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Brief Industry Trends Report 2H 2008
ISSN 1985 - 7535 Brief Industry Trends Report 2H 2008 Malaysian Communications and Multimedia Commission (SKMM), 2009 The information or material in this publication is protected under copyright and save where otherwise stated, may be reproduced for non commercial use provided it is reproduced accurately and not used in a misleading context. Where any material is reproduced, SKMM as the source of the material must be identified and the copyright status acknowledged. The permission to reproduce does not extend to any information or material the copyright of which belongs to any other person, organisation or third party. Authorisation or permission to reproduce such information or material must be obtained from the copyright holders concerned. This work is based on sources believed to be reliable, but SKMM does not warrant the accuracy or completeness of any information for any purpose and cannot accept responsibility for any error or omission. Published by: Malaysian Communications and Multimedia Commission Off Persiaran Multimedia 63000 Cyberjaya, Selangor Darul Ehsan Tel: +60 3 86 88 80 00 Fax: +60 3 86 88 10 06 Toll Free: 1- 800-888-030 http://www.skmm.gov.my CONTENTS FOREWORD 2 SUMMARY HIGHLIGHTS 3 C&M MARKET CAPITALISATION AND PERFORMANCE Feeling the Effects of Global Financial Crisis 4 C&M Market Capitalisation Plummeted Significantly 6 Individual C&M Companies Contribution to Bursa Malaysia 7 C&M Companies Share Price Movements 7 C&M Amongst Other Heavyweights 8 Local C&M versus Overseas by Market Capitalisation in US Dollar 9 GOOGLE -
The Mobile Games Landscape in 2015 | Newzoo
© 2015 Newzoo NEWZOO TREND REPORT The Mobile Gaming Landscape 2015 And the power users who shaped it INCLUDES CONTRIBUTIONS FROM What I believe we’ve seen in mobile gaming in 2015 is the beginning of a broader trend toward convergence. As shown by the success of FOREWORD Bethesda’s Fallout Shelter on mobile in June 2015 and Fallout 4 on PC, PS4 and Xbox One, game companies are beginning to realize that consumers desire gaming content to fit the various contexts that form It has been another big year for mobile gaming. In fact, it has been the their lives. biggest year in the history of the industry so far. With the sector generating revenues of over $30 billion and King, arguably the biggest As a result, we’ll be seeing in 2016 onward a move player in the market, valued at $6 billion, it’s fair to say that mobile gaming has reached heights in 2015 that few of us would have expected away from defining games by their platform toward a decade ago. Unfortunately, what this means for the industry now and models that allow game content to be played and, in the future has been clouded by antagonistic models of thinking. Whether deliberately or otherwise, mobile gaming’s success has tended equally important, viewed everywhere. to be framed as a battle with console or PC. Sony’s announcement that PS4 Remote Play, which allows console When I unpacked the data from this report, a different picture emerged. owners to play content without carrying the product around, comes hot In contrast to the usual narratives about mobile versus console or PC on the tail of Microsoft allowing Xbox One titles to run on Windows. -
Resident Evil
OPINIÓN EN MODO HARDCORE TodoENERO 2016 JuegosNÚMERO 37 OPINIÓN | REPORTAJES | NOTICIAS | AVANCES UN TORTUOSO VIAJE AL ORIGEN DE RESIDENT EVIL UNA REALIZACIÓN DE PLAYADICTOS Editorial Esperando el renacer ste primer nú- No obstante, creo mero “tradicio- que muchos estamos Enal” de Revista esperando el renacer TodoJuegos del 2016, definitivo de la saga tras el balance de la creada por Shinji Mi- edición anterior, nos kami, con un Resident coloca de cara a una Evil 7 en propiedad, de las sagas favoritas Jorge Maltrain Macho que retome y los orí- de todo gamer aman- Editor General genes de la franquicia te del terror: Resident y modernice la fórmu- Evil de Capcom. Resident Evil Φ que la, es decir, que no deje no tengo dudas que de lado la acción, pero El estudio este mes estará a la altura del tampoco elementos repite la fórmula que original y que será un como el horror, la ex- le dio tanta alegría el gran complemento al ploración o la resolu- año pasado, con una primer título, remas- ción de puzles duran- remasterización de terizado hace un año. te la aventura. Equipo de Revista TodoJuegos DIRECTOR Rodrigo Salas Alejandro Abarca Caleb Hervia #Feniadan #Caleta PRODUCTOR Cristian Garretón EDITOR GENERAL Luis F. Puebla Pedro Jiménez Y DIAGRAMADOR #D_o_G #PedroJimenez Jorge Maltrain Macho No es, por cierto, el por ende, tomarle ca- UNA PRODUCCIÓN DE único caso en el que riño a los personajes esperamos lo mismo (algo básico en todos y en eso este 2016 pa- los juegos buenos de rece pródigo de ejem- la saga), lo cierto es plos, siendo quizás el que su acción más UNA REALIZACIÓN DE más importante de cercana a los Tales todos el caso de Final que a los Final Fan- Fantasy, en lo perso- tasy tradicionales no nal mi saga de rol fa- nos termina por con- ga espera y en medio vorita.. -
“A Jill Sandwich”. Gender Representation in Zombie Videogames
