YEAR END REPORT 2019 Gamigo AG
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Consolidated Financial Statements for the Financial Year from 1 January to 31 December 2018 Page
Consolidated Financial Statements for the Financial Year from 1 January to 31 December 2018 gamigo AG Behringstrasse 16b 22765 Hamburg/Germany Content Consolidated Financial Statements for the Financial Year from 1 January to 31 December 2018 Page Consolidated management report of gamigo AG for the Financial Year from 1 January to 31 December 2018 1-39 Consolidated Statement of Financial Position as at 31 December 2018 40-41 Consolidated Statement of Profit and Loss and Comprehensive Income for the Financial Year from 1 January to 31 December 2018 42 Consolidated Statement of Changes in Equity from 1 January to 31 December 2018 43 Consolidated Statement of Cash Flows from 1 January to 31 December 2018 44 Notes to the Consolidated Financial Statements of gamigo AG for the Financial Year from 1 January to 31 December 2018 45-126 Independent Auditor’s Report gamigo group Consolidated management report 2018 Consolidated management report of the gamigo group for the year ended 31 December 2018 I. Fundamentals of the gamigo group ...................................................................................... 2 A. Business operations and corporate structure ..................................................................................... 2 B. Business activities and organisation .................................................................................................. 3 C. Objectives and strategies .................................................................................................................. 7 D. Management -
Dodge Brand Launches New TV Commercial and Social Gaming Sweepstakes in Conjunction with Syfy and Trion Worlds ‘Defiance’ Partnership
Contact: Eileen Wunderlich Dodge Brand Launches New TV Commercial and Social Gaming Sweepstakes in Conjunction with Syfy and Trion Worlds ‘Defiance’ Partnership Co-branded television spot launches May 20, coinciding with first appearance of Dodge Chargers as hero vehicles in the ‘Defiance’ TV program airing Mondays at 9 p.m. on Syfy 30-second ‘Dodge Charger | Defiance’ ad follows the vehicle’s endurance from present day to the 2046 transformed planet Earth featured in TV show 'Dodge Defiance Arkfall Sweepstakes,’ launching May 24 at www.DodgeDefiance.com,includes social gaming component allowing fans to compete against one another and share stories on Facebook Weekly prizes awarded with one grand prize of trip for two to world’s largest pop culture event May 19, 2013, Auburn Hills, Mich. - The Dodge brand is extending its partnership with Syfy and Trion Worlds on the “Defiance” television show and online video game with a new television commercial and social gaming sweepstakes. As the exclusive automotive sponsor, the Dodge brand “Defiance” partnership includes vehicle integrations in the TV show (Dodge Charger) and online video game (Dodge Challenger) as well as custom co-branded advertising and promotions crossing multiple media platforms, including television, digital, social media, mobile, gaming and on- demand. “Defiance” allows Dodge a prime opportunity to speak to its socially engaged customers. The co-branded TV commercial, titled ‘Dodge Charger | Defiance,’ debuts May 20, in conjunction with the first appearance of the Dodge Charger as the hero vehicle driven by main character Nolan (Grant Bowler), the city of Defiance lawkeeper. The 30-second spot shows the endurance of the Charger as it survives obstacles in a changing world, ending with a transformed planet Earth in the year 2046 where “only the defiant survive.” The spot will be posted on the brand's YouTube page,www.youtube.com/dodge. -
The Video Game Industry an Industry Analysis, from a VC Perspective
The Video Game Industry An Industry Analysis, from a VC Perspective Nik Shah T’05 MBA Fellows Project March 11, 2005 Hanover, NH The Video Game Industry An Industry Analysis, from a VC Perspective Authors: Nik Shah • The video game industry is poised for significant growth, but [email protected] many sectors have already matured. Video games are a large and Tuck Class of 2005 growing market. However, within it, there are only selected portions that contain venture capital investment opportunities. Our analysis Charles Haigh [email protected] highlights these sectors, which are interesting for reasons including Tuck Class of 2005 significant technological change, high growth rates, new product development and lack of a clear market leader. • The opportunity lies in non-core products and services. We believe that the core hardware and game software markets are fairly mature and require intensive capital investment and strong technology knowledge for success. The best markets for investment are those that provide valuable new products and services to game developers, publishers and gamers themselves. These are the areas that will build out the industry as it undergoes significant growth. A Quick Snapshot of Our Identified Areas of Interest • Online Games and Platforms. Few online games have historically been venture funded and most are subject to the same “hit or miss” market adoption as console games, but as this segment grows, an opportunity for leading technology publishers and platforms will emerge. New developers will use these technologies to enable the faster and cheaper production of online games. The developers of new online games also present an opportunity as new methods of gameplay and game genres are explored. -
