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Potential Game Changers Only Have
Journal of Business & Technology Law Volume 6 | Issue 2 Article 6 Potential Game Changers Only Have Eligibility Left ot Suit Up for a Different Kind of Court: Former Student-Athletes Bring Class Action Antitrust Lawsuit Against the NCAA Christine A. Burns Follow this and additional works at: http://digitalcommons.law.umaryland.edu/jbtl Part of the Antitrust and Trade Regulation Commons Recommended Citation Christine A. Burns, Potential Game Changers Only Have Eligibility Left ot Suit Up for a Different Kind of Court: Former Student-Athletes Bring Class Action Antitrust Lawsuit Against the NCAA, 6 J. Bus. & Tech. L. 391 (2011) Available at: http://digitalcommons.law.umaryland.edu/jbtl/vol6/iss2/6 This Notes & Comments is brought to you for free and open access by the Academic Journals at DigitalCommons@UM Carey Law. It has been accepted for inclusion in Journal of Business & Technology Law by an authorized editor of DigitalCommons@UM Carey Law. For more information, please contact [email protected]. CHRISTINE A. BURNS* Potential Game Changers Only Have Eligibility Left to Suit Up for a Different Kind of Court: Former Student-Athletes Bring Class Action Antitrust Lawsuit Against the NCAA I. Introduction Ed O’Bannon starred on the 1995 University of California, Los Angeles (“UCLA”) basketball national championship team.1 He went on to play for a few years in the National Basketball Association (“NBA”) and now lives a comfortable life as a car salesman in Las Vegas.2 About three years ago, he discovered that kids in his neighborhood -
A Whole Different Ball Game: Playing Through 60 Years of Sports Video Games
EXHIBITION OVERVIEW A Whole Different Ball Game: Playing through 60 Years of Sports Video Games Exhibition dates: September 14, 2018–March 10, 2019 Location: Museum of the Moving Image, 36-01 35 Ave, Astoria (Queens), NY 11106 Summary: Ever since the first video game, Tennis for Two, debuted at the Brookhaven National Laboratory’s public exhibition in 1958, video games have sought to recreate, adapt, and build upon the games Americans most regularly encounter: sports. A Whole Different Ball Game presents a selection of 44 playable sports video games spanning the last six decades, examining the complex relationships between game, sport, media, and culture. The exhibition considers what it means for full-body sports to be transposed to screens and controllers in the service of realism, who is or is not represented in sports video games, the ways broadcast sports and video games reflect one another, and the primacy of statistics in professional sports and sports simulators. Contents: The exhibition is organized in seven sections (see below for details and game list) plus a new video installation, an interactive experience, and a video screening area with bleachers. There are 44 playable games, including hand-held devices, arcade games, console and PC games played on monitors and wall projections. Additional games that are not playable are included for historical context. In addition, there is video content in the exhibition for documentation of game play and comparison to televised sports. Curators: Curator of Digital Media Jason Eppink and John Sharp (Associate Professor in the School of Art, Media, and Technology at Parsons School of Design at The New School). -
1 Before the U.S. COPYRIGHT OFFICE, LIBRARY of CONGRESS
Before the U.S. COPYRIGHT OFFICE, LIBRARY OF CONGRESS In the Matter of Exemption to Prohibition on Circumvention of Copyright Protection Systems for Access Control Technologies Docket No. 2014-07 Reply Comments of the Electronic Frontier Foundation 1. Commenter Information Mitchell Stoltz Kendra Albert Corynne McSherry (203) 424-0382 Kit Walsh [email protected] Electronic Frontier Foundation 815 Eddy St San Francisco, CA 94109 (415) 436-9333 [email protected] The Electronic Frontier Foundation (EFF) is a member-supported, nonprofit public interest organization devoted to maintaining the traditional balance that copyright law strikes between the interests of copyright owners and the interests of the public. Founded in 1990, EFF represents over 25,000 dues-paying members, including consumers, hobbyists, artists, writers, computer programmers, entrepreneurs, students, teachers, and researchers, who are united in their reliance on a balanced copyright system that ensures adequate incentives for creative work while facilitating innovation and broad access to information in the digital age. In filing these reply comments, EFF represents the interests of gaming communities, archivists, and researchers who seek to preserve the functionality of video games abandoned by their manufacturers. 