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MDS Games Schedule V2.Indd
NZGDA CONFERENCE PROGRAMME 10AM SATURDAY 19 MAY 2012 LEVEL 16, MEDIA DESIGN SCHOOL 92 ALBERT STREET, AUCKLAND This programme may change and was last updated on 2 May LEVEL 16 LEVEL 14 LEVEL 17 9.00am REGISTRATION - Media Design School Foyer 10.00am Welcome – Mario Wynands Living The Dream and Enduring 10.20am The Nightmare (It’s Tough Being Indie) – Alex Amstel 11.00am Making More Awesomeness 15 years/9 lessons – Ninja Kiwi Panel Autodesk Character Animation – Mario Wynands Made Easy 11.30am Interactive Narrative – Edwin Mcrae 12.00pm Touch Happy HTML5 Games <3 Getting your First Investor Making Games with Gamefroot Windows 8 – Nigel Parker – Mitch Olson – Dan Milward 12.30pm LUNCH BREAK - Lunch not supplied Servers for Indie Game Devs Making a BAFTA winning iPad 2.00pm Staying Agile – Gustav Seymore – Thomas Middeldorp game – Druhin Mukherjee 2.30pm Designing for High Impact Build a Business Not an App Sometimes it’s Fun to Hit Things – Jonathan Rogers – Tuyen Nguyen & Victoria Mackinlay With a Stick – Eric Oloffson 3.00pm Metrics That Keep You Up At Night Inside Sparx – Serious Games Decision Structures in Tech/Skill – Nick Willis – Maru Nihoniho Trees – Carl De Visser 3.30pm Better Living Through Games Artists and Programmers: The Building Believable Characters – Tim Nixon Missing Link – Antonio Lattanzio – Mike Porter 4.00pm Powering Games with Amazon Advergaming and Licensing WebGL for Fun and Profi t Web Services – Adrian White – Ben Dellaca – Danu Abeysuriya 4.30pm Amazon Startup Pitch Session AFTERNOON TEA 5.00pm How to Make Your Robot Unicorn Attack – Jeff Olsen 5.30pm NZGDA – Stephen Knightly 5.45pm Prizes and Announcements – Frances Valintine 6.00pm DRINKS & NETWORKING - The Corporate Box, Ground Floor Proudly sponsored by: SPEAKERS ALEX AMSEL JEFF OLSON – KEYNOTE SPEAKER – KEYNOTE SPEAKER Tuna Adult Swim Games Alex Amsel is an award nominated video games Jeff Olsen is the Vice President of Adult Swim Digital developer, digital and social media consultant, and and spearheaded the creation of Adult Swim Games. -
Annual Review
annual review 2017 our board Ukie Annual Review 2016/17 contents 02 foreword 04 Noirin Carmody - Chair Harvey Eagle chair’s report Owner and COO Xbox UK Marketing Director Our initiatives Revolution Software Microsoft 06 ceo’s report Ian Livingstone CBE - Vice Chair Miles Jacobson OBE Chairman Studio Director Playmob Sports Interactive 08 a year in westminster and brussels askaboutgames Dave Gould - Treasurer Veronique Lallier askaboutgames.com Snr Director of Sales UK & Export European Managing Director 12 Take 2 Interactive Hi-Rez Studios research and analysis Without house background Simon Barratt Warwick Light 16 Director UK Managing Director and Vice President ukie’s year in numbers Sony Interactive Entertainment Barog Game Labs INSPIRATIONAL COMPUTING 18 Katherine Bidwell Phil Mansell Digital Schoolhouse acting locally thinking globally Co-Founder CEO digitalschoolhouse.org.ukWith house background State of Play Games Jagex 20 ukie’s global trade programme Neil Boyd Andy Payne OBE INSPIRATIONAL COMPUTING European Anti-Piracy Counsel CEO Nintendo Europe AppyNation 22 the digital schoolhouse Shaun Campbell Kirsty Rigden Games London UK Country Manager Operations Director games.london 24 Electronic Arts FuturLab inspiring talent John Clark Ella Romanos 26 Senior Vice President, Commercial Director promoting a positive image Publishing Rocket Lolly Games SEGA Europe Students 27 Rob Cooper Roy Stackhouse making the most of your IP Managing Director Northern Europe and Vice President - UK, Ireland & Benelux Ukie Students Export Territories -
Firefly Studios
