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Playside Studios & Click Management Sign
PlaySide Studios Limited ANNOUNCEMENT NEWSLETTER - 16TH FEBRUARY 2021 ASX AND MEDIA ANNOUNCEMENT - 17TH FEBRUARY 2021 PLAYSIDE STUDIOS & CLICK MANAGEMENT SIGN DEVELOPMENT AGREEMENT FOR JOINT MAJOR GAMING TITLE WITH LEADING INFLUENCERS LAZARBEAM AND FRESH Summary PlaySide Studios Limited (ASX: PLY) (“PlaySide”) is pleased to announce that it has signed an agreement to develop a new PC title with Click Management Pty Ltd (“Click”), “LazarBeam” and “Fresh”. Click is a multi-faceted gaming entertainment company, representing some of the world’s largest gaming influencers. Their current roster of talent exceeds 700 million views per month. LazarBeam and Fresh are leading global gaming influencers with large followings across multiple social platforms that entertain their audiences through gameplay-based videos, streams and posts. PlaySide, Click, and leading gaming influencers LazarBeam and Fresh will bring innovative design concepts together to jointly develop a new PC title that PlaySide will globally publish with an anticipated release date to occur in late 2021. Influencer Background LazarBeam (Lannan Eacott) is one of the world’s largest gaming personalities with a YouTube channel ranked in the top 20 globally for gaming channels. He has over 18 million YouTube subscribers and 2.4 million Instagram followers who have been captivated by his coverage of titles such as Fortnite, Minecraft and Madden. He is regularly featured on the global YouTube Trending (gaming) page with many of his videos reaching between 5-15+ million views. Fresh (Harley Fresh) is the largest Twitch streamer in the Oceanic region. His career accelerated after he For personal use only PlaySide Studios Limited ASX AND MEDIA ANNOUNCEMENT - 17TH FEBRUARY 2021 transitioned from being one of the top professional Fortnite competitors to focusing on content creation. -
Die Kulturelle Aneignung Des Spielraums. Vom Virtuosen Spielen
Alexander Knorr Die kulturelle Aneignung des Spielraums Vom virtuosen Spielen zum Modifizieren und zurück Ausgangspunkt Obgleich der digital divide immer noch verhindert, dass Computerspiele zu ge- nuin globalen Gütern werden, wie es etwa der Verbrennungsmotor, die Ka- laschnikow, Hollywoodikonen, Aspirin und Coca Cola längst sind, sprengt ihre sich nach wie vor beschleunigende Verbreitung deutlich geografische, natio- nale, soziale und kulturelle Schranken. In den durch die Internetinfrastruktur ermöglichten konzeptuellen Kommunikations- und Interaktionsräumen sind Spieler- und Spielkulturen wesentlich verortet, welche weiten Teilen des öf- fentlichen Diskurses fremd und unverständlich erscheinen, insofern sie über- haupt bekannt sind. Durch eine von ethnologischen Methoden und Konzepten getragene, lang andauernde und nachhaltige Annäherung ¯1 an transnational zusammengesetzte Spielergemeinschaften werden die kulturell informierten Handlungen ihrer Mitglieder sichtbar und verstehbar. Es erschließen sich so- ziale Welten geteilter Werte, Normen, Vorstellungen, Ideen, Ästhetiken und Praktiken – Kulturen eben, die wesentlich komplexer, reichhaltiger und viel- schichtiger sind, als der oberflächliche Zaungast es sich vorzustellen vermag. Der vorliegende Artikel konzentriert sich auf ein, im Umfeld prototypischer First-Person-Shooter – genau dem Genre, das im öffentlichen Diskurs beson- ders unter Beschuss steht – entstandenes Phänomen: Die äußerst performativ orientierte Kultur des trickjumping. Nach einer Einführung in das ethnologische -
Test Coverage Guide
