Animal Mayhem Games and Nonhuman-Oriented Thinking
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25 Jahre Koch Media – Ein Jubiläum (PDF Download)
25 JAHRE KOCH MEDIA - EIN JUBILÄUM Während Unternehmen in manch anderen Branchen mit 25 Und so ist die Entwicklung von Koch Media in den vergange- Jahren noch zu den Newcomern zählen würden, ist diese nen 25 Jahren auch ein Mutmacher: Sie zeigt, dass man mit Zeitspanne in der Entertainment-Branche kaum zu überbli- der Entwicklung und dem Vertrieb von Games auch in und cken. Zu schnell kommen und gehen Trends und mit ihnen aus Deutschland heraus enorm erfolgreich sein kann. häufig auch ganze Unternehmen. Das gilt ganz besonders für die Games-Branche, die zwar seit vielen Jahren stark Koch Media hat sich in den vergangenen 25 Jahren zu einem wächst, deren dynamische Entwicklung aber selbst Bran- integralen Bestandteil der deutschen Games-Branche ent- chen-Urgesteine von Zeit zu Zeit überfordert. Das 25-jähri- wickelt. Als Gründungsmitglied des BIU – Bundesverband ge Jubiläum von Koch Media ist daher ein Meilenstein, der Interaktive Unterhaltungssoftware und mit Dr. Klemens Kun- gar nicht hoch genug geschätzt werden kann. dratitz als aktivem Vorstand des Verbandes hat sich Koch Media immer für die Themen der Branche und die Weiter- Die Erfolgsgeschichte von Koch Media ist auch mit dem entwicklung der gamescom engagiert. Seit vielen Jahren ist Blick auf ihren Entstehungsort einmalig. Die Geschichte der Koch Media Partner von Spiele-Entwicklern in Deutschland deutschen Games-Branche ist sehr wechselhaft, nur wenige wie aktuell von King Art oder hat eigene Studios wie Deep Unternehmen schaffen es über viele Jahre, hier Games zu Silver Fishlabs. Doch darf man das Unternehmen nicht nur entwickeln und zu verlegen. Das Image von Games hat sich auf seine Rolle in Deutschland beschränken: Mit Niederlas- erst in den vergangenen Jahren verbessert und war zuvor sungen in allen europäischen Kernmärkten, in Nordamerika allzu lange von Klischees bestimmt. -
Tokyo Jungle Convergence Between the Historical Reality of Anti-Nuclear Discourse and the Increasing Self-Reflexivity of a Maturing Narrative Form
Introducing Japanese Popular Culture Edited by Alisa Freedman and Toby Slade 1 Routledge 1~ Taylor&. Francls Group LONDON AND NEW YORK First published 2018 by Routledge 2 Park Square, Milton Park, Abingdon, Oxon OX14 4RN and by Routledge 711 Third Avenue, New York, NY 10017 Routledge is an imprint of the Taylor & Francis Group, an informa business © 2018 selection and editorial matter, Alisa Freedman and Toby Slade; individual chapters, the contributors The right of Alisa Freedman and Toby Slade to be identified as the authors of the editorial material, and of the authors for their individual chapters, has been asserted in accordance with sections 77 and 78 of the Copyright, Designs and Patents Act 1988. All rights reserved. No part of this book may be reprinted or To our students reproduced or utilised in any form or by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying and recording, or in any information storage or retrieval system, without permission in writing from the publishers. Trademark notice: Product or corporate names may be trademarks or registered trademarks, and are used only for identification and explanation without intent to infringe. British Library Cataloguing-in-Publication Data A catalogue record for this book is available from the British Library Library of Congress Cataloging-in-Publication Data A catalog record for this book has been requested ISBN: 978-1-138-85208-2 (hbk) ISBN: 978-1-138-85210-5 (pbk) ISBN: 978-1-315-72376-1 (ebk) Typeset in Bembo by codeMantra Visit the companion website: www.routledge.com/cw/Freedman Every effort has been made to contact copyright holders for their permission to reprint material in this book. -
Embracer Group Acquires Easy Trigger
