Measuring Player Perceptions of Advertising in Online Games Ben Lewis Louisiana State University and Agricultural and Mechanical College, [email protected]
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Before the FEDERAL TRADE COMMISSION Washington, DC 20580
Before the FEDERAL TRADE COMMISSION Washington, DC 20580 In the Matter of ) ) Request for Public Comment on the ) P104503 Federal Trade Commission’s ) Implementation of the Children’s Online ) Privacy Protection Rule ) COMMENTS OF The Center for Digital Democracy, American Academy of Child and Adolescent Psychiatry, American Academy of Pediatrics, Benton Foundation, Berkeley Media Studies Group, Campaign for a Commercial-Free Childhood, Center for Science in the Public Interest, Children Now, Consumer Action, Consumer Federation of America, Consumer Watchdog, Consumers Union, National Consumers League, Privacy Rights Clearinghouse, Public Health Institute, U.S. PIRG, and World Privacy Forum Of Counsel: Angela J. Campbell, Guilherme Roschke Pamela Hartka Institute for Public Representation James Kleier, Jr. Georgetown University Law Center Raquel Kellert 600 New Jersey Avenue, NW Andrew Lichtenberg Washington, DC 20001 Ari Meltzer (202) 662-9535 Georgetown Law Students Attorneys for CDD et al. June 30, 2010 SUMMARY The Center for Digital Democracy, American Academy of Child and Adolescent Psychiatry, American Academy of Pediatrics, Benton Foundation, Berkeley Media Studies Group, Campaign for a Commercial-Free Childhood, Center for Science in the Public Interest, Children Now, Consumer Action, Consumer Federation of America, Consumer Watchdog, Consumers Union, National Consumers League, Privacy Rights Clearinghouse, Public Health Institute, U.S. PIRG, and World Privacy Forum are pleased that the FTC has begun a comprehensive review of its children’s privacy regulations. In general, the Children’s Online Privacy Protection Act (COPPA) and the FTC rules implementing it have helped to protect the privacy and safety of children online. Recent developments in technology and marketing practices require that the COPPA rules be updated and clarified. -
The Development and Validation of the Game User Experience Satisfaction Scale (Guess)
THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) A Dissertation by Mikki Hoang Phan Master of Arts, Wichita State University, 2012 Bachelor of Arts, Wichita State University, 2008 Submitted to the Department of Psychology and the faculty of the Graduate School of Wichita State University in partial fulfillment of the requirements for the degree of Doctor of Philosophy May 2015 © Copyright 2015 by Mikki Phan All Rights Reserved THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) The following faculty members have examined the final copy of this dissertation for form and content, and recommend that it be accepted in partial fulfillment of the requirements for the degree of Doctor of Philosophy with a major in Psychology. _____________________________________ Barbara S. Chaparro, Committee Chair _____________________________________ Joseph Keebler, Committee Member _____________________________________ Jibo He, Committee Member _____________________________________ Darwin Dorr, Committee Member _____________________________________ Jodie Hertzog, Committee Member Accepted for the College of Liberal Arts and Sciences _____________________________________ Ronald Matson, Dean Accepted for the Graduate School _____________________________________ Abu S. Masud, Interim Dean iii DEDICATION To my parents for their love and support, and all that they have sacrificed so that my siblings and I can have a better future iv Video games open worlds. — Jon-Paul Dyson v ACKNOWLEDGEMENTS Althea Gibson once said, “No matter what accomplishments you make, somebody helped you.” Thus, completing this long and winding Ph.D. journey would not have been possible without a village of support and help. While words could not adequately sum up how thankful I am, I would like to start off by thanking my dissertation chair and advisor, Dr. -
