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Activision Signs Multi-Year Agreement with Legendary Game Designer Peter Molyneux
Activision Signs Multi-Year Agreement with Legendary Game Designer Peter Molyneux Santa Monica, CA - March 4, 2003 - Activision, Inc. (Nasdaq: ATVI) announced today that the company has signed an agreement with legendary U.K.- based game designer Peter Molyneux. Under the terms of the agreement, the company has secured the exclusive worldwide rights to Molyneux's new project tentatively titled The Movies for the PC and all video game console platforms. The agreement also grants Activision the option to publish sequels and add-on products to the title. The Movies currently is being developed by Molyneux's Lionhead Studios, whose last title, Black and White, sold almost 2 million units worldwide. Black and White topped PC sell-through charts around the globe and was a #1 best-selling game in the United Kingdom and Germany. Slated for release in 2004, The Movies gives gamers the opportunity to run their own Hollywood movie studio from the silent days of the 1920s, through the advent of new technologies into the present and beyond. The game puts players in charge of a Hollywood dream factory where they decide which movies to make and the stars to make them. The player selects the scripts, directors, sets and movie stars before shooting the action and watching their finished movie on opening night. Players can manage the money, egos, tears & tantrums on their way to living the Hollywood dream. "Peter is undoubtedly one of the most talented video game designers in the world, and Lionhead is one of the very few development studios with the knowledge and resources to develop a game that will allow players to fulfill the fantasy of building a movie empire," states Larry Goldberg, executive vice president of Activision Worldwide Studios. -
Music Games Rock: Rhythm Gaming's Greatest Hits of All Time
“Cementing gaming’s role in music’s evolution, Steinberg has done pop culture a laudable service.” – Nick Catucci, Rolling Stone RHYTHM GAMING’S GREATEST HITS OF ALL TIME By SCOTT STEINBERG Author of Get Rich Playing Games Feat. Martin Mathers and Nadia Oxford Foreword By ALEX RIGOPULOS Co-Creator, Guitar Hero and Rock Band Praise for Music Games Rock “Hits all the right notes—and some you don’t expect. A great account of the music game story so far!” – Mike Snider, Entertainment Reporter, USA Today “An exhaustive compendia. Chocked full of fascinating detail...” – Alex Pham, Technology Reporter, Los Angeles Times “It’ll make you want to celebrate by trashing a gaming unit the way Pete Townshend destroys a guitar.” –Jason Pettigrew, Editor-in-Chief, ALTERNATIVE PRESS “I’ve never seen such a well-collected reference... it serves an important role in letting readers consider all sides of the music and rhythm game debate.” –Masaya Matsuura, Creator, PaRappa the Rapper “A must read for the game-obsessed...” –Jermaine Hall, Editor-in-Chief, VIBE MUSIC GAMES ROCK RHYTHM GAMING’S GREATEST HITS OF ALL TIME SCOTT STEINBERG DEDICATION MUSIC GAMES ROCK: RHYTHM GAMING’S GREATEST HITS OF ALL TIME All Rights Reserved © 2011 by Scott Steinberg “Behind the Music: The Making of Sex ‘N Drugs ‘N Rock ‘N Roll” © 2009 Jon Hare No part of this book may be reproduced or transmitted in any form or by any means – graphic, electronic or mechanical – including photocopying, recording, taping or by any information storage retrieval system, without the written permission of the publisher. -
VIDEOGAMES the Learning Revoluwon
VIDEOGAMES The Learning Revoluon Implicaons for EFL TESOL France Colloquium November 2009 Ladies and gentlemen, today we’ll be taking a look at a fun topic, and show you just how seriously we should be taking it in our common ambion to find more effecve ways of learning and teaching. Our topic today is videogames. 1 Who are we? Paul Maglione Frederic Tibout Media and videogame experts. Co‐founders of the first fully entertainment‐focused TEFL company NBC Vivendi Games Universal Interac=ve CNN I Play Apple Sierra on‐line First of all, a word of introducon. CNN … Sierra Online……Apple…..NBC … iPlay……Vivendi Games …Universal Interacve …… We have created and will soon be launching the world’s first 100% entertainment‐ focused TEFL company, and we’d be honored if you would help us beta‐test our service when we go live later this year. 2 Video Games A Planetary Success So let the games begin. Needless to say, by now you are all aware that videogames are a global success story. 3 The World’s Fastest‐Growing Entertainment Segment . $55 billion in retail sales . 100m + games consoles sold every year . 600m console games will be sold this year . 55 million people play online games Let’s look at a few numbers. With $55 billion in annual retail sales, Videogames are larger than global movie box office, bigger than recorded music sales. In terms of soware, 600 million units will be shipped this year, and that’s not counng the millions of mobile phone games bought every year. 55 million people play online games, and of these, World of Warcra is the market leader, with 13 million paying subscribers. -