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The Video Games Industry
The video games industry: A responsible attitude towards parents and children October 2011 Executive Summary The Association for UK Interactive Entertainment (UKIE) is the trade association that represents a wide range of businesses and organisations involved in the video games industry. UKIE exists to ensure that our members have the right This document aims to set out what the video games and economic, political and social environment needed for this interactive entertainment is doing in the field of child safety. expanding industry to continue to thrive. UKIE’s membership The focus of this report is the following games consoles: includes games publishers, developers and the academic Nintendo Wii, Nintendo DS, Microsoft Xbox, Sony2 PlayStation institutions that support the industry. We represent the and Sony Playstation Portable. majority of the UK video games industry: in 2010 UKIE members were responsible for 97% of the games sold as physical products in the UK and UKIE is the only trade body Parental Controls on video games consoles in the UK to represent all the major console manufacturers (Nintendo, Microsoft and Sony). Tanya Byron’s Review of Progress (2010) urged internet- enabled device manufacturers to develop parental controls and include them on their devices. Similarly, the Bailey Introduction Review (2011) made the following recommendations regarding parents’ ability to block adult and age-restricted The video games and interactive entertainment industry material from the internet: is one of the fastest growing creative industries in the UK. With 1 in 3 people identifying as “gamers”, interactive “the internet industry must act decisively to develop entertainment is increasingly part of everyone’s everyday and introduce effective parental controls.” lives. -
Complete List of Migs16 Attending Companies
COMPLETE LIST OF MIGS16 ATTENDING COMPANIES MONTREAL INTERNATIONAL GAME SUMMIT 14TH EDITION DECEMBER 11-12-13 2017 YOUR ACCESS TO EXPERTS MONTREAL INTERNATIONAL GAME SUMMIT 14TH EDITION DECEMBER 11-12-13 2017 11 bit Studios AMJ 12 Hit Combo! Annex Pro 1E Avenue Music Antre du Geek 1One AOne Games 1st Playable Productions APEX Sciences 24h Appcoach 4AM Games Apple 51HiTech Applicant 5th Wall Agency Appodeal 8D Technologies Aptitude X 98,5FM Armoires Cuisines Action A Thinking Ape Around The Word Accenture Around the Word Canada Achimostawinan Games Artesium Studios ACTRA Montreal Artifact 5 ad Communications Artisan Studios, Inc. AdColony ASTUCEMEDIA Adult Swim Audible reality Advanced Micro Devices Audiokinetic ADVANTAGE AUSTRIA Autodesk Affordance Studio Avalanche Prod - HUB MTL AJL Consult Axis Animation Alexis Senecal Azurtek Algonquin College B&H Alice & Smith Babel Games Services Aline Mercy Babel Media Allegorithmic Bandai Namco Entertainment Alliance Numérique Bandai Namco Entertainment Alpha vision Banner & Witcoff AltKey BareHand Always Mind Studios Baton Rouge Area Chamber Amazon Lumberyard BDC Ameo Prod, Inc BDC Capital MONTREAL INTERNATIONAL GAME SUMMIT 14TH EDITION DECEMBER 11-12-13 2017 BDO Canadian Heritage Beenox Canadian Museum of History Behaviour Interactif Inc. Cangrejo Ideas SpA Bell Canoë Ben Salerno Design Canvasseuse Bentomiso CARA Berzerk Studio Cardboard Utopia Bethesda Studios Montreal Cardboard-Utopia Big Jack’s Factory, Inc. Castle Couch Big Studios Inc CC2 Big Viking Games CCNB Miramichi Bigben Interactive CCP Games BioWare (a division of Electronics Arts) CD Projekt S.A. Bishop Games CDI College bitHeads/brainCloud CDRIN Bkom Studios Cégep de Limoilou Black Tie Ventures Cégep de l’Outaouais Blacknut Cégep de Matane Blind Ferret Cégep de Sainte-Foy Blobstone CEIM blogcritics.org Centre Phi Bloober Team CFPR BNC CGMagazine Borden Ladner Gervais LLP Chamber of Commerce of Metropolitan Mon- brainCloud tréal Breaking Walls Champlain College Brookfield Global Relocation Services Chartboost, Inc. -
The Business of Video Games Report
The Business of Video Games Report About DFC Intelligence’s The Business of Video Games Report The Business of Video Games report consists of two pdf documents 1) a 140-slide presentation created in Microsoft PowerPoint and 2) a 180-page report created in Microsoft Word. These documents each contain very different looks at the game industry but use the same set of underlying data and key assumptions. As a business overview, this report does not focus heavily on raw numbers and data. Instead it is a more qualitative analysis of the game industry providing context around major historical and anticipated trends. DFC Intelligence provides plenty of industry data and detailed forecasts but it is important that those forecasts do not exist in a vacuum. The data only tells part of the story and this report looks to fill in the story behind the data. This report is a designed to provide a high-level overview of the general game industry size and how the game industry works across its entire value chain. There is a focus on the role of major industry players from hardware manufacturers to distributors and content developers. A great deal of the focus is on who makes the money when a consumer buys a video game. Published by DFC Intelligence www.dfcint.com 858.834.4340 1 ©2018 DFC Intelligence. The Business of Video Games Report The Business of Video Games PowerPoint Summary • PowerPoint Outline – Executive Summary (Slides 3-10): An overview of market size and general segmentation – Industry Value Chain (Slides 11-15): This is a high level introduction -
