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Volume 11, Number 2 Spring 2020 Contents ARTICLES Reexploring the Esports Approach of America’s Three Major Leagues Peter A. Carfagna.................................................. 115 The NCAA’s Agent Certification Program: A Critical and Legal Analysis Marc Edelman & Richard Karcher ..................................... 155 Well-Intentioned but Counterproductive: An Analysis of the NFLPA’s Financial Advisor Registration Program Ross N. Evans ..................................................... 183 A Win Win: College Athletes Get Paid for Their Names, Images, and Likenesses, and Colleges Maintain the Primacy of Academics Jayma Meyer and Andrew Zimbalist ................................... 247 Harvard Journal of Sports & Entertainment Law Student Journals Office, Harvard Law School 1585 Massachusetts Avenue, Suite 3039 Cambridge, MA 02138 (617) 495-3146; [email protected] www.harvardjsel.com U.S. ISSN 2153-1323 The Harvard Journal of Sports & Entertainment Law is published semiannually by Harvard Law School students. Submissions: The Harvard Journal of Sports and Entertainment Law welcomes articles from professors, practitioners, and students of the sports and entertainment industries, as well as other related disciplines. Submissions should not exceed 25,000 words, including footnotes. All manuscripts should be submitted in English with both text and footnotes typed and double-spaced. Footnotes must conform with The Bluebook: A Uniform System of Citation (20th ed.), and authors should be prepared to supply any cited sources upon request. All manu- scripts submitted become the property of the JSEL and will not be returned to the author. The JSEL strongly prefers electronic submissions through the ExpressO online submission system at http://www.law.bepress.com/expresso or the Scholastica online submission system at https://harvard-journal-sports-ent-law.scholasticahq.com. -
Steam Und Die Plattformisierung Virtueller Güter. Eine Analyse Der
Repositorium für die Medienwissenschaft Tim Glaser Steam und die Plattformisierung virtueller Güter. Eine Analyse der Waffenskin-Ökonomie in COUNTER STRIKE: GLOBAL OFFENSIVE 2020 https://doi.org/10.25969/mediarep/14338 Veröffentlichungsversion / published version Zeitschriftenartikel / journal article Empfohlene Zitierung / Suggested Citation: Glaser, Tim: Steam und die Plattformisierung virtueller Güter. Eine Analyse der Waffenskin-Ökonomie in COUNTER STRIKE: GLOBAL OFFENSIVE. In: Navigationen - Zeitschrift für Medien- und Kulturwissenschaften. SPIEL|MATERIAL, Jg. 20 (2020), Nr. 1, S. 111–131. DOI: https://doi.org/10.25969/mediarep/14338. Nutzungsbedingungen: Terms of use: Dieser Text wird unter einer Creative Commons - This document is made available under a creative commons - Namensnennung - Weitergabe unter gleichen Bedingungen 4.0/ Attribution - Share Alike 4.0/ License. For more information see: Lizenz zur Verfügung gestellt. Nähere Auskünfte zu dieser Lizenz http://creativecommons.org/licenses/by-sa/4.0/ finden Sie hier: http://creativecommons.org/licenses/by-sa/4.0/ SPIEL|MATERIAL STEAM UND DIE PLATTFORMISIERUNG VIRTU- ELLER GÜTER Eine Analyse der Waffenskin-Ökonomie in Counter-Strike: Global Offensive VON TIM GLASER ABSTRACT Zufallsbasierte Belohnungsmechanismen, wie Lootboxes, Crates oder Cases, wer- den in den letzten Jahren verstärkt von Computerspiel-Firmen implementiert, um zusätzliche Inhalte zu monetarisieren. Zunehmend werden diese Mechanismen kri- tisiert, insbesondere als digitale Form von Glücksspiel. In diesem Zusammenhang sind bereits verschiedene psychologische und soziologisch-empirische Studien durchgeführt worden. Dieser Artikel betrachtet das Phänomen jedoch aus einer medienökonomischen und kulturwissenschaftlichen Perspektive. Analysiert wird dabei, inwieweit zufallsbasierte Belohnungsmechanismen als Plattformisierung (nach Helmond, Niebog und Poell) von Spielkultur betrachtet werden kann. Bei- spielhaft wird dies anhand der Waffenskin-Ökonomie in Counter-Strike: Global Of- fensive verhandelt. -
United States Securities and Exchange Commission Form
