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Pegi Annual Report
PEGI ANNUAL REPORT ANNUAL REPORT INTRODUCTION 2 CHAPTER 1 The PEGI system and how it functions 4 AGE CATEGORIES 5 CONTENT DESCRIPTORS 6 THE PEGI OK LABEL 7 PARENTAL CONTROL SYSTEMS IN GAMING CONSOLES 7 STEPS OF THE RATING PROCESS 9 ARCHIVE LIBRARY 9 CHAPTER 2 The PEGI Organisation 12 THE PEGI STRUCTURE 12 PEGI S.A. 12 BOARDS AND COMMITTEES 12 THE PEGI CONGRESS 12 PEGI MANAGEMENT BOARD 12 PEGI COUNCIL 12 PEGI EXPERTS GROUP 13 COMPLAINTS BOARD 13 COMPLAINTS PROCEDURE 14 THE FOUNDER: ISFE 17 THE PEGI ADMINISTRATOR: NICAM 18 THE PEGI ADMINISTRATOR: VSC 20 PEGI IN THE UK - A CASE STUDY? 21 PEGI CODERS 22 CHAPTER 3 The PEGI Online system 24 CHAPTER 4 PEGI Communication tools and activities 28 Introduction 28 Website 28 Promotional materials 29 Activities per country 29 ANNEX 1 PEGI Code of Conduct 34 ANNEX 2 PEGI Online Safety Code (POSC) 38 ANNEX 3 The PEGI Signatories 44 ANNEX 4 PEGI Assessment Form 50 ANNEX 5 PEGI Complaints 58 1 INTRODUCTION Dear reader, We all know how quickly technology moves on. Yesterday’s marvel is tomorrow’s museum piece. The same applies to games, although it is not just the core game technology that continues to develop at breakneck speed. The human machine interfaces we use to interact with games are becoming more sophisticated and at the same time, easier to use. The Wii Balance Board™ and the MotionPlus™, Microsoft’s Project Natal and Sony’s PlayStation® Eye are all reinventing how we interact with games, and in turn this is playing part in a greater shift. -
Functional Requirements for Broadband Residential Gateway Devices
TECHNICAL REPORT TR-124 Functional Requirements for Broadband Residential Gateway Devices Issue: 5 Issue Date: July 2016 © The Broadband Forum. All rights reserved. Functional Requirements for Broadband Residential Gateway Devices TR-124 Issue 5 Notice The Broadband Forum is a non-profit corporation organized to create guidelines for broadband network system development and deployment. This Technical Report has been approved by members of the Forum. This Technical Report is subject to change. This Technical Report is copyrighted by the Broadband Forum, and all rights are reserved. Portions of this Technical Report may be copyrighted by Broadband Forum members. Intellectual Property Recipients of this Technical Report are requested to submit, with their comments, notification of any relevant patent claims or other intellectual property rights of which they may be aware that might be infringed by any implementation of this Technical Report, or use of any software code normatively referenced in this Technical Report, and to provide supporting documentation. Terms of Use 1. License Broadband Forum hereby grants you the right, without charge, on a perpetual, non-exclusive and worldwide basis, to utilize the Technical Report for the purpose of developing, making, having made, using, marketing, importing, offering to sell or license, and selling or licensing, and to otherwise distribute, products complying with the Technical Report, in all cases subject to the conditions set forth in this notice and any relevant patent and other intellectual property rights of third parties (which may include members of Broadband Forum). This license grant does not include the right to sublicense, modify or create derivative works based upon the Technical Report except to the extent this Technical Report includes text implementable in computer code, in which case your right under this License to create and modify derivative works is limited to modifying and creating derivative works of such code. -
Annual Report2011 Web (Pdf)
