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EA Opens up the Orange Box for PLAYSTATION 3
EA Opens up The Orange Box for PLAYSTATION 3 Critically-Acclaimed PC and Xbox 360 Game is Now Available for PLAYSTATION 3 in North America and Europe REDWOOD CITY, Calif.--(BUSINESS WIRE)--Dec. 14, 2007--2007's best reviewed PC and Xbox 360™ game is now available for the PLAYSTATION®3 computer entertainment system. Praised by many publications as the best value in the history of the video game industry, The Orange Box was originally developed by Valve and gives players five innovative action games for the price of one. Now Electronic Arts Inc. (NASDAQ:ERTS) brings this amazing collection to the PLAYSTATION 3 in North America and most of Europe, with French and German versions expected in early 2008. The Orange Box was released earlier this year on the Xbox 360 and PC to wide critical acclaim - both versions have averaged a 96 based on Metacritic.com and are tied for the highest rated games on each respective platforms, including 17 perfect scores. The five-games-in-one-package includes the highest-rated first person shooter of all time Half-Life® 2, Half-Life 2: Episode One, and three all-new games: -- Half Life 2: Episode Two - Episode 2 is the latest chapter in the best-selling, highest-rated action game franchise of all time, taking gamers outside the walls of City 17 for the first time as Gordon and Alyx race across the White Forest in race to save mankind from the Combine. -- Portal™ - A groundbreaking new kind of action game that will forever change the way gamers interact with their environment, Portal gives players mastery over 3D space with the mind-bending new Portal gun. -
Esports High Impact and Investable
Needham Insights: Thought Leader Series Laura A. Martin, CFA & CMT – [email protected] / (917) 373-3066 September 5, 2019 Dan Medina – [email protected] / (626) 893-2925 eSports High Impact and Investable For the past decade, eSports has been growing on the main stage in Asia and in stealth mode in the US. This report addresses questions we get most often from investors about eSports: ➢ What is eSports? Definitions differ. Our definition of eSports is “players competing at a video game in front of a live audience while being live-streamed.” By implication, viewing, attendance, and playing time are linked, and each creates revenue streams for eSports. ➢ How big is eSports? Globally, one out of every three (ie, 33%) 18-25 year olds spent more than an hour a day playing video games, 395mm people watched eSports, and 250mm people played Fortnite in 2018. eSports revenue will be $1.1B in 2019, up 26% y/y. ➢ Should investors care about eSports? We would argue “yes”, owing to: a) global scale; b) time spent playing and viewing; c) compelling demographics; d) eSports vs traditional sports trends; e) revenue growth; and, f) sports betting should supercharge US eSports. ➢ Is eSports a fad? We would argue “no”, owing to: a) many US Universities now offer Varsity eSports scholarships; b) new special purpose eSports stadiums are proliferating; c) billionaires are investing to make eSports successful; d) audience growth; and, e) Olympics potential. ➢ Why have you never heard of eSports? Because zero of the top 30 earning players in the world were from the US in 2018. -
Portal Prima Official Mini Eguide.Pdf 2008-05-31 12:20 3.1 MB
PRIMA OFFICIAL GAME GUIDE DAVID SJ HODGSON STEPHEN STRATTON MIGUEL LOPEZ Prima Games David SJ Hodgson A Division of Random House, Inc. Originally hailing from the United Kingdom, David left his role as a writer of numerous 3000 Lava Ridge Court, Suite 100 British video game magazines (including Mean Machines, Computer & Video Games, Roseville, CA 95661 and the Offi cial Nintendo and Sega Saturn magazines) and a bohemian lifestyle on a dry-docked German fi shing trawler to work on the infamous GameFan magazine in www.primagames.com 1996. David helped to launch the fl edgling GameFan Books and helped form Gamers’ The Prima Games logo is a registered trademark of Random House, Inc., Republic in 1998, authoring many strategy guides for Millennium Publications, registered in the United States and other countries. Primagames.com is including The Offi cial Metal Gear Solid Mission Handbook. After launching the wildly a registered trademark of Random House, Inc., registered in the United unsuccessful incite Video Gaming and Gamers.com, David found his calling, and States. began authoring guides for Prima Games. He has written over 30 Prima strategy guides, including The Godfather: The Game, Knights of the Old Republic, Perfect Dark © 2007 by Prima Games. All rights reserved. No part of this book may be Zero, Half-Life 2, and Burnout Revenge. He lives in the Pacifi c Northwest with his reproduced or transmitted in any form or by any means, electronic or mechanical, wife, Melanie, and an eight-foot statue of Great Cthulhu. including photocopying, recording, or by any information storage or retrieval system without written permission from Prima Games. -
Designing Organizations for Dynamic Capabilities
