Harsh Parmar the Gaming Industry Marketing
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Invisible Labor, Invisible Play: Online Gold Farming and the Boundary Between Jobs and Games
Vanderbilt Journal of Entertainment & Technology Law Volume 18 Issue 3 Issue 3 - Spring 2016 Article 2 2015 Invisible Labor, Invisible Play: Online Gold Farming and the Boundary Between Jobs and Games Julian Dibbell Follow this and additional works at: https://scholarship.law.vanderbilt.edu/jetlaw Part of the Internet Law Commons, and the Labor and Employment Law Commons Recommended Citation Julian Dibbell, Invisible Labor, Invisible Play: Online Gold Farming and the Boundary Between Jobs and Games, 18 Vanderbilt Journal of Entertainment and Technology Law 419 (2021) Available at: https://scholarship.law.vanderbilt.edu/jetlaw/vol18/iss3/2 This Article is brought to you for free and open access by Scholarship@Vanderbilt Law. It has been accepted for inclusion in Vanderbilt Journal of Entertainment & Technology Law by an authorized editor of Scholarship@Vanderbilt Law. For more information, please contact [email protected]. VANDERBILT JOURNAL OF ENTERTAINMENT & TECHNOLOGY LAW VOLUME 18 SPRING 2016 NUMBER 3 Invisible Labor, Invisible Play: Online Gold Farming and the Boundary Between Jobs and Games Julian Dibbell ABSTRACT When does work become play and play become work? Courts have considered the question in a variety of economic contexts, from student athletes seeking recognition as employees to professional blackjack players seeking to be treated by casinos just like casual players. Here, this question is applied to a relatively novel context: that of online gold farming, a gray-market industry in which wage-earning workers, largely based in China, are paid to play fantasy massively multiplayer online games (MMOs) that reward them with virtual items that their employers sell for profit to the same games' casual players. -
UPC Platform Publisher Title Price Available 730865001347
UPC Platform Publisher Title Price Available 730865001347 PlayStation 3 Atlus 3D Dot Game Heroes PS3 $16.00 52 722674110402 PlayStation 3 Namco Bandai Ace Combat: Assault Horizon PS3 $21.00 2 Other 853490002678 PlayStation 3 Air Conflicts: Secret Wars PS3 $14.00 37 Publishers 014633098587 PlayStation 3 Electronic Arts Alice: Madness Returns PS3 $16.50 60 Aliens Colonial Marines 010086690682 PlayStation 3 Sega $47.50 100+ (Portuguese) PS3 Aliens Colonial Marines (Spanish) 010086690675 PlayStation 3 Sega $47.50 100+ PS3 Aliens Colonial Marines Collector's 010086690637 PlayStation 3 Sega $76.00 9 Edition PS3 010086690170 PlayStation 3 Sega Aliens Colonial Marines PS3 $50.00 92 010086690194 PlayStation 3 Sega Alpha Protocol PS3 $14.00 14 047875843479 PlayStation 3 Activision Amazing Spider-Man PS3 $39.00 100+ 010086690545 PlayStation 3 Sega Anarchy Reigns PS3 $24.00 100+ 722674110525 PlayStation 3 Namco Bandai Armored Core V PS3 $23.00 100+ 014633157147 PlayStation 3 Electronic Arts Army of Two: The 40th Day PS3 $16.00 61 008888345343 PlayStation 3 Ubisoft Assassin's Creed II PS3 $15.00 100+ Assassin's Creed III Limited Edition 008888397717 PlayStation 3 Ubisoft $116.00 4 PS3 008888347231 PlayStation 3 Ubisoft Assassin's Creed III PS3 $47.50 100+ 008888343394 PlayStation 3 Ubisoft Assassin's Creed PS3 $14.00 100+ 008888346258 PlayStation 3 Ubisoft Assassin's Creed: Brotherhood PS3 $16.00 100+ 008888356844 PlayStation 3 Ubisoft Assassin's Creed: Revelations PS3 $22.50 100+ 013388340446 PlayStation 3 Capcom Asura's Wrath PS3 $16.00 55 008888345435 -
Printmgr File
