Friends & Benefactors Awards Banquet
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Electronic Arts Inc. Fiscal Year 2009 Proxy Statement and Annual Report
Electronic Arts Inc. Fiscal Year 2009 Proxy Statement and Annual Report Proxy Statement Notice of 2009 Annual Meeting and Proxy Statement [THIS PAGE INTENTIONALLY LEFT BLANK] June 12, 2009 DEAR FELLOW STOCKHOLDERS: You are cordially invited to join us at our 2009 Annual Meeting of Stockholders on July 29, 2009 at 2:00 p.m. The meeting will be held at the headquarters campus of Electronic Arts in Building 250 (please note that the street address for Building 250 is 250 Shoreline Drive, Redwood City, California). For your convenience, we are also pleased to offer a live webcast of our Annual Meeting on the Investor Relations section of our web site at http://investor.ea.com. At this meeting, we are asking the stockholders to: Proxy Statement • Elect Leonard S. Coleman, Jeffrey T. Huber, Gary M. Kusin, Geraldine B. Laybourne, Gregory B. Maffei, Vivek Paul, Lawrence F. Probst III, John S. Riccitiello, Richard A. Simonson and Linda J. Srere to the Board of Directors to hold office for a one-year term; • Approve our Employee Stock Option Exchange Program; • Approve amendments to our 2000 Equity Incentive Plan and 2000 Employee Stock Purchase Plan; and • Ratify the appointment of KPMG LLP as our independent registered public accounting firm for fiscal 2010. After the meeting, we will report on our recent performance and answer your questions. Details regarding admission to the meeting and the business to be conducted are described in the Notice of Internet Availability of Proxy Materials you received in the mail and in this proxy statement. We have also made available a copy of our Annual Report for the fiscal year ended March 31, 2009 with this proxy statement. -
The Birthday Party at A.C.T. Encore Arts San Francisco
SAN FRANCISCO’S PREMIER NONPROFIT THEATER COMPANY THE BIRTHDAY PARTY JAN 2018 SEASON 51, ISSUE 4 BY QUI NGUYEN DIRECTED BY JAIME CASTAÑEDA Vietgone is not your typical how-Mom- met-Dad story. Not unless they hit it off at a refugee camp in Arkansas. But that’s the story of playwright Qui Nguyen’s parents, who fell in love against all odds. Fleeing war-torn Vietnam, Tong and Quang navigate the unfamiliar landscape of 1970s America. As they learn more about the culture of this new land, they ponder what “home” really means. Is home a place, a person, a feeling? Bending genres and breaking rules, Nguyen’s cheeky retelling of his own family story skips through time and “A raucous, immensely moving comedy.” Charles Isherwood, The New York Times BEGINS FEBRUARY 21 A.C.T.’S STRAND THEATER act-sf.org/vietgone | 415.749.2228 “Hip, high-wire theatricality . sultry sexiness . quirky playfulness.” The Seattle Times bounces between borders, cracking Winner of the 2016 Harold and Mimi jokes along the way. Director Jaime Steinberg/American Theatre Critics Castañeda, who’s known Nguyen for Association New Play Award, Vietgone years, calls this play “uniquely Qui— was an off-Broadway hit at Manhattan he takes what seems like a traditional Theatre Club and sold out shows at immigrant story and turns it into this 2016’s Oregon Shakespeare Festival. wild, epic road-trip fantasia with fights This all-new production—complete and music and dancing and sex.” with kick-ass ninja fights and an original rap-inspired score—will burst Set to an original soundtrack that mixes into The Strand this February. -
Warhammer Online: Age of Reckoning
Warhammer Online: Age of Reckoning Topic relevant selected content from the highest rated wiki entries, typeset, printed and shipped. Combine the advantages of up-to-date and in-depth knowledge with the convenience of printed books. A portion of the proceeds of each book will be donated to the Wikimedia Foundation to support their mission: to empower and engage people around the world to collect and develop educational content under a free license or in the public domain, and to disseminate it effectively and globally. The content within this book was generated collaboratively by volunteers. Please be advised that nothing found here has necessarily been reviewed