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Nintendo Co., Ltd
Nintendo Co., Ltd. Financial Results Briefing for Fiscal Year Ended March 2013 (Briefing Date: 4/25/2013) Supplementary Information [Note] Forecasts announced by Nintendo Co., Ltd. herein are prepared based on management's assumptions with information available at this time and therefore involve known and unknown risks and uncertainties. Please note such risks and uncertainties may cause the actual results to be materially different from the forecasts (earnings forecast, dividend forecast and other forecasts). Nintendo Co., Ltd. Consolidated Statements of Income Transition million yen FY3/2009 FY3/2010 FY3/2011 FY3/2012 FY3/2013 Net sales 1,838,622 1,434,365 1,014,345 647,652 635,422 Cost of sales 1,044,981 859,131 626,379 493,997 495,068 Gross profit 793,641 575,234 387,965 153,654 140,354 (Gross profit ratio) (43.2%) (40.1%) (38.2%) (23.7%) (22.1%) Selling, general and administrative expenses 238,378 218,666 216,889 190,975 176,764 Operating income 555,263 356,567 171,076 -37,320 -36,410 (Operating income ratio) (30.2%) (24.9%) (16.9%) (-5.8%) (-5.7%) Non-operating income 32,159 11,082 8,602 9,825 48,485 (of which foreign exchange gains) ( - ) ( - ) ( - ) ( - ) (39,506) Non-operating expenses 138,727 3,325 51,577 33,368 1,592 (of which foreign exchange losses) (133,908) (204) (49,429) (27,768) ( - ) Ordinary income 448,695 364,324 128,101 -60,863 10,482 (Ordinary income ratio) (24.4%) (25.4%) (12.6%) (-9.4%) (1.6%) Extraordinary income 339 5,399 186 84 2,957 Extraordinary loss 902 2,282 353 98 3,243 Income before income taxes and minority interests 448,132 367,442 127,934 -60,877 10,197 Income taxes 169,134 138,896 50,262 -17,659 3,029 Income before minority interests - - 77,671 -43,217 7,168 Minority interests in income -91 -89 50 -13 68 Net income 279,089 228,635 77,621 -43,204 7,099 (Net income ratio) (15.2%) (15.9%) (7.7%) (-6.7%) (1.1%) - 1 - Nintendo Co., Ltd. -
Fantasy Life™
Fantasy Life™ 1 Important Information Basic Information 2 Information Sharing 3 Online Features 4 Parental Controls Starting and Saving 5 Getting Started 6 Saving How to Play 7 Controls 8 Game Screens 9 Gameplay Life 10 It's Your Life! 11 Challenges 12 Life List ① 13 Life List ② Actions 14 Basic Actions Main Menu 15 Main Menu Screen 16 Main Menu Options ① 17 Main Menu Options ② The World of Reveria 18 Living in Reveria 19 Your Room Around Town 20 Facilities 21 Shopping 22 Crafting Facilities 23 Lunares Coins Communication Modes 24 Multiplayer 25 Link Mode 26 StreetPass Add-On Content 27 Origin Island Support Information 28 How to Contact Us 1 Important Information Please read this manual carefully before using this software. If the software is to be used by young children, the manual should be read and explained to them by an adult. ♦ Unless stated otherwise, any references to "Nintendo 3DS" in this manual apply to Nintendo 3DS™ and Nintendo 3DS™ XL systems. ♦ Unless stated otherwise, any references to "Nintendo 3DS" in this manual also apply to Nintendo 2DS™ systems, excluding references to features which make use of 3D visuals. Features which require closing the Nintendo 3DS system can be simulated by using the sleep switch. IMPORTANT Important information about your health and safety is available in the Health and Safety Information application on the HOME Menu. You should also thoroughly read the Operations Manual, especially the "Health and Safety Information" section, before using Nintendo 3DS software. Language Selection The in-game language depends on the one that is set on the system. -
Yo-Kai Watch Franchise to Expand in New Markets Across Multiple Platforms
Yo-Kai Watch Franchise to Expand in New Markets across Multiple Platforms February 13, 2015 Hasbro, Inc. To Launch Toy Line in 2016 in North America, Latin America, Europe, New Zealand and Australia SANTA MONICA, Calif., TOKYO & PAWTUCKET, R.I.