Los Ángeles 11-13 De Junio 2019
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Financial Results 2018/2019|Geographic Breakdown
2018/2019 ANNUAL RESULTS 27 JUNE 2019 WELCOME| MANAGEMENT BOARD Jürgen GOELDNER Deborah BELLANGE John BERT Luc HENINGER Thomas BARRAU CHAIRMAN VICE CHAIRMAN & CFO CHIEF OPERATING OFFICER PRODUCTION DIRECTOR MARKETING DIRECTOR 2 HIGH RESULTS| A VERY GOOD PERFORMANCE OVER THE YEAR SALES REACHED €126M 1 THE €100M ANNUAL THRESHOLD EXCEEDED & NEW €110M OBJECTIVE ALSO CROSSED! 2 HIGHER OPERATING INCOME : €14.1M AN EXCELLENT « WHAT’S NEXT » (APRIL 19) 3 SHOWING EXCITING PERSPECTIVES 3 1. REMINDER ON FOCUS PERFORMANCE TRACK RECORD Table of contents 2. 2018-2019 A RECORD YEAR FOR THE GROUP 3. OUTLOOK GREAT PERSPECTIVES 5 FOCUS HOME INTERACTIVE| PARTNERSHIPS WITH MORE EXPERIENCED STUDIOS 2015 2018 TODAY 6 FOCUS HOME INTERACTIVE| UPGRADE OF THE QUALITY OF OUR GAMES 83 2014-2015 2018-2019 72 67 77 +5 77 74 1 to 49 50 to 70 71 to 85 1 to 49 50 to 70 71 to 85 7 2018-2019| FOCUS UNDER THE SPOT-LIGHT ‘’They’re serving a starving market.‘’ JIM STERLING REVIEWING ‘’A PLAGUE TALE’’ ‘’Focus Home Interactive has been knocking out of the park with Vampyr, The Surge, Call of Cthulhu and now A Plague Tale.’’ ‘’They’re an example of what type of service a mid-tier publisher should provide to the game industry.‘’ 8 2018-2019| FOCUS UNDER THE SPOT-LIGHT 360° COMMUNICATION REACH MAINSTREAM AUDIENCE EDUCATE PLAYERS Farming Simulator 19| TV Ad World War Z | Dev Diary “It takes something special to get through the filter, so A Plague Tale: Innocence — take a bow.” REACH LIFESTYLE AUDIENCE REACH CORE AUDIENCE “Anyway: good job Focus Plague Tale| TV Ad with Sean Bean -
Esa and Aias Unveil the 2019 Into the Pixel Video Game Art Collection
ESA AND AIAS UNVEIL THE 2019 INTO THE PIXEL VIDEO GAME ART COLLECTION 11 Video Game Art Pieces Honored, Available for Auction at E3 2019, June 11-13 June 4, 2019 – WASHINGTON, DC and LOS ANGELES - The Entertainment Software Association (ESA), the trade association that represents the US video game industry and owns and produces E3, and the Academy of Interactive Arts & Sciences (AIAS) today announced the official selections for the 2019 Into the Pixel (ITP, #IntoThePixel) collection. Co-produced by the ESA and AIAS, the 2019 ITP collection of 11 pieces will be displayed during E3 2019, the world’s premier trade show for computer, video, and mobile games, from June 11-13, 2019, at the Los Angeles Convention Center. Established in 2004 and reviewed by a jury panel from the video game and fine art worlds, the annual ITP art exhibit honors the best artistic works of the year from video game artists. This year’s Into the Pixel collection includes 11 pieces – from AAA blockbusters, VR, mobile, and indie games. Winners are listed below and can be found, along with images, at www.intothepixel.com. All 11 print art pieces will be auctioned off on eBay, with a five-day auction beginning Tuesday, June 11, at Noon PDT, and concluding Saturday, June 15, at Noon PDT. All ITP bids can be made at the AIAS eBay page here. (*NOTE: ITP images will not appear on eBay until the live auction begins on June 11 at Noon PDT.) Commenting on the 2019 collection, Jurist Glenn R. Phillips, Curator and Head of Modern & Contemporary Collections of the Getty Research Institutes aid, “This year’s Into the Pixel collection presents a focused group that surveys some of the most impressive directions in video game art. -
Mall För Examensarbete
WOMEN AS CHARACTERS, PLAYERS AND DEVELOPERS An educational perspective Master Degree Project in Media, Aesthetics and Narration A1E One year Level 60 ECTS Spring term 2020 Emma Arltoft Supervisor: Lissa Holloway-Attaway Examiner: Rebecca Rouse Abstract There is a lack of female representation in video games, and women are often ignored as characters, as players, and as developers. This thesis investigates how the University of Skövde works with gender diversity in the second game project within those categories. A content analysis was carried out, and a total of 102 documents collected from the course site were coded. It was complemented with additional information from instructor interviews and a student survey. It was found that while there is an emotional commitment to diversity from the students as well as the instructors, there is a lack of clear guidelines and resources to create more nuanced portrayals of diversity. There is significant potential for improvements and a need for a continuous effort to follow up on the content produced. Keywords: gender diversity, representation, ambivalent sexism, objectification, stereotypes Table of Contents 1 Introduction ................................................................................................. 