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How Lego Constructs a Cross-Promotional Franchise with Video Games David Robert Wooten University of Wisconsin-Milwaukee
University of Wisconsin Milwaukee UWM Digital Commons Theses and Dissertations August 2013 How Lego Constructs a Cross-promotional Franchise with Video Games David Robert Wooten University of Wisconsin-Milwaukee Follow this and additional works at: https://dc.uwm.edu/etd Part of the Mass Communication Commons Recommended Citation Wooten, David Robert, "How Lego Constructs a Cross-promotional Franchise with Video Games" (2013). Theses and Dissertations. 273. https://dc.uwm.edu/etd/273 This Thesis is brought to you for free and open access by UWM Digital Commons. It has been accepted for inclusion in Theses and Dissertations by an authorized administrator of UWM Digital Commons. For more information, please contact [email protected]. HOW LEGO CONSTRUCTS A CROSS-PROMOTIONAL FRANCHISE WITH VIDEO GAMES by David Wooten A Thesis Submitted in Partial Fulfillment of the Requirements for the Degree of Master of Arts in Media Studies at The University of Wisconsin-Milwaukee August 2013 ABSTRACT HOW LEGO CONSTRUCTS A CROSS-PROMOTIONAL FRANCHISE WITH VIDEO GAMES by David Wooten The University of Wisconsin-Milwaukee, 2013 Under the Supervision of Professor Michael Newman The purpose of this project is to examine how the cross-promotional Lego video game series functions as the site of a complex relationship between a major toy manufacturer and several media conglomerates simultaneously to create this series of licensed texts. The Lego video game series is financially successful outselling traditionally produced licensed video games. The Lego series also receives critical acclaim from both gaming magazine reviews and user reviews. By conducting both an industrial and audience address study, this project displays how texts that begin as promotional products for Hollywood movies and a toy line can grow into their own franchise of releases that stills bolster the original work. -
Activision Case Study
RIVERSTAR.COM ACTIVISION CASE STUDY Entertainment Publisher uses RiverStar to Streamline Returns CHALLENGE Activision inherited the Guitar Hero brand through their acquisition of ABOUT ACTIVISION RedOctane. Activision was unfamiliar with warranty replacements required Headquartered in Santa Monica, California, from hardware games and for that reason, relied on legacy processes Activision Blizzard, Inc. is the world’s developed by RedOctane. Because RedOctane’s processes were mostly largest pure-play interactive entertainment manual, with no troubleshooting, Activision customers would be referred to software publisher with leading market RedOctane’s website for warranty support. For some games, the customer had positions across all categories of the growing to email a copy of the receipt, further delaying the time to process the claim. interactive entertainment software industry. The customer could call RedOctane for warranty support, but due to limited Activision is the video game publisher that resources, call handle times were very high. The resulting outcome was a large is best known for game franchises such as number of dissatisfied customers with the RedOctane warranty process. World of Warcraft, Guitar Hero, Tony Hawk With the growing popularity of gaming products with hardware components Ride and Call of Duty. With global operations and a pipeline of new hardware games on the horizon, Activision was tasked in 13 countries, Activision has grown into a with creating a new process that would be automated throughout the $5 billion video game powerhouse. company to provide a better customer experience. The Guitar Hero franchise continues to In addition to working with new warranty support processes, the Guitar Hero redefine gaming by delivering innovative World Tour game was released just before the busy 2008 holiday season. -
MI6 Confirms Activision's 007 Status - Quantum of Solace(TM) Video Game Makes Retail Debut