Press release Karlstad, Sweden, 5 August 2021 Embracer Group acquires Easy Trigger Embracer Group AB (“Embracer”) through its wholly owned subsidiary Coffee Stain Studios AB ("Coffee Stain"), have entered into an agreement to acquire 100 percent of the shares in Easy Trigger AB ("Easy Trigger"), the studio behind the critically acclaimed title Huntdown. “We have worked with Easy Trigger for a couple of years already on the Huntdown game and are impressed with talent within the studio. We will continue to work closely with the team and are excited welcome them into the Embracer family”, says Anton Westbergh, Co-founder and CEO Coffee Stain. Background and rationale Easy Trigger is a development studio founded in 2016, with headquarters located in Trollhättan, Sweden. The studio consists of 5 employees that have collaborated with Coffee Stain on the development and release of the critically acclaimed indie title Huntdown. Easy Trigger is led by co-founder and CEO Tommy Gustafsson, and co- founder and lead programmer Andreas Renberg. The company was wholly owned by the two co-founders who will remain in their current roles post-transaction. Through the acquisition, Coffee Stain onboards a talented team that will boost the development of 1st party IP within the group. Going forward, Easy Trigger will collaborate with Coffee Stain to continue working on the Huntdown IP as well as creating new original indie titles. “We look forward to continuing our partnership with Coffee Stain and further leverage the knowledge and experience within the entire Embracer Group, to accelerate growth within Easy Trigger and continue to make great games” says Tommy Gustafsson, Co-founder and CEO Easy Trigger. -
OPERATIONAL EBIT INCREASED 217% to SEK 396 MILLION
THQ NORDIC AB (PUBL) REG NO.: 556582-6558 EXTENDED FINANCIAL YEAR REPORT • 1 JAN 2018 – 31 MAR 2019 OPERATIONAL EBIT INCREASED 217% to SEK 396 MILLION JANUARY–MARCH 2019 JANUARY 2018–MARCH 2019, 15 MONTHS (Compared to January–March 2018) (Compared to full year 2017) > Net sales increased 158% to SEK 1,630.5 m > Net sales increased to SEK 5,754.1 m (507.5). (632.9). > EBITDA increased to SEK 1,592.6 m (272.6), > EBITDA increased 174% to SEK 618.6 m (225.9), corresponding to an EBITDA margin of 28%. corresponding to an EBITDA margin of 38%. > Operational EBIT increased to SEK 897.1 m > Operational EBIT increased 217% to SEK 395.9 m (202.3) corresponding to an Operational EBIT (124.9) corresponding to an Operational EBIT margin of 16%. margin of 24%. > Cash flow from operating activities amounted > Cash flow from operating activities amounted to SEK 1,356.4 m (179.1). to SEK 777.2 m (699.8). > Earnings per share was SEK 4.68 (1.88). > Earnings per share was SEK 1.10 (1.02). > As of 31 March 2019, cash and cash equivalents were SEK 2,929.1 m. Available cash including credit facilities was SEK 4,521.1 m. KEY PERFORMANCE INDICATORS, Jan-Mar Jan-Mar Jan 2018- Jan-Dec GROUP 2019 2018 Mar 2019 2017 Net sales, SEK m 1,630.5 632.9 5,754.1 507.5 EBITDA, SEK m 618.6 225.9 1,592.6 272.6 Operational EBIT, SEK m 395.9 124.9 897.1 202.3 EBIT, SEK m 172.0 107.3 574.6 188.2 Profit after tax , SEK m 103.0 81.1 396.8 139.2 Cash flow from operating activities, SEK m 777.2 699.8 1,356.4 179.1 Sales growth, % 158 673 1,034 68 EBITDA margin, % 38 36 28 54 Operational EBIT margin, % 24 20 16 40 Throughout this report, the extended financial year 1 January 2018 – 31 March 2019 is compared with the financial year 1 January – 31 December 2017. -
Nicole Vickery Thesis (PDF 10MB)
ENGAGING IN ACTIVITIES: THE FLOW EXPERIENCE OF GAMEPLAY Nicole E. M. Vickery Bachelor of Games and Interactive Entertainment, Bachelor of Information Technology (First Class Honours) Submitted in fulfilment of the requirements for the degree of Doctor of Philosophy School of Electrical Engineering and Computer Science Science and Engineering Faculty Queensland University of Technology 2019 Keywords Videogames; Challenge; Activities; Gameplay; Play; Activity Theory; Dynamics; Flow; Immersion; Game design; Conflict; Narrative. i Abstract Creating better player experience (PX) is dependent upon understanding the act of gameplay. The aim of this thesis is to develop an understanding of enjoyment in dynamics actions in-game. There are few descriptive works that capture