Sonic at the Olympic Games: Tokyo 2020 Nintendo Switch Mario Kart 8 Deluxe Nintendo Switch Mario Kart Live: Home Circuit Nintendo Switch Monopoly for Nintendo Switch Nintendo Switch Mortal Kombat 11 Nintendo Switch NBA 2K Playgrounds 2 Nintendo Switch NBA 2K20 Nintendo Switch PBA Pro Bowling Nintendo Switch Pokkén Tournament DX Nintendo Switch Rocket League Nintendo Switch Sonic Mania Nintendo Switch Super Smash Bros. Ultimate Nintendo Switch WWE 2K Battlegrounds Nintendo Switch Madden NFL 20 PlayStation 4 Ace Combat 7: Skies Unknown PlayStation 4 Apex Legends - Bloodhound Edition PlayStation 4 Assetto Corsa Competizione PlayStation 4 Astro Bot Rescue Mission PlayStation 4 Batman Arkham VR PlayStation 4 Battlefield V PlayStation 4 Blood and Truth PlayStation 4 Borderlands 3 PlayStation 4 Brunswick Pro Bowling PlayStation 4 Call of Duty: Black Ops Cold War PlayStation 4 Call of Duty: Black Ops III PlayStation 4 Call of Duty: Modern Warfare PlayStation 4 catch & Release PlayStation 4 1 OMG Game Library country lets sing PlayStation 4 Creed: Rise to Glory PlayStation 4 -
Nba 2K20 Review Guide
NBA 2K20 REVIEW GUIDE GENERAL PRODUCT OVERVIEW WELCOME TO THE NEXT NBA 2K has evolved into much more than a basketball simulation. 2K continues to redefine what’s possible in sports gaming with NBA 2K20, featuring best in class graphics & gameplay, ground breaking game modes, and unparalleled player control and customization. Plus, with its immersive open-world Neighborhood, NBA 2K20 is a platform for gamers and ballers to come together and create what’s next in basketball culture. FEATURES GAMEPLAY AS REAL AS IT GETS Take your skills to the next level with the most realistic player control ever, featuring an upgraded motion engine with signature styles, advanced shooting controls, a new dribble size-up system, refined off-ball collisions, and a new read & react defensive game. CONTROL YOUR ATTACK Take complete control of your offense with the next evolution of the Pro Stick. Choose how and where to gather on a drive before branching into limitless in-air finishes to evade the defense. OFF-BALL OFFENSE Execute seamless pick & rolls, rub off screens, perform quick flare cuts, and battle your way into the paint with the most realistic off-ball collision and interaction mechanics in 2K history. HANDLES WITH EASE Evade the defense with the new dribble size-up system, unleashing your creativity by building custom dribble sequences on the fly. LOCKDOWN D Defensive control is in your hands with the new Read and React defensive counter system. An indicator suggests when to shift, cutoff, and steal, but it’s up to you read, react, and make the stop. -
NLSC NBA 2K20 Wishlist
NLSC NBA 2K20 Wishlist This is the official NLSC NBA 2K20 Wishlist. It represents a comprehensive overview of what our community most wants to see added and fixed in NBA 2K20 and beyond. Thanks to everyone who helped to compile this year's Wishlist! Key Points/Overview • Achieve better balance between offline and online play. • Strive for better balance in gameplay, particularly when it comes to player builds in MyCAREER and the connected modes. • Continue to fine-tune the motion system to reduce skating and improve physicality, without compromising the fluidity of the controls. • Continue to polish up player/team AI and overall strategy. Ensure that ACE makes more of a difference in all single player modes. • Implement fairer prices of items, increase VC earnings, or add different currencies for use in upgrading players and purchasing cosmetic items. • Reduce the tedium of the grind in MyCAREER and the connected online experiences. • Expand in-game customisation options even further. • Improve player ratings, especially for Legends. • Implement better/actual matchmaking in online modes, so that users face opponents of similar skill level while they're getting better at online play. • Make the PC version more modder-friendly, with roster and art files that are easier to work with. Gameplay • Find a way to fine-tune online and offline gameplay independently of one another, so that changes to one don't mess up the other. • Reduce the amount of skating/floating and clunky changes of direction, fix speed breaks, and improve foot planting, while retaining the responsiveness of the controls. • Improve physicality and reduce clipping. -
2020 Annual Report