--(BUSINESS WIRE)-- Dentsu Entertainment USA, Inc. and TV TOKYO Corporation have announced they have teamed up with leading global play company Hasbro, Inc. (NASDAQ: HAS) to bring the hugely popular multimedia franchise YO-KAI WATCH to new markets. In 2016, Hasbro will introduce an innovative toy line for the franchise. The YO-KAI WATCH cross-platform experience will also include additional broadcasting, video game and merchandising relationships to be announced later this year. YO-KAI WATCH is an original concept created by renowned Japanese game company LEVEL-5, Inc. and the Nintendo 3DS video games have sold 6.5 million units in Japan. With an imaginative plot, great characters, comedy and adventure, YO-KAI WATCH has become one of the most popular franchises of all time in Japan. The story centers around a young boy who gets a special watch empowering him to discover and summon mysterious Yo-kai that help him solve problems in his daily life usually caused by other trouble-making Yo-kai. The YO-KAI WATCH animated series, a joint production effort of LEVEL-5, Inc., Dentsu Inc., and TV TOKYO Corporation, is the top-rated show for kids 4-12 across all genres on TV TOKYO and has the highest average household ratings among all regularly scheduled animated programs on the network. In addition to the TV series, the YO-KAI WATCH franchise has enjoyed tremendous success across several product categories since it began in Japan including selling millions of copies of YO-KAI WATCH manga and related books and generating hundreds of millions of U.S. -
Narrativa Para Videojogos Sérios
Dissertação NARRATIVA PARA VIDEOJOGOS SÉRIOS Ivo Daniel Mota Brito Mestrado em Multimédia da Universidade do Porto Orientador: António Fernando Vasconcelos Cunha Castro Coelho Coorientador: Ricardo Emanuel Ferreira Gonçalves Julho de 2014 © Ivo Daniel Mota Brito, 2014. NARRATIVA PARA VIDEOJOGOS SÉRIOS Ivo Daniel Mota Brito Mestrado em Multimédia da Universidade do Porto Perfil de Cultura e Artes Aprovado em provas públicas pelo Júri: Presidente: Nome do Presidente (Título) Vogal Externo: Nome do Arguente (Título) Orientador: António Fernando Vasconcelos Cunha Castro Coelho Coorientador: Ricardo Emanuel Ferreira Gonçalves Resumo Hoje os videojogos são das formas de arte e entretenimento mais abrangentes, seja na sua demografia ou no seu conteúdo. Quando ouvimos alguma conversa sobre videojogos, eles estão geralmente associados a diversão, mas graças ao potencial de imersão que um mundo virtual nos dá acaba por ser uma grande ferramenta para a passagem de conhecimento. Neste novo meio combinamos muitas formas de arte, umas das mais importantes é a arte de contar histórias. A criação de uma narrativa é um dos valores de produção mais acessíveis na construção de um videojogo, contudo só agora é que as histórias neste meio estão a ganhar mais atenção. Hoje há videojogos que estão a ser produzidos para ensinar novas competências ao jogador, estes são os chamados videojogos sérios. Faz parte da humanidade querer partilhar o seu conhecimento e há uma grande tradição neste campo, como o xamã da tribo a iniciar os membros mais novos na vida adulta. Contudo na procura de ensinar, o factor de prazer em estar a jogar pode ser esquecido, pelo que é importante, equilibrar o factor diversão e o factor ensino. -
For Immediate Release the Academy of Interactive Arts & Sciences Announces Its 15Th Interactive Achievement Award Nominees
FOR IMMEDIATE RELEASE THE ACADEMY OF INTERACTIVE ARTS & SCIENCES ANNOUNCES ITS 15TH INTERACTIVE ACHIEVEMENT AWARD NOMINEES CALABASAS, Calif. – January 12, 2012 – The Academy of Interactive Arts & Sciences (AIAS) today announced the finalists for the 15th Annual Interactive Achievement Awards (IAAs). More than a hundred titles were played and evaluated by members of the Academy’s Peer Panels. These panels, one for each award category, are comprised of the game industry’s most experienced and talented men and women who are experts in their chosen fields. For 2012, the blockbuster game Uncharted 3: Drake’s Deception (Sony Computer Entertainment Company) leads the field with a total of twelve nominations. Showcasing the depth of great games introduced in the past year, several titles earned multiple nods for an IAA, including ten nominations for Portal 2 (Valve Corporation), nine nominations for L.A. Noire (Rockstar Games), and six nominations each for Batman: Arkham City (Warner Bros. Interactive Entertainment), Battlefield 3 (Electronic Arts) and The Elder Scrolls V: Skyrim (Bethesda Softworks). The awards ceremony will take place on Thursday, February 9th at the Red Rock Resort in Las Vegas during the 2012 D.I.C.E. (Design, Innovate, Communicate, Entertain) Summit. They will be hosted by comedian, actor and proud game enthusiast, Jay Mohr. This year’s IAAs will be streamed live on GameSpot.com in its entirety at 7:30pm PT / 10:30pm ET. “These games exemplify the highest standard of excellence and quality, from the breathtaking cinematics, to the bold storytelling and the innovative technology. ” said Martin Rae, president, Academy of Interactive Arts & Sciences. -