1 2 Background ................................................................................................. 2 Women in video games .......................................................................... 4 2.1.1 Harassment and assumed incompetence .................................................................. -
Insights from the California Energy Policy Simulator
▪ INSIGHTS FROM THE CALIFORNIA ENERGY POLICY SIMULATOR On the state’s current greenhouse gas emission trajectory and six policy opportunities for deepening emission reductions JANUARY 2020 BY CHRIS BUSCH AND ROBBIE ORVIS Acknowledgments Jeff Rissman is the chief architect of the Energy Policy Simulator. We thank him for his work developing the model structure and the California adaptation. Ginette Chapman contributed editorial review of multiple drafts. Jeffrey Greenblatt, Ph.D., of Emerging Futures, LLC, provided valuable research inputs during preliminary model specification. We are grateful for helpful feedback from numerous colleagues at Energy Innovation and seminar participants at the Institute for Transportation Studies at the University of California at Davis. Helpful input was provided by: Don Anair (Union of Concerned Scientists), Panama Bartholomy (Building Decarbonization Coalition), Derek Broekhoff (Stockholm Environmental Institute), Pierre Delforge (Natural Resources Defense Council), Jamie Fine (Environmental Defense Fund), Steven Geiger (Innova Partners), Justin Gillis (New York Times), Larry Goulder (Stanford University), Alex Jackson (Natural Resources Defense Council), Simon Mui (Natural Resources Defense Council), Amber Mahone (Energy + Environmental Economics, Inc.), Colin Murphy (University of California, Davis), Michelle Passero (The Nature Conservancy), Dan Sperling (University of California, Davis), Zach Subin (Energy + Environmental Economics, Inc.), David Weiskopf (NextGen America), and staff at the California -
Markedness, Gender, and Death in Video Games
Western University Scholarship@Western Electronic Thesis and Dissertation Repository 10-2-2020 1:00 PM Exquisite Corpses: Markedness, Gender, and Death in Video Games Meghan Blythe Adams, The University of Western Ontario Supervisor: Boulter, Jonathan, The University of Western Ontario : Faflak, Joel, The University of Western Ontario A thesis submitted in partial fulfillment of the equirr ements for the Doctor of Philosophy degree in English © Meghan Blythe Adams 2020 Follow this and additional works at: https://ir.lib.uwo.ca/etd Part of the Other Film and Media Studies Commons Recommended Citation Adams, Meghan Blythe, "Exquisite Corpses: Markedness, Gender, and Death in Video Games" (2020). Electronic Thesis and Dissertation Repository. 7414. https://ir.lib.uwo.ca/etd/7414 This Dissertation/Thesis is brought to you for free and open access by Scholarship@Western. It has been accepted for inclusion in Electronic Thesis and Dissertation Repository by an authorized administrator of Scholarship@Western. For more information, please contact [email protected]. Abstract This dissertation analyzes gendered death animations in video games and the way games thematize death to remarginalize marked characters, including women. This project combines Georg Wilhelm Friedrich Hegel’s work on the human subjection to death and Georges Bataille’s characterization of sacrifice to explore how death in games stages markedness. Markedness articulates how a culture treats normative identities as unproblematic while marking non-normative identities as deviant. Chapter One characterizes play as a form of death-deferral, which culminates in the spectacle of player-character death. I argue that death in games can facilitate what Hegel calls tarrying with death, embracing our subjection to mortality. -
