Weekly News Digest #48
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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. -
Miniclip Free Games to Download
Miniclip free games to download Downloadable Games. Play 3 Foot Ninja 3 Foot Ninja Download · Play 3FootNinja 2 3FootNinja 2 Download · Play Slacking Slacking Download · Play Alien. Play Free Online Games, fun games, puzzle games, action games, sports you can try the games for free on Miniclip and then download them to your iPhone. 8 Ball Pool - Miniclip, free and safe download. 8 Ball Pool - Miniclip latest version: Free and addictive Multiplayer Pool Game. 8 Ball Pool - Miniclip is one of. Download 8 Ball Pool - Miniclip for Windows now from Softonic: % safe Free pool game with realistic physics A Full Version Sport game for Windows. Top Download Free Games by , Free Online Games, Adventure Games, Shooting Games, Action Games, Arcade Games, Sports Games, Racing. Find Miniclip software downloads at CNET , the most games are extremely popular because they are fun, free, high quality. Miniclip Roll on Miniclip War on Angry Gran Toss Free Run, Free Kick Expert. Free Board, 3G Free Kick, Free Kicker, A Game About Kingdoms CCG. All Games from Miniclip. Games from Miniclip. Sorted by date | Sorted by total downloads | Sorted by last week downloads Miniclip Alien Attack Updated: 07/29/ Miniclip FREE GAMES DOWNLOAD - PC Games Free Download. How to Download Miniclip Games. You can download Miniclip games, free and legitimately. Downloading "Miniclip games" is simple to do on a computer or on. This video is showing how to Download Miniclip Games Link: If you want to use the. Free download. Vote: 1 2 3 4 5 As a single player "practice" game, 8 Ball Pool stands up quite well. -
25 Jahre Koch Media – Ein Jubiläum (PDF Download)
25 JAHRE KOCH MEDIA - EIN JUBILÄUM Während Unternehmen in manch anderen Branchen mit 25 Und so ist die Entwicklung von Koch Media in den vergange- Jahren noch zu den Newcomern zählen würden, ist diese nen 25 Jahren auch ein Mutmacher: Sie zeigt, dass man mit Zeitspanne in der Entertainment-Branche kaum zu überbli- der Entwicklung und dem Vertrieb von Games auch in und cken. Zu schnell kommen und gehen Trends und mit ihnen aus Deutschland heraus enorm erfolgreich sein kann. häufig auch ganze Unternehmen. Das gilt ganz besonders für die Games-Branche, die zwar seit vielen Jahren stark Koch Media hat sich in den vergangenen 25 Jahren zu einem wächst, deren dynamische Entwicklung aber selbst Bran- integralen Bestandteil der deutschen Games-Branche ent- chen-Urgesteine von Zeit zu Zeit überfordert. Das 25-jähri- wickelt. Als Gründungsmitglied des BIU – Bundesverband ge Jubiläum von Koch Media ist daher ein Meilenstein, der Interaktive Unterhaltungssoftware und mit Dr. Klemens Kun- gar nicht hoch genug geschätzt werden kann. dratitz als aktivem Vorstand des Verbandes hat sich Koch Media immer für die Themen der Branche und die Weiter- Die Erfolgsgeschichte von Koch Media ist auch mit dem entwicklung der gamescom engagiert. Seit vielen Jahren ist Blick auf ihren Entstehungsort einmalig. Die Geschichte der Koch Media Partner von Spiele-Entwicklern in Deutschland deutschen Games-Branche ist sehr wechselhaft, nur wenige wie aktuell von King Art oder hat eigene Studios wie Deep Unternehmen schaffen es über viele Jahre, hier Games zu Silver Fishlabs. Doch darf man das Unternehmen nicht nur entwickeln und zu verlegen. Das Image von Games hat sich auf seine Rolle in Deutschland beschränken: Mit Niederlas- erst in den vergangenen Jahren verbessert und war zuvor sungen in allen europäischen Kernmärkten, in Nordamerika allzu lange von Klischees bestimmt. -
Retirement Strategy Fund 2060 Description Plan 3S DCP & JRA