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by Oxford University, Saïd Business School: Eureka Designing Organizations for Dynamic Capabilities Teppo Felin University of Oxford Park End Street Oxford, UK [email protected] +44 1865 288912 Thomas C. Powell University of Oxford Park End Street Oxford, UK [email protected] Manuscript for California Management Review Special Issue on Dynamic Capabilities Editors David Teece and Sunyoung Leih Designing Organizations for Dynamic Capabilities Abstract How can organizations put dynamic capabilities into practice? We focus on the power of organizational design, showing how managers can harness new organizational forms to build a capacity for sensing, shaping and seizing opportunities. Fast-moving environments favor open organization and self- organizing processes that quickly convert individual capabilities into actionable collective intellect. We argue that self-organizing processes do not organize themselves but require managers to design and execute them. We examine new design principles – such as polyarchy, social proofs, and new forms of open organization – that allow organizations to build dynamic capabilities for sustained innovation in dynamic environments. Key words: organizational design, dynamic capabilities, sensing, seizing, crowds 2 Introduction Valve Corporation was founded in 1996 by Gabe Newell and Mike Harrington, former Microsoft employees. Valve began as a video game company, producing best sellers such as Half Life and Portal. Later the company evolved into a digital distribution platform, known for products such as Steam and SourceForge. Their self-reported revenues per employee and profit per employee exceed those of Facebook and Google. -
Students Shun ‘Sexist’ Show
fb.com/warwickboar twitter.com/warwickboar theStudentboar Publication of the Year 2013 Wednesday 4th December, 2013 Est. 1973 | Volume 36 | Issue 5 Without a The perfect Student paddle (or shirt) curry formula theatre deals p. 10 p. 29 p. 30 TV page 27 MONEY page 15 BOOKS page 16 TRAVEL page 24 Doctor Who: an overseas view Writing competition winners The best Christmas reads Where to visit over the holidays Typhoon Haiyan student support Students shun ‘sexist’ show Derin Odueyungbo The University of Warwick has responded to Typhoon Haiyan, which struck the Philippines on Friday 8 November and then north Vietnam on Monday 11 No- vember. Warwick has said that it will “commit itself to proving a sup- portive and positive environment” for those who have been affected by the disaster. There are a number of ways stu- dents can donate towards support- ing people in the Philippines. Students and staff directly af- fected by the recent disaster are en- couraged to take advantage of the University’s support services. Warwick society Oxfam Out- reach held bucket collections in the Bread Oven and Curiositea last week. Unicef on Campus were at Un- plucked in the Dirty Duck on » Kasbah Nightclub, previously known as the Colly, is a favourite with many students at Warwick University. Photo: Localjapantimes / Flickr Tuesday 26 November, collecting donations for those affected by the undergraduate, member of the made the girls and the boys do was “After receiving complaints, he typhoon. Ann Yip campaign and member of the War- laughable.” has now parted ways with the Kas- Mrin Chatterjee, president of wick Anti-Sexism Society (WASS). -
Investigating Steganography in Source Engine Based Video Games
A NEW VILLAIN: INVESTIGATING STEGANOGRAPHY IN SOURCE ENGINE BASED VIDEO GAMES Christopher Hale Lei Chen Qingzhong Liu Department of Computer Science Department of Computer Science Department of Computer Science Sam Houston State University Sam Houston State University Sam Houston State University Huntsville, Texas Huntsville, Texas Huntsville, Texas [email protected] [email protected] [email protected] Abstract—In an ever expanding field such as computer and individuals and security professionals. This paper outlines digital forensics, new threats to data privacy and legality are several of these threats and how they can be used to transmit presented daily. As such, new methods for hiding and securing illegal data and conduct potentially illegal activities. It also data need to be created. Using steganography to hide data within demonstrates how investigators can respond to these threats in video game files presents a solution to this problem. In response order to combat this emerging phenomenon in computer to this new method of data obfuscation, investigators need methods to recover specific data as it may be used to perform crime. illegal activities. This paper demonstrates the widespread impact This paper is organized as follows. In Section II we of this activity and shows how this problem is present in the real introduce the Source Engine, one of the most popular game world. Our research also details methods to perform both of these tasks: hiding and recovery data from video game files that engines, Steam, a powerful game integration and management utilize the Source gaming engine. tool, and Hammer, an excellent tool for creating virtual environment in video games. -