SCOTTISH GAMES INDUSTRY PROFILES 2013 THE HOME OF INNOVATIVE GAMES DEVELOPMENT H ELLO_ Welcome to our 2013 profile of the main players in the games industry in Scotland. Scotland is a world leader in this sector, and you will see from these profiles that the depth of talent and ambition is enviable. To find out more about Scotland and its gaming industry, visit www.sdi.co.uk/dmci or call +44 (0)141 228 2828 OUR INDUSTRY CONTINUES TO PRODUCE WORLD-BEATING GAMES THANKS TO THE INNOVATION, SKILLS AND CREATIVITY OF OUR PEOPLE, AND OUR CAPACITY IS GROWING AS WE ATTRACT THE BEST TALENT FROM ABROAD TO OUR SHORES. TODAY SCOTLAND IS SEEN AS ONE OF THE KEY PLACES TO BE IN THE GAMES INDUSTRY S T EN T ON C 2 Scottish Development International sdi.co.uk/dmci 2 S cottish edia M D evelopment nteractive nteractive I ducation E roduction P ocial & S utsourcing O ervices S evelopment I D nternational arketing and arketing M usic, Composition & ames nimation rofessional rofessional R, age ocalisation & Testing ocalisation Company / University Company / University G PC Console Handheld Mobile Online Smart TV Stream P Technology L & Colleges Universities, Research P Recruitment & A M P 4J Studios t t t t t 6 Axis Productions Ltd t 7 Beartrap Games t t t t 8 Binary Pumpkin t t t t t 9 Black Company Studios t t t t t t 10 Blazing Griffin t t 11 sdi.co.uk/dmci BrainDead Ape Games t t t 12 Chunk Games t t t t 13 Claymore Games t t 14 Cloudgine Ltd t t 15 CONTENTS Cobra Mobile t 16 Codeplay Software Ltd t t t t t t t t 17 Criss Cross Games t t t 18 Dave Sapien Ltd t -
Digital Gaming Industry in Global-Local Crossings: Comparative Study of UK, China and Brazil
Digital Gaming Industry in Global-Local Crossings: Comparative Study of UK, China and Brazil Abstract Clustering is a common phenomenon in digital gaming industry where businesses can benefit from local concentration of talents, spill-over events, resources recycling activities, formal or informal networks formed (Pilon and Tremblay 2013; Ruggill et al. 2016). In addition, digital gaming industry also possess a born-global nature (Gomez and Gonzalez-Perez 2015). Reflecting on the global-local structure, a conceptual framework on digital gaming industry ecosystem is proposed in this paper. A comparative analysis is performed against the digital gaming industry in UK, China and Brazil. As the initial stage of the project, the analysis focuses on the similarities and differences of the digital gaming industry from perspectives such as policy, culture, funding, talents, market, infrastructure and other supports. Keywords: Entrepreneurial Ecosystem, Digital Gaming, Business Growth, UK, Brazil, China 1. Introduction When video game Grand Theft Auto V came out in September 2013, it quickly broke six Guinness world records including the highest revenue generated within 24 hours ($815.7 million) and the fastest entertainment property to reach $1 billion in sales (within three days of releasing) which were previously held by blockbuster movies like The Avengers and Avatar (Lynch 2013). This achievement is a manifestation of the growth in the digital gaming industry: since mid-1980s, the industry has grown annually by between 10% and 15% (Zackariasson and Wilson 2010; Marchand and Hennig-Thurau 2013; Newzoo 2018). In comparison, the estimated compound annual growth rate (CAGR) between 2018 and 2023 for global entertainment and media industry, which the digital gaming industry is part of, is at 4.3% (PwC 2019). -
Project Report Master in Management
ACTIVISION BLIZZARD – CONSOLIDATION MOVEMENTS IN A MATURING VIDEOGAME INDUSTRY AND VALUE CREATION Rafael Tiago Duarte Martins Project Report Master in Management Guiding: Prof. Pedro Leite Inácio, ISCTE-IUL Business School, Finance Department April 2010 Activision Blizzard – consolidation in the videogame industry Abstract The present thesis was done with the objective to assess if the merger between Activision and Vivendi Games created value to its shareholders and if the share price used in this transaction represented the real value of this operation. This merger occurred in difficult economic times due to the financial crisis of 2007/2008 and in a period of consolidation and maturity in the videogame industry, allied to the rising costs of development and marketing that current videogames are experiencing. The main conclusion was that this merger created value for the shareholders in 2008, mainly due to increased revenues, and is likely to create more value than both companies were initially expecting, according to the present value of the expected cash flows, that were calculated with a 5 year projection for the period 2009-2013. JEL classification: G34 Keywords: Mergers and acquisitions; Consolidation; Videogame industry; Activision Blizzard i Activision Blizzard – consolidation in the videogame industry Resumo A presente tese foi elaborada com o objectivo de analisar a fusão entre a Activision e a Vivendi Games, e verificar se foi criado valor para os seus accionistas durante esta operação, através da análise do preço por acção em que esta transacção foi avaliada. Esta fusão ocorreu num ambiente macroeconómico adverso, relacionado com a crise financeira de 2007/2008 que começou a afectar as economias a uma escala global, bem como num período de consolidação e maturidade que a indústria de videojogos atravessa neste momento, aliado ao aumento considerável de custos de desenvolvimento e marketing que se está a verificar neste sector. -