2. Proposed Class Addressed Proposed Class 23: Abandoned Software—video games requiring server communication Literary works in the form of computer programs, where circumvention is undertaken for the purpose of restoring access to single-player or multiplayer video gaming on consoles, personal computers or personal handheld gaming devices when the developer and its agents have ceased to support such gaming. We propose an exemption to 17 U.S.C. § 1201(a)(1) for users who wish to modify lawfully acquired copies of computer programs for the purpose of continuing to play videogames that are no longer supported by the developer, and that require communication with a server. -
Playstation Games
The Video Game Guy, Booths Corner Farmers Market - Garnet Valley, PA 19060 (302) 897-8115 www.thevideogameguy.com System Game Genre Playstation Games Playstation 007 Racing Racing Playstation 101 Dalmatians II Patch's London Adventure Action & Adventure Playstation 102 Dalmatians Puppies to the Rescue Action & Adventure Playstation 1Xtreme Extreme Sports Playstation 2Xtreme Extreme Sports Playstation 3D Baseball Baseball Playstation 3Xtreme Extreme Sports Playstation 40 Winks Action & Adventure Playstation Ace Combat 2 Action & Adventure Playstation Ace Combat 3 Electrosphere Other Playstation Aces of the Air Other Playstation Action Bass Sports Playstation Action Man Operation EXtreme Action & Adventure Playstation Activision Classics Arcade Playstation Adidas Power Soccer Soccer Playstation Adidas Power Soccer 98 Soccer Playstation Advanced Dungeons and Dragons Iron and Blood RPG Playstation Adventures of Lomax Action & Adventure Playstation Agile Warrior F-111X Action & Adventure Playstation Air Combat Action & Adventure Playstation Air Hockey Sports Playstation Akuji the Heartless Action & Adventure Playstation Aladdin in Nasiras Revenge Action & Adventure Playstation Alexi Lalas International Soccer Soccer Playstation Alien Resurrection Action & Adventure Playstation Alien Trilogy Action & Adventure Playstation Allied General Action & Adventure Playstation All-Star Racing Racing Playstation All-Star Racing 2 Racing Playstation All-Star Slammin D-Ball Sports Playstation Alone In The Dark One Eyed Jack's Revenge Action & Adventure -
2009-10 NCAA Men's Basketball Records (Division I)
Division I Records Individual Records ....................................... 12 Team Records ................................................ 14 All-Time Individual Leaders ..................... 17 Top 10 Individual Scoring Leaders ....... 30 Annual Individual Champions ............... 34 Miscellaneous Player Information ........ 37 All-Time Team Leaders ............................... 37 Annual Team Champions ......................... 46 Statistical Trends ........................................... 52 All-Time Winningest Teams ..................... 53 Vacated and Forfeited Games ................ 56 Winningest Teams By Decade ................ 57 Winningest Teams Over Periods of Time ......................................... 58 Winning Streaks ............................................ 59 Rivalries ............................................................ 60 Associated Press (A.P.) Poll Records ..... 61 Week-by-Week A.P. Polls ........................... 68 Final Season Polls ......................................... 84 12 Individual Records Individual Records Basketball records are confined to the “modern COMBINED POINTS, TwO TEAMMATES era,” which began with the 1937-38 season, the VS. DIVISION I OPPONENT Three-Point Field Goals first without the center jump after each goal Game THRee-PoINT FIELD GOALS scored. Except for the school’s all-time won-lost 92—Kevin Bradshaw (72) and Isaac Brown (20), Alliant Int’l vs. Loyola Marymount, Jan. 5, 1991 Game record or coaches’ records, only statistics achieved 15—Keith Veney, Marshall vs. -
