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An N U Al R Ep O R T 2018 Annual Report
ANNUAL REPORT 2018 ANNUAL REPORT The Annual Report in English is a translation of the French Document de référence provided for information purposes. This translation is qualified in its entirety by reference to the Document de référence. The Annual Report is available on the Company’s website www.vivendi.com II –— VIVENDI –— ANNUAL REPORT 2018 –— –— VIVENDI –— ANNUAL REPORT 2018 –— 01 Content QUESTIONS FOR YANNICK BOLLORÉ AND ARNAUD DE PUYFONTAINE 02 PROFILE OF THE GROUP — STRATEGY AND VALUE CREATION — BUSINESSES, FINANCIAL COMMUNICATION, TAX POLICY AND REGULATORY ENVIRONMENT — NON-FINANCIAL PERFORMANCE 04 1. Profile of the Group 06 1 2. Strategy and Value Creation 12 3. Businesses – Financial Communication – Tax Policy and Regulatory Environment 24 4. Non-financial Performance 48 RISK FACTORS — INTERNAL CONTROL AND RISK MANAGEMENT — COMPLIANCE POLICY 96 1. Risk Factors 98 2. Internal Control and Risk Management 102 2 3. Compliance Policy 108 CORPORATE GOVERNANCE OF VIVENDI — COMPENSATION OF CORPORATE OFFICERS OF VIVENDI — GENERAL INFORMATION ABOUT THE COMPANY 112 1. Corporate Governance of Vivendi 114 2. Compensation of Corporate Officers of Vivendi 150 3 3. General Information about the Company 184 FINANCIAL REPORT — STATUTORY AUDITORS’ REPORT ON THE CONSOLIDATED FINANCIAL STATEMENTS — CONSOLIDATED FINANCIAL STATEMENTS — STATUTORY AUDITORS’ REPORT ON THE FINANCIAL STATEMENTS — STATUTORY FINANCIAL STATEMENTS 196 Key Consolidated Financial Data for the last five years 198 4 I – 2018 Financial Report 199 II – Appendix to the Financial Report 222 III – Audited Consolidated Financial Statements for the year ended December 31, 2018 223 IV – 2018 Statutory Financial Statements 319 RECENT EVENTS — OUTLOOK 358 1. Recent Events 360 5 2. Outlook 361 RESPONSIBILITY FOR AUDITING THE FINANCIAL STATEMENTS 362 1. -
To Download a PDF of an Interview with Jaleh Bradea, Chief Diversity
DIVERSITY & INCLUSION The Power of Individuality An Interview with Jaleh Bradea, Chief Diversity and Inclusion Offi cer, Vivendi SA EDITORS’ NOTE Jaleh Bradea has in our group. We can now see that, in With so many companies under the served as a TV producer on major order to be creative, innovative and Vivendi umbrella, is it important to have a French TV channels with a focus able to adapt to the changing expec- consistent, seamless D&I program or is it on women-related content and as tations of our clients, we have to be customized based on the different brand director of the audiovisual depart- diverse. cultures and businesses? ment at a successful telecommu- You mentioned diversity, I think it’s both. All these companies exist nication startup. In 2014, she inclusion, and belonging. How do without Vivendi itself. They have their own started working on Corporate Social these three areas relate to each successful businesses. They have their own HR Responsibility (CSR) initiatives at other? and, sometimes, even their own CSR. However, Canal+ Group. Bradea also works If you take a picture of the world, we have common initiatives led by Vivendi such with the French media regulator to it represents diversity. But what are as a CSR Committee. More recently, we created promote a fair representation of eth- you going to do with that diversity? a Diversity Committee where we share the best nicity, gender, and minority com- Jaleh Bradea This becomes inclusion. Belonging is practices in D&I from all the companies and munities in the French media. -
009NAG – September 2012