TEST COVERAGE GUIDE Test Coverage Guide A Blueprint for Strategic Mobile & Web Testing SUMMER 2021 1 www.perfecto.io TEST COVERAGE GUIDE ‘WHAT SHOULD I BE TESTING RIGHT NOW?’ Our customers often come to Perfecto testing experts with a few crucial questions: What combination of devices, browsers, and operating systems should we be testing against right now? What updates should we be planning for in the future? This guide provides data to help you answer those questions. Because no single data source tells the full story, we’ve combined exclusive Perfecto data and global mobile market usage data to provide a benchmark of devices, web browsers, and user conditions to test on — so you can make strategic decisions about test coverage across mobile and web applications. CONTENTS 3 Putting Coverage Data Into Practice MOBILE RECOMMENDATIONS 6 Market Share by Country 8 Device Index by Country 18 Mobile Release Calendar WEB & OS RECOMMENDATIONS 20 Market Share by Country 21 Browser Index by Desktop OS 22 Web Release Calendar 23 About Perfecto 2 www.perfecto.io TEST COVERAGE GUIDE DATA INTO PRACTICE How can the coverage data be applied to real-world executions? Here are five considerations when assessing size, capacity, and the right platform coverage in a mobile test lab. Optimize Your Lab Configuration Balance Data & Analysis With Risk Combine data in this guide with your own Bundle in test data parameters (like number of tests, analysis and risk assessment to decide whether test duration, and required execution time). These to start testing with the Essential, Enhanced, or parameters provide the actual time a full- cycle or Extended mobile coverage buckets. -
1892 , 11/03/2019 Class 9 2184496 02/08/2011 Trading As
Trade Marks Journal No: 1892 , 11/03/2019 Class 9 PAVO 2184496 02/08/2011 FRANCIS K. PAUL JOHN K. PAUL SUSAN FRANCIS SHALET JOHN POPULAR AUTO SPARES PVT. LTD. POPULAR VEHICLES & SERVICES LTD. trading as ;KUTTUKARAN TRADING VENTURES HEAD OFFICE KUTTUKRAN CENTRE, MAMANGALAM, COCHIN - 682 025, KERALA STATE, INDIA MANUFACTURERS AND MERCHANTS Address for service in India/Attorney address: P.M GEORGEKUTTY PMG ASSOCIATES EF7-10, VASANTH NAGAR PALARIVATTOM COCHIN - 682025 Used Since :01/08/2011 CHENNAI AUTOMOBILE ELECTRONICS ACCESSORIES, NAMELY, LED DAYTIME RUNNING LIGHT. 1944 Trade Marks Journal No: 1892 , 11/03/2019 Class 9 SHREE JINDAL 2307107 28/03/2012 KRISHAN LAL ARORA trading as ;ARORA TRADING COMPANY M.I.G. -108 AVAS VIKAS LODHI VIHAR SASNI GATE AGRA ROAD ALIGARH 202001 MANUFACTURER AND TRADER Used Since :25/03/2012 DELHI JUNCTION BOX 1945 Trade Marks Journal No: 1892 , 11/03/2019 Class 9 2515909 18/04/2013 RAVISH TANEJA trading as ;VIRIMPEX 1413 IST FLOOR NICHLSON ROAD KASHMERE GATE DELHI 06 MERCHANTS/MANUFACTURERS Address for service in India/Attorney address: SAI ASSOCIATES B -5A GALI NO 38 BLOCK B PART II KAUSIK ENCLAVE BURARI DELHI 84 Used Since :20/08/2011 DELHI CAMERA, F.M., SPEAKERS, SCREEN, DVD, CD, PLAYERS, MOBILE AND CHARGER, INCLUDING IN CLASS 09 1946 Trade Marks Journal No: 1892 , 11/03/2019 Class 9 2545634 07/06/2013 NIIT Limited Regd. Office: 8, Balaji Estate, First Floor, Guru Ravi Das Marg, Kalkaji, New Delhi-110019 MANUFACTURER & MERCHANT Address for service in India/Attorney address: MAHESH KUMAR MIGLANI Prop. Worldwide -
Cloud9 Technologies LLC
Cloud9 Technologies LLC. 565 Fifth Avenue New York, NY 10017 +1.866.753.4239 Cloud9 Technologies – Service Description May 2019 1 Cloud9 Technologies LLC. 565 Fifth Avenue New York, NY 10017 +1.866.753.4239 Contents 1. Overview .......................................................................................................................................................................................................... 3 2. Cloud9 Technologies Service Summary ......................................................................................................................................................... 3 3. Major Service Components ............................................................................................................................................................................ 4 3.1 Trading Turret Interface Options ............................................................................................................................................................. 4 3.2 Cloud9 Directory (Trader Voice Connectivity) ......................................................................................................................................... 6 3.3 Voice Recording ........................................................................................................................................................................................ 8 3.4 Enterprise Communications .................................................................................................................................................................. -
