Double Play: Athletes' Use of Sport Video Games to Enhance Athletic Performance
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Mlb Power Pros Pc
Mlb Power Pros Pc Mlb Power Pros Pc 1 / 3 2 / 3 MLB Power Pros Download Game PS2 PCSX2 Free, PS2 Classics Emulator Compatibility, Guide play Game PS2 ISO PKG on PS3 on PS4.. Search Google. Search Wikipedia. MLB Power Pros is a baseball video game. It is part of the traditionally Japan- only Jikkyō Powerful Pro Yakyū series of video games, and is the first game in the series to be released outside of Japan.. Shop MLB Power Pros Nintendo Wii at Best Buy. Find low everyday prices and buy online ... PC Gaming & Virtual Reality. Gaming Desktops · Gaming Laptops .... r/MLBPowerPros: For all of the MLB Power Pros fans, for all of you who know that this is the best baseball game to come out. Ever.. Amazon.com: MLB Power Pros - PlayStation 2: Artist Not Provided: Video Games.. 19 Games like MLB Power Pros for PC Windows, daily generated comparing over 40 000 video games across all platforms. This list includes .... MLB Power Pros Review. Konami has crafted a whimsical take on baseball that's as deep as you want it to be. By Frank Provo on October 17, .... MLB Power Pros is a Sports and Single-player Baseball video game developed by Konami and published by 2K Sports. It is a title in the series of MLB Power .... eBaseball Powerful Pro Yakyū previously known as Jikkyō Powerful Pro Yakyū, marketed ... 5.1 Main Series; 5.2 Consumer Series; 5.3 Arcade Series; 5.4 PC Series; 5.5 Play Online Series; 5.6 Mobile Phones ... (except American installment's MLB Power Pros) which become one of the regular element in other sport games. -
Studio Showcase
Contacts: Holly Rockwood Tricia Gugler EA Corporate Communications EA Investor Relations 650-628-7323 650-628-7327 [email protected] [email protected] EA SPOTLIGHTS SLATE OF NEW TITLES AND INITIATIVES AT ANNUAL SUMMER SHOWCASE EVENT REDWOOD CITY, Calif., August 14, 2008 -- Following an award-winning presence at E3 in July, Electronic Arts Inc. (NASDAQ: ERTS) today unveiled new games that will entertain the core and reach for more, scheduled to launch this holiday and in 2009. The new games presented on stage at a press conference during EA’s annual Studio Showcase include The Godfather® II, Need for Speed™ Undercover, SCRABBLE on the iPhone™ featuring WiFi play capability, and a brand new property, Henry Hatsworth in the Puzzling Adventure. EA Partners also announced publishing agreements with two of the world’s most creative independent studios, Epic Games and Grasshopper Manufacture. “Today’s event is a key inflection point that shows the industry the breadth and depth of EA’s portfolio,” said Jeff Karp, Senior Vice President and General Manager of North American Publishing for Electronic Arts. “We continue to raise the bar with each opportunity to show new titles throughout the summer and fall line up of global industry events. It’s been exciting to see consumer and critical reaction to our expansive slate, and we look forward to receiving feedback with the debut of today’s new titles.” The new titles and relationships unveiled on stage at today’s Studio Showcase press conference include: • Need for Speed Undercover – Need for Speed Undercover takes the franchise back to its roots and re-introduces break-neck cop chases, the world’s hottest cars and spectacular highway battles. -
The Video Game Industry an Industry Analysis, from a VC Perspective
