The Revolutionary Potential of Independent Video Games
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Gamified Social Platform for Worldwide Gamers Whitepaper
Gamified Social Platform for Worldwide Gamers Whitepaper ENG Ver 2.0 Last updated July 2021 Whitepaper | Gamified Social Platform for Worldwide Gamers White Paper Ludena Protocol provides a gamified social platform for worldwide gamers The LDN token rewards users for platform engagement with fellow participants. Our 3 million strong commu- nity boasts the ultimate gamer-focused social ecosystem and offers the three major segments of the gaming industry exclusive benefits: Players Discover or upload helpful game strategies, hints and tricks and receive fair rewards for all kinds of engagement; Can easily find or sell rare and special game items in the world’s first fee-free virtual goods marketplace; Get matched with new friends to play fun and simple games with on Ludena’s 1:1 hyper casual gaming platform. Game Publishers Marketing dollars are targeted, no longer wasted, and result in real ROI effectiveness, through in-game purchases and driven player growth, due to our accumulated 1TB+ of user analytics and our 7 years of proven marketing successes. Indie Game Developers Our platform is an ideal solution for indie game developers, who want to reach a large audience, without paying exuberant commission fees, and who want to drive in-game spend, as our token economy design encourages. 1/47 ludenaprotocol.io | Copyright©2021. All rights reserved. Executive Summary | Gamified Social Platform for Worldwide Gamers Executive Summary Ludena Protocol is the first comprehensive gamified social platform, connecting gamers, from around the world, to a single application where they can play, trade and share all things gaming with one another. The Ludena Protocol team is made up of a group of professionals, who have been operating the 3 million user strong gaming social media application, 'GameTalkTalk,' for 7 years. -
Nordic Game Is a Great Way to Do This
2 Igloos inc. / Carcajou Games / Triple Boris 2 Igloos is the result of a joint venture between Carcajou Games and Triple Boris. We decided to use the complementary strengths of both studios to create the best team needed to create this project. Once a Tale reimagines the classic tale Hansel & Gretel, with a twist. As you explore the magical forest you will discover that it is inhabited by many characters from other tales as well. Using real handmade puppets and real miniature terrains which are then 3D scanned to create a palpable, fantastic world, we are making an experience that blurs the line between video game and stop motion animated film. With a great story and stunning visuals, we want to create something truly special. Having just finished our prototype this spring, we have already been finalists for the Ubisoft Indie Serie and the Eidos Innovation Program. We want to validate our concept with the European market and Nordic Game is a great way to do this. We are looking for Publishers that yearn for great stories and games that have a deeper meaning. 2Dogs Games Ltd. Destiny’s Sword is a broad-appeal Living-Narrative Graphic Adventure where every choice matters. Players lead a squad of intergalactic peacekeepers, navigating the fallout of war and life under extreme circumstances, while exploring a breath-taking and immersive world of living, breathing, hand-painted artwork. Destiny’s Sword is filled with endless choices and unlimited possibilities—we’re taking interactive storytelling to new heights with our proprietary Insight Engine AI technology. This intricate psychology simulation provides every character with a diverse personality, backstory and desires, allowing them to respond and develop in an incredibly human fashion—generating remarkable player engagement and emotional investment, while ensuring that every playthrough is unique. -
Acquisition of Innova Q4 Investor Presentation – February 2021 Eg7 in Short