the actions of players while engaging in playing videogames. Emerging from this gap is our concept of activities, which aims to help describe how players engage in both game-directed (ludic), and playful (paidic) actions in videogames. Enjoyment is central to the player experience of videogames. This thesis utilises flow as a model of enjoyment in games. Flow has been used previously to explore enjoyment in videogames. However, flow has rarely been used to explore enjoyment of nuanced gameplay behaviours that emerge from in-game activities. Most research that investigates flow in videogames is quantitative; there is little qualitative research that describes ‘how’ or ‘why’ players experience flow. This thesis aims to fill this gap by firstly understanding how players engage in activities in games, and then investigating how flow is experience based on these activities. In order to address these broad objectives, this thesis includes three qualitative studies that were designed to create an understanding of the relationship between activities and flow in games. -
THQ Nordic Acquires Coffee Stain
NOT FOR RELEASE, PUBLICATION OR DISTRIBUTION IN WHOLE OR IN PART, DIRECTLY OR INDIRECTLY, IN THE UNITED STATES, AUSTRALIA, CANADA, NEW ZEALAND, HONG KONG, JAPAN, SOUTH AFRICA OR ANY OTHER JURISDICTION WHERE SUCH RELEASE, PUBLICATION OR DISTRIBUTION WOULD BE UNLAWFUL OR WOULD REQUIRE REGISTRATION OR ANY OTHER MEASURES. Press release Karlstad (Sweden), November 14, 2018 THQ Nordic acquires Coffee Stain THQ Nordic AB today has entered into agreement to acquire Coffee Stain Holding AB including 100 percent of its subsidiary Coffee Stain Publishing AB. Coffee Stain is a leading game developer and publisher with a growing footprint in the Nordics. The acquisition includes Intellectual property rights to Satisfactory, Goat Simulator, Sanctum and publishing rights to Deep Rock Galactic. The initial cash consideration is equivalent to SEK 317 million on a cash and debt free basis, plus additional earn-out considerations subject to fulfilment of agreed milestones. THQ Nordic estimates Coffee Stain will have net sales in the range of SEK 200-250 million and EBT in the range of SEK 100-150 million in the next financial year. "We are creating a complementary digital native pillar to THQ Nordic. Coffee Stain is a passionate and highly competent team creating and publishing great games. After some years without major releases the pipeline of new game releases such as Satisfactory and Deep Rock Galactic look strong. I look forward to work together with Anton Westbergh and his team in the future" says Lars Wingefors, CEO THQ Nordic. The transaction in brief • THQ Nordic AB ("THQ Nordic" or the "Company") acquires 100 percent of the shares in both Coffee Stain Holding AB ("CSH") and Coffee Stain Publishing AB ("CSP") (CSH and CSP jointly referred to as "Coffee Stain"). -
Game Developer Index 2012 Swedish Games Industry’S Reports 2013 Table of Contents
GAME DEVELOPER INDEX 2012 SWEDISH GAMES INDUSTRY’S REPORTS 2013 TABLE OF CONTENTS EXECUTIVE SUMMARY 2 WORDLIST 3 PREFACE 4 TURNOVER AND PROFIT 5 NUMBER OF COMPANIES 7 NUMBER OF EMPLOYEES 7 GENDER DISTRIBUTION 7 TURNOVER PER COMPANY 7 EMPLOYEES PER COMPANY 8 BIGGEST PLAYERS 8 DISTRIBUTION PLATFORMS 8 OUTSOURCING/CONSULTING 9 SPECIALISED SUBCONTRACTORS 9 DLC 10 GAME DEVELOPER MAP 11 LOCATION OF COMPANIES 12 YEAR OF REGISTRY 12 GAME SALES 13 AVERAGE REVIEW SCORES 14 REVENUES OF FREE-TO-PLAY 15 EXAMPLE 15 CPM 16 eCPM 16 NEW SERVICES, NEW PIRACY TARGETS 16 VALUE CHAIN 17 DIGITAL MIDDLEMEN 18 OUTLOOK 18 SWEDISH AAA IN TOP SHAPE 19 CONSOLES 20 PUBISHERS 20 GLOBAL 20 CONCLUSION 22 METHODOLOGY 22 Cover: Mad Max (in development), Avalanche Studios 1 | Game Developer Index 2012 EXECUTIVE SUMMARY The Game Developer Index maps, reports and analyzes the Swedish game devel- opers’ annual operations and international trends by consolidating their respective annual company accounts. Swedish game development is an export industry and operates in a highly globalized market. In just a few decades the Swedish gaming industry has grown from a hobby for enthusiasts into a global industry with cultural and economic importance. The Game Developer Index 2012 compiles Swedish company accounts for the most recently reported fiscal year. The report highlights: • Swedish game developers’ turnover grew by 60 percent to 414 million euro in 2012. A 215% increase from 2010 to 2012. • Most game developer companies (~60 percent) are profitable and the industry reported a combined profit for the fourth consecutive year. • Job creation and employment is up by 30 percent. -