The Video Game Industry An Industry Analysis, from a VC Perspective Nik Shah T’05 MBA Fellows Project March 11, 2005 Hanover, NH The Video Game Industry An Industry Analysis, from a VC Perspective Authors: Nik Shah • The video game industry is poised for significant growth, but [email protected] many sectors have already matured. Video games are a large and Tuck Class of 2005 growing market. However, within it, there are only selected portions that contain venture capital investment opportunities. Our analysis Charles Haigh [email protected] highlights these sectors, which are interesting for reasons including Tuck Class of 2005 significant technological change, high growth rates, new product development and lack of a clear market leader. • The opportunity lies in non-core products and services. We believe that the core hardware and game software markets are fairly mature and require intensive capital investment and strong technology knowledge for success. The best markets for investment are those that provide valuable new products and services to game developers, publishers and gamers themselves. These are the areas that will build out the industry as it undergoes significant growth. A Quick Snapshot of Our Identified Areas of Interest • Online Games and Platforms. Few online games have historically been venture funded and most are subject to the same “hit or miss” market adoption as console games, but as this segment grows, an opportunity for leading technology publishers and platforms will emerge. New developers will use these technologies to enable the faster and cheaper production of online games. The developers of new online games also present an opportunity as new methods of gameplay and game genres are explored. -
Animal Crossing
Alice in Wonderland Harry Potter & the Deathly Hallows Adventures of Tintin Part 2 Destroy All Humans: Big Willy Alien Syndrome Harry Potter & the Order of the Unleashed Alvin & the Chipmunks Phoenix Dirt 2 Amazing Spider-Man Harvest Moon: Tree of Tranquility Disney Epic Mickey AMF Bowling Pinbusters Hasbro Family Game Night Disney’s Planes And Then There Were None Hasbro Family Game Night 2 Dodgeball: Pirates vs. Ninjas Angry Birds Star Wars Hasbro Family Game Night 3 Dog Island Animal Crossing: City Folk Heatseeker Donkey Kong Country Returns Ant Bully High School Musical Donkey Kong: Jungle beat Avatar :The Last Airbender Incredible Hulk Dragon Ball Z Budokai Tenkaichi 2 Avatar :The Last Airbender: The Indiana Jones and the Staff of Kings Dragon Quest Swords burning earth Iron Man Dreamworks Super Star Kartz Backyard Baseball 2009 Jenga Driver : San Francisco Backyard Football Jeopardy Elebits Bakugan Battle Brawlers: Defenders of Just Dance Emergency Mayhem the Core Just Dance Summer Party Endless Ocean Barnyard Just Dance 2 Endless Ocean Blue World Battalion Wars 2 Just Dance 3 Epic Mickey 2:Power of Two Battleship Just Dance 4 Excitebots: Trick Racing Beatles Rockband Just Dance 2014 Family Feud 2010 Edition Ben 10 Omniverse Just Dance 2015 Family Game Night 4 Big Brain Academy Just Dance 2017 Fantastic Four: Rise of the Silver Surfer Bigs King of Fighters collection: Orochi FIFA Soccer 09 All-Play Bionicle Heroes Saga FIFA Soccer 12 Black Eyed Peas Experience Kirby’s Epic Yarn FIFA Soccer 13 Blazing Angels Kirby’s Return to Dream -
In the Digital Games Medium
Georgia State University ScholarWorks @ Georgia State University Communication Theses Department of Communication 7-15-2009 L337 Soccer Moms: Conceptions of "Hardcore" and "Casual" in the Digital Games Medium Steven Andrew Boyer Follow this and additional works at: https://scholarworks.gsu.edu/communication_theses Recommended Citation Boyer, Steven Andrew, "L337 Soccer Moms: Conceptions of "Hardcore" and "Casual" in the Digital Games Medium." Thesis, Georgia State University, 2009. https://scholarworks.gsu.edu/communication_theses/53 This Thesis is brought to you for free and open access by the Department of Communication at ScholarWorks @ Georgia State University. It has been accepted for inclusion in Communication Theses by an authorized administrator of ScholarWorks @ Georgia State University. For more information, please contact [email protected]. L337 SOCCER MOMS CONCEPTIONS OF “HARDCORE” AND “CASUAL” IN THE DIGITAL GAMES MEDIUM by STEVEN BOYER Under the Direction of Ted Friedman ABSTRACT As digital games have become increasingly significant in the entertainment media landscape, the terms “casual” and “hardcore” have become the primary ways to describe gaming audiences, genres, and