The German Games Industry 2019/20
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THIS WEEK ...We Focus on Some More Titles That Have Made an Impression on Eurogamer Readers, and Reveal Why
Brought to you by Every week: The UK games market in less than ten minutes Issue 6: 14th - 20th July WELCOME ...to GamesRetail.biz, your weekly look at the key analysis, news and data sources for the retail sector, brought to you by GamesIndustry.biz and Eurogamer.net. THIS WEEK ...we focus on some more titles that have made an impression on Eurogamer readers, and reveal why. Plus - the highlights of an interview with Tony Hawk developer Robomodo, the latest news, charts, Eurogamer reader data, price comparisons, release dates, jobs and more! Popularity of Age of Conan - Hyborian Adventures in 2009 B AGE OF CONAN VS WII SPORTS RESORT #1 A This week we look at the Eurogamer buzz performance around two key products since the beginning of 2009. First up is the MMO Age of #10 Conan - a game which launched to great fanfare this time last year, but subsequently suffered from a lack of polish and endgame content. #100 Eurogamer.net Popularity (Ranked) Recently the developer, Funcom, attempted to reignite interest in the game by marketing the changes made in the build-up to its first anniversary - point A notes a big feature and #1000 Jul free trial key launch, while point B shows the Feb Mar Apr May Jun Jan '09 Age of Conan - Hyborian Adventures re-review which put the game right at the top of the pile earlier this month - whether that interest can be converted into subs is a different question, but the team has given itself a good Popularity of Wii Sports Resort in 2009 chance at least. -
The Online Job Market Trace in Latin America and the Caribbean
The online job market trace in Latin America and the Caribbean Martin Hilbert Kangbo Lu Thank you for your interest in this ECLAC publication ECLAC Publications Please register if you would like to receive information on our editorial products and activities. When you register, you may specify your particular areas of interest and you will gain access to our products in other formats. www.cepal.org/en/publications ublicaciones www.cepal.org/apps Project Documents The online job market trace in Latin America and the Caribbean Martin Hilbert Kangbo Lu This document has been prepared by Martin Hilbert and Kangbo Lu, Consultants of the Economic Development Division of the Economic Commission for Latin America and the Caribbean (ECLAC), within the activities of the project, “Sustainable development paths for middle-income countries within the framework of the 2030 Agenda in Latin America and the Caribbean (2018-2020)”, “digital transformation” cluster, implemented by ECLAC together with Deutsche Gesellschaft für Internationale Zusammenarbeit (GIZ) and financed by the Federal Ministry for Economic Cooperation and Development (BMZ) of Germany. We thank Timothy Zhang for his collabouration and input, and Sonia Gontero and Jürgen Weller for guidance in the design of the study, as well as for feedback on diverse drafts. The views expressed in this document, which has been reproduced without formal editing, are those of the authors and do not necessarily reflect the views of the Organization. The boundaries and names shown on the maps of this publication do not imply official endorsemet or acceptance by the United Nations. United Nations publication LC/TS.2020/83 Distribution: L Copyright © United Nations, 2020 All rights reserved Printed at United Nations, Santiago S.20-00406 This publication should be cited as: M.Hilbert and K. -
Freelancers & Temporary Employees
Publicis Benefits Info for Freelancers & Temporary Employees February 2021 1. What benefits coverage options are offered to freelancers and temporary employees? At Publicis Groupe, we offer medical and voluntary benefits to our freelancers and temporary employees. Voluntary benefit options include supplemental medical insurance, transportation and parking benefits, legal benefits, pet insurance, and auto and home insurance. 2. When do freelancers and temporary employees become eligible for benefits coverage? Freelancers and temporary employees must be actively employed for 90 consecutive calendar days in order to be eligible for Publicis benefits. If you elect certain Publicis benefits, your benefits coverage will be effective the 91st calendar day of your employment. 