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A Cross-Case Analysis of Possible Facial Emotion Extraction Methods That Could Be Used in Second Life Pre Experimental Work
Volume 5, Number 3 Managerial and Commercial Applications December 2012 Managing Editor Yesha Sivan, Tel Aviv-Yaffo Academic College, Israel Guest Editors Shu Schiller, Wright State University, USA Brian Mennecke, Iowa State University, USA Fiona Fui-Hoon Nah, Missouri University of Science and Technology, USA Coordinating Editor Tzafnat Shpak The JVWR is an academic journal. As such, it is dedicated to the open exchange of information. For this reason, JVWR is freely available to individuals and institutions. Copies of this journal or articles in this journal may be distributed for research or educational purposes only free of charge and without permission. However, the JVWR does not grant permission for use of any content in advertisements or advertising supplements or in any manner that would imply an endorsement of any product or service. All uses beyond research or educational purposes require the written permission of the JVWR. Authors who publish in the Journal of Virtual Worlds Research will release their articles under the Creative Commons Attribution No Derivative Works 3.0 United States (cc-by-nd) license. The Journal of Virtual Worlds Research is funded by its sponsors and contributions from readers. http://jvwresearch.org A Cross-Case Analysis: Possible Facial Emotion Extraction Methods 1 Volume 5, Number 3 Managerial and Commercial Applications December 2012 A Cross-Case Analysis of Possible Facial Emotion Extraction Methods that Could Be Used in Second Life Pre Experimental Work Shahnaz Kamberi Devry University at Crystal City Arlington, VA, USA Abstract This research-in-brief compares – based on documentation and web sites information -- findings of three different facial emotion extraction methods and puts forward possibilities of implementing the methods to Second Life. -
When the Balls Touch They Splode
FOR IMMEDIATE RELEASE When the Balls Touch They Splode ZEN Studios & Twisted Pixel Announce a Big Science Project: Ms. Splosion Man is Coming to Pinball FX2 LOS ANGELES – July 7, 2011 – ZEN Studios & Twisted Pixel today announced a Ms. Splosion Man themed pinball table is coming to Pinball FX2 on Xbox LIVE® Arcade this summer. Sploding with energy and full of punchy surprises, Ms. Splosion Man pinball represents the passion of two of Xbox Live’s finest independent studios collaborative efforts, and the result is an insane level of fun. “We told the Twisted Pixel crew we were going to break in and steal all the Ms. Splosion Man stuff so we could make a pinball table for them. We put our super stealth ZEN sniper on the project and what can I say, mission accomplished,” boasts Mel Kirk, ZEN Studios Vice President of Marketing and Public Relations. “Twisted Pixel struck back by stealing some Pinball FX2 assets and building a pinball machine in the arcade area of Ms. Splosion Man, due out on July 13th. Set in the crazy labs of Big Science, the latest tests in experimental science have gone all wrong, and Ms. Splosion Man must splode her way through obstacles utilizing the latest in tech gadget innovation in her quest to free Splosion Man from the grips of evil scientists. Featuring plenty of interactive 3D characters and objects pulled directly from the Ms. Splosion Man game, players will complete sets of sploding missions and combos, culminating in a final battle with Mighty Eternal. “Turns out, sploding is a GREAT mechanic on a pinball table and the evil geniuses at ZEN took the idea and ran with it!” explains Twisted Pixel CEO Michael Wilford. -
Xbox LIVE Arcade Game Development Katie Stone Perez
