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Activision Case Study
RIVERSTAR.COM ACTIVISION CASE STUDY Entertainment Publisher uses RiverStar to Streamline Returns CHALLENGE Activision inherited the Guitar Hero brand through their acquisition of ABOUT ACTIVISION RedOctane. Activision was unfamiliar with warranty replacements required Headquartered in Santa Monica, California, from hardware games and for that reason, relied on legacy processes Activision Blizzard, Inc. is the world’s developed by RedOctane. Because RedOctane’s processes were mostly largest pure-play interactive entertainment manual, with no troubleshooting, Activision customers would be referred to software publisher with leading market RedOctane’s website for warranty support. For some games, the customer had positions across all categories of the growing to email a copy of the receipt, further delaying the time to process the claim. interactive entertainment software industry. The customer could call RedOctane for warranty support, but due to limited Activision is the video game publisher that resources, call handle times were very high. The resulting outcome was a large is best known for game franchises such as number of dissatisfied customers with the RedOctane warranty process. World of Warcraft, Guitar Hero, Tony Hawk With the growing popularity of gaming products with hardware components Ride and Call of Duty. With global operations and a pipeline of new hardware games on the horizon, Activision was tasked in 13 countries, Activision has grown into a with creating a new process that would be automated throughout the $5 billion video game powerhouse. company to provide a better customer experience. The Guitar Hero franchise continues to In addition to working with new warranty support processes, the Guitar Hero redefine gaming by delivering innovative World Tour game was released just before the busy 2008 holiday season. -
MI6 Confirms Activision's 007 Status - Quantum of Solace(TM) Video Game Makes Retail Debut
MI6 Confirms Activision's 007 Status - Quantum of Solace(TM) Video Game Makes Retail Debut Quantum of Solace Theme Song to Rock Guitar Hero(R) World Tour in November SANTA MONICA, Calif., Oct 31, 2008 /PRNewswire-FirstCall via COMTEX News Network/ -- Can't wait for the new movie to step into the shoes of James Bond? Activision Publishing, Inc. (Nasdaq: ATVI) today announced that the Quantum of Solace(TM) video game, based on the eagerly anticipated "Quantum of Solace" and prior "Casino Royale" James Bond films, is dashing into European retail outlets today, and will be available in North American stores on November 4, 2008. Developed under license from EON Productions Ltd and Metro-Goldwyn-Mayer Studios Inc. (MGM), the Quantum of Solace video game equips players with the weapons, espionage and hand-to-hand combat skills and overall charm needed to survive the covert lifestyle of legendary 007 secret agent James Bond. "Activision's Quantum of Solace video game marks the first time players can become the newly re-imagined, dangerous and cunningly efficient James Bond as portrayed by Daniel Craig," said Rob Kostich, Head of Marketing for Licensed Properties, Activision Publishing. "We're extremely pleased to release the game day and date with the new movie, so for those of us waiting for the new era in Bond gaming, Quantum of Solace has arrived." The Quantum of Solace video game balances a unique variety of gameplay elements, blending intense first-person action with a new third-person cover combat system, enabling players to strategically choose the best combat tactics for each situation. -
Firm Ecologies: Life Science and Video Game Industries in Liverpool
