Dentity and Video Gaming
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Arena Tournament Rules
Emma Witkowski - “Inside the Huddle”, PhD Dissertation, 2012. Arena Tournament rules BlizzCon 2010 Tournament Rules. All matches that take place in the Tournament shall take place in accordance with the World of Warcraft Arena Rules, which are available at http://www.worldofwarcraft.com/pvp/arena/index.xml. In the event of any conflict between these Official Rules and the World of Warcraft Arena Rules, these Official Rules shall prevail. "Cheating," as determined in Sponsor's sole discretion, and specifically including, without limitation, "win-trading," shall result in disqualification of the Arena Team and all of its Team Members. Third party user interfaces compatible with World of Warcraft, and which do not violate the World of Warcraft Terms of Use may be used during the Qualification Round of the Tournament, but will not be allowed at the Regional Qualifier or the Finals. At the Regional Finals, Team Members will have fifteen (15) minutes prior to the start of the first match with each opponent Team Member to prepare the computer on which they will use to participate in the Tournament match. Determination of Winners Qualification Rounds and Regional Qualifier Tournaments The Qualification Round of the Tournament . The Qualification Round of the Tournament shall last for approximately eight weeks, and will commence on April 27, 2010 at approximately 10:00 AM Pacific Time (5:00 PM GMT) (subject to ‘Server Maintenance’ to be performed by Sponsor), and end on June 21, 2010 at approximately 9:00 PM Pacific Time (4:00 AM GMT). The first four weeks of the Qualification Round will be a “practice” period, and during this time Eligible Participants may switch from one team to another without that Arena Team being penalized. -
Redeye-Gaming-Guide-2020.Pdf
REDEYE GAMING GUIDE 2020 GAMING GUIDE 2020 Senior REDEYE Redeye is the next generation equity research and investment banking company, specialized in life science and technology. We are the leading providers of corporate broking and corporate finance in these sectors. Our clients are innovative growth companies in the nordics and we use a unique rating model built on a value based investment philosophy. Redeye was founded 1999 in Stockholm and is regulated by the swedish financial authority (finansinspektionen). THE GAMING TEAM Johan Ekström Tomas Otterbeck Kristoffer Lindström Jonas Amnesten Head of Digital Senior Analyst Senior Analyst Analyst Entertainment Johan has a MSc in finance Tomas Otterbeck gained a Kristoffer Lindström has both Jonas Amnesten is an equity from Stockholm School of Master’s degree in Business a BSc and an MSc in Finance. analyst within Redeye’s tech- Economic and has studied and Economics at Stockholm He has previously worked as a nology team, with focus on e-commerce and marketing University. He also studied financial advisor, stockbroker the online gambling industry. at MBA Haas School of Busi- Computing and Systems and equity analyst at Swed- He holds a Master’s degree ness, University of California, Science at the KTH Royal bank. Kristoffer started to in Finance from Stockholm Berkeley. Johan has worked Institute of Technology. work for Redeye in early 2014, University, School of Business. as analyst and portfolio Tomas was previously respon- and today works as an equity He has more than 6 years’ manager at Swedbank Robur, sible for Redeye’s website for analyst covering companies experience from the online equity PM at Alfa Bank and six years, during which time in the tech sector with a focus gambling industry, working Gazprombank in Moscow he developed its blog and on the Gaming and Gambling in both Sweden and Malta as and as hedge fund PM at community and was editor industry. -
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. -
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. -
There Are No Women and They All Play Mercy