ANNUAL REPORT 2 011 INTRODUCTION 3 CHAPTER 1 The PEGI system and how it functions 4 TWO LEVELS OF INFORMATION 5 GEOGRAPHY AND SCOPE 6 HOW A GAME GETS A RATINg 7 PEGI ONLINE 8 PEGI EXPRESS 9 PARENTAL CONTROL SYSTEMS 10 CHAPTER 2 Statistics 12 CHAPTER 3 The PEGI Organisation 18 THE PEGI STRUCTURE 19 PEGI s.a. 19 Boards and Committees 19 PEGI Council 20 PEGI Experts Group 21 THE FOUNDER: ISFE 22 THE PEGI ADMINISTRATORS 23 NICAM 23 VSC 23 PEGI CODERS 23 CHAPTER 4 PEGI communication tools and activities 25 INTRODUCTION 25 SOME EXAMPLES OF 2011 ACTIVITIES 25 PAN-EUROPEAN ACTIVITIES 33 PEGI iPhone/Android app 33 Website 33 ANNEXES 34 ANNEX 1 - PEGI CODE OF CONDUCT 35 ANNEX 2 - PEGI SIGNATORIES 45 ANNEX 3 - PEGI ASSESSMENT FORM 53 ANNEX 4 - PEGI COMPLAINTS 62 INTRODUCTION © Rayman Origins -Ubisoft 3 INTRODUCTION Dear reader, PEGI can look back on another successful year. The good vibes and learning points from the PEGI Congress in November 2010 were taken along into the new year and put to good use. PEGI is well established as the standard system for the “traditional” boxed game market as a trusted source of information for parents and other consumers. We have almost reached the point where PEGI is only unknown to parents if they deliberately choose to ignore video games entirely. A mistake, since practically every child or teenager in Europe enjoys video games. Promoting an active parental involvement in the gaming experiences of their children is a primary objective for PEGI, which situates itself at the heart of that. -
Introduction to 3D Game Development
Introduction to 3D Game Outline Development The computer Game Industry Elements of 3D a Game The Torque Engine CS 4390 3D Intro to 3D Game Development -- 1 CS 4390 3D Computer Intro to 3D Game Development -- 2 Computer Games Chapter 1 Games Chapter 1 The computer Game Industry 3D Game Genre and Styles What is an indie ? – An independent game Action Games developer. Not commercial game studios . Adventure Games 3D Game Genre and Styles Role-Playing Games Game Platforms Maze and Puzzles Games Game Developer Roles Simulator Games Publish Your Game Sports Games Strategy Games CS 4390 3D Computer Intro to 3D Game Development -- 3 CS 4390 3D Computer Intro to 3D Game Development -- 4 Games Chapter 1 Games Chapter 1 1 Action Games First-Person Point-of-View (PPOV) or First-Person Shooter (FPS) games Delta Force by NovaLogic Doom 3 Delta Force Duke Nukem 3D by 3D Realms Quake, Wolfenstein by id Software Unreal and its multiplayer version, Unreal Tournament by Epic Games Half-Life series by vale Software Counter-Strike is a modification of Half-Life Halo series by Bungie Studio Perfect Dark for Nintendo by Rare TimeSplitters series by Eidos, System Shock by Looking Glass Technology HalfHalf----LifeLife 2 CS 4390 3D Computer Intro to 3D Game Development -- 5 CS 4390 3D Computer Intro to 3D Game Development -- 6 Games Chapter 1 Games Chapter 1 CounterCounter----StrikeStrike Halo TimeSplitters Unreal Perfect Dark CS 4390 3D Computer Intro to 3D Game Development -- 7 CS 4390 3D Computer Intro to 3D Game Development -- 8 Games Chapter 1 Games Chapter -
Borders, Barriers and Grievable Lives the Discursive Production of Self and Other in Film and Other Audio-Visual Media
Nordicom Review 32 (2011) 2, pp. 75-94 Borders, Barriers and Grievable Lives The Discursive Production of Self and Other in Film and Other Audio-Visual Media Holger Pötzsch Abstract Based on a close reading of Ridley Scott’s war film Black Hawk Down (USA 2001; BHD), the present article investigates the formal properties through which a certain strain of war and action movies discursively constitutes the other – the enemy – as less than human. I develop the argument that the emergent relation between friend and foe in these films can be read through the concept of the border as an epistemological barrier that keeps the other incomprehensible, inaccessible, and ultimately ungrievable. Having demonstrated how BHD sets up such epistemological barriers, I widen my focus and show that similar formal properties can be found in other audio-visual media, such as video games or news items. I then proceed to investigate how the societal impacts of this audio-visual rhetoric might be conceptualized. Do the mass media constitute a logistics that organizes audiences’ per- ceptions of war, violence, and the other? Does the barring of the face of the enemy from the public sphere of appearance render particular lives ungrievable and therefore unprotectable? The main theoretical frame of the paper consists of an application of the discourse theory of Ernesto Laclau and Chantal Mouffe to an analysis of audio-visual media, and of the ap- proaches of Judith Butler, James Der Derian, and Paul Virilio to conceptualizing impacts of media representations on political discourse and practice in times of war. Keywords: media, war, film, games, militainment, Black Hawk Down [N]ormative frameworks establish in advance what kind of life will be a life worth living, what life will be a life worth preserving, and what life will become worthy of being mourned. -
