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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. -
Mckinsey Quarterly 2015 Number 4.Pdf
2015 Number 4 Copyright © 2015 McKinsey & Company. All rights reserved. Published since 1964 by McKinsey & Company, 55 East 52nd Street, New York, New York 10022. Cover illustration by Vasava McKinsey Quarterly meets the Forest Stewardship Council (FSC) chain-of- custody standards. The paper used in the Quarterly is certified as being produced in an environ- mentally responsible, socially beneficial, and economi- cally viable way. Printed in the United States of America. 2015 Number 4 This Quarter It’s almost a truism these days to say that modern corporations must be agile. The pace of industry disruption arising from the digital revolution, combined with nimble, new competitors—including many from emerging markets—have raised the cost of complacency and rigidity. But what does it mean to achieve agility? This issue’s cover package tries to answer that question, starting with intriguing new McKinsey research. Using data from McKinsey’s Organizational Health Index, Michael Bazigos, Aaron De Smet, and Chris Gagnon show how organizations that combine speed with stability are far likelier to be healthy than companies that simply move fast. The utility sector is a striking example of one industry that needs to combine flexibility and stability. Although digital competitors, new data-based business models, and renewable-energy sources are changing the landscape in certain markets, the industry’s sprawl- ing base of heavy assets remains core to its future. Sven Heiligtag and his colleagues Dominik Luczak and Eckart Windhagen describe how a number of leading utilities are trying to straddle these two worlds, suggesting some lessons for companies in other sectors. -
Quake Manual
The Story QUAKE Background: You get the phone call at 4 a.m. By 5:30 you're in the secret installation. The commander explains tersely, "It's about the Slipgate device. Once we perfect these, we'll be able to use them to transport people and cargo from one place to another instantly. "An enemy codenamed Quake, is using his own slipgates to insert death squads inside our bases to kill, steal, and kidnap. "The hell of it is we have no idea where he's from. Our top scientists think Quake's not from Earth, but another dimension. They say Quake's preparing to unleash his real army, whatever that is. "You're our best man. This is Operation Counterstrike and you're in charge. Find Quake, and stop him ... or it ... You have full authority to requisition anything you need. If the eggheads are right, all our lives are expendable." Prelude to Destruction: While scouting the neighborhood, you hear shots back at the base. Damn, that Quake bastard works fast! He heard about Operation Counterstrike, and hit first. Racing back, you see the place is overrun. You are almost certainly the only survivor. Operation Counterstrike is over. Except for you. You know that the heart of the installation holds a slipgate. Since Quake's killers came through, it is still set to his dimension. You can use it to get loose in his hometown. Maybe you can get to the asshole personally. You pump a round into your shotgun, and get moving. System Requirements General Quake System Requirements IBM PC and Compatible Computers Pentium 75 MHz processor or better (absolutely must have a Math Co-Processor!) VGA Compatible Display or better Windows 95 Operation: 16MB RAM minimum, 24MB+ recommended CD-ROM drive required Hard Drive Space Needed: 80 MB Specialized Requirements For WinQuake (WINQUAKE.EXE): Windows 95/98/ME/NT/2000 For GLQuake (GLQUAKE.EXE): Windows 95/98/ME/NT/2000 Open GL Compatible Video Card GLQUAKE supports most 100% fully OpenGL compliant 3D accelerator cards. -
High-Performance Play: the Making of Machinima
High-Performance Play: The Making of Machinima Henry Lowood Stanford University <DRAFT. Do not cite or distribute. To appear in: Videogames and Art: Intersections and Interactions, Andy Clarke and Grethe Mitchell (eds.), Intellect Books (UK), 2005. Please contact author, [email protected], for permission.> Abstract: Machinima is the making of animated movies in real time through the use of computer game technology. The projects that launched machinima embedded gameplay in practices of performance, spectatorship, subversion, modification, and community. This article is concerned primarily with the earliest machinima projects. In this phase, DOOM and especially Quake movie makers created practices of game performance and high-performance technology that yielded a new medium for linear storytelling and artistic expression. My aim is not to answer the question, “are games art?”, but to suggest that game-based performance practices will influence work in artistic and narrative media. Biography: Henry Lowood is Curator for History of Science & Technology Collections at Stanford University and co-Principal Investigator for the How They Got Game Project in the Stanford Humanities Laboratory. A historian of science and technology, he teaches Stanford’s annual course on the history of computer game design. With the collaboration of the Internet Archive and the Academy of Machinima Arts and Sciences, he is currently working on a project to develop The Machinima Archive, a permanent repository to document the history of Machinima moviemaking. A body of research on the social and cultural impacts of interactive entertainment is gradually replacing the dismissal of computer games and videogames as mindless amusement for young boys. There are many good reasons for taking computer games1 seriously. -
