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TESIS: Grand Theft Auto IV. Impacto Y Contexto En Los Videojuegos Como
UNIVERSIDAD NACIONAL AUTÓNOMA DE MÉXICO FACULTAD DE ESTUDIOS SUPERIORES ACATLÁN Grand Theft Auto IV. Impacto y contexto en los videojuegos como parte de la cultura de masas Tesis para obtener el título de: Licenciado en Comunicación PRESENTA David Mendieta Velázquez ASESOR DE TESIS Mtro. José C. Botello Hernández UNAM – Dirección General de Bibliotecas Tesis Digitales Restricciones de uso DERECHOS RESERVADOS © PROHIBIDA SU REPRODUCCIÓN TOTAL O PARCIAL Todo el material contenido en esta tesis esta protegido por la Ley Federal del Derecho de Autor (LFDA) de los Estados Unidos Mexicanos (México). El uso de imágenes, fragmentos de videos, y demás material que sea objeto de protección de los derechos de autor, será exclusivamente para fines educativos e informativos y deberá citar la fuente donde la obtuvo mencionando el autor o autores. Cualquier uso distinto como el lucro, reproducción, edición o modificación, será perseguido y sancionado por el respectivo titular de los Derechos de Autor. Grand Theft Auto IV Impacto y contexto en los videojuegos como parte de la cultura de masas Agradecimientos A mis padres. Gracias, papá, por enseñarme valores y por tratar de enseñarme todo lo que sabías para que llegara a ser alguien importante. Sé que desde el cielo estás orgulloso de tu familia. Mamá, gracias por todo el apoyo en todos estos años; sé que tu esfuerzo es enorme y en este trabajo se refleja solo un poco de tus desvelos y preocupaciones. Gracias por todo tu apoyo para la terminación de este trabajo. A Ariadna Pruneda Alcántara. Gracias, mi amor, por toda tu ayuda y comprensión. Tu orientación, opiniones e interés que me has dado para la realización de cualquier proyecto que me he propuesto, así como por ser la motivación para seguir adelante siempre. -
El “Crunch” En La Industria De Los Videojuegos
El “crunch” en la industria de los videojuegos Autor: Jesús Moreno Calatayud Tutor: Juan Carlos Redondo Gamero Titulación: Grado en Relaciones Laborales y Recursos Humanos Curso: 2019/2020 ÍNDICE 1. ¿Por qué este trabajo de fin de grado? 2. Objetivos. 3. Marco teórico. a. Tipos de estudios. b. El equipo de desarrollo c. ¿Cuánto cuesta hacer un videojuego? d. Como se hace un videojuego. e. Calendario de lanzamientos. f. Los retrasos. g. ¿Que lleva a un estudio a hacer “crunch”? h. ¿Qué supone trabajar en un estudio de videojuegos? i. ¿Todos los estudios hacen “crunch”? 4. ¿Qué ocurre entonces? a. ¿El Crunch, por qué? b. Las consecuencias y la responsabilidad empresarial. 5. La legislación en cuanto al desarrollo de videojuegos. a. Unión Europea b. España c. Francia d. Reino Unido e. Alemania f. Estados Unidos g. Canadá h. Japón 6. Conclusiones. 7. Bibliografía. 1 2 1 ¿Por qué este trabajo de fin de grado? Desde que era pequeño he crecido en contacto con los videojuegos, siempre me he sentido interesado en el mundo de los videojuegos, he crecido con juegos y he leído de la problemática y la visión negativa que tienen los videojuegos de violentos y otros estereotipos y al mismo tiempo he podido experimentar de propia mano lo erróneo de estos estereotipos. Y ahora, gracias al grado de Relaciones Laborales y Recursos Humanos me he sentido interesado por el contexto laboral de este nuevo mercado, por eso mismo este trabajo de fin de grado es tanto la manera de poner en práctica mucho de lo aprendido como una oportunidad de aprender del mercado de los videojuegos con el que he crecido y relacionarlo con lo que he aprendido durante estos 4 años. -
On Liberty It’S Our Best Best Of