"There Are No Women and They All Play Mercy": Understanding and Explaining (the Lack of) Women’s Presence in Esports and Competitive Gaming Maria Ruotsalainen University of Jyväskylä Department of Music, Art and Culture Studies Pl 35, 40014 University of Jyväskylä, Finland +358406469488 [email protected] Usva Friman University of Turku Digital Culture P.O.Box 124 FI-28101 Pori, Finland [email protected] ABSTRACT In this paper, we explore women’s participation in esports and competitive gaming. We will analyze two different types of research material: online questionnaire responses by women explaining their reluctance to participate in esports, and online forum discussions regarding women’s participation in competitive Overwatch. We will examine the ways in which women’s participation – its conditions, limits and possibilities – are constructed in the discussions concerning women gamers, how women are negotiating their participation in their own words, and in what ways gender may affect these processes. Our findings support those made in previous studies concerning esports and competitive gaming as fields dominated by toxic meritocracy and hegemonic (geek) masculinity, and based on our analysis, women’s room for participation in competitive gaming is still extremely limited, both in terms of presence and ways of participation. Keywords Gender, esports, hegemonic geek masculinity, toxic meritocracy, Overwatch INTRODUCTION "Why do the female humans always play the female characters?" Acayri wondered soon thereafter. "Like, they're always playing Mercy." "They can't play games and be good at them —" Joel responded. "That's true, so they just pick the hottest girl characters," Acayri said. The previous is an excerpt of an article published on a digital media site Mic on May 11th 2017 (Mulkerin, 2017). -
Q. Where Can I Purchase the Blizzcon 2019 War Chest? A
[FOR VIEWERS] Q. How can I begin earning War Chest XP on Twitch? A. To begin earning War Chest XP on Twitch, please complete the following steps: Step 1: Link your Blizzard account to your Twitch account. Step 2: Head over to Twitch, log in to your linked account, and check out who’s streaming StarCraft II. Step 3: Find any StarCraft II stream that’s enabled the War Chest extension. Step 4: Grant the War Chest extension access to your Twitch ID and watch for at least 20 minutes. Step 5: When it appears, click the “Claim XP” button in the extension to redeem your reward. Step 6: Log in to StarCraft II to add the XP reward to your War Chest. Upgrade your War Chest with the Terran, Protoss, Zerg, or Complete Bundle passes to instantly apply any XP you've earned toward even more rewards and help support StarCraft esports! Check out our official blog post for additional information on the BlizzCon 2019 War Chest. (If you have never played StarCraft II, you will need to log in to the game at least once before you can earn War Chest XP rewards on Twitch. Click here to get started.) Q. Where can I purchase the BlizzCon 2019 War Chest? A. You can purchase a BlizzCon 2019 War Chest for the race of your choice for $9.99 each or buy the complete bundle for $24.99 on the Blizzard Shop. This War Chest offer is only available for a limited time, though! Be sure to buy yours before November 7, 2019. -
Blizzard Entertainment® Soundtracks Now on Itunes
Blizzard Entertainment® Soundtracks Now On iTunes IRVINE, Calif. -- Blizzard Entertainment, Inc. today announced that a wide selection of music from its popular games has been added to the iTunes store. Much of this music was originally available only in collector's editions of the games, or at special events such as the company's BlizzCon® gaming convention. Six Blizzard Entertainment® soundtrack albums are currently available: • StarCraft® Original Soundtrack • Diablo® II Original Soundtrack • Warcraft® III: Reign of Chaos® Original Soundtrack • World of Warcraft® Original Soundtrack • World of Warcraft: The Burning Crusade® Original Soundtrack • World of Warcraft: Taverns of Azeroth Original Soundtrack The albums have been placed on a new Blizzard Entertainment hub page within the iTunes store. This page also hosts content such as the BlizzCast™ podcast and trailers and gameplay footage from upcoming Blizzard Entertainment games, with more material to be added in the months ahead. In addition, the "Diablo III Overture" from the company's recently announced action role-playing game, Diablo III, is available as a single and has been highlighted as a Discovery Download, making it free to download until Tuesday, September 9. Players in the regions iTunes serves (North America, Europe, Australia, New Zealand, and Japan) can purchase the music at standard rates for each of those regions. For more information, please visit www.blizzard.com. About Blizzard Entertainment, Inc. Best known for blockbuster hits including World of Warcraft® and the Warcraft®, StarCraft®, and Diablo® series, Blizzard Entertainment, Inc. (www.blizzard.com), a division of Activision Blizzard (NASDAQ: ATVI), is a premier developer and publisher of entertainment software renowned for creating some of the industry's most critically acclaimed games. -
