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World of Warcraft Online Manual
Game Experience May Change During Online Play WOWz 9/11/04 4:02 PM Page 2 Copyright ©2004 by Blizzard Entertainment. All rights reserved. The use of this software product is subject to the terms of the enclosed End User License Agreement. You must accept the End User License Agreement before you can use the product. Use of World of Warcraft, is subject to your acceptance of the World of Warcraft® Terms of Use Agreement. World of Warcraft, Warcraft and Blizzard Entertainment are trademarks or registered trademarks of Blizzard Entertainment in the U.S. and/or other countries.Windows and DirectX are trademarks or registered trademarks of Microsoft Corporation in the U.S. and/or other countries. Pentium is a registered trademark of Intel Corporation. Power Macintosh is a registered trademark of Apple Computer, Inc. Dolby and the double-D symbol are trademarks of Dolby Laboratory. Monotype is a trademark of Agfa Monotype Limited registered in the U.S. Patent and Trademark ® Office and certain other jurisdictions. Arial is a trademark of The Monotype Corporation registered in the U.S. Patent and Trademark Office and certain other jurisdictions. ITC Friz Quadrata is a trademark of The International Typeface Corporation which may be registered in certain jurisdictions. All other trademarks are the property of their respective owners. Uses high-quality DivX® Video. DivX® and the DivX® Video logo are trademarks of DivXNetworks, Inc. and are used under license. All rights reserved. AMD, the AMD logo, and combinations thereof are trademarks of Advanced Micro Devices, Inc All ATI product and product feature names and logos, including ATI, the ATI Logo, and RADEON are trademarks and / or registered trademarks of ATI Technologies Inc. -
Nummer 2 - December 2008
Nummer 2 - December 2008 Ny ordning!s.7-15 Demo + krati!?s.17 Blåmes?s.18-19 Fackavgiftens.27 Skyddet CYs.28 Arbetsmiljöansvarig Lars Smith sidorna 30-32. Fackexpeditionsansvarig Kicki El Gomati Förhandlingsansvarig Gunnar Öhman sidan 28. Försäkring o pensionsansvarig Cyrus Pairawan sidorna 30-32. Hemsideansvarig informerar Mikael Lind sidan 3. Informationsansvarig informerar Mikael Lind sidorna 3, 17-19. Introduktionsansvarig Kicki El Gomati Jämstäldhetsansvarig Anette Bergström Kultur o fritidsansvarig Babak Sadeghi Mångfald o integrationsansvarig Anette Bergström Rehabiliteringsansvarig Serg Zadruzny sidorna 30-32. Rekryteringsansvarig Kicki El Gomati Studieansvarig informerar Mikael Lind Ungdomsansvarig Kim Ekström 2 Innehåll Redaktion De ansvarigas sidor 2 Ansvarig utgivare Klubb 120 Skribenter Kubbens öppettider 3 Cyrus Pairawan Cyrus Pairawan (CP) Kollektivavtalet på väg ut... 3 Mikael Lind (ML) Veolias löften inte värda nå’t! 3 Chefredaktör Jan Melakoski (JM) En uppmaning!! 3 Mikael Lind Mats Örnsved (MÖ) Ledaren 4-5 Lars Smith (LS) Antifackliga kontraktet 5 Serg Zadruzny (SZ) Klubbens nya valorning 7-15 Klubb 119 skribenter Gunnar Öhman (GÖ) Demo + krati 17 Blåmes 18-19 Kollektivavtalsförhandlingar 29 Arbetarrörelsens Tankesmedja 20-26 Inga höjda avgiftsklasser 2009 27 Skyddsombuden i CY 28 Bonusen på turistkorten 28 Veolias löften Lösningen på förra korsordet 28-29 Försäkringskassans nya regler 30-32 inte värda nå’t! Medlemsresa till Tallin 34 Mycket långt tid har Fast än frågan stötts Korsordstävlingen 35 nu passerat sedan och blötts och mycket Vivendi über alles 37-39 Veolia lovade att tid har gått åt till at ta Efterlysning av skribenter 40 beställa och sätta upp fram den grafik som Expeditionens anslagstavlor åt SEKO skulle tryckas på tav- i varje spärr. -
How the Top 5 Games Companies Went Global
White paper How the Top 5 Games Companies Went Global Alpha St Andrew’s House St Andrew’s Road Every company had to start somewhere. Some were founded by a well-respected Cambridge CB4 1DL businessman or businesswoman and received a raft of initial investment. Others started United Kingdom out in somebody’s garage, and yet have still ended up dominating their market globally. @thisisalphalive In fact, there is a surprising correlation between the garage-start-up company and the names that have become global giants. That list includes Amazon, Apple, Disney and Google, and there are many more started in a one-person office. thisisalpha.com The question of how these companies have built from such small beginnings to positions of global dominance is a significant one. Other businesses at differing stages are keen to emulate them. There are, of course, many factors underlying such success. Great product is one; great business strategy another. But that isn’t enough to get you across continents. Successful global expansion comes down to effective localisation, and the top five global players can tell us a lot about undertaking the process correctly. The Best of the Best Let’s take the top five firms in the Games sector. It’s worth differentiating between the pure games developers or publishers and those who also provide hardware or other software, such as Sony, Nintendo and Microsoft. Much of the latter firms’ revenue comes from these other sources, so the top five games firms we will look at are the pure publishers and developers whose revenue is the highest. -
