A Rhizomatic Reimagining of Nintendo's Hardware and Software
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AVG Android App Performance and Trend Report H1 2016
AndroidTM App Performance & Trend Report H1 2016 By AVG® Technologies Table of Contents Executive Summary .....................................................................................2-3 A Insights and Analysis ..................................................................................4-8 B Key Findings .....................................................................................................9 Top 50 Installed Apps .................................................................................... 9-10 World’s Greediest Mobile Apps .......................................................................11-12 Top Ten Battery Drainers ...............................................................................13-14 Top Ten Storage Hogs ..................................................................................15-16 Click Top Ten Data Trafc Hogs ..............................................................................17-18 here Mobile Gaming - What Gamers Should Know ........................................................ 19 C Addressing the Issues ...................................................................................20 Contact Information ...............................................................................21 D Appendices: App Resource Consumption Analysis ...................................22 United States ....................................................................................23-25 United Kingdom .................................................................................26-28 -
COMPARATIVE VIDEOGAME CRITICISM by Trung Nguyen
COMPARATIVE VIDEOGAME CRITICISM by Trung Nguyen Citation Bogost, Ian. Unit Operations: An Approach to Videogame Criticism. Cambridge, MA: MIT, 2006. Keywords: Mythical and scientific modes of thought (bricoleur vs. engineer), bricolage, cyber texts, ergodic literature, Unit operations. Games: Zork I. Argument & Perspective Ian Bogost’s “unit operations” that he mentions in the title is a method of analyzing and explaining not only video games, but work of any medium where works should be seen “as a configurative system, an arrangement of discrete, interlocking units of expressive meaning.” (Bogost x) Similarly, in this chapter, he more specifically argues that as opposed to seeing video games as hard pieces of technology to be poked and prodded within criticism, they should be seen in a more abstract manner. He states that “instead of focusing on how games work, I suggest that we turn to what they do— how they inform, change, or otherwise participate in human activity…” (Bogost 53) This comparative video game criticism is not about invalidating more concrete observances of video games, such as how they work, but weaving them into a more intuitive discussion that explores the true nature of video games. II. Ideas Unit Operations: Like I mentioned in the first section, this is a different way of approaching mediums such as poetry, literature, or videogames where works are a system of many parts rather than an overarching, singular, structured piece. Engineer vs. Bricoleur metaphor: Bogost uses this metaphor to compare the fundamentalist view of video game critique to his proposed view, saying that the “bricoleur is a skillful handy-man, a jack-of-all-trades who uses convenient implements and ad hoc strategies to achieve his ends.” Whereas the engineer is a “scientific thinker who strives to construct holistic, totalizing systems from the top down…” (Bogost 49) One being more abstract and the other set and defined. -
Mario's Legacy and Sonic's Heritage: Replays and Refunds of Console Gaming History