Funcom Secures €5 Million in Financing from Nordic Venture Partners
Funcom secures €5 million in financing from Nordic Venture Partners Durham, USA – August 25, 2005 – Funcom, a world leading developer and publisher of subscription-based online games like ‘Anarchy Online’ and ‘Age of Conan – Hyborian Adventures’, has secured a €5 million equity investment from Nordic Venture Partners (NVP). The investment is a further testament to Funcom being a world-class developer and publisher of online games, and will further aid the company in developing and publishing online games. “This is another great recognition of Funcom as Europe’s premier developer of MMOG’s (Massively Multiplayer Online Games), and serves as a tribute to the company and the quality of our games and technology” said Torleif Ahlsand, Chairman of the Board of Directors in Funcom and Partner in Northzone Ventures. ”There is a considerable market potential for subscription- based online games, and Funcom is a leader in technology and quality within the segment. We are very glad to have NVP on board to further develop one of the most exciting creative environments in the Nordic region, and we feel confident they will aid us in becoming even better at creating world-class online products.” “Being one of the leading information and communication technology investments funds in the Nordic region we are only looking for the very best technology companies, and we feel confident Funcom fits great in our portfolio” said Claus Højbjerg Andersen, Partner in NVP and new Boardmember of Funcom. “We are convinced of Funcom’s unique quality and their world-class staff and technology. Our aim is to improve the business side of Funcom even further, thus supporting the company in realizing their creative visions. -
The Video Game Industry an Industry Analysis, from a VC Perspective
The Video Game Industry An Industry Analysis, from a VC Perspective Nik Shah T’05 MBA Fellows Project March 11, 2005 Hanover, NH The Video Game Industry An Industry Analysis, from a VC Perspective Authors: Nik Shah • The video game industry is poised for significant growth, but [email protected] many sectors have already matured. Video games are a large and Tuck Class of 2005 growing market. However, within it, there are only selected portions that contain venture capital investment opportunities. Our analysis Charles Haigh [email protected] highlights these sectors, which are interesting for reasons including Tuck Class of 2005 significant technological change, high growth rates, new product development and lack of a clear market leader. • The opportunity lies in non-core products and services. We believe that the core hardware and game software markets are fairly mature and require intensive capital investment and strong technology knowledge for success. The best markets for investment are those that provide valuable new products and services to game developers, publishers and gamers themselves. These are the areas that will build out the industry as it undergoes significant growth. A Quick Snapshot of Our Identified Areas of Interest • Online Games and Platforms. Few online games have historically been venture funded and most are subject to the same “hit or miss” market adoption as console games, but as this segment grows, an opportunity for leading technology publishers and platforms will emerge. New developers will use these technologies to enable the faster and cheaper production of online games. The developers of new online games also present an opportunity as new methods of gameplay and game genres are explored. -
Stream Name Category Name Coronavirus (COVID-19) |EU| FRANCE TNTSAT ---TNT-SAT ---|EU| FRANCE TNTSAT TF1 SD |EU|