by people with the expertise required to provide you with complete, accurate or reliable information. Some information in this book maybe misleading or simply wrong. The publisher does not guarantee the validity of the information found here. If you need specific advice (for example, medical, legal, financial, or risk management) please seek a professional who is licensed or knowledgeable in that area. Sources, licenses and contributors of the articles and images are listed in the section entitled "References". Parts of the books may be licensed under the GNU Free Documentation License. A copy of this license is included in the section entitled "GNU Free Documentation License" All used third-party trademarks belong to their respective owners. Contents Articles Warhammer Online: Age of Reckoning 1 Mythic Entertainment 9 Electronic Arts 12 Mark Jacobs (video game designer) 24 Paul -
Electronic Arts Inc. Fiscal Year 2011 Proxy Statement and Annual Report
Electronic Arts Inc. Fiscal Year 2011 Proxy Statement and Annual Report Proxy Statement Notice of 2011 Annual Meeting and Proxy Statement [THIS PAGE INTENTIONALLY LEFT BLANK] June 10, 2011 DEAR FELLOW STOCKHOLDERS: You are cordially invited to join us at our 2011 Annual Meeting of Stockholders on July 28, 2011 at 2:00 p.m. The meeting will be held at the headquarters campus of Electronic Arts in Building 250 (please note that the street address for Building 250 is 250 Shoreline Drive, Redwood City, California). For your convenience, we are also pleased to offer a live webcast of our Annual Meeting on the Investor Relations section of our web site at http://investor.ea.com. At this meeting, we are asking the stockholders to: Proxy Statement • Elect Leonard S. Coleman, Jeffrey T. Huber, Geraldine B. Laybourne, Gregory B. Maffei, Vivek Paul, Lawrence F. Probst III, John S. Riccitiello, Richard A. Simonson, Linda J. Srere and Luis A. Ubiñas to the Board of Directors to hold office for a one-year term; • Approve an amendment to our 2000 Equity Incentive Plan and our 2000 Employee Stock Purchase Plan; • Cast an advisory vote on the compensation of the named executive officers; • Cast an advisory vote on the frequency of holding future advisory votes on the compensation of the named executive officers; and • Ratify the appointment of KPMG LLP as our independent registered public accounting firm for fiscal 2012. After the meeting, we will report on our recent performance and answer your questions. Details regarding admission to the meeting and the business to be conducted are described in the Notice of Internet Availability of Proxy Materials you received in the mail and in this proxy statement. -
Electronic Arts Inc. Fiscal Year 2010 Proxy Statement and Annual Report
Electronic Arts Inc. Fiscal Year 2010 Proxy Statement and Annual Report Proxy Statement Notice of 2010 Annual Meeting and Proxy Statement [THIS PAGE INTENTIONALLY LEFT BLANK] June 18, 2010 DEAR FELLOW STOCKHOLDERS: You are cordially invited to join us at our 2010 Annual Meeting of Stockholders on August 5, 2010 at 2:00 p.m. The meeting will be held at the headquarters campus of Electronic Arts in Building 250 (please note that the street address for Building 250 is 250 Shoreline Drive, Redwood City, California). For your convenience, we are also pleased to offer a live webcast of our Annual Meeting on the Investor Relations section of our web site at http://investor.ea.com. At this meeting, we are asking the stockholders to: Proxy Statement • Elect Leonard S. Coleman, Jeffrey T. Huber, Gary M. Kusin, Geraldine B. Laybourne, Gregory B. Maffei, Vivek Paul, Lawrence F. Probst III, John S. Riccitiello, Richard A. Simonson and Linda J. Srere to the Board of Directors to hold office for a one-year term; • Approve amendments to our 2000 Equity Incentive Plan and 2000 Employee Stock Purchase Plan; and • Ratify the appointment of KPMG LLP as our independent registered public accounting firm for fiscal 2011. After the meeting, we will report on our recent performance and answer your questions. Details regarding admission to the meeting and the business to be conducted are described in the Notice of Internet Availability of Proxy Materials you received in the mail and in this proxy statement. We have also made available a copy of our Annual Report for the fiscal year ended March 31, 2010 with this proxy statement. -