Esports High Impact and Investable
Needham Insights: Thought Leader Series Laura A. Martin, CFA & CMT – [email protected] / (917) 373-3066 September 5, 2019 Dan Medina – [email protected] / (626) 893-2925 eSports High Impact and Investable For the past decade, eSports has been growing on the main stage in Asia and in stealth mode in the US. This report addresses questions we get most often from investors about eSports: ➢ What is eSports? Definitions differ. Our definition of eSports is “players competing at a video game in front of a live audience while being live-streamed.” By implication, viewing, attendance, and playing time are linked, and each creates revenue streams for eSports. ➢ How big is eSports? Globally, one out of every three (ie, 33%) 18-25 year olds spent more than an hour a day playing video games, 395mm people watched eSports, and 250mm people played Fortnite in 2018. eSports revenue will be $1.1B in 2019, up 26% y/y. ➢ Should investors care about eSports? We would argue “yes”, owing to: a) global scale; b) time spent playing and viewing; c) compelling demographics; d) eSports vs traditional sports trends; e) revenue growth; and, f) sports betting should supercharge US eSports. ➢ Is eSports a fad? We would argue “no”, owing to: a) many US Universities now offer Varsity eSports scholarships; b) new special purpose eSports stadiums are proliferating; c) billionaires are investing to make eSports successful; d) audience growth; and, e) Olympics potential. ➢ Why have you never heard of eSports? Because zero of the top 30 earning players in the world were from the US in 2018. -
User Instructions
HOW TO PLAY WALKTHROUGH REFERENCE & ANALYSIS A EXTRAS USER INSTRUCTIONS MAP: FLORENCE PRESENT 01 SEQUENCE 01 SEQUENCE 02 MAP: TUSCANY SEQUENCE 03 SEQUENCE 04 WALKTHROUGH MAPS: LEGEND SEQUENCE 05 The two main icons used on our maps are the same as those used in the game, ensuring instant MAP: ROMAGNA identification. SEQUENCE 06 ICON REPRESENTS PRESENT 02 Viewpoint USER INSTRUCTIONS MAP: VENICE Codex Pages SEQUENCE 07 Before you go any further, take a few seconds to familiarize yourself with the structure and SEQUENCE 08 systems used in the Walkthrough chapter with this simple illustrated guide. SEQUENCE 09 Overview maps – Whenever you have access to a new region in the game, you will find A a corresponding overview map in the guide. Each of these provides a top-down view of the SEQUENCE 10 entire location, with lines marking the borders of individual districts within larger cities. To avoid potential spoilers, and because practically all collectibles and points of interest already SEQUENCE 11 appear on the in-game maps, our maps are designed purely as an aid to easy navigation, with annotations used only to document notable landmarks, viewpoints and Codex Pages (see SEQUENCE 14 “Walkthrough Maps: Legend” text box) – the latter being a special collectible required to complete the game. We cover other items of note in the Extras chapter. PRESENT 03 Left-hand pages: main walkthrough – The main walkthrough guides you through every B main Memory (for which, read: mission) in the story. It has been written to offer just the right amount of knowledge required to successfully complete all missions, but without giving too much away. -
Russian Games Market Report.Pdf