Reporting from a Video Game Industry in Transition, 2003 – 2011
Save Point Reporting from a video game industry in transition, 2003 – 2011 Kyle Orland Carnegie Mellon University: ETC Press Pittsburgh, PA Save Point: Reporting from a video game industry in transition, 2003— 2011 by Carnegie Mellon University: ETC Press is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License, except where otherwise noted. Copyright by ETC Press 2021 http://press.etc.cmu.edu/ ISBN: 9-781304-268426 (eBook) TEXT: The text of this work is licensed under a Creative Commons Attribution-NonCommercial-NonDerivative 2.5 License (http://creativecommons.org/licenses/by-nc-nd/2.5/) IMAGES: The images of this work is licensed under a Creative Commons Attribution-NonCommercial-NonDerivative 2.5 License (http://creativecommons.org/licenses/by-nc-nd/2.5/) Table of Contents Introduction COMMUNITY Infinite Princesses WebGame 2.0 @TopHatProfessor Layton and the Curious Twitter Accounts Madden in the Mist Pinball Wizards: A Visual Tour of the Pinball World Championships A Zombie of a Chance: LooKing BacK at the Left 4 Dead 2 Boycott The MaKing (and UnmaKing) of a Nintendo Fanboy Alone in the StreetPass Crowd CRAFT Steel Battalion and the Future of Direct-InVolVement Games A Horse of a Different Color Sympathy for the DeVil The Slow Death of the Game OVer The Game at the End of the Bar The World in a Chain Chomp Retro-Colored Glasses Do ArKham City’s Language Critics HaVe A Right To 'Bitch'? COMMERCE Hard DriVin’, Hard Bargainin’: InVestigating Midway’s ‘Ghost Racer’ Patent Indie Game Store Holiday Rush What If? MaKing a “Bundle” off of Indie Gaming Portal Goes Potato: How ValVe And Indie DeVs Built a Meta-Game Around Portal 2’s Launch Introduction As I write this introduction in 2021, we’re just about a year away from the 50th anniVersary of Pong, the first commercially successful video game and probably the simplest point to mark the start of what we now consider “the video game industry.” That makes video games one of the newest distinct artistic mediums out there, but not exactly new anymore. -
Nintendo Co., Ltd
Nintendo Co., Ltd. Financial Results Briefing for Fiscal Year Ended March 2012 (Briefing Date: 4/27/2012) Supplementary Information [Note] Forecasts announced by Nintendo Co., Ltd. herein are prepared based on management's assumptions with information available at this time and therefore involve known and unknown risks and uncertainties. Please note such risks and uncertainties may cause the actual results to be materially different from the forecasts (earnings forecast, dividend forecast and other forecasts). Nintendo Co., Ltd. Consolidated Statements of Income Transition million yen FY3/2008 FY3/2009 FY3/2010 FY3/2011 FY3/2012 Net sales 1,672,423 1,838,622 1,434,365 1,014,345 647,652 Cost of sales 972,362 1,044,981 859,131 626,379 493,997 Gross profit 700,060 793,641 575,234 387,965 153,654 (Gross profit ratio) (41.9%) (43.2%) (40.1%) (38.2%) (23.7%) Selling, general and administrative expenses 212,840 238,378 218,666 216,889 190,975 Operating income 487,220 555,263 356,567 171,076 -37,320 (Operating income ratio) (29.1%) (30.2%) (24.9%) (16.9%) (-5.8%) Non-operating income 48,564 32,159 11,082 8,602 9,825 (of which foreign exchange gains) ( - ) ( - ) ( - ) ( - ) ( - ) Non-operating expenses 94,977 138,727 3,325 51,577 33,368 (of which foreign exchange losses) (92,346) (133,908) (204) (49,429) (27,768) Ordinary income 440,807 448,695 364,324 128,101 -60,863 (Ordinary income ratio) (26.4%) (24.4%) (25.4%) (12.6%) (-9.4%) Extraordinary income 3,934 339 5,399 186 84 Extraordinary loss 10,966 902 2,282 353 98 Income before income taxes and minority interests 433,775 448,132 367,442 127,934 -60,877 Income taxes 176,532 169,134 138,896 50,262 -17,659 Income before minority interests - - - 77,671 -43,217 Minority interests in income -99 -91 -89 50 -13 Net income 257,342 279,089 228,635 77,621 -43,204 (Net income ratio) (15.4%) (15.2%) (15.9%) (7.7%) (-6.7%) - 1 - Nintendo Co., Ltd. -