3. Who administers the benefits coverage for freelancers and temporary employees? Publicis benefits are administered through bswift, our third-party benefits administration system. 4. Who notifies freelancers and temporary employees of their benefits eligibility? When you are eligible for Publicis benefits, you will receive an email from bswift prior to when you can start enrolling for Publicis benefits. If we do not have an email address for you on file, your enrollment notice will be mailed to the home address on your file. 5. When will freelancers and temporary employees know to enroll in Publicis benefits? When you are eligible for Publicis benefits, you’ll receive an email or mailed letter from bswift 45 days before your benefits coverage would start. You’ll have 45 days to enroll in Publicis benefits, otherwise you’ll forfeit your coverage until the next Annual Benefits Enrollment period, which is typically in Q4 each year. 6. -
SUMMER 2010 2 Casual Connect Summer 2010 Casual Connect Summer 2010 3 4 Casual Connect Summer 2010 Contents
SUMMER 2010 2 Casual Connect Summer 2010 Casual Connect Summer 2010 3 4 Casual Connect Summer 2010 Contents Jessica Tams | Letter from the Director 7 Legal Studio Spotlight | Playrix Entertainment 8 59 Legal Issues Around Social Games | Dr. Andreas Lober and Olivier Oosterbaan Design & Production Compliance and Contracting (Part One) 62 Keeping It Real | Alisdair Faulkner and Jeff Sawitke Kenji Hisatsune | The Perfect Play 12 The Top Online Gaming Scams and How to Prevent Them Principles Driving PAC-MAN’s Success David Rohrl | Fundamentals of Social Game Design 14 Marketing Part One: Reducing Churn 64 Putting the Money Where the Mouse Is | Jeremy Shea Magnus Alm and Johan Peitz | Taking Icy Tower to 16 Leveraging Social Platforms as a Monetization Engine Facebook Lessons Learned 65 The Debate Over Hardcore Female Gamers | Shanna Tellerman Scott Griffiths | QA Cost Containment Strategies 21 Beginning to Bridge the Gender Gap Maximizing ROI from QA Activities 68 Getting the Scoop on Design | Rick Marazzani Greg Rahn | Fun in Soundville 24 Principles Dished Out in Your Grocer’s Freezer A Conversation about Audio for Social Games David Westendorf | Telepathy in Games 26 Bringing Brain-Computer Interface Technology to Consumers Monetization 70 Paying Can Be Fun | Simon Jones Acknowledging the Most Important Interaction Industry Business Between Seller and Buyer Susan Wu | Bringing Some WoW to FarmVille Fans 28 74 Optimizing Offers | Alex Rampell City of Eternals Breaks New Ground Three Tips to Dramatically Increase Revenues and Make Users Happy Three Guys, Five Questions 32 A Brief Conversation about Social Games 76 Making Retail Pay | Ries Derkman Publishing Casual Games Through Retail Blake Madden | We All Scream For Streams 34 New Directions in Game Distribution Technology 79 Make Them an Offer They Can’t Refuse | Janis Zech and Jan Beckers Klaus Schmidt | Sell Ideas, Not Games 36 Choosing the Offer-based Monetization Platform Eight Questions Worth Pondering . -
Weekly News Digest #47
INVESTGAME Nov 16 — Nov 22, 2020 Weekly News Digest #47 Hi everyone, Last week we decided to create the archive of the weekly newsletter for your convenience — click here to access it. Roblox to go public on the New York Stock Exchange CAbased video game platform Roblox has filed its S1 registration documents targeting an IPO on NYSE before the end of this year. Roblox has neither disclosed the sum it’s planning to raise, nor the valuation of the company. Founded in 2004, Roblox Corporation has raised $335.9m investments over the course of 8 rounds with the most recent Series G round closed in Feb 2020 — raising $150m at a $4B postmoney valuation. Just eight months later in Oct 2020, Roblox’s rumored potential IPO valuation was said to be $8B. Such an impressive valuation enhancement could be explained by the strong demand for entertainment content due to COVID19 and shelterinplace orders (Roblox’s DAUs increased by 90% from 19.1m in Q4’19 to 36.2m DAU in Q3’20). The company’s financial results over the last twelve months ending 30 Sep 2020 are: > $1,477m Bookings vs. $727m Revenue — Roblox gradually recognizes revenue over the average lifetime of a paying user; > ($245m) Loss from operations vs. +$301m Free cash flow. Roblox is an operationally profitable business (taking into account bookings numbers), and we consider the rumored $8B as a probable valuation at IPO. The valuation multiples in such case would be 5.4x Bookings, 11.0x Revenue, and 27x Free cash flow. -
