000NAG – E3 Supplement 2012
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Nesoulad Herní a Narativní Roviny Ve Videohrách
MASARYKOVA UNIVERZITA Filozofická fakulta Ústav hudební vědy Teorie interaktivních médií Nesoulad herní a narativní roviny ve videohrách Bakalářská diplomová práce Autor: Jan Andrš (#488277) Vedoucí práce: Mgr. Bc. Silvester Buček 2021 Prohlášení Prohlašuji, že jsem tuto bakalářskou diplomovou práci vypracoval samostatně, s využitím uvedeným pramenů a literatury. Jan Andrš V Praze, 21. 5. 2021 1 Předmluva Game studies FTW. Za konzultace a cenné rady děkuji Silvesteru Bučkovi, za vstřícnost Tomáši Krátkému a za trpělivou podporu N. a T. 2 Anotace Bakalářská práce se zaměřuje na nesoulad mezi herní a narativní rovinou v ideologickém diskurzu vybrané videohry. Tento nesoulad nám umožňuje nahlédnout na videohry jako na ideologicky komplexní a nesourodé artefakty a zkoumat je jako sociokulturní fenomény. V teoretickém rámci práce vychází z kritické kulturní analýzy Douglase Kellnera a na něj navazujících autorů. Cílem práce je provést kritickou analýzu videohry akční RPG Dishonored, identifikovat rozpory mezi herní a příběhovou rovinou a rozebrat je zejména v kontextu progresivně-konzervativního ideologického střetu. Klíčová slova Herní studia, herně-narativní disonance, ideologie ve videohrách, kritická kulturní analýza Abstract The thesis focuses on ludo-narrative dissonance in videogames‘ ideological discourse. Ludo-narrative dissonance dissonance allows us to analyze videogames as ideologically complex and diverse socio-cultural phenomenon. In its theoretical framework, the thesis is building on critical cultural analysis presented by Douglas Kellner and related authors. The objective of the thesis is to perform a critical analysis of an action RPG videogame Dishonored, identify dissonance between ludic and narrative dimensions and analyze them in the context of progressive-conservative ideological clash. Keywords Game studies, ludo-narrative dissonance, ideology in videogames, critical cultural analysis 3 Obsah 1. -
Redeye-Gaming-Guide-2020.Pdf
REDEYE GAMING GUIDE 2020 GAMING GUIDE 2020 Senior REDEYE Redeye is the next generation equity research and investment banking company, specialized in life science and technology. We are the leading providers of corporate broking and corporate finance in these sectors. Our clients are innovative growth companies in the nordics and we use a unique rating model built on a value based investment philosophy. Redeye was founded 1999 in Stockholm and is regulated by the swedish financial authority (finansinspektionen). THE GAMING TEAM Johan Ekström Tomas Otterbeck Kristoffer Lindström Jonas Amnesten Head of Digital Senior Analyst Senior Analyst Analyst Entertainment Johan has a MSc in finance Tomas Otterbeck gained a Kristoffer Lindström has both Jonas Amnesten is an equity from Stockholm School of Master’s degree in Business a BSc and an MSc in Finance. analyst within Redeye’s tech- Economic and has studied and Economics at Stockholm He has previously worked as a nology team, with focus on e-commerce and marketing University. He also studied financial advisor, stockbroker the online gambling industry. at MBA Haas School of Busi- Computing and Systems and equity analyst at Swed- He holds a Master’s degree ness, University of California, Science at the KTH Royal bank. Kristoffer started to in Finance from Stockholm Berkeley. Johan has worked Institute of Technology. work for Redeye in early 2014, University, School of Business. as analyst and portfolio Tomas was previously respon- and today works as an equity He has more than 6 years’ manager at Swedbank Robur, sible for Redeye’s website for analyst covering companies experience from the online equity PM at Alfa Bank and six years, during which time in the tech sector with a focus gambling industry, working Gazprombank in Moscow he developed its blog and on the Gaming and Gambling in both Sweden and Malta as and as hedge fund PM at community and was editor industry. -
The Development and Validation of the Game User Experience Satisfaction Scale (Guess)
THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) A Dissertation by Mikki Hoang Phan Master of Arts, Wichita State University, 2012 Bachelor of Arts, Wichita State University, 2008 Submitted to the Department of Psychology and the faculty of the Graduate School of Wichita State University in partial fulfillment of the requirements for the degree of Doctor of Philosophy May 2015 © Copyright 2015 by Mikki Phan All Rights Reserved THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) The following faculty members have examined the final copy of this dissertation for form and content, and recommend that it be accepted in partial fulfillment of the requirements for the degree of Doctor of Philosophy with a major in Psychology. _____________________________________ Barbara S. Chaparro, Committee Chair _____________________________________ Joseph Keebler, Committee Member _____________________________________ Jibo He, Committee Member _____________________________________ Darwin Dorr, Committee Member _____________________________________ Jodie Hertzog, Committee Member Accepted for the College of Liberal Arts and Sciences _____________________________________ Ronald Matson, Dean Accepted for the Graduate School _____________________________________ Abu S. Masud, Interim Dean iii DEDICATION To my parents for their love and support, and all that they have sacrificed so that my siblings and I can have a better future iv Video games open worlds. — Jon-Paul Dyson v ACKNOWLEDGEMENTS Althea Gibson once said, “No matter what accomplishments you make, somebody helped you.” Thus, completing this long and winding Ph.D. journey would not have been possible without a village of support and help. While words could not adequately sum up how thankful I am, I would like to start off by thanking my dissertation chair and advisor, Dr. -
OPERATIONAL EBIT INCREASED 217% to SEK 396 MILLION
THQ NORDIC AB (PUBL) REG NO.: 556582-6558 EXTENDED FINANCIAL YEAR REPORT • 1 JAN 2018 – 31 MAR 2019 OPERATIONAL EBIT INCREASED 217% to SEK 396 MILLION JANUARY–MARCH 2019 JANUARY 2018–MARCH 2019, 15 MONTHS (Compared to January–March 2018) (Compared to full year 2017) > Net sales increased 158% to SEK 1,630.5 m > Net sales increased to SEK 5,754.1 m (507.5). (632.9). > EBITDA increased to SEK 1,592.6 m (272.6), > EBITDA increased 174% to SEK 618.6 m (225.9), corresponding to an EBITDA margin of 28%. corresponding to an EBITDA margin of 38%. > Operational EBIT increased to SEK 897.1 m > Operational EBIT increased 217% to SEK 395.9 m (202.3) corresponding to an Operational EBIT (124.9) corresponding to an Operational EBIT margin of 16%. margin of 24%. > Cash flow from operating activities amounted > Cash flow from operating activities amounted to SEK 1,356.4 m (179.1). to SEK 777.2 m (699.8). > Earnings per share was SEK 4.68 (1.88). > Earnings per share was SEK 1.10 (1.02). > As of 31 March 2019, cash and cash equivalents were SEK 2,929.1 m. Available cash including credit facilities was SEK 4,521.1 m. KEY PERFORMANCE INDICATORS, Jan-Mar Jan-Mar Jan 2018- Jan-Dec GROUP 2019 2018 Mar 2019 2017 Net sales, SEK m 1,630.5 632.9 5,754.1 507.5 EBITDA, SEK m 618.6 225.9 1,592.6 272.6 Operational EBIT, SEK m 395.9 124.9 897.1 202.3 EBIT, SEK m 172.0 107.3 574.6 188.2 Profit after tax , SEK m 103.0 81.1 396.8 139.2 Cash flow from operating activities, SEK m 777.2 699.8 1,356.4 179.1 Sales growth, % 158 673 1,034 68 EBITDA margin, % 38 36 28 54 Operational EBIT margin, % 24 20 16 40 Throughout this report, the extended financial year 1 January 2018 – 31 March 2019 is compared with the financial year 1 January – 31 December 2017. -
Xbox 360 Total Size (GB) 0 # of Items 0
Done In this Category Xbox 360 Total Size (GB) 0 # of items 0 "X" Title Date Added 0 Day Attack on Earth July--2012 0-D Beat Drop July--2012 1942 Joint Strike July--2012 3 on 3 NHL Arcade July--2012 3D Ultra Mini Golf July--2012 3D Ultra Mini Golf Adventures 2 July--2012 50 Cent: Blood on the Sand July--2012 A World of Keflings July--2012 Ace Combat 6: Fires of Liberation July--2012 Ace Combat: Assault Horizon July--2012 Aces of Galaxy Aug--2012 Adidas miCoach (2 Discs) Aug--2012 Adrenaline Misfits Aug--2012 Aegis Wings Aug--2012 Afro Samurai July--2012 After Burner: Climax Aug--2012 Age of Booty Aug--2012 Air Conflicts: Pacific Carriers Oct--2012 Air Conflicts: Secret Wars Dec--2012 Akai