La Tercera Versión De YO-KAI WATCH 2 Se Estrenará En Otoño En
Una aventura sobrenatural te espera en YO-KAI WATCH 2: Mentespectros La tercera versión de YO-KAI WATCH 2 se estrenará en otoño en España y permitirá revivir la historia de las otras dos entregas, Carnánimas y Fantasqueletos, añadiendo nuevos y traviesos Yo-kai de los que hacerse amigo y misiones y localizaciones diferentes Madrid, 13 de julio de 2017.– Los traviesos Yo-kai vuelven a la familia Nintendo 3DS este otoño con YO-KAI WATCH 2: Mentespectros. El nuevo título de Level-5, incluirá la misma historia de YO-KAI WATCH 2: Fantasqueletos y YO-KAI WATCH 2: Carnánimas, y sumará misiones y localizaciones diferentes, además de nuevos Yo-kai de los que hacerse amigo. En resumen, un título que asegurará buenas dosis de diversión, encanto y misterio tanto para los recién llegados al mundo de los Yo-kai, como para los fans de la serie. En YO-KAI WATCH 2: Mentespectros el jugador vuelve a Floridablanca, ciudad amenazada por un grupo de misteriosos y siniestros Yo-kai, metido en la piel de Nate o Katie y acompañado por los divertidos Jibanyan y Whisper. Como propietarios del increíble Yo-kai Watch, un reloj con una lente que permite observar a los normalmente ocultos Yo-kai, los jugadores tratarán de frustar los planes de Áurea y Argenta emprendiendo un viaje por recónditos lugares, descubriendo nuevas ciudades, y alternando viajes en el tiempo entre pasado y presente. Además de compartir historia con YO-KAI WATCH 2: Carnánimas y YO-KAI WATCH 2: Fantasqueletos, YO-KAI WATCH 2: Mentespectros ofrecerá también: • 12 misiones diferentes, incluyendo una que se sumerge en los orígenes del misterioso Darknyan, que sumadas a las ya existentes en Fantasqueletos y Carnánimas suman 100 misiones que completar. -
Roles of Female Video Game Characters and Their Impact on Gender Representation
Roles of female video game characters and their impact on gender representation. Author: Paulina Ewa Rajkowska Thesis Supervisor: Else Nygren Master's Thesis Submitted to the Department of Informatics and Media Uppsala University, May 2014 For obtaining the Master's Degree of Social Science In the field of Media and Communication Studies Table of Contents Abstract ...................................................................................................................................... 4 1. Introduction .................................................................................................................... 5 2. Background Information ................................................................................................ 5 What are video games? .................................................................................................. 5 Important terms .............................................................................................................. 7 Evolution of games ......................................................................................................... 8 3. Literature review: ......................................................................................................... 12 Media Effects: .............................................................................................................. 12 The concept of Gender ................................................................................................. 13 Gender in video games ................................................................................................ -
Fantasy Life™
Fantasy Life™ 1 Important Information 2 Information-Sharing Precautions 3 Internet Enhancements 4 Note to Parents and Guardians Starting and Saving 5 Getting Started 6 Saving How to Play 7 Controls 8 Game Screens 9 Gameplay Life 10 It's Your Life! 11 Challenges 12 Life List ① 13 Life List ② Actions 14 Basic Actions Main Menu 15 Main Menu Screen 16 Main Menu Options ① 17 Main Menu Options ② The World of Reveria 18 Living in Reveria 19 Your Room Around Town 20 Facilities 21 Shopping 22 Crafting Facilities 23 Lunares Coins Communication Modes 24 Multiplayer 25 Ally Mode 26 StreetPass Add-On Content 27 Origin Island Troubleshooting 28 Support Information 1 Important Information Please read this manual carefully before using the software. If the software will be used by children, the