gameplay. However, these terms are saturated with outdated stereotypes involving gender, age, and class. Focusing on industrial discourse, this thesis examines this dichotomy, emphasizing areas of discontinuity and overlap to question why these terms have become so ubiquitous in gaming discourse and what functions they fulfill for a variety of groups including the industry, advertisers, and audience members. Ultimately, I suggest that these terms need to be replaced in order to move beyond restrictive stereotypes, proposing a new framework for digital games that takes into consideration user motivation, personal investment, and historical specificity. -
In-Game Advertising
In-Game Advertising Gaming is a global phenomenon and presents huge opportunities for advertisers In-game advertising Video games are no longer the preserve of geeks and hardcore enthusiasts. Gaming is now a huge global entertainment phenomenon and presents a great opportunity for advertisers. In-game advertising - essentially the practice of serving ads into a game’s virtual environment - is an effective and relevant way to reach audiences that spend an increasing amount of time with games. In-game ads can be targeted based on location, demographics, or time. They are effective at increasing awareness and purchase intent. In the future, there will be direct response mechanisms built into the formats, and the level of integration will become even deeper. GAMING PRESENTS HUGE OPPORTUNITIES FOR ADVERTISERS The global gaming phenomenon Video gaming is a massive industry. In 2009, the industry posted worldwide revenues of $57bn according to DFC Intelligence. The industry is divided into two broad groups: casual and core. Casual games are easy for a new gamer to pick up and play. They are usually on the PC, although they are also available for mobile phones, handheld devices, and Nintendo’s Wii. Core games - the more traditional types of games with steep learning curves and complex gameplay - are on both the PC and consoles, though the market share between the two depends on geography. In the US, consoles have the larger user base for core gaming. For casual games, the major players are usually specific to the local language. For example, in the US, Yahoo! Games is a major gaming WHAT IS IN-GAME ADVERTISING? property, but in German speaking countries, GMX.net is one of the most searched for game portals. -
1 Before the U.S. COPYRIGHT OFFICE, LIBRARY of CONGRESS
Before the U.S. COPYRIGHT OFFICE, LIBRARY OF CONGRESS In the Matter of Exemption to Prohibition on Circumvention of Copyright Protection Systems for Access Control Technologies Docket No. 2014-07 Reply Comments of the Electronic Frontier Foundation 1. Commenter Information Mitchell Stoltz Kendra Albert Corynne McSherry (203) 424-0382 Kit Walsh [email protected] Electronic Frontier Foundation 815 Eddy St San Francisco, CA 94109 (415) 436-9333 [email protected] The Electronic Frontier Foundation (EFF) is a member-supported, nonprofit public interest organization devoted to maintaining the traditional balance that copyright law strikes between the interests of copyright owners and the interests of the public. Founded in 1990, EFF represents over 25,000 dues-paying members, including consumers, hobbyists, artists, writers, computer programmers, entrepreneurs, students, teachers, and researchers, who are united in their reliance on a balanced copyright system that ensures adequate incentives for creative work while facilitating innovation and broad access to information in the digital age. In filing these reply comments, EFF represents the interests of gaming communities, archivists, and researchers who seek to preserve the functionality of video games abandoned by their manufacturers. 2. Proposed Class Addressed Proposed Class 23: Abandoned Software—video games requiring server communication Literary works in the form of computer programs, where circumvention is undertaken for the purpose of restoring access to single-player or multiplayer video gaming on consoles, personal computers or personal handheld gaming devices when the developer and its agents have ceased to support such gaming. We propose an exemption to 17 U.S.C. § 1201(a)(1) for users who wish to modify lawfully acquired copies of computer programs for the purpose of continuing to play videogames that are no longer supported by the developer, and that require communication with a server. -