Protecting the First Amendment Rights of Video Games from Lanham Act and Right of Publicity Claims
Pepperdine Law Review Volume 48 Issue 2 Article 3 3-15-2021 Protecting the First Amendment Rights of Video Games from Lanham Act and Right of Publicity Claims Yen-Shyang Tseng Follow this and additional works at: https://digitalcommons.pepperdine.edu/plr Part of the Entertainment, Arts, and Sports Law Commons, First Amendment Commons, and the Intellectual Property Law Commons Recommended Citation Yen-Shyang Tseng Protecting the First Amendment Rights of Video Games from Lanham Act and Right of Publicity Claims, 48 Pepp. L. Rev. 425 (2021) Available at: https://digitalcommons.pepperdine.edu/plr/vol48/iss2/3 This Article is brought to you for free and open access by the Caruso School of Law at Pepperdine Digital Commons. It has been accepted for inclusion in Pepperdine Law Review by an authorized editor of Pepperdine Digital Commons. For more information, please contact [email protected], [email protected], [email protected]. Protecting the First Amendment Rights of Video Games from Lanham Act and Right of Publicity Claims Yen-Shyang Tseng* Abstract In 2013 and 2015, the Ninth Circuit decided two nearly identical cases in which professional football players alleged a video game publisher used their likenesses without authorization in a game that simulates real football games. One plaintiff brought a false endorsement claim under the Lanham Act, while others brought state law right of publicity claims. That made all the difference. The Ninth Circuit found the First Amendment protected the game against the false endorsement claim, but not against the right of publicity claims. These contradictory results stem from court’s application of the Rogers v. -
Power Your Gaming World Hottest New Games Bundle Thief: Deadly Shadows™ and Joint Operations: Typhoon Rising™
Power Your Gaming World Hottest New Games Bundle Thief: Deadly Shadows™ and Joint Operations: Typhoon Rising™ Taipei, Taiwan----Gigabyte Technology Co., Ltd. proudly announces two recently released games bundled with selected NVIDIA-based and ATI-based graphics accelerators. The two games included are the top-rated action adventures “Thief: Deadly Shadows™” from Edios Inc. and the record-breaking first person shooter game “Joint Operations: Typhoon Rising™” from NovaLogic, Inc. With an NVIDIA’s GeForce 6800, FX 5900, FX 5700, PCX 5900, PCX 5750 series, and ATI’s X800, X600, X300 Series graphics accelerator card included free, makes this a truly amazing one time offer. Thief: Deadly Shadows™, consistently ranks high on this years game popularity charts with an average review score of 85% based on over 30 reviews as listed on Gamerankings.com (http://www.gamerankings.com/htmlpages4/528587.asp). “Deadly Shadows” brings back the original premier stealth experience. You are Garrett, Master Thief, rarely seen and never caught. Darkness is your weapon, moving silently through the shadows, sneaking past any guard, picking any lock, and breaking into the most ingeniously secured places. Brought to you on a high quality DVD-ROM format, with state of the art dynamic lighting and shadow effects adds a new depth of realism and tension to the game experience. NovaLogic’s Joint Operations: Typhoon Rising™ is a groundbreaking new multiplayer game that recently set a new world record for the most simultaneous players in an online first person shooter game (http://www.novalogic.com/press.asp?ID=145). The missions are dangerous, the threat is real. -
TR-124 Functional Requirements for Broadband Residential Gateway Devices