NCAA Student-Athletes' Rights of Publicity, EA Sports, and the Video Game Industry
counterparts based on jersey numbers. The NCAA Student-Athletes’ series also included “classic” teams, dating as far back as 1978. With the arrival of the 32-bit Sony Rights of Publicity, EA Sports, PlayStation in 1996, the Bill Walsh series eventually morphed into EA Sports’ and the Video Game Industry NCAA Football series. The number of teams expanded from the original 24 to The Keller Forecast the entire Division I-A (“Football Bowl Subdivision”), as well as several teams BY ANASTASIOS KABURAKIS, DAVID A. PIERCE, OLIVIA M. FLEMING, from Division I-AA (“Football Champion- GALEN E. CLAVIO, HEATHER J. LAWRENCE, AND DAWN A. DZIUBA ship Subdivision”). The game also grew to include more historical teams and added the ability for the user to edit the names he Keller v. Electronic Arts, National Collegiate Athletic Association, and Collegiate Li- of the players in the game. Accurate team censing Company1 class action complaint filed in May in the Federal District Court logos, jerseys, mascots, and fight songs also Tin San Francisco received considerable fanfare2 among academic and legal practi- were added. While never as popular as the tioners, as well as controlled skepticism among intercollegiate athletic governing bodies National Football League (“NFL”)-based and video game industry executives. As the factual scenario and class action prospects Madden series, NCAA Football has seen have been forecasted in prior scholarship,3 this contribution will: (1) briefly pose related commercial success, with the game selling intercollegiate athletics amateurism policy considerations; (2) review major intellectual over 1 million copies in 2004.8 property theory points; (3) summarize the crucial questions for the court and each party, posing several possible answers; and (4) conclude with future research directions, with the Playing and Feeling “In the Game” embedded promise of forthcoming elaborate manuscripts on the same stream. -
NCAA Student-Athletes' Perceptions
“Is it Still “In the Game”, or has Amateurism Left the Building? NCAA Student-Athletes’ Perceptions of Commercial Activity and Sports Video Games” by Kaburakis A et al Journal of Sport Management © 2011 Human Kinetics, Inc. Note: This article will be published in a forthcoming issue of the Journal of Sport Management. This article appears here in its accepted, peer-reviewed form; it has not been copy edited, proofed, or formatted by the publisher. Article Title: Is it Still “In the Game”, or has Amateurism Left the Building? NCAA Student- Athletes’ Perceptions of Commercial Activity and Sports Video Games Authors: Anastasios Kaburakis, David A. Pierce, Beth A. Cianfrone, and Amanda L. Paule Affiliations: Kaburakis is with the Department of Management, Saint Louis University - John Cook School of Business, St. Louis, MO. Pierce is with the Department of Sport Administration, Ball State University, Muncie, IN. Cianfrone is with the Department of Sports Administration, Georgia State University, Atlanta, GA. Paule is with the Department of Sport Management, Recreation, and Tourism, Bowling Green State University, Bowling Green, OH. Journal: Journal of Sport Management ©2011 Human Kinetics, Inc. “Is it Still “In the Game”, or has Amateurism Left the Building? NCAA Student-Athletes’ Perceptions of Commercial Activity and Sports Video Games” by Kaburakis A et al Journal of Sport Management © 2011 Human Kinetics, Inc. Running Head: Student-Athletes & Commercial Activity Is it Still “In the Game”, or has Amateurism Left the Building? NCAA Student-Athletes’ Perceptions of Commercial Activity and Sports Video Games August 25, 2011 “Is it Still “In the Game”, or has Amateurism Left the Building? NCAA Student-Athletes’ Perceptions of Commercial Activity and Sports Video Games” by Kaburakis A et al Journal of Sport Management © 2011 Human Kinetics, Inc. -