Firm Ecologies: Life Science and Video Game Industries in Liverpool Thesis submitted in accordance with the requirements of the University of Liverpool for the degree of Doctor in Philosophy by Dane Kevan Anderton. September 2014 1 Abstract This research examines the life science and video games industries in Liverpool. Previous research on agglomerations and cities tends to focus on epicentres or high concentration places such as Silicon Valley or global cities such as London and Tokyo, neglecting the northern post-industrial cities such as Liverpool, Leeds or Newcastle. Equally, many studies tend to focus in on one particular industry, whereas this research examines two key knowledge economy sectors in one place. Petilis (2012) argues that the cluster literature has become overemphasised and lacks analytical ability in the investigation of smaller firms and highly diverse concentrations of activity. An alternative ecological perspective is used in this thesis, which is considered more reflexive and flexible to the composition of the agglomerations seen outside the epicentres of the global economy. Using the heterarchical approach, as outlined by Grabher (2001), this research investigates the emergence and organisation of Liverpool’s life science and video game industries. It reveals the changing composition of the industries in Liverpool and how firms are connected into wider production networks beyond Liverpool. Finally, the research analyses how the two industries are situated in the anatomy of the city. The key findings are generated from a mixed methodology utilizing qualitative semi-structure interviews with owner-managers, industry informants and supporting institutions. Secondary quantitative data has been used gathered from annual reports, company websites, industry association and office for national statistics. -
Video Games and the Mobilization of Anxiety and Desire
PLAYING THE CRISIS: VIDEO GAMES AND THE MOBILIZATION OF ANXIETY AND DESIRE BY ROBERT MEJIA DISSERTATION Submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy in Communications in the Graduate College of the University of Illinois at Urbana-Champaign, 2012 Urbana, Illinois Doctoral Committee: Professor Kent A. Ono, Chair Professor John Nerone Professor Clifford Christians Professor Robert A. Brookey, Northern Illinois University ABSTRACT This is a critical cultural and political economic analysis of the video game as an engine of global anxiety and desire. Attempting to move beyond conventional studies of the video game as a thing-in-itself, relatively self-contained as a textual, ludic, or even technological (in the narrow sense of the word) phenomenon, I propose that gaming has come to operate as an epistemological imperative that extends beyond the site of gaming in itself. Play and pleasure have come to affect sites of culture and the structural formation of various populations beyond those conceived of as belonging to conventional gaming populations: the workplace, consumer experiences, education, warfare, and even the practice of politics itself, amongst other domains. Indeed, the central claim of this dissertation is that the video game operates with the same political and cultural gravity as that ascribed to the prison by Michel Foucault. That is, just as the prison operated as the discursive site wherein the disciplinary imaginary was honed, so too does digital play operate as that discursive site wherein the ludic imperative has emerged. To make this claim, I have had to move beyond the conventional theoretical frameworks utilized in the analysis of video games. -
Logitech® Wireless Guitar Controller
Quick start guide English Українська Română Eesti IMPORTANT! Before using the Xbox 360® with the ВАЖЛИВО! Перед початком використання IMPORTANT! Înainte de a utiliza Xbox 360® NB! Enne Xbox 360® kasutamist koos juhtmeta Logitech® Wireless Guitar Controller, read the Xbox Xbox 360® із бездротовим гітарою-контролером cu Logitech® Wireless Guitar Controller, citiţi manualul kitarr-juhtseadmega Logitech® Wireless Guitar 360 instruction manual for safety, health, and other Logitech® Wireless Guitar Controller ознайомтеся de instrucţiuni al Xbox 360 pentru informaţii de Controller lugege läbi Xbox 360 ohutust, information regarding the use of the Xbox 360. з посібником Xbox 360, щоб отримати інформацію siguranţă, sănătate şi alte informaţii privind utilizarea tervisekaitset ja muud Xbox 360 kasutamist AA щодо дотримання безпеки, збереження здоров’я, Xbox 360. puudutavat teavet sisaldav kasutusjuhend. Deutsch а також інші відомості стосовно використання Xbox 360. Wichtig! Lies vor Gebrauch der Xbox 360® mit dem Hrvatski Latviski Logitech® Wireless Guitar Controller das Handbuch VAŽNO! Prije korištenja