Playstation Games
The Video Game Guy, Booths Corner Farmers Market - Garnet Valley, PA 19060 (302) 897-8115 www.thevideogameguy.com System Game Genre Playstation Games Playstation 007 Racing Racing Playstation 101 Dalmatians II Patch's London Adventure Action & Adventure Playstation 102 Dalmatians Puppies to the Rescue Action & Adventure Playstation 1Xtreme Extreme Sports Playstation 2Xtreme Extreme Sports Playstation 3D Baseball Baseball Playstation 3Xtreme Extreme Sports Playstation 40 Winks Action & Adventure Playstation Ace Combat 2 Action & Adventure Playstation Ace Combat 3 Electrosphere Other Playstation Aces of the Air Other Playstation Action Bass Sports Playstation Action Man Operation EXtreme Action & Adventure Playstation Activision Classics Arcade Playstation Adidas Power Soccer Soccer Playstation Adidas Power Soccer 98 Soccer Playstation Advanced Dungeons and Dragons Iron and Blood RPG Playstation Adventures of Lomax Action & Adventure Playstation Agile Warrior F-111X Action & Adventure Playstation Air Combat Action & Adventure Playstation Air Hockey Sports Playstation Akuji the Heartless Action & Adventure Playstation Aladdin in Nasiras Revenge Action & Adventure Playstation Alexi Lalas International Soccer Soccer Playstation Alien Resurrection Action & Adventure Playstation Alien Trilogy Action & Adventure Playstation Allied General Action & Adventure Playstation All-Star Racing Racing Playstation All-Star Racing 2 Racing Playstation All-Star Slammin D-Ball Sports Playstation Alone In The Dark One Eyed Jack's Revenge Action & Adventure -
PDF (Published Version)
Game Studies - Cheesers, Pullers, and Glitchers: The Rhetoric of Sportsmanship and t... Page 1 of 12 the international journal of volume 9 issue 2 computer game research November 2009 ISSN:1604-7982 home about archive RSS Search Cheesers, Pullers, and Glitchers: The Ryan M. Moeller Rhetoric of Sportsmanship and the Ryan M. Moeller is an Discourse of Online Sports Gamers assistant professor at Utah State University by Ryan M. Moeller, Bruce Esplin, Steven Conway where he teaches courses in rhetoric, Abstract professional writing, and computer game culture. In this article, we examine online sports gamers’ appeals to fair play He recently published an and sportsmanship in online forums maintained by game developers. educational game titled These online discussions serve to document and police acceptable PeerFactor, designed to behavior and gameplay for the larger community of game players and teach students the best to stimulate innovation in game development, especially in online practices of peer review. ranking systems. [email protected] Keywords: discourse communities, game ethics, online sports Bruce Esplin games, player behavior, sportsmanship Bruce Esplin is a PhD student in modern Chinese literature at the Introduction University of Wisconsin- Madison. His research Recent probes by the US Congress into steroid usage among interests include popular professional sports players and reports of murder cases involving fiction and computer overzealous parents of athletes have increasingly brought into game narrative in question the traditional notions of sportsmanship in the United States transnational settings. and across the world. For example, Dave Sheinin’s piece on the recent congressional hearings on steroid use in baseball cited historical [email protected] evidence spanning players’ entire careers, claiming that history should Steven Conway determine what is natural or right for athletes today (Sheinin, 2005). -
Who Says Playing Video Games Doesn't Pay?