UNITED STATES SECURITIES AND EXCHANGE COMMISSION Washington, D.C. 20549 Form 10-K Í ANNUAL REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES EXCHANGE ACT OF 1934 For the fiscal year ended March 31, 2019 OR ‘ TRANSITION REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES EXCHANGE ACT OF 1934 For the transition period from to Commission File No. 000-17948 ELECTRONIC ARTS INC. (Exact name of registrant as specified in its charter) Delaware 94-2838567 (State or other jurisdiction of (I.R.S. Employer incorporation or organization) Identification No.) 209 Redwood Shores Parkway 94065 Redwood City, California (Zip Code) (Address of principal executive offices) Registrant’s telephone number, including area code: (650) 628-1500 Securities registered pursuant to Section 12(b) of the Act: Name of Each Exchange on Title of Each Class Trading Symbol Which Registered Annual Report Common Stock, $0.01 par value EA 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. Yes Í No ‘ Indicate by check mark if the registrant is not required to file reports pursuant to Section 13 or Section 15(d) of the Act. Yes ‘ No Í Indicate by check mark whether the registrant (1) has filed all reports required to be filed by Section 13 or 15(d) of the Securities Exchange Act of 1934 during the preceding 12 months (or for such shorter period that the registrant was required to file such reports), and (2) has been subject to such filing requirements for the past 90 days. -
Cámara Eyetoy® USB
Cámara EyeToy® USB Disponible: Ahora Género: Entretenimiento Accesorios: Nº de referencia: SCUS-97600 Público: Para todo público Cámara EyeToy® USB (para PlayStation®2) UPC: 7-11719-76000-9 Cámara EyeToy® USB Sé la estrella del juego ¿Qué es EyeToy? EyeToy es una tecnología exclusiva de PlayStation®2 que brinda una manera sencilla, intuitiva y divertida de controlar los juegos, interactuar con amigos, etc. La tecnología EyeToy de la cámara EyeToy USB (para PlayStation®2) tiene rastreo de movimientos, sensores de luz y un micrófono incorporado para grabar y detectar audio. Puede usarse como cámara para tomar fotos, grabar video y mostrar a los jugadores en la TV**. Conecta la cámara EyeToy USB (para PlayStation®2) al sistema PlayStation® 2 por medio de uno de los puertos USB y pon un juego compatible con EyeToy para comenzar a divertirte. EyeToy® incluye: Características claves • La exclusiva cámara EyeToy® USB, • La revolucionaria cámara EyeToy® USB te transforma en la estrella del juego que cuenta con rastreo de movimiento y tecnología de • Tecnología de rastreo de movimiento: El movimiento corporal se traduce detección de luz y un micrófono inmediatamente en interacción en la pantalla incorporado • Amplio atractivo: La jugada es tan intuitiva y sencilla que EyeToy® resulta atractivo para todo público ¿Cómo funciona? • Jugada intuitiva: No es necesario usar un control; todos pueden divertirse La cámara EyeToy® USB simplemente con EyeToy®. No es necesario contar con experiencia previa en videojuegos se conecta a uno de los dos puertos • Mensajes de video: Graba hasta 60 segundos de mensajes de video USB en la parte frontal de la consola personalizados en tu tarjeta de memoria (8MB) (para PlayStation®2)* para PlayStation®2. -
University of Bath Research Portal
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by University of Bath Research Portal Citation for published version: Mackintosh, KA, Standage, M, Staiano, AE, Lester, L & McNarry, MA 2016, 'Investigating the Physiological and Psychosocial Responses of Single- and Dual-Player Exergaming in Young Adults', Games for Health Journal, vol. 5, no. 6, pp. 375-381. https://doi.org/10.1089/g4h.2016.0015 DOI: 10.1089/g4h.2016.0015 Publication date: 2016 Document Version Peer reviewed version Link to publication Final publication is available from Mary Ann Liebert, Inc., publishers http://dx.doi.org/10.1089/g4h.2016.0015 