Mario’s legacy and Sonic’s heritage: Replays and refunds of console gaming history Jaakko Suominen University of Turku / Digital Culture P.O. Box 124 28101 Pori +35823338100 jaakko.suominen at utu.fi ABSTRACT In this paper, I study how three major videogame device manufacturers, Microsoft, Sony and Nintendo use gaming history within their popular console products, Microsoft Xbox 360, Sony PS 3 and Nintendo Wii. These enterprises do not only market new game applications and devices but also recycle classic game themes, game characters as well as classic games themselves. Therefore, these corporations are a part of the phenomenon which can be called retrogaming culture or digital retro economy. The paper introduces the different ways in which the corporations began to use history and how they constructed their digital game market strategies to be compatible with the current retrogaming trend. In addition, the paper introduces a model for different phases of uses of history. The paper is empirically based on literary reviews, recreational computing magazine articles, company websites and other online sources and participatory observation of retrogaming applications and product analyses. Sociological and cultural studies on nostalgia as well as history culture form the theoretical framework of the study. Keywords retrogaming, classic games, history management, uses of history, consoles INTRODUCTION When a game company utilizes its older products to make a new application, when the same company mentions the year it was established in a job advertisement or when it celebrates a game figure’s 20-year anniversary, the company uses history. The use of history can be a discursive act, which underlines continuity and in so doing, for example, the trustworthiness and stability of the firm. -
Digital Essay Script Writing Guide (Podcasts, Documentary, TED Talks, RSA Videos)
Digital Essay Script Writing Guide (Podcasts, Documentary, TED Talks, RSA Videos) General Guidelines ● Use a script to sound more focused, produced, and polished and to ensure that information is clear, concise, and in order. A script helps you retain full control of the content. ● A script should be invisible. When delivered, it shouldn’t sound like a script. If it sounds like a script, your program won’t sound spontaneous and won’t sound friendly to your audience. ● The invisibility of your script depends on how it’s written and how it’s presented. ● Conversational writing needs to sound natural, not stilted and artificial. The best way to see if your copy sounds natural is to read it out loud. Do you have to stop for a breath in the middle of a sentence? The sentence is too long. Do you repeatedly stumble in your reading when you get to a certain point in your script? The idea or wording isn’t clear. ● For podcasts, write for the ear, not the eye. Text written for the eye can be more complex and still not lose the meaning because readers linger over the text until they figure out your meaning. Scripts written for the ear go by literally at the speed of sound. They have to be much simpler. ● Write clearly. Listeners only hear it once, unless they replay it. You can’t count on them to do that, so your meaning has to be clear the first time your listeners hear it. ● Interview-style podcast – script the introduction and closing and outline the questions. -
Geometry Wars 3: Dimensions Available Now
Geometry Wars 3: Dimensions Available Now Next Chapter in the Award-Winning Geometry Wars™ Franchise is Newest Title Released under the Sierra™ Label SANTA MONICA, Calif.--(BUSINESS WIRE)-- Today marks the newest addition to the Sierra™ library of games with the release of Geometry Wars 3: Dimensions. This frenetic arcade shooter from developer Lucid Games is the latest installment in the Geometry Wars franchise. The new game advances the series to unexplored frontiers, bringing its retro-inspired action and energy to more platforms than ever before with an added twist to its classic gameplay - 3D grids! "Geometry Wars is a part of our DNA," said Craig Howard, Co-founder of Lucid Games. "Several of us here worked on prior games in the series, and we've had ideas kicking around in our heads for where it could go next. Partnering with Sierra to bring those visions to life has been an amazing experience." Geometry Wars 3: Dimensions is an exciting evolution of the fast-paced twin-stick shooter gameplay the Geometry Wars franchise helped define nearly a decade ago. While the game's look should be immediately familiar to hardcore fans, it features new 3D action and gameplay modes, a dedicated single-player campaign with 50 levels and revamped online cooperative and competitive multiplayer. It also adds five unique companion drones, new power-ups, electrifying boss battles and community leaderboards. There are also Classic Arcade modes available for those still hungry for the original Geometry Wars experience. Lucid Games' partnership with the Sierra label has given the developer an opportunity to remain independent, but still be able to create the game they dreamed about. -
