CSR Management 16 ■ Group and Fulfill Our Responsibilities to Society
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With Customers
With Customers Group CSR Charter We will continue to provide “moving experiences” to our customers in any age as their needs evolve. Group Code of Conduct “Security, Safety and High Quality,” “Customer Satisfaction” and “Ensuring the Safety of Products” 1. We will strive to provide secure, safe and high-quality products and services that always meet our customer’s expectations. 2. We will strive to always listen to our customer’s opinions, and provide products and services that are satisfactory to our customer. 3 We will strive to always look at our operations from our customer’s perspective, and provide products and services at an appropriate price and in a prompt manner. 4. We will strive to continually monitor the market, be sensitive to changing trends, improve technology and create new ideas. 5. When we perform product design at our own responsibility, we will strive to ensure that products meet the safety standards as set forth in the relevant laws and regulations, etc., of each country. “Proper Business Relationships,” “Information Disclosure” and “Claims and Reporting” 6. We will always maintain proper business relationships with our customers. We will not conduct any activities such as: unduly low bargain sales that might damage profits; or acts that are not considered to be normal commercial activities. 7. We will actively disclose information to our customers that is useful for their further understanding of the corporate activities, products and services of the SEGA SAMMY Group. 8. We will carefully examine and take appropriate measures to handle claims against the company, accidents or any other problems. -
Csr Booklet 2019
CSR BOOKLET 2019 ©SEGA ©Sammy ©TMS ©DARTSLIVE Co., Ltd. ©SEGATOYS CONTENTS 01 Company Profile and Group Overview 11 Management 02 Editorial Paolicy, Scope of this Report, and Performance Data (Consolidated) 21 With Customers 03 Executive Messages 28 With Partners Hajime Satomi 33 With Employees Chairman of the Board and Chief Executive Officer SEGA SAMMY HOLDINGS, INC. Haruki Satomi 40 With Shareholders and Investors President and Chief Operating Officer SEGA SAMMY HOLDINGS, INC. 42 With Society—Environment Feature SEGA SAMMY Group’s Dialogue on Diversity Management 05 With Society—Serving Society Transforming the perception of diversity into a natural state to create a 46 society in which everyone is truly happy 07 SEGA SAMMY Group’s Reconstruction Support Company Profile Company name SEGA SAMMY HOLDINGS INC. Chairman and Group CEO (Representative Director) Hajime Satomi Address Sumitomo Fudosan Osaki Garden Tower, 1-1-1 President and Group COO (Representative Director) Haruki Satomi Nishi-Shinagawa, Shinagawa-ku, Tokyo 141-0033, Japan Principal Business Management and related operations as the holding Established October 1, 2004 company of the SEGA SAMMY Group, a multi- Capital 29.9 billion yen dimensional entertainment company group Number of employees 7,993 (consolidated) As of March 31, 2019 Group Overview The SEGA SAMMY Group continuously creates moving experiences for customers of all ages in Japan and overseas by providing creative entertainment as a multi-dimensional entertainment company group engaged in a wide range of business -
Ocio, Cultura Y Aprendizaje: Historia Y Videojuegos
ISBN 978-84-17865-28-3 Colección Historia y Videojuegos 9788417 865283 7 OCIO, CULTURA Y APRENDIZAJE: HISTORIA Y VIDEOJUEGOS Juan Francisco Jiménez Alcázar Gerardo F. Rodríguez Stella Maris Massa (Coords.) ediciones OCIO, CULTURA Y APRENDIZAJE: HISTORIA VIDEOJUEGOS Proyecto de investigación I+D+I: Proyecto de investigación I+D+I: Historia y videojuegos (II): cono- Historia y videojuegos (II): cono- cimiento, aprendizaje y proyección cimiento, aprendizaje y proyección del pasado en la sociedad digital del pasado en la sociedad digital (HAR2016-78147-P) (HAR2016-78147-P) 7 Juan Francisco Jiménez Alcázar, Gerardo F. Rodríguez e Stella Maris Massa (coords.) Ocio, cultura y aprendizaje: Historia y videojuegos Colección Historia y Videojuegos nº 7 Ocio, cultura y aprendizaje: historia y videojuegos / Juan Francisco Jiménez Alcázar, Gerardo F. Rodríguez y Stella Maris Massa (Coords.).