“A Jill Sandwich”. Gender Representation in Zombie Videogames. Esther MacCallum-Stewart From Resident Evil (Capcom 1996 - present) to The Walking Dead (Telltale Games 2012-4), women are represented in zombie games in ways that appear to refigure them as heroines in their own right, a role that has traditionally been represented as atypical in gaming genres. These women are seen as pioneering – Jill Valentine is often described as one of the first playable female protagonists in videogaming, whilst Clementine and Ellie from The Walking Dead and The Last of Us (Naughty Dog 2013) are respectively, a young child and a teenager undergoing coming of age rites of passage in the wake of a zombie apocalypse. Accompanying them are male protagonists who either compliment these roles, or alternatively provide useful explorations of masculinity in games that move beyond gender stereotyping. At first, these characters appear to disrupt traditional readings of gender in the zombie genre, avoiding the stereotypical roles of final girl, macho hero or princess in need of rescuing. Jill Valentine, Claire Redfield and Ada Wong of the Resident Evil series are resilient characters who often have independent storyarcs within the series, and possess unique ludic attributes that make them viable choices for the player (for example, a greater amount of inventory). Their physical appearance - most usually dressed in combat attire - additionally means that they partially avoid critiques of pandering to the male gaze, a visual trope which dominates female representation in gaming. Ellie and Clementine introduce the player to non-sexualised portrayals of women who ultimately emerge as survivors and protagonists, and further episodes of each game jettison their male counterparts to focus on each of these young adult’s development. -
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Table of Contents UNITED STATES SECURITIES AND EXCHANGE COMMISSION Washington, D.C. 20549 Form 20-F (Mark One) ¨ REGISTRATION STATEMENT PURSUANT TO SECTION 12(b) OR 12(g) OF THE SECURITIES EXCHANGE ACT OF 1934 or x ANNUAL REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES EXCHANGE ACT OF 1934 For the fiscal year ended December 31, 2013. or ¨ TRANSITION REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES EXCHANGE ACT OF 1934 For the transition period from to or ¨ SHELL COMPANY REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES EXCHANGE ACT OF 1934 Date of event requiring this shell company report Commission file number: 000-51469 Baidu, Inc. (Exact name of Registrant as specified in its charter) N/A (Translation of Registrant’s name into English) Cayman Islands (Jurisdiction of incorporation or organization) Baidu Campus No. 10 Shangdi 10th Street Haidian District, Beijing 100085 The People’s Republic of China (Address of principal executive offices) Jennifer Xinzhe Li, Chief Financial Officer Telephone: +(86 10) 5992-8888 Email: [email protected] Facsimile: +(86 10) 5992-0000 Baidu Campus No. 10 Shangdi 10th Street, Haidian District, Beijing 100085 The People’s Republic of China (Name, Telephone, Email and/or Facsimile number and Address of Company Contact Person) Securities registered or to be registered pursuant to Section 12(b) of the Act: Title of Each Class Name of Each Exchange on Which Registered American depositary shares (ten American depositary shares representing one Class A ordinary share, The NASDAQ Stock Market LLC par value US$0.00005 per share) (The NASDAQ Global Select Market) Class A ordinary shares, par value US$0.00005 per share* The NASDAQ Stock Market LLC (The NASDAQ Global Select Market) * Not for trading, but only in connection with the listing on The NASDAQ Global Select Market of American depositary shares. -
Not of Woman Born: Monstrous Interfaces and Monstrosity in Video Games
NOT OF WOMAN BORN: MONSTROUS INTERFACES AND MONSTROSITY IN VIDEO GAMES By LAURIE N. TAYLOR A DISSERTATION PRESENTED TO THE GRADUATE SCHOOL OF THE UNIVERSITY OF FLORIDA IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF DOCTOR OF PHILOSOPHY UNIVERSITY OF FLORIDA 2006 Copyright 2006 by Laurie N. Taylor To Pete. ACKNOWLEDGMENTS I have many people to thank for this dissertation: my friends, family, and teachers. I would also like to thank the University of Florida for encouraging the study of popular media, with a high level of critical theory and competence. This dissertation also would not have been possible without the diligent help and guidance from my committee members, Donald Ault and Jane Douglas, as well as numerous other faculty members and graduate students both at the University of Florida and at other institutions. Thanks go to friends and loved ones (and cats): Colin, Jeremiah, Nix, Galahad, and Mila. And, thanks go always to Pete, for helping with research, discussion, giving me love and support, and for being wonderful. iv TABLE OF CONTENTS Page ACKNOWLEDGMENTS ..............................................................................................iv ABSTRACT.................................................................................................................viii CHAPTER 1 INTRODUCTION....................................................................................................1 Introduction..............................................................................................................1 -
Gap Analysis”