Massively Multiplayer Online Games Industry: a Review and Comparison
Massively Multiplayer Online Games Industry: A Review and Comparison From Middleware to Publishing By Almuntaser Alhindawi Javed Rafiq Sim Boon Seong 2007 A Management project presented in part consideration for the degree of "General and Financial MBA". CONFIDENTIALITY STATEMENT This project has been agreed as confidential between the students, university and sponsoring organisation. This agreement runs for five years from September, 14 th , 2007. ii Acknowledgements We would like to acknowledge Monumental Games management for giving us this opportunity to gain an insight of this interesting industry. Special thanks for Sarah Davis, Thomas Chesney and the University of Nottingham Business School MBA office personnel (Elaine, Kathleen and Christinne) for their assistance and support throughout this project. We would also like to thank our families for their constant support and patience; - Abdula Alhindawi - Fatima Alhindawi - Shatha Bilbeisi - Michelle Law Seow Cha - Sim Hock Soon - Yow Lee Yong - Mohamed Rafiq - Salma Rafiq - Shama Hamid Last but not least, our project supervisor Duncan Shaw for his support and guidance throughout the duration of this management project. i Contents Executive Summary iv Terms and Definition vi 1.0 Introduction 1 1.1 Methodology 1 1.1.1 Primary Data Capture 1 1.1.2 Secondary Data Capture 2 1.2 Literature Review 4 1.2.1 Introduction 4 1.2.2 Competitive Advantage 15 1.2.3 Business Model 22 1.2.4 Strategic Market Planning Process 27 1.2.5 Value Net 32 2.0 Middleware Industry 42 2.1 Industry Overview 42 2.2 -
Activision, Inc. — 2004 Annual Report
25th Anniversary 2004 Annual Report Financial Highlights In thousands of dollars, except per share data 2004 2003 2002 Net revenues $947,656 $864,116 $786,434 Operating income 109,817 94,847 80,574 Net earnings 77,715 66,180 52,238 Diluted earnings per share 0.54 0.43 0.39 Net Revenues Net Earnings Diluted Earnings in millions of dollars in millions of dollars per common share $948 $78 $0.54 $864 $786 $66 $0.43 $0.39 $52 ‘02 ‘03 ‘04 ‘02 ‘03 ‘04 ‘02 ‘03 ‘04 Activision, Inc. — 2004 Annual Report Robert A. Kotick Brian G. Kelly Ronald Doornink To our shareholders: Two thousand and four marks a milestone in Activision’s history—25 years of delivering quality interactive entertainment experiences to consumers worldwide. Few companies have created a business model that laid the foundation for a multi-billion dollar industry. Activision can rightfully make this claim and we are proud to be at the helm of such a tradition-rich enterprise. Throughout Activision’s evolution, our goal has been to create a company that is well integrated and capable of delivering long-term value to our shareholders. We have worked diligently to build a company that has the flexibility to seize opportunities, yet maintains the foresight to anticipate challenges and plan for its future. In fiscal 2004, our vision translated into the most successful year in our history. We delivered our 12th consecutive year of revenue growth, posted record earnings and increased our operating margin. Our results represent a five-year compound annual revenue growth rate of 17% and compound annual earnings growth rate of 39%. -
Spider-Man: Web of Shadows(TM) Swings Into Retailers Nationwide
Spider-Man: Web of Shadows(TM) Swings Into Retailers Nationwide SANTA MONICA, Calif., Oct 21, 2008 /PRNewswire-FirstCall via COMTEX News Network/ -- The fate of New York City lies in gamers' hands starting today as Activision Publishing, Inc.'s (Nasdaq: ATVI) and Marvel's (NYSE: MVL) all new Spider-Man: Web of Shadows(TM) ships to retail outlets nationwide. The enthralling action-adventure saga introduces players to a cataclysmic Big Apple clash against an invasion of alien symbiotes that threatens mankind itself. Rated "T" (for Teen) by the ESRB, Spider-Man: Web of Shadows(TM) is available on Xbox 360(TM) video game and entertainment system, PLAYSTATION (R)3 computer entertainment system, the Wii(TM) home video game system and Windows(R) PC. "E10+" (for everyone) ESRB- rated versions are also available on Nintendo DS(TM), PlayStation(R)2 computer entertainment system and PSP(R) (PlayStation(R)Portable) system. "Spider-Man: Web of Shadows delivers the deepest combat system ever in the Spider-Man universe, whether it's going vertical up the side of neck-breaking skyscrapers or web-slinging into action over them for high-altitude, high-octane aerial battles," said Rob Kostich, vice president, global brand management, Activision Publishing, Inc. "The team has captured a truly captivating Spider-Man experience that combines mesmerizing combat and riveting visual effects with a compelling and unfolding storyline that places gamers in control of the action." With a story penned by acclaimed Marvel comic book writer, Brian Reed, the title features a New York City devastated by a deadly symbiote invasion, in which players are faced with the choice to play the heroic web-slinger in his classic, agile red suit or the dark, formidable black suit. -
