Eastern Progress
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Online Media Business Models: Lessons from the Video Game Sector
Komorowski, M and Delaere, S. (2016). Online Media Business Models: Lessons from the Video Game Sector. Westminster Papers in Communication and Culture, 11(1), 103–123, DOI: http://dx.doi. org/10.16997/wpcc.220 RESEARCH ARTICLE Online Media Business Models: Lessons from the Video Game Sector Marlen Komorowski and Simon Delaere imec-SMIT, Vrije Universiteit, Brussels, BE Corresponding author: Marlen Komorowski ([email protected]) Today’s media industry is characterized by disruptive changes and business models have been acknowledged as a driving force for success. Current business model research manages only to grasp static descriptions while in reality media managers are struggling with the dynamics of the industry. This article aims to close this gap by investigating a new paradigm of online media business models. Based on three video game case studies of the massively multiplayer online role-playing game genre, this article explores a novel theoretical approach to explain the changes that can be made within business models. The article highlights the importance of changing processes within online media business models and emphasises that the video game sector is at the forefront of business innovation. Finally, it demonstrates that online media business model change is in a trade-off paradigm between capturing or offering potentially higher value per player vs. accessing a potentially larger player-base. Key words: Media industry; business model; process; disruption; video game sector Introduction Today’s media industry is characterized by disruptive transformations shaped by digitization. Digitization is not only generating new business opportunities but threatens traditional commercialization strategies and is proving highly unpredictable with regards to future market development. -
Section One: Getting Started
Section One: Getting Started As you get started on your journey, you will be faced with a few decisions. Some of these will have minimal impact on your long term play, while others will play an important part in how you experience the game. This section will cover the first of those decisions – server (known as ‘shards’ in UO) selection, character creation, and an explanation of the different clients used to play the game (Classic and Enhanced). In this section we will also cover some of the most basic elements of the game that will be a foundation for understanding your new world. This will include basic movement controls, as well as how to use the overhead radar feature. Choose Your Client – Classic vs. Enhanced We will begin with an explanation of the two clients available for use with Ultima Online – the Classic Client and the Enhanced Client. Your choice of client will greatly affect how you view, and play, the game. The best part about having two different clients is that you are not bound to one or another – you are free to switch back and forth so long as you have both installed on your system. Following is a brief explanation of the differences between the two clients. Later in this section will be pictures illustrating some of the differences between the two clients. Classic Client The Classic Client is the original client used to play Ultima Online. It does not have as many features as the Enhanced Client, but is still preferred by many longtime players who favor its simpler nature and the nostalgia that comes with experiencing the game as it was originally intended. -
NFL Draft History