TAKE-TWO INTERACTIVE SOFTWARE, INC. 2020 ANNUAL REPORT 3 Generated significant cash flow and ended the year with $2.00 BILLION in cash and short-term investments Delivered record Net Bookings of Net Bookings from recurrent $2.99 BILLION consumer spending grew exceeded original FY20 outlook by nearly 20% 34% to a new record and accounted for units sold-in 51% 10 MILLION to date of total Net Bookings Up over 50% over Borderlands 2 in the same period One of the most critically-acclaimed and commercially successful video games of all time with over units sold-in 130 MILLION to date Digitally-delivered Net Bookings grew Developers working in game development and 35% 4,300 23 studios around the world to a new record and accounted for Sold-in over 12 million units and expect lifetime units, recurrent consumer spending and Net Bookings to be 82% the highest ever for a 2K sports title of total Net Bookings TAKE-TWO INTERACTIVE SOFTWARE, INC. 2020 ANNUAL REPORT DEAR SHAREHOLDERS, Fiscal 2020 was another extraordinary year for Take-Two, during which we achieved numerous milestones, including record Net Bookings of nearly $3 billion, as well as record digitally-delivered Net Bookings, Net Bookings from recurrent consumer spending and earnings. Our stellar results were driven by the outstanding performance of NBA 2K20 and NBA 2K19, Grand Theft Auto Online and Grand Theft Auto V, Borderlands 3, Red Dead Redemption 2 and Red Dead Online, The Outer Worlds, WWE 2K20, WWE SuperCard and WWE 2K19, Social Point’s mobile games and Sid Meier’s Civilization VI. -
Next-Up in NBA 2K20: Make Way for the WNBA
Next-up in NBA 2K20: Make way for the WNBA August 8, 2019 All 12 WNBA Teams and More Than 140 Players are Ready to Play on September 6 NEW YORK--(BUSINESS WIRE)--Aug. 8, 2019-- 2K today announced all 12 WNBA teams and more than 140 players are making their debut in NBA® 2K20, the next iteration of the top-rated and top-selling NBA video game simulation series of the past 18 years*. Available in Play Now and Season modes, fans of the franchise will be able to take control of their favorite WNBA players for the first time and experience gameplay animations, play styles and visuals built exclusively around the women’s game. “Growing up, I always remembered watching male athletes on TV and playing as them in video games. Now, to have the WNBA be in the position we are and to have women featured prominently in NBA 2K20, we are allowing young girls and boys to have female athletes as role models,” said Candace Parker, Los Angeles Sparks forward. “The 2K team has done an amazing job of making sure to not just put women into the game playing men’s basketball, but I’ve seen first-hand the hard work they’re doing to make this as real and authentic as possible to women’s basketball. I’m proud to be a part of this team paving the way for the future.” Many of the top WNBA superstars, like Parker and A’ja Wilson of the Las Vegas Aces, have been scanned into NBA 2K20 earlier this year using our best-in-class motion capture technology to create the most realistic simulation on the market. -
Sprzedaż Produktów O Losowej Zawartości, W Tym Tzw. Loot Boxes
DOI: 10.17951/ks.2019.7.2.110-131 Konteksty Społeczne | Social Contexts, 2019, Tom 7, Nr 2 (14), 110-131 Sprzedaż produktów o losowej zawartości, w tym tzw. loot boxes. Zjawisko i jego podobieństwo do urządzania gier hazardowych Maciej Majewski ORCID: 0000-0002-0685-6091 * Uniwersytet Jagielloński Streszczenie: Celem artykułu jest przedstawienie zjawiska sprzedaży produktów o losowej zawartości oraz problematyki podobieństwa tych produktów do gier hazardowych. O ile produkty tego rodzaju są dostępne na rynku już od wielu lat, dopiero stosunkowo niedawno ich sprzedaż zaczęła wzbudzać pew- ne kontrowersje. Przyczyną tej zmiany są przede wszystkim reakcje społeczne na rozwiązania stosowa- ne przez producentów gier wideo. Coraz częściej oferują oni graczom tzw. loot boxes (dosłownie „pu- dełka z łupem”), tj. produkty zawierające losowo generowaną zawartość, którą można wykorzystać w ramach rozgrywki. Zjawisko przybrało taką skalę, że w niektórych państwach oficjalnie zainteresowały się nim władze oraz urzędy nadzorujące sektor hazardowy. Podobne zainteresowanie zagadnienie to wywołuje obecnie w różnych dziedzinach nauki, zwłaszcza psychologii. W niniejszym artykule zdefi- niowane zostały pojęcia niezbędne do prawidłowego zrozumienia wskazanego zjawiska. Przedstawione zostały także przyczyny dystrybucji produktów w modelu „losowej zawartości” oraz przyczyny zainte- resowania tym modelem prawodawców. W pracy omówiono także problem podobieństwa produktów o losowej zawartości do gier hazardowych. Przedstawione zostały zarówno wybrane aspekty psycholo- giczne zjawiska, jak i możliwość kwalifikacji sprzedaży tych produktów jako urządzania gier hazardo- wych przez pryzmat stosownych regulacji wybranych państw świata. Słowa kluczowe: gry wideo; hazard; loot box; losowa zawartość; mikropłatności. iniejszy artykuł ma na celu przedstawienie zjawiska sprzedaży produktów o losowej zawartości oraz problematyki podobieństwa tych produktów do gier hazardowych. -
NBA 2K20 X Nike Gamer Exclusive Program Gives Players Chance at In-Game and Real-Life Exclusive New Kicks