SOUTH AFRICA’S LEADING GAMING, COMPUTER & TECHNOLOGY MAGAZINE VOL 15 ISSUE 6 BORDERLANDS 2 COMPETITION Stuff you can’t buy anywhere! PC / PLAYSTATION / XBOX / NINTENDO PREVIEWS Sleeping Dogs Beyond: Two Souls Pikmin 3 Injustice: Gods among Us ENEMY UNKNOWN Is that a plasma rifl e in your pocket, or are you just happy to see me? ULTIMATE GAMING LOUNGE What your lounge should look like Contents Editor Michael “RedTide“ James Regulars [email protected] 10 Ed’s Note Assistant editor 12 Inbox Geoff “GeometriX“ Burrows 16 Bytes Staff writer Dane “Barkskin “ Remendes Opinion 16 I, Gamer Contributing editor Lauren “Guardi3n “ Das Neves 18 The Game Stalkerer 20 The Indie Investigatorgator Technical writer 22 Miktar’s Meanderingsrings Neo “ShockG“ Sibeko 83 Hardwired 98 Game Over Features International correspondent Miktar “Miktar” Dracon 30 TOPTOP 8 HOLYHOLY SH*TSH*T MOMENTS IN GAMING Contributors Previews Throughout gaming’s relatively short history, we’ve Rodain “Nandrew” Joubert 44 Sleeping Dogs been treated to a number of moments that very nearly Walt “Ramjet” Pretorius 46 Injustice: Gods Among Us made our minds explode out the back of our heads. Miklós “Mikit0707 “ Szecsei Find out what those are. Pippa “UnexpectedGirl” Tshabalala 48 Beyond: Two Souls Tarryn “Azimuth “ Van Der Byl 50 Pikmin 3 Adam “Madman” Liebman 52 The Cave 32 THE ULTIMATE GAMING LOUNGE Tired of your boring, traditional lounge fi lled with Art director boring, traditional lounge stuff ? Then read this! Chris “SAVAGE“ Savides Reviews Photography 60 Reviews: Introduction 36 READER U Chris “SAVAGE“ Savides The results of our recent reader survey have been 61 Short Reviews: Dreamstime.com tallied and weighed by humans better at mathematics Fotolia.com Death Rally / Deadlight and number-y stuff than we pretend to be! We’d like 62 The Secret World to share some of the less top-secret results with you. -
Sistematización De Un Nuevo Paradigma Ontológico Del Videojuego: El Formativismo
UNIVERSIDAD DE SEVILLA DPTO. COMUNICACIÓN AUDIOVISUAL Y PUBLICIDAD TESIS DOCTORAL SISTEMATIZACIÓN DE UN NUEVO PARADIGMA ONTOLÓGICO DEL VIDEOJUEGO: EL FORMATIVISMO Juan José Vargas Iglesias Sevilla, 2015 SISTEMATIZACIÓN DE UN NUEVO PARADIGMA ONTOLÓGICO DEL VIDEOJUEGO: EL FORMATIVISMO 2 TESIS DOCTORAL Presentada por Juan José Vargas Iglesias bajo la dirección del Prof. Dr. D. Luis Navarrete Cardero SISTEMATIZACIÓN DE UN NUEVO PARADIGMA ONTOLÓGICO DEL VIDEOJUEGO: EL FORMATIVISMO Vº Bº del Director de la Tesis, Prof. Dr. D. Luis Navarrete Cardero Sevilla, a 13 de octubre de 2015 3 A mis padres. 4 Uno podría aventurar la afirmación de que una histeria es una caricatura de una creación artística; una neurosis obsesiva, de una religión; y un delirio paranoico, de un sistema filosófico. Sigmund Freud, Totem y tabú Mientras Dios juega viene a ser mundo. Martin Heidegger, La proposición del fundamento 5 Agradecimientos Agradezco, en primer lugar, a Luis por aceptar la dirección de esta tesis, por su genero- sidad, por su compromiso irreductible y por concederme el privilegio de su amistad. A mis alumnos y alumnas, porque no pasa un día sin que me enseñen algo nuevo. A mis compañeros y compañeras del Departamento, y a quienes componen y han com- puesto el Aula de Videojuegos. A Mario, por las conversaciones inagotables en la cumbre intemporal de las Abstrac- ciones, por su galvanizante entusiasmo y su brillantez inspiradora. A Alejandra, por ser capaz de redimirme con una sonrisa. Por cambiar el mundo en que vivía. Por su paciencia sin límites. Por ser Ella. A Sofi, por las horas y horas dedicadas a completar aventuras gráficas de todo pelaje cuando éramos niños. -
2006 Reference Document
2006 REFERENCE DOCUMENT Pursuant to Article 212-13 of the General Regulations of the Autorité des Marchés Financiers (AMF), this reference document was filed with the AMF on June 6, 2007. It may be used in support of a financial operation if accompanied by a “note d’opération” (securities note) approved by the AMF. Pursuant to Article 28 of European Commission (EC) Regulation 809/2004, the following information is included in this reference document by way of reference: ● The consolidated and individual financial statements for the fiscal year ended December 31, 2004, as well as the related statutory auditors’ reports, appear on pages 45 to 94 of the reference document filed with the AMF on June 10, 2005 under number D.05-871. ● The consolidated and individual financial statements for the fiscal year ended December 31, 2005, as well as the related statutory auditors’ reports, appear on pages 46 to 100 of the reference document filed with the AMF on June 9, 2006 under number D. 06-0546. Copies of this document are available at the business address of Gameloft S.A.