Foreword Following Newzoo’s free 42-page report on China and its games market, this report focuses on Russia. This report aims to provide understanding of the Russian market by putting it in a broader perspective. Russia is a dynamic and rapidly growing games We hope this helps to familiarize our clients and friends market, currently number 12 in the world in terms of around the globe with the intricacies of the Russian revenues generated. It is quickly becoming one of market. the most important players in the industry and its complexity warrants further attention and This report begins with some basic information on examination. The Russian market differs from its demographics, politics and cultural context, as well as European counterparts in many ways and this can be brief descriptions of the media, entertainment, telecoms traced to cultural and economic traditions, which in and internet sectors. It also contains short profiles of the some cases are comparable to their Asian key local players in these sectors, including the leading neighbours. local app stores, Search Engines and Social Networks. Russia has been a part of the Newzoo portfolio since In the second part of the report we move onto describe 2011, allowing us to witness first-hand the the games market in more detail, incorporating data unprecedented growth and potential within this from our own primary consumer research findings as market. We have accumulated a vast array of insights well as data from third party sources. on both the Russian consumers and the companies that are feeding this growth, allowing us to assist our clients with access to, and interpretation of, data on We also provide brief profiles of the top games in Russia, the Russia games market. -
Zeptolab's C.A.T.S.: Crash Arena Turbo Stars
Source : ZeptoLab 19 avr. 2017 15h00 HE ZeptoLab’s C.A.T.S.: Crash Arena Turbo Stars - Now Available on iOS and Android Build the ultimate battle machine in free-to-play multiplayer game from Cut the Rope and King of Thieves creators LONDON , April 19, 2017 (GLOBE NEWSWIRE) -- Pump up your tires and prepare for battle! C.A.T.S.: Crash Arena Turbo Stars, the latest mobile PvP game from Cut the Rope and King of Thieves creators, is now available for free on iOS and Android. Build and customize battle cars in the role of a street kitten, and go head-to-head against other players to become the Crash Arena champion. Get C.A.T.S.: Crash Arena Turbo Stars for free: Apple App Store: https://itunes.apple.com/us/app/cats-crash-arena-turbo-stars/id1208561922 Google Play: https://play.google.com/store/apps/details?id=com.zeptolab.cats.google View the official launch trailer here: https://youtu.be/Ssb-MHsOVvM Your road to the top of the World Championship starts in the garage. Experiment, upgrade, and combine a variety of deadly hand-made weapons and gadgets — from drills and chainsaws to soda pop bottles — to build a machine that’s unlike any other. When your car is good enough, enter the Championship and fight against real players from all over the world in uncontrollable physics-based battles. Defeat all opponents in the group to move into the next stage. Higher stages allow access to higher ranked weaponry and accessories. “We made sure that battles in C.A.T.S. -
Esports Yearbook 2017/18
Julia Hiltscher and Tobias M. Scholz eSports Yearbook 2017/18 ESPORTS YEARBOOK Editors: Julia Hiltscher and Tobias M. Scholz Layout: Tobias M. Scholz Cover Photo: Adela Sznajder, ESL Copyright © 2019 by the Authors of the Articles or Pictures. ISBN: to be announced Production and Publishing House: Books on Demand GmbH, Norderstedt. Printed in Germany 2019 www.esportsyearbook.com eSports Yearbook 2017/18 Editors: Julia Hiltscher and Tobias M. Scholz Contributors: Sean Carton, Ruth S. Contreras-Espinosa, Pedro Álvaro Pereira Correia, Joseph Franco, Bruno Duarte Abreu Freitas, Simon Gries, Simone Ho, Matthew Jungsuk Howard, Joost Koot, Samuel Korpimies, Rick M. Menasce, Jana Möglich, René Treur, Geert Verhoeff Content The Road Ahead: 7 Understanding eSports for Planning the Future By Julia Hiltscher and Tobias