Xbox LIVE Arcade Game Development Katie Stone Perez Sr. Game Program Manager Microsoft Endless Fun is Just a Download Away! Agenda What is Xbox LIVE Arcade The Growth of Xbox LIVE Arcade What’s New Portfolio Goals Questions What is Xbox LIVE Arcade? Xbox Live Arcade is a destination for users to download, try and buy broad appeal content on Xbox 360 High-visibility placement in every console (Games Blade) Deep Marketplace integration (download, purchase, licensing) Available to both Silver & Gold Xbox Live Subscribers Arcade-specific banner placements drives awareness of new titles Rich around-the-game feature set drives retention & repeat play What is an Xbox LIVE Arcade Game? Full game experience No pieces of games Must stand on its own Smaller in size <150 MB (most games <50 MB) Playable without physical media or other dependencies No instruction manual required Approachable pickup & play Free Trial Version with limited but entertaining gameplay Must up-sell to unlocked “full” version In-game promotional up-sell Plugs into Xbox Live Arcade around-the-game experiences Out-of-game Leaderboards Achievements & Gamerscore Cross-game invites Growth Of Xbox LIVE Arcade 25M games downloaded Instant hit on the Xbox 360, with nearly 70% of all connected consoles already downloading and playing Xbox LIVE Arcade titles. Widespread recognition of XBLA as a “key differentiator” for Xbox 360 Broad recognition of individual titles Over 600K search results for “Cloning Clyde” or “Assault Heroes” Rapid growth of XBLA publisher ecosystem Ultimately means more great games! Top Arcade Titles to Date Street Fighter II' HF Bankshot Billiards 2 Marble Blast Ultra UNO® DOOM® Xbox LIVE Arcade- What’s Next? Size Limit increase to 150 MB Additional Achievements and Gamerscore for PDLC (Paid Downloadable Content) 3 Additional achievements available for a total of 50 additional Gamerscore. -
Ubisoft® Reports Third Quarter 2014-15 Sales
Ubisoft® reports third quarter 2014-15 sales . Record third-quarter sales, coming in above target at €810 million . Targets for full-year 2014-15 updated Paris, February 12, 2015 – Today, Ubisoft released its sales figures for the fiscal quarter ended December 31, 2014. Sales Sales for the third quarter of 2014-15 came to €809.7 million, up 55.8% (or 49.5% at constant exchange rates) compared with the €519.7 million recorded for third-quarter 2013- 14. For the first nine months of fiscal 2014-15, sales totaled €1,293.9 million versus €813.0 million in the corresponding prior-year period, representing an increase of 59.2% (or 58.3% at constant exchange rates). The third-quarter sales figure was higher than the target of approximately €730 million announced when Ubisoft released its first-half 2014-15 results. This performance reflects: . A sharp increase in market share to 12.8%1 for 2014 (from 9.6% in 2013). A very good performance delivered by the two Assassin’s Creed® opuses, Far Cry® 4 and The Crew®, with respective sales of 10 million, 7 million and 2 million units (sell- in): Far Cry 4 was voted “Best Shooter” at "The Games Awards 2014". Assassin’s Creed Unity won the prize for best “Character Animation in a Video Game” at the Annie Awards. To date, The Crew has recorded the best sales1 for the racing games released in late 2014. A solid showing from Just Dance® with 4 million units sold (sell-in). The continued success of Watch Dogs®, with 10 million units sold (sell-in) since its release. -
Marketing 2.0
