Take-Two Interactive Software 1Q22 Quarterly Results – Management Prepared Remarks August 2, 2021
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
2K Unveils Stellar Video Game Line
2K Unveils Stellar Video Game Line-up for 2006 Electronic Entertainment Expo; Line-up Includes Highly- Anticipated Titles such as The Da Vinci Code(TM), Prey, Sid Meier's Civilization IV: Warlords and NBA 2K7 May 10, 2006 8:31 AM ET NEW YORK--(BUSINESS WIRE)--May 10, 2006--2K and 2K Sports, publishing labels of Take-Two Interactive Software, Inc. (NASDAQ: TTWO), today announced a strong line-up for Electronic Entertainment Expo 2006 (E3) taking place at the Los Angeles Convention Center from May 10-12, 2006. From 2K, the line-up includes titles based on blockbuster entertainment brands such as The Da Vinci Code(TM) and Family Guy and popular comic book franchises The Darkness and Ghost Rider, as well as original next generation games such as Prey and BioShock. 2K is also featuring highly-anticipated titles from Firaxis Games, including Sid Meier's Civilization IV: Warlords and Sid Meier's Railroads! as well as the Firaxis and Firefly Studios collaboration title CivCity: Rome. Other eagerly awaited titles include Stronghold Legends(TM) along with Dungeon Siege II(R): Broken World(TM) and Dungeon Siege: Throne of Agony(TM), based on the acclaimed Dungeon Siege(R) franchise. In addition, the 2K Sports line-up features the next installments from top-rated franchises such as NHL 2K7, NBA 2K7 and College Hoops 2K7. 2K Line-up Includes: BioShock BioShock is an innovative role-playing shooter from Irrational Games who was named IGN's 2005 Developer of the Year. BioShock immerses players into a war-torn underwater utopia, where mankind has abandoned their humanity in their quest for perfection. -
Sistematización De Un Nuevo Paradigma Ontológico Del Videojuego: El Formativismo
UNIVERSIDAD DE SEVILLA DPTO. COMUNICACIÓN AUDIOVISUAL Y PUBLICIDAD TESIS DOCTORAL SISTEMATIZACIÓN DE UN NUEVO PARADIGMA ONTOLÓGICO DEL VIDEOJUEGO: EL FORMATIVISMO Juan José Vargas Iglesias Sevilla, 2015 SISTEMATIZACIÓN DE UN NUEVO PARADIGMA ONTOLÓGICO DEL VIDEOJUEGO: EL FORMATIVISMO 2 TESIS DOCTORAL Presentada por Juan José Vargas Iglesias bajo la dirección del Prof. Dr. D. Luis Navarrete Cardero SISTEMATIZACIÓN DE UN NUEVO PARADIGMA ONTOLÓGICO DEL VIDEOJUEGO: EL FORMATIVISMO Vº Bº del Director de la Tesis, Prof. Dr. D. Luis Navarrete Cardero Sevilla, a 13 de octubre de 2015 3 A mis padres. 4 Uno podría aventurar la afirmación de que una histeria es una caricatura de una creación artística; una neurosis obsesiva, de una religión; y un delirio paranoico, de un sistema filosófico. Sigmund Freud, Totem y tabú Mientras Dios juega viene a ser mundo. Martin Heidegger, La proposición del fundamento 5 Agradecimientos Agradezco, en primer lugar, a Luis por aceptar la dirección de esta tesis, por su genero- sidad, por su compromiso irreductible y por concederme el privilegio de su amistad. A mis alumnos y alumnas, porque no pasa un día sin que me enseñen algo nuevo. A mis compañeros y compañeras del Departamento, y a quienes componen y han com- puesto el Aula de Videojuegos. A Mario, por las conversaciones inagotables en la cumbre intemporal de las Abstrac- ciones, por su galvanizante entusiasmo y su brillantez inspiradora. A Alejandra, por ser capaz de redimirme con una sonrisa. Por cambiar el mundo en que vivía. Por su paciencia sin límites. Por ser Ella. A Sofi, por las horas y horas dedicadas a completar aventuras gráficas de todo pelaje cuando éramos niños. -
TESIS: Grand Theft Auto IV. Impacto Y Contexto En Los Videojuegos Como