M. Scholz eSports and the Olympic Movement: 9 A Short Analysis of the IOC Esports Forum By Simon Gries eSports Governance and Its Failures 20 By Joost Koot In Hushed Voices: Censorship and Corporate Power 28 in Professional League of Legends 2010-2017 By Matthew Jungsuk Howard eSports is a Sport, but One-Sided Training 44 Overshadows its Benefits for Body, Mind and Society By Julia Hiltscher The Benefits and Risks of Sponsoring eSports: 49 A Brief Literature Review By Bruno Duarte Abreu Freitas, Ruth S. Contreras-Espinosa and Pedro Álvaro Pereira Correia - 5 - Sponsorships in eSports 58 By Samuel Korpimies Nationalism in a Virtual World: 74 A League of Legends Case Study By Simone Ho Professionalization of eSports Broadcasts 97 The Mediatization of DreamHack Counter-Strike Tournaments By Geert Verhoeff From Zero to Hero, René Treurs eSports Journey. -
Compra Avulsa: Agosto/21
Lista de Aparelhos PMEs: Setembro/21 Tipo Cód. SAP Modelo Gama Status Portfólio Chip Valor à vista/ 24x 24 GTL007 SmartPhone Semp TCL 5033E (L5 Dualsim) - 4G Smart Entry Portfólio Vigente Micro Sim R$ 718 R$ 30 GSA378 SmartPhone Samsung A013 (Galaxy A01 Core Dualsim) - 4G Smart Entry Portfólio Vigente Nano Sim R$ 905 R$ 38 GSA402 SmartPhone Samsung A022 (Galaxy A02 Dualsim) - 4G Smart Mid Portfólio Vigente Nano Sim R$ 1.092 R$ 46 GMO406 SmartPhone Motorola XT2097 (Moto E7 Power Dualsim) - 4G Smart Mid Portfólio Vigente Nano Sim R$ 1.779 R$ 74 GSA391 SmartPhone Samsung A125 (Galaxy A12 Dualsim) - 4G Smart Mid Portfólio Vigente Nano Sim R$ 1.404 R$ 59 GSA410 SmartPhone Samsung A037 (Galaxy A03s Dualsim) - 4G Smart Mid Portfólio Vigente Nano Sim R$ 1.436 R$ 60 GNK285 SmartPhone Nokia NK034 (Nokia 2.4 Dualsim) - 4G Smart Mid Portfólio Vigente Nano Sim R$ 1.498 R$ 62 GMO401 SmartPhone Motorola XT2095 (Moto E7 64GB Dualsim) - 4G Smart Mid Portfólio Vigente Nano Sim R$ 1.404 R$ 59 GMO407 SmartPhone Motorola XT2127 (Moto G10 Dualsim) - 4G Smart High Portfólio Vigente Nano Sim R$ 1.155 R$ 48 GSA404 SmartPhone Samsung A225 (Galaxy A22 Dualsim) - 4G Smart High Portfólio Vigente Nano Sim R$ 1.966 R$ 82 GMO408 SmartPhone Motorola XT2129 (Moto G30 Dualsim) - 4G Smart High Portfólio Vigente Nano Sim R$ 2.060 R$ 86 GMO404 SmartPhone Motorola XT2091 (Moto G9 Power Dualsim) - 4G Smart High Fora de portfolio Nano Sim R$ 2.122 R$ 88 GSA405 SmartPhone Samsung A325 (Galaxy A32 Dualsim) - 4G Smart High Portfólio Vigente Nano Sim R$ 2.372 R$ 99 GMO412 SmartPhone -
Esport Research.Pdf
Table of content 1. What is Esports? P.3-4 2. General Stats P.5-14 3. Vocabulary P.15-27 4. Ecosystem P.28-47 5. Ranking P.48-55 6. Regions P.56-61 7. Research P.62-64 8. Federation P.65-82 9. Sponsorship P.83-89 Table of content 10. Stream platform P.90 11. Olympic P.91-92 12. Tournament Schedule-2021 P.93-95 13. Hong Kong Esports Group P.96-104 14. Computer Hardware Producer P.105-110 15. Hong Kong Tournament P.111-115 16.Hong Kong Esports and Music Festival P.116 17.THE GAME AWARDS P.117-121 18.Esports Business Summit P.122-124 19.Global Esports Summit P.125-126 1.What is Esports? • Defined by Hong Kong government • E-sports is a short form for “Electronic Sports”, referring to computer games played in a competitive setting structured into leagues, in which players “compete through networked games and related activities” • Defined by The Asian Electronic Sports Federation • Literally, the word “esports” is the combination of Electronic and Sports which means using electronic devices as a platform for competitive activities. It is facilitated by electronic systems, unmanned vehicle, unmanned aerial vehicle, robot, simulation, VR, AR and any other electronic platform or object in which input and output shall be mediated by human or human-computer interfaces. • Players square off on competitive games for medals and/ or prize money in tournaments which draw millions of spectators on-line and on-site. Participants can train their logical thinking, reaction, hand-eye coordination as well as team spirit.