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												2020-08-05 Last Update: 2021-08-06 Shared Research Inc
Coverage initiated on: 2020-08-05 ResearCh Coverage Report By Shared ResearCh InC. Last update: 2021-08-06 3656 KLaB Shared ResearCh InC. has produCed this report By request from the Company disCussed in the report. The aim is to provide an “owner’s manual” to investors. We at Shared ResearCh InC. make every effort to provide an aCCurate, oBjeCtive, and neutral analysis. In order to highlight any Biases, we Clearly attriBute our data and findings. We will always present opinions from Company management as suCh. Our views are ours where stated. We do not try to ConvinCe or influenCe, only inform. We appreCiate your suggestions and feedBaCk. Write to us at [email protected] or find us on BloomBerg. INDEX ExeCutive summary . .3. Key finanCial data . .5. ReCent updates . .6. Trends and outlook . 8. Business . .1.8. Business overview . .1.8. Earnings model . .2.9. Strengths and weaknesses . 3. .4. Group Companies . .3.5. Market and value Chain . .3.5. HistoriCal performanCe . .4.3. InCome statement . .5.4. BalanCe sheet . .5.5. Cash flow statement . .5.7. Other information . 5. .8. News and topiCs . 6. .2. Company profile . .6.4. KLaB/ 3656 ResearCh Coverage Report By Shared ResearCh InC. | pdf.summary.Company_weBsite 2 ExeCutive summary Business overview Business desCription: KLaB InC. plans, develops, and operates moBile games*1. The majority of the Company’s revenue and profits Comes from the Game Business, whiCh aCCounted for 98.9% of total revenue and 97.7% of gross profit in FY12/20. With FY12/20 revenue of JPY34.0Bn, KLaB is a medium-sized speCialist Company Compared with industry leader Mixi, whiCh logged a segment revenue of JPY100.6Bn in its Digital Entertainment Business in FY03/21. - 
												
												List of Notable Handheld Game Consoles (Source
List of notable handheld game consoles (source: http://en.wikipedia.org/wiki/Handheld_game_console#List_of_notable_handheld_game_consoles) * Milton Bradley Microvision (1979) * Epoch Game Pocket Computer - (1984) - Japanese only; not a success * Nintendo Game Boy (1989) - First internationally successful handheld game console * Atari Lynx (1989) - First backlit/color screen, first hardware capable of accelerated 3d drawing * NEC TurboExpress (1990, Japan; 1991, North America) - Played huCard (TurboGrafx-16/PC Engine) games, first console/handheld intercompatibility * Sega Game Gear (1991) - Architecturally similar to Sega Master System, notable accessory firsts include a TV tuner * Watara Supervision (1992) - first handheld with TV-OUT support; although the Super Game Boy was only a compatibility layer for the preceding game boy. * Sega Mega Jet (1992) - no screen, made for Japan Air Lines (first handheld without a screen) * Mega Duck/Cougar Boy (1993) - 4 level grayscale 2,7" LCD - Stereo sound - rare, sold in Europe and Brazil * Nintendo Virtual Boy (1994) - Monochromatic (red only) 3D goggle set, only semi-portable; first 3D portable * Sega Nomad (1995) - Played normal Sega Genesis cartridges, albeit at lower resolution * Neo Geo Pocket (1996) - Unrelated to Neo Geo consoles or arcade systems save for name * Game Boy Pocket (1996) - Slimmer redesign of Game Boy * Game Boy Pocket Light (1997) - Japanese only backlit version of the Game Boy Pocket * Tiger game.com (1997) - First touch screen, first Internet support (with use of sold-separately - 
												
												Archiving Movements: Short Essays on Materials of Anime and Visual Media V.1
Contents Exhibiting Anime: Archive, Public Display, and the Re-narration of Media History Gan Sheuo Hui ………… 2 Utilizing the Intermediate Materials of Anime: Royal Space Force: The Wings of Honnêamise Ishida Minori ………… 17 The Film through the Archive and the Archive through the Film: History, Technology and Progress in Royal Space Force: The Wings of Honnêamise Dario Lolli ………… 25 Interview with Yamaga Hiroyuki, Director of Royal Space Force: The Wings of Honnêamise What Do Archived Materials Tell Us about Anime? Kim Joon Yang ………… 31 Exhibiting Manga: Impulses to Gain from the Archiving/Unearthing Anime Project Jaqueline Berndt ………… 36 Analyzing “Regional Communities” with “Visual Media” and “Materials” Harada Ken’ichi ………… 41 About the Archive Center for Anime Studies in Niigata University ………… 45 Exhibiting Anime: Archive, Public Display, and the Re-narration of Media History Gan Sheuo Hui presumably, the majority are in various storage Background of the Project places after their production cycles. It is not The exhibition “A World is Born: The uncommon that they are forgotten, displaced or Emerging Arts and Designs in 1980s Japanese eventually discarded due to the expenses incurred Animation” (19-31 March 2018) hosted at DECK, for storage. In many ways, these materials an independent art space in Singapore, is encompass an often forgotten yet significant part of an ongoing research collaboration research resource essential for understanding between the researchers from Puttnam School key aspects of Japanese animation production of Film and Animation in Singapore and the cultures and practices. Archive Center for Anime Studies in Niigata “A World is Born” was an exhibition focusing University (ACASiN). - 
												