– Murcia : Universidad de Murcia. Servicio de Publicaciones, 2020. – (Colección Historia y Videojuegos ; 7) (Editum) I.S.B.N.: 978-84-17865-28-3 Videojuegos-Aspectos culturales. Jiménez Alcázar, Juan Francisco. Rodríguez, Gerardo (Gerardo Fabián), (1967-) Massa, Stella Maris Universidad de Murcia. Servicio de Publicaciones. 794:004.4 1ª Edición 2020 Reservados todos los derechos. De acuerdo con la legislación vigente, y bajo las sanciones en ella previstas, queda totalmente prohibida la reproducción y/o transmisión parcial o total de este libro, por procedimientos mecánicos o electrónicos, incluyendo fotocopia, grabación magnética, óptica o cualesquiera otros procedimientos que la técnica permita o pueda permitir en el futuro, sin la expresa autorización por escrito de los propietarios del copyright. Proyecto de investigación I+D+I: Historia y videojuegos (II): conocimiento, aprendizaje y proyección del pasado en la sociedad digital (HAR2016-78147-P). -
Ocio, Cultura Y Aprendizaje: Historia Y Videojuegos
ISBN 978-84-17865-28-3 Colección Historia y Videojuegos 9788417 865283 7 OCIO, CULTURA Y APRENDIZAJE: HISTORIA Y VIDEOJUEGOS Juan Francisco Jiménez Alcázar Gerardo F. Rodríguez Stella Maris Massa (Coords.) ediciones OCIO, CULTURA Y APRENDIZAJE: HISTORIA VIDEOJUEGOS Proyecto de investigación I+D+I: Proyecto de investigación I+D+I: Historia y videojuegos (II): cono- Historia y videojuegos (II): cono- cimiento, aprendizaje y proyección cimiento, aprendizaje y proyección del pasado en la sociedad digital del pasado en la sociedad digital (HAR2016-78147-P) (HAR2016-78147-P) 7 Juan Francisco Jiménez Alcázar, Gerardo F. Rodríguez e Stella Maris Massa (coords.) Ocio, cultura y aprendizaje: Historia y videojuegos Colección Historia y Videojuegos nº 7 Ocio, cultura y aprendizaje: historia y videojuegos / Juan Francisco Jiménez Alcázar, Gerardo F. Rodríguez y Stella Maris Massa (Coords.).– Murcia : Universidad de Murcia. Servicio de Publicaciones, 2020. – (Colección Historia y Videojuegos ; 7) (Editum) I.S.B.N.: 978-84-17865-28-3 Videojuegos-Aspectos culturales. Jiménez Alcázar, Juan Francisco. Rodríguez, Gerardo (Gerardo Fabián), (1967-) Massa, Stella Maris Universidad de Murcia. Servicio de Publicaciones. 794:004.4 1ª Edición 2020 Reservados todos los derechos. De acuerdo con la legislación vigente, y bajo las sanciones en ella previstas, queda totalmente prohibida la reproducción y/o transmisión parcial o total de este libro, por procedimientos mecánicos o electrónicos, incluyendo fotocopia, grabación magnética, óptica o cualesquiera otros procedimientos que la técnica permita o pueda permitir en el futuro, sin la expresa autorización por escrito de los propietarios del copyright. Proyecto de investigación I+D+I: Historia y videojuegos (II): conocimiento, aprendizaje y proyección del pasado en la sociedad digital (HAR2016-78147-P). -
Using Literary Theory to Read Games: Power, Ideology, and Repression in Atlus’ Growlanser: Heritage of War Johansen Quijano-Cruz Eludamos
Vol. 2, No. 2 (2008) http:/www.eludamos.org Using Literary Theory to Read Games: Power, Ideology, and Repression in Atlus’ Growlanser: Heritage of War Johansen Quijano-Cruz Eludamos. Journal for Computer Game Culture. 2008; 2; 2; 161-168 Using Literary Theory to Read Games: Power, Ideology, and Repression in Atlus’ Growlanser: Heritage of War JOHANSEN QUIJANO-CRUZ For a long time game scholars have been arguing about video games and whether they are games, simulations, narratives, or something else. Today, at least 10 years after the debate began, there are still advocates for two major sides of the argument. Aarseth and other ludologists claim that the field of game studies is a new discipline that should be studied with its own theories, and that narrativists are simply attempting to colonize the growing field of game studies with literary theory and that games should be analyzed in terms of play and rules. On the other hand, compelling arguments have been made in favor of games being narratives to the extent that even Jesper Juul has acknowledged that games do use narratives. Aarseth and others have already published a large body of literature on how to analyze games using certain game-based approaches, and even carried out several analyses on specific video games. However, while all of the pro-narrativist approach arguments are certainly enlightening, and might give the creative mind some ideas, I have yet to read an actual article that applies literary theory to a video game. Furthermore, of the three major works that seem to attempt to apply a literary approach to games – Ian Bogost’s Persuasive Games, Hilde G. -