UNITED STATES SECURITIES AND EXCHANGE COMMISSION Washington, D.C. 20549 FORM 8-K CURRENT REPORT Pursuant to Section 13 OR 15(d) of The Securities Exchange Act of 1934 Date of Report (Date of earliest event reported) February 6, 2019 TAKE-TWO INTERACTIVE SOFTWARE, INC. (Exact name of registrant as specified in its charter) Delaware 001-34003 51-0350842 (State or other jurisdiction (Commission (IRS Employer of incorporation) File Number) Identification No.) 110 West 44th Street, New York, New York 10036 (Address of principal executive offices) (Zip Code) Registrant’s telephone number, including area code (646) 536-2842 (Former name or former address, if changed since last report.) Check the appropriate box below if the Form 8-K filing is intended to simultaneously satisfy the filing obligation of the registrant under any of the following provisions (see General Instruction A.2. below): o Written communications pursuant to Rule 425 under the Securities Act (17 CFR 230.425) o Soliciting material pursuant to Rule 14a-12 under the Exchange Act (17 CFR 240.14a-12) o Pre-commencement communications pursuant to Rule 14d-2(b) under the Exchange Act (17 CFR 240.14d-2(b)) o Pre-commencement communications pursuant to Rule 13e-4(c) under the Exchange Act (17 CFR 240.13e-4(c)) Indicate by check mark whether the registrant is an emerging growth company as defined in Rule 405 of the Securities Act of 1933 (§230.405 of this chapter) or Rule 12b-2 of the Securities Exchange Act of 1934 (§240.12b-2 of this chapter). Emerging growth company o If an emerging growth company, indicate by check mark if the registrant has elected not to use the extended transition period for complying with any new or revised financial accounting standards provided pursuant to Section 13(a) of the Exchange Act. -
Activate Technology & Media Outlook 2021
October 2020 ACTIVATE TECHNOLOGY & MEDIA OUTLOOK 2021 www.activate.com 12 Takeaways from the Activate Technology & Media Outlook 2021 Time and Attention: The entire growth curve for consumer time spent with technology and media has shifted upwards and will be sustained at a higher level than ever before, opening up new opportunities. Video Games: Gaming is the new technology paradigm as most digital activities (e.g. search, social, shopping, live events) will increasingly take place inside of gaming. All of the major technology platforms will expand their presence in the gaming stack, leading to a new wave of mergers and technology investments. AR/VR: Augmented reality and virtual reality are on the verge of widespread adoption as headset sales take off and use cases expand beyond gaming into other consumer digital activities and enterprise functionality. Video: By 2024, nearly all American households will have a Connected TV. The average paid video streaming subscriber will own 5.7 subscriptions, while also watching other services for free (e.g. sharing passwords, using advertising-supported services, viewing social video). eCommerce: The growth curve of eCommerce has accelerated by 5 years in 5 months. Consumers will expand their digital shopping destinations beyond the retailers that they bought from before shelter-in-place. Marketplace platforms and the shift to online grocery buying will level the eCommerce playing field for large traditional retailers and brands. Esports: During shelter-in-place, esports were sports for many consumers; going forward, esports will be a major global catalyst for interest in interactive gaming, technology, and entertainment experiences. www.activate.com Continued ➔ 2 12 Takeaways from the Activate Technology & Media Outlook 2021 Sports Tech and Sports: New technologies will reshape every aspect of sports, including data, athlete performance, and viewing experiences. -
Nba 2K20 Review Guide