stream_name category_name Coronavirus (COVID-19) |EU| FRANCE TNTSAT ---------- TNT-SAT ---------- |EU| FRANCE TNTSAT TF1 SD |EU| FRANCE TNTSAT TF1 HD |EU| FRANCE TNTSAT TF1 FULL HD |EU| FRANCE TNTSAT TF1 FULL HD 1 |EU| FRANCE TNTSAT FRANCE 2 SD |EU| FRANCE TNTSAT FRANCE 2 HD |EU| FRANCE TNTSAT FRANCE 2 FULL HD |EU| FRANCE TNTSAT FRANCE 3 SD |EU| FRANCE TNTSAT FRANCE 3 HD |EU| FRANCE TNTSAT FRANCE 3 FULL HD |EU| FRANCE TNTSAT FRANCE 4 SD |EU| FRANCE TNTSAT FRANCE 4 HD |EU| FRANCE TNTSAT FRANCE 4 FULL HD |EU| FRANCE TNTSAT FRANCE 5 SD |EU| FRANCE TNTSAT FRANCE 5 HD |EU| FRANCE TNTSAT FRANCE 5 FULL HD |EU| FRANCE TNTSAT FRANCE O SD |EU| FRANCE TNTSAT FRANCE O HD |EU| FRANCE TNTSAT FRANCE O FULL HD |EU| FRANCE TNTSAT M6 SD |EU| FRANCE TNTSAT M6 HD |EU| FRANCE TNTSAT M6 FHD |EU| FRANCE TNTSAT PARIS PREMIERE |EU| FRANCE TNTSAT PARIS PREMIERE FULL HD |EU| FRANCE TNTSAT TMC SD |EU| FRANCE TNTSAT TMC HD |EU| FRANCE TNTSAT TMC FULL HD |EU| FRANCE TNTSAT TMC 1 FULL HD |EU| FRANCE TNTSAT 6TER SD |EU| FRANCE TNTSAT 6TER HD |EU| FRANCE TNTSAT 6TER FULL HD |EU| FRANCE TNTSAT CHERIE 25 SD |EU| FRANCE TNTSAT CHERIE 25 |EU| FRANCE TNTSAT CHERIE 25 FULL HD |EU| FRANCE TNTSAT ARTE SD |EU| FRANCE TNTSAT ARTE FR |EU| FRANCE TNTSAT RMC STORY |EU| FRANCE TNTSAT RMC STORY SD |EU| FRANCE TNTSAT ---------- Information ---------- |EU| FRANCE TNTSAT TV5 |EU| FRANCE TNTSAT TV5 MONDE FBS HD |EU| FRANCE TNTSAT CNEWS SD |EU| FRANCE TNTSAT CNEWS |EU| FRANCE TNTSAT CNEWS HD |EU| FRANCE TNTSAT France 24 |EU| FRANCE TNTSAT FRANCE INFO SD |EU| FRANCE TNTSAT FRANCE INFO HD -
Nhl 08 Cheats
Nhl 08 cheats click here to download Get all the inside info, cheats, hacks, codes, walkthroughs for NHL 08 on GameSpot. Xbox Cheats - NHL This page contains a list of cheats, codes, Easter eggs, tips, and other secrets for NHL 08 for Xbox If you've discovered a cheat you'd like to. NHL 08 Cheats - PC Cheats: This page contains a list of cheats, codes, Easter eggs, tips, and other secrets for NHL 08 for PC. If you've discovered a cheat you'd like to add to. The best place to get cheats, codes, cheat codes, walkthrough, guide, FAQ, unlockables, tricks, and secrets for NHL 08 for PlayStation 2 (PS2). Unlockable: Reebok Gear Head to the in-game cheat menu (the "RBK password"), and type in "h3oyxpwksf8ibcgt" (without the quotes). If inserted correctly, you will get a bunch of new Reebok-related jerseys. Xbox | Submitted by gavin. Unlock Reebok Edge Jerseys. Reebok Edge Code Option. h3oyxpwksf8ibcgt. For NHL 08 on the Xbox , GameFAQs has 27 cheat codes and secrets. For NHL 08 on the PlayStation 2, GameFAQs has 2 cheat codes and secrets. For NHL 08 on the PC, GameFAQs has game information and a community message board for game discussion. We have 3 questions and 0 answers for this game. Check them out to find answers or ask your own to get the exact game help you need. How to use ex points on dynasty mode · How to use earned expiernce points on dynaode · how do i? More questions - Ask your own. NHL 08 Walkthroughs. We have 1 Walkthroughs for. -
Consumers Age 35-44 Are Most Likely to Buy a Car in the Next Six Months
Consumers Age 35-44 Are Most Likely to Buy a Car in the Next Six Months; Presence of Children in the Household Significantly Increases Automotive Purchase Intent comScore Media Metrix AiM Data Reveal that Larger Cars are Still Preferred by many Consumers RESTON, VA, June 26, 2006 - comScore Media Metrix today revealed the automotive purchase intent, online visitation habits and automotive ownership tendencies of American consumers who are most likely to purchase an automobile in the next six months. This study, the first of a series of industry-specific analyses from the comScore Media Metrix "Audience insite Measures" (AiM) media planning tool, shows that Internet users age 35-44 are 18 percent more likely than the average online adult to make an automotive purchase this year. This segment of likely auto purchasers represents more than 6 million U.S. consumers. Additionally, 25-34 year-olds are 17 percent more likely than the norm to purchase an automobile, representing