Serious Games Advergaming, Edugaming, Training and More
Serious games Advergaming, edugaming, training and more Project manager Laurent Michaud [email protected] M83708 – June 2008 Author Julian Alvarez, PhD Science of Communication and Information Contributor Laurent Michaud, Head of the digital leisure division Copyright IDATE 2008, BP 4167, 34092 Montpellier Cedex 5, France Tous droits réservés – Toute reproduction, stockage All rights reserved. None of the contents of this ou diffusion, même partiel et par tous moyens, y publication may be reproduced, stored in a retrieval compris électroniques, ne peut être effectué sans system or transmitted in any form, including accord écrit préalable de l'IDATE. electronically, without the prior written permission of IDATE. ISBN 978-2-84822-169-4 Executive Summary Serious Games Advergaming, edugaming, training and more This study outlines the characteristics, uses and different genres of serious game. It examines the challenges involved in the design, development and distribution of various types of titles, while analysing the outlook for the industry and its growth drivers. 600 million to one billion potential Defining serious gaming Areas addressed users worldwide. There is a huge variety of ways to classify Today, serious games are employed in a At the end of 2007, the global video serious gaming. However, accepting the wide variety of sectors. game industry was worth 30 billion ambiguities and possible challenges in- Defence: one of the most important USD. At the same time, the serious herent in this, this study defines serious areas in terms of client investment and gaming market was estimated to be gaming as follows: orders. Serious games are also used by worth between 1.5 and 10+ billion The purpose of a serious game is to armies in Europe, though less widely than USD. -
Energy, Industrial & Transportation
M A R K E T S E G M E N T REPORT Energy, Industrial & Transportation INDUSTRY OVERVIEW In today’s world no industry is remaining unchanged as new technology, innovation and future- thinking gains traction at a record pace. The subset of industries that we will discuss in this report are some of the most highly impacted from these new ways of thinking and technology-enabled process improvement. Manufacturing is becoming automated in many knowledge sharing and have an effective ways including round-the-clock production lines The energy industry is facing significant growth method for ensuring all generations in the to batch processing to 3D printing. While many as they invent new ways to power the world workforce are being managed and organized in tasks in manufacturing are being automated, around us while causing as little impact to the the most effective ways. there is still high demand for the workforce to Earth’s resources at the same time. Power and apply new ways of thinking that will evolve utilities are evolving to now include concepts Each of these challenges will cause organizations existing processes – improving efficiencies and like smart grids, microgrids and high-capacity to change the ways they attract, hire and retain outputs in manufacturing plants. energy storage. talent. With the workforce as the key to keeping these industries moving forward, talent needs to The well-established transportation industry is As each of these industries continue to transform be top of mind for companies to maintain their also experiencing massive change as they in the way business is done, there will be trajectory towards their future growth and embrace the generational shift and technology challenges like talent supply shortages, progression. -
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. -
Effective Freelancer Resumes
Effective Freelancer Resumes By Marian S. Greenfield and Teresa S. Waldes o you’ve decided to hang out likely targets are translation compa- Heading your shingle as a freelance nies acting as intermediaries between The heading of your resume should S translator and start looking for end-clients and freelancers. After include all your personal data: full clients. Everyone tells you that the identifying your strong points, think name, address, telephone and fax num- first thing you need is a resume. The about what the employers you are tar- bers, and e-mail address, if you have problem is that you’re not sure what geting are looking for. It is important one (if you don’t, you must get one you should say or how to say it, and that your