MI6 Confirms Activision's 007 Status - Quantum of Solace(TM) Video Game Makes Retail Debut Quantum of Solace Theme Song to Rock Guitar Hero(R) World Tour in November SANTA MONICA, Calif., Oct 31, 2008 /PRNewswire-FirstCall via COMTEX News Network/ -- Can't wait for the new movie to step into the shoes of James Bond? Activision Publishing, Inc. (Nasdaq: ATVI) today announced that the Quantum of Solace(TM) video game, based on the eagerly anticipated "Quantum of Solace" and prior "Casino Royale" James Bond films, is dashing into European retail outlets today, and will be available in North American stores on November 4, 2008. Developed under license from EON Productions Ltd and Metro-Goldwyn-Mayer Studios Inc. (MGM), the Quantum of Solace video game equips players with the weapons, espionage and hand-to-hand combat skills and overall charm needed to survive the covert lifestyle of legendary 007 secret agent James Bond. "Activision's Quantum of Solace video game marks the first time players can become the newly re-imagined, dangerous and cunningly efficient James Bond as portrayed by Daniel Craig," said Rob Kostich, Head of Marketing for Licensed Properties, Activision Publishing. "We're extremely pleased to release the game day and date with the new movie, so for those of us waiting for the new era in Bond gaming, Quantum of Solace has arrived." The Quantum of Solace video game balances a unique variety of gameplay elements, blending intense first-person action with a new third-person cover combat system, enabling players to strategically choose the best combat tactics for each situation. -
Universidade Do Vale Do Itajaí Centro De Ciências Tecnológicas Da Terra E Do Mar Curso De Ciência Da Computação
UNIVERSIDADE DO VALE DO ITAJAÍ CENTRO DE CIÊNCIAS TECNOLÓGICAS DA TERRA E DO MAR CURSO DE CIÊNCIA DA COMPUTAÇÃO JOGO MUSICAL PARA AUXILIAR O EXERCÍCIO DE EXECUÇÃO RÍTMICA por Rodrigo Lyra Itajaí (SC), julho de 2013 UNIVERSIDADE DO VALE DO ITAJAÍ CENTRO DE CIÊNCIAS TECNOLÓGICAS DA TERRA E DO MAR CURSO DE CIÊNCIA DA COMPUTAÇÃO JOGO MUSICAL PARA AUXILIAR O EXERCÍCIO DE EXECUÇÃO RÍTMICA Área de Jogos Digitais por Rodrigo Lyra Relatório apresentado à Banca Examinadora do Trabalho Técnico-científico de Conclusão do Curso de Ciência da Computação para análise e aprovação. Orientador: Elieser Ademir de Jesus, M.-Sc. Itajaí (SC), julho de 2013 AGRADECIMENTOS Não sou muito bom em fazer agradecimentos. A ordem que vou utilizar não é necessariamente em grau de importância e peço desculpas se esqueci de alguém. Agradeço a minha família por tudo que fizeram por mim e por nunca questionar as minhas escolhas, sem eles não teria chegado até aqui. Também gostaria de agradecer a todos os amigos que fiz na faculdade, desde os companheiros de programação até as companhias para uma partida de truco no bar. Embora que com alguns guarde comigo um sentimento de decepção, muitos deles se tornaram companhias que pretendo guardar para a vida inteira. Agradeço também aos professores, que durante esses anos tanto me ensinaram, e também aqueles que me proporcionaram as oportunidades de trabalhar em projetos dentro da universidade. E por último, mas não menos importante, agradeço ao meu orientador por toda a ajuda e paciência que teve comigo "There are three things all wise men fear: the sea in storm, a night with no moon, and the anger of a gentle man." -Patrick Rothfuss RESUMO LYRA, Rodrigo. -
UPC Platform Publisher Title Price Available 730865001347
UPC Platform Publisher Title Price Available 730865001347 PlayStation 3 Atlus 3D Dot Game Heroes PS3 $16.00 52 722674110402 PlayStation 3 Namco Bandai Ace Combat: Assault Horizon PS3 $21.00 2 Other 853490002678 PlayStation 3 Air Conflicts: Secret Wars PS3 $14.00 37 Publishers 014633098587 PlayStation 3 Electronic Arts Alice: Madness Returns PS3 $16.50 60 Aliens Colonial Marines 010086690682 PlayStation 3 Sega $47.50 100+ (Portuguese) PS3 Aliens Colonial Marines (Spanish) 010086690675 PlayStation 3 Sega $47.50 100+ PS3 Aliens Colonial Marines Collector's 010086690637 PlayStation 3 Sega $76.00 9 Edition PS3 010086690170 PlayStation 3 Sega Aliens Colonial Marines PS3 $50.00 92 010086690194 PlayStation 3 Sega Alpha Protocol PS3 $14.00 14 047875843479 PlayStation 3 Activision Amazing Spider-Man PS3 $39.00 100+ 010086690545 PlayStation 3 Sega Anarchy Reigns PS3 $24.00 100+ 722674110525 PlayStation 3 Namco Bandai Armored Core V PS3 $23.00 100+ 014633157147 PlayStation 3 Electronic Arts Army of Two: The 40th Day PS3 $16.00 61 008888345343 PlayStation 3 Ubisoft Assassin's Creed II PS3 $15.00 100+ Assassin's Creed III Limited Edition 008888397717 PlayStation 3 Ubisoft $116.00 4 PS3 008888347231 PlayStation 3 Ubisoft Assassin's Creed III PS3 $47.50 100+ 008888343394 PlayStation 3 Ubisoft Assassin's Creed PS3 $14.00 100+ 008888346258 PlayStation 3 Ubisoft Assassin's Creed: Brotherhood PS3 $16.00 100+ 008888356844 PlayStation 3 Ubisoft Assassin's Creed: Revelations PS3 $22.50 100+ 013388340446 PlayStation 3 Capcom Asura's Wrath PS3 $16.00 55 008888345435 -
Videogame Music: Chiptunes Byte Back?