Dragon-Age-Origins-Manuals
WARNING: PHOTOSENSITIVITY/EPILEPSY/SEIZURES A very small percentage of individuals may experience epileptic seizures or blackouts when exposed to certain light patterns or flashing lights. Exposure to certain patterns or backgrounds on a television screen or when playing video games may trigger epileptic seizures or blackouts in these individuals. These conditions may trigger previously undetected epileptic symptoms or seizures in persons who have no history of prior seizures or epilepsy. If you, or anyone in your family, has an epileptic condition or has had seizures of any kind, consult your physician before playing. IMMEDIATELY DISCONTINUE use and consult your physician before resuming gameplay if you or your child experience any of the following health problems or symptoms: dizziness eye or muscle twitches disorientation any involuntary movement altered vision loss of awareness seizures or convulsion. RESUME GAMEPLAY ONLY ON APPROVAL OF YOUR PHYSICIAN. Use anD hanDling OF viDeo gaMes to reDUCE the liKelihooD OF A seizure Use in a well-lit area and keep as far away as possible from the television screen. Avoid large screen televisions. Use the smallest television screen available. Avoid prolonged use of the PlayStation®3 system. Take a 15-minute break during each hour of play. Avoid playing when you are tired or need sleep. Stop using the system immediately if you experience any of the following symptoms: lightheadedness, nausea, or a sensation similar to motion sickness; discomfort or pain in the eyes, ears, hands, arms, or any other part of the body. If the condition persists, consult a doctor. NOTICE: Use caution when using the DUALSHOCK®3 wireless controller motion sensor function. -
Games of Empire Electronic Mediations Katherine Hayles, Mark Poster, and Samuel Weber, Series Editors
Games of Empire Electronic Mediations Katherine Hayles, Mark Poster, and Samuel Weber, Series Editors 29 Games of Empire: Global Capitalism and Video Games Nick Dyer- Witheford and Greig de Peuter 28 Tactical Media Rita Raley 27 Reticulations: Jean-Luc Nancy and the Networks of the Political Philip Armstrong 26 Digital Baroque: New Media Art and Cinematic Folds Timothy Murray 25 Ex- foliations: Reading Machines and the Upgrade Path Terry Harpold 24 Digitize This Book! The Politics of New Media, or Why We Need Open Access Now Gary Hall 23 Digitizing Race: Visual Cultures of the Internet Lisa Nakamura 22 Small Tech: The Culture of Digital Tools Byron Hawk, David M. Rieder, and Ollie Oviedo, Editors 21 The Exploit: A Theory of Networks Alexander R. Galloway and Eugene Thacker 20 Database Aesthetics: Art in the Age of Information Overfl ow Victoria Vesna, Editor 19 Cyberspaces of Everyday Life Mark Nunes 18 Gaming: Essays on Algorithmic Culture Alexander R. Galloway 17 Avatars of Story Marie-Laure Ryan 16 Wireless Writing in the Age of Marconi Timothy C. Campbell 15 Electronic Monuments Gregory L. Ulmer 14 Lara Croft: Cyber Heroine Astrid Deuber- Mankowsky 13 The Souls of Cyberfolk: Posthumanism as Vernacular Theory Thomas Foster 12 Déjà Vu: Aberrations of Cultural Memory Peter Krapp 11 Biomedia Eugene Thacker 10 Avatar Bodies: A Tantra for Posthumanism Ann Weinstone 9 Connected, or What It Means to Live in the Network Society Steven Shaviro 8 Cognitive Fictions Joseph Tabbi 7 Cybering Democracy: Public Space and the Internet Diana Saco 6 Writings Vilém Flusser 5 Bodies in Technology Don Ihde 4 Cyberculture Pierre Lévy 3 What’s the Matter with the Internet? Mark Poster 2 High Techne¯: Art and Technology from the Machine Aesthetic to the Posthuman R. -
ASX ANNOUNCEMENT EN1 Enters Into New Strategic Partnership with Unity Technologies, Inc