NBA 2K20 REVIEW GUIDE GENERAL PRODUCT OVERVIEW WELCOME TO THE NEXT NBA 2K has evolved into much more than a basketball simulation. 2K continues to redefine what’s possible in sports gaming with NBA 2K20, featuring best in class graphics & gameplay, ground breaking game modes, and unparalleled player control and customization. Plus, with its immersive open-world Neighborhood, NBA 2K20 is a platform for gamers and ballers to come together and create what’s next in basketball culture. FEATURES GAMEPLAY AS REAL AS IT GETS Take your skills to the next level with the most realistic player control ever, featuring an upgraded motion engine with signature styles, advanced shooting controls, a new dribble size-up system, refined off-ball collisions, and a new read & react defensive game. CONTROL YOUR ATTACK Take complete control of your offense with the next evolution of the Pro Stick. Choose how and where to gather on a drive before branching into limitless in-air finishes to evade the defense. OFF-BALL OFFENSE Execute seamless pick & rolls, rub off screens, perform quick flare cuts, and battle your way into the paint with the most realistic off-ball collision and interaction mechanics in 2K history. HANDLES WITH EASE Evade the defense with the new dribble size-up system, unleashing your creativity by building custom dribble sequences on the fly. LOCKDOWN D Defensive control is in your hands with the new Read and React defensive counter system. An indicator suggests when to shift, cutoff, and steal, but it’s up to you read, react, and make the stop. -
NLSC NBA 2K20 Wishlist
NLSC NBA 2K20 Wishlist This is the official NLSC NBA 2K20 Wishlist. It represents a comprehensive overview of what our community most wants to see added and fixed in NBA 2K20 and beyond. Thanks to everyone who helped to compile this year's Wishlist! Key Points/Overview • Achieve better balance between offline and online play. • Strive for better balance in gameplay, particularly when it comes to player builds in MyCAREER and the connected modes. • Continue to fine-tune the motion system to reduce skating and improve physicality, without compromising the fluidity of the controls. • Continue to polish up player/team AI and overall strategy. Ensure that ACE makes more of a difference in all single player modes. • Implement fairer prices of items, increase VC earnings, or add different currencies for use in upgrading players and purchasing cosmetic items. • Reduce the tedium of the grind in MyCAREER and the connected online experiences. • Expand in-game customisation options even further. • Improve player ratings, especially for Legends. • Implement better/actual matchmaking in online modes, so that users face opponents of similar skill level while they're getting better at online play. • Make the PC version more modder-friendly, with roster and art files that are easier to work with. Gameplay • Find a way to fine-tune online and offline gameplay independently of one another, so that changes to one don't mess up the other. • Reduce the amount of skating/floating and clunky changes of direction, fix speed breaks, and improve foot planting, while retaining the responsiveness of the controls. • Improve physicality and reduce clipping. -
2020 Annual Report
TAKE-TWO INTERACTIVE SOFTWARE, INC. 2020 ANNUAL REPORT 3 Generated significant cash flow and ended the year with $2.00 BILLION in cash and short-term investments Delivered record Net Bookings of Net Bookings from recurrent $2.99 BILLION consumer spending grew exceeded original FY20 outlook by nearly 20% 34% to a new record and accounted for units sold-in 51% 10 MILLION to date of total Net Bookings Up over 50% over Borderlands 2 in the same period One of the most critically-acclaimed and commercially successful video games of all time with over units sold-in 130 MILLION to date Digitally-delivered Net Bookings grew Developers working in game development and 35% 4,300 23 studios around the world to a new record and accounted for Sold-in over 12 million units and expect lifetime units, recurrent consumer spending and Net Bookings to be 82% the highest ever for a 2K sports title of total Net Bookings TAKE-TWO INTERACTIVE SOFTWARE, INC. 2020 ANNUAL REPORT DEAR SHAREHOLDERS, Fiscal 2020 was another extraordinary year for Take-Two, during which we achieved numerous milestones, including record Net Bookings of nearly $3 billion, as well as record digitally-delivered Net Bookings, Net Bookings from recurrent consumer spending and earnings. Our stellar results were driven by the outstanding performance of NBA 2K20 and NBA 2K19, Grand Theft Auto Online and Grand Theft Auto V, Borderlands 3, Red Dead Redemption 2 and Red Dead Online, The Outer Worlds, WWE 2K20, WWE SuperCard and WWE 2K19, Social Point’s mobile games and Sid Meier’s Civilization VI. -