Table of Contents
Empire Earth TABLE OF CONTENTS Chapter I: Installation...............................................................................................5 Installing Empire Earth ..........................................................................................................5 Tips to Improve Game Performance ......................................................................................6 Prehistoric (500,000 – 50,000 BC) ............................................................................8 Chapter II: What is Empire Earth? ......................................................................10 The Emergence of Empires ..................................................................................................10 Your Role in Empire Earth...............................................................................................11 Features of Empire Earth......................................................................................................12 Stone Age (50,000 – 5,000 BC)................................................................................14 Chapter III: Starting Empire Earth ......................................................................16 Launching the Game ............................................................................................................16 Main Menu ...........................................................................................................................16 Learning to Play ...................................................................................................................17 -
Annual Financial Report and Audited Consolidated Financial Statements for the Year Ended December 31, 2008 Tuesday March 03, 2009
Annual Financial Report and Audited Consolidated Financial Statements for the Year Ended December 31, 2008 Tuesday March 03, 2009 VIVENDI Société anonyme with a Management Board and Supervisory Board with a share capital of €6,436,133,182 Head Office: 42 avenue de Friedland – 75380 PARIS CEDEX 08 – FRANCE IMPORTANT NOTICE: READERS ARE STRONGLY ADVISED TO READ THE IMPORTANT DISCLAIMERS AT THE END OF THIS FINANCIAL REPORT. Annual Financial Report and Audited Consolidated Financial Statements for the Year Ended December 31, 2008 Vivendi /2 TABLE OF CONTENTS Tuesday March 03, 2009 SELECTED KEY CONSOLIDATED FINANCIAL DATA.........................................................................................................................................5 I – 2008 FINANCIAL REPORT ................................................................................................................................................................................6 SUMMARY OF THE 2008, 2007 AND 2006 MAIN DEVELOPMENTS................................................................................................................6 1 2008 MAIN DEVELOPMENTS......................................................................................................................................................................7 1.1 MAIN DEVELOPMENTS IN 2008 .......................................................................................................................................................................7 1.2 MAIN DEVELOPMENTS SINCE DECEMBER -
Sociality and Materiality in World of Warcraft Nicholas Anthony Gadsby
Sociality and Materiality in World of Warcraft Nicholas Anthony Gadsby University College London Department of Anthropology A thesis re-submitted for the degree of Doctor of Philosophy May 2016 1 Declaration I, Nicholas Anthony Gadsby, confirm that the work presented in this thesis is my own. Where information has been derived from other sources, I conform this has been indicated in the thesis. 2 Abstract The focus of my thesis is the role and status of control in the MMO World of Warcraft where one of the primary motivations for player engagement was to eliminate and marginalise contingency at sites across the game that were perceived to be prone to the negative effects of contingency, a process that its developers were to a significant degree complicit in. My field sites traced the activities and lives of gamers across the physical location of London and the south east of the United Kingdom and their online game locations that constituted World of Warcraft and occasionally other online games which included the guild they were a member of that was called ‘Helkpo’. It examines how the transparency attributed to the game’s code, its ‘architectural rules’, framed the unpredictability of players as problematic and how codified ‘social rules’ attempted to correct this shortcoming. In my thesis I dive into the lives of the members of Helkpo as both guild members and as part of the expansive network that constituted their social lives in London. It demonstrates how the indeterminate nature of information in the relations in their social network contrasted with the modes of accountability that World of Warcraft offered, defined by different forms of information termed ‘knowing’ and ‘knowledge’. -
Game Developers Conference Europe Wrap, New Women’S Group Forms, Licensed to Steal Super Genre Break Out, and More