ACQUISITION OF INNOVA Q4 INVESTOR PRESENTATION – FEBRUARY 2021 EG7 IN SHORT 2,061 EG7 is a unique eco-system within the video games industry consisting of: SEKm REVENUE 1. An IP-portfolio consisting of world-class brands with both own IP’s such as P R O F O R M A 2 0 2 0 Everquest, PlanetSide, H1Z1 and My Singing Monsters, as well as licensed IP’s such as Lord of the Rings, DC Universe, Dungeons and Dragons and MechWarrior. o This Games-as-a-Service (“GaaS”) portfolio accounts for the majority of the revenues and profits with predictable monthly revenues. 2. Petrol, the number one gaming marketing agency. o That is why Activision, Embracer, Ubisoft among other repeat clients use 652 Petrol. SEKm ADJ. EBITDA 3. Sold Out, our publisher that has never had an unprofitable release. P R O F O R M A o That is why Frontier, Team17 and Rebellion among other repeat clients use 2 0 2 0 Sold Out. FY2020 PRO FORMA FINANCIALS (SEKm) CURRENT EG7 GROUP INNOVA TOTAL NEW GROUP 32% Revenue 1,721 340 2,061 ADJ. EBITDA MARGIN Adjusted EBITDA 512 140 652 Adjusted EBITDA margin 30% 41% 32% Number of employees 635 200 835 Net cash position 568 30 598 835 EMPLOYEES Total number of outstanding shares (million) 77 +10 87 EG7 PLATFORM VALUE CHAIN – WE CONTROL THE VALUE CHAIN DEVELOPING MARKETING PUBLISHING DISTRIBUTING WE TAKE THE COMPANIES WE ACQUIRE TO A NEW LEVEL PORTFOLIO OF WORLD-CLASS IP RELEASED 1999 RELEASED 2012 RELEASED 2015 RELEASED 2012 5 RELEASED 2007 RELEASED 2011 RELEASED 2006 RELEASED 2013 SELECTION OF GAME PIPELINE 10+ 40+ 5+ 10+ UNDISCLOSED MARKETING CAMPAIGNS REMASTERED / PROJECTS PROJECTS AND RELEASES NEW VERSIONS OF PORTFOLIO HISTORY & FINANCIALS +302% Revenue per Year SEK 2,061.0 (Pro-forma Revenue) Revenue Growth per Year +573% SEK 512.4m Contract worth Consulting in SEK 40m with (Pro-forma Revenue) Development Leyou +52% -3% +586% SEK 7.5m SEK 11.4m SEK 11.1m SEK 76.1m 2015-08 2016-08 2017-08 2018-121 2019-12 2020-12 1) Changed to calendar year. -
Art Worlds for Art Games Edited
Loading… The Journal of the Canadian Game Studies Association Vol 7(11): 41-60 http://loading.gamestudies.ca An Art World for Artgames Felan Parker York University [email protected] Abstract Drawing together the insights of game studies, aesthetics, and the sociology of art, this article examines the legitimation of ‘artgames’ as a category of indie games with particularly high cultural and artistic status. Passage (PC, Mac, Linux, iOS, 2007) serves as a case study, demonstrating how a diverse range of factors and processes, including a conducive ‘opportunity space’, changes in independent game production, distribution, and reception, and the emergence of a critical discourse, collectively produce an assemblage or ‘art world’ (Baumann, 2007a; 2007b) that constitutes artgames as legitimate art. Author Keywords Artgames; legitimation; art world; indie games; critical discourse; authorship; Passage; Rohrer Introduction The seemingly meteoric rise to widespread recognition of ‘indie’ digital games in recent years is the product of a much longer process made up of many diverse elements. It is generally accepted as a given that indie games now play an important role in the industry and culture of digital games, but just over a decade ago there was no such category in popular discourse – independent game production went by other names (freeware, shareware, amateur, bedroom) and took place in insular, autonomous communities of practice focused on particular game-creation tools or genres, with their own distribution networks, audiences, and systems of evaluation, only occasionally connected with a larger marketplace. Even five years ago, the idea of indie games was still burgeoning and becoming stable, and it is the historical moment around 2007 that I will address in this article. -
REGAIN CONTROL, in the SUPERNATURAL ACTION-ADVENTURE GAME from REMEDY ENTERTAINMENT and 505 GAMES, COMING in 2019 World Premiere
REGAIN CONTROL, IN THE SUPERNATURAL ACTION-ADVENTURE GAME FROM REMEDY ENTERTAINMENT AND 505 GAMES, COMING IN 2019 World Premiere Trailer for Remedy’s “Most Ambitious Game Yet” Revealed at Sony E3 Conference Showcases Complex Sandbox-Style World CALABASAS, Calif. – June 11, 2018 – Internationally renowned developer Remedy Entertainment, Plc., along with its publishing partner 505 Games, have unveiled their highly anticipated game, previously known only by its codename, “P7.” From the creators of Max Payne and Alan Wake comes Control, a third-person action-adventure game combining Remedy’s trademark gunplay with supernatural abilities. Revealed for the first time at the official Sony PlayStation E3 media briefing in the worldwide exclusive debut of the first trailer, Control is set in a unique and ever-changing world that juxtaposes our familiar reality with the strange and unexplainable. Welcome to the Federal Bureau of Control: https://youtu.be/8ZrV2n9oHb4 After a secretive agency in New York is invaded by an otherworldly threat, players will take on the role of Jesse Faden, the new