Copyright©2016 Mary Ann Liebert, Inc. publishers. University of Bath General rights Copyright and moral rights for the publications made accessible in the public portal are retained by the authors and/or other copyright owners and it is a condition of accessing publications that users recognise and abide by the legal requirements associated with these rights. Take down policy If you believe that this document breaches copyright please contact us providing details, and we will remove access to the work immediately and investigate your claim. Download date: 13. May. 2019 1 Running Title: Single- and Dual-player exergaming in adults 2 3 4 5 Investigating the Physiological and Psychosocial Responses of Single- and Dual-Player 6 Exergaming in Young Adults 7 8 Kelly Mackintosh,1 Martyn Standage,2 Amanda E. Staiano,3 Leanne Lester,4 Melitta McNarry1 9 1 College of Engineering, Swansea University, Wales, UK, 2 Department for Health, University of 10 Bath, England, UK, 3 Pennington Biomedical Research Center, 4 School of Sport Science, Exercise 11 and Health, University of Western Australia 12 13 Corresponding Author: Kelly Mackintosh 14 15 1 Abstract 2 Objective: 3 This study investigated the effect of acute exergaming on the physiological and psychosocial responses 4 of young adults and the modulatory effect of a single- or dual-player game play situation. -
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Frank G. Bosman and Archibald L. H. M. van Wieringen Reading The Book of Joseph A Communication-Oriented Analysis of Far Cry 5 Abstract In the game Far Cry 5, a book called The Book of Joseph plays an important role. It is the confession, autobiography and sermon compilation of Joseph Seed, the leader of the fundamentalist, Christian-inspired violent Doomsday cult called “Project at Eden’s Gate”. In the game, the player is tasked to defeat Seed’s grip on – fictional – Hope Coun- ty, Montana (USA). The Book of Joseph is not only found in the game, where its content is kept hidden from the player, but is also featured in a live-action trailer, called The Baptism. Most importantly, Joseph Seed’s book has also been published as a physical object and was distributed to the first2 ,000 buyers of the Mondo edition of the game. In this article, the authors argue that the communicative function of The Book of Joseph differs significantly from one medial object to the next (game, trailer, book), influenced by the intertextual and intermedial relationships between those medial objects and by their exclusive characteristics. Using a communication-oriented method of text analy- sis, the authors investigate the various communicative processes within the different “texts”, in order to establish the narrative loci of the book’s materiality. Keywords Far Cry 5, The Book of Joseph, Communication-Oriented Method, Intertextuality, Cult, Intermediality, Materiality Biographies Frank G. Bosman is a theologian of culture and a senior researcher at the Tilburg School of Catholic Theology, Tilburg University, the Netherlands. -
Mm8ps2-Manual
7:t"C~:J::Jt-C-5 (DUALSHOCK 2) l 1 ;f(:S>:J -l2;f(9:J ll+l2;f(9:J uun· _______ Rl;f(:S>:J il:llt~· R2;ff1':1 lll~im:I:~ Ll. ;!(:$1;.I 0 ;1(9::1 x;f(:S>:J ;Jv::1-:1 ~10:1t?1i.. O ;ff:S>:J ;<:;H-tuMIVfi Ll.;!(:$1;.I jljll,,T;J:IJl51WJ'f--tt, ti<'.'f-1'7?$'--ll 7'-17.t.~IJll':7-1:11'':7<D!<ffi jljlt,,ta:1Jt5151c.J'f--.t, l'CfiUa~A'f-:i::t 'l;f(:S>:J ;f(:S>:J 11Pl..a1:tQc.i<=1-?-<::;11'?tllU1 START;t(:$>::1 -(/:$>-/I-1'A':7-1/1'':7a:>ON/ OFF X;f(:$>;.I SELECTill:S>:J :;TIJ/t-EP• LEDftffi 7-<-IVl'311Jq,1;:, D ill:S>/~!flll.,l!l:tQL:cc, ;<=1-':7-1/l'o:71Jt.,.ffi<rtlll:l"• .i<=1-':7-f/I' ?10:•1J1n n \QJJl13 a:>q,1J1s , ~Bl..tt~ 111;;rr1o:tJ-'.I 1v~311J<rtt<: D ;t::S>::;1~•l" c~iE<rn ll:l". 3111 i\fllHlt~·~IEJ tJ-'.IJva.>311J •JU$ia:>~1''5?1'-~•IJ'tt<:!J>~-r.>l"(l,,il:l" . - tJ-'.llv<DA tJ-'.llv<DA fil!fi'iJli!ilJ~1''5?9-0)fillJ~-IEJ I (A <rttll:l". -~-- I (-7-< .)(/I (-O)A7-1'Aii!!im~5if.<rttll:l" . ':7-1/l'?U!!ffil., <:IJ1 lRfi~li:lt!Ltli:liff 51111--:tt~ \JJll3 li:ilibtt<:O;t(9/c§JJll31JttlllJll..ll:l". 9-::1 / '.Jr lv9-< 'f:-l'<Di;JJ!JU~ .t. -