11 September 2018 ASX ANNOUNCEMENT EN1 Enters into New Strategic Partnership with Unity Technologies, Inc. Highlights ● The Company gains new programmatic integration with one of the world’s largest programmatic platforms to leverage tech strengths and supplement future marketing growth ● Collaboration with Unity Technologies, Inc. gives EN1 resources to build upon new interactive marketing techniques for clients ● Integration expands EN1’s portfolio of offerings into Augmented and Virtual Reality (AR | VR) engage BDR (“engage:BDR or Company”) (ASX:EN1 and EN1O) is pleased to announce its new partnership with Unity Technologies, Inc. to support its efforts to optimize customer’s results in 2018 and beyond. Unity is a leading provider of high-quality resources to help develop interactive 2D, 3D, VR and AR content. The quality of Unity’s infrastructure and internal capacities allows EN1 to leverage strength into new areas and supplement the continuing growth of its core initiatives. About Unity Technologies, Inc. Furthering its dedication to be a premier marketing hub, the Company has an integration underway with one of the leading programmatic cross-platform companies in the United States and the world, Unity Technologies. Unity is the creator of the world’s most widely used real-time 3D (RT3D) development platform, giving developers around the world the tools to create rich, interactive AUSTRALIA [email protected] 2D, 3D, VR and AR experiences for computers, home consoles, smart TVs, mobile devices, and embedded systems. Their engineering team of over 800 experts keeps the company on the cutting- edge of technology by working alongside partners such as Facebook, Google, Magic Leap, Microsoft, SONY, PlayStation, Nintendo, Xbox, and Oculus to ensure optimized support for the latest releases and platforms. -
Doing LEADERSHIP
The Concise Guide to What Leaders Think and Do Doing LEADERSHIP Mark Sanborn Bestselling author of The Fred Factor and You Don’t Need a Title to be a Leader TABLE OF CONTENTS Introduction: Anyone Can Lead 2 Chapter 1: Leaders take responsibility. 3 Chapter 2: Leaders create focus. 5 Chapter 3: Leaders build relationships. 7 Chapter 4: Leaders communicate. 9 Chapter 5: Leaders get things done. 11 Chapter 6: Leaders give. 13 About Mark Sanborn, CSP, CPAE 15 Introduction: Anyone Can Lead Shakespeare famously wrote in Twelfth Night, “Some are born great, some achieve greatness, and some have greatness thrust upon them.” People often apply that quote to leadership, but only part of it applies. Leadership is something anyone can do (and leadership is something you do), but it must be learned and achieved. Leadership requires the desire to lead coupled with the discipline of consistent action. True leaders are not born (but I won’t argue against a genetic predisposition), nor can leadership be “thrust” or conferred upon them with titles, positions, or promotions. For over 25 years I’ve been involved in leadership development. I’ve had the opportunity to lead national organizations and serve on boards of directors. I’ve met, spoken for, worked with and advised a multitude of leaders from organizations of every size and shape. I’ve concluded that leadership greatness is less about power, fame, and fortune than it is about greatness in words, deeds and results. Leaders are those who improve our organizations and communities and make the lives and work of those around us a little better. -
Statements in Support of the International Age Rating Coalition from Industry and Elected Officials the International Age Rati
Statements in Support of the International Age Rating Coalition from Industry and Elected Officials The International Age Rating Coalition (IARC), a recently established organization representing ESRB and other interactive entertainment classification authorities from around the world, is fortunate to have support from elected officials, industry, and other stakeholders who praise its effective and streamlined process for assigning locally relevant and trusted age and content rating information for digitally delivered games and mobile apps: U.S. Representative Cathy McMorris Rodgers: “As the mom of three young children who are growing up surrounded by exciting new apps, video games, and other forms of entertainment, I applaud efforts by the private sector to keep our children safe and parents informed about the content young Americans are viewing—regardless of medium: whether it’s on video game consoles, PCs, or mobile devices.” U.S. Representative