TECHNICAL REPORT TR-124 Functional Requirements for Broadband Residential Gateway Devices Issue: 1.0 Issue Date: December 2006 © The Broadband Forum. All rights reserved. Functional Requirements for Broadband Residential Gateway Devices TR-124 Notice The Broadband Forum is a non-profit corporation organized to create guidelines for broadband network system development and deployment. This Technical Report has been approved by members of the Forum. This document is not binding on the Broadband Forum, any of its members, or any developer or service provider. This document is subject to change, but only with approval of members of the Forum. This document is provided "as is," with all faults. Any person holding a copyright in this document, or any portion thereof, disclaims to the fullest extent permitted by law any representation or warranty, express or implied, including, but not limited to, (a) any warranty of merchantability, fitness for a particular purpose, non-infringement, or title; (b) any warranty that the contents of the document are suitable for any purpose, even if that purpose is known to the copyright holder; (c) any warranty that the implementation of the contents of the documentation will not infringe any third party patents, copyrights, trademarks or other rights. This publication may incorporate intellectual property. The Broadband Forum encourages but does not require declaration of such intellectual property. For a list of declarations made by Broadband Forum member companies, please see www.broadband-forum.org. December 2006 © The Broadband Forum. All rights reserved. 2 Functional Requirements for Broadband Residential Gateway Devices TR-124 Issue History Issue Number Issue Date Issue Editor Changes 1.0 December 2006 Jaime Fink, 2Wire Original Jack Manbeck, Texas Instruments Technical comments or questions about this document should be directed to: Editor: Jaime Fink 2Wire [email protected] Jack Manbeck Texas [email protected] Instruments WG Chairs Greg Bathrick PMC Sierra Heather Kirksey Motive December 2006 © The Broadband Forum. -
Thq Nordic Continues to Deliver Strong Growth
THQ NORDIC AB (PUBL) ORG NR: 556582-6558 YEAR-END REPORT • 1 JANUARY – 31 DECEMBER 2016 THQ NORDIC CONTINUES TO DELIVER STRONG GROWTH We are continuing to deliver strong sales and profitability growth by executing on our core business model, which explores our well-diversified portfolio of franchises. The main driver in the quarter was continued successful promotions of our broad catalogue of IPs, on digital channels as Steam, PlayStation Network and Xbox Live. THQ Nordic had a successful IPO on Nasdaq First North Stockholm, attracting high demand from Swedish and international institutions, as well as retail investors. The available offering was 19 times oversubscribed. We are now looking forward to the second half of 2017, when we will release our first major sequels of our own IPs, plus some major publishing releases. – LARS WINGEFORS, FOUNDER & CEO FOURTH QUARTER 2016 FULL YEAR, JANUARY-DECEMBER 2016 > Net sales increased by 30% (38) to SEK 128.2 m > Net sales increased by 42% (20) to SEK 301.9 m (98.4). (212.9). > Owned titles represented SEK 94.0 m (83.0), or > Owned titles represented SEK 214.0 m (162.0), 73% (84), of net sales in the quarter. or 71% (76), of net sales in the period. > EBITDA was SEK 60.8 m (52.3), corresponding > EBITDA was SEK 132.4 m (105.1), corresponding to an EBITDA margin of 47% (53). to an EBITDA margin of 44% (49). > EBIT was SEK 50.6 m (35.2), corresponding to > EBIT was SEK 95.0 m (66.6), corresponding to an EBIT margin of 39% (36). -
Sony Playstation 2
Sony PlayStation 2 Last Updated on September 28, 2021 Title Publisher Qty Box Man Comments .hack//G.U. Vol. 1//Rebirth Namco Bandai Games .hack//G.U. Vol. 1//Rebirth: Demo Namco Bandai Games .hack//G.U. Vol. 1//Rebirth: Special Edition Bandai Namco Games .hack//G.U. Vol. 2//Reminisce Namco Bandai Games .hack//G.U. Vol. 3//Redemption Namco Bandai Games .hack//Infection Part 1: Demo Bandai .hack//Infection Part 1 Bandai .hack//Mutation Part 2 Bandai .hack//Mutation Part 2: Trade Demo Bandai .hack//Mutation Part 2: Demo Bandai .hack//Outbreak Part 3: Demo Bandai .hack//Outbreak Part 3 Bandai .hack//Quarantine Part 4 Bandai .hack//Quarantine Part 4: Demo Bandai 007: Agent Under Fire Electronic Arts 007: Agent Under Fire: Greatest Hits