By School Year Rd Sel # Player Position Team Bloomsburg 2014 4 136 Larry Webster DE Detroit Lions 2006 4 108 Jahri Evans G New Orleans Saints 1992 5 140 Eric Jonassen T San Diego Chargers 1980 7 177 Mike Morucci -- New Orleans Saints 1972 13 317 Bob Warner -- Denver Broncos California 2013 6 170 Eric Kush OL Kansas City Chiefs 2011 7 251 Tommie Campbell S Tennessee Titans 1979 7 177 Judson Flint DB New England Patriots Cheyney 1976 15 422 Bobby Byars -- Houston Oilers Clarion 2003 6 177 Reggie Wells T Arizona Cardinals 1968 11 293 Jim Alcorn -- Cleveland Browns 1954 16 Alex Sandusky OG Baltimore Colts East Stroudsburg 1988 6 150 Dan Murray LB Buffalo Bills 1980 6 148 Ray Yakavonis NT Minnesota Vikings Edinboro 1973 13 334 Jim Romaniszyn LB Cleveland Browns IUP 2010 4 126 Akwasi Owusu-Ansah CB/KR Dallas Cowboys 2005 7 226 LeRon McCoy WR Arizona Cardinals 2000 3 82 Leander Jordan G Carolina Panthers 1996 5 152 Chris Villarrial G Chicago Bears 1979 2 51 Jim Haslett LB Buffalo Bills 1976 15 425 Lynn Hieber -- Cincinnati Bengals 1970 8 184 Dave Smith WR Pittsburgh Steelers Kutztown 2017 5 147 Jordan Morgan OL Chicago Bears 1996 1 15 John Mobley OLB Denver Broncos 1985 4 86 Andre Reed WR Buffalo Bills 1981 7 184 Don Shaver -- Minnesota Vikings Millersville 1981 9 241 Robb Riddick RB Buffalo Bills 1975 10 252 Dennis Booker -- Dallas Cowboys 1971 17 426 Ray Garganes -- Chicago Bears Slippery Rock 2011 6 172 Brandon Fusco C Minnesota Vikings 1989 11 286 Greg Paterra RB Atlanta Falcons 1986 11 293 Chuck Sanders RB San Diego Chargers 1982 12 319 Ricky Porter RB Detroit Lions 1967 17 436 Mike Cullin -- Oakland Raiders West Chester 1994 6 182 Lee Woodall OLB San Francisco 49ers 1993 8 223 Chris Luneberg -- Buffalo Bills 1988 9 230 Ralph Tamm G New York Jets 1986 8 206 Gary Schippang T Minnesota Vikings 1979 6 152 Joe Senser TE Minnesota Vikings 1973 13 322 Tom Pierantozzi -- Baltimore Colts 1968 15 387 Jim Haynie -- Minnesota Vikings 1964 Tony DiMidio T Kansas City Chiefs By Year Yr. -
Gaming Habits and Self-Determination: Conscious and Non-Conscious Paths to Behavior Continuance
GAMING HABITS AND SELF-DETERMINATION: CONSCIOUS AND NON-CONSCIOUS PATHS TO BEHAVIOR CONTINUANCE By Donghee Yvette Wohn A DISSERTATION Submitted to Michigan State University in partial fulfillment of the requirements for the degree of Media and Information Studies – Doctor of Philosophy 2013 ABSTRACT GAMING HABITS AND SELF-DETERMINATION: CONSCIOUS AND NON-CONSCIOUS PATHS TO BEHAVIOR CONTINUANCE By Donghee Yvette Wohn This dissertation examines how non-conscious habits and conscious motivations contribute to an individual’s intention to continue playing online multiplayer games. It empirically examines distinct predictions of behavioral intention based on different theories in two gaming contexts—casual social network games (SNGs) and massively multiplayer online games (MMOs). Addressing inconsistencies in prior studies, habit is conceptualized as the mental construct of automaticity, thus distinguishing habit from frequency of past behavior and self-identity. Results indicate that strong habits positively predict behavior continuation intention and moderate the effect of motivation for SNGs but not MMOs. Self-identity was a positive predictor for both genres. Gender differences in self-determined motivation were present in social network games but not massively multiplayer online games. The residual effect of past behavior was stronger than any conscious or non-conscious processes; once perceived frequency of past behavior was taken into consideration, it was the strongest indicator of behavioral continuation intentions. Copyright by DONGHEE YVETTE WOHN 2013 Dedicated to my progressive grandparents, who believed that higher education was the most important indicator of success for a woman. iv ACKNOWLEDGMENTS I would like to thank my dear advisor, Robert LaRose, whose sharp critiques have prepared me for the most ferocious of peer reviewers; whose brilliant insights bore holes in dams of existing scholarship, making way for innovative paradigms; and whose sincere love for students represents the pinnacle of the true spirit of higher education. -
Player, Pirate Or Conducer? a Consideration of the Rights of Online Gamers