Blizzcon Is Bigger Than Ever with Nine Stages, 12 Trucks, 200+ Broadcast Streams
BlizzCon Is Bigger Than Ever With Nine Stages, 12 Trucks, 200+ Broadcast Streams The live stages feed into central Master Control, ‘Post Hub’ BY JASON DACHMAN, CHIEF EDITOR NOVEMBER 2, 2018 We distribute to a huge number amount of platforms and we also localize in 18 different languages. All of our esports programming is free, and we make the decision what goes on R Logotext Lorem TaglineBlizzCon Virtual Ticket holistically across Blizzard [based on] what we feel our community would want access to. Peter Eminger, Sr. Director Blizzard With 40,000 fans onsite watching five live esports stages and four content stages sprawled across a million square feet at Anaheim Convention Center, it simply doesn’t get any bigger for the Blizzard Entertainment pro- duction operation than BlizzCon. In addition, Blizzard’s Global Broadcast team is distributing a whopping 211 unique broadcast streams to 17 outlets in 18 languages. “For us, the live event and the broadcasts are very linked together because so much of the broadcast is from these live stages. Our show is definitely bigger this year,” says Pete Emminger, senior director, Blizzard Entertain- ment. “We’re really lucky in that we have a lot of consistent crew, so this year has actually been the smoothest year so far. Plus, we’ve really had a great year at Blizzard overall, so we’re extremely excited to finally be here at BlizzCon, which is really a celebration for us as much as it is [for the fans].” A Blizzard of Activity: A Dozen Mobile Units Onsite Serving Nine Stages Now in its 14th year, the convention features everything from live esports competitions to Q&A panels and announcements to demos of upcoming game releases to concerts and much more. -
THQ Nordic Acquires Award-Winning Warhorse Studios, the Studio Behind Kingdom Come: Deliverance
NOT FOR RELEASE, PUBLICATION OR DISTRIBUTION IN WHOLE OR IN PART, DIRECTLY OR INDIRECTLY, WITHIN OR TO 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), 13 February 2019, 6:30 a.m. CET THQ Nordic acquires award-winning Warhorse Studios, the studio behind Kingdom Come: Deliverance THQ Nordic AB's indirectly wholly owned subsidiary Koch Media GmbH has today entered into an agreement to acquire Prague based Warhorse Studios s.r.o., a leading game developer behind the successful award-winning title Kingdom Come: Deliverance. The purchase price amounts to 33.2MEUR on a cash and debt free basis. Warhorse’s Net Revenues in 2018 amounted to approximately 42 MEUR1 , with an adjusted EBIT of approximately 28 MEUR1. ”Warhorse Studios is one of the leading independent studios in Europe and I am proud to welcome them to the THQ Nordic group. Kingdom Come: Deliverance, which has now sold over 2 million copies, has been a great success since the release exactly one year ago. I look forward to continue working with the founders who will continue managing the studio under strong creative freedom for many years to come", says Lars Wingefors, CEO of THQ Nordic AB. The transaction in brief • THQ Nordic AB ("THQ Nordic" or "The Company") acquires 100 percent of the shares in Warhorse Studios s.r.o. ("Warhorse") through its indirectly wholly owned subsidiary Koch Media GmbH ("Koch Media"). -
THQ Nordic (THQNO.ST)
COMPANY ANALYSIS 1 March 2018 Summary THQ Nordic (THQNO.ST) List: Power-up! Market Cap: 11,190 MSEK The company had an immense release schedule with loads of Industry: Gaming new content during the quarter. The reported numbers beat CEO: Lars Wingefors Chairman: Kicki Wallje-Lund our estimates. Even though that THQ Nordic produced a record quarter, the thing stole the spotlight was the announcement of the acquisition of Koch Media; we get into OMXS 30 THQ Nordic detail about the acquired company in this research update. 160 The acquisition is a prime example of THQ Nordic’s 140 acquisition strategy. We believe that the market is yet to fully 120 100 grasp the underlying value and cash flow generating 80 capabilities of THQ Nordic’s growing IP portfolio, which was 60 enhanced significantly by the acquirement. 