CD Projekt Equity Research Division
CD Projekt Equity Research Division Target Price: PLN 209.1 Current Price: PLN 277.9 Downside Potential: 24.8% Recommendation: SELL Investment Horizon: 1 Year Vienna, 31th January 2020 Team Overview Equity Research Lisa Viktoria Miika Konstantin Höss Weissova Ihamäki Dungl Head of Associate Analyst Analyst Equity Research ▪ Task Distribution ▪ Business Model ▪ Forecasts ▪ Research ▪ Presentation ▪ Industry Research ▪ Valuation ▪ Forecasts ▪ Forecasts ▪ Presentation ▪ BSc. (WU) ▪ BSc. (WU) – 3rd Semester ▪ MSc. (Hanken) – 2nd Semester ▪ BSc. (WU) – 5th Semester - 2 - © WUTIS Agenda 1 Investment Thesis 5 2 Business Overview 6 3 Market & Industry Overview 11 4 Financial Analysis 15 5 Valuation 17 6 Risk Analysis 21 7 Conclusion 24 8 Appendix 26 - 3 - © WUTIS Share Price Performance CDP has gained more than 1,300% in the last four years, especially after E3 announcements [5] [6] Share price – Major Events PLN 300 [4] ▪ [1] May 31, 2016 (+212.7%) – The second Witcher 3 DLC is released by CDP ▪ [1] June 14, 2016 (v.s.) – CDP announces PLN 250 GWENT at E3 2016 ▪ [2] August 2017 (+7.5%) – CDP announces Thronebreaker at gamescom 2017. PLN 200 [3] ▪ [3] June 14, 2018 (+212.7%) – Cyberpunk [2] 2077 wins over one hundred awards at the E3 2018 and the second game trailer is published PLN 150 ▪ [4] October to December (-30.6%) – GWENT [1] and Thronebreaker are released for PC, PS4 and XBO. The latter did not meet sales PLN 100 expectations. ▪ [5] October 29, 2019 (+8.4%) – GWENT: The Witcher Card Game is released for iOS. PLN 50 ▪ [6] January 17, 2020 (-5.7%) – CDP delays the publishing date of Cyberpunk 2077 from April 2020 to September 17, 2020 and its PLN 0 online mode to after 2021. -
Decoding the Gaming Audience
Decoding The Gaming Audience MMA Webinar Series June 15, 2020 In Partnership with: MMA IS 800+ MEMBERS STRONG GLOBALLY MARKETERS, AGENCIES, MEDIA SELLERS, TECHNOLOGY & OPERATORS MMA PURPOSE WHO The People We Serve Prime Audience: Chief Marketers By helping Marketers do Mobile better, everyone wins. MMA membership represents Marketers, Agency, Media and Technology Enablers from across the globe. WHY Our Reason for Being Mission:To accelerate the transformation and innovation of marketing through mobile, driving business growth with closer and stronger consumer engagement. WHAT Our Strategic Priorities Cultivating Building Capability Demonstrating Advocacy Inspiration for Success Measurement and Impact Aimed at the Chief Marketer; Fostering know-how and Proving the effectiveness and Working with partners and guiding best practices and confidence within the Chief impact of mobile through our members to protect the driving innovation Marketer's organization research providing tangible ROI mobile marketing industry measurement and other data 3 MMA: RESHAPING THE FUTURE OF MOBILE MARKETING SMoX Brand Safety Council . Mobile ROI Marketing Attribution To Rethink Marketer Brand Research Think Tank Mrktg Org Safety Council Industry Working Guidelines & MM25 Marketer Shared Groups Best Practices Peer Group Knowledge of 800+ Members Driving the Future of Viewability, Location, Tackling Core Issues Entire Mobile Marketing & Mobile Native for Marketers Ecosystem Worldwide SMARTIES CEO & CMO 1,000+ Mobile 30+ MMA Events Summit Case Studies Awarding -
UK Video Games Heterogeneous Not Homogeneous