On Liberty It’s Our Best Best of... Issue Ever A guide to the city’s top Sights Entertainment Restaurants Bars Important Health Warning About Playing Video Games Table of Contents Photosensitive Seizures A very small percentage of people may experience a seizure when exposed to certain 02 Installation visual images, including flashing lights or patterns that may appear in video games. 04 Game Controls Even people who have no history of seizures or epilepsy may have an undiagnosed condition that can cause these “photosensitive epileptic seizures” while watching 08 Letter from the Editor video games. 10 Places Best Sights These seizures may have a variety of symptoms, including lightheadedness, altered vision, eye or face twitching, jerking or shaking of arms or legs, disorientation, 12 Entertainment Best Place to Chill confusion, or momentary loss of awareness. Seizures may also cause loss of consciousness or convulsions that can lead to injury from falling down or striking 14 Restaurants Best Burger nearby objects. 16 Bars Best Brew Immediately stop playing and consult a doctor if you experience any of these 18 Feature Dating in the City symptoms. Parents should watch for or ask their children about the above symptoms—children and teenagers are more likely than adults to experience these 20 Technology Top Gadgets seizures. The risk of photosensitive epileptic seizures may be reduced by taking the following precautions: Sit farther from the screen; use a smaller screen; play in a well- 22 Credits lit room; and do not play when you are drowsy or fatigued. 32 Warranty If you or any of your relatives have a history of seizures or epilepsy, consult a doctor before playing. -
Zeitschrift Für Kanada-Studien
Zeitschrift für Kanada-Studien Im Auftrag der Gesellschaft für Kanada-Studien herausgegeben von Katja Sarkowsky Martin Thunert Doris G. Eibl 36. Jahrgang 2016 Herausgeber der Zeitschrift für Kanada-Studien (ZKS) ist die GESELLSCHAFT FÜR KANADA-STUDIEN vertreten durch Vorstand und Wissenschaftlichen Beirat Vorstand Prof. Dr. Caroline Rosenthal, Friedrich-Schiller-Universität Jena, Institut für Anglistik/Amerikanistik, Lehrstuhl für Amerikanistik, Ernst-Abbe-Platz 8, 07743 Jena Prof. Dr. Kerstin Knopf, Universität Bremen, Fachbereich 10: Sprach- und Literaturwissenschaften, Lehrstuhl für Postcolonial Literary and Cultural Studies, Bibliotheksstraße 1 / Gebäude GW 2, 28359 Bremen Prof. Dr. Bernhard Metz, Schatzmeister, Albrecht-Dürer-Str. 12, 79331 Teningen Wissenschaftlicher Beirat Sprache, Literatur und Kultur im anglophonen Kanada: Prof. Dr. Brigitte Johanna Glaser, Georg- August-Universität Göttingen, Seminar für Englische Philologie, Käte-Hamburger-Weg 3, 37073 Göttingen Sprache, Literatur und Kultur im frankophonen Kanada: Prof. Dr. Hans-Jürgen Lüsebrink, Universität des Saarlandes, Fakultät 4 – Philosophische Fakultät II, Romanistik, Campus A4 -2, Zi. 2.12, 66123 Saarbrücken Frauen- und Geschlechterstudien: Prof. Dr. Jutta Ernst, Johannes Gutenberg-Universität Mainz, Ame- rikanistik, Fachbereich 06: Translations-, Sprach- und Kulturwissenschaft, An der Hochschule 2, 76726 Germersheim Geographie und Wirtschaftswissenschaften: Prof. Dr. Ludger Basten, Technische Universität Dort- mund, Fakultät 12: Erziehungswissenschaft und Soziologie, Institut für Soziologie, Wirtschafts- und Sozialgeographie, August-Schmidt-Str. 6, 44227 Dortmund Geschichtswissenschaften: Prof. Dr. Michael Wala, Ruhr-Universität Bochum, Fakultät für Geschichts- wissenschaft, Historisches Institut, Universitätsstr. 150, 44780 Bochum Politikwissenschaft und Soziologie: Prof. Dr. Steffen Schneider, Universität Bremen, SFB 597 „Staat- lichkeit im Wandel”, Linzer Str. 9a, 28359 Bremen Indigenous and Cultural Studies: Dr. Michael Friedrichs, Wallgauer Weg 13 F, 86163 Augsburg Herausgeber Prof. -
Take-Two Interactive Software, Inc. Annual Report 2009 DEAR SHAREHOLDERS
Take-Two Interactive Software, Inc. Annual Report 2009 DEAR SHAREHOLDERS, Fiscal year 2009 proved to be a difficult time for • Expanded our presence in Asia, including the our industry and a challenging one for our company. planned release of NBA 2K Online; The economic environment influenced every facet of our sector. Unfavorable market conditions, as well • Completed a $138 million convertible note offering; as several changes in our product release schedule, • Resolved several significant historical legal matters; resulted in a net loss for fiscal year 2009 on net revenue of $968.5 million. • Signed a definitive asset purchase agreement to We remain confident in and committed to sell the Company’s non-core Jack of All Games our strategy of delivering a select portfolio of distribution business; and triple-A, top-rated titles across all key genres and expanding the