>> PRODUCT REVIEWS SPEEDTREE RT 1.7 * SPACEPILOT OCTOBER 2005 THE LEADING GAME INDUSTRY MAGAZINE >>POSTMORTEM >>WALKING THE PLANK >>INNER PRODUCT ART & ARTIFICE IN DANIEL JAMES ON DEBUG? RELEASE? RESIDENT EVIL 4 CASUAL MMO GOLD LET’S DEVELOP! Thanks to our publishers for helping us create a new world of video games. GameTapTM and many of the video game industry’s leading publishers have joined together to create a new world where you can play hundreds of the greatest games right from your broadband-connected PC. It’s gaming freedom like never before. START PLAYING AT GAMETAP.COM TM & © 2005 Turner Broadcasting System, Inc. A Time Warner Company. Patent Pending. All Rights Reserved. GTP1-05-116-104_mstrA_v2.indd 1 9/7/05 10:58:02 PM []CONTENTS OCTOBER 2005 VOLUME 12, NUMBER 9 FEATURES 11 TOP 20 PUBLISHERS Who’s the top dog on the publishing block? Ranked by their revenues, the quality of the games they release, developer ratings, and other factors pertinent to serious professionals, our annual Top 20 list calls attention to the definitive movers and shakers in the publishing world. 11 By Tristan Donovan 21 INTERVIEW: A PIRATE’S LIFE What do pirates, cowboys, and massively multiplayer online games have in common? They all have Daniel James on their side. CEO of Three Rings, James’ mission has been to create an addictive MMO (or two) that has the pick-up-put- down rhythm of a casual game. In this interview, James discusses the barriers to distributing and charging for such 21 games, the beauty of the web, and the trouble with executables. -
GAMING GLOBAL a Report for British Council Nick Webber and Paul Long with Assistance from Oliver Williams and Jerome Turner
GAMING GLOBAL A report for British Council Nick Webber and Paul Long with assistance from Oliver Williams and Jerome Turner I Executive Summary The Gaming Global report explores the games environment in: five EU countries, • Finland • France • Germany • Poland • UK three non-EU countries, • Brazil • Russia • Republic of Korea and one non-European region. • East Asia It takes a culturally-focused approach, offers examples of innovative work, and makes the case for British Council’s engagement with the games sector, both as an entertainment and leisure sector, and as a culturally-productive contributor to the arts. What does the international landscape for gaming look like? In economic terms, the international video games market was worth approximately $75.5 billion in 2013, and will grow to almost $103 billion by 2017. In the UK video games are the most valuable purchased entertainment market, outstripping cinema, recorded music and DVDs. UK developers make a significant contribution in many formats and spaces, as do developers across the EU. Beyond the EU, there are established industries in a number of countries (notably Japan, Korea, Australia, New Zealand) who access international markets, with new entrants such as China and Brazil moving in that direction. Video games are almost always categorised as part of the creative economy, situating them within the scope of investment and promotion by a number of governments. Many countries draw on UK models of policy, although different countries take games either more or less seriously in terms of their cultural significance. The games industry tends to receive innovation funding, with money available through focused programmes. -
Activision Blizzard, Inc
ACTIVISION BLIZZARD, INC. FORM 10-K (Annual Report) Filed 02/27/18 for the Period Ending 12/31/17 Address 3100 OCEAN PARK BLVD SANTA MONICA, CA, 90405 Telephone 3102552000 CIK 0000718877 Symbol ATVI SIC Code 7372 - Services-Prepackaged Software Industry Internet Services Sector Technology Fiscal Year 12/31 http://www.edgar-online.com © Copyright 2018, EDGAR Online, a division of Donnelley Financial Solutions. All Rights Reserved. Distribution and use of this document restricted under EDGAR Online, a division of Donnelley Financial Solutions, Terms of Use. Use these links to rapidly review the document Table of Contents FINANCIAL STATEMENTS AND SUPPLEMENTARY DATA Table of Contents UNITED STATES SECURITIES AND EXCHANGE COMMISSION Washington, D.C. 20549 FORM 10-K (Mark one) ý ANNUAL REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES EXCHANGE ACT OF 1934 For the Fiscal Year Ended December 31, 2017 OR o TRANSITION REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES EXCHANGE ACT OF 1934 For the transition period from to Commission File Number 1-15839 ACTIVISION BLIZZARD, INC. (Exact name of registrant as specified in its charter) Delaware 95-4803544 (State or other jurisdiction of incorporation or organization) (I.R.S. Employer Identification No.) 3100 Ocean Park Boulevard, Santa Monica, CA 90405 (Address of principal executive offices) (Zip Code) Registrant's telephone number, including area code: (310) 255-2000 Securities registered pursuant to Section 12(b) of the Act: Title of each Class Name of Each Exchange on Which Registered Common Stock, par value $.000001 per share The Nasdaq Global Select Market Securities registered pursuant to Section 12(g) of the Act: None Indicate by check mark if the registrant is a well-known seasoned issuer, as defined in Rule 405 of the Securities Act. -