Videogame Music: chiptunes byte back? Grethe Mitchell Andrew Clarke University of East London Unaffiliated Researcher and Institute of Education 78 West Kensington Court, University of East London, Docklands Campus Edith Villas, 4-6 University Way, London E16 2RD London W14 9AB [email protected] [email protected] ABSTRACT Musicians and sonic artists who use videogames as their This paper will explore the sonic subcultures of videogame medium or raw material have, however, received art and videogame-related fan art. It will look at the work of comparatively little interest. This mirrors the situation in art videogame musicians – not those producing the music for as a whole where sonic artists are similarly neglected and commercial games – but artists and hobbyists who produce the emphasis is likewise on the visual art/artists.1 music by hacking and reprogramming videogame hardware, or by sampling in-game sound effects and music for use in It was curious to us that most (if not all) of the writing their own compositions. It will discuss the motivations and about videogame art had ignored videogame music - methodologies behind some of this work. It will explore the especially given the overlap between the two communities tools that are used and the communities that have grown up of artists and the parallels between them. For example, two around these tools. It will also examine differences between of the major videogame artists – Tobias Bernstrup and Cory the videogame music community and those which exist Archangel – have both produced music in addition to their around other videogame-related practices such as modding gallery-oriented work, but this area of their activity has or machinima. -
EA Unveils Spore Creature Creator... Now in 2-D
EA Unveils Spore Creature Creator... Now in 2-D New FLASH Application Gives Spore Players New Ways to Get Creative EMERYVILLE, Calif., Sep 16, 2009 (BUSINESS WIRE) -- The revolutionary Spore(TM) Creature Creator is going 2-D! Maxis (TM),an Electronic Arts Inc. (NASDAQ:ERTS) studio, today announced Spore(TM) Creature Creator 2-D, a new Flash application where players experience an all new take on the variety and creative fun offered by the original 3-D Spore Creature Creator. Now available for free* at www.spore2d.com, players can create a creature from scratch or import a creature from the Sporepedia(TM), thelibrary of 120+ million pieces of user-generated content in Spore. Five legs or ten, bat wings or horns; there are no limits to what users create. Once players have created their 2-D creature,they can embed it onto their social networking pages, and share it with friends via email. Spore Creature Creator 2-D takes creature-creating to new heights by making it a social, shared experience. "Spore Creature Creator 2-D offers players a brand new way to express their creativity and share their creatures as it can be played by anyone with internet access," stated Caryl Shaw, Sr. Producer of Spore Creature Creator 2-D. "The clean art style and intuitive point-and-drag functionality makes it easy for creators of all ages to get in on the fun. It'll be interesting to see how players use this new creative application." Spore Creature Creator 2-D features the full suite of more than 250 body parts, including limbs, eyes, feet, heads, and fun accessories like antlers and wings. -
Briefing Book