Katana July--2012 Alan Wake July--2012 Alan Wake's American Nightmare Aug--2012 Alice Madness Returns July--2012 Alien Breed 1: Evolution Aug--2012 Alien Breed 2: Assault Aug--2012 Alien Breed 3: Descent Aug--2012 Alien Hominid Sept--2012 Alien vs. Predator Aug--2012 Aliens: Colonial Marines Feb--2013 All Zombies Must Die Sept--2012 Alone in the Dark Aug--2012 Alpha Protocol July--2012 Altered Beast Sept--2012 Alvin and the Chipmunks: Chipwrecked July--2012 America's Army: True Soldiers Aug--2012 Amped 3 Oct--2012 Amy Sept--2012 Anarchy Reigns July--2012 Ancients of Ooga Sept--2012 Angry Birds Trilogy Sept--2012 Anomaly Warzone Earth Oct--2012 Apache: Air Assault July--2012 Apples to Apples Oct--2012 Aqua Oct--2012 Arcana Heart 3 July--2012 Arcania Gothica July--2012 Are You Smarter that a 5th Grader July--2012 Arkadian Warriors Oct--2012 Arkanoid Live -
Interim Report • 1 January – 30 September 2018
THQ NORDIC AB (PUBL) REG NO.: 556582-6558 INTERIM REPORT • 1 JANUARY – 30 SEPTEMBER 2018 EBIT INCREASED 278% TO SEK 90.8 MILLION We had another stable quarter with continued momentum. The strategy of diversification is paying off. Net sales increased by 1,403% to a record SEK 1,272.7 million in the quarter. EBITDA increased by 521% to SEK 214.8 million and EBIT increased by 278% to SEK 90.8 million compared to the same period last year. The gross margin percentage decreased due to a large share of net sales with lower margin within Partner Publishing. Cash flow from operating activities in the quarter was SEK –740.1 million, mainly due to the decision to replace forfaiting of receivables with bank debt within Koch Media. Both THQ Nordic and Koch Media contributed to the group’s EBIT during the quarter. Net sales in the THQ Nordic business area were up 47% to SEK 124.2 million. This was driven by the release of Titan Quest, Red Faction Guerilla Re-Mars-tered and This is the Police 2, in addition to continued performance of Wreckfest. Net sales of Deep Silver were SEK 251.8 million, driven by the release of Dakar 18 and a good performance of Pathfinder Kingmaker at the end of the quarter. The digital net sales of the back-catalogue in both business areas continued to have solid performances. Our Partner Publishing business area had a strong quarter driven by significant releases from our business partners Codemasters, SquareEnix and Sega. During the quarter, we acquired several strong IPs such as Alone in the Dark, Kingdoms of Amalur and Time- splitters. -
THQ Nordic (THQNO.ST)
COMPANY ANALYSIS 1 March 2018 Summary THQ Nordic (THQNO.ST) List: Power-up! Market Cap: 11,190 MSEK The company had an immense release schedule with loads of Industry: Gaming new content during the quarter. The reported numbers beat CEO: Lars Wingefors Chairman: Kicki Wallje-Lund our estimates. Even though that THQ Nordic produced a record quarter, the thing stole the spotlight was the announcement of the acquisition of Koch Media; we get into OMXS 30 THQ Nordic detail about the acquired company in this research update. 160 The acquisition is a prime example of THQ Nordic’s 140 acquisition strategy. We believe that the market is yet to fully 120 100 grasp the underlying value and cash flow generating 80 capabilities of THQ Nordic’s growing IP portfolio, which was 60 enhanced significantly by the acquirement. 40 20 We raised our Base-case valuation to 140 SEK per share 0 28-Feb 29-May 27-Aug 25-Nov 23-Feb based on a Back-Of-The-Envelope assessment on the same day as the acquisition. Following a more in-depth analysis, we increase our fair value estimate further to 168 SEK per share. We argue that the new addition to the Group was acquired at a low price and that the long-term possibilities following the purchase are vast. Redeye Rating (0 – 10 points) Management Ownership Profit outlook Profitability Financial strength 8.0 points 9.0 points 7.0 points 6.0 points 8.0 points Key Financials 2016 2017 2018E 2019E 2020E Share information Revenue, MSEK 302 508 3,666 3,909 4,300 Share price (SEK) 141.0 Growth 42% 68% 622% 7% 10% Number of shares (m) 79.4 EBITDA 132 273 929 1,009 1,212 Market Cap (MSEK) 11,190 EBITDA margin 44% 54% 25% 26% 28% Net cash (MSEK) 255 EBIT 95 188 616 696 849 Free float (%) 50 % EBIT margin 31% 37% 17% 18% 20% Daily turnover (’000) 60 Pre-tax earnings 93 182 616 696 849 Net earnings 72 139 480 543 662 Net margin 24% 27% 13% 14% 15% Analysts: Kristoffer Lindstrom 2016 2017 2018E 2019E 2020E [email protected] Dividend/Share 0.00 0.00 0.00 0.00 2.50 2016 2017 2018E 2019E 2020E EPS adj. -