Electronic Arts 007: Everything or Nothing Electronic Arts 007: Everything or Nothing: Greatest Hits Electronic Arts 007: Everything or Nothing: Demo Electronic Arts 007: Nightfire Electronic Arts 007: Nightfire: Greatest Hits Electronic Arts 007: Quantum of Solace Activision 18 Wheeler: American Pro Trucker Acclaim 187 Ride or Die Ubisoft 2002 FIFA World Cup Electronic Arts 2006 FIFA World Cup EA Sports 24: The Game 2K Games 25 to Life Eidos 4x4 Evolution Godgames 50 Cent: Bulletproof Vivendi Universal Games 50 Cent: Bulletproof: Greatest Hits Vivendi Universal Games 7 Wonders of the Ancient World MumboJumbo 989 Sports 2004 Disc: Demo 989 Sports 989 Sports Sampler 2003: Demo 989 Sports AC/DC Live: Rock Band Track Pack MTV Games Ace Combat 04: Shattered Skies Namco Ace Combat 04: Shattered Skies: Greatest Hits -
BRYAN WATKINS Game Sound Supervisor & Sound Designer
BRYAN WATKINS Game Sound Supervisor & Sound Designer DRAGON’S DOGMA (In-Game SFX, Implementation)…..Capcom, Japan AWARDS DIRT SHOWDOWN (Vehicle Casting & Recording)….…….......Codemasters 2015 HALO 5: GAURDIANS MPSE Golden Reel Award – Best Sound Editing RED FACTION (Cinematics)……………………………Volition/ THQ Game Cinematics) 343 Industries FIGHT NIGHT (Cinematics)…………………………………….......EA Sports 2010 INCEPTION MPSE Golden Reel Award – Best Sound Editing DIRT-3 (Vehicle Casting & Recording)………………………………….Codemasters 2007 HELLGATE SABOTEUR (Cinematics)……………………………….Pandemic Studio EA MPSE Golden Reel Award – Best Sound Computer Entertainment) FIFA WII 2010 (In-Game & Front End)…………………… ………. EA Sports Medal of Honor (Weapons Recording)………………………………… EA-LA VIDEO GAME SUPERVISING SOUND EDITOR/DESIGNER SAINTS ROW 3.......................................................... Volition, THQ NFS PAYBACK (Cinematics and vehicle recording……… Dice Ghostgames TENNIS 2009............................................................... Electronic Arts FORZA 7 (vehicle casting recording & in game sfx design……. ………... Turn 10 FIGHT NIGHT ROUND 4 ..................................... Electronic Arts UFC-3 (Cinematic Design)........................................................................... EA Sports NEED FOR SPEED: UNDERCOVER................ Electronic Arts BATTLEFIELD 1 In-Game SFX................................................ EA DICE LA SAINTS ROW 2.......................................................... Volition, THQ AGENTS OF MAYHEM (VO, In-Game SFX and -
Action-Adventure Goes Arcade
THE WAY OF THE GUN The aesthetic of the single-player First Person Shooter Published in Italian as: Klevjer, Rune (2006) “La via della pistola. L’estetica dei first person shooter in single player” In Matteo Bittanti & Sue Morris (Eds.) Doom. Giocare in prima persona, Costa & Nolan, Milano. In this introduction to the aesthetic of the single-player First Person Shooter I want to present a narrative that can give some structure to the history of the genre so far, and suggest some key concepts to highlight central characteristics and distinctions. I want to argue that a structure of generic coherence and diversity crystallised during the formative years of 1993 – 2003, unified by the distinctive traits of the subjective camera-gun. The aesthetic history of the genre follows two main trends. The first-person action-adventure as it was initially defined by Wolfenstein 3-D (1992) and Doom (1993) has developed towards a story-based, realistic, linear and cinematic adventure. This new dominant form has in part incorporated the arcade-action excesses of the early pioneers of the genre. On the other hand, the emergence of the tactical and squad-based FPS represents a radical departure from the genre’s action-adventure roots. The FPS-adventure and the tactical FPS can be described and analysed through a number of general binary oppositions. The re-invention of action-adventure Id Software’s Wolfenstein 3-D created a new niche within the broader genre of action-adventure, and brought violent arcade action to the PC. Unlike previous first-person action-shooters like Battlezone (1980), Star Wars (1983) or Wing Commander (1990), Wolfenstein 3-D takes the action into a textured, fluid and fast 3- dimensional game world.