©iStockphoto.com/waxwaxwax UK video games Heterogeneous not homogeneous February 2019 Published by Edison Investment Research UK video games Heterogeneous not homogeneous Technology 26 February 2019 Over the past two to three years, we have seen the re-emergence of a listed small- and mid-cap games sector in the UK and Europe, with a wave of IPOs supported by a period of sustained outperformance of the industry UK and European companies majors against a backdrop of healthy equity markets. The more recent mentioned in this report reversal of performance of the sector has been equally dramatic and CD Projekt (CDR.WA) largely indiscriminate. Mixed trading results from the industry majors reflect, in our view, the re-basement of expectations from unrealistic highs, Codemasters (CDM.LN) as well as disruption from digital distribution and recurring monetisation EVR Holdings (EVRH.LN) models. The small-cap games sector mainly comprises companies with Frontier Developments (FDEV.LN) business models designed to exploit this new model, and trading for the Game Digital* (GMD.LN) most part has been robust. The dynamic nature of the market will continue Gfinity (GFIN.LN) to create disruption, offering opportunities and risks, but we believe the Immotion Group (IMMO.LN) small-cap European sector now offers exposure to a number of well-run, Keywords Studios* (KWS.LN) innovative businesses and good execution will generate significant value. MAG Interactive (MAGIN.ST) Mercia Technologies* (MERC.LN) A global industry offering double-digit growth Modern Times Group (MTGb.ST) In 2018, western markets represented c 44% of global games revenues estimated Paradox Interactive (PDXI.ST) at $138bn, with 51% of revenues on mobile devices. -
How Video Game Conferences Shape the Gaming Industry and Influence Consumer Behaviour
Saimaa University of Applied Sciences Faculty of Business Administration Lappeenranta Degree Programme in International Business Specialisation in Marketing Daniil Saarik How video game conferences shape the gaming industry and influence consumer behaviour Thesis 2019 Abstract Daniil Saarik How video game conferences shape the gaming industry and influence con- sumer behaviour. 71 pages, 2 appendices. Saimaa University of Applied Sciences Business Administration, Lappeenranta Degree Programme in International Business Specialisation in Marketing and Logistics Thesis 2019 Instructor: Senior Lecturer Jaani Väisänen, Saimaa University of Applied Sci- ences The objective of the study was to explain the relevance of video game confer- ences and to examine components of presentations and their effects on con- sumer behaviour. Video game events are an important stage when buyer’s atti- tudes are formed or can be changed under diverse impacts. Therefore, operating in the sector companies and potential newcomers need to understand factors that influence the decision-making processes. The structure of the theoretical part includes the analysis of marketing event con- cept, communication model and psychological theories. In the study, qualitative and deductive research methods were utilized. The information for the studies was received and extracted from diversified academic sources such as books, articles, studies and scientific journals. The empirical part employed qualitative research method as well. The interview with Feargus Urquhart, the CEO of Ob- sidian Entertainment was conducted via Skype on 7 November 2019. The inter- view reaffirmed or, in some cases, disproved the findings from the literature from the professional point of view. The findings obtained from Feargus Urquhart are inserted into the theoretical part of the paper to compare theoretical knowledge to professional viewpoint. -
Cloud Gaming
....Cloud Gaming Console gaming from PC. Photo courtesy of Intel Console gaming from PC. Cloud gaming - the rise of games broadcasting Cloud gaming is the latest next-generation technology taking the video games industry by storm. Unlike the clunky peripheral sensations of years past, cloud gaming stresses its innovation through the power of connectivity, making use of emergent cloud technology to stream video games to users, just as they would with satellite cable TV. The broadcast industry stands to be forever changed by the inclusion of gaming media as a streamed product. Laurence Russell, News & Social Editor, Satellite Evolution processing centres doing all the heavy lifting, cloud gaming Group is only recommended for users with at least 25Mbps. This has led many to suggest that it’s best suited for the cutting- Ever since its inception, the video games industry has edge power of LEO satellite networks, especially in the case been growing exponentially to