JEDE AUSGABE MIT FIRMENREGISTER UND PRAKTIKUMSBÖRSE 06/2010 € 6,90 MAGAZIN FÜR SPIELE-ENTWICKLUNG UND BUSINESS-DEVELOPMENT magazin MARKETING 2.0 MINIMALE MITTEL, MAXIMALE AUFMERKSAMKEIT: WIE IHRE SPIELE FACEBOOK, USER-RATINGS UND GAMESTAR EROBERN PROJEKTMANAGEMENT PROGRAMMIERUNG GAME DESIGN DIE FÜNF ERFOLGSFAKTOREN WIE BIGPOINT DIE PERFORMANCE TUTORIALANALYSE VON SECHS VON SPIELEPRODUKTIONEN VON DARK ORBIT OPTIMIERT HAT GROSSEN FACEBOOK-SPIELEN gs_sh_mg_06_2010_Titel 1 19.10.10 12:38 gs_sh_MG_06_Playgenic.indd 1 11.10.10 10:56 Editorial Start Making Games Zurück in die Zukunft Neuer Stoff für Theorie und Praxis Heiko Klinge Genau fünf Jahre sind seitdem vergangen. Fünf Jahre, in denen sich viel verändert hat: der end- W ir schreiben den November 2005: Die gültige Durchbruch für Online-Magazine, der Zweitausgabe unseres Entwicklermaga- Siegeszug der sozialen Netzwerke oder auch das ist Chefredakteur vom zins verlässt die Druckerei und macht sich auf Comeback der Indie-Developer. Insofern fanden Making Games Magazin. den Weg zu unseren Lesern – damals nur ein wir es nicht nur aus nostalgischen, sondern paar Hundert, die uns auf Anhieb ihr Vertrauen auch aus praktischen Gründen ganz passend, www geschenkt haben. Feedback auf unser neues Ba- Markus erneut um einen Artikel zu seinem Lieb- by ist rar, im Redaktionsteam herrscht deshalb lingsthema »PR-Material« zu bitten. Das gerade- makinggames.de immer noch eine gewisse Unsicherheit: Kommt zu monumentale Ergebnis finden Sie im Rah- Immer wenn Sie diesen Hinweis bei einem Artikel sehen, möchten wir unser Heft in der Branche an? Wie relevant sind men unserer Titelstory »Marketing 2.0« auf den Sie auf ergänzende oder vertiefende unsere Themen? Doch am Erscheinungstag der Seiten 14 bis 21. -
Mario's Legacy and Sonic's Heritage: Replays and Refunds of Console Gaming History
Mario’s legacy and Sonic’s heritage: Replays and refunds of console gaming history Jaakko Suominen University of Turku / Digital Culture P.O. Box 124 28101 Pori +35823338100 jaakko.suominen at utu.fi ABSTRACT In this paper, I study how three major videogame device manufacturers, Microsoft, Sony and Nintendo use gaming history within their popular console products, Microsoft Xbox 360, Sony PS 3 and Nintendo Wii. These enterprises do not only market new game applications and devices but also recycle classic game themes, game characters as well as classic games themselves. Therefore, these corporations are a part of the phenomenon which can be called retrogaming culture or digital retro economy. The paper introduces the different ways in which the corporations began to use history and how they constructed their digital game market strategies to be compatible with the current retrogaming trend. In addition, the paper introduces a model for different phases of uses of history. The paper is empirically based on literary reviews, recreational computing magazine articles, company websites and other online sources and participatory observation of retrogaming applications and product analyses. Sociological and cultural studies on nostalgia as well as history culture form the theoretical framework of the study. Keywords retrogaming, classic games, history management, uses of history, consoles INTRODUCTION When a game company utilizes its older products to make a new application, when the same company mentions the year it was established in a job advertisement or when it celebrates a game figure’s 20-year anniversary, the company uses history. The use of history can be a discursive act, which underlines continuity and in so doing, for example, the trustworthiness and stability of the firm. -
Q1 Please Mark the County Where You Live