Duke Nukem Forever Pre Order Receipt
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Australia India Institute Volume 20, February 2021 Fostering
Australia India Institute Volume 20, February 2021 Fostering Opportunities in Video Games between Victoria and India Dr Jens Schroeder Fostering Opportunities in Video Games between Victoria and India The Australia India Institute, based at The University of Melbourne, is funded by Australian Government Department of Education, Skills and Employment, the State Government of Victoria and the University of Melbourne. Video games are booming all over the world, during the COVID-19 pandemic more than Summary ever. Australia and India are no exceptions. This policy brief focuses on the opportunities for both Indian and Victorian game developers and educators in the context of the Victorian government's support for its creative industries. Based on desk research and discussions at the Victoria-India Video Games Roundtable conducted on 8 December 2020 by the Australia India Institute in collaboration with Creative Victoria and Global Victoria, this report identified the following avenues for collaboration: • Access to complementary expertise and talent in both countries • Joint education programs and exchanges • Victorian game developers working with Indian partners to adapt their games to the Indian market and its complexities and challenges Video games1 are one of the world's largest and fastest-growing entertainment and media Introduction industries. In Australia, Victoria is the hotspot for game development. With 33% of all studios and 39% of all industry positions,2 more studios call Victoria home than any other state in Australia. Meanwhile, India's smartphone penetration has skyrocketed to the point where the country has become the world's most avid consumer of mobile gaming apps. This policy brief sets out to explore how Victoria-based game developers and educators can take advantage of this emerging market and the opportunities it presents. -
Finding Untitled Goose Game's Dynamic Music in the World of Silent
Finding Untitled Goose Game’s dynamic music in the world of silent cinema Dan Golding Swinburne University of Technology John Street, Hawthorn Victoria, Australia [email protected] Keywords Videogame music, dynamic music systems, Untitled Goose Game, musical adaptation, silent cinema ABSTRACT There are three unusual things about Untitled Goose Game’s music. First, for an independent videogame produced by a small studio, the music is dynamic and reactive – often costly exercises – to a high degree. The game uses pre-recorded, non- generative musical performances, and yet will respond to on-screen events within a buffer of only a few seconds at maximum. Secondly, the music takes inspiration not from other dynamic music systems in videogames, but from the varying practices of musical accompaniment for silent cinema, aiming to replicate affect rather than process. Finally, the music for Untitled Goose Game takes the unusual step of adapting pre-existing classical music from the public domain – in this case, six of Claude Debussy’s Preludes for solo piano, from 1909-1912 – rather than creating an original score intended from its conception to be dynamic. This unusual step, combined with the other above factors, created a unique practical problem to be solved: how can music never conceptualised to be reactive or subject to interactivity be made to perform in a responsive context? This paper outlines the dynamic music system at work in Untitled Goose Game, and the influence drawn on for this system from non-videogame approaches to musical accompaniment. In particular, I will discuss the varying practices to music for the silent era of cinema, and the theoretical frameworks used to conceptualise these many divergent approaches (Abel and Altman, 2001; Altman 1992; Altman, 2004), and whether we can recognise their legacy at work in Untitled Goose Game’s soundtrack. -