the point that it now represents of more rurally located hardcore gamers, since many GEO both a massive market, a huge culture and even the privilege satellite services are often outperformed by terrestrial of being recognised as its own competitive sport as part of services like fibre. the e-sports revolution. As a highly lucrative form of connected entertainment, Google Stadia – The flagship platform leading the charge gaming is becoming increasingly relevant to connective Perhaps the most high profile of these platforms is Google technologies, but most stridently so with the inception of cloud Stadia, which launched as the first of its kind in November gaming. -
How Video Game Console Makers Are Speeding Toward an Antitrust Violation
The Business, Entrepreneurship & Tax Law Review Volume 4 Issue 1 Article 46 2020 Game Over? How Video Game Console Makers are Speeding Toward an Antitrust Violation Clayton Alexander Follow this and additional works at: https://scholarship.law.missouri.edu/betr Part of the Law Commons Recommended Citation Clayton Alexander, Game Over? How Video Game Console Makers are Speeding Toward an Antitrust Violation, 4 BUS. ENTREPRENEURSHIP & TAX L. REV. 151 (2020). Available at: https://scholarship.law.missouri.edu/betr/vol4/iss1/46 This Comment is brought to you for free and open access by the Law Journals at University of Missouri School of Law Scholarship Repository. It has been accepted for inclusion in The Business, Entrepreneurship & Tax Law Review by an authorized editor of University of Missouri School of Law Scholarship Repository. For more information, please contact [email protected]. Alexander: Game Over? How Video Game Console Makers are Speeding Toward an A Game Over? How Video Game Console Makers are Speeding Toward an Antitrust Violation Clayton Alexander* ABSTRACT There has been a recent trend in the video game industry that console makers (Sony, Microsoft, and Nintendo) have been acquiring video game developers to make games solely for their console. With a surge of acquisitions, these three console makers have rapidly increased their market share of the console video game indus- try. But in doing so, have they started to run afoul of antitrust law? Do these three console makers now have enough market power to exert control over the video game industry like a monopoly? This article seeks to answer these questions, while also suggesting several steps that console makers can take now to avoid the head- ache that is an antitrust violation in the future. -
Super Smash Bros. Ultimate: Fighting to the Top of the Industry
Super Smash Bros. Ultimate: Fighting to the Top of the Industry 1 Table of Contents Abstract 3 Behind the Brand 3 Who is Nintendo? 3 What is Super Smash Bros ? 4 What’s so“Ultimate?” 4 Understanding fan demands 4 How it was named 4 Who they wanted to reach 5 What they wanted to accomplish 5 What they wanted to say 5 A 360-Degree Approach 6 Video press conferences 6 Social media support 7 The Super Smash Bros Blog 7 Traditional advertising 8 Taking the fight to the field 8 Giving the gift of games 9 The “Ultimate” conversation starter 9 Addressing a stereotype 9 The Game of Making History 11 A historic best-seller 11 Media reach 11 A decorated title 11 Appendix 12 References 13 Fighting to the Top of the Industry Abstract To make a splash in a saturated market, video game companies need to go above and beyond their competitors’ and their own previous work. For the most recent installment of the game franchise Super Smash Bros , Japanese video game com- pany Nintendo aimed to do just that with the conception and release of Super Smash Bros Ultimate. Based on findings from a worldwide fan feedback survey, Nintendo created Ultimate with players’ desires in mind. To strengthen the game’s launch on December 7, 2018, Nintendo conducted a 360-degree inte- grated marketing campaign, utilizing all available platforms, from video press conferences to media pitches to event tours. Behind the Brand Who is Nintendo? Nintendo was initially launched by Fusajiro Yamauchi, a crafter and business- man, in Kyoto on September 23, 1889 (“History of Nintendo,” 2019).