Obama Victorious in State's First Caucus
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Video Games & Human Development
Video Games & Human Development 1 Running head: VIDEO GAMES & HUMAN DEVELOPMENT Press Play to Grow! Designing Video Games as Trojan Horses for Catalyzing Human Development Moses Silbiger, M.A. John F. Kennedy University, Pleasant Hill, CA Video Games & Human Development 2 Learning can and should be hard fun! - Clark N. Quinn, e-learning & video game designer, Quinnovation. We are already the most overinformed, underreflective people in the history of civilization. Is it possible the twenty-first century needs a new kind of learning and a new kind of leader to help us …? Perhaps [we can] begin building not simply an information highway but a transformation highway. - Robert Kegan, professor & developmental psychologist, Harvard University. My main intention in this paper is to explore new and alternative video game designs to promote overall and healthy human development based on specific methodological frameworks, and how to make these video games to be both conceptually, technically, and economically feasible to be designed and produced. It is also my intention to propose video games that can simultaneously (or specifically) adapt to different audiences, types, and styles of players, balancing entertainment and developmental purposes by using skillful and integrative strategies based on a proactive Trojan Horse approach. In other words, these purposes will not necessarily need to be explicitly presented within the video games, but just put in motion through underlying and customizable developmental tools intrinsically embedded in their structural design, in contrast with a top-down”, “forced upon” or preaching approach. In order to explore these developmental potentials, I have been engaged in an ongoing 11-month long mixed-methods research 1, composed by six different methodologies designed to investigate the psychological, technical, cultural, systemic, and social aspects of video games and the gaming world – and how to start incorporating developmental tools in video game design. -
There's an App for That: Foreign Language Learning Through Mobile- and Social Media-Based Video Games
University of Tennessee, Knoxville TRACE: Tennessee Research and Creative Exchange Masters Theses Graduate School 5-2011 There’s an App for That: Foreign Language Learning Through Mobile- and Social Media-Based Video Games Trenton Edward Hoy [email protected] Follow this and additional works at: https://trace.tennessee.edu/utk_gradthes Part of the Applied Linguistics Commons, Bilingual, Multilingual, and Multicultural Education Commons, First and Second Language Acquisition Commons, French Linguistics Commons, and the Instructional Media Design Commons Recommended Citation Hoy, Trenton Edward, "There’s an App for That: Foreign Language Learning Through Mobile- and Social Media-Based Video Games. " Master's Thesis, University of Tennessee, 2011. https://trace.tennessee.edu/utk_gradthes/883 This Thesis is brought to you for free and open access by the Graduate School at TRACE: Tennessee Research and Creative Exchange. It has been accepted for inclusion in Masters Theses by an authorized administrator of TRACE: Tennessee Research and Creative Exchange. For more information, please contact [email protected]. To the Graduate Council: I am submitting herewith a thesis written by Trenton Edward Hoy entitled "There’s an App for That: Foreign Language Learning Through Mobile- and Social Media-Based Video Games." I have examined the final electronic copy of this thesis for form and content and recommend that it be accepted in partial fulfillment of the equirr ements for the degree of Master of Arts, with a major in French. Sebastien Dubreil, Major Professor -
Ubisoft® Reports Third-Quarter 2008-09 Sales
Ubisoft ® reports third-quarter 2008-09 sales Third-quarter sales up 13% to ⁄508 million. Update on the games release schedule. Full-year 2008-09 targets adjusted. Initial targets for 2009-10. Paris, January 22, 2009 œ Today, Ubisoft reported its sales for the third fiscal quarter ended December 31, 2008. Sales Sales for the third quarter of 2008-09 came to ⁄508 million, up 12.9%, or 17.0% at constant exchange rates, compared with the ⁄450 million recorded for the same period of 2007-08. For the first nine months of fiscal 2008-09 sales totaled ⁄852 million versus ⁄711 million in the corresponding prior-year period, representing an increase of 19.8%, or 24.8% at constant exchange rates. Third-quarter sales came in slightly higher than the guidance of approximately ⁄500 million issued when Ubisoft released its sales figures for the second quarter of 2008-09. This performance was primarily attributable to: Þ The diversity and quality of Ubisoft‘s games line-up for the holiday period, with a targeted offering for each type of consumer. Þ A solid showing from franchise titles launched during the quarter, particularly Far Cry ® 2 and Rayman Raving Rabbids ® TV Party which generated sell-in sales of 2.9 million and 1.5 million units respectively and offset the impact of a slower take-off for Prince of Persia ® (2.2 million units). Þ The creation of a new multi-million units selling franchise œ Shaun White Snowboarding œ which was the quarter‘s number two sports game in the United States and recorded 2.3 million units sell-in worldwide. -
Ubisoft Announces Strategic Casual Video Games Expansion
UBISOFT ANNOUNCES STRATEGIC CASUAL VIDEO GAMES EXPANSION Introduces New “My Coach” Line and Brings “Petz” to New Platforms Paris, FRANCE — May 21, 2007 — Today Ubisoft, one of the world’s largest video game publishers, announced that it is expanding its casual video game business. Ubisoft has made significant investments and formed an internal development structure dedicated to the creation of games for everyone. Among the first projects of the new team are the introduction of the new “My Coach” product line and the significant expansion of the already successful Petz® franchise. “Ubisoft has a proven track record of publishing and creating video games for non- traditional gaming audiences, with multimillion-selling brands like Petz and Rayman,” said Yves Guillemot, chief executive officer at Ubisoft. “The timing is right for us to leverage our creativity and to open up the video games market to new consumers who will be attracted by content that can help them learn, grow and feel better in an entertaining way.” Ubisoft’s new casual games structure will be led by Pauline Jacquey, executive producer of casual games at Ubisoft. Pauline joined Ubisoft in 1998, working as a producer on some of Ubisoft’s best-selling brands including Tom Clancy’s Ghost Recon® and Rayman®. Ubisoft will also continue to partner with third-party developers to publish casual game titles for the mass market. “Ubisoft’s vision for this business is unique,” said Pauline Jacquey. “We are developing projects that make people feel that playing games is worth their while, allowing them to spend quality time with family and friends, learn a new skill, or improve their daily lives. -
Chiffre D'affaires Q4 2000-2001
Ubisoft reports first-quarter 2007-08 sales • First quarter sales up 90.5% to €134 million, outstripping targets. • Forecasts revised upwards for 2007-08 sales and current operating income1. • Ubisoft and 20th Century Fox team up for the video game based on James Cameron's "Avatar". • Calyon carries out its first sale of Gameloft shares. Paris, July 24, 2007 – Today, Ubisoft, one of the world’s largest video game publishers, reported its sales for the first fiscal quarter ended June 30, 2007. Sales Sales for the first quarter of 2007-08 came to €134 million, up 90.5%, or 94.5% at constant exchange rates, compared with the €70 million recorded for the same period of 2006-07. First-quarter sales for 2007-08 exceeded the forecast of approximately €120 million announced when Ubisoft released its sales figures for fourth-quarter 2006-07. This performance was primarily attributed to the following: o The continued success of Tom Clancy’s Rainbow Six® Vegas on Xbox360™ as well as its launch on PLAYSTATION®3 and PSP™. o The release of Surf’s Up™, Prince of Persia®, Oblivion™ and Call of Juarez™. o Back catalog games, which accounted for over one third of total sales for the period, particularly thanks to the Petz® series and Teenage Mutant Ninja Turtles™. In first-quarter 2007-08, 79% of the Group's sales came from games for new-generation consoles, compared with 42% in the comparable prior-year period. This increase particularly reflects a sharp rise in sales of games for the PLAYSTATION®3 (21% of sales) and the Nintendo DS™ (16%, versus 3% in the first-quarter 2006-07). -
Ubisoft Holiday Line up Final EN