“The research leading to these results has received funding from the European Community's Seventh Framework Programme (FP7/2007-2013) under grant agreement n° 249025” “Gap Analysis” Deliverable number D3.2 D3.2_Mobile Game Arch_Gap Analysis-V.1.0 Version: 1.0 Last Update: 02/04/2013 Distribution Level: PU Distribution level PU = Public, RE = Restricted to a group of the specified Consortium, PP = Restricted to other program participants (including Commission Services), CO= Confidential, only for members of the Mobile GameArch Consortium (including the Commission Services) Partner Name Short Name Country JCP-CONSULT JCP FR European Game Developers Federation EGDF SW NCC SARL NCC FR NORDIC GAME RESOURCES AB NGR SW Abstract: This document seeks to identify the Gaps in the European mobile games content industry, in view to use these findings in the Recommendations paper, to be published in the last months of this project (June 2013). “The research leading to these results has received funding from the European Union's Seventh Framework Programme (FP7/2007-2013) under grant agreement n° 288632” Mobile Game Arch Page: 2 of 95 FP7 – ICT– GA 288632 Document Identity Title: Gap Analysis Subject: Report Number: File name: D3.2_Mobile Game Arch_Gap Analysis-v.1.0 Registration Date: 2013.04.02 Last Update: 2013.04.02 Revision History No. Version Edition Author(s) Date 1 0 0 Erik Robertson (NGR) 27.02.2013 Comments: Initial version 2 0 2 Kristaps Dobrajs (JCP-C) 29.03.2013 Comments: Formatting and editing 3 1 0 Kristaps Dobrajs, Jean-Charles Point -
White Paper on Mobile Gaming Evolution Candidate – 25 Jun 2007
White Paper on Mobile Gaming Evolution Candidate – 25 Jun 2007 Open Mobile Alliance OMA-WP-MGPC-20070625-C 2007 Open Mobile Alliance Ltd. All Rights Reserved. Used with the permission of the Open Mobile Alliance Ltd. under the terms as stated in this document. [OMA-Template-WhitePaper-20060101-I] OMA-WP-MGPC-20070625-C Page 2 (17) Use of this document is subject to all of the terms and conditions of the Use Agreement located at http://www.openmobilealliance.org/UseAgreement.html. Unless this document is clearly designated as an approved specification, this document is a work in process, is not an approved Open Mobile Alliance™ specification, and is subject to revision or removal without notice. You may use this document or any part of the document for internal or educational purposes only, provided you do not modify, edit or take out of context the information in this document in any manner. Information contained in this document may be used, at your sole risk, for any purposes. You may not use this document in any other manner without the prior written permission of the Open Mobile Alliance. The Open Mobile Alliance authorizes you to copy this document, provided that you retain all copyright and other proprietary notices contained in the original materials on any copies of the materials and that you comply strictly with these terms. This copyright permission does not constitute an endorsement of the products or services. The Open Mobile Alliance assumes no responsibility for errors or omissions in this document. Each Open Mobile Alliance member has agreed to use reasonable endeavors to inform the Open Mobile Alliance in a timely manner of Essential IPR as it becomes aware that the Essential IPR is related to the prepared or published specification. -
How to Launch Mobile Games in China Table of Content
LOOKING EAST: HOW TO LAUNCH MOBILE GAMES IN CHINA TABLE OF CONTENT INTRODUCTION ································································································································· 1 SECTION I GETTING TO KNOW CHINA FACTS AND FICTION ABOUT LAUNCHING MOBILE GAMES IN CHINA ······································· 4 EIGHT USEFUL TIPS FOR SUCCESS IN CHINA ··········································································· 10 SECTION II ENTERING CHINA SUCCESSFULLY LOCALIZING YOUR GAME················································································ 11 Localizing for language ···································································································· 14 Localizing the art style····································································································· 15 Localizing your customer support and community ························································· 18 PUBLISHING YOUR GAME IN CHINA ······················································································· 19 Third-party publishers ····································································································· 19 Platform-based publishers ······························································································ 21 Case study: How Kabam drove higher quality users for 2 major titles in China?············ 21 Case study: How Featherweight Games released Rodeo Stampede in China?··············· 22 MARKETING YOUR GAME ······································································································· -
EDUCATIONAL MOBILE GAME Math Jump, from Concept to a Published Title