Director struggling to regain Control. This sandbox-style, gameplay- driven experience built on the proprietary Northlight engine challenges players to master a combination of supernatural abilities, modifiable loadouts and reactive environments while fighting through the deep and mysterious worlds Remedy is known and loved for. “Control represents a new exciting chapter for us, it redefines what a Remedy game is. It shows off our unique ability to build compelling worlds while providing a new player-driven way to experience them,” said Mikael Kasurinen, game director of Control. “A key focus for Remedy has been to provide more agency through gameplay and allow our audience to experience the story of the world at their own pace” “From our first meetings with Remedy we’ve been inspired by the vision and scope of Control, and we are proud to help them bring this game to life and get it into the hands of players,” said Neil Ralley, president of 505 Games. -
How a Video Game Publisher Built a Unified Data Model to Drive Customer Engagement and Insights
How a video game publisher built a unified data model to drive customer engagement and insights EXECUTIVE SUMMARY The customer is a well-established game publisher that partners with game developers and studios to deliver a player- first user experience through game technology. The customer had a lot of disparate data coming from different data sources that were not integrated. They wanted a customer data platform that allowed them to unify their data to leverage it in a meaningful way. Neal Analytics built a unified data model that gives the game publisher the ability to easily navigate through complex data and derive insights. The unified data model and analytics platform were built on Azure and support streaming data from games as well as data from external and legacy systems. The game publisher can now access unified customer metrics & predictive analytics to enhance marketing and player experience. www.nealanalytics.com INTRODUCTION Neal Analytics worked with a well- established game publisher that works with game studios and developers to help them throughout the entire lifecycle of a game – from development and successful launch to sustaining the game with live services. They’re a full-service incubator for game developers and have a history of creating high-quality, player-driven games. In order to maximize revenue and create the ultimate player journey, the company wanted more insight from their player data spread across multiple channels. WHAT WAS THE Their data comprised of: BUSINESS CHALLENGE • Transactional data (databases and flat files) THE CUSTOMER WANTED • Event data (web logs and event TO SOLVE? producer) • Streaming data (from devices and external sources like iTunes, Google, The company’s data came social media platforms, etc.) from games that integrated Data coming from various sources posed with legacy systems as well as the biggest challenge for this company in new systems. -
Super Fish Quest: a Video Game
Western Oregon University Digital Commons@WOU Honors Senior Theses/Projects Student Scholarship 6-2-2012 Super Fish Quest: A Video Game Melissa Wiener Western Oregon University Follow this and additional works at: https://digitalcommons.wou.edu/honors_theses Part of the Software Engineering Commons Recommended Citation Wiener, Melissa, "Super Fish Quest: A Video Game" (2012). Honors Senior Theses/Projects. 87. https://digitalcommons.wou.edu/honors_theses/87 This Undergraduate Honors Thesis/Project is brought to you for free and open access by the Student Scholarship at Digital Commons@WOU. It has been accepted for inclusion in Honors Senior Theses/Projects by an authorized administrator of Digital Commons@WOU. For more information, please contact [email protected], [email protected], [email protected]. Super Fish Quest: A Video Game By Melissa Ann Wiener An Honors Thesis Submitted in Partial Fulfillment of the Requirements for Graduation from the Western Oregon University Honors Program Dr. Scot Morse, Thesis Advisor Dr. Gavin Keulks, Honors Program Director Western Oregon University June 2012 Super Fish Quest 2 of 47 Abstract Video game design isn't just coding and random number generators. It is a complex process involving art, music, writing, programming, and caffeine, that should be approached holistically. The entire process can be intimidating to the uninitiated programmer, which is why I've written an all-inclusive guide to game design. With the creation of my own original video game, Super Fish Quest, as a model, I analyze each part of the design process, discuss the technical side of programming, and research how to raise money and publish a game as an independent game developer. -