– 14, rue Auber – 75009 Paris and at the company’s registered office. Registered office: 81 rue de Réaumur 75002 Paris French corporation with capital of 3,537,829.20 euros Tel.: (33) 1 58 16 20 40 Paris Corporate and Trade Register No. 429 338 130 - NAF code 722 A 1 CONTENTS 1 PERSONS RESPONSIBLE FOR THE DOCUMENT AND FOR THE AUDIT OF THE FINANCIAL STATEMENTS ............................................................................................................. 8 1.1 Person responsible for the document ...................................................................................... 8 1.2 Certification of the person responsible for the document ...................................................... -
Dodge Brand Launches New TV Commercial and Social Gaming Sweepstakes in Conjunction with Syfy and Trion Worlds ‘Defiance’ Partnership
Contact: Eileen Wunderlich Dodge Brand Launches New TV Commercial and Social Gaming Sweepstakes in Conjunction with Syfy and Trion Worlds ‘Defiance’ Partnership Co-branded television spot launches May 20, coinciding with first appearance of Dodge Chargers as hero vehicles in the ‘Defiance’ TV program airing Mondays at 9 p.m. on Syfy 30-second ‘Dodge Charger | Defiance’ ad follows the vehicle’s endurance from present day to the 2046 transformed planet Earth featured in TV show 'Dodge Defiance Arkfall Sweepstakes,’ launching May 24 at www.DodgeDefiance.com,includes social gaming component allowing fans to compete against one another and share stories on Facebook Weekly prizes awarded with one grand prize of trip for two to world’s largest pop culture event May 19, 2013, Auburn Hills, Mich. - The Dodge brand is extending its partnership with Syfy and Trion Worlds on the “Defiance” television show and online video game with a new television commercial and social gaming sweepstakes. As the exclusive automotive sponsor, the Dodge brand “Defiance” partnership includes vehicle integrations in the TV show (Dodge Charger) and online video game (Dodge Challenger) as well as custom co-branded advertising and promotions crossing multiple media platforms, including television, digital, social media, mobile, gaming and on- demand. “Defiance” allows Dodge a prime opportunity to speak to its socially engaged customers. The co-branded TV commercial, titled ‘Dodge Charger | Defiance,’ debuts May 20, in conjunction with the first appearance of the Dodge Charger as the hero vehicle driven by main character Nolan (Grant Bowler), the city of Defiance lawkeeper. The 30-second spot shows the endurance of the Charger as it survives obstacles in a changing world, ending with a transformed planet Earth in the year 2046 where “only the defiant survive.” The spot will be posted on the brand's YouTube page,www.youtube.com/dodge. -
Jocelyn Fung ART DIRECTION & TEAM LEADERSHIP for GAMES & DIGITAL EXPERIENCES
Jocelyn Fung ART DIRECTION & TEAM LEADERSHIP FOR GAMES & DIGITAL EXPERIENCES 533 8TH ST - APT 2L SUMMARY BROOKLYN NY - 11215 [email protected] Directed and actively participated in art asset production for 8 successful casual (929) 237-9231 game launches. Managed the execution of 100+ marketing campaigns per month for live games. Hands-on creative problem solving and team growth. KEY SKILLS Excellent with typographic layouts, eyeballing pixel nudges with eerie accuracy, and 6 YEARS as senior management balancing colour and space to optimize user experiences and marketing hooks. 