New Super Mario Bros. U (Wiiu), Borderlands 2(Ps3), Mass Effect 3 (PS3)
Downloaded from: justpaste.it/1k3w Eighty-ninth update – November 8, 2012 – Kingdom Hearts (3ds), Code of Princess (3ds), New Super Mario Bros. U (Wiiu), Borderlands 2(ps3), Mass effect 3 (PS3) Eighty-eighth update July 15, 2012 - King of Fighters XIII (PS3), Fallout 3 (PS3), Fallout New Vegas (PS3), Tales of Graces F (PS3), Donkey Kong Country Returns (Wii), Street Fighter X Tekken (PS3), SSX (PS3) eighty-sixthy update - April, 20, 2012 - Uncharted Golden Abyss (PSV), Wipeout 2048 (PSV), Lumines (PSV), Soul Calibur V (PS3), Xenoblade chronicles (Wii), Diablo 3 (PC) eighty-seven update - May 20, 2012 - Diseaga 3 (Vita), Dragon Force (Saturn), Valkyrie Profile (PS1), Breath of Fire IV (PS1), Shining Force CD (Sega CD), Ogre Tactics (PS1), Dragon Quest IV (SNES), Dragon Quest VI (SNES), Secret of Mana 2 (SNES), Tales of Phantasia (SNES), Terranigma (SNES), Soul Blazer (SNES), Tactics Ogre (PS1), Guardian Heroes (Saturn), Thunder Force V (PS1) eighty-sixth update - April, 20, 2012 - Uncharted Golden Abyss (PSV), Wipeout 2048 (PSV), Lumines (PSV), Soul Calibur V (PS3), Xenoblade chronicles (Wii), ZHF Unlosing Ranger vs. Darkdeath Evilman (PSP), Tales of Graces F (PS3), Mass Effect 3 (PC), Skies of Arcadia (GCN), Persona 2 (PSP), Persona 3 (PSP), Diseaga DS (DS), Diseaga (PSP) Diseaga 2 (PSP), Legend of Heroes (PSP) eighty-fifth update - January 27, 2012 - Dark Souls (PS3), Gears of War 3 (360), Super Mario 3D Land (3DS), Mario Kart 7 (3DS), Deus Ex: Human Revolution (PS3), Ratchet & Clank All 4 One (PS3), Batman: Arkham City (PS3), Elder -
Metagames: Postmodern Narrative and Agency in the Video Games of Davey Wreden
The University of Southern Mississippi The Aquila Digital Community Honors Theses Honors College Spring 5-2017 Metagames: Postmodern Narrative and Agency in the Video Games of Davey Wreden Richard J. Andrews University of Southern Mississippi Follow this and additional works at: https://aquila.usm.edu/honors_theses Part of the Game Design Commons Recommended Citation Andrews, Richard J., "Metagames: Postmodern Narrative and Agency in the Video Games of Davey Wreden" (2017). Honors Theses. 531. https://aquila.usm.edu/honors_theses/531 This Honors College Thesis is brought to you for free and open access by the Honors College at The Aquila Digital Community. It has been accepted for inclusion in Honors Theses by an authorized administrator of The Aquila Digital Community. For more information, please contact [email protected]. The University of Southern Mississippi Metagames: Postmodern Narrative and Agency in the Video Games of Davey Wreden by Richard Andrews A Thesis Submitted to the Honors College of The University of Southern Mississippi in Partial Fulfillment of the Requirements for the Degree of Bachelor of Arts In the Department of English May 2017 ii iii Approved by _________________________________________ Martina Sciolino Associate Professor of English _________________________________________ Luis Iglesias, Chair Department of English _________________________________________ Ellen Weinauer, Dean Honors College iv Abstract This study aims to determine how contemporary video games utilize self-reflexive narrative techniques to explore the strengths and weaknesses of video games as an artistic narrative medium. This study combines emergent digital game theory with established literary theory about self-reflexive narrative (also known as ‘metafiction.’) This synthesis is further informed by observing first hand player interaction with self-reflexive gaming platforms.