Retirement Strategy Fund 2060 June 30, 2020 Note: Numbers may not always add up due to rounding. % Invested For Each Plan Description Plan 3s DCP & JRA ACTIVIA PROPERTIES INC REIT 0.0137% 0.0137% AEON REIT INVESTMENT CORP REIT 0.0195% 0.0195% ALEXANDER + BALDWIN INC REIT 0.0118% 0.0118% ALEXANDRIA REAL ESTATE EQUIT REIT USD.01 0.0585% 0.0585% ALLIANCEBERNSTEIN GOVT STIF SSC FUND 64BA AGIS 587 0.0329% 0.0329% ALLIED PROPERTIES REAL ESTAT REIT 0.0219% 0.0219% AMERICAN CAMPUS COMMUNITIES REIT USD.01 0.0277% 0.0277% AMERICAN HOMES 4 RENT A REIT USD.01 0.0396% 0.0396% AMERICOLD REALTY TRUST REIT USD.01 0.0427% 0.0427% ARMADA HOFFLER PROPERTIES IN REIT USD.01 0.0124% 0.0124% AROUNDTOWN SA COMMON STOCK EUR.01 0.0248% 0.0248% ASSURA PLC REIT GBP.1 0.0319% 0.0319% AUSTRALIAN DOLLAR 0.0061% 0.0061% AZRIELI GROUP LTD COMMON STOCK ILS.1 0.0101% 0.0101% BLUEROCK RESIDENTIAL GROWTH REIT USD.01 0.0102% 0.0102% BOSTON PROPERTIES INC REIT USD.01 0.0580% 0.0580% BRAZILIAN REAL 0.0000% 0.0000% BRIXMOR PROPERTY GROUP INC REIT USD.01 0.0418% 0.0418% CA IMMOBILIEN ANLAGEN AG COMMON STOCK 0.0191% 0.0191% CAMDEN PROPERTY TRUST REIT USD.01 0.0394% 0.0394% CANADIAN DOLLAR 0.0005% 0.0005% CAPITALAND COMMERCIAL TRUST REIT 0.0228% 0.0228% CIFI HOLDINGS GROUP CO LTD COMMON STOCK HKD.1 0.0105% 0.0105% CITY DEVELOPMENTS LTD COMMON STOCK 0.0129% 0.0129% CK ASSET HOLDINGS LTD COMMON STOCK HKD1.0 0.0378% 0.0378% COMFORIA RESIDENTIAL REIT IN REIT 0.0328% 0.0328% COUSINS PROPERTIES INC REIT USD1.0 0.0403% 0.0403% CUBESMART REIT USD.01 0.0359% 0.0359% DAIWA OFFICE INVESTMENT -
Embracer Group Acquires Easy Trigger
Press release Karlstad, Sweden, 5 August 2021 Embracer Group acquires Easy Trigger Embracer Group AB (“Embracer”) through its wholly owned subsidiary Coffee Stain Studios AB ("Coffee Stain"), have entered into an agreement to acquire 100 percent of the shares in Easy Trigger AB ("Easy Trigger"), the studio behind the critically acclaimed title Huntdown. “We have worked with Easy Trigger for a couple of years already on the Huntdown game and are impressed with talent within the studio. We will continue to work closely with the team and are excited welcome them into the Embracer family”, says Anton Westbergh, Co-founder and CEO Coffee Stain. Background and rationale Easy Trigger is a development studio founded in 2016, with headquarters located in Trollhättan, Sweden. The studio consists of 5 employees that have collaborated with Coffee Stain on the development and release of the critically acclaimed indie title Huntdown. Easy Trigger is led by co-founder and CEO Tommy Gustafsson, and co- founder and lead programmer Andreas Renberg. The company was wholly owned by the two co-founders who will remain in their current roles post-transaction. Through the acquisition, Coffee Stain onboards a talented team that will boost the development of 1st party IP within the group. Going forward, Easy Trigger will collaborate with Coffee Stain to continue working on the Huntdown IP as well as creating new original indie titles. “We look forward to continuing our partnership with Coffee Stain and further leverage the knowledge and experience within the entire Embracer Group, to accelerate growth within Easy Trigger and continue to make great games” says Tommy Gustafsson, Co-founder and CEO Easy Trigger. -
Clickscapes Trends 2021 Weekly Variables
ClickScapes Trends 2021 Weekly VariableS Connection Type Variable Type Tier 1 Interest Category Variable Home Internet Website Arts & Entertainment 1075koolfm.com Home Internet Website Arts & Entertainment 8tracks.com Home Internet Website Arts & Entertainment 9gag.com Home Internet Website Arts & Entertainment abs-cbn.com Home Internet Website Arts & Entertainment aetv.com Home Internet Website Arts & Entertainment ago.ca Home Internet Website Arts & Entertainment allmusic.com Home Internet Website Arts & Entertainment amazonvideo.com Home Internet Website Arts & Entertainment amphitheatrecogeco.com Home Internet Website Arts & Entertainment ancestry.ca Home Internet Website Arts & Entertainment ancestry.com Home Internet Website Arts & Entertainment applemusic.com Home Internet Website Arts & Entertainment archambault.ca Home Internet Website Arts & Entertainment archive.org Home Internet Website Arts & Entertainment artnet.com Home Internet Website Arts & Entertainment atomtickets.com Home Internet Website Arts & Entertainment audible.ca Home Internet Website Arts & Entertainment audible.com Home Internet Website Arts & Entertainment audiobooks.com Home Internet Website Arts & Entertainment audioboom.com Home Internet Website Arts & Entertainment bandcamp.com Home Internet Website Arts & Entertainment bandsintown.com Home Internet Website Arts & Entertainment barnesandnoble.com Home Internet Website Arts & Entertainment bellmedia.ca Home Internet Website Arts & Entertainment bgr.com Home Internet Website Arts & Entertainment bibliocommons.com -