A 2014 Study by the Entertainment Software Association (ESA)
SALE2014S, DEMOGRAPHIC, AND USAGE DATA ESSENTIAL FACTS ABOUT THE COMPUTER AND VIDEO GAME INDUSTRY [ i ] “Our industry has a remarkable upward trajectory. Computer and video games are a form of entertainment enjoyed by a diverse, worldwide consumer base that demonstrates immense energy and enthusiasm for games. With an exciting new generation of hardware, outstanding software, and unmatched creativity, technology, and content, our industry will continue to thrive in the years ahead.” —Michael D. Gallagher, president and CEO, Entertainment Software Association [ ii ] WHAT’S INSIDE WHO IS PLAYING 2 Who Plays Computer and Video Games? 4 Who Buys Computer and Video Games? AT PLAY 5 What Type of Online and Mobile Games are Played Most Often? 5 How Many Gamers Play on a Phone or Wireless Device? 6 How Many Gamers Play Games With Others? 7 Parents and Games 7 Parents Control What Their Kids Play 9 Top Reasons Parents Play With Their Kids THE BOTTOM LINE 10 What Were the Top-Selling Game Genres in 2013? 11 What Were the Top-Selling Games of 2013? 12 Sales Information: 2003–2013 13 Total Consumer Spend on Video Game Industry in 2013 WHO WE ARE 14 About ESA 14 ESA Members OTHER RESOURCES 16 ESA Partners The 2014 Essential Facts About the Computer and Video Game Industry was released by the Entertainment Software Association (ESA) in April 2014. The annual research was conducted by Ipsos MediaCT for ESA. The study is the most in-depth and targeted survey of its kind, gathering data from more than 2,200 nationally representative households. Heads of households, and the most frequent gamers within each household, were surveyed about their game play habits and attitudes. -
The Bmo Capital Markets 18 Annual Digital
THE BMO CAPITAL MARKETS 18th ANNUAL DIGITAL ENTERTAINMENT CONFERENCE 4mm Games (Private) www.4mmgames.com 4mm Games ("4 millimeter games") was established by co-founders of Rockstar Games and a handful of leading entrepreneurs and visionaries from games, media, music, and advertising. The company is developing online worlds that will define social gaming. 4mm Games is headquartered in NYC with offices in London, England. THE BMO CAPITAL MARKETS 18th ANNUAL DIGITAL ENTERTAINMENT CONFERENCE Activision Blizzard (ATVI) www.activisionblizzard.com Activision Blizzard is a leading publisher, developer and distributor of interactive entertainment and leisure software for multiple platforms including the Xbox 360, PS3, Wii, Nintendo DS, PlayStation Portable, and the PC. The company’s products span a wide range of genres and target markets. The company owns several hit brands, including World of Warcraft, Starcraft, Call of Duty, and Guitar Hero. Activision Blizzard is headquartered in Santa Monica, California. THE BMO CAPITAL MARKETS 18th ANNUAL DIGITAL ENTERTAINMENT CONFERENCE Adknowledge (Private) www.adknowledge.com Adknowledge, Inc. provides Web-based solutions for managing Internet advertising campaigns for marketers and advertising agencies. The company offers AdKnowledge System, which is used for planning, buying, trafficking, targeting, serving, and reporting online campaigns; and AdKnowledge eAnalytics, a suite of data analysis and data mining services that allow marketers and agencies to obtain insight into consumer behavior and brand awareness. It also provides Web marketing management services. The company was formerly known as ClickOver, Inc. and changed its name to Adknowledge, Inc. in February 1998. Adknowledge was incorporated in 1996 and is based in Palo Alto, California with an additional office in New York. -
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BNA’s Patent, Trademark & Copyright Journal® VOL. 88, NO. 2168 PAGES 509–574 JUNE 20, 2014 HIGHLIGHTS BNA INSIGHTS Mere Implementation of Abstract Idea With Computer Not Patent-Eligible COPYRIGHT: The author says the A method, a computer system, and a computer-readable medium to carry out Supreme Court’s final judgment a method for ensuring that a party to a contract has sufficient funds in its ac- in the Aereo case could clarify count are drawn to a patent-ineligible abstract idea, the U.S. Supreme Court or further muddy the nation’s holds. Affirming a ruling by the U.S. Court of Appeals for the Federal Circuit, copyright laws in a manner not the high court echoes a 2010 ruling that killed a patent on a computer algo- seen since the days of the player rithm for hedging investment risks. Alice Corp. Pty Ltd. v. CLS Bank Int’l. piano. Page 565 Page 513 ALSO IN THE NEWS TTAB Again Finds ‘Redskins’ Disparaging, Orders Registrations Cancelled The various trademark registrations used by the Washington Redskins ‘‘must be cancelled because they were disparaging to Native Americans at the re- COPYRIGHTS: Technology is spective times they were registered, in violation of Section 2(a) of the Trade- changing distribution channels mark Act of 1946,’’ the Trademark Trial and Appeal Board holds in a split de- and business models of view- cision. The board’s ruling strips away the team’s ability to rely on certain fed- ing content and recent court eral laws to enforce its trademark rights, which, if the registrations are decisions are creating uncertain- cancelled, will subsequently have to be grounded in common law. -
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