reach and economic impact of our • Initiated a targeted restructuring of our corporate franchises through new distribution channels and departments to reduce costs and align our territories. Our industry-leading creative talent and resources with our goals. owned intellectual property, coupled with our sound financial position, provides us with the strength and OUR STRATEGY flexibility to build long-term value. Our strategy is to deliver efficiently a limited number of the most creative and innovative titles OUR ACCOMPLISHMENTS in our industry that capture mindshare and market We accomplished a great deal in the past year of share alike. Take-Two’s portfolio encompasses all of which we are very proud, including: today’s key genres, and we’re continually exploring new areas where we can leverage our development • Diversified our industry-leading product portfolio, expertise to expand our audiences across new which will be reflected in our products planned for territories, channels and distribution models. -
Abstract the Goal of This Project Is Primarily to Establish a Collection of Video Games Developed by Companies Based Here In
Abstract The goal of this project is primarily to establish a collection of video games developed by companies based here in Massachusetts. In preparation for a proposal to the companies, information was collected from each company concerning how, when, where, and why they were founded. A proposal was then written and submitted to each company requesting copies of their games. With this special collection, both students and staff will be able to use them as tools for the IMGD program. 1 Introduction WPI has established relationships with Massachusetts game companies since the Interactive Media and Game Development (IMGD) program’s beginning in 2005. With the growing popularity of game development, and the ever increasing numbers of companies, it is difficult to establish and maintain solid relationships for each and every company. As part of this project, new relationships will be founded with a number of greater-Boston area companies in order to establish a repository of local video games. This project will not only bolster any previous relationships with companies, but establish new ones as well. With these donated materials, a special collection will be established at the WPI Library, and will include a number of retail video games. This collection should inspire more people to be interested in the IMGD program here at WPI. Knowing that there are many opportunities locally for graduates is an important part of deciding one’s major. I knew I wanted to do something with the library for this IQP, but I was not sure exactly what I wanted when I first went to establish a project. -
2019 Annual Report
TAKE-TWO INTERACTIVE SOFTWARE, INC. 2019 ANNUAL REPORT ANNUAL INC. 2019 SOFTWARE, INTERACTIVE TAKE-TWO TAKE-TWO INTERACTIVE SOFTWARE, INC. 2019 ANNUAL REPORT Generated significant cash flow and ended the fiscal year with $1.57$1.57 BILLIONBILLION in cash and short-term investments Delivered total Net Bookings of Net Bookings from recurrent $2.93$2.93 BILLIONBILLION consumer spending grew 47% year-over-year increase 20%20% to a new record and accounted for units sold-in 39% 2424 MILLIONMILLIONto date 39% of total Net Bookings Tied with Grand Theft Auto V as the highest-rated game on PlayStation 4 and Xbox One with 97 Metacritic score One of the most critically-acclaimed and commercially successful video games of all time with nearly units sold-in 110110 MILLIONMILLIONto date Digitally-delivered Net Bookings grew Employees working in game development and 19 studios 33%33% 3,4003,400 around the world and accounted for Sold-in over 9 million units and expect lifetime Net Bookings 62%62% to be the highest ever for a 2K sports title of total Net Bookings TAKE-TWO INTERACTIVE SOFTWARE, INC. 2019 ANNUAL REPORT DEAR SHAREHOLDERS, Fiscal 2019 was a stellar year for Take-Two, highlighted by record Net Bookings, which exceeded our outlook at the start of the year, driven by the record-breaking launch of Red Dead Redemption 2, the outstanding performance of NBA 2K, and better-than- expected results from Grand Theft Auto Online and Grand Theft Auto V. Net revenue grew 49% to $2.7 billion, Net Bookings grew 47% to $2.9 billion, and we generated significant earnings growth. -