Nintendo Co., Ltd
Nintendo Co., Ltd. Financial Results Briefing for the Nine-Month Period Ended December 2013 (Briefing Date: 1/30/2014) 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 FY3/2010 FY3/2011 FY3/2012 FY3/2013 FY3/2014 Apr.-Dec.'09 Apr.-Dec.'10 Apr.-Dec.'11 Apr.-Dec.'12 Apr.-Dec.'13 Net sales 1,182,177 807,990 556,166 543,033 499,120 Cost of sales 715,575 487,575 425,064 415,781 349,825 Gross profit 466,602 320,415 131,101 127,251 149,294 (Gross profit ratio) (39.5%) (39.7%) (23.6%) (23.4%) (29.9%) Selling, general and administrative expenses 169,945 161,619 147,509 133,108 150,873 Operating income 296,656 158,795 -16,408 -5,857 -1,578 (Operating income ratio) (25.1%) (19.7%) (-3.0%) (-1.1%) (-0.3%) Non-operating income 19,918 7,327 7,369 29,602 57,570 (of which foreign exchange gains) (9,996) ( - ) ( - ) (22,225) (48,122) Non-operating expenses 2,064 85,635 56,988 989 425 (of which foreign exchange losses) ( - ) (84,403) (53,725) ( - ) ( - ) Ordinary income 314,511 80,488 -66,027 22,756 55,566 (Ordinary income ratio) (26.6%) (10.0%) (-11.9%) (4.2%) (11.1%) Extraordinary income 4,310 115 49 - 1,422 Extraordinary loss 2,284 33 72 402 53 Income before income taxes and minority interests 316,537 80,569 -66,051 22,354 56,936 Income taxes 124,063 31,019 -17,674 7,743 46,743 Income before minority interests - 49,550 -48,376 14,610 10,192 Minority interests in income -127 -7 -25 64 -3 Net income 192,601 49,557 -48,351 14,545 10,195 (Net income ratio) (16.3%) (6.1%) (-8.7%) (2.7%) (2.0%) - 1 - Nintendo Co., Ltd. -
Gaming Catalogue (MEERMAN)
Table of Contents Sony Playstation 2 Slim 2 Nintendo DSi XL 3 Nintendo Game Boy Colour 5 Nintendo Game Boy games 8 Nintendo GameCube w/ GAMEBOY Player 9 Nintendo GameCube w/ broadband adaptor 10 Nintendo GameCube Modem adaptor 11 Nintendo GameCube Wavebird (wireless controller) 12 Nintendo GameCube memory cards (x5) 13 Nintendo GameCube PS2 and PS/2 adapter 14 USB adaptor for Nintendo GameCube 14 Nintendo GameCube Games 15 Nintendo DS 17 Nintendo DS Games 17 Nintendo Wii 18 Nintendo 64 Console 21 Nintendo 64 Games (unboxed) 22 Microsoft Xbox 360 Elite (120 GB) 23 Microsoft Xbox 360: External HD-DVD drive 24 Microsoft Xbox 360 Kinect 25 Microsoft Xbox 360 official remote control 26 Microsoft Xbox 360 games (boxed) 27 Sony Playstation 2 Slim Condition Working Good Includes Playstation 2 Slim unit (Colour: Hot Pink) 2x Dual Shock Controllers One as new (unopened) 8 MB memory card UK power adaptor Composite output cable (Yellow, White, Red RCA) Composite to SCART adaptor Excludes Protective packaging within box (box is bare inside) Nintendo DSi XL Condition Working Excellent Includes DSi XL unit (colour: Wine Red) UK power adaptor Bundled stylus (in unit) Original packaging Club Nintendo pull string carry bag, felt, blue Excludes SD card Nintendo Game Boy Pocket Condition Working Colour: Silver Minor scratch in lower left of screen Worn paint around rear edges (front OK) Excludes Battery cover (missing) Packaging / Box Game (listed separately) Batteries (just to prove functionality) Nintendo Game Boy Colour Condition Colour: Purple Working Generally fair/good Minor scratches around screen, but screen itself is OK Product sticker on rear is a worn Battery cover is not original, and bright green Excludes Packaging Game (listed separately) (Batteries) Nintendo Game Boy Advance x3 1: Special edition (GameBoy Advance SP) Working (Clam shell design with backlight) Blue Good condition, screen scratch free. -
Instruction Booklet 53920A