NBA 2K Joseph Saludo San Jose State University
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by San Jose State University San Jose State University SJSU ScholarWorks ART 108: Introduction to Games Studies Art and Art History & Design Departments Fall 12-2018 NBA 2K Joseph Saludo San Jose State University Follow this and additional works at: https://scholarworks.sjsu.edu/art108 Part of the Computer Sciences Commons, and the Game Design Commons Recommended Citation Joseph Saludo. "NBA 2K" ART 108: Introduction to Games Studies (2018). This Final Class Paper is brought to you for free and open access by the Art and Art History & Design Departments at SJSU ScholarWorks. It has been accepted for inclusion in ART 108: Introduction to Games Studies by an authorized administrator of SJSU ScholarWorks. For more information, please contact [email protected]. Saludo 1 NBA 2K Michael Jordan the best player to ever play basketball once said “Just play. Have fun. Enjoy the game”. I could clearly remember the first time I’ve played one of the NBA 2K games and having fun with it that it became the best video game that I ever played in my life. NBA 2K11, made by 2K Sports, was the first NBA 2K game in the series that I played in the NBA 2K series and I have gotten every single one that has released every year since. The realism of the game’s graphics was so good back when I first got NBA 2K11 that I couldn’t believe that I was playing a video game. I remember playing the game with my friends so much that I was constantly on it all day just so that I could get better than them and beat them. -
Next-Up in NBA 2K20: Make Way for the WNBA
Next-up in NBA 2K20: Make way for the WNBA August 8, 2019 All 12 WNBA Teams and More Than 140 Players are Ready to Play on September 6 NEW YORK--(BUSINESS WIRE)--Aug. 8, 2019-- 2K today announced all 12 WNBA teams and more than 140 players are making their debut in NBA® 2K20, the next iteration of the top-rated and top-selling NBA video game simulation series of the past 18 years*. Available in Play Now and Season modes, fans of the franchise will be able to take control of their favorite WNBA players for the first time and experience gameplay animations, play styles and visuals built exclusively around the women’s game. “Growing up, I always remembered watching male athletes on TV and playing as them in video games. Now, to have the WNBA be in the position we are and to have women featured prominently in NBA 2K20, we are allowing young girls and boys to have female athletes as role models,” said Candace Parker, Los Angeles Sparks forward. “The 2K team has done an amazing job of making sure to not just put women into the game playing men’s basketball, but I’ve seen first-hand the hard work they’re doing to make this as real and authentic as possible to women’s basketball. I’m proud to be a part of this team paving the way for the future.” Many of the top WNBA superstars, like Parker and A’ja Wilson of the Las Vegas Aces, have been scanned into NBA 2K20 earlier this year using our best-in-class motion capture technology to create the most realistic simulation on the market. -
Sprzedaż Produktów O Losowej Zawartości, W Tym Tzw. Loot Boxes
DOI: 10.17951/ks.2019.7.2.110-131 Konteksty Społeczne | Social Contexts, 2019, Tom 7, Nr 2 (14), 110-131 Sprzedaż produktów o losowej zawartości, w tym tzw. loot boxes. Zjawisko i jego podobieństwo do urządzania gier hazardowych Maciej Majewski ORCID: 0000-0002-0685-6091 * Uniwersytet Jagielloński Streszczenie: Celem artykułu jest przedstawienie zjawiska sprzedaży produktów o losowej zawartości oraz problematyki podobieństwa tych produktów do gier hazardowych. O ile produkty tego rodzaju są dostępne na rynku już od wielu lat, dopiero stosunkowo niedawno ich sprzedaż zaczęła wzbudzać pew- ne kontrowersje. Przyczyną tej zmiany są przede wszystkim reakcje społeczne na rozwiązania stosowa- ne przez producentów gier wideo. Coraz częściej oferują oni graczom tzw. loot boxes (dosłownie „pu- dełka z łupem”), tj. produkty zawierające losowo generowaną zawartość, którą można wykorzystać w ramach rozgrywki. Zjawisko przybrało taką skalę, że w niektórych państwach oficjalnie zainteresowały się nim władze oraz urzędy nadzorujące sektor hazardowy. Podobne