Maloney Full Thesis
Building an Educational Website Dedicated to the Study of Violent Crime Perpetuated Through Social Media A Master’s Thesis Project Presented to the School of Arts & Sciences State University of New York Polytechnic Institute Utica, NY In Partial Fulfillment of the Requirements for the Master of Science degree Kristen Maloney April 2019 Building an Educational Website Dedicated to the Study of Violent Crime Perpetuated Through Social Media SUNY POLYTECHNIC INSTITUTE DEPARTMENT OF COMMUNICATIONS AND HUMANITIES CERTIFICATE OF APPROVAL Approved and recommended for acceptance as a thesis in partial fulfillment of the requirements for the Degree of Master of Science in Information Design and Technology ___________________________ Date X Dr. Ryan Lizardi First Reader X Ana Jofre Second Reader 2 Building an Educational Website Dedicated to the Study of Violent Crime Perpetuated Through Social Media ABSTRACT Computing technology has taken over every aspect of life, from business to socializing, the world is entirely dependent on the Internet. Social engineering, hacking, and phishing attempts have made protecting private information and finances more complex than ever. As new techniques and equipment are created by the day, law enforcement struggles to keep pace. With the rise of social media, online gaming, and crowdfunding, there are more outlets than ever for criminals to attempt to defraud unsuspecting victims. This study serves to examine what makes cybercrime so attractive, the types of attacks and targets, and the role of law enforcement in investigating crimes; with on how social media networks like Facebook or Twitter have allowed crime to cross into real life. Utilizing this information, I have created an educational website for use in public or academic spaces to make cybersecurity information accessible. -
Pressrelease Invitation Q4 Presentation 20180205
PRESS RELEASE February 5, 2019 Presentation of Stillfront Group´s results for January – December 2018 Stillfront Group announces its interim results for January-December 2018 on 22 February 2019 at 7:00 a.m. CET. The report will be presented in a live webcast at 10:00 a.m. CET the same day. Jörgen Larsson, President & CEO and Sten Wranne, CFO, will present the results and answer questions. The conference will be held in English. TO PARTICIPATE VIA WEBCAST, PLEASE VISIT: https://tv.streamfabriken.com/stillfront-q4-2018 TO PARTICIPATE VIA PHONE PLEASE CALL: SE: +46 8 505 583 52 UK: +44 33 330 092 69 US: +1 64 672 249 04 FOR FURTHER INFORMATION PLEASE CONTACT: Sofia Wretman, Head of IR & Communications Phone: +46 708 11 64 30 [email protected] ABOUT STILLFRONT Stillfront is a group of independent creators, publishers and distributors of digital games - with a vision to become the leading group of indie game creators and publishers. Stillfront operates through ten near- autonomous subsidiaries: Coldwood Interactive in Sweden, Power Challenge in the UK and Sweden, Dorado Online Games in Malta, Simutronics in the United States, Babil Games in UAE and Jordan, eRepublik in Ireland and Romania, OFM Studios, Bytro Labs, Goodgame Studios and Playa Games in Germany, Imperia Online, Bulgaria. Stillfront's games are distributed globally. The main markets are Germany, the United States, France, UK and MENA. For further information, please visit www.stillfront.com. SELECTED GAMES Stillfront's portfolio includes games across multiple platforms. Unravel and Unravel Two are widely acclaimed console games developed by Coldwood in collaboration with Electronic Arts. -
A Study of the Video Game Industry in US Metropolitan Areas