20+ YEARS design experience with a focus on the aesthetics of RECENT WORK HISTORY interaction and digital products BLUEBAT GAMES | GREENTUBE-NOVOMATIC VANCOUVER, BC TECHNICAL SKILLS CREATIVE AND MARKETING DIRECTOR Photoshop / Illustrator Dec 2015 – Present Adobe XD Art Direction, Strategy, and Creative Vision. Art Process Architecture. Brand JIRA / Confluence / Airtable Consistency. Project Scoping and Management. Retention/Engagement Slack Marketing Strategy and Design Direction. Visual UX Specialist. SVN / Perforce Cross-Functional Team Communication. Presentations for External Microsoft Office 365 / G Suite Stakeholders. Outsource/Freelance Management. Maya / 3DS Max / Zbrush SENIOR ARTIST Aug 2012 - Dec 2015 EDUCATION UI Concept Design and Asset Production, Graphic Design for Marketing and Business Development, Outsource Management UNIVERSITY OF BRITISH COLUMBIA SLANT SIX GAMES 1998 – 2002 VANCOUVER, BC BACHELOR OF ARTS ARTIST | Jun 2007 - Aug 2012 Sociology and Gender Studies Graphics for SOCOM, Fire Team Bravo, Resident Evil: Operation Raccoon City ART INSTITUTE OF ELECTRONIC ARTS - BLACK BOX VANCOUVER VANCOUVER, BC 2002 – 2004 ARTIST | Sept 2004 - Jun 2007 DIPLOMA Graphics for Need for Speed Most Wanted, Need for Speed Carbon, EA Skate Game Art and Animation. -
TYLER WILSON Lead Artist Tylerwilson.Art Vancouver, BC [email protected] +1-604-771-4577
TYLER WILSON Lead Artist tylerwilson.art Vancouver, BC [email protected] +1-604-771-4577 Summary ● 10 years of Leadership experience and 20 years in the game industry. ● Detail oriented, organized, and technical (rigs, problem solving, pipelines, best practices) ● Excellent written communication as well as documentation and tutorial experience. ● Always working towards the big picture studio goals. ● Loves: Games, Film, Anatomy Sculpts, Cloth Sims, Mentoring, Hockey. Skills Tools ● Character Creation ● Maya, XGen ● Digital Tailoring ● 3ds Max ● Technical Art ● ZBrush ● Scheduling & Organization ● Marvelous Designer ● Outsourcing ● Substance Painter, Mari ● Leadership ● Marmoset Toolbag, Keyshot, Arnold Experience Lead Artist Oct 2019 – Present Brass Token Games ● Provide overall artistic leadership and review all art assets for quality and continuity with the Creative Director’s vision. ● Light key assets through static and dynamic lighting. ● Help and manage art outsourcers to provide feedback, determine opportunities for efficiencies and cost savings, and help integrate art assets into the engine. ● Support the creation of marketing and pitch materials. Digital Tailor Mar 2019 – Present Freelance ● Continued creation of many items of clothing and complete outfits including accessories for Brud. Brud is a transmedia studio that creates digital character driven story worlds (Virtual Digital Influencers). ● Created two versions of a clean room tyvek Scientist outfit for System Shock 3, before and after Mutant infection. Lead Artist Mar 2016 – Mar 2019 Hothead Games ● Manage a team of twelve internal artists including 1on1's and mentoring. ● Set the art direction and worked closely with the team to reach our goals. ● Featured by Apple in "Gloriously Gorgeous Games" category. ● Brought high fidelity art to the mobile market. -
Prospering in the Pandemic: the Top 100 Companies the First in an FT Series on Corporate Resilience in a Year of Human and Economic Devastation
FRIDAY 19 JUNE 2020 FT SERIES Coronavirus economic impact Prospering in the pandemic: the top 100 companies The first in an FT series on corporate resilience in a year of human and economic devastation In a dismal year for single day in April, up from 20m drawing more users into an most companies, a 1. Amazon in late 2019. ever-expanding ecosystem of minority have shone: wearables and services. pharmaceutical groups SECTOR: ECOMMERCE Apple executives predicted boosted by their hunt HQ: SEATTLE, US $269.9bn sales of some items would even for a Covid-19 vaccine; MARKET CAP ADDED accelerate, as millions of technology giants buoyed Key stat: Amazon anticipates consumers working from home by the trend for working it could spend $4bn to keep its Microsoft’s shift to the cloud would opt to upgrade their from home; and retailers logistics running during the under Satya Nadella has left it electronics. Investors crowned offering lockdown coronavirus crisis. well-placed for a world where Apple the first $1.5tn company. necessities online. large numbers of people are Patrick McGee in San Francisco Public companies working remotely. The Teams had the tailwind of a $401.1bn communication app has MARKET CAP ADDED become a way for workers to surprisingly robust stock stay in touch. The Azure cloud 4. Tesla market — which many As world leaders ordered their computing platform has become believe is a bubble. citizens indoors, Amazon became a more critical part of the digital SECTOR: AUTOS To rank companies the emergency port of call for backbone for many companies. -