Organizations Around the World Using JIRA (Taken From
Organizations around the world using JIRA (Taken from http://www.atlassian.com/company/customers?tab=jira) 24 Hour Fitness Barclays Capital eHarmony 20th Century Fox Bare Escentuals eHealth 1800-Flowers.com Barnes & Noble Electronic Clearing House AARP BBC EMC ABC Companies Bechtel Corporation ENCORE Abercrombie & Fitch Best Buy Encyclopedia Britannica ABN AMRO BET Viacom Environmental Protection Academy of Art University BHP Billiton Agency AccuRev Big Lots Epic Games Adobe Blackboard Epsilon ACIS Blue Cross Blue Shield Ernst & Young ADP Boeing ESPN Aehr Test Systems Booz Allen Hamilton E*TRADE AES Bose Eventbrite Agile Communications Boston Scientific Evernote Air Berlin boxee Evolution Gaming Airbus Box.net Expedia Air Canada Boy Scouts of America Facebook Air France Bravo Façonnable Airways New Zealand Bumble and Bumble FastTrack Alaska Department of Burberry Flipboard Environmental Conservation Bureau of Meteorology Flixster Alberta Blue Cross Cablevision Food and Drug Administration Allianz Careerbuilder Forbes Activision Blizzard Cartoon Network Fox News American Airlines Caterpillar Frommers Unlimited American Apparel CBS Fusebox American Cancer Society Charities Aid Foundation FusePump American Diabetes Association Chase Card Services GameFly CASE STUDY Cloudera GEICO American Express Cloud Sherpas George Washington University American Library Association Cisco Gilt Groupe American Museum of Natural Citigroup GM OnStar History Citrix -
The Mobile Games Landscape in 2015 | Newzoo
© 2015 Newzoo NEWZOO TREND REPORT The Mobile Gaming Landscape 2015 And the power users who shaped it INCLUDES CONTRIBUTIONS FROM What I believe we’ve seen in mobile gaming in 2015 is the beginning of a broader trend toward convergence. As shown by the success of FOREWORD Bethesda’s Fallout Shelter on mobile in June 2015 and Fallout 4 on PC, PS4 and Xbox One, game companies are beginning to realize that consumers desire gaming content to fit the various contexts that form It has been another big year for mobile gaming. In fact, it has been the their lives. biggest year in the history of the industry so far. With the sector generating revenues of over $30 billion and King, arguably the biggest As a result, we’ll be seeing in 2016 onward a move player in the market, valued at $6 billion, it’s fair to say that mobile gaming has reached heights in 2015 that few of us would have expected away from defining games by their platform toward a decade ago. Unfortunately, what this means for the industry now and models that allow game content to be played and, in the future has been clouded by antagonistic models of thinking. Whether deliberately or otherwise, mobile gaming’s success has tended equally important, viewed everywhere. to be framed as a battle with console or PC. Sony’s announcement that PS4 Remote Play, which allows console When I unpacked the data from this report, a different picture emerged. owners to play content without carrying the product around, comes hot In contrast to the usual narratives about mobile versus console or PC on the tail of Microsoft allowing Xbox One titles to run on Windows. -
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. -
19/20 Interim Report 2 Reg No
JULY – SEPTEMBER 2019 EMBRACER GROUP AB (PUBL) 19/20 INTERIM REPORT 2 REG NO. 556582-6558 OPERATIONAL EBIT INCREASED 133% TO SEK 241 MILLION SECOND QUARTER, JULY–SEPTEMBER 2019 (COMPARED TO JULY–SEPTEMBER 2018) > Net sales were SEK 1,259.7 million (1,272.7). Net sales of the Games business area increased 117% to SEK 816.0 million (376.0), whereas the Partner Publishing/Film business area decreased 51% to SEK 443.6 million (896.6) due to the absence of larger releases to match those in the same period last year. Last year’s Partner Publishing revenues included two titles that account for more than the difference to this year’s revenue. > EBITDA increased 95% to SEK 418.1 million (214.8), corresponding to an EBITDA margin of 33%. > Operational EBIT rose 133% to SEK 240.7 million (103.4) corresponding