zainteresowanie zagadnienie to wywołuje obecnie w różnych dziedzinach nauki, zwłaszcza psychologii. W niniejszym artykule zdefi- niowane zostały pojęcia niezbędne do prawidłowego zrozumienia wskazanego zjawiska. Przedstawione zostały także przyczyny dystrybucji produktów w modelu „losowej zawartości” oraz przyczyny zainte- resowania tym modelem prawodawców. W pracy omówiono także problem podobieństwa produktów o losowej zawartości do gier hazardowych. Przedstawione zostały zarówno wybrane aspekty psycholo- giczne zjawiska, jak i możliwość kwalifikacji sprzedaży tych produktów jako urządzania gier hazardo- wych przez pryzmat stosownych regulacji wybranych państw świata. Słowa kluczowe: gry wideo; hazard; loot box; losowa zawartość; mikropłatności. iniejszy artykuł ma na celu przedstawienie zjawiska sprzedaży produktów o losowej zawartości oraz problematyki podobieństwa tych produktów do gier hazardowych. -
NBA 2K20 X Nike Gamer Exclusive Program Gives Players Chance at In-Game and Real-Life Exclusive New Kicks
NBA 2K20 x Nike Gamer Exclusive Program Gives Players Chance at In-Game and Real-Life Exclusive New Kicks October 21, 2019 10 shoes will only be available to unlock and purchase by completing in-game challenges in NBA 2K20 and the new MyPLAYER Nation mode NEW YORK--(BUSINESS WIRE)--Oct. 21, 2019-- Today, 2K and Nike announced the NBA 2K20 x Nike Gamer Exclusive Program, a first- of-its-kind gaming and sneaker partnership, which launches alongside the new MyPLAYER Nation mode and NBA season tip-off, on October 22, 2019. The Program will allow NBA 2K20 players the opportunity to earn up to 10 pairs of soon-to-be-released virtual Nike Basketball signature shoes for their MyPLAYER by completing in-game challenges and the chance to purchase the real-life version of the limited-edition shoes from Nike.* MyPLAYER is NBA 2K’s player creation feature that allows gamers the opportunity to build their own basketball player, get drafted, rise through the ranks of the NBA elite, and help take their team to glory. 2K is now taking MyPLAYER to the next level with MyPLAYER Nation, which integrates the community of NBA 2K20 MyPLAYER gamers with the real-life NBA – and the opportunity to unlock exclusive Nike gear. Once gamers create a player, are drafted by a team and join the new season-long NBA 2K20 MyPLAYER Nation mode, they will represent their MyPLAYER’s real-life team as part of a community with other players who also play for the same team. They will play through the NBA schedule, with individual matchup wins and losses determined by the overall community's winning percentage. -
Cansın ÇAVDAR
T.C. E G E Ü N İ V E R S İ T E S İ S o s y a l B i l i ml e r E n s t i t ü s ü VİDEO OYUNLARINDAKİ ÜRÜN YERLEŞTİRME UYGULAMALARI: SPOR OYUNLARINA YÖNELİK BİR İÇERİK ANALİZİ Cansın ÇAVDAR Reklamcılık Anabilim Dalı İZMİR 2019 T.C. EGE ÜNİVERSİTESİ SOSYAL BİLİMLER ENSTİTÜSÜ Reklamcılık Anabilim Dalı VİDEO OYUNLARINDAKİ ÜRÜN YERLEŞTİRME UYGULAMALARI: SPOR OYUNLARINA YÖNELİK BİR İÇERİK ANALİZİ YÜKSEK LİSANS TEZİ Cansın ÇAVDAR DANIŞMANI: DOÇ. DR. ÖZEN OKAT İZMİR-2019 II İÇİNDEKİLER ETİK KURALLARA UYGUNLUK BEYANI .................................................. III TUTANAK .......................................................................................................... IV Tablolar Listesi ................................................................................................. VIII Şekiller Listesi ..................................................................................................... IX ÖNSÖZ ............................................................................................................. XIII ÖZET ................................................................................................................ XIV ABSTRACT ...................................................................................................... XV GİRİŞ .................................................................................................................... 1 BÖLÜM 1 ............................................................................................................. 3 ÜRÜN YERLETİRME ........................................................................................