												RIAJ Yearbook 2018 1 Overview of Production of Recordings and Digital Music Sales in 2017
Statistics RIAJ YEARBOOK Trends 2018 The Recording Industry in Japan 2018 Contents Overview of Production of Recordings and Digital Music Sales in 2017 .................. 1 Statistics by Format (Unit Basis — Value Basis) .............................................................. 4 1. Total Recorded Music — Production on Unit Basis ............................................... 4 2. Total Audio Recordings — Production on Unit Basis ............................................ 4 3. Total CDs — Production on Unit Basis .................................................................... 4 4. Total Recorded Music — Production on Value Basis ............................................. 5 5. Total Audio Recordings — Production on Value Basis .......................................... 5 6. Total CDs — Production on Value Basis ................................................................. 5 7. CD Singles — Production on Unit Basis .................................................................. 6 8. 5" CD Albums — Production on Unit Basis ............................................................ 6 9. Music Videos — Production on Unit Basis ............................................................. 6 10. CD Singles — Production on Value Basis................................................................ 7 11. 5" CD Albums — Production on Value Basis.......................................................... 7 12. Music Videos — Production on Value Basis ........................................................... 7 13. Digital - 
												
												Tellstory a Medialogy Project About Storytelling in Handheld Games
TellStory A Medialogy project about storytelling in handheld games Medialogy - 10th semester Project period: 01-02-2010 to 16-06-2010 Supervisors: Tony Brooks & Kristoffer Jensen Student: David Lindholm Abstract This paper describes a project made to explore storytelling in a game on a hand-held platform. The application used in the test is a small game-like iPhone app, implemented using the iPhone SDK 3.2 and various other tools. The application tells two stories using two different storytelling tools: Non-player character (NPC) dialogue and pure text. To evaluate the impact of having a character there to tell the story versus just reading a screen of text, a small group of people were tested and interviewed. The results give some insight into what factors influence storytelling in a hand-held game, as well as the understanding of the story and storytelling preferences. ------------------------------ David Lindholm David Lindholm 2 of 55 Reader's manual The report is numbered with Arabic numerals, and the appendix is numbered using Roman numerals. When referencing other sections, both the section and page numbers will be listed. All figures and tables are numbered incrementally using Arabic numerals. When reading this report, any mentions of previous or earlier projects are to be understood as previous projects and project groups I have been involved in. Acknowledgements Parts of the test application relies on graphics that were reused from previous projects. Additionally, as there is a small amount of overlap between this project and previous works, parts of this report contain content also used in earlier reports. For those reasons, I would like to thank my former associates Razvan Enescu, Qiong Jia, and Nicolaj Hansen, for allowing me to continue the work that we started together. - 
												