Project Report Master in Management
ACTIVISION BLIZZARD – CONSOLIDATION MOVEMENTS IN A MATURING VIDEOGAME INDUSTRY AND VALUE CREATION Rafael Tiago Duarte Martins Project Report Master in Management Guiding: Prof. Pedro Leite Inácio, ISCTE-IUL Business School, Finance Department April 2010 Activision Blizzard – consolidation in the videogame industry Abstract The present thesis was done with the objective to assess if the merger between Activision and Vivendi Games created value to its shareholders and if the share price used in this transaction represented the real value of this operation. This merger occurred in difficult economic times due to the financial crisis of 2007/2008 and in a period of consolidation and maturity in the videogame industry, allied to the rising costs of development and marketing that current videogames are experiencing. The main conclusion was that this merger created value for the shareholders in 2008, mainly due to increased revenues, and is likely to create more value than both companies were initially expecting, according to the present value of the expected cash flows, that were calculated with a 5 year projection for the period 2009-2013. JEL classification: G34 Keywords: Mergers and acquisitions; Consolidation; Videogame industry; Activision Blizzard i Activision Blizzard – consolidation in the videogame industry Resumo A presente tese foi elaborada com o objectivo de analisar a fusão entre a Activision e a Vivendi Games, e verificar se foi criado valor para os seus accionistas durante esta operação, através da análise do preço por acção em que esta transacção foi avaliada. Esta fusão ocorreu num ambiente macroeconómico adverso, relacionado com a crise financeira de 2007/2008 que começou a afectar as economias a uma escala global, bem como num período de consolidação e maturidade que a indústria de videojogos atravessa neste momento, aliado ao aumento considerável de custos de desenvolvimento e marketing que se está a verificar neste sector. -
Spider Man Web of Shadows Download Pc Spider-Man: Web of Shadows Free Download
spider man web of shadows download pc Spider-Man: Web of Shadows Free Download. The game opens with Spider-Man on a perquisition for Mary Jane Watson. At the same time, the city of New York is beset with symbiotes. After finding Mary Jane with Luke Cage, Spider-Man is attacked by a mysterious figure. He retells his account of how his fight with Venom ended with a piece of the symbiote fastening to himself during a flashback to four days earlier. After the encounter with Venom, an injured Mary Jane is sent to the hospital where she meets Luke Cage in the middle of a gang war. Spider-Man and Luke Cage hunt down the gang leaders of the city, the Roaring Sevens and Park Avenue gangs. He manages to get them to accede to a meeting in a Harlem park. How to Download & Install Spider-Man: Web of Shadows. Click the Download button below and you should be redirected to UploadHaven. Wait 5 seconds and click on the blue ‘download now’ button. Now let the download begin and wait for it to finish. Once Spider-Man: Web of Shadows is done downloading, right click the .zip file and click on “Extract to Spider.Man.Web.of.Shadows.zip” (To do this you must have 7-Zip, which you can get here). Double click inside the Spider-Man: Web of Shadows folder and run the exe application. Have fun and play! Make sure to run the game as administrator and if you get any missing dll errors, look for a Redist or _CommonRedist folder and install all the programs in the folder. -
Non-NDA Virzoom Business Description Q&A March 2017 “Within Five Years No One Will Be Able to Sell an Exercise Bike Withou
Non-NDA VirZOOM Business Description Q&A March 2017 “Within five years no one will be able to sell an exercise bike without VR. The power of VR to motivate exercise is just too compelling. VR will quickly shift from a nice-to-have exercise bike feature to a requirement. Bikes without VR will be like clam shell mobile phones of yesterday compared to iOS and Android smartphones today. VirZOOM’s enabling exercise game content and controller technology is light years ahead of the others we’ve reviewed.” - May 2016 - Product Management Director for one of three publically traded fitness equipment companies engaged with VirZOOM Business Summary VirZOOM’s mission is to make the world a healthier place one virtual kilometer of fun at a time by harnessing the power of VR to motivate exercise with virtual reality exercise games. Starting in April 2015 VirZOOM created the world’s first Virtual Reality Exercise Game (VREG) platform comprised of game content, game controller, licensed controller technology, web services application, software development kit (SDK), and IP. Sales of first generation VirZOOM June 2016 product included 7 innovative experiences that combine game and exercise to give players a workout without realizing it. The development team has a proven history of making AAA gaming hits with novel controllers, and built VirZOOM games and hardware for VR from the ground up to motivate and excite. Unique technology that moves players comfortably though VR worlds is freely licensed to other developers for use with VirZOOM. Game content is distributed via the two largest online game stores Steam for PC and PlayStation Network (PSN) for PS4. -