Who Says Playing Video Games Doesn't Pay? December 19, 2004 ANAHEIM, Calif., Dec 19, 2004 /PRNewswire via COMTEX/ -- Who says playing video games is a waste of time? Not Brian McMahon! The life of Brian is now $10,000 richer thanks to his powerful offense and a strong defense as he won the championship of Remington's first Titanium Bowl ESPN NFL 2K5 Videogame tournament. McMahon, from Farmington, New York, defeated David Moore of Summerville, Georgia, in the Remington championship game held this weekend at the ESPN Zone in Anaheim, California. This online national tournament pitted participants playing ESPN NFL 2K5 via Xbox Live(R) or the PlayStation(R)2 computer entertainment system. Thousands of gamers from around the country participated in the online football tournament. The playoff rounds were held online December 1-11, 2004 with the championship semi-finals and finals being held December 18. Four finalists and their guests were flown to California where they competed live for the grand prize of $10,000. McMahon defeated Takirra Koonce from Raleigh, North Carolina in the one semi-final game, while Moore defeated Gerardo Paredes from Los Angeles in the other. David Moore, the second-place winner, received a check for $3,000, while Koonce and Paredes each received $1,500. "I guess all those hours on the computer finally paid off," said McMahon. "Now that I have won $10,000, my mom probably won't give me so much grief about playing video games." Celebrities, including David Arquette and Carmen Electra, along with New York Giants' Omar Stoudmire and Denver Broncos' Mike Anderson attended the live event and participated in a ProAm Tournament. -
Case 2:08-Cv-00157-MHW-MRA Document 64-6 Filed 03/05/10 Page 1 of 306 Case 2:08-Cv-00157-MHW-MRA Document 64-6 Filed 03/05/10 Page 2 of 306
Case 2:08-cv-00157-MHW-MRA Document 64-6 Filed 03/05/10 Page 1 of 306 Case 2:08-cv-00157-MHW-MRA Document 64-6 Filed 03/05/10 Page 2 of 306 JURISDICTION AND VENUE 3. Jurisdiction is predicated upon 28 U.S.C. §§ 1331, 1338(a) and (b), and 1367(a). As the parties are citizens of different states and as the matters in controversy exceed the sum or value of seventy-five thousand dollars ($75,000.00), exclusive of interest and costs, this court also has jurisdiction over the state-law claims herein under 28 U.S.C. § 1332. 4. David Allison’s claims arise in whole or in part in this District; Defendant operates and/or transacts business in this District, and Defendant has aimed its tortious conduct in whole or in part at this District. Accordingly, venue is proper under 28 U.S.C. §§ 1391(b) and (c), and 1400(a). PARTIES 5. David Allison is a sole proprietorship with its principal place of business located in Broomfield, Colorado, and operates a website located at www.cheatcc.com. David Allison owns the exclusive copyrights to each of the web pages posted at www.cheatcc.com, as fully set forth below. 6. The true name and capacity of the Defendant is unknown to Plaintiff at this time. Defendant is known to Plaintiff only by the www.Ps3cheats.com website where the infringing activity of the Defendant was observed. Plaintiff believes that information obtained in discovery will lead to the identification of Defendant’s true name. -
Ea Reports Third Quarter Fiscal Year 2009 Results
EA REPORTS THIRD QUARTER FISCAL YEAR 2009 RESULTS Quality Scores Rise in Calendar 2008 Cost-Reduction Initiatives to Result in Significantly Lower Operating Expenses in Fiscal 2010 REDWOOD CITY, CA – February 3, 2009 – Electronic Arts Inc. (NASDAQ: ERTS) today announced preliminary financial results for its fiscal third quarter ended December 31, 2008. Fiscal Third Quarter Results (comparisons are to the quarter ended December 31, 2007) GAAP net revenue for the third quarter was $1.65 billion, up $151 million as compared with $1.50 billion for the prior year. During the quarter, EA had a net deferral of $88 million of net revenue related to certain online-enabled packaged goods games and digital content as compared with $231 million in the prior year. Non-GAAP net revenue was $1.74 billion, as compared with $1.73 billion for the prior year. Sales were driven by FIFA 09, Rock Band™ 2, Need for Speed™ Undercover, Rock Band, Left 4 Dead™, Dead Space™, Madden NFL 09, LITTLEST PET SHOP, NBA Live 09 and Mirror’s Edge™. GAAP net loss for the quarter was $641 million, including certain charges, as compared with a net loss of $33 million for the prior year. Diluted loss per share was $2.00 as compared with diluted loss per share of $0.10 for the prior year. During the quarter, the Company recorded an estimated pre-tax goodwill impairment charge of $368 million related to its wireless business and a $244 million charge for a valuation allowance reserve on certain deferred tax assets. Non-GAAP net income was $179 million as compared with non-GAAP net income of $290 million a year ago.