EA Supercharges Its Partner Program with New Titles from Independent Mobile and Social Game Developers
EA Supercharges Its Partner Program with New Titles from Independent Mobile and Social Game Developers EA Partners Expands to Chillingo and Playfish to Help Independent Developers Publish on Fast-Growing Digital Platforms REDWOOD SHORES, Calif.--(BUSINESS WIRE)-- Electronic Arts Inc. (NASDAQ:ERTS) today announced that Chillingo and Playfish™ will offer publishing services to the fast-growing mobile and social gaming platforms to the independent development community. Following the successful and award-winning EA Partners program, EA will be expanding its partnership programs for Chillingo and Playfish furthering the delivery of fresh content to platforms such as the Apple App StoreSM, Google Android™ and Facebook®. Since its establishment in 2003, EA Partners has built a reputation for working with top-notch independent game developers, promoting both creativity and innovation amongst its global partners. Current partner titles include Epic Games and People Can Fly (Bulletstorm™), Crytek (Crysis®2), Valve (Portal 2), 38 Studios (Kingdoms of Amalur: Reckoning), Spicy Horse (Alice: Madness Returns™), Grasshopper Manufacture (Shadows of the Damned™), Paramount Digital Entertainment (Rango The Video Game), Trap Door (Warp), Funcom (Secret World) and Vanguard Games (Gatling Gears). EA partner studios also include Insomniac Games, Starbreeze Studios and Respawn Entertainment with forthcoming titles. "The EA Partners program has proven to be a phenomenally successful model. It is an all around win-win situation. The program allows EA to partner with some of the world's best console, PC and digital developers while providing those independent developers with a global distribution/publishing partner," said Bryan Neider, EA Games Label COO and General Manager of EA Partners. -
Activision Acquires U.K. Game Developer Bizarre Creations
Activision Acquires U.K. Game Developer Bizarre Creations Activision Enters $1.4 Billion Racing Genre Market, Representing More than 10% of Worldwide Video Game Market SANTA MONICA, Calif., Sep 26, 2007 (BUSINESS WIRE) -- Activision, Inc. (Nasdaq:ATVI) today announced that it has acquired U.K.-based video game developer Bizarre Creations, one of the world's premier video game developers and a leader in the racing category, a $1.4 billion market that is the fourth most popular video game genre and represents more than 10% of the total video game market worldwide. This acquisition represents the latest step in Activision's ongoing strategy to enter new genres. Last year, Activision entered the music rhythm genre through its acquisition of RedOctane's Guitar Hero franchise, which is one of the fastest growing franchises in the video game industry. With more than 10 years' experience in the racing genre, Bizarre Creations is the developer of the innovative multi-million unit franchise Project Gotham Racing, a critically-acclaimed series for the Xbox® and Xbox 360®. The Project Gotham Racing franchise, which is owned by Microsoft, currently has an average game rating of 89%, according to GameRankings.com and has sold more than 4.5 million units in North America and Europe, according to The NPD Group, Charttrack and Gfk. Bizarre Creations is currently finishing development on the highly-anticipated third-person action game, The Club, for SEGA, which is due to be released early 2008. They are also the creators of the top-selling arcade game series Geometry Wars on Xbox Live Arcade®. -
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.