UNITED STATES SECURITIES and EXCHANGE COMMISSION Washington, D.C
Table of Contents UNITED STATES SECURITIES AND EXCHANGE COMMISSION Washington, D.C. 20549 FORM 10-K (Mark one) ☒ ANNUAL REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES EXCHANGE ACT OF 1934 For the fiscal year ended December 31, 2009 OR o TRANSITION REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES EXCHANGE ACT OF 1934 For the transition period from to Commission File Number 1-15839 ACTIVISION BLIZZARD, INC. (Exact name of registrant as specified in its charter) Delaware 95-4803544 (State or other jurisdiction of incorporation or organization) (I.R.S. Employer Identification No.) 3100 Ocean Park Blvd., Santa Monica, CA 90405 (Address of principal executive offices) (Zip Code) Registrant's telephone number, including area code: (310) 255-2000 Securities registered pursuant to Section 12(b) of the Act: Title of each Class Name of Each Exchange on Which Registered Common Stock, par value $.000001 per share The 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 ☒ No o 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 o No ☒ 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. -
The End Game How Top Developers Sold Their Studios
The End Game How Top Developers Sold Their Studios In November 2002 Angel Studios was purchased by Take Two for $28 million dollars in cash and 235,000 shares of stock. A month earlier Activision purchased Luxoflux for $9 million dollars and 110,000 shares of stock. That same year Infogrames (now Atari) purchased Shiny for a surprising $47 million dollars, and who can forget Microsoft’s purchase of Rare for a whopping $375 million? And the list goes on: Massive Entertainement, Rainbow Studios, Barking Dog, Black Box, Shaba Games, Gray Matter, Treyarch, Outrage, Volition, Digital Anvil, Westwood Studios, and more. All have been purchased by a major publisher and experienced the thrill of the end game. For many developers, selling their studio is the final prize for a race well run. But what do you really know about how a deal goes down and whether or not you are a good prospect? What is it that will make your studio attractive? How will your company be valued? And perhaps most importantly, what can you do to prepare? The information presented in this lecture is based on interviews with key executives from both sides of an acquisition transaction: independent game studios who have been purchased and the publishers who purchased them. Interviews were also conducted with attorneys and investment firms that deal in mergers and acquisitions within the video game and software industries. And finally, research was conducted to quantify specific transactions and acquisition details. DISCLAIMER Mergers and acquisitions are complex business relationships that require the help of legal and accounting professionals. -
NXP Powers NFC Experience in Hasbro and Harmonix's Dynamic
FINAL FOR IMMEDIATE RELEASE Under Embargo: Jan 3, 2018, at 6amPT Technology Press Release NXP Powers NFC Experience in Hasbro and Harmonix’s Dynamic Music-Mixing Game DROPMIX HASBRO to debut convention exclusive DROPMIX card at CES LAS VEGAS – CES 2018 – January 3, 2018 – NXP Semiconductors N.V. (NASDAQ:NXPI), co-inventors of Near Field Communications (NFC) technology, is proud to announce it has collaborated with Hasbro, Inc. (NASDAQ: HAS), a global play and entertainment company, and video game developer, Harmonix Music Systems, Inc. to deliver the NFC technology in the DROPMIX game. This fast-paced, music-mixing game empowers players to create unique mixes with hit songs by playing NFC chip-enabled cards on a game board connected to a free mobile app. With physical cards developed jointly with Paragon ID (and manufactured using a groundbreaking method developed by NXP), the DROPMIX gaming experience blends physical and digital play to give players a fresh way to combine their favorite artist and songs and discover new ones. When a DROPMIX Card is placed on a Mix Slot, the electronic DROPMIX Board immediately starts playing the corresponding part of the song (bass, beat, loop or vocals) noted on the card. The board reads up to five DROPMIX Cards at a time, and the proprietary software in the app seamlessly combines the music within each card to create a unique mix. “As a co-inventor and market leader for NFC technology, NXP is the clear partner of choice for Hasbro to incorporate NFC technology into our products to deliver innovative and interactive experiences such as demonstrated in our DROPMIX Game,” said Brian Chapman, Head of Design and Development at Hasbro.