ARTICLE PLAYER,PIRATE OR CONDUCER? A CONSIDERATION OF THE RIGHTS OF ONLINE GAMERS MIA GARLICK I. INTRODUCTION.................................................................. 423 II. BACKGROUND ................................................................. 426 A. KEY FEATURES OF ONLINE GAMES ............................ 427 B. AGAMER’S RIGHT OF OUT-OF-GAME TRADING?......... 428 C. AGAMER’S RIGHT OF IN-GAME TECHNICAL ADVANCEMENT?......................................................... 431 D. A GAMER’S RIGHTS OF CREATIVE GAME-RELATED EXPRESSION? ............................................................ 434 III. AN INITIAL REVIEW OF LIKELY LEGAL RIGHTS IN ONLINE GAMES............................................................................ 435 A. WHO OWNS THE GAME? .............................................. 436 B. DO GAMERS HAVE RIGHTS TO IN-GAME ELEMENTS? .... 442 C. DO GAMERS CREATE DERIVATIVE WORKS?................ 444 1. SALE OF IN-GAME ITEMS - TOO COMMERCIAL? ...... 449 2. USE OF ‘CHEATS’MAY NOT INFRINGE. .................. 450 3. CREATIVE FAN EXPRESSION –ASPECTRUM OF INFRINGEMENT LIKELIHOOD?.............................. 452 IV. THE CHALLENGES GAMER RIGHTS POSE. ....................... 454 A. THE PROBLEM OF THE ORIGINAL AUTHOR. ................ 455 B. THE DERIVATIVE WORKS PARADOX............................ 458 C. THE PROBLEM OF CULTURAL SIGNIFICATION OF COPYRIGHTED MATERIALS. ....................................... 461 V. CONCLUSION .................................................................. 462 © 2005 YALE -
[Thesis Title Goes Here]
REAL ECONOMICS IN VIRTUAL WORLDS: A MASSIVELY MULTIPLAYER ONLINE GAME CASE STUDY, RUNESCAPE A Thesis Presented to the Academic Faculty by Tanla E. Bilir In Partial Fulfillment of the Requirements for the Degree Digital Media in the School of Literature, Communication, and Culture Georgia Institute of Technology December 2009 COPYRIGHT BY TANLA E. BILIR REAL ECONOMICS IN VIRTUAL WORLDS: A MASSIVELY MULTIPLAYER ONLINE GAME CASE STUDY, RUNESCAPE Approved by: Dr. Celia Pearce, Advisor Dr. Kenneth Knoespel School of Literature, Communication, and School of Literature, Communication, and Culture Culture Georgia Institute of Technology Georgia Institute of Technology Dr. Rebecca Burnett Dr. Ellen Yi-Luen Do School of Literature, Communication, and College of Architecture & College of Culture Computing Georgia Institute of Technology Georgia Institute of Technology Date Approved: July 14, 2009 ACKNOWLEDGEMENTS This thesis has been a wonderful journey. I consider myself lucky finding an opportunity to combine my background in economics with my passion for gaming. This work would not have been possible without the following individuals. First of all, I would like to thank my thesis committee members, Dr. Celia Pearce, Dr. Rebecca Burnett, Dr. Kenneth Knoespel, and Dr. Ellen Yi-Luen Do for their supervision and invaluable comments. Dr. Pearce has been an inspiration to me with her successful work in virtual worlds and multiplayer games. During my thesis progress, she always helped me with prompt feedbacks and practical solutions. I am also proud of being a member of her Mermaids research team for two years. I am deeply grateful to Dr. Knoespel for supporting me through my entire program of study. -
Module 2 Roleplaying Games
Module 3 Media Perspectives through Computer Games Staffan Björk Module 3 Learning Objectives ■ Describe digital and electronic games using academic game terms ■ Analyze how games are defined by technological affordances and constraints ■ Make use of and combine theoretical concepts of time, space, genre, aesthetics, fiction and gender Focuses for Module 3 ■ Computer Games ■ Affect on gameplay and experience due to the medium used to mediate the game ■ Noticeable things not focused upon ■ Boundaries of games ■ Other uses of games and gameplay ■ Experimental game genres First: schedule change ■ Lecture moved from Monday to Friday ■ Since literature is presented in it Literature ■ Arsenault, Dominic and Audrey Larochelle. From Euclidian Space to Albertian Gaze: Traditions of Visual Representation in Games Beyond the Surface. Proceedings of DiGRA 2013: DeFragging Game Studies. 2014. http://www.digra.org/digital- library/publications/from-euclidean-space-to-albertian-gaze-traditions-of-visual- representation-in-games-beyond-the-surface/ ■ Gazzard, Alison. Unlocking the Gameworld: The Rewards of Space and Time in Videogames. Game Studies, Volume 11 Issue 1 2011. http://gamestudies.org/1101/articles/gazzard_alison ■ Linderoth, J. (2012). The Effort of Being in a Fictional World: Upkeyings and Laminated Frames in MMORPGs. Symbolic Interaction, 35(4), 474-492. ■ MacCallum-Stewart, Esther. “Take That, Bitches!” Refiguring Lara Croft in Feminist Game Narratives. Game Studies, Volume 14 Issue 2 2014. http://gamestudies.org/1402/articles/maccallumstewart ■ Nitsche, M. (2008). Combining Interaction and Narrative, chapter 5 in Video Game Spaces : Image, Play, and Structure in 3D Worlds, MIT Press, 2008. ProQuest Ebook Central. https://chalmers.instructure.com/files/738674 ■ Vella, Daniel. Modelling the Semiotic Structure of Game Characters. -