Rules and Procedures
RULES AND PROCEDURES 2 Table of Contents 1 - Introduction .............................................................................................................................. 3 2 - Timeline .................................................................................................................................... 3 3 - Category Creation/Maintenance ............................................................................................ 3 • Process ........................................................................................................................... 3 4 - Submission Procedures ............................................................................................................ 3 • Eligibility ........................................................................................................................ 3 • Submissions ................................................................................................................... 4 • Submission Requirements ............................................................................................ 4 5 - Peer Panels .............................................................................................................................. 6 • Introduction ................................................................................................................... 6 • Peer Panel Leaders ........................................................................................................ 6 • Peer Panel Procedures ................................................................................................. -
2K, Gearbox Software Announce Next-Gen IP, Battlebornâ„¢ July 8
2K, Gearbox Software Announce Next-Gen IP, Battleborn™ July 8, 2014 12:05 PM ET New hero-shooter experience from the creators of the best-selling Borderlands franchise brings industry-leading co-operative and competitive play to next-gen consoles and PC Join the conversation on Twitter using the hashtag #Battleborn NEW YORK--(BUSINESS WIRE)--Jul. 8, 2014-- 2K and Gearbox Software – the creators of the award-winning and best-selling Borderlands franchise – today announced Battleborn™, an all-new full-featured triple-A hero-shooter experience for Xbox One, the all-in-one games and entertainment system from Microsoft, PlayStation®4 computer entertainment system, and Windows PC is in development. The first details and full reveal of Battleborn can be read now exclusively in Game Informer magazine’s August issue cover story. Battleborn is developed by the teams behind the critically acclaimed hybrid role-playing-shooter Borderlands 2, and is an ambitious fusion of genres. The game combines highly-stylized visuals and frenetic first-person shooting, with Gearbox’s industry-leading co-operative combat, and an expansive collection of diverse heroes. Battleborn is set in the distant future of an imaginative science-fantasy universe where players experience both a narrative-driven co-operative campaign, as well as competitive multiplayer matches. “If Borderlands 2 is a shooter-looter, Battleborn is a hero-shooter,― said Randy Pitchford, president of Gearbox Software. “As a genre-fused, hobby-grade, co-operative and competitive FPS exploding with eye-popping style and an imaginative universe, Battleborn is the most ambitious video game that Gearbox has ever created.― “Battleborn represents the combined might of the development and publishing teams behind the success of Borderlands 2, which to date has sold-in more than 9-million units worldwide and has become 2K’s highest-selling game of all time,― said Christoph Hartmann, president of 2K.