OFFICIAL NINTENDO POWER PLAYER'S GUIDE AVAILABLE AT YOUR NEAREST RETAILER! WWW.NINTENDO.COM Nintendo of America Inc. P.O. Box 957, Redmond, WA 98073-0957 U.S.A. www.nintendo.com INSTRUCTION BOOKLET PRINTED IN USA 53920A PLEASE CAREFULLY READ THE SEPARATE HEALTH AND SAFETY PRECAUTIONS BOOKLET INCLUDED WITH THIS WARNING - Electric Shock ® PRODUCT BEFORE USING YOUR NINTENDO HARDWARE To avoid electric shock when you use this system: SYSTEM, GAME DISC OR ACCESSORY. THIS BOOKLET CONTAINS IMPORTANT HEALTH AND SAFETY INFORMATION. Do not use the Nintendo GameCube during a lightning storm. There may be a risk of electric shock from lightning. Use only the AC adapter that comes with your system. Do not use the AC adapter if it has damaged, split or broken cords or wires. IMPORTANT SAFETY INFORMATION: READ THE FOLLOWING Make sure that the AC adapter cord is fully inserted into the wall outlet or WARNINGS BEFORE YOU OR YOUR CHILD PLAY VIDEO GAMES extension cord. Always carefully disconnect all plugs by pulling on the plug and not on the cord. Make sure the Nintendo GameCube power switch is turned OFF before removing the AC adapter cord from an outlet. WARNING - Seizures Some people (about 1 in 4000) may have seizures or blackouts triggered by CAUTION - Motion Sickness light flashes or patterns, such as while watching TV or playing video games, Playing video games can cause motion sickness. If you or your child feel dizzy or even if they have never had a seizure before. nauseous when playing video games with this system, stop playing and rest. -
Vintage Game Consoles: an INSIDE LOOK at APPLE, ATARI
Vintage Game Consoles Bound to Create You are a creator. Whatever your form of expression — photography, filmmaking, animation, games, audio, media communication, web design, or theatre — you simply want to create without limitation. Bound by nothing except your own creativity and determination. Focal Press can help. For over 75 years Focal has published books that support your creative goals. Our founder, Andor Kraszna-Krausz, established Focal in 1938 so you could have access to leading-edge expert knowledge, techniques, and tools that allow you to create without constraint. We strive to create exceptional, engaging, and practical content that helps you master your passion. Focal Press and you. Bound to create. We’d love to hear how we’ve helped you create. Share your experience: www.focalpress.com/boundtocreate Vintage Game Consoles AN INSIDE LOOK AT APPLE, ATARI, COMMODORE, NINTENDO, AND THE GREATEST GAMING PLATFORMS OF ALL TIME Bill Loguidice and Matt Barton First published 2014 by Focal Press 70 Blanchard Road, Suite 402, Burlington, MA 01803 and by Focal Press 2 Park Square, Milton Park, Abingdon, Oxon OX14 4RN Focal Press is an imprint of the Taylor & Francis Group, an informa business © 2014 Taylor & Francis The right of Bill Loguidice and Matt Barton to be identified as the authors of this work has been asserted by them in accordance with sections 77 and 78 of the Copyright, Designs and Patents Act 1988. All rights reserved. No part of this book may be reprinted or reproduced or utilised in any form or by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying and recording, or in any information storage or retrieval system, without permission in writing from the publishers. -
Ps4 Sales Surpass 6.0 Million Units Worldwide in Less Than 4 Months Since Launch
FOR IMMEDIATE RELEASE PLAYSTATION®4 (PS4™) SALES SURPASS 6.0 MILLION UNITS WORLDWIDE IN LESS THAN 4 MONTHS SINCE LAUNCH, RAPIDLY POPULARIZES A NEW WAY TO ENJOY SOCIAL INTERACTION THROUGH GAMING PS4 Software Sales Reach 13.7 Million, Users Fully Embrace the World of PS4, and Demonstrates Further Enhancement of the Network Service’s Ecosystem With 100 Million Shares Captured, More than 56 Million Spectate Sessions and a Dramatic Increase of PlayStation®Plus Subscriptions Tokyo, March 4, 2014 – Sony Computer Entertainment Inc. (SCE) today announced that the PlayStation®4 (PS4™) computer entertainment system has cumulatively sold through more than 6.0 million units*1 globally as of March 2, 2014 (JST). This also includes the 370,000 units sold through in Japan since its launch on February 22. PS4 software sales also remain strong with more than 13.7 million*2 copies sold in retail stores worldwide and through digital downloads on PlayStation®Store as of March 2, 2014 (JST). Over 30 exciting titles*3 are available from SCE Worldwide Studios (SCE WWS) and the industry’s best software developers and publishers, including the independent development community. This incredible