Bachelor’s thesis Information technology Digital Media 2013 Laine Tatu EDUCATIONAL MOBILE GAME Math Jump, from concept to a published title BACHELOR´S THESIS | ABSTRACT TURKU UNIVERSITY OF APPLIED SCIENCES Information Technology | Digital Media March 2013 | Total number of pages 43 Instructors: Principal Lecturer, Ph. D. Mika Luimula & Keijo Leinonen , B. Eng. Tatu Laine EDUCATIONAL MOBILE GAME The innovative use of gameplay mechanics to drive effective learning is a hot topic despite the scarcity of practical examples. The game produced in this thesis is an innovative attempt to develop an engaging multiplication math game for kids aged 7 to 12. This thesis presents an overview of game theory, gamification, and business opportunity as the reasoning for the development of Math Jump, a game idea generated by the educational game company NordicEdu. A multitude of game development tools were used to develop a minimum viable product for the purpose of learning about the mobile educational game market. The iterative design and technical process is documented from different aspects with practical examples provided. The game also went through a field test which resulted in some feature polishing before release. The outcome of this thesis “Math Jump” was published in the most common digital distribution platforms in the early spring 2013. KEYWORDS: game, gaming, gamification, learning, mobile, game design, business models, game theory OPINNÄYTETYÖ (AMK) | TIIVISTELMÄ TURUN AMMATTIKORKEAKOULU Tietotekniikka | Mediatekniikka Maaliskuu 2013 | Sivumäärä 43 Ohjaajat: Yliopettaja, FT Mika Luimula & Ins. (AMK) Keijo Leinonen Tatu Laine OPETTAVAINEN MOBIILIPELI Pelillistäminen on globaalisti kiinnostava kehitysalue, vaikka käytännön onnistuneita ratkaisuja on vähän. Pelillistämisellä katsotaan olevan monia hyötytarkoituksia perinteisen teollisuuden ja opetuksen alalla. -
China Tech Food Chain
Information Technology / Asia ex Japan 15 November 2013 Standing out from the crowd China Tech Food Chain • We expect investors to focus on China smartphones, tablets, Positive (unchanged) components, and mobile Internet/services in 2014 Neutral • On our forecasts, smartphone and tablet shipments will grow by 43% and 42% YoY, respectively Negative • Our top stock picks for 2014 are: Mediatek, SK Hynix, Tencent, Lenovo and Sunny Optical How do we justify our view? See important disclosures, including any required research certifications, beginning on page 60 China Tech Food Chain 15 November 2013 Contents Standing out from the crowd in 2014 ..........................................................................................3 China Smartphone Sector ............................................................................................................ 5 China Tablet Sector ..................................................................................................................... 8 China Components Sector ......................................................................................................... 10 China Mobile Service/Internet sector ........................................................................................ 12 China smartphone supply chain directory ................................................................................. 15 Company Section AAC Technologies ................................................................................................................... 16 Lenovo -
Less-Talk-Is-More-Play:An Experimental Study on Multiplayer Mobile Games for Casual Gamers
Less-talk-is-more-play:An Experimental Study on Multiplayer Mobile Games for Casual Gamers Chrysanthi C. Ntina, Xiaohan Ma, and Zhigang Deng* University of Houston, Houston, TX, USA ________________________________________________________________________ In this paper, we experimentally study a new type of multiplayer mobile game for casual gamers by introducing the concept of online team-based strategy forming via visual-only in-game communication. The game is deployed to twelve users, formed as three teams (four players per team), in order to study team-based cooperation and competition that they can develop over time and explore new game design concepts. By analyzing both subjective and objective data collected through online logs, questionnaires, and post-game interviews, we find a number of implications and insights that could be used to guide design of similar types of mobile casual games in the future. In addition, how various gaming elements (e.g., ideal number for team-based game play, user interfaces) can be utilized to design better mobile casual games is also discussed. Categories and Subject Descriptors: K.8 [Personal Computing]: Games; H.5.2 [Information Interfaces and Presentation]: User Interfaces General Terms: Design, Human Factors Additional Key Words and Phrases: Mobile games, casual gamers, multiplayer gaming, in-game communication, team strategy forming, and gaming experience ________________________________________________________________________ 1. INTRODUCTION Recent technological advances on mobile communication and smartphone devices have led to increased interests in gaming applications specifically developed for such devices. Compared with console or PC based games, games specifically developed for smartphones have a distinct set of characteristics such as simplistic design, usually accompanied by a simple rule set, intuitive interfaces and a play-as-you-get-it philosophy.