nearly 5 million consumers. Notably, the analysis shows that the presence of children in the household significantly increases automotive purchase intent for these two groups. Respondents age 25-34 with one child (referred to as "New Families" in this analysis) are 41 percent more likely than the average Internet user to purchase an auto in the next 6 months, while 35-44-year-olds with two children (referred to as "Established Families") are 27 percent more likely than the norm to do so. The study also found that despite the similarities in the car-purchasing intent of these two groups, their online visitation habits are quite different. -
A Case Study on Merger of Skype and Microsoft
European Journal of Business, Economics and Accountancy Vol. 8, No. 1, 2020 ISSN 2056-6018 VALUATION OF TARGET FIRMS IN MERGERS AND ACQUISITIONS: A CASE STUDY ON MERGER OF SKYPE AND MICROSOFT Nguyen Vuong Bang Tam Thu Dau Mot University VIETNAM [email protected] ABSTRACT Mergers and acquisitions have become the most popular used methods of growth for the company and it’s one of the best ways to make a shortcut to get the success. They create the larger potential market share and open it up to a more diversified market, increase competitive advantage against competitors. It also allows firms to operate more efficiently and benefit both competition and consumers. However, there are also many cases that the synergy between acquiring company and acquired company failed. The most common reason is to not create synergy between both of them. In recent months, the merger between Microsoft and Skype is a very hot topic of analysts and viewers…etc. This acquisition presents a big opportunity for both firms, Skype give Microsoft a boost in the enterprise collaboration. To exchange for this synergy, Microsoft paid $8.5 billion in cash for Skype, the firm is not yet profitable. Skype revenue totaling $860 million last year and operating profit of $264 million, the company lost $6.9 million overall, according to documents filed with the SEC. Is that a good deal for Microsoft? Many analysts have different point of view but most of them have negative perspective. Research was to provide the analysis of Skype’s intrinsic value with an optimistic view of point about Skype’s future, Microsoft overpaid for Skype. -
(BHC) Will Be Held Friday, September 25, 2020 10:00 AM - 12:00 PM
BALDWIN HILLS CONSERVANCY NOTICE OF PUBLIC MEETING The meeting of the Baldwin Hills Conservancy (BHC) will be held Friday, September 25, 2020 10:00 AM - 12:00 PM Pursuant to Executive Order N-29-20 issued by Governor Gavin Newsom on March 17, 2020, certain provisions of the Bagley Keene Open Meeting Act are suspended due to a State of Emergency in response to the COVID-19 pandemic. Consistent with the Executive Order, this public meeting will be conducted by teleconference and internet, with no public locations. Members of the public may dial into the teleconference and or join the meeting online at Zoom. Please click the link below to join the webinar: https://ca-water-gov.zoom.us/j/91443309377 Or Telephone, Dial: USA 214 765 0479 USA 8882780296 (US Toll Free) Conference code: 596019 Materials for the meeting will be available at the Conservancy website on the Meetings & Notices tab in advance of the meeting date. 10:00 AM - CALL TO ORDER – Keshia Sexton, Chair MEETING AGENDA PUBLIC COMMENTS ON AGENDA OR NON-AGENDA ITEMS SHOULD BE SUBMITTED BEFORE ROLL CALL Public Comment and Time Limits: Members of the public can make comments in advance by emailing [email protected] or during the meeting by following the moderator’s directions on how to indicate their interest in speaking. Public comment will be taken prior to action on agenda items and at the end of the meeting for non-agenda items. Individuals wishing to comment will be allowed up to three minutes to speak. Speaking times may be reduced depending upon the number of speakers. -
Funcom Celebrates 25 Years!