UNIVERSIDAD NACIONAL AUTÓNOMA DE MÉXICO FACULTAD DE ESTUDIOS SUPERIORES ACATLÁN Grand Theft Auto IV. Impacto y contexto en los videojuegos como parte de la cultura de masas Tesis para obtener el título de: Licenciado en Comunicación PRESENTA David Mendieta Velázquez ASESOR DE TESIS Mtro. José C. Botello Hernández UNAM – Dirección General de Bibliotecas Tesis Digitales Restricciones de uso DERECHOS RESERVADOS © PROHIBIDA SU REPRODUCCIÓN TOTAL O PARCIAL Todo el material contenido en esta tesis esta protegido por la Ley Federal del Derecho de Autor (LFDA) de los Estados Unidos Mexicanos (México). El uso de imágenes, fragmentos de videos, y demás material que sea objeto de protección de los derechos de autor, será exclusivamente para fines educativos e informativos y deberá citar la fuente donde la obtuvo mencionando el autor o autores. Cualquier uso distinto como el lucro, reproducción, edición o modificación, será perseguido y sancionado por el respectivo titular de los Derechos de Autor. Grand Theft Auto IV Impacto y contexto en los videojuegos como parte de la cultura de masas Agradecimientos A mis padres. Gracias, papá, por enseñarme valores y por tratar de enseñarme todo lo que sabías para que llegara a ser alguien importante. Sé que desde el cielo estás orgulloso de tu familia. Mamá, gracias por todo el apoyo en todos estos años; sé que tu esfuerzo es enorme y en este trabajo se refleja solo un poco de tus desvelos y preocupaciones. Gracias por todo tu apoyo para la terminación de este trabajo. A Ariadna Pruneda Alcántara. Gracias, mi amor, por toda tu ayuda y comprensión. Tu orientación, opiniones e interés que me has dado para la realización de cualquier proyecto que me he propuesto, así como por ser la motivación para seguir adelante siempre. -
Chinatown Wars Kevin George
International Journal of English Literature and Social Sciences, 5(2) Mar-Apr 2020 |Available online: https://ijels.com/ The Dark Side of GTA: Chinatown Wars Kevin George Department of English, K.E College, Mannanam, Kerala, India Abstract—Released way back in 2009, Grand Theft Auto: Chinatown Wars is an action-adventure videogame, developed for a console meant for teenagers. However, the videogame drew flak for its inclusion of certain controversial mini-games and missions involving drugs like cocaine and heroin. This short essay/review will focus on the corruptive influence of something as trivial as a videogame and how it works insidiously as a lure to a world of crime, which young minds find irresistible. Keywords—Addiction,Arson, Delusions of power,Drug-dealing, GTA: Chinatown Wars. INTRODUCTION adolescent innocence as portrayed in his novel The Lord of I was having a hard time coming to terms with the the Flies. ‘Influence’ plays a big role and so does the quarantine in India (and the world over). Usually, I would milieu. The pandemic (COVID19) which is wreaking find solace in reading philosophy and literature or I would havoc on our planet has made their lives insular and more binge on my favourite films or series. But, the headlines susceptible to ‘influence’ (at least for now) and things and podcasts made sure that my usual sangfroid was kept aren’t much different (from the novel). The teenagers who at bay. My penchant for etymology compels me to spent hours playing games like GTA: Chinatown Wars, (I mention the origins of the word ‘sangfroid’. -
2K Announces Sid Meier's Civilization® VI for Nintendo Switch September
2K Announces Sid Meier’s Civilization® VI for Nintendo Switch September 13, 2018 6:46 PM ET The full Civilization VI experience comes to a home console for the first time Join the conversation on Twitter using the hashtag #OneMoreTurn NEW YORK--(BUSINESS WIRE)--Sep. 13, 2018-- 2K and Firaxis Games today announced that Sid Meier’s Civilization® VI, winner of The Game Awards’ Best Strategy Game, DICE Awards’ Best Strategy Game and latest entry in the prestigious Civilization franchise, is coming to Nintendo Switch™ on November 16, 2018. Additionally, 2K and Firaxis Games have partnered with Aspyr Media to bring Civilization VI to Nintendo Switch and ensure the experience meets the same high standards of the beloved series. This press release features multimedia. View the full release here: https://www.businesswire.com/news/home /20180913005109/en/ Originally created by legendary game designer, Sid Meier, Civilization is a turn-based strategy game in which you build an empire to stand the 2K and Firaxis Games today announced that Sid test of time. Explore a new land, research technology, conquer your Meier's Civilization® VI, winner of The Game Awards' Best Strategy Game, DICE Awards' Best enemies, and go head-to-head with history’s most renowned leaders as Strategy Game and latest entry in the prestigious you attempt to build the greatest civilization the world has ever known. Civilization franchise, is coming to Nintendo Switch™ on November 16, 2018. (Graphic: Business Now on Nintendo Switch, the quest to victory in Civilization VI can Wire) take place wherever and whenever players want. -