konzole Xbox 360® SVARĪGI! Pirms lietojat spēļu konsoli Xbox 360® kopā zur Xbox 360 für Sicherheits- und Nutzungshinweise. Magyar s bežičnim upravljačem u obliku gitare Logitech® ar Logitech® Wireless Guitar Controller, Xbox 360 FONTOS! Mielőtt az Xbox 360® játékkonzollal Wireless Guitar Controller pročitajte priručnik lietošanas rokasgrāmatā izlasiet norādījumus par Français használja a Logitech® Wireless Guitar Controller s uputama za konzolu Xbox 360 da biste saznali drošību un veselību, kā arī citu informāciju, kas saistīta vezérlőt, olvassa el a játékkonzol használatára sigurnosne, zdravstvene i druge informacije ar Xbox 360 lietošanu. Important! Consultez le manuel d'instructions vonatkozó biztonsági, egészségügyi és egyéb o korištenju konzole Xbox 360. -
Inside the Video Game Industry
Inside the Video Game Industry GameDevelopersTalkAbout theBusinessofPlay Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman Downloaded by [Pennsylvania State University] at 11:09 14 September 2017 First published by Routledge Th ird Avenue, New York, NY and by Routledge Park Square, Milton Park, Abingdon, Oxon OX RN Routledge is an imprint of the Taylor & Francis Group, an Informa business © Taylor & Francis Th e right of Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman to be identifi ed as authors of this work has been asserted by them in accordance with sections and of the Copyright, Designs and Patents Act . 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. Trademark notice : Product or corporate names may be trademarks or registered trademarks, and are used only for identifi cation and explanation without intent to infringe. Library of Congress Cataloging in Publication Data Names: Ruggill, Judd Ethan, editor. | McAllister, Ken S., – editor. | Nichols, Randall K., editor. | Kaufman, Ryan, editor. Title: Inside the video game industry : game developers talk about the business of play / edited by Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman. Description: New York : Routledge is an imprint of the Taylor & Francis Group, an Informa Business, [] | Includes index. Identifi ers: LCCN | ISBN (hardback) | ISBN (pbk.) | ISBN (ebk) Subjects: LCSH: Video games industry. -
Activision Announces Partnership with Metallica for First Ever
Activision Announces Partnership with Metallica for First Ever Simultaneous Release of New Record "Death Magnetic" in Stores and for Download in Guitar Hero® Video Game Company Confirms Upcoming Game Lineup and Announces Five New Titles Santa Monica, CA – July 15, 2007 – Activision Publishing (Nasdaq: ATVI) today revealed that Metallica's highly-anticipated full studio album, "Death Magnetic," will be available simultaneously in record stores and as downloadable content for the world's best-selling rhythm-based video game series, Guitar Hero®. Metallica fans will be able to rock out to new anthems from the band in Guitar Hero® III: Legends of Rock this September and will be able to unite on drums, guitar and vocals as the album will also be released as downloadable content for Guitar Hero® World Tour when it ships this Fall. The company also confirmed its upcoming game slate and announced five new titles in development. Activision's fall 2008 game lineup includes Call of Duty®: World at War, Guitar Hero® World Tour, Quantum of Solace™ and Spider-Man™: Web of Shadows. In addition, the company announced that it is currently in development on Wolfenstein™, the highly anticipated title from id Software and Raven Software; Marvel™ Ultimate Alliance 2: Fusion by Vicarious Visions, the sequel to one of the best- selling action RPGs; Singularity (Working Title), a first person action game, based on an all-new wholly owned intellectual property, from Raven Software; ; a Luxoflux game based on "Transformers: Revenge of the Fallen" from DreamWorks Pictures and Paramount Pictures, in association with Hasbro, the follow-up to one of 2007's biggest blockbuster movies and games; and a title based on Twentieth Century Fox/Marvel's X-Men Origins: Wolverine in development at Raven Software. -
Guitar Hero II for the Xbox 360 Shreds to Retail Shelves