												Posibilidades Del Motor 3D De La Nintendo DS
Posibilidades del motor 3D de la Nintendo DS Proyecto Fin de Carrera Ingenier´ıaT´ecnicade Telecomunicaciones Especialidad Imagen y Sonido Escuela Universitaria de Ingenier´ıaT´ecnicade Telecomunicaci´on Universidad Polit´ecnicade Madrid Pablo Santiago Liceras Tutor: Enrique Rend´onAngulo 9 de septiembre de 2013 Proyecto Fin de Carrera Tema: Gráficos por ordenador Título: Posibilidades del motor 3D de la Nintendo DS Autor: Pablo Santiago Liceras Titulación: Sonido e imagen Tutor: Enrique Rendón Angulo Departamento: DIAC Miembros del Tribunal Calificador: Presidente: Magdalena González Martín Vocal: Enrique Rendón Angulo Vocal Secretario: Alfonso Martín Marcos Fecha de Lectura: Septiembre 2013 Resumen La consola portátil Nintendo DS es una plataforma de desarrollo muy presente entre la comunidad de desarrolladores independientes, con una extensa y nutrida escena homebrew. Si bien las capacidades 2D de la consola están muy aprovechadas, dado que la mayor parte de los esfuerzos de los creadores amateur están enfocados en este aspecto, el motor 3D de ésta (el que se encarga de representar en pantalla modelos tridimensionales) no lo está de igual manera. Por lo tanto, en este proyecto se tiene en vista determinar las capacidades gráficas de la Nintendo DS. Para ello se ha realizado una biblioteca de funciones en C que permite aprovechar las posibilidades que ofrece la consola en el terreno 3D y que sirve como herramienta para la comunidad homebrew para crear aplicaciones 3D de forma sencilla, dado que se ha diseñado como un sistema modular y accesible. En cuanto al proceso de renderizado se han sacado varias conclusiones. En primer lugar se ha determinado la posibilidad de asignar varias componentes de color a un mismo vértice (color material reactivo a la iluminación, color por vértice directo y color de textura), tanto de forma independiente como simultáneamente, pudiéndose utilizar para aplicar diversos efectos al modelo, como iluminación pre-calculada o simulación de una textura mediante color por vértice, ahorrando en memoria de video. - 
												
												BANDAI NAMCO Group FACT BOOK 2019 BANDAI NAMCO Group FACT BOOK 2019
BANDAI NAMCO Group FACT BOOK 2019 BANDAI NAMCO Group FACT BOOK 2019 TABLE OF CONTENTS 1 BANDAI NAMCO Group Outline 3 Related Market Data Group Organization Toys and Hobby 01 Overview of Group Organization 20 Toy Market 21 Plastic Model Market Results of Operations Figure Market 02 Consolidated Business Performance Capsule Toy Market Management Indicators Card Product Market 03 Sales by Category 22 Candy Toy Market Children’s Lifestyle (Sundries) Market Products / Service Data Babies’ / Children’s Clothing Market 04 Sales of IPs Toys and Hobby Unit Network Entertainment 06 Network Entertainment Unit 22 Game App Market 07 Real Entertainment Unit Top Publishers in the Global App Market Visual and Music Production Unit 23 Home Video Game Market IP Creation Unit Real Entertainment 23 Amusement Machine Market 2 BANDAI NAMCO Group’s History Amusement Facility Market History 08 BANDAI’s History Visual and Music Production NAMCO’s History 24 Visual Software Market 16 BANDAI NAMCO Group’s History Music Content Market IP Creation 24 Animation Market Notes: 1. Figures in this report have been rounded down. 2. This English-language fact book is based on a translation of the Japanese-language fact book. 1 BANDAI NAMCO Group Outline GROUP ORGANIZATION OVERVIEW OF GROUP ORGANIZATION Units Core Company Toys and Hobby BANDAI CO., LTD. Network Entertainment BANDAI NAMCO Entertainment Inc. BANDAI NAMCO Holdings Inc. Real Entertainment BANDAI NAMCO Amusement Inc. Visual and Music Production BANDAI NAMCO Arts Inc. IP Creation SUNRISE INC. Affiliated Business - 
												
												MPLC Studioliste Juli21-2.Pdf
MPLC ist der weltweit grösste Lizenzgeber für öffentliche Vorführrechte im non-theatrical Bereich und in über 30 Länder tätig. Ihre Vorteile + Einfache und unkomplizierte Lizenzierung + Event, Title by Title und Umbrella Lizenzen möglich + Deckung sämtlicher Majors (Walt Disney, Universal, Warner Bros., Sony, FOX, Paramount und Miramax) + Benutzung aller legal erworbenen Medienträger erlaubt + Von Dokumentar- und Independent-, über Animationsfilmen bis hin zu Blockbustern ist alles gedeckt + Für sämtliche Vorführungen ausserhalb des Kinos Index MAJOR STUDIOS EDUCATION AND SPECIAL INTEREST TV STATIONS SWISS DISTRIBUTORS MPLC TBT RIGHTS FOR NON THEATRICAL USE (OPEN AIR SHOW WITH FEE – FOR DVD/BLURAY ONLY) WARNER BROS. FOX DISNEY UNIVERSAL PARAMOUNT PRAESENS FILM FILM & VIDEO PRODUCTION GEHRIG FILM GLOOR FILM HÄSELBARTH FILM SCHWEIZ KOTOR FILM LANG FILM PS FILM SCHWEIZER FERNSEHEN (SRF) MIRAMAX SCM HÄNSSLER FIRST HAND FILMS STUDIO 100 MEDIA VEGA FILM COCCINELLE FILM PLACEMENT ELITE FILM AG (ASCOT ELITE) CONSTANTIN FILM CINEWORX DCM FILM DISTRIBUTION (SCHWEIZ) CLAUSSEN+PUTZ FILMPRODUKTION Label Anglia Television Animal Planet Productions # Animalia Productions 101 Films Annapurna Productions 12 Yard Productions APC Kids SAS 123 Go Films Apnea Film Srl 20th Century Studios (f/k/a Twentieth Century Fox Film Corp.) Apollo Media Distribution Gmbh 2929 Entertainment Arbitrage 365 Flix International Archery Pictures Limited 41 Entertaiment LLC Arclight Films International 495 Productions ArenaFilm Pty. 4Licensing Corporation (fka 4Kids Entertainment) Arenico Productions GmbH Ascot Elite A Asmik Ace, Inc. A Really Happy Film (HK) Ltd. (fka Distribution Workshop) Astromech Records A&E Networks Productions Athena Abacus Media Rights Ltd. Atlantic 2000 Abbey Home Media Atlas Abot Hameiri August Entertainment About Premium Content SAS Avalon (KL Acquisitions) Abso Lutely Productions Avalon Distribution Ltd. - 
												