Mar 15, 2018 14:22 UTC Funcom Celebrates 25 Years! Can you believe it? It’s been twenty-five years! We’ve been making games for a quarter of a century. To celebrate this special anniversary we’ve put together a video giving you some highlights of our twenty-five year journey. Download from Funcom’s FTP | Embed from YouTube We’ve done pixel platformers on the Super Nintendo and SEGA Genesis (including Pocahontas, Casper, and Winter Gold). We’ve done racing games such as Speed Freaks for the PlayStation 1 and Racing Impact for the SEGA Saturn. We’ve made three major PC massively multiplayer online games where we’ve pioneered new gameplay mechanics such as auto-generated dungeons (Anarchy Online), dynamic combat (Age of Conan), and investigation missions (Secret World Legends). We’ve done The Longest Journey, one of the most critically acclaimed adventure games of all time. These days we’re finishing up Conan Exiles for the PC, Xbox One, and PlayStation, and we just announced that we are publishing Mutant Year Zero: Road to Eden and will be demoing it for the first time ever at GDC in San Francisco next week (you can still secure a spot for a demo: https://meetme.so/funcom2018gdc). Since those humble beginnings back in March of 1993, we’ve released over twenty-five games across a wide range of platforms. We’ve survived major shifts in the gaming industry and we’ve had to adapt to an ever-changing market. We’ve had our ups and we’ve had our downs. -
Auditor's Independence Declaration
ASX RELEASE 18 August 2021 Appendix 4E for the year ended 30 June 2021 Results for Announcement to the Market Key Financial Information $'000 up/down % movement Revenue from ordinary activities 528,649 Down 2.1% Net profit from ordinary activities after tax (including significant items) 48,096 Up 91.6% Net profit from ordinary activities after tax (excluding significant items) 48,096 Up 40.7% Franked Amount amount Tax rate for Dividend Information per per share franking share cents credit cents Interim FY2021 dividend per share - - - Final FY2021 dividend per share 5.00 5.00 30% The dividend reinvestment plan has been suspended and will not apply to the final FY2021 dividend. Final FY2021 Dividend Dates Ex-dividend date 1 September 2021 Record date 2 September 2021 Payment date 1 October 2021 30 Jun 21 30 Jun 20 Net Tangible Assets Per Security $(0.47) $(0.77)1 Additional Appendix 4E disclosure requirements can be found in the directors’ report, financial statements and notes to the financial statements contained in the Southern Cross Austereo Financial Report for the year ended 30 June 2021. This report is based on the consolidated Financial Report for the year ended 30 June 2021 which has been reviewed by PricewaterhouseCoopers with the Independent Auditor's Review Report included in the Financial Report. For personal use only 1 On 6 November 2020, the Group announced completion of the one for ten share consolidation approved by shareholders at the AGM on 30 October 2020. The comparative has been adjusted accordingly. Southern Cross Media Group Limited Level 2, 257 Clarendon Street, South Melbourne VIC 3205 ABN 91 116 024 536 Southern Cross Media Group Limited ASX release Approved for release by the Board of directors. -
Motorola SBG940
Quick Installation Guide SBG940 SURFboard® Wireless Cable Modem Gateway 2 SBG940 Wireless Cable Modem Gateway A home network enables you to access information on two or more computers in your home. You can connect your home network to your cable TV system to connect to the Internet. Your SURFboard Gateway SBG940 is the central connection point between your computers and the Internet. It directs (routes) information between the computers on your home network. A built-in cable modem transmits information between your home network and the Internet. The SBG940 provides different network connection types. You can use a wireless or a wired connection (or a combination of the two) to connect your computers to the SBG940. Your network can use one or any combination of: Ethernet local area network (LAN) Wireless LAN (WLAN) with Wi-Fi® Protected Access (WPA) encryption Universal Serial Bus (USB) This guide provides information about: Optional accessories and network requirements Cable, Ethernet, USB, wireless, and printer connections Starting the Setup Program Introduction to network security and gaming configuration Troubleshooting and contact information This guide contains an overview only. For in-depth information, refer to the interactive SBG940 User Guide on the SBG940 Installation CD-ROM. If desired, you can print all or part of the user guide. For normal operation, you do not need to change most default settings. Quick Installation Guide 3 Optional Accessories Networks are composed of multiple devices. An SBG940 works with any IEEE 802.11g or 802.11b client product. Motorola supplies a range of accessories for use with the SBG940. Some examples are: For more information about Motorola cable modems, gateways, and related consumer broadband products, visit http://broadband.motorola.com/consumers.