Game Developer Magazine
>> INSIDE: 2007 AUSTIN GDC SHOW PROGRAM SEPTEMBER 2007 THE LEADING GAME INDUSTRY MAGAZINE >>SAVE EARLY, SAVE OFTEN >>THE WILL TO FIGHT >>EXCLUSIVE INTERVIEW MAKING SAVE SYSTEMS FOR CHANGING GAME STATES HARVEY SMITH ON PLAYERS, NOT DESIGNERS IN PANDEMIC’S SABOTEUR POLITICS IN GAMES POSTMORTEM: PUZZLEINFINITE INTERACTIVE’S QUEST DISPLAY UNTIL OCTOBER 11, 2007 Using Autodeskodesk® HumanIK® middle-middle- Autodesk® ware, Ubisoftoft MotionBuilder™ grounded ththee software enabled assassin inn his In Assassin’s Creed, th the assassin to 12 centuryy boots Ubisoft used and his run-time-time ® ® fl uidly jump Autodesk 3ds Max environment.nt. software to create from rooftops to a hero character so cobblestone real you can almost streets with ease. feel the coarseness of his tunic. HOW UBISOFT GAVE AN ASSASSIN HIS SOUL. autodesk.com/Games IImmagge cocouru tteesyy of Ubiisofft Autodesk, MotionBuilder, HumanIK and 3ds Max are registered trademarks of Autodesk, Inc., in the USA and/or other countries. All other brand names, product names, or trademarks belong to their respective holders. © 2007 Autodesk, Inc. All rights reserved. []CONTENTS SEPTEMBER 2007 VOLUME 14, NUMBER 8 FEATURES 7 SAVING THE DAY: SAVE SYSTEMS IN GAMES Games are designed by designers, naturally, but they’re not designed for designers. Save systems that intentionally limit the pick up and drop enjoyment of a game unnecessarily mar the player’s experience. This case study of save systems sheds some light on what could be done better. By David Sirlin 13 SABOTEUR: THE WILL TO FIGHT 7 Pandemic’s upcoming title SABOTEUR uses dynamic color changes—from vibrant and full, to black and white film noir—to indicate the state of allied resistance in-game. -
History and Results
H DENVER BRONCOS ISTORY Miscellaneous & R ESULTS Year-by-Year Stats Postseason Records Honors History/Results 252 Staff/Coaches Players Roster Breakdown 2019 Season Staff/Coaches Players Roster Breakdown 2019 Season DENVER BRONCOS BRONCOS ALL-TIME DRAFT CHOICES NUMBER OF DRAFT CHOICES PER SCHOOL 20 — Florida 15 — Colorado, Georgia 14 — Miami (Fla.), Nebraska 13 — Louisiana State, Houston, Southern California 12 — Michigan State, Washington 11 — Arkansas, Arizona State, Michigan 10 — Iowa, Notre Dame, Ohio State, Oregon 9 — Maryland, Mississippi, Oklahoma, Purdue, Virginia Tech 8 — Arizona, Clemson, Georgia Tech, Minnesota, Syracuse, Texas, Utah State, Washington State 7 — Baylor, Boise State, Boston College, Kansas, North Carolina, Penn State. 6 — Alabama, Auburn, Brigham Young, California, Florida A&M, Northwestern, Oklahoma State, San Diego, Tennessee, Texas A&M, UCLA, Utah, Virginia 5 — Alcorn State, Colorado State, Florida State, Grambling, Illinois, Mississippi State, Pittsburgh, San Jose State, Texas Christian, Tulane, Wisconsin 4 — Arkansas State, Bowling Green/Bowling Green State, Idaho, Indiana, Iowa State, Jackson State, Kansas State, Kentucky, Louisville, Maryland-Eastern Shore, Miami (Ohio), Missouri, Northern Arizona, Oregon State, Pacific, South Carolina, Southern, Stanford, Texas A&I/Texas A&M Kingsville, Texas Tech, Tulsa, Wyoming 3 — Detroit, Duke, Fresno State, Montana State, North Carolina State, North Texas State, Rice, Richmond, Tennessee State, Texas-El Paso, Toledo, Wake Forest, Weber State 2 — Alabama A&M, Bakersfield -
49Ers Hall of Fame