New Roof Worries Students the Building Is Unoccupied to Avoid IAQ Problems,” the Website Warned
FOX HIGH SCHOOL November 15, 2012 Volume 8, Issue 2 projects. “Schedule roofing work near fresh air intakes at a time when New roof worries students the building is unoccupied to avoid IAQ problems,” the website warned. By Veronica Cheney Dr. Rossiter stated, “The smells not Staff Writer nice but it’s not toxic. We have EPA (Environmental Protection Agency) We have all been aware of the roof- certifications that the smell isn’t ing that has taken place for the past few toxic but it’s not a pretty smell.” weeks. If not from the pounding noises The least amount of disruption is then from the smell of the hot asphalt as the goal, and the roofers will soon it seeps in, giving some of us headaches. be finished. “Because they have two The workers are not just tarring the companies working simultaneously, top of our school, but they are taking up it’s going a lot faster,” reported Dr. the whole roof, down to the metal, and Rossiter. replacing it. Dr. Kevin Rossiter explained Four classrooms are being done that on some heavy, rainy days there each day in two places around FHS, had been up to 21 leaks. Now the school which makes eight a day, eighty will have a brand new roof. rooms after ten days. There are Christopher Pyles, one of the roof- 110 classrooms in the school. If the ers, explained several steps they are weather stays nice it should not taking in the renovation. First there is take very much longer. foam insulation. -
Assassin's Creed III and the Aesthetics of Disappointment
Assassin’s Creed III and the Aesthetics of Disappointment Jonathan Church Arcadia University Dept. of Sociology, Anthropology and Criminal Justice Glenside, PA 19038, USA 0012155724017 [email protected] Michael Klein Arcadia University Dept. of Sociology, Anthropology and Criminal Justice Glenside, PA 19038, USA [email protected] ABSTRACT Using a case example of the cycle of prerelease, release, and post-release commentary, criticism and reviews of Assassin’s Creed III from June 2012-January 2013, this paper examines how video game players produce a “culture of history” about the game they play through their commitment to commentary and critique mainly found in user reviews in gaming enthusiast press websites. This paper examines how an aesthetic of disappointment generates a comparative sense of gamers’ cultural present by framing aspects that should have been improved upon from the series’ past as well as in terms of expectations for the future of gaming. This paper concludes by suggesting that part of the pleasure of contemporary gaming for many self-identified “core” gamers is being able to both play games and aesthetically discuss the game being played as part of a culture of history with other gamers, a form of paidiaic play for “gaming capital”. Keywords Criticism, video games, affinity spaces, neoliberalism, paidiaic play INTRODUCTION This paper examines how video gaming enthusiast blog sites that cultivate community participation, reviews and forums, are generating affinity spaces (Gee 2005) where video game players enact their identities and construct what Suominen (2011) has called a “culture of history.” We argue that the aggregation of these sites may be thought of as a kind of neoliberal archive. -
2012 Event Technology Awards