E-Sports: More Than Just a Fad Michael Mctee
Oklahoma Journal of Law and Technology Volume 10 | Number 1 January 2014 E-Sports: More Than Just a Fad Michael McTee Follow this and additional works at: http://digitalcommons.law.ou.edu/okjolt Part of the Entertainment, Arts, and Sports Law Commons Recommended Citation McTee, Michael (2014) "E-Sports: More Than Just a Fad," Oklahoma Journal of Law and Technology: Vol. 10 : No. 1 , Article 3. Available at: http://digitalcommons.law.ou.edu/okjolt/vol10/iss1/3 This Article is brought to you for free and open access by University of Oklahoma College of Law Digital Commons. It has been accepted for inclusion in Oklahoma Journal of Law and Technology by an authorized editor of University of Oklahoma College of Law Digital Commons. For more information, please contact [email protected]. 10 Okla. J.L. & Tech. 70 (2014) www.okjolt.org E-SPORTS: MORE THAN JUST A FAD © 2014 Michael McTee On October 4, 2013 at the Staples Center, home of the Los Angeles Kings, Clippers, and Lakers, Riot Games hosted the Season 3 World Championship Grand Finals for League of Legends.1 There, in front of thousands of fans and thirty-two million watching online, Korea’s SK Telecom T1 swept China’s Royal Club three games to none, securing for themselves the $1 million prize and title of World Champions. 2 The event was the largest gaming contest held in North America to date, easily surpassing the prior year’s event held at the Galen Center.3 The phenomenon known as e-sports is rapidly growing in popularity and gaining support as a legitimate sport. -
Advertising: Video Games
Advertising: Video Games Recent Articles on Ads and Video games October 2008 Advertising Strategists Target Video Games April 21, 2006 10:33AM Visa isn’t the only brand getting into the virtual action. In-game advertising is expected to double to nearly $350 million by next year, and hit well over $700 million by 2010, according to a report released this week by research firm the Yankee Group. Advertisers are getting into the game — the video game. Increasingly, big-name marketers are turning to game developers to woo consumers more interested in the game controller than the remote control. “The fact is you aren’t able to reach consumers the same way you could 20 years ago, 10 years ago or maybe even five years ago,” said Jon Raj, vice president of advertising and emerging media platform for Visa USA. Visa ingrained itself into Ubisoft’s PC title “CSI 3” by making the credit card company’s identity theft protection part of the game’s plot. “We didn’t just want to throw our billboard or put our Visa logo out there,” Raj said. Visa isn’t the only brand getting into the virtual action. In-game advertising is expected to double to nearly $350 million by next year, and hit well over $700 million by 2010, according to a report released this week by research firm the Yankee Group. Bay State game creators are already reporting an uptick in interest from marketers wanting to roll real-life ads into fantasy worlds. “I’ve seen increased interest here and throughout the industry,” said Joe Brisbois, vice president of business development for Cambridge-based Harmonix Music Systems. -
Millennial Esports a Vertically Integrated Esports Company Engaging the Market in All Key Areas
TAG Generic Title slide allows for logo inclusion Becoming the Leader in Esports Engagement Content for Consumers & Brands Alike Introducing Millennial Esports A Vertically Integrated Esports Company Engaging the Market in All Key Areas Unique Esports Positioning: ü Esports Breadth & Racing Depth ü Premium Content Production ü Esports Based Data & Analytics What Sets Millennial Apart? Millennial has unique positioning in the Global Esports market. ü Industry Leading Management ü A Versatile & Adaptive Gaming Platform ü Technology Innovation ü Integrated Business Model ü In-House Data Analytics Esports - Accepted Worldwide & Growing Rapidly The Esports Market Is Growing And It's Audience Is Rapidly Approaching The Magnitude Of The World’s Most Highly-viewed Media Events. Esports Global Audience (mm) Esports Total Market Size ($ mm) 600 6,000 495 5,000 500 5,000 400 365 4,000 300 3,000 200 2,000 892 100 1,000 0 - 2016 2020E 2016 2020E Viewership by Sport (mm) 114 120 100 80 60 41 36 28 40 20 20 15 20 6 0 Super Bowl NCAA Basketball League of Rose Bowl DOTA 2 NBA Finals MLB World Series NHL Stanley Cup (Final 4) Legends Championship (Game 5) Championship Macquarie Research: Source: Activate, Superdata, Esports Earnings, ESPN, H1 Gambling Capital, Newzoo, Macquarie Research, June 2017 *Rev est. Mobile - Highest Growth in Mobile Game Consumption Mobile is expanding market share in a growing market. Within Mobile Games, Three Genres Are Taking Over Nielsen Esports Report 2016 60 Sports 70 Casino, Board Games, & Card “Esports fans show a stronger 80 Games High growth/Low clutter Racing affinity than the average American Low growth/Low clutter 90 World Builder for three key sport types: Simulation Low growth/High clutter combat/fighting sports, racing, Action/ 100 and U.S./European soccer. -
Cinn Bbcover Layout 1
Cinn BBCover5_Layout 1 1/10/12 3:26 PM Page 1 IFC_Cincinnati Enquirer_Layout 1 11/2/11 4:04 PM Page 1 Annd don’t miss the UC Blog: ic ncinnati.com/blogs/uc/ Follow Bill Koch (@bkochh) on TTww :retti TTwwitter.com/bkochoc 001 TOC copy_Layout 1 1/10/12 3:27 PM Page 1 > What’s Inside Table of Contents FEATURES 2 011-12 B EARCATS GAMEDAY An Unexpected Path to Cincinnati Cheikh Mbodj Finds his Dreams in a Whole New World..................................................2 The official 2011-12 University of Cincinnati Gameday Magazine Big Apple Connection is published by the UC Athletics Department and IMG College. Borough-Born Bearcat Continues NYC to Cincinnati Pipeline............................................6 UNIVERSITY OF CINCINNATI STAFF Editorial PLAYBOOK Cincinnati Sports Communications Department Head Coach Mick Cronin ....................................8 Editor Katie Baran Assistant Coaches ................................................10 Assistant Editors Meet the Bearcats ................................................14 Andre Foushee, Ryan Koslen, The University of Cincinnati ..............................28 Jeremy Martin, Doug Mosley, Jeff Geiser Contributing Photography and Images President Gregory H. Williams ..........................30 Brett Hansbauer, Frank Victores, Jay Yocis, Jeff Director of Athletics Whit Babcock ....................32 Harwell, Ashley Kempher, Bob Levey, Stephen UC Basketball History ........................................34 Pinchback, Lisa Ventre, UC Photographic Services, Mayhew and Pepper Photography, -
Senior Class Gift a Beautiful Memento for Class of 2013
The WALRUS The time has come, the Walrus said, to talk of many things: A FTB Production Of shoes and ships and sealing wax, of cabbages and kings. - Lewis Carroll Vol. LXVI, No. 3 St. Sebastian’s School December 2012 First Annual Chess Tournament Crowns Champ, Crushes 63 Dreams S. Cressotti’s door. The tournament cleverly took out Scott Westvold this By JOHN RYAN ‘15 and started on Wednesday, November 14, time, ending the mircale run. David SCOTT WESTVOLD ‘15 with the first round beginning. After did not slay Goliath. Hal did not kill Wednesday and Friday, the first round Hotspur. Julius Caesar was not assas- Never before has Saint Se- was complete, with the biggest upset sinated. Jean Girrard was not outraced bastian’s seen such a prominent com- being seventh grader Michael Twohig by Ricky Bobby. The Harvard Model petition of great magnitude sweep over junior Matt Ouellette. Round 2 Congress announcement was not sur- through the halls of the school and commenced and ended within a few passed by Mr. Cressotti’s me, my- control every single person in this days, with sophomore Cedric Depestre self, and I. Kevin Patterson emerged school. No, it is neither the Hockey upsetting a number 1 seed junior Chris as the chosen one, the boy whose Tournament nor Chariot Race at O’Shea, as well as sophomore Jack king lived. Kevin’s stellar chess skill Holy Cross’ Classics Day, but it is Adams upsetting Little Ike who was was shown throughout the tourna- a competition that can hold its own a number 1 seed.