Big Pool Input Survey (3rd- 6th) Q1 Please mark the county where you live. Answered: 1,667 Skipped: 42 Finney Scott Kearny Haskell Grey 0% 10% 20% 30% 40% 50% 60% 70% 80% 90% 100% ANSWER CHOICES RESPONSES Finney 99.34% 1,656 Scott 0.42% 7 Kearny 0.18% 3 Haskell 0.00% 0 Grey 0.06% 1 TOTAL 1,667 1 / 12 Big Pool Input Survey (3rd- 6th) Q3 How old are you? Answered: 1,688 Skipped: 21 8 9 10 11 12 0% 10% 20% 30% 40% 50% 60% 70% 80% 90% 100% ANSWER CHOICES RESPONSES 8 9.12% 154 9 23.58% 398 10 25.83% 436 11 27.31% 461 12 14.16% 239 TOTAL 1,688 3 / 12 Big Pool Input Survey (3rd- 6th) Q4 What grade are you in? Answered: 1,692 Skipped: 17 3rd 4th 5th 6th 0% 10% 20% 30% 40% 50% 60% 70% 80% 90% 100% ANSWER CHOICES RESPONSES 3rd 20.33% 344 4th 28.49% 482 5th 26.77% 453 6th 24.41% 413 TOTAL 1,692 4 / 12 Big Pool Input Survey (3rd- 6th) Q5 Please specify your ethnicity. Answered: 1,695 Skipped: 14 White Hispanic or Latino Black or African... Native American or... Other (please specify) 0% 10% 20% 30% 40% 50% 60% 70% 80% 90% 100% ANSWER CHOICES RESPONSES White 27.96% 474 Hispanic or Latino 54.40% 922 Black or African American 4.31% 73 Native American or American Indian 2.54% 43 Other (please specify) 10.80% 183 TOTAL 1,695 5 / 12 Big Pool Input Survey (3rd- 6th) Q6 Last year how often did you go to The Big Pool? Answered: 1,691 Skipped: 18 Never Less than one time a week One time a week Two times a week Three times a week More than three times .. -
Y Be Reduced by Taking the Following Precautions: 16 Acquiring Piñatas • Sit Farther from the Television Screen
Return to garden Save game/ Zoom out Adjust controls Zoom in Information Move cursor Y(highlight a Piñata) (click for fast cursor) B Discard/Cancel X Main Menu A Action/Select Tools shortcuts Highlight Move camera smo q an Alert (click for top view) 0906 Part No. X12-64838-01 WARNING Before playing this game, read the Xbox 360 Instruction Manual and any peripheral manuals for important safety and health information. Keep all manuals for future reference. For replacement manuals, see www.xbox.com/support or call Xbox Customer Support. ImportantHealthWarningAboutPlaying VideoGames 2 Welcome to Piñata Island 3 Deeds to the Garden Photosensitive Seizures A very small percentage of people may experience a seizure when exposed to 4 Garden Personalities certain visual images, including flashing lights or patterns that may appear in video games. Even people who have no history of seizures or epilepsy may have 6 Meet the Piñatas an undiagnosed condition that can cause these “photosensitive epileptic seizures” while watching video games. 8 Quick Start Guide These seizures may have a variety of symptoms, including lightheadedness, altered vision, eye or face twitching, jerking or shaking of arms or legs, 0 Advanced Game Controls disorientation, confusion, or momentary loss of awareness. Seizures may also cause loss of consciousness or convulsions that can lead to injury from falling 2 Game Screen down or striking nearby objects. Immediately stop playing and consult a doctor if you experience any of these 3 Starting and Saving a Game symptoms. Parents should watch for or ask their children about the above symptoms—children and teenagers are more likely than adults to experience 4 Tools and Resources these seizures. -
Ubisoft Studios
CREATIVITY AT THE CORE UBISOFT STUDIOS With the second largest in-house development staff in the world, Ubisoft employs around 8 000 team members dedicated to video games development in 29 studios around the world. Ubisoft attracts the best and brightest from all continents because talent, creativity & innovation are at its core. UBISOFT WORLDWIDE STUDIOS OPENING/ACQUISITION TIMELINE Ubisoft Paris, France – Opened in 1992 Ubisoft Bucharest, Romania – Opened in 1992 Ubisoft Montpellier, France – Opened in 1994 Ubisoft Annecy, France – Opened in 1996 Ubisoft Shanghai, China – Opened in 1996 Ubisoft Montreal, Canada – Opened in 1997 Ubisoft Barcelona, Spain – Opened in 1998 Ubisoft Milan, Italy – Opened in 1998 Red Storm Entertainment, NC, USA – Acquired in 2000 Blue Byte, Germany – Acquired in 2001 Ubisoft Quebec, Canada – Opened in 2005 Ubisoft Sofia, Bulgaria – Opened in 2006 Reflections, United Kingdom – Acquired in 2006 Ubisoft Osaka, Japan – Acquired in 2008 Ubisoft Chengdu, China – Opened in 2008 Ubisoft Singapore – Opened in 2