2KSWIN PGA2K21 NSW Onlin
WICHTIGE GESUNDHEITSINFORMATIONEN: PHOTOSENSITIVE ANFÄLLE (ANFÄLLE DURCH LICHTEMPFINDLICHKEIT) Bei einer sehr kleinen Anzahl von Personen können bestimmte visuelle Einflüsse (beispielsweise aufflackernde Lichter oder visuelle Muster, wie sie in Videospielen vorkommen) zu photosensitiven Anfällen führen. Diese können auch bei Personen auftreten, in deren Krankheitsgeschichte keine Anzeichen für Epilepsie o. Ä. vorhanden sind, bei denen jedoch ein nicht diagnostizierter medizinischer Sachverhalt vorliegt, der diese so genannten „photosensitiven epileptischen Anfälle“ während der Nutzung von Videospielen hervorrufen kann. Zu den Symptomen gehören Schwindel, Veränderungen der Sehleistung, Zuckungen im Auge oder Gesicht, Zuckungen oder Schüttelbewegungen der Arme und Beine, Orientierungsverlust, Verwirrung oder vorübergehender Bewusstseinsverlust und Bewusstseinsverlust oder Schüttelkrämpfe, die zu Verletzungen durch Hinfallen oder das Stoßen gegen in der Nähe befindliche Gegenstände führen können. Falls beim Spielen ein derartiges Symptom auftritt, müssen Sie das Spiel sofort abbrechen und ärztliche Hilfe anfordern. Eltern sollten ihre Kinder beobachten und diese nach den oben genannten Symptomen fragen. Die Wahrscheinlichkeit, dass derartige Anfälle auftreten, ist bei Kindern und Teenagern größer als bei Erwachsenen. Die Gefahr kann durch vergrößerten Abstand zum Bildschirm, Verwenden eines kleineren Bildschirms, Spielen in einem gut beleuchteten Zimmer und Vermeiden des Spielens bei Müdigkeit verringert werden. Wenn Sie oder ein Familienmitglied -
Sites of Play: Locating Gameplace in Red Dead Redemption 2
Sites of Play: Locating Gameplace in Red Dead Redemption 2 Andrew Westerside University of Lincoln Brayford Pool, LN6 7TS United Kingdom [email protected] Jussi Holopainen University of Lincoln Brayford Pool, LN6 7TS United Kingdom [email protected] ABSTRACT In Video Game Spaces (2009), Michael Nitsche proposes three indicators of ‘placeness’ in video games: identity, self-motivated and self-organised action, and traces of memory (191-201). We read this notion of placeness as closely aligned to, or overlapping with, the understandings of place and site articulated in theatre and performance research as site-specific performance. Here, we articulate the ideas (and analyse the experiences) of placeness and sitedness in Rockstar Games’ Red Dead Redemption 2 (RDR2) through an analytical conversation between performance studies and games design research with a human-computer interaction bias. Through a close- reading of gameplay experiences (Bizzocchi and Tanenbaum, 2011), we individually experienced over 30 hours of RDR2 gameplay while taking notes, recording, and capturing screenshots. During our individual analyses, we met periodically to compare notes, discuss notable game moments and share analytical insights. At this intersection of game research and performance research, we ask to what extent the theoretical articulations of aesthetic/affective experience in physical, corporeal and material spaces can develop – and further nuance – our understanding of how place is experienced (and thus designed) in contemporary videogames. In doing so, we propose the term gameplace as a means of articulating what this article will define as the affective relationship between place, experience and play. Keywords Place, space, placeness, gameworld, gameplay, performance research, phenomenology INTRODUCTION Site-Specific Performance For scholars and practitioners in the discipline, site-specific performance refers to ‘performance conceived on the basis of a place in the real world (ergo, outside the established theatre)’ (Pavis, 1998, p.337). -
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27