Political and Social Issues in French Digital Games, 1982–1993
TRANSMISSIONS: THE JOURNAL OF FILM AND MEDIA STUDIES 2017, VOL.2, NO. 2, PP. 162-176. Filip Jankowski Jagiellonian University Political and Social Issues in French Digital Games, 1982–1993 Abstract Despite numerous publications about the history of digital games in the United States and Japan, there are few studies which aim to explore the past European trends in game design. For example, the French gaming industry remains unknown to the vast majority of game researchers. However, from the mid-1980s to the early 1990s a certain tendency emerged in this industry: political and social issues became overtly discussed within digital games. To examine such a tendency, the author follows the ‘emancipatory’ paradigm in digital game research (to cite Jaakko Suominen), instead of the ‘enthusiast’ Trans-Pacific-oriented ones. The objects of the analysis are several adventure games developed in France between 1982 and 1993 whose popularity during this period made them influential for the development of the French gaming industry. The author indicates three factors that contributed to the rapid growth of adventure games. These are the advancement of the personal computer market, the modest but existing support from French national institutions, and the article published by Guy Delcourt in the August 1984 issue of Tilt gaming magazine, which gave critical insight into previous development practices and suggested drawing inspiration from current events. The author distinguishes five thematic genres: Froggy Software’s avant-garde digital games, postcolonial and feminist games, investigative games, science fiction, and horror. Each of these provided numerous references to political affairs, economic stagnation and postcolonial critique of the past, which were severe issues in France during the 1980s and 1990s. -
Game Developer Power 50 the Binding November 2012 of Isaac
THE LEADING GAME INDUSTRY MAGAZINE VOL19 NO 11 NOVEMBER 2012 INSIDE: GAME DEVELOPER POWER 50 THE BINDING NOVEMBER 2012 OF ISAAC www.unrealengine.com real Matinee extensively for Lost Planet 3. many inspirations from visionary directors Spark Unlimited Explores Sophos said these tools empower level de- such as Ridley Scott and John Carpenter. Lost Planet 3 with signers, artist, animators and sound design- Using UE3’s volumetric lighting capabilities ers to quickly prototype, iterate and polish of the engine, Spark was able to more effec- Unreal Engine 3 gameplay scenarios and cinematics. With tively create the moody atmosphere and light- multiple departments being comfortable with ing schemes to help create a sci-fi world that Capcom has enlisted Los Angeles developer Kismet and Matinee, engineers and design- shows as nicely as the reference it draws upon. Spark Unlimited to continue the adventures ers are no longer the bottleneck when it “Even though it takes place in the future, in the world of E.D.N. III. Lost Planet 3 is a comes to implementing assets, which fa- we defi nitely took a lot of inspiration from the prequel to the original game, offering fans of cilitates rapid development and leads to a Old West frontier,” said Sophos. “We also the franchise a very different experience in higher level of polish across the entire game. wanted a lived-in, retro-vibe, so high-tech the harsh, icy conditions of the unforgiving Sophos said the communication between hardware took a backseat to improvised planet. The game combines on-foot third-per- Spark and Epic has been great in its ongoing weapons and real-world fi rearms. -
Ligaya, Bungee Jumping at Victoria Falls! No, Maria Did Not Take the Picture. but I Am Getting Ahead of the Story
July 2004 Victoria Falls There she goes! Ligaya, bungee jumping at Victoria Falls! No, Maria did not take the picture. But I am getting ahead of the story. Ligaya just finished her first year of teaching in Brooklyn, NY. As a fourth grade Special Education teacher, she experienced everything from the joy in helping a child learn to read to the bitter injustices of an under-resourced school system (she had to apply for a mini-grant in order to supply her kids with PENCILS!). In between lesson-planning, phoning parents, and recuperating from a hyperactive class she is working toward her a Masters degree in Education at St. John’s University. Highlights of the year include: traveling to Toronto to see her old friend Susan get married, moving to Brooklyn, sitting with thousands of new teachers at the New York City Teaching Fellow’s induction ceremony in Madison Square Garden, watching some of her students perform at the world famous Apollo theatre, making model volcanoes, paper airplanes, pop-up books, and balloon- powered cars with the kids, and watching the sunset behind a skyline of skyscrapers. And then summer came and she decided to hang out with Maria who was not in Spokane in July but traveling in Kenya, Rwanda, South Africa, Zambia, and Malawi doing workshops on eLearning and ICTs for development. Ligaya caught up with Maria at a conference planning session in Pretoria Ligaya and Maria then spent the weekend in Cape Town and did the wine tour with a quick look at the penguins, alas only at the aquarium.