NBA 2K20 x Nike Gamer Exclusive Program Gives Players Chance at In-Game and Real-Life Exclusive New Kicks October 21, 2019 10 shoes will only be available to unlock and purchase by completing in-game challenges in NBA 2K20 and the new MyPLAYER Nation mode NEW YORK--(BUSINESS WIRE)--Oct. 21, 2019-- Today, 2K and Nike announced the NBA 2K20 x Nike Gamer Exclusive Program, a first- of-its-kind gaming and sneaker partnership, which launches alongside the new MyPLAYER Nation mode and NBA season tip-off, on October 22, 2019. The Program will allow NBA 2K20 players the opportunity to earn up to 10 pairs of soon-to-be-released virtual Nike Basketball signature shoes for their MyPLAYER by completing in-game challenges and the chance to purchase the real-life version of the limited-edition shoes from Nike.* MyPLAYER is NBA 2K’s player creation feature that allows gamers the opportunity to build their own basketball player, get drafted, rise through the ranks of the NBA elite, and help take their team to glory. 2K is now taking MyPLAYER to the next level with MyPLAYER Nation, which integrates the community of NBA 2K20 MyPLAYER gamers with the real-life NBA – and the opportunity to unlock exclusive Nike gear. Once gamers create a player, are drafted by a team and join the new season-long NBA 2K20 MyPLAYER Nation mode, they will represent their MyPLAYER’s real-life team as part of a community with other players who also play for the same team. They will play through the NBA schedule, with individual matchup wins and losses determined by the overall community's winning percentage. -
Everything Is Game: the Next Generation of NBA® 2K21 Now Available Worldwide
Everything is Game: The Next Generation of NBA® 2K21 Now Available Worldwide November 10, 2020 NBA 2K21 boasts groundbreaking technological advancements, new modes and exclusive robust features that set the standard for next-gen sports simulations NEW YORK--(BUSINESS WIRE)--Nov. 10, 2020-- 2K is proud to announce that NBA® 2K21 for next-generation consoles is now available worldwide. Releasing today for Xbox Series X|S and on November 12, 2020 in certain jurisdictions for PlayStation®5*, NBA 2K21 is built from the ground up to fully utilize the incredible power, speed and technology enabled by the next-generation of consoles. With new groundbreaking advancements, modes and features, NBA 2K21 represents an incredible leap forward and is the largest game in franchise history, ushering in a new era for sports simulation titles. This press release features multimedia. View the full release here: https://www.businesswire.com/news/home/20201110005196/en/ “In a year unlike any other, I'm incredibly proud of the team at Visual Concepts for delivering the most authentic, immersive and visually stunning NBA 2K game we've ever made," said Greg Thomas, president of Visual Concepts. “From the introduction of the completely customizable MyNBA franchise mode, to the expansion of the WNBA experience, and even the return of affiliations, we developed the details of 2K21 with the express purpose of celebrating our community by giving them the industry’s best sports sim.” The next-gen version of NBA 2K21 features a myriad of exclusive features, modes and advancements that are only available on PlayStation 5 and Xbox Series X|S: Next-Gen Advancements: 2K is proud to announce that NBA® 2K21 for next-generation consoles is now available worldwide. -
Take-Two Interactive Software 1Q22 Quarterly Results – Management Prepared Remarks August 2, 2021
Take-Two Interactive Software 1Q22 Quarterly Results – Management Prepared Remarks August 2, 2021 SAFE HARBOR – Nicole Shevins, SVP, Investor Relations & Corp. Comms • Good afternoon. Thank you for joining our conference call to discuss our results for the first quarter of fiscal year 2022, ended June 30, 2021. Today’s call will be led by Strauss Zelnick, Take-Two’s Chairman and Chief Executive Officer, Karl Slatoff, our President, and Lainie Goldstein, our Chief Financial Officer. We will be available to answer your questions during the Q&A session following our prepared remarks. • Before we begin, I’d like to remind everyone that statements made during this call that are not historical facts are considered forward-looking statements under federal securities laws. These forward-looking statements are based on the beliefs of our management, as well as assumptions made by and information currently available to us. We have no obligation to update these forward-looking statements. Actual operating results may vary significantly from these forward-looking statements based on a variety of factors. These important factors are described in our filings with the SEC, including the Company's most recent Annual Report on Form 10-K and Quarterly Report on Form 10-Q, including the risks summarized in the section entitled "Risk Factors." I'd also like to note that, unless otherwise stated, all numbers we will be discussing today are GAAP and all comparisons are year-over-year. Additional details regarding our actual results and outlook are contained in our press release, including the items that our management uses internally to adjust our GAAP financial results in order to evaluate our operating performance.