Case 2:18-cv-10417 Document 1 Filed 12/17/18 Page 1 of 24 Page ID #:1 1 Pierce Bainbridge Beck Price & Hecht LLP John M. Pierce (SBN 250443) 2 [email protected] 3 Carolynn Kyungwon Beck (SBN 264703) [email protected] 4 Daniel Dubin (SBN 313235) 5 [email protected] 600 Wilshire Boulevard, Suite 500 6 Los Angeles, California 90017-3212 7 (213) 262-9333 8 Attorneys for 9 Plaintiff Alfonso Ribeiro 10 THE UNITED STATES DISTRICT COURT 11 FOR THE CENTRAL DISTRICT OF CALIFORNIA 12 Alfonso Ribeiro, an Case No. 2:18-cv-10417 13 individual, 14 Complaint for: Plaintiff, 15 1. Direct Infringement of v. 16 Copyright; 17 Take-Two Interactive 2. Contributory Infringement Software, Inc.; a Delaware of Copyright; 18 corporation; 2K Sports, Inc., a 3. Violation of the Right of 19 Delaware corporation; 2K Publicity under California Games, Inc., a Delaware Common Law; 20 corporation; Visual Concepts 4. Violation of the Right of 21 Entertainment, a California Publicity under Cal. Civ. 22 Corporation; and Does 1 Code § 3344; through 50, inclusive, 5. Unfair Competition under 23 Cal. Bus. & Prof. Code § 24 Defendants. 17200, et seq.; 6. Unfair Competition under 25 15 U.S.C. § 1125(a) 26 Demand for Jury Trial 27 28 Complaint Case 2:18-cv-10417 Document 1 Filed 12/17/18 Page 2 of 24 Page ID #:2 1 Plaintiff Alfonso Ribeiro, aka Ribeiro, (“Plaintiff” or “Ribeiro”), by 2 and through his undersigned counsel, asserts the following claims 3 against Defendants Take-Two Interactive Software, Inc. (“Take-Two”), 4 2K Sports, Inc. -
Pdf (Accessed 2.10.14)
Notes 1 Introduction: Video Games and Storytelling 1. It must be noted that the term ‘Narratological’ is a rather loose application by the Ludologists and the implications of this are pointed out later in this chapter. 2. Roland Barthes states that the ‘infinity of the signifier refers not to some idea of the ineffable (the unnameable signified) but to that of a playing [ ...] theText is plural’. Source: Barthes, R., 1977. Image, Music, Text, in: Heath,S.(Tran.), Fontana Communications Series. Fontana, London. pp. 158–159. 3.In Gaming Globally: Production, Play, and Place (Huntemann and Aslinger, 2012),theeditors acknowledgethat ‘while gaming maybe global, gaming cultures and practices vary widely depending on the power and voice of var- ious stakeholders’ (p. 27). The paucity of games studies scholarship coming from some of the largest consumers of video games, such as South Korea, China and India, to name a few, is markedly noticeable. The lack of represen- tation of non-Western conceptions of play culture and storytelling traditions is similarly problematic. 4. Chapter 8 will engage with this issue in more detail. 5. ‘(W)reading’ is preferred over the more commonly used neologism ‘wread- ing’toemphasise the supplementarity of the reading and writingprocesses and also to differentiate it from earlier usage that might claim that the two processes are the same thing. 3 (W)Reading the Machinic Game-Narrative 6. For whichhe is criticisedby Hayles (see Chapter 2). 7. Landow respondstothis by rightly stating that Aarseth misreads his original comment where heclaims that ‘the reader whochooses among linksortakes advantage of Storyspace’s hypertext capabilities shares some of the power of theauthor’(Landow, p. -
Take-Two Interactive Software, Inc. Reports First Quarter Fiscal 2009 Financial Results
Take-Two Interactive Software, Inc. Reports First Quarter Fiscal 2009 Financial Results March 10, 2009 4:01 PM ET NEW YORK NEW YORK--(BUSINESS WIRE)--Mar. 10, 2009-- Take-Two Interactive Software, Inc. (NASDAQ: TTWO) today announced financial results for its first fiscal quarter ended January 31, 2009. Net revenue for the first quarter was $256.8 million, compared to $240.4 million for the same quarter of fiscal 2008. First quarter sales were led by Grand Theft Auto IV, Carnival Games, NBA 2K9 and Midnight Club: Los Angeles. Net loss for the first quarter was $50.4 million or $0.66 per share, compared to a net loss of $38.0 million or $0.52 per share in the first quarter of fiscal 2008. The Company’s increased loss for the first quarter compared to the prior year was primarily due to higher marketing, legal, and research and development expenses. The first quarter results include $6.2 million in stock-based compensation expense ($0.08 per share) and $4.9 million in expenses related to unusual legal matters ($0.06 per share). Results for the first quarter of 2008 included $6.1 million in stock-based compensation