												SOFTWARE LIST SNAPSHOTS(Update 20210815)
SOFTWARE LIST SNAPSHOTS (update 20210815) The most largest collection of snapshots for MAME ™ - Latest version: 0.234 TOTAL SETs PARENTs DEVICEs TOTALs MAME Machines : 38.293 12.944 5.309 43.675 MAME Software List : 123.542 0 13/03/1900 00:00 SETs added in in this version 92 Total pS's snapshots: 122.760 All progetto-SNAPS site resources: 203.966 REASSUMED DETAILED ACTUAL SET DEL NEW UPD for 0.234 MAME MESS on-line THIS UPDATE P 1.834 1 0 3.325 3.004 303 ArtPreview 25 0 25 C 1.516 3.350 P 663 2 0 1.710 Bosses 5 0 5 C 1.052 1.715 P 3.839 3 1 6.550 3.553 3.034 Cabinets 0 0 0 C 2.710 6.549 P 2.374 4 0 3.150 2.533 627 Control Panel 0 0 0 C 776 3.150 5 Covers (SL) 0 0 0 0 10.350 SL 10.350 6 Devices 2 0 0 0 1.960 1.958 P 1.019 7 1 1.190 Ends 11 18 29 C 181 1.200 P 3.747 8 0 5.094 4.598 512 Flyers 0 0 0 C 1.347 5.094 P 3.593 9 0 8.475 GameOver 75 1 76 C 4.957 8.550 P 865 10 0 2.050 HowTo 25 1 26 C 1.210 2.075 P 15.958 11 (EXTENDED) 6 37.480 29.046 3.260 Icons 0 0 0 C 21.516 37.474 P 1.132 12 0 3.200 Logo 50 1 51 C 2.118 3.250 P 2.079 13 1 2.800 1.997 792 Manuals 0 0 0 C 720 2.799 14 Manuals (SL) 0 0 0 0 2.140 SL 0 2.140 P 3.454 15 6 4.550 3.419 1.142 Marquees 0 0 0 C 1.090 4.544 P 2.194 16 6 3.144 2.562 576 PCB 0 0 0 C 944 3.138 P 2.764 17 0 7.775 Scores 75 1 76 C 5.086 7.850 P 2.103 18 0 5.085 Select 40 1 41 C 3.022 5.125 P 11.892 19 4 43.185 33.516 4.452 Snap 294 22 316 C 31.583 43.475 20 Snap (SL) 7 175 3 178 43.026 SL 167 43.193 P 11.892 21 4 43.185 33.516 4.452 Titles 294 23 317 C 31.583 43.475 22 Titles (SL) 7 170 2 172 40.568 SL 162 40.730 - 
												