line-up reflects the strong support for PS4 among developers and publishers, and has led the platform’s accelerated momentum and expansion. A few of the top selling titles included KILLZONE SHADOW FALL (SCE WWS), which has already sold over 2.1 million units worldwide, KNACK (SCE WWS), Call of Duty: Ghosts (Activision), FIFA14 (Electronic Arts), Battlefield 4 (Electronic Arts), and Assassin’s Creed: IV Black Flag (Ubisoft Entertainment). Titles developed by the independent development community such as Contrast (Complusion Gams), Warframe (Digital Extremes) and Don’t Starve: Console Edition (Klei Entertainment), have also been highly acclaimed by gamers. -
Jennifer Dewinter, Shigeru Miyamoto: Super Mario Bros., Donkey Kong
98 AMERICAN JOURNAL OF PLAY • FALL 2016 pily travel with her as she traverses the As the video game industry ages, the need art and craft of designing for social play, to discuss game designers and their contri- physical play, and more. Still, there is the butions becomes paramount. While there niggling (and inevitable?) question of what are several ways of looking at and con- exactly constitutes “meaningful choice.” textualizing past milestones in the game After all, even the most complex games industry—such as the books in the MIT offer players only a handful of options in Press Platform Studies series—Jennifer the grand scheme of things and, there- deWinter and Carly Kocurek’s Influential fore, the promise rather than the reality Video Game Designers series, published of choice. But I suppose that will have to by Bloomsbury, is an attempt to move for- be a question for another book. ward the conversation between the design- For the uninitiated, I expect that How ers and their games over an entire career. Games Move Us will be pleasant reading, In the series’ debut book, Shigeru and it might make a good opening text in Miyamoto, deWinter examines the cre- an Introduction to Game Design course or ator of Mario, Donkey Kong, Pikmin, and find its way onto a friend’s summer read- many other games to figure out how the ing list. More experienced readers, though, designer’s life and interests affected his will likely be better served by exploring game designs. Miyamoto is a fitting icon Isbister’s traditional scholarly work, upon to begin a series like this, considering his which How Games Move Us is based and contributions to games are both large and examples of which are cited in the book’s significant. -
INSTRUCTION BOOKLET [0501/FUG/AGB-HW] Merci D’Avoir Choisi Le Ninte Ndo® Gam®E® Boy Advance™
AGB-EUR(A)-8 INSTRUCTION BOOKLET [0501/FUG/AGB-HW] Merci d’avoir choisi le Ninte ndo® Gam®e® Boy Advance™. ® ® This seal is your assurance that Ce sceau est votre assurance que CONTENTS/SOMMAIRE Nintendo has reviewed this product Nintendo a approuvé ce produit and that it has met our standards et qu’il est conforme aux normes for excellence in workmanship, d’excellence en matière de fabri- reliability and entertainment cation, de fiabilité et surtout, value.Always look for this de qualité. Recherchez ce sceau English . 4 seal when buying games and lorsque vous achetez une console accessories to ensure complete de jeu, des cartouches ou des compatibility with your Nintendo accessoires pour assurer une totale Product. compatibilité avec vos produits Nintendo. Deutsch . 18 Thank you for selecting the Nintendo Game Boy Advance™ system. Français . 46 WARNING: PLEASE CAREFULLY READ THE CONSUMER INF ORMATION AND PRECAUTIONS BOOKLET INCLUDED WITH THIS PRODUCT BEFORE USIN G YO UR NINTENDO HARDWARE SYSTEM, GAME PAK OR ACCESSORY. THIS BOOKLET CONTAINS IMPORTANT SAFETY INF ORMATION. PLEASE KEEP THIS BOOK FOR FUTURE REFERENCE. HINWEIS: BITTE LIES DIE VERS C HIEDENEN BEDIENUNGSANLEITUNGEN UND VERBRAUCHERINF ORMATIONEN, DIE SOWOHL DER NINTENDO HARDWARE WIE AUCH JEDEM MODUL BEIG ELE GT SIND, SEHR SORGFÄLTIG DURCH. DIESE ANLEITUNG ENTHÄLT WICHTIG E SICHERHEITSHINWEISE. HEBE DIR DIESES HEFT FÜR SPÄTERES NACHSCHLAGEN GUT AUF. ATTENTION: VEUILLEZ LIRE ATTENTIVEMENT LA NOTIC E “INF ORMATIONS ET PRECAUTIONS D’EMPLOI” Q UI ACCOMPAGNE LE PRODUIT NINTENDO , LA CARTOUCHE DE JEU OU LES ACCESSOIRES AVANT DE LES UTILISER. ELLE C O NTIENT DES INF ORMATIO NS IMPORTANTES SUR LA SECURITE ET LES PRECAUTIONS D’EMPLOI.