Historiographie Von Computerspielen
Historiographie von Computerspielen 1. Medienhistoriographie Die Medienhistoriographie umfasst alle Texte, welche die Geschichte der Medien zum Gegenstand haben, ver- gleichbar mit Medientheorien (Leschke 2007) lassen sich dabei verschiedene Stufen der Abstraktion, Professio- nalisierung und Schwerpunktsetzung unterscheiden. Da ist zunächst das dokumentierte Erfahrungswissen von Zeitzeugen, das meist in Form von Erinnerungen und Anekdoten vorliegt. Autobiografien von Medienschaffenden, Künstlern und Mitarbeitern von Medienanstalten, Erinnerungsbände an berühmte Medienformate, Institutionen und Ereignisse, wichtige Meilensteine der Medien- geschichte – sie beleuchten einzelne Aspekte mit bisweilen großer Aufmerksamkeit für Details, können dabei aber nicht auf übergeordnete Zusammenhänge eingehen, sobald diese mit der Biographie des Autors nicht in direkter Verbindung stehen. Insbesondere bei neueren Medien kann hier der Versuch einer Selbsthistorisierung festgestellt werden, wenn Akteure mit ihren Schriften das Ziel verfolgen, ihren Beitrag zur Mediengeschichte sowohl zu dokumentieren als auch historisch einzuordnen. Diese Texte sind eine Fundgrube für Historiker ohne selbst historiographisch sein zu wollen, weil die gute Geschichte stets vor der sorgfältigen Quellenarbeit steht. Ähnlich selektiv aber stärker auf Vollständigkeit der Recherche bedacht sind Technikgeschichten, die von zent- ralen Techniken der Eingabe (Füllfederhalter, Kameraobjektive, Tastaturen), der Speicherung (Papier, Verstär- kerröhren, Lochkarten) und der Ausgabe (Bildröhren, -
Case Study: Dota 2'S Game Design and Player Experience
CROSS-CULTURE IMPACT ON VIDEO GAME INDUSTRY Case study: Dota 2’s game design and player experience. Tran An Lapland University of Applied Sciences Innovative Business Services Bachelor’s Degree 2017 Abstract of Thesis School of Business and Culture Innovative Business Services Bachelor Degree Author An Tran Year 2017 Supervisor Eija Turunen Title of Thesis Cross-cultures impact on video game industry. Case study: Dota 2’s game design and customer experience. Number of pages + App. 58 + 19 The purpose of this thesis was to investigate the culture’s impact on online game designs, how the game could attract players internationally with culturally adaptive design and last but not least create its own digital culture among its players. The main finding of the thesis was the importance of culture in the current online game industry. Since the players were from all around the world, their cultural impacts on the game’s design could be greater than ever. Companies who are aiming for the international market should take different cross-cultural factors under consideration while having the game developed. By studying Dota 2’s design from basic cross-cultural viewpoints of Hofstede’s theory, it was able to explain partly the success of this phenomenon in e-sports, bring out the reasons how an MMORPG can build up its own borderless empire and digital culture. On the other hand, the thesis also suggested solutions to deal with a few current problems the case game’s in-game features and its item designs. Key words cross-culture, online game, video game, game design, customer experience, multiplayer online battle arena CONTENTS 1. -
Valve Corporation Here
Game Maker Without a Rule Book BELLEVUE, Wash. THIS is no Xbox 360 or PlayStation 3. Every way I look, the scene shifts, the battle unfolds. I have a crazy contraption strapped to my head: a boxy set of goggles that looks like a 22nd-century version of a View-Master. It immerses me in a virtual world. I whirl one way and see zombies preparing to snack on my flesh. I turn another and wonder what fresh hell awaits. Behold the future of video games. Or at least the future as envi- sioned by a bunch of gamers, programmers, tinkers and dreamers at the Valve Corporation here. This is the uncorporate company that brought us the Half-Life series, the hugely influential first- person shooter game. The Valve guys aren’t done yet. Founded 16 years ago by a couple of refugees from Microsoft, Valve makes games that wild-eyed fans play until their thumbs hurt and dawn jabs through the cur- tains. But what really makes Valve stand out is its foresight on technology. A decade ago, long before every media executive figured out that downloading was the future, Valve started an online service, Steam. It has since become for games what iTunes is to music — a huge online distributor, in its case one with more than 40 million active users and that, by some estimates, accounts for about 70 percent of the PC games bought and downloaded from the Web. Through Steam, Valve effectively collects a toll on other compa- nies’ online game sales, in addition to making money from selling its own products. -
Eccentric Spaces and Filmic Traces