UBISOFT ANNOUNCES ALL-STAR HOLIDAY 2007 LINEUP Q3 2007-2008 Lineup Showcases Some of the Industry’s Most Anticipated Games Paris, FRANCE – September 21, 2007 – Today Ubisoft, one of the world’s largest video game publishers, announced that its holiday 2007 lineup will feature an exceptional selection of titles. Covering all segments of video games – from hardcore to family titles, as well as games based on some of the most popular films and television series – the rich offering also includes some of this year’s most anticipated new brands along with exciting new entries to some of Ubisoft’s multimillion-unit selling brands: • Assassin's Creed™ – One of the most anticipated video games of the year comes to the Xbox 360® video game and entertainment system from Microsoft and the PLAYSTATION®3 computer entertainment system in November, and to PC in early 2008. • Beowulf™ – The video game, based on Paramount Pictures’ and Shangri-La Entertainment’s “Beowulf,” the upcoming feature film from Academy Award®- winning director Robert Zemeckis, will be released in November on Xbox 360, the PLAYSTATION 3 system and PSP® (PlayStation®Portable) system. • Blazing Angels® 2 Secret Missions of WWII – Experience World War II on the PLAYSTATION 3 system as an elite pilot in the follow-up to the successful Blazing Angels® Squadrons of WWII coming for holiday. • Brothers In Arms Hell's Highway™ , previously expected to be released for holiday 2007 will be released on next-generation platforms and PC in the fourth quarter of fiscal 2007-08 . Brothers in Arms Road to Hill 30 for Wii will be released in December. -
Announces My Sat Coach with the Princeton Review
UBISOFT ® ANNOUNCES MY SAT COACH WITH THE PRINCETON REVIEW Paris, FRANCE — July 15, 2008 — Today at the Electronic Entertainment Expo, Ubisoft announced that it will publish My SAT Coach with The Princeton Review for the Nintendo DS™ system. Developed in Ubisoft’s Montreal studio and in partnership with The Princeton Review, the video game will help students prepare for the SAT exams by presenting timed drills and other activities in mini-games where game scores are tracked and the player is given recommendations on how to improve testing performance. My SAT Coach with The Princeton Review will include more than 2,000 practice questions and two full length practice exams. “Studying for the SAT is an arduous process,” said Tony Key, senior vice president of sales and marketing at Ubisoft North America. “Ubisoft is excited to be partnering with The Princeton Review to create My SAT Coach , a game that makes the whole process of preparing engaging and fun.” “We’ve been successfully preparing students for the SAT for over twenty years,” said Robert Franek, Vice President and Publisher at The Princeton Review. “ My SAT Coach with The Princeton Review is exciting because it combines proven Princeton Review techniques with the speed and convenience of the Nintendo DS platform.” My SAT Coach with The Princeton Review will be available in the U.S. this fall. The “My Coach” brand, part of Ubisoft’s Games for Everyone division, consists of a series of games that encourages players to improve themselves while being entertained at the same time. Other titles in the brand include: My Word Coach for a stronger vocabulary, My Spanish Coach and My French Coach for foreign language development and My Weight Loss Coach for a healthier lifestyle. -
Yahotline 86 5.Pdf (107.0Kb)
Edutainment Does it educate? Is it entertaining? hile the act of playing video games in general can have some for designated times when patrons bring their DS consoles in to play Wpositive developmental effects (such as building strategic together. thinking skills and hand-eye coordination), certain games have been Finally, one sentiment shared by many reviewers is that created and marketed as a primarily educational experience. These “edu-tainment” games often come up short in both categories, games tend to be released on the PC or on Nintendo platforms such being neither particularly fun nor educational. For example, there as the DS or the Wii. Because the Wii does not have the same high- is a version of the wildly popular board game Cranium available definition graphics capabilities as the Xbox 360 or the PS3, developers for the Wii, but its aggregate score based on a number of reviews may feel that users won’t mind playing a game with less action and on Metacritic.com was an underwhelming 64. More telling are the impressive graphics. comments, such as the following from IGN.com: “…not only is the Educational games can be made on a number of subjects, board game a better value, but it’s just more fun” (Buchanan, 2007, ¶ from skills everyone needs (math, vocabulary, typing) to more 9). individualized challenges such as learning a foreign language, local The bottom line is that educational video games have great history, or about a certain disease or condition such as diabetes. potential: they may fill a gap in the curriculum, or they may be The big question is: do these games work? Some experts, the best way to reach certain students.