expense ($0.08 per share) and $1.7 million in expenses related to unusual legal matters and business reorganization costs ($0.02 per share). Non-GAAP net loss was $39.3 million or $0.52 per share in the first quarter, compared to a net loss of $30.3 million or $0.41 per share in the first quarter of 2008. (Please refer to Non-GAAP Financial Measures and reconciliation tables included later in this release for additional information and details on non-GAAP items.) Business Highlights Among the significant recent business developments, Take-Two noted the following: Over 13 million units of Rockstar Games’ Grand Theft Auto IV have been shipped as of January 31, 2009. -
Class Action Chamber)
CANADA PROVINCE OF QUEBEC SUPERIOR COURT DISTRICT OF MONTREAL (CLASS ACTION CHAMBER) No: 500-06-001132-212 GABRIEL BOURGEOIS Petitioner -vs.- ELECTRONIC ARTS INC., legal person duly constituted, having its address of service at 1209 Orange Street, Wilmington, DE 19801 USA and ELECTRONIC ARTS (Canada), INC., legal person duly constituted, having its address for service at 1800 510 West Georgia St., Vancouver, BC, V6B 0M3, Canada and ACTIVISION BLIZZARD INC., legal person duly constituted, having its address for service at 251 Little Falls Drive, Wilmington, New Castle, Delaware, 19808 and ACTIVISION PUBLISHING INC., legal person duly constituted, having its address for service at 251 Little Falls Drive, Wilmington, New Castle, Delaware, 19808 and BLIZZARD ENTERTAINMENT INC., legal person duly constituted, having its address for service at 251 Little 1 Falls Drive, Wilmington, New Castle, Delaware, 19808 and TAKE TWO INTERACTIVE SOFTWARE INC., legal person duly constituted, having its address for service at 251 Little Falls Drive, Wilmington, Delaware, 19808 and TAKE TWO INTERACTIVE CANADA HOLDINGS INC., legal person duly constituted, having its address for service at 5770 Hutontario St, Mississauga, Ontario, L5R 3G5 and 2K GAMES INC., legal person duly constituted, having its address for service at 251 Little Falls Drive, Wilmington, Delaware, 19808 and ROCKSTAR GAMES INC, legal person duly constituted, having its address for service at 251 Little Falls Drive, Wilmington, Delaware, 19808 and WARNER BROS. ENTERTAINMENT INC., legal person duly constituted, having its address for service at 1209 Orange St., Wilmington, DE 19801 and WARNER BROS ENTERTAINMENT CANADA INC., legal person duly constituted, having its address for service at Suite 1600, 5000 Yonge Street, Toronto, Ontario, M2N 6P1 and 2 WARNER BROS. -
Study on the Current Situation of Bis in the Republic of Serbia January 2020 This Publication Is Produced with the Assistance of the European Union
REPUBLIC OF SERBIA This project is funded Ministry of Economy by the European Union Ministry of Finance and co-funded by Department for Contracting and Financing the Government of of EU Funded Programmes the Republic of Serbia Study on the current situation of BIs in the Republic of Serbia January 2020 This publication is produced with the assistance of the European Union. The contents of this publication are the sole responsibility of the GFA Consulting Group GmbH and may in no way be taken to reflect the views of the European Union. REPUBLIC OF SERBIA This project is funded Ministry of Economy by the European Union Ministry of Finance and co-funded by Department for Contracting and Financing the Government of of EU Funded Programmes the Republic of Serbia Business incubators enabled to provide high value services to SMEs January 2020 Study on the current situation of BIs in the Republic of Serbia ISBN-978-86-902360-1-5 Table of Contents 3 4 List of Figures 6 Overview of Serbian Business Approach Used to Assess List of Tables 7 Incubator Development 22 Serbian Business Incubators (BIs) 34 Acronyms 8 3.1 Brief overview of the development of the BIs in the 4.1 Definition of the BI Republic of Serbia 22 Terminology 9 assessment sample 34 3.1.1 Definition of Business Incubators 23 Introduction and Purpose 4.2 Choosing an appropriate 3.1.2 Distinguishing between incubation assessment method for the BIs 34 of the Study 10 as a process and business incubators as organisations 24 4.2.1 Peer review methodology 34 3.1.3 Is there a unified legal