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. -
ABSTRACT LOHMEYER, EDWIN LLOYD. Unstable Aesthetics
ABSTRACT LOHMEYER, EDWIN LLOYD. Unstable Aesthetics: The Game Engine and Art Modifications (Under the direction of Dr. Andrew Johnston). This dissertation examines episodes in the history of video game modding between 1995 and 2010, situated around the introduction of the game engine as a software framework for developing three-dimensional gamespaces. These modifications made to existing software and hardware were an aesthetic practice used by programmers and artists to explore the relationship between abstraction, the materiality of game systems, and our phenomenal engagement with digital media. The contemporary artists that I highlight—JODI, Cory Arcangel, Orhan Kipcak, Julian Oliver, and Tom Betts—gravitated toward modding because it allowed them to unveil the technical processes of the engine underneath layers of the game’s familiar interface, in turn, recalibrating conventional play into sensual experiences of difference, uncertainty, and the new. From an engagement with abstract forms, they employed modding techniques to articulate new modes of aesthetic participation through an affective encounter with altered game systems. Furthermore, they used abstraction, the very strangeness of the mod’s formal elements, to reveal our habitual interactions with video games by destabilizing conventional gamespaces through sensory modalities of apperception and proprioception. In considering the imbrication of technics and aesthetics in game engines, this work aims to resituate modding practices within a dynamic and more inclusive understanding -
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, -
Security Now! #835 - 09-07-21 TPM V1.2 Vs 2.0
Security Now! #835 - 09-07-21 TPM v1.2 vs 2.0 This week on Security Now! This week we look at a way of protecting ourselves from Razor-mouse-like local elevation of privilege attacks. We reexamine the meaning of the phrase “Internet Anonymity” following the ProtonMail revelation. We revisit Apple's now delayed CSAM plans. We look at some new troubles for BlueTooth and at a popular and persistently unpatched residential security system which can be trivially disarmed by bad guys. We share some interesting closing the loop feedback and a new Sci-Fi discovery. Then we take a long and careful look at the details and differences between version 1.2 and 2.0 of the Trusted Platform Module specification to discover just what it is that Microsoft wants to insist is available for Windows 11. Security News The Razor mouse & keyboard Two weeks back we covered the industry's discovery that the tongue-in-cheek phrase “Plug And Pray” was more apropos than we imagined, with the news that plugging a Razor mouse or keyboard into any PC could be used to trivially and locally bypass that system's possibly carefully crafted user privilege restrictions to give the operator full system level rights. The worry was that since this was such a simple mistake to make it must certainly have also been made elsewhere. And, indeed, since that initial discovery additional similar instances are being discovered. The good news is that Will Dormann at CERT's Coordination Center has found a registry key that governs Windows' ability to autonomously download and run any of those not-explicitly-asked- for-and-executed Plug and Play peripheral installation packages. -
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
Universidad Cat´olicaNuestra Se~norade la Asunci´on Facultad de Ciencias y Tecnolog´ıas Departamento de Electr´onicae Inform´atica 2017 Teor´ıay Aplicaci´onde la Inform´atica 2 VALVE Corporation Juan Caballero ´Indice general 1. Introducci´on . 3 2. Historia . 3 3. Ingresos . 4 4. Escencia de la Empresa . 4 5. Steam........................................................ 4 6. Steam tiene un nuevo competidor . 6 7. Valve cierra Steam Greenlight y da la bienvenida a Steam Direct . 6 8. Source . 7 9. Principales productos . 7 10. Videojuegos . 8 11. Half-Life . 9 12. Team Fortress Classic . 12 13. Team Fortress 2 . 13 14. Noticias . 15 15. Lista de 10 paises con mayor Consumo de VideoJuegos en el Mundo . 16 16. Conclusi´on. 17 Teor´ıay Aplicaci´onde la Inform´atica2 Impresi´onde Organo´ 3D Juan Cballero Ingenier´ıaElectr´onica Universidad Cat´olicaNuestra Se~norade la Asunci´on 1. Introducci´on VALVE Corporation es una empresa desarrolladora de videojuegos, se fund´oel 24 de agosto de 1996, en Washington, Estados Unidos. Se hizo muy famosa por su primer juego, Half-Life y luego, haciendo modificaciones de esta, llego a lanzar Counter-Strike. Los fundadores son Gabe Newell y Mike Harrington. Newell dej´osus estudios en la Universidad de Harvard? para trabajar con Microsoft, donde junto a Mike Harrington desarroll´oproyectos como WINDOWS NT y OS/2. Newell, que se hizo millonario tras trabajar 13 a~nospara Microsoft, fund´o Valve Software en 1996 junto con Mike Harrington, otro antiguo empleado de Microsoft. Inmediatamente utilizaron su dinero para empezar la nueva compa~n´ıa y desarrollar el primer juego de Valve. -
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.