JUNE 2017 MEETING AGENDA June 6-8, 2017 Hilton Norfolk The Main 100 East Main St. Norfolk, VA 23510 Telephone 757-763-6200 Tuesday, June 6th 9:00 a.m. Council Convenes 9:00 a.m. – 9:30 a.m. SARC Presentation – Surfclam/Ocean Quahog Assessments Jim Weinberg - NEFSC 9:30 a.m. – 11:00 a.m. Surfclam/Ocean Quahog Specifications (Tab 1) – Develop recommendations for 2018- 2020 specifications 11:00 a.m. – 12:00 p.m. Surfclam/Ocean Quahog Excessive Shares Amendment (Tab 2) – Approve scoping document 12:00 p.m. – 1:00 p.m. Lunch 1:00 p.m. – 1:30 p.m. Lobster Standardized Bycatch Reporting Methodology Framework (Tab 3) GARFO Staff – Discuss alternatives 1:30 p.m. – 2:30 p.m. Risk Policy Framework – First Meeting (Tab 4) – Review and approve options for potential revision to current MAFMC Risk Policy and ABC Control Rules 2:30 p.m. – 3:30 p.m. Climate Velocity Over the 21st Century and Its Implications for Fisheries Management in the Northeast U.S. (Tab 5) James Morley – Rutgers – Review climate-velocity-driven species distribution projections for 2020 through 2100. – Identify potential propriety species for adaptation of fisheries management to climate change 3:30 p.m. – 5:00 p.m. Cooperative Research in the Mid-Atlantic (Tab 6) – Review of NEFSC Cooperative Research and response to MAFMC request – Jon Hare - NEFSC – Mid-Atlantic Council approach to collaborative research 1 Wednesday, June 7th 9:00 a.m. – 11:00 a.m. Mackerel, Squid, Butterfish Committee, Meeting as a Committee of the Whole - Specifications (Tab 7) (King, McMurray, Bullard, Hughes, Heins, deFur, Nolan, Baum, Mann, Michels, Nowalsky, Shiels, Winslow; NE Reps: Tooley, Reid) – Review fishery performance and make recommendations for 2018-2020 specifications, including butterfish cap 11:00 a.m. -
Master List of Games This Is a List of Every Game on a Fully Loaded SKG Retro Box, and Which System(S) They Appear On
Master List of Games This is a list of every game on a fully loaded SKG Retro Box, and which system(s) they appear on. Keep in mind that the same game on different systems may be vastly different in graphics and game play. In rare cases, such as Aladdin for the Sega Genesis and Super Nintendo, it may be a completely different game. System Abbreviations: • GB = Game Boy • GBC = Game Boy Color • GBA = Game Boy Advance • GG = Sega Game Gear • N64 = Nintendo 64 • NES = Nintendo Entertainment System • SMS = Sega Master System • SNES = Super Nintendo • TG16 = TurboGrafx16 1. '88 Games (Arcade) 2. 007: Everything or Nothing (GBA) 3. 007: NightFire (GBA) 4. 007: The World Is Not Enough (N64, GBC) 5. 10 Pin Bowling (GBC) 6. 10-Yard Fight (NES) 7. 102 Dalmatians - Puppies to the Rescue (GBC) 8. 1080° Snowboarding (N64) 9. 1941: Counter Attack (TG16, Arcade) 10. 1942 (NES, Arcade, GBC) 11. 1942 (Revision B) (Arcade) 12. 1943 Kai: Midway Kaisen (Japan) (Arcade) 13. 1943: Kai (TG16) 14. 1943: The Battle of Midway (NES, Arcade) 15. 1944: The Loop Master (Arcade) 16. 1999: Hore, Mitakotoka! Seikimatsu (NES) 17. 19XX: The War Against Destiny (Arcade) 18. 2 on 2 Open Ice Challenge (Arcade) 19. 2010: The Graphic Action Game (Colecovision) 20. 2020 Super Baseball (SNES, Arcade) 21. 21-Emon (TG16) 22. 3 Choume no Tama: Tama and Friends: 3 Choume Obake Panic!! (GB) 23. 3 Count Bout (Arcade) 24. 3 Ninjas Kick Back (SNES, Genesis, Sega CD) 25. 3-D Tic-Tac-Toe (Atari 2600) 26. 3-D Ultra Pinball: Thrillride (GBC) 27. -
EA Supercharges Its Partner Program with New Titles from Independent Mobile and Social Game Developers
EA Supercharges Its Partner Program with New Titles from Independent Mobile and Social Game Developers EA Partners Expands to Chillingo and Playfish to Help Independent Developers Publish on Fast-Growing Digital Platforms REDWOOD SHORES, Calif.--(BUSINESS WIRE)-- Electronic Arts Inc. (NASDAQ:ERTS) today announced that Chillingo and Playfish™ will offer publishing services to the fast-growing mobile and social gaming platforms to the independent development community. Following the successful and award-winning EA Partners program, EA will be expanding its partnership programs for Chillingo and Playfish furthering the delivery of fresh content to platforms such as the Apple App StoreSM, Google Android™ and Facebook®. Since its establishment in 2003, EA Partners has built a reputation for working with top-notch independent game developers, promoting both creativity and innovation amongst its global partners. Current partner titles include Epic Games and People Can Fly (Bulletstorm™), Crytek (Crysis®2), Valve (Portal 2), 38 Studios (Kingdoms of Amalur: Reckoning), Spicy Horse (Alice: Madness Returns™), Grasshopper Manufacture (Shadows of the Damned™), Paramount Digital Entertainment (Rango The Video Game), Trap Door (Warp), Funcom (Secret World) and Vanguard Games (Gatling Gears). EA partner studios also include Insomniac Games, Starbreeze Studios and Respawn Entertainment with forthcoming titles. "The EA Partners program has proven to be a phenomenally successful model. It is an all around win-win situation. The program allows EA to partner with some of the world's best console, PC and digital developers while providing those independent developers with a global distribution/publishing partner," said Bryan Neider, EA Games Label COO and General Manager of EA Partners. -
Developing Frogger Player Intelligence Using NEAT and a Score Driven Fitness Function
Developing Frogger Player Intelligence Using NEAT and a Score Driven Fitness Function Davis Ancona and Jake Weiner Abstract In this report, we examine the plausibility of implementing a NEAT-based solution to solve different variations of the classic arcade game Frogger. To accomplish this goal, we created a basic 16x16 grid that consisted of a frog and a start, traffic, river, and goal zone. We conducted three experiments in this study on three slightly different versions of this world, all of which tested whether or not our robot (the frog) could learn how to safely navigate from the start zone to the goal zone. However, this was not an easy task for our frog, as it needed to learn how to avoid colliding with obstacles in the traffic part of the world, while it also needed to learn how to remain on the logs in the river section of the world. Accordingly, we equipped our frog with 11 sensors that it could use to detect obstacles it needed to dodge and obstacles it needed to seek, and we also gave our frog one extra sensor that provided it a sense of it's position in the world. In all three experiments, a fitness function was used that exponentially rewarded our frog for moving closer to the goal zone. In addition, we used a genetic algorithm called NEAT to evolve the weights of the connections and the topology of the neural networks that controlled our frog. We ran each experiment five times, and it was seen that NEAT was able to consistently find optimal solutions in all three experiments in under 100 generations. -
Children, Technology and Play
Research report Children, technology and play Marsh, J., Murris, K., Ng’ambi, D., Parry, R., Scott, F., Thomsen, B.S., Bishop, J., Bannister, C., Dixon, K., Giorza, T., Peers, J., Titus, S., Da Silva, H., Doyle, G., Driscoll, A., Hall, L., Hetherington, A., Krönke, M., Margary, T., Morris, A., Nutbrown, B., Rashid, S., Santos, J., Scholey, E., Souza, L., and Woodgate, A. (2020) Children, Technology and Play. Billund, Denmark: The LEGO Foundation. June 2020 ISBN: 978-87-999589-7-9 Table of contents Table of contents Section 1: Background to the study • 4 1.1 Introduction • 4 1.2 Aims, objectives and research questions • 4 1.3 Methodology • 5 Section 2: South African and UK survey findings • 8 2.1 Children, technology and play: South African survey data analysis • 8 2.2 Children, technology and play: UK survey data analysis • 35 2.3 Summary • 54 Section 3: Pen portraits of case study families and children • 56 3.1 South African case study family profiles • 57 3.2 UK case study family profiles • 72 3.3 Summary • 85 Section 4: Children’s digital play ecologies • 88 4.1 Digital play ecologies • 88 4.2 Relationality and children’s digital ecologies • 100 4.3 Children’s reflections on digital play • 104 4.4 Summary • 115 Section 5: Digital play and learning • 116 5.1 Subject knowledge and understanding • 116 5.2 Digital skills • 119 5.3 Holistic skills • 120 5.4 Digital play in the classroom • 139 5.5 Summary • 142 2 Table of contents Section 6: The five characteristics of learning through play • 144 6.1 Joy • 144 6.2 Actively engaging • 148