Eccentric Spaces and Filmic Traces: Portals in Aperture Laboratories and New York City Patrick LeMieux Stephanie Boluk University of Florida University of Florida Fine Arts Building C - 101 4008 Turlington Hall P.O. Box 115801, Gainesville, FL 32611-5801 P.O. Box 117310, Gainesville, FL 32611-7318 1-352-359-8225 1-352-359-3060 [email protected] [email protected] ABSTRACT in the industry . For any one who attends meetings like This paper examines the way in which time and space are figured the Gam e Developers Conference (GDC), the within a new genre of what we are calling "eccentric games" and Electronic Entertainment Expo (E3), or SIGGRAPH, it a site-specific video sharing application called Trover by Dan quickly becom es apparent that thes e concerns are Provost. Taking Valve’s Portal as our cas e s tudy, a chias matic voiced almost exclus ively from the des ire to enhance relationship emerges between thes e different m odes of eccentric the game world's realism [11], p. 215-16. media. In order to acces s eccentric s pace the video gam es we Within the last three y ears, am idst this industry -driven push examine appropriate the logic of film whereas Provost' s video towards realis m, there has been a movement in gaming towards application Trover is informed by an eccentric logic of games. what we are calling eccentric games. Eccentric games employ spaciotemporal effects which give the play er acces s to logics Categories and Subject Description indigenous to digital environments . These logics often reference pop-physics theories and paradoxes such as those related to time travel, parallel realities, navigating multiple dimensions, folding time and space, quantum mechanics, probability engines, and the General Terms conflation of virtual and actual space (see Figure 1). -
EA and Valve Unveil the Black Box and the Orange Box
EA and Valve Unveil The Black Box and The Orange Box Innovative Action Titles Ship in Fall 2007 and Include Portal(TM), Team Fortress(R) 2 and Half-Life(R) 2: Episode Two in One Box REDWOOD CITY, Calif.--(BUSINESS WIRE)--Feb. 7, 2007--Electronic Arts (NASDAQ:ERTS), the world's leading interactive entertainment company, and Valve®, the award-winning studio behind the blockbuster franchises Half-Life® and Counter- Strike®, today announced the naming and product configurations The Black Box and The Orange Box, two of the most anticipated action game offerings shipping worldwide in Fall 2007. The Black Box will ship for the PC, and includes Half-Life 2: Episode Two, Portal and Team Fortress 2. The Orange Box will ship for the PC, PLAYSTATION®3 computer entertainment system, and Xbox 360™ videogame and entertainment system, and includes all the content of The Black Box, plus the original Half-Life 2 and Half-Life 2: Episode One. Innovative games included in The Black Box and The Orange Box include: -- Half-Life 2: Episode Two -- the second installment in Valve's episodic trilogy advances the award-winning story, leading the player to new locations outside of City 17. -- Portal -- a pioneering type of single player action game that rewrites the rules for how players approach and manipulate their environment - much like how Half-Life 2's Gravity Gun reinvented the way gamers interact with objects in the game. -- Team Fortress 2 -- an all-new version of the legendary title that spawned team based multiplayer action games. The game's daring new art style features the most advanced graphics of any Source-based game released to date. -
Innovations in Company Design: Lessons from Valve Software
Joseph S. Newbry, JMTI Vol 1 Issue 1 2013 The Journal of MacroTrends in Technology and Innovation MACROJOURNALS Innovations in Company Design: Lessons from Valve Software Joseph S. Newbry Claremont McKenna College, USA Abstract Shifts in today’s business world have made innovation a key component of long-term business success. Incumbents, with proven business models, must search for new ways to deliver value, as the pace of change in almost all industries has increased. One of the best ways to stay ahead is to take a different (and better) approach to some basic aspect of business processes or organization structure relative to traditional management principals. This departure either process or structure is termed a company design innovation. Valve Software – creator of some of the most successful games in the world including Counter Strike, Left for Dead, and Team Fortress – has a consistent record of innovation in the past decade. This success is driven, in part, by Valve Software’s organic approach to innovation: every employee choses what they work on and gets to help steer the company. This approach seems like it would foster chaos but has led to the creation of one of the most successful game studios. Understanding the company design innovations behind Valve’s consistent track record of success is crucial to increasing the innovative potential of any business. Keywords: Company Design, Innovation, Valve Software 1. Defining Company Design Innovations Company design, in this context, means the management structure and processes of operation that define a company. Company design innovations are the creation of new management structures or processes of operation that challenging traditional management ideology and lead to other innovations that result in financial outcomes above the industry norm.