Guitar Hero II for the Xbox 360 Shreds to Retail Shelves Be Prepared for a Gnarly Rude a-ROCK-ening! SUNNYVALE, Calif., April 3, 2007 /PRNewswire-FirstCall via COMTEX News Network/ -- Activision, Inc. (Nasdaq: ATVI) today announced that Guitar Hero II(TM) for the Xbox 360(R) video game and entertainment system from Microsoft is now available on retail shelves nationwide. Guitar Hero II for the Xbox 360 features an expanded track list of over 70 axe-smashing hits -- including 10 tracks exclusive to the Xbox 360 -- along with deafening rock venues, HD remodeled characters and guitars, a variety of addictive gameplay modes, and a bevy of achievement points to unlock. Also exclusive to the Xbox 360 is the ability for competitive rockthusiasts to view how their legendary performances rank on the online leaderboards. Guitar Heroes looking for even more can download exclusive gamer themes, picture packs and fresh new songs on Xbox Live Marketplace(R). "With an expanded set list, blazing hot HD graphics, and a tenacious new X-Plorer(TM) guitar controller, Guitar Hero II on the Xbox 360 will allow fans to truly feel and live out their ultimate inner-rockstar fantasy," said Dusty Welch, head of publishing at RedOctane. "In addition, offering exclusive downloadable content and the added Xbox Live components such as competitive online leaderboards and tons of unlockable achievement points will help extend the gameplay experience for our hardcore Guitar Heroes to blow out more speakers and rock like never before." Guitar Hero II, published by RedOctane(R), is rated T for Teen by the ESRB and is now available through RedOctane's online store: www.redoctane.com/store.html. -
Guitar Hero(R) III: Legends of Rock and Call of Duty(R) 4: Modern Warfare Top Video Game Searches on the Web
Guitar Hero(R) III: Legends of Rock and Call of Duty(R) 4: Modern Warfare Top Video Game Searches on the Web SANTA MONICA, Calif., Nov 16, 2007 (BUSINESS WIRE) -- Activision, Inc.'s (Nasdaq:ATVI) Guitar Hero(R) III: Legends of Rock and Call of Duty(R) 4: Modern Warfare have been the most searched for video games on the Web, leading all U.S. Internet searches since Oct. 28, 2007 according to Hitwise, a leading online intelligence service. During the same period, Guitar Hero (R) III: Legends of Rock was the only video game listed among the top 500 search terms across all categories of web sites. "Consumer interest in Guitar Hero(R) III: Legends of Rock and Call of Duty(R) 4: Modern Warfare has been incredible and places Activision in a strong position heading into the holiday season," said Robin Kaminsky, executive vice president of Activision Publishing. "Guitar Hero III: Legends of Rock sold through more than $115 million within the first seven days of its launch and we fully expect Call of Duty 4: Modern Warfare will be one of the top-selling games of the year." Developed by Neversoft, Guitar Hero III: Legends of Rock is on store shelves now for the Xbox 360 and PS3 (SRP $99.99) and the Wii and PS2 (SRP $89.99) and is rated T for Teen by the ESRB. Developed by Infinity Ward, Call of Duty 4: Modern Warfare is rated "M" (Mature) by the ESRB for Intense Violence, Strong Language, Blood and Gore and is available now on Xbox 360(TM) and PLAYSTATION(R)3 computer entertainment system for a suggested retail price of $59.99; the Windows(R) PC version for $49.99. -
Activision Sells More Than $1 Billion of Call of Duty®: Ghosts Into Retail Worldwide As of Day One
Activision Sells More Than $1 Billion of Call of Duty®: Ghosts into Retail Worldwide as of Day One Call of Duty: Ghosts is Gamestop's Most-Preordered Next Gen Title Call of Duty: Ghosts Takes over the #1 Spot on Xbox Live Call of Duty: Ghosts Sets New High Watermark for Average Player Session Length SANTA MONICA, Calif.