												BANDAI NAMCO Group CSR Activities 2019 2.6 MB
BANDAI NAMCO Group CSR Activities BANDAI NAMCO Holdings Inc. URL: www.bandainamco.co.jp/ ©BANDAI Printed in Japan Issued: August 2019 “Fun For the Future!” The BANDAI NAMCO Group believes that entertainment can contribute to society by fostering mutual communication and inspiration among people around the world and by creating a future filled with fun. As a company that provides “Dreams, Fun and Inspiration,” our relationship with the natural environment and society will be guided by the key phrase “Fun For the Future!” We aspire to contribute to the creation of a fun future by promoting CSR activities that lead to the happiness of society and stakeholders. contents 3 Message from Top Management 16 Together with Employees 6 Examples of Initiatives Addressing 19 Initiatives to Support the Development Important CSR Themes of the People Who Will Support the 7 Safety and Cleanliness of Products and Services Next Generation 12 Policies Regarding Influence on Society of the 23 Together with Local Communities Group’s Content and Products 25 Corporate and Other Information 13 Environmental Consideration 26 BANDAI NAMCO Group CSR Activities: 15 Supply Chain Management Guide to the Online Version Message from Top Management From its distinctive viewpoint, the BANDAI NAMCO Group will work to implement CSR activities that create “Fun For the Future!” In connection with the natural environment and society, the BANDAI NAMCO Group’s CSR concept is “Fun For the Future!” As an indicator for specific activities, themes that require special initiatives have been identified as “BANDAI NAMCO Group’s Important CSR Themes.” On that basis, we are implementing activities to create a fun future through our business operations. - 
												
												Sega Genesis 32X Emulator Android
Sega genesis 32x emulator android Continue FOLLOW US Sega 32X EMULATOR ARE available for free in high quality. We have a whole list of all retro 32X emulators for you to download to play your ROMs on your computer. Start using the top Sega 32X emulators and don't forget to vote for the emulators you liked! Install popular 32X emulators such as Kega Fusion 3.64, RetroArch 1.7.3 Android, PicoDrive 1.92.3 and Kega Fusion 3.63i! If you need help managing the emulator, check out the Help section of the site. You can also play most popular games online in your browser. Extended emulator Sega Genesis/Mega Drive, Sega CD and Master System/Mark III based on Genesis Plus/Gens/Picodrive/Mednafen parts, supporting a wide range of devices from the original Xperia Play to modern devices such as Nvidia Shield and Pixel. Support for Sega CD is currently considered beta, please do not report specific issues with it. Features include: Very accurate audio emulation with high-quality re-sampling support for the SVP chip for Virtua Racing (needs a fast device) CD emulation through downloading CUE files or TOC-BIN (requires US/Japan/Europe BIOS) CUE files support external sound tracks in Ogg Vorbis and Wav (PCM, ADPCM formats, etc.) 6-button controller and 4-player multiplayer support Gun (Menacer and Justifier) Support for Cheat code using the .pat file format (as well as Kega Fusion, Gens, Genesis Plus GX, etc.) Backup memory and retain state support, automatic preservation and ten manual slots to save states. - 
												
												Catalogue Record
___________________________________________________________________________ 2021/CTI/WKSP2/009 Day 1 Session 2 Specific Aspects of Copyright and Related Rights Protection on the Internet Submitted by: Content Overseas Distribution Association Workshop on Protection of Intellectual Property Rights in Digital Content Trade 20-21 April 2021 Specific aspects of copyright and related rights protection on the Internet April 20th, 2021 Content Overseas Distribution Association (CODA) About CODA 1 • Name: Content Overseas Distribution Association (Abbreviation: CODA) http://www.coda-cj.jp • Purpose: CODA was founded to actively promote the international distribution of Japanese content, such as music, films, animation, TV programs and video games, as well as to help all the entities in contents industry make a concerted effort to reduce piracy around the world. • History: August 2002 Founded as a voluntary organization in response to a call by the Ministry of Economy, Trade and Industry (METI) and the Agency for Cultural Affairs (ACA) April 2009 Registered as a general incorporated association About CODA 2 >> Members: (as of April 1, 2021) Corporate members: 32 companies ■Animation 10 companies ■Music 5 companies ■TV programs 8 companies • Aniplex Inc. • Avex Inc. • TOKYO BROADCASTING • ADK Emotions Inc. • FWD Inc. SYSTEM TELEVISION, INC. • Sunrise Inc. • KING RECORD CO., LTD. • TV Asahi Corporation • Shogakukan-Shueisha Productions Co., • PONY CANYON INC. • Nippon Television Network Ltd. • UNIVERSAL MUSIC LLC Corporation • STUDIO GHIBLI INC. • Japan Broadcasting Corporation • Toei Animation Co., Ltd. (NHK) • TMS ENTERTAINMENT CO.,LTD. • Fuji Television Network, Inc. • NIPPON ANIMATION CO., LTD. • YOMIURI TELECASTING • HAPPINET CORPORATION CORPORATION • BANDAI NAMCO Arts Inc. • WOWOW Inc. • TV TOKYO Corporation ■Others 1 companies ■Films 4 companies ■Publishing 4 companies • YOSHIMOTO KOGYO CO.,LTD.