Inside the Video Game Industry
Inside the Video Game Industry GameDevelopersTalkAbout theBusinessofPlay Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman Downloaded by [Pennsylvania State University] at 11:09 14 September 2017 First published by Routledge Th ird Avenue, New York, NY and by Routledge Park Square, Milton Park, Abingdon, Oxon OX RN Routledge is an imprint of the Taylor & Francis Group, an Informa business © Taylor & Francis Th e right of Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman to be identifi ed as authors of this work has been asserted by them in accordance with sections and of the Copyright, Designs and Patents Act . All rights reserved. No part of this book may be reprinted or reproduced or utilised in any form or by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying and recording, or in any information storage or retrieval system, without permission in writing from the publishers. Trademark notice : Product or corporate names may be trademarks or registered trademarks, and are used only for identifi cation and explanation without intent to infringe. Library of Congress Cataloging in Publication Data Names: Ruggill, Judd Ethan, editor. | McAllister, Ken S., – editor. | Nichols, Randall K., editor. | Kaufman, Ryan, editor. Title: Inside the video game industry : game developers talk about the business of play / edited by Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman. Description: New York : Routledge is an imprint of the Taylor & Francis Group, an Informa Business, [] | Includes index. Identifi ers: LCCN | ISBN (hardback) | ISBN (pbk.) | ISBN (ebk) Subjects: LCSH: Video games industry. -
09062299296 Omnislashv5
09062299296 omnislashv5 1,800php all in DVDs 1,000php HD to HD 500php 100 titles PSP GAMES Title Region Size (MB) 1 Ace Combat X: Skies of Deception USA 1121 2 Aces of War EUR 488 3 Activision Hits Remixed USA 278 4 Aedis Eclipse Generation of Chaos USA 622 5 After Burner Black Falcon USA 427 6 Alien Syndrome USA 453 7 Ape Academy 2 EUR 1032 8 Ape Escape Academy USA 389 9 Ape Escape on the Loose USA 749 10 Armored Core: Formula Front – Extreme Battle USA 815 11 Arthur and the Minimoys EUR 1796 12 Asphalt Urban GT2 EUR 884 13 Asterix And Obelix XXL 2 EUR 1112 14 Astonishia Story USA 116 15 ATV Offroad Fury USA 882 16 ATV Offroad Fury Pro USA 550 17 Avatar The Last Airbender USA 135 18 Battlezone USA 906 19 B-Boy EUR 1776 20 Bigs, The USA 499 21 Blade Dancer Lineage of Light USA 389 22 Bleach: Heat the Soul JAP 301 23 Bleach: Heat the Soul 2 JAP 651 24 Bleach: Heat the Soul 3 JAP 799 25 Bleach: Heat the Soul 4 JAP 825 26 Bliss Island USA 193 27 Blitz Overtime USA 1379 28 Bomberman USA 110 29 Bomberman: Panic Bomber JAP 61 30 Bounty Hounds USA 1147 31 Brave Story: New Traveler USA 193 32 Breath of Fire III EUR 403 33 Brooktown High USA 1292 34 Brothers in Arms D-Day USA 1455 35 Brunswick Bowling USA 120 36 Bubble Bobble Evolution USA 625 37 Burnout Dominator USA 691 38 Burnout Legends USA 489 39 Bust a Move DeLuxe USA 70 40 Cabela's African Safari USA 905 41 Cabela's Dangerous Hunts USA 426 42 Call of Duty Roads to Victory USA 641 43 Capcom Classics Collection Remixed USA 572 44 Capcom Classics Collection Reloaded USA 633 45 Capcom Puzzle -
San Andreas Police Department 03 Controls: on Bicycle San Andreas
LOCAL BUSINESS ADVERTISER’S GUIDE WARNING Before playing this game, read the Xbox 360® console, Xbox 360 Kinect® Sensor, and accessory manuals for important safety and health information. www.xbox.com/support. Important Health Warning: Photosensitive Seizures A very small percentage of people may experience a seizure when exposed to WELCOME TO certain visual images, including flashing lights or patterns that may appear in video games. Even people with no history of seizures or epilepsy may have an undiagnosed condition that can cause “photosensitive epileptic seizures” while watching video games. Symptoms can include light-headedness, altered vision, eye or face twitching, jerking or shaking of arms or legs, disorientation, confusion, momentary loss of awareness, and loss of consciousness or convulsions that can lead to injury from falling down or striking nearby objects. Immediately stop playing and consult a doctor if you experience any of these symptoms. Parents, watch for or ask children about these symptoms—children and teenagers are more likely to experience these seizures. The risk may be reduced by being farther from the screen; using a smaller screen; playing in a well-lit room, and not playing when drowsy or fatigued. If you or any CONTENTS relatives have a history of seizures or epilepsy, consult a doctor before playing. 