resume be accurate, yet it before going any further). Bear in most of the advice available in books should highlight your strong points mind that Yahoo!, Hotmail, and other or on the Internet applies to resumes and organize your information in a Internet service providers (ISPs) for in-house employment rather than way that shows you in your best light offering free e-mail have file size freelancing. We thought we would fill to your target audience. limits that could prevent you from this gap by offering some specific receiving files (that is, jobs) from your tips on drafting resumes suitable for clients. What’s more, sending e-mail soliciting freelance translation work. “…It is crucial to organize from such accounts really gives the Our advice is based on our many impression of a dilettante. -
THQ Nordic Acquires the German Game Developer and Publisher Handygames
Press release Karlstad, Sweden, July 9, 2018 THQ Nordic acquires the German game developer and publisher HandyGames THQ Nordic GmbH today announced the acquisition of the game developer and publisher HandyGames, headquartered in Giebelstadt, Germany. THQ Nordic GmbH is acquiring 100% of the shares for a total cash consideration of 1 million euro. In addition, the parties have agreed a potential performance based earnout of up to 1.5 million euro. Founded in 2000, HandyGames has released more than 150 games on a multitude of platforms, utilizing a wide range of technologies. Current game development is focused on iOS, Android, Oculus Rift, Samsung Gear VR, HTC Vive, tablet computers, Android TV, Wearables as well as digital-only releases on next generation consoles. The company currently has about 50 employees. HandyGames will continue operating as a developer and publisher for value-priced projects under the management of THQ Nordic GmbH in Vienna. For more information about HandyGames, please visit https://www.handy-games.com/en/ For additional information, please contact: Lars Wingefors, Group CEO Tel: +46 708 471 978 E-mail: [email protected] About THQ Nordic THQ Nordic acquires, develops and publishes PC and console games for the global games market. The company is a major player within game and partner publishing with an extensive catalogue of over 100 owned franchises, such as Saints Row, Dead Island, Homefront, Darksiders, Metro (exclusive license), Titan Quest, MX vs ATV, Red Faction, Delta Force, Destroy All Humans, ELEX, Biomutant, Jagged Alliance, SpellForce, The Guild amongst others. THQ Nordic has a global publishing reach within marketing, sales and distribution, both online and offline. -
SR Menuguide 2018-2019.Pdf
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Freelancer Categories
FREELANCER CATEGORIES List of the Media Zone Authority’s freelancer license activities GENERAL No Category Definition 1. Acting coach NEW! An individual who is a qualified teacher specializing in training performers (film, tele- vision and/or theatre) to improve their performances/skills and prepare for auditions (including a voice/speech/dialect specialist coach). 2. Actor An individual that acts by portraying a character in a performance (e.g. film, TV, theatre, commercial or event) as a profession. 3. Animator An individual skilled in creating images and/or animation for television, motion pictures, video games and/or other animation design. 4. Archive producer NEW! An individual who works with producers and editors on segments of programmes to determine archival needs and help shape story narrative from development onwards. Experienced in negotiating deals with archive suppliers and organizing and managing large archive projects. 5. Artist NEW! An individual specialized in one of the visual or fine arts such as painting, sculpting and/or singing and/or dancing as a profession. 6. Art Director An individual that works with studios and executive producers to create the overall visual appearance and «look» of a production. 7. Assistant / Associate Producer An individual that reports to the producer and assists with script development, artist relations, finding participants, and general production logistics. 8. Assistant Director An individual responsible for tracking daily progress against the production schedule; arranging logistics; preparing daily call sheets; checking cast and crew; and maintain- ing order on the set. 9. Brand Consultant NEW! An individual that creates and designs brand strategies, brands and identities for companies and products 10.