to an Operational EBIT margin of 19%. > The increase in EBITDA and Operational EBIT is mainly attributed to the sales growth in the Games business area. > Cash flow from operating activities amounted to SEK 284.8 million (–740.1). > Earnings per share was SEK 0.21 (0.25). > Adjusted earnings per share was SEK 0.65 (0.28). Key performance indicators, Jul–Sep Jul–Sep Apr–Sep Apr–Sep Jan 2018– Group 2019 2018 2019 2018 Mar 2019 Net sales, SEK m 1,259.7 1,272.7 2,401.8 2,110.1 5,754.1 EBITDA, SEK m 418.1 214.8 807.6 421.7 1,592.6 Operational EBIT, SEK m 240.7 103.4 444.8 173.1 897.1 EBIT, SEK m 76.4 90.8 157.7 143.3 574.6 Profit after tax, SEK m 64.6 65.0 117.4 98.5 396.8 Cash flow from operating activities, SEK m 284.8 –740.1 723.1 –575.6 1,356.4 Sales growth, % –1 1,403 14 2,281 1,034 EBITDA margin, % 33 17 34 20 28 Operational EBIT margin, % 19 8 19 8 16 In this report, all figures in brackets refer to the corresponding period of the previous year, unless otherwise stated. -
19/20 Full Year Report Reg No
APRIL 2019 – MARCH 2020 EMBRACER GROUP AB (PUBL) 19/20 FULL YEAR REPORT REG NO. 556582-6558 OPERATIONAL EBIT INCREASED 35% TO SEK 1,033 M FOR THE FINANCIAL YEAR FOURTH QUARTER, JANUARY–MARCH 2020 (COMPARED TO JANUARY–MARCH 2019) > Net sales were SEK 1,339.1 million (1,630.5). Net sales of the Games business area decreased to SEK 903.5 million (1,034.9). Net sales of Partner Publishing/Film business area decreased to SEK 435.6 million (595.6), mainly due to the covid-19 pandemic closing of retail outlets towards the end of the quarter. > EBITDA amounted to SEK 495.2 million (618.6), corresponding to an EBITDA margin of 37%. > Operational EBIT amounted to SEK 286.0 million (395.9) corresponding to an Operational EBIT margin of 21%. > Cash flow from operating activities before changes in working capital amounted to SEK 384.6 million (527.1). > Cash flow from operating activities amounted to SEK 765.7 million (777.2). > Earnings per share was SEK 0.42 (0.37). > Adjusted earnings per share was SEK 0.97 (1.00). FULL YEAR, APRIL 2019–MARCH 2020 (COMPARED TO APRIL 2018–MARCH 2019) > Net sales increased 3% to SEK 5,249.4 million (5,121.2). Net sales of the Games business area grew 31% to SEK 3,196.5 million (2,447.1), whereas the Partner Publishing/Film business area decreased to SEK 2,052.9 million (2,674,1). > EBITDA increased 33% to SEK 1,821.3 million (1,366.7), corresponding to an EBITDA margin of 35%. -
“It's Time to Kick A** and Chew Bubble Gum”: an Ideological Critique of Narrative in Action Games. Robert Cassar May 2014
“It’s Time to Kick A** and Chew Bubble Gum”: An Ideological Critique of Narrative in Action Games. by Robert Cassar In Partial Fulfilment of the Requirements for the Degree of Doctor of Philosophy School of Arts and Culture Newcastle University May 2014 Abstract If videogames are carriers of ideological frameworks which work in favour of certain groups in society, how are such meanings divulged? Despite the achievement of important landmarks the academic field of game studies is still rife with gaps which need to be addressed. Hence, this study aims to provide for this general lack of tools by offering for scrutiny the means to carry out a systematic and analytical narrative analysis of games. What is proposed here is a comprehensive set of theoretical as well as methodological tools to deal more effectively and empirically with the kind of narratives emerging in games. In order to identify and study these narratives, two tools have been selected, each one to be used for a specific objective. The tools in question are narrative and content analysis. Whilst the former is used to address the narrative dimension of the games in question, the latter is used to identify and define their ideological nuances. In this thesis it will be argued that this content is mostly dispersed through narrative. Though it has been argued many times that videogame narratives are infantile and poor reflections of film and novel forms of storytelling, they nonetheless contain within them the same capacity of the older forms to dispense or insinuate ideological content. As such videogames are both influenced by ideological principles as well as cultural distributors of the latter.