COVER STORY It was just a decade ago that we lived life without so many of the high-tech tools and 201 2 EVENT gadgets that we can’t imagine living without today. There were no iPhones, no iPads and no touch screens. (Fingers were used to push actual buttons. Buttons!) Data collectors had TECH NO LOGY yet to discover QR codes, RFID, NFC or geolocation. Holograms and large-scale projections were cool theater tricks, but never AW ARDS saw the light of day in a marketing context. And 3D, well, it was still stuck in vintage movie theater photos of screaming audiences THE YEAR’S TOP WINNERS FROM THE watching “The Blob.” Probably the hottest event technology going in 2002 was the clunky ONLY RECOGNITION PROGRAM FOR 15-pound laptop where consumers could fill in “DIGITAL + LIVE” CAMPAIGNS 20 data fields to “register” at events. Sounds awesome, right? Thanks to the ingenuity of event marketers everywhere, times have changed. And those low-tech experiences have gone the way of the Commodore 64. What follows is our second annual Event Technology Awards report, where we bring you the industry’s 30 best digital+live campaigns as voted on by 12 brand-side judges –all the cool tools, smart apps, websites, bits, bytes and lumens that have transformed today’s best technologies into immersive, ROI-generating programs. Congratulations to all of this year’s winners. www.eventmarketer.com NOVEMBER/DECEMBER 2012 EVENT MARKETER 45 THE 2012 EVENT TECHNOLOGY AWARDS Event marketers have joined the ranks of the throughout the event helped boost their EVENT TECHNOLOGY smartphone obsessed, unlocking the scores. -
Rumor: Xbox 360 Games to Be Playable on Windows 8 PC's 12 July 2011, by Katie Gatto
Rumor: Xbox 360 games to be playable on Windows 8 PC's 12 July 2011, by Katie Gatto are expecting the announcement of yet another next generation video game console at E3 2012. If that is the case then the Windows 8 maneuver may be a way to expand the sales of the considerable library of Xbox 360 titles after the console is no longer the newest thing. More information: via Insideris © 2010 PhysOrg.com Windows 8 screenshot (PhysOrg.com) -- A number of different sites are reporting the rumors that are making gamers ears twitch. The rumor says that Microsoft is about to make a big addition to the desktop version of its upcoming Windows 8 operating system; the ability to play their Xbox 360 game disks on their PC. Of course, since this is only a rumor there is no way to know if this supposed feature is expected to show up in all of the Windows 8 machines out there, or if certain hardware specifications that will need to be met in order to play with the Xbox 360 games. While this does have the potential to expand the base of Xbox 360 users it would also neuter the consoles sales, since there would be no need to buy both a game console and a PC. Though, if this turns out to be true, the company may have to deal with some resentment from the early adopters of the Xbox 360 who had to buy the console, pay to upgrade their hard drive size and then pay for a separate wireless connectivity point in order to get online. -
Esports): El Espectáculo De Las Competiciones De Videojuegos
UNIVERSIDAD COMPLUTENSE DE MADRID FACULTAD DE CIENCIAS DE LA INFORMACIÓN TESIS DOCTORAL Los deportes electrónicos (esports): el espectáculo de las competiciones de videojuegos MEMORIA PARA OPTAR AL GRADO DE DOCTOR PRESENTADA POR Marcos Antón Roncero Director Francisco García García . Madrid Ed. electrónica 2019 © Marcos Antón Roncero, 2018 FACULTAD DE CIENCIAS DE LA INFORMACIÓN DEPARTAMENTO DE TEORÍAS Y ANÁLISIS DE LA COMUNICACIÓN DOCTORADO EN COMUNICACIÓN AUDIOVISUAL, PUBLICIDAD Y RELACIONES PÚBLICAS LOS DEPORTES ELECTRÓNICOS (ESPORTS) El espectáculo en las competiciones de videojuegos TESIS DOCTORAL PRESENTADA POR: D. Marcos Antón Roncero DIRECTOR: D. Francisco García García MADRID, 2018 Todas las imágenes y textos con copyright referenciados en el presente trabajo han sido utilizados bajo el derecho de cita, regulado en el artículo 32 del Texto refundido que recoge la Ley de la Propiedad Intelectual (TRLPI) según se recoge en el Decreto Legislativo 1/1996, de 12 de abril. AGRADECIMIENTOS Estamos demasiado acostumbrados a leer agradecimientos, incluso a escribirlos, pero pocas veces se agradece de palabra y de corazón, mirando a los ojos. Que esta página sea una mirada a los ojos para quienes aparecen en ella, pues muchos están lejos y a otros no les agradezco lo suficiente su paciencia, experiencia y visión del mundo, cualidades que me han hecho crecer y madurar para convertirme en quien soy ahora y llevarme a realizar el trabajo que aquí se presenta. Gracias a mis padres por darme los medios y la voluntad para seguir un camino que ellos no tuvieron la opción de elegir. De ellos son todos los logros conseguidos (con y sin títulos de por medio).