manual should be read and explained to them by an adult. Also, before using this software, please select in the HOME Menu and carefully review content in "Health and Safety Information." It contains important information that will help you enj oy this software. You should also thoroughly read your Operations Manual, including the "Health and Safety Information" section, before using this software. Please note that except where otherwise stated, "Nintendo 3DS™" refers to all devices in the Nintendo 3DS family, including the Nintendo 3DS, Nintendo 3DS XL, and Nintendo 2DS™. Important Information Your Nintendo 3DS system and this software are not designed for use with any unauthorized device or unlicensed accessory. Such use may be illegal, voids any warranty, and is a breach of your obligations under the User Agreement. -
The Effect of Problem-Solving Video Games on the Science Reasoning Skills of College Students" (2011)
University of Missouri, St. Louis IRL @ UMSL Dissertations UMSL Graduate Works 12-13-2011 The ffecE t of Problem-Solving Video Games on the Science Reasoning Skills of College Students Tina Marie Fanetti University of Missouri-St. Louis, [email protected] Follow this and additional works at: https://irl.umsl.edu/dissertation Part of the Education Commons Recommended Citation Fanetti, Tina Marie, "The Effect of Problem-Solving Video Games on the Science Reasoning Skills of College Students" (2011). Dissertations. 397. https://irl.umsl.edu/dissertation/397 This Dissertation is brought to you for free and open access by the UMSL Graduate Works at IRL @ UMSL. It has been accepted for inclusion in Dissertations by an authorized administrator of IRL @ UMSL. For more information, please contact [email protected]. The Effect of Problem-Solving Video Games on the Science Reasoning Skills of College Students Tina M. Fanetti M. S., Physics, University of Missouri-St. Louis, 2005 M. S., Astrophysics, Iowa State University, 2001 B. S., Physics, University of Missouri – St. Louis, 1998 A Dissertation submitted to The Graduate School at the University of Missouri – St. Louis in partial fulfillment of the requirements for the degree Doctor of Philosophy in Education December 2011 Advisory Committee Charles Granger, Ph.D. Chairperson Sonya Bahar, Ph.D. Cody Ding, Ph.D. Joseph Polman, Ph.D. Randall Sommers, Ph.D. Copyright, Tina M. Fanetti, 2011 Science Reasoning and Video Games 2 Running Head: SCIENCE REASONING & VIDEO GAMES The Effect of Problem-Solving Video Games on the Science Reasoning Skills of College Students Tina M. Fanetti University of Missouri-St. -
Exploring the Role of Narrative Puzzles in Game Storytelling
Exploring the Role of Narrative Puzzles in Game Storytelling Huaxin Wei, Betty Durango School of Design The Hong Kong Polytechnic University Hung Hom, Kowloon Hong Kong +852 2766 6841 [email protected], [email protected] ABSTRACT In this paper, we consider narrative puzzles in story-driven video games as distinct design elements of great narrative importance. While many scholars and designers focus on the inner workings and mechanisms of puzzles, we delve deeper into the role that puzzles play in the unfolding and the player’s experience of game plot. Drawing on examples from a variety of games that are rich in narrative puzzles, we present an initial taxonomy of the functions a narrative puzzle can perform for game storytelling and discuss their potential implications. Through the analysis and discussion, the paper aspires to contribute to both game analysis and game design with a new analytical lens as well as description of some potential design patterns that involve narrative puzzles. Keywords Narrative puzzle, narrative design, game design, interactive narrative, story-driven video games INTRODUCTION In game design, puzzles stand out as one of the most common mechanics. They not only characterize the gameplay mode, but also are one of the defining characteristics of the genre of adventure games (Fernández-Vara 2014b, Adams 2014). Puzzle play is regarded as a ‘thinking’ mode of play as opposed to the ‘action’ mode of play, promoting problem-solving skills. Despite its important position in game design and gameplay, puzzle solving is also frequently considered a tedious experience in many games, breaking the balanced state of ‘flow’ of the player.