02 MOST WANTED 03 CONTROLS 05 TRAVEL SERVICES 07 FACTS + ACCOMMODATION 10 HOSPITAL + PERSONAL SAFETY SERVICES 13 MONEY + SHOPPING 14 GAMBLING 16 SPORT + EATING OUT 17 PERSONAL GROOMING SERVICES 18 PERSONALS Local -
Beaterator' 4 September 2009, by DERRIK J
Timbaland unleashes his beats in 'Beaterator' 4 September 2009, By DERRIK J. LANG , AP Entertainment Writer unique beats and melodies. The only game-like aspect of "Beaterator" is Live Play, which allows users to create a song by mashing buttons alongside a virtual Timbaland, who the real Timbaland insists could use some more muscles. The Grammy winner - whose real name is Tim Mosley - wasn't prepared for how long it took to transform "Beaterator" from a simple application that originally appeared on Rockstar Games' Web site in 2005 into a full-blown beat machine program In this video game image released by Rockstar Games, that will be available for the PlayStation Portable on a likeness of Timbaland is shown in a scene from Sept. 29 and the iPhone and iPod Touch later this "Beaterator," (AP Photo/Rockstar Games) fall. "They broke it down and said, 'Tim, this is not like music. It's gonna take three to four years. Are you (AP) -- Timbaland is not afraid of wannabes prepared for that?'" says Timbaland. "I thought stealing his flow. about it just like this - let me try it. And so here we are today. It's all about timing. Sometimes you look The producer-singer, who has collaborated with at those years and think it's a long time, but it's musicians ranging from Justin Timberlake to Nelly, really not. It's really not." has found a new duet partner in Rockstar Games. Timbaland is teaming up with the developer behind --- the "Grand Theft Auto" franchise on the handheld music-making application "Beaterator," but the hip- On the Net: hop impresario doesn't think the app will put him out of a job. -
Grand Theft Auto
Generated significant cash flow and ended the fiscal year with nearly in cash and short-term investments Delivered record digitally-delivered net revenue of nearly Generated highest revenues ever from recurrent consumer spending – 53% year-over-year increase of digitally-delivered net revenue and Series with at least one five-million unit selling release; and 50 individual multi-million unit selling titles of total net revenue One of the most critically-acclaimed and commercially successful video games of all time with over units sold-in to date Sold-in nearly 7.5 million units to date and remains the top-selling and top-rated NBA simulation Employees working in game development and 15 studios around the world TAKE-TWO INTERACTIVE SOFTWARE, INC. 2016 ANNUAL REPORT Fiscal 2016 marked another year in which Take-Two delivered strong results, driven principally by positive momentum in our core offerings. We generated record digitally- delivered net revenue, including our highest-ever recurrent consumer spending, and significant cash flow. Today, Take-Two is a global leader in the interactive entertainment business, with some of the industry’s most commercially successful and critically acclaimed series that engage and excite audiences around the world across all relevant platforms. OUR KEY ACHIEVEMENTS • Grand Theft Auto V and Grand Theft Auto Online have exceeded our expectations in every quarter since their release, and continue to expand their audience nearly three years after their initial launch. Grand Theft Auto V remains the highest-rated title on PlayStation 4 and Xbox One, and is the “must- have” experience for gamers, especially as the installed base of new-generation consoles continues to grow.