University of Massachusetts Amherst ScholarWorks@UMass Amherst Masters Theses 1911 - February 2014 2011 A Study of The ideoV Game Industry In U.S Metropolitan Areas Using Occupational Analysis Hinlan Wong University of Massachusetts Amherst Follow this and additional works at: https://scholarworks.umass.edu/theses Part of the Economic Policy Commons, Public Policy Commons, and the Urban Studies Commons Wong, Hinlan, "A Study of The ideV o Game Industry In U.S Metropolitan Areas Using Occupational Analysis" (2011). Masters Theses 1911 - February 2014. 738. Retrieved from https://scholarworks.umass.edu/theses/738 This thesis is brought to you for free and open access by ScholarWorks@UMass Amherst. It has been accepted for inclusion in Masters Theses 1911 - February 2014 by an authorized administrator of ScholarWorks@UMass Amherst. For more information, please contact [email protected]. A STUDY OF THE VIDEO GAME INDUSTRY IN U.S METROPOLITAN AREAS USING OCCUPATIONAL ANALYSIS A Thesis Presented By HINLAN P. WONG Submitted to the Graduate School of the University of Massachusetts Amherst in partial fulfillment Of the requirements for the degree of MASTER OF REGIONAL PLANNING SEPTEMBER 2011 Department of Landscape Architecture and Regional Planning © Copyright by Hinlan P. Wong 2011 All Rights Reserved A STUDY OF THE VIDEO GAME INDUSTRY IN U.S METROPOLITAN AREAS USING OCCUPATIONAL ANALYSIS A Thesis Presented By HINLAN P. WONG Approved as to style and content by: _________________________________________ Henry C. Renski, Chair _________________________________________ -
Learning to Kill? Taking Aim with the First-Person Shooter Wayne O'brien Doctorate in Education Centre for Excellence in Me
Learning to Kill? Taking aim with the First-Person Shooter Wayne O’Brien Doctorate in Education Centre for Excellence in Media Practice Bournemouth University October 2020 1 Abstract Wayne O’Brien: Learning to Kill? Taking aim with the First-Person Shooter Academic debates about the ‘effects’ of playing video games have been ongoing for several decades. By investigating the learning potential of first-person shooter games from the Call of Duty franchise this study gives fresh stimulus to the area of video games as tools for facilitating learning. Some games attract the label ‘serious’, replicating pre-existing notions of high culture and popular culture: this thesis rejects this tendency towards canonisation and focuses on how a popular gaming franchise can become the site for a wide range of learning opportunities. This project has undertaken research with three different research cohorts and the ensuing research data enables a claim that the Call of Duty games franchise is a powerful force for learning. Focus groups and interviews have been conducted with a range of participants to discuss their views of how the games may facilitate learning; how gaming metaculture may assist in this process and queries the potential for ideological transference from games to player. A questionnaire was also completed by different participants to cross-check data validity. The research findings all flow in the same direction: playing Call of Duty games is an aid to players learning strategic and tactical thinking skills. This happens through the scaffolding offered in-game, the quantity and range of different feedback points and through engagement with different aspects of gaming metaculture. -
Mapping the Canadian Video and Computer Game Industry
Mapping the Canadian Video and Computer Game Industry Nick Dyer-Witheford [email protected] A talk for the “Digital Poetics and Politics” Summer Institute, Queen’s University, Kingston, Ontario, Aug 4, 2004 1 Introduction Invented in the 1970s as the whimsical creation of bored Pentagon researchers, video and computer games have over thirty years exploded into the fastest growing of advanced capitalism’s cultural industries. Global revenues soared to a record US$30 billion in 2002 (Snider, 2003), exceeding Hollywood’s box-office receipts. Lara Croft, Pokemon, Counterstrike, Halo and Everquest are icons of popular entertainment in the US, Europe, Japan, and, increasingly, around the planet. This paper—a preliminary report on a three-year SSHRC funded study—describes the Canadian digital play industry, some controversies that attend it and some opportunities for constructive policy intervention. First, however, a quick overview of how the industry works. How Play Works Video games are played on a dedicated “console,” like Sony’s PlayStation 2 or Microsoft’s Xbox, connected to a television, or on a portable “hand-held” device, like Nintendo’s Game Boy. Computer games are played on a personal computer (PC). There is also a burgeoning field of wireless and cell phone games. Irrespective of platform, digital game production has four core activities: development, publishing, distribution and licensing. Development--the design of game software-- is the industry’s wellspring. No longer the domain of lone-wolf developers, making a commercial game is today a lengthy, costly, and cooperative venture; lasts twelve months to three years, costs $2 to 6 million, and requires 20 to 100 people.