Achievement, As Motivation Component for Gamers 52 Active
Index A Bethesda 177 ABI, see Annual Business Inquiry (ABI) Big Pixel Studios 147 achievement, as motivation Bioware 40 component for gamers 52 Black Ops 43 Active Worlds 194, 197, 204 Black Rock Studios 40 Activision 28, 43, 51, 77 Blitz 77 Age of Empires for Mobile 160 Blizzard 41 analysis 154–6 Blockbuster game 3, 30, 40, 45 development story 152–3 blockbuster model 40, 45 violent content 153–4 BoardX 180 agglomeration 9, 16, 20 Bodycount 143 agile project management Bourdieu, P. 6, 7, 107, 112, 115, 119, methods 117 167, 169, 170, 171 agile project models 56 Broken Sword 16 Alice in Wonderland 115 Build-a-bear 35 Alienware 174 Bungie Studios 109, 177 alpha version of the game 57 business birth-rate 2 Alphaville 194, 201 business death-rate 2 Alternative Reality Games business models 5, 24, 28, 69 (ARGs) 109–10 of computer games industry 29–31 ambidexterity literature 86–7 demographic changes and 34–5 ambidextrous organizations 86, 87, downloadable content (DLC) 41 100 emerging, risk implications Annual Business Inquiry (ABI) 23 of 72–5 APB 4, 76–9 games production networks Apple 35, 37–8, 68, 117, 143–4 and 66 App Store (Apple) 37–8, 68 intellectual property (IP) arcade machine 105 based 68–72 ARGs, see Alternative Reality Games pricing strategy elements of 42–4 (ARGs) work-for-hire (WFH) based 66–8 art, and computer games industry Buy-the-Box games 41 72, 170 artistic interests 6 C Assassin’s Creed 40 Call of Duty (COD) 28, 40, 43, 160 audio-visual industry, workers in 14 career entry 130 avatar 7, 35, 51, 142, 186, 187, careers, in computer games 189–94, 197, 198–200, 203 industry 125, 129–31 Castle Wolfenstein 170 B Casualty Actuarial Society 70 Barbie 35 Championship Manager 76 Battlestar Galactica 49 children beta testing 70, 77, 203 violent games to 143, 145, 146, 160 beta version of the game 57 virtual worlds for 35–6, 45 211 212 Index Club Penguin (Disney) 35 production logic vs. -
June 2020 History Marketing Experience Criticism Psychology Social Aspects Future Editorial Journal Board Orientation
Acta Ludologica Faculty of Mass Media Communication Vol. 3,Vol. No. 1 Theory Education Design Development Research June 2020 History Marketing Experience Criticism Psychology Social Aspects Future Editorial Journal Board Orientation Editor-In-Chief Acta Ludologica is a scientific journal in the field of games Zdenko Mago and digital games. The journal contains professional scientific reflections on digital games; it also offers Deputy Managing Editors academic discourses on games, especially media and Zuzana Kvetanová digital competencies, creation, design, marketing, Martin Solík research, development, psycho-logy, sociology, history and the future of digital games and game studies. Indexing Process Zuzana Kvetanová Acta Ludologica is a double-blind peer reviewed journal published twice a year. It focuses on theoretical studies, Technical Editors theoretical and empirical studies, research results and Miroslav Kapec their implementation into practice, as well as professional Zuzana Kvetanová publication reviews. English Editor Michael Valek Distribution Lenka Ďurišová Online Content Manager Johny Domanský Acta Ludologica Advisory Board Masayuki Uemura Vol. 3, No. 1, June 2020 Peter A. Bruck Małgorzata Łuszczak Publisher Juraj Malíček Hana Pravdová Faculty of Mass Media Communication Jaroslav Světlík University of Ss. Cyril and Methodius in Trnava Zora Hudíková Námestie Jozefa Herdu 2 917 01 Trnava Editorial Team SLOVAK REPUBLIC Anna Hurajová Michal Kabát Nikola Kaňuková IČO: 360 789 13 Price: 1,99 € Illustrations Natália Sklenčárová