--(BUSINESS WIRE)-- Activision Publishing, Inc., a wholly owned subsidiary of Activision Blizzard, Inc. (Nasdaq: ATVI), announced today that the company sold more than $1 billion of Call of Duty®: Ghosts into retail stores worldwide as of day one. "Call of Duty is by far the largest console franchise of this generation," said Bobby Kotick, CEO of Activision Blizzard. "More people have played Call of Duty this year than ever before, logging four billion hours of gameplay. And in the last 12 months, Call of Duty®: Black Ops II, including its digital content, generated more revenues than any other console game ever has in a single year. Although it is too early to assess sell-through for Call of Duty: Ghosts, it's launching at a time when the franchise has never been more popular." Millions of people are already playing Call of Duty: Ghosts online. Since its release yesterday, Call of Duty: Ghosts has moved to the #1 spot as the most played game on Xbox Live, according to Microsoft. Additionally, Activision confirmed that on the Xbox 360 videogames and entertainment system from Microsoft, average player sessions for Ghosts have been longer than either Black Ops II or Call of Duty®: Modern Warfare® 3, during the same time period. -
Gamasutra - Features - the History of Activision 10/13/11 3:13 PM
Gamasutra - Features - The History Of Activision 10/13/11 3:13 PM The History Of Activision By Jeffrey Fleming The Memo When David Crane joined Atari in 1977, the company was maturing from a feisty Silicon Valley start-up to a mass-market entertainment company. “Nolan Bushnell had recently sold to Warner but he was still around offering creative guidance. Most of the drug culture was a thing of the past and the days of hot-tubbing in the office were over,” Crane recalled. The sale to Warner Communications had given Atari the much-needed financial stability required to push into the home market with its new VCS console. Despite an uncertain start, the VCS soon became a retail sensation, bringing in hundreds of millions in profits for Atari. “It was a great place to work because we were creating cutting-edge home video games, and helping to define a new industry,” Crane remembered. “But it wasn’t all roses as the California culture of creativity was being pushed out in favor of traditional corporate structure,” Crane noted. Bushnell clashed with Warner’s board of directors and in 1978 he was forced out of the company that he had founded. To replace Bushnell, Warner installed former Burlington executive Ray Kassar as the company’s new CEO, a man who had little in common with the creative programmers at Atari. “In spite of Warner’s management, Atari was still doing very well financially, and middle management made promises of profit sharing and other bonuses. Unfortunately, when it came time to distribute these windfalls, senior management denied ever making such promises,” Crane remembered. -
Instruction Booklet Please Carefully Read the Nintendo 3Dstm Operations Manual Before Using Your System, Game Card Or Accessory
INSTRUCTION BOOKLET PLEASE CAREFULLY READ THE NINTENDO 3DSTM OPERATIONS MANUAL BEFORE USING YOUR SYSTEM, GAME CARD OR ACCESSORY. THIS MANUAL CONTAINS IMPORTANT HEALTH AND SAFETY INFORMATION. IMPORTANT SAFETY INFORMATION: READ THE FOLLOWING WARNINGS BEFORE YOU OR YOUR CHILD PLAY VIDEO GAMES. WARNING - 3D FEATURE ONLY FOR CHILDREN 7 AND OVER Viewing of 3D images by children 6 and under may cause vision damage. Use the Parental Control feature to restrict the display of 3D images for children 6 and under. See the Parental Controls section in the Nintendo 3DS Operations Manual for more information. WARNING - SEIZURES • Some people (about 1 in 4000) may have seizures or blackouts triggered by light flashes or patterns, and this may occur while they are watching TV or playing video games, even if they have never had a seizure before. • Anyone who has had a seizure, loss of awareness, or other symptom linked to an epileptic condition should consult a doctor before playing a video game. • Parents should watch their children play video games. Stop playing and consult a doctor if you or your child has any of the following symptoms: Convulsions Eye or muscle twitching Loss of awareness Altered vision Involuntary movements Disorientation To reduce the likelihood of a seizure when playing video games: 1. Sit or stand as far from the screen as possible. 4. Play in a well-lit room. 2. Play video games on the smallest available television screen. 5. Take a 10 to 15 minute break every hour. 3. Do not play if you are tired or need sleep. WARNING - EYESTRAIN AND MOTION SICKNESS Playing video games can result in eyestrain after a sustained period of time, and perhaps sooner if using the 3D feature.