Jim McGovern: “Parenting today isn’t easy. We can’t be everywhere at once. As a father of two teenage children, there’s only so much that I can do to protect my kids from being exposed to inappropriate forms of entertainment. It’s important that we have responsible rating systems and that’s why I’m pleased that the ERSB, Google, Mozilla, and the International Age Rating Coalition have taken the steps to inform families like mine which games are ok to play. Information is key when it comes to parents making responsible choices for their kids – whether it’s about video game consoles, PCs, or mobile devices. These ratings provide critical information for parents as they decided what games are appropriate for their children. -
Gay Engines: Imagining a Queer Development Platform for Video
Gay Engines: Imagining a Queer Development Platform for Video Games Cass Zegura MCM 1990: Honors Thesis/Project in Modern Culture and Media April 5, 2020 1 Preface The story of this project begins in the fall of 2017, at a crowded tapas bar in downtown Providence. My aunt and uncle, who live in Boston, had come down to visit and take me out to dinner. It was a perfectly ordinary night except in one regard: when I told my aunt and uncle about the classes I was taking that semester, a strange look crossed their faces. I thought the source of their confusion might be the computer science course I had mentioned, an upper-level design class called Independent Study in 2D Game Engines. I assumed that they, like I, had never heard of the term “game engine” before and thus did not know what it was. And as I launched into my explanation (which I won’t repeat here—I’ve already written an entire chapter dedicated to this question), the confusion diminished, but only somewhat, and we soon changed subjects. On a phone call with my mom a few days later, I learned the true source of my aunt and uncle’s befuddlement. In that noisy restaurant, the word “game” had transformed into the word “gay.” They thought that I was taking a class on 2D gay engines. No wonder they were confused! I would’ve been too. What the heck is a gay engine anyway? Of course, I didn’t know then that I was going to spend my senior year trying to answer that question. -
Strategic Differentiation in the Global Video Gaming Industry
RESEARCH ASSOCIATION for R A I S INTERDISCIPLINARY AUGUST 2019 STUDIES DOI:10.5281/zenodo.3386110 Electronic Arts: Strategic Differentiation in the Global Video Gaming Industry Thomas Teeter1, Dr. Ryan Lunsford2 1DBA Student, University of the Incarnate Word, San Antonio, TX, USA, [email protected] 2 Professor, University of the Incarnate Word, San Antonio, TX, USA, [email protected] ABSTRACT: Electronic Arts Incorporated (EA) is a leading global developer of video game software with FY2018 revenues in excess of $5B. And although the organization has demonstrated innovative leadership in the industry for many years and has an established portfolio of “hit” game titles, industry trends have created an increasingly competitive environment. Digital game distribution, for example, has dramatically reduced the cost of product delivery, but has also negated a previous barrier to entry for new competitors. In a $36B industry that has been completely reshaped by digital content and distribution, EA seeks to better engage and retain players via digital capabilities. This case study analyzes EA’s differentiated competitive strategy founded on three pillars: Player-First, Commitment to Digital, and One EA. Each of these strategic focuses has a direct connection to trends in the transforming video game industry, as the company seeks to expand its player base across platforms, geographies, and business models. Together, these highlight the path for the company to operate more efficiently, create more engaging products and services, and develop increased customer loyalty towards EA games. KEYWORDS: Electronic Arts Inc., digital content, video games, strategy Introduction Since its founding in 1982, Electronic Arts Inc. (EA) has grown to become one of the most profitable video game software developers and publishers in the world, posting revenues of $5.1 billion for the fiscal year 2018.