10 18 INSIDE 5 this ISSUE Charles Haley: | 5 The Man With 5 Rings Alumni Updates | 10 The 49ers Remember | 16 22 28 John Brodie: A Bay Area | 18 Legend from Preps to Pros The 49ers Museum | 22 Presented by Sony The Edward J. DeBartolo, Sr. | 28 49ers Hall of Fame Alumni Photos | 34 49ers New Coaching Staff | 36 36 2015 NFL Draft | 40 DEAR 49ERS ALUMNI, As you know, the offseason training program is now winding down. A lot of great work has been put in over the last few months by our players, coaches and staff, and we are all looking forward to getting the 2015 season started in late July. It is a very exciting time for everyone in our organization and we hope it is for our alumni as well. Every day we walk into the practice facility at 4949 Marie P. DeBartolo Way, we are reminded of the great tra- dition of this franchise and the people, such as our alumni, who have helped to write its proud history. It was important to this organization to reinforce our feelings of gratitude and appreciation for your contri- butions and continued support before the season gets underway. The dedication you have shown to this fran- chise and the sacrifices you and your families have made are certainly recognized and will never be forgotten. We would like to take this opportunity to congratulate Charles Haley on his upcoming induction into the Pro Foot- ball Hall of Fame and the Edward J. DeBartolo, Sr. 49ers Hall of Fame. In the game of football, acknowledge- ments such as those not only celebrate the great individual accomplishments of one man, but they also celebrate the contributions of those around him – his teammates and coaches. -
Llanrhrhtpr M M Lji 5" with 67 Capriea Oteon •9995 $1950 Or Best Offer
80 - MANCHESTER HERALD. Monday. April 25, 1988 t - h 1 - 19 Automotive CMS CARS CARS FOR SALE ED FOR SALE FOR SALE Today It great day ... and OLDS Omega 1979. Excel CLASSIC Ford Falcon Classified It a great way lent condition. Runs 1964. Runs, needs tome CARS ... to tell something! 643- great. Well Main work. $200. Call Gene S u rg e 2711. tained. 74,000 miles, after 5;30om. 633-6164.C S tre ss FOR SALE air, AM -FM , $1200. Call S tre n g th PLYMOUTH Horizon between 5-7:30. 646- RIOTORCYCLES/ AU iterbed 1900. Good condition, 4 5173. Manchester nine Doctor, why am I so tired? : pine, 4 cylinder, 4 door, 4 MAZDA GLC 1981. A mPEDS American economy atchlng speed. $1500 or best great little car after Y A M A H A 1980 250 Exci wins third In row /ll Relax to ease your fatigue /9 Chester CLYDE offer. 649-3692. 90K of T L C . $1500. 742- s h ru g s off c ra s h /18 High or best CHeVROLET-BUICK, INC. 0209. ter. Runs good. Needs 1988 JETTAS VW Convertible 1902. 5 fr 4pm. ROUTE 83, VERNON minor repairs. Asking The 1 speed, white, looks and Y U G 0 1986. Sunroof, AM- $250. 646-4704. S4 0anlury LTDatr. •8295 runs great. 65K. $6485. FM radio. Asking $2300 bold iti eacnallonaar. •3995 646-1405. or best offer. 50,000 YOUR CHOICE: Club on as OMt Calls I dr. OLDS Sierra Brougham mile warranty In MISCELLANEOUS Learyc as Century 4 dr. -
EA Games Frank Gibeau, President
EA Games Frank Gibeau, President 1 Safe Harbor Statement Some statements set forth in this presentation, including estimates and targets relating to future financial results (e.g., revenue, profitability, margins), operating plans, business strategies, objectives for future operations, and industry growth rates contain forward-looking statements that are subject to change. Statements including words such as "anticipate", "believe", “estimate”, "expect" or “target” and statements in the future tense are forward- looking statements. These forward-looking statements are subject to risks and uncertainties that could cause actual events or actual future results to differ materially from the expectations set forth in the forward-looking statements. Some of the factors which could cause the Company’s results to differ materially from its expectations include the following: timely development and release of Electronic Arts’ products; competition in the interactive entertainment industry; the Company’s ability to successfully implement its Label structure and related reorganization plans; the consumer demand for, and the availability of an adequate supply of console hardware units (including the Xbox 360, the PLAYSTATION3, and the Wii); consumer demand for software for legacy consoles, particularly the PlayStation 2; the Company’s ability to predict consumer preferences among competing hardware platforms; the Company’s ability to realize the anticipated benefits of its acquisition of VG Holding Corp. and other acquisitions and strategic transactions