40 20 We raised our Base-case valuation to 140 SEK per share 0 28-Feb 29-May 27-Aug 25-Nov 23-Feb based on a Back-Of-The-Envelope assessment on the same day as the acquisition. Following a more in-depth analysis, we increase our fair value estimate further to 168 SEK per share. We argue that the new addition to the Group was acquired at a low price and that the long-term possibilities following the purchase are vast. Redeye Rating (0 – 10 points) Management Ownership Profit outlook Profitability Financial strength 8.0 points 9.0 points 7.0 points 6.0 points 8.0 points Key Financials 2016 2017 2018E 2019E 2020E Share information Revenue, MSEK 302 508 3,666 3,909 4,300 Share price (SEK) 141.0 Growth 42% 68% 622% 7% 10% Number of shares (m) 79.4 EBITDA 132 273 929 1,009 1,212 Market Cap (MSEK) 11,190 EBITDA margin 44% 54% 25% 26% 28% Net cash (MSEK) 255 EBIT 95 188 616 696 849 Free float (%) 50 % EBIT margin 31% 37% 17% 18% 20% Daily turnover (’000) 60 Pre-tax earnings 93 182 616 696 849 Net earnings 72 139 480 543 662 Net margin 24% 27% 13% 14% 15% Analysts: Kristoffer Lindstrom 2016 2017 2018E 2019E 2020E [email protected] Dividend/Share 0.00 0.00 0.00 0.00 2.50 2016 2017 2018E 2019E 2020E EPS adj. -
THQ Nordic Completes the Acquisition Warhorse Studios
NOT FOR RELEASE, PUBLICATION OR DISTRIBUTION, IN WHOLE OR IN PART, DIRECTLY OR INDIRECTLY, WITHIN OR TO 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), 13 February 2019 THQ Nordic completes the acquisition Warhorse Studios THQ Nordic AB's indirectly wholly owned subsidiary Koch Media GmbH has today entered into an agreement to acquire Warhorse Studios s.r.o., which was announced earlier today through a press release, for a purchase price amounting to MEUR 33.2 on a cash and debt free basis. All conditions for the transaction have now been fulfilled and the transaction is thereby completed. The Purchase of MEUR 42.8, corresPonding to MEUR 33.2 on a cash and debt free basis has today been Paid through a cast Payment of MEUR 40.4 to the sellers and 142,870 B shares, corresPonding to a value of MEUR 2.4, have been issued, subscribed for and allotted to the sellers. Warhorse Studios will be consolidated into THQ Nordic’s financial as of 13 February 2019. For further information on the transaction, reference is made to the Press release announced earlier today. Advisers Ernst & Young AB is providing transaction suPPort and Baker McKenzie is acting as legal counsel to THQ Nordic in connection with the transaction. For additional information, please contact: Lars Wingefors, GrouP CEO Tel: +46 708 47 19 78 E-mail: [email protected] About THQ Nordic THQ Nordic acquires, develoPs and Publishes PC and console games for the global games market. -
Stáhnout Číslo V
TÉMA XXXXYYY 2. číslo l ročník VII. l květen 2018 l cena 25 Kč DEMOKRATICKÝ STŘED 1 OBSAH Úvodník Takoví jsme byli (Tomáš Fošum) 3 Téma: Česká politická krize Čekání na stabilitu (Antonín Berdych) 4 Podceňovaná jízda na tygrovi (Tomáš Fošum) 6 Střední Evropa Další zápis do historie? V hlavní roli Sebastian Kurz (Miroslav Šepták) 7 Ficova vláda bez Fica a s Machiavellim (Marián Balázs) 9 O vyhlídkách slovenské pravice (Martin Gonda) 11 Proč Viktor Orbán nepotřebuje volební program (Peter Morvay) 13 Porošenko čeká na vyzyvatele (Michal Lebduška) 15 Polská opozice na čekané (Wojciech Hofmański) 17 Polští republikáni hledají nouzový východ (Jan Škvrňák) 19 Střední Evropa a čínské pokušení (Łukasz Kołtuniak) 21 Kultura Japonsko po roce nula (Anna Plasová) 23 Polidštěné myši a opice aneb k čemu zvířata v divadle (ne)potřebujeme (Olga Słowik) 24 Hollywood střední Evropy: česko-polské komiksové klání (Lucie Zakopalová) 26 Zpráva o stavu videoherního průmyslu ve střední Evropě (Jan Holovský) 27 Rozhovor Smutné je, když politická realita předhání fikci (Zuzana Lizcová) 29 Zraněná města Ralsko: cesty v prostoru a čase (Martin Veselka) 32 Demokratický střed 2/2018, vydáno v květnu 2018, ročník VII. adresa: Demokratický střed, Jirečkova 1012/9, 170 00 Praha 7, e-mail: [email protected], web: www.demokratickystred.cz šéfredaktor: Tomáš Fošum zástupce šéfredaktora: Petr Zenkner redakční rada: Tomáš Chlum, Marie Bydžovská, Marie Jüptner Medková, Ladislav Havelka Jan Jüptner, Kateřina Hamplová, Pavel Cechl, Tomáš Orlík, Jan Holovský, Anna Plasová grafická úprava: Jiří Kaufner, fotomontáž na úvodní straně: Alesh, logo: LUSEL vydavatel: Demokratický střed, z. s. č. účtu: 2400332468/2010 registrační číslo MK ČR E 20906, ISSN 1805-6202, vychází 4 x ročně 2 DEMOKRATICKÝ STŘED ÚVODNÍK V eseji Vzestup neliberální demokracie publikované vého rozdělení polské společnosti, kde si jednotlivé tá- v roce 1997 označil americký politolog Fareed Zakaria bory navzájem nedůvěřují.