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. -
Game Console Rating
Highland Township Public Library - Video Game Collection Updated January 2020 Game Console Rating Abzu PS4, XboxOne E Ace Combat 7: Skies Unknown PS4, XboxOne T AC/DC Rockband Wii T Age of Wonders: Planetfall PS4, XboxOne T All-Stars Battle Royale PS3 T Angry Birds Trilogy PS3 E Animal Crossing, City Folk Wii E Ape Escape 2 PS2 E Ape Escape 3 PS2 E Atari Anthology PS2 E Atelier Ayesha: The Alchemist of Dusk PS3 T Atelier Sophie: Alchemist of the Mysterious Book PS4 T Banjo Kazooie- Nuts and Bolts Xbox 360 E10+ Batman: Arkham Asylum PS3 T Batman: Arkham City PS3 T Batman: Arkham Origins PS3, Xbox 360 16+ Battalion Wars 2 Wii T Battle Chasers: Nightwar PS4, XboxOne T Beyond Good & Evil PS2 T Big Beach Sports Wii E Bit Trip Complete Wii E Bladestorm: The Hundred Years' War PS3, Xbox 360 T Bloodstained Ritual of the Night PS4, XboxOne T Blue Dragon Xbox 360 T Blur PS3, Xbox 360 T Boom Blox Wii E Brave PS3, Xbox 360 E10+ Cabela's Big Game Hunter PS2 T Call of Duty 3 Wii T Captain America, Super Soldier PS3 T Crash Bandicoot N Sane Trilogy PS4 E10+ Crew 2 PS4, XboxOne T Dance Central 3 Xbox 360 T De Blob 2 Xbox 360 E Dead Cells PS4 T Deadly Creatures Wii T Deca Sports 3 Wii E Deformers: Ready at Dawn PS4, XboxOne E10+ Destiny PS3, Xbox 360 T Destiny 2 PS4, XboxOne T Dirt 4 PS4, XboxOne T Dirt Rally 2.0 PS4, XboxOne E Donkey Kong Country Returns Wii E Don't Starve Mega Pack PS4, XboxOne T Dragon Quest 11 PS4 T Highland Township Public Library - Video Game Collection Updated January 2020 Game Console Rating Dragon Quest Builders PS4 E10+ Dragon -
Media Knowledge Organiser
MEDIA KNOWLEDGE ORGANISER PUBLIC KEY TERMS -FUNDED BY TV LICENSE Conventions– what we expect to see in a TV crime drama CRIME DRAMA Hybrid Genre – some programmes share the conventions of more than one genre e.g. Jonathon Creek Crime drama is a sub-genre of drama that focuses on crimes, PRIVATE/COMMERCIAL Sub-Genre – programmes that share similar conventions e.g. detective -FUNDED BY TV & ONLINE lead shows the criminals that commit them and the police that catch ADVERTISING Watershed – After 9pm them. Prime time– The most popular programmes shown between 7pm8pm Enigma code – something within the narrative raises questions for TA There are many formats of Crime drama such as detective, REGULATION: Luther and The Sweeney were both Inverted Narrative— The criminal is identified to the audience early on, forensic/medical, procedural etc… there is no mystery around who the villain is and the story focuses on given a 15 certificate and were broadcast at 9pm – how the detective is going to catch the criminal. The Sweeny features elements of the action genre, while Lu- post watershed due to the violence and adult Action codes– progress the story quickly e.g showing a character packing ther includes conventions of different genres such as Thrill- themes which revolve a suitcase means they are leaving er…. around the serious crime Diegetic sound – natural sound that hasn’t been added unit settings for the drama. Non – diegetic sound– soundtrack that is added over the action Key Conventions of TV Crime Drama: High key lighting – bright light used Committing and solving of crime Low key lighting – dark light used Cliff-hanger – the narrative is left un- solved Medical/ Forensic/ Procedural Mise-en-Scene—What’s in a scene? Props, costumes, settings, composi- Fictional accounts of real life stories tion, lighting etc. -
Du Mutisme Au Dialogue
École Nationale Supérieure Louis Lumière Promotion Son 2015 Du mutisme au dialogue Les interactions vocales dans le jeu vidéo Partie pratique : v0x Mémoire de fin d'étude Rédacteur : Charles MEYER Directeur interne: Thierry CODUYS Directrice externe : Isabelle BALLET Rapporteur : Claude GAZEAU Année universitaire 2014-2015 Mémoire soutenu le 15 juin 2015 Remerciements : Je tiens à remercier chaleureusement mes deux directeurs de mémoire pour leur implication, leur confiance et leur exigence. Je remercie tout particulièrement Nicolas GIDON, sans qui la réalisation de la partie pratique de ce mémoire aurait été plus chronophage et complexe.. Je remercie et salue Nicolas FOURNIER et Baptiste PALACIN, dont les travaux et la gentillesse ont été une source d'inspiration et de détermination. Je remercie également ma mère, ma tante, Jordy, Julien et Julien (n'en déplaise à Julien), Timothée et mes amis pour leur soutien indéfectible. Merci à madame VALOUR, monsieur COLLET, monsieur FARBRÈGES ainsi qu'à leurs élèves. Enfin, merci à From Software et à NetherRealm Studios pour leur jeux, qui auront été un défouloir bienvenu. Page 2 Résumé Ce mémoire de master a pour objet d'étude les interactions vocales dans le jeu vidéo. Cependant, il ne se limite pas à une étude historique de l'évolution de la vocalité au sein des jeux vidéo mais en propose une formalisation théorique autour de trois concepts essentiels : Mécanique, Narration et Immersion. De ces trois concepts découlent trois types de voix : les voix système, les voix narratives (linéaires et non- linéaires) et les voix d'ambiance. Dans le prolongement de cette étude et en s'appuyant sur les travaux menés dans le cadre des parties expérimentale et pratique de ce mémoire, ayant abouti à la réalisation d'un jeu vidéo basé sur l'analyse spectrale de la voix du joueur, v0x, nous proposons une extension de cette théorie de la vocalité vidéo-ludique afin d'intégrer l'inclusion de la voix du joueur au sein de ce cadre d'étude. -
Manual for a Ati Rage Iic Driver Win98.Pdf
Manual For A Ati Rage Iic Driver Win98 Do a custom install and check the Free drivers for ATI Rage 128 / PRO. rage 128 pro ultra 32 sdr driver, wmew98r1284126292.exe (more), Windows 98. manuals BIOS Ovladaèe chipset Slot Socket information driver info manual driver ati 3d rage pro agp 2x driver 128 32mb ati driver rage ultra ati rage iic Go here. HP Pavilion dv7-3165dx 17.3 Notebook PC - AMD Turion II Ultra Dual-Core ATI RAGE. ATI Catalyst Display Driver (Windows 98/Me) Catalyst 6.2 Drivers and ATI Multimedia acer LCD Monitor X173W asus A181HL Manual • Manual acer A181HV ATI also shipped a TV encoder companion chip for RAGE II, the ImpacTV chip. How to make manual edits: ATI's Linux drivers never did support Wonder, Mach or Rage series cards. mode doesn't work at any bit depth on 4 MiB cards even though Windows 98 SE can manage it at 16 bpp. Although the Rage IIC has some kind of hardware 3D, it's not supported by the Mach64 module of X.Org. Drivers for Discontinued ATI Rage™ Series Products for Windows 98/Windows 98SE/Windows ME Display Driver Rage IIC. Release Notes Download ATI. class="portal)art book d hunter vampire (/url)sony p51 driver windows 98 class="register)child/x27s song (/url)x-10 powerhouse ur19a manual johnny cash ive microsoft access jdbc driver ati technologies 3d rage iic agp win2000 driver. Manual For A Ati Rage Iic Driver Win98 Read/Download driver windows 98. Ati rage 128 driver + Conexant bt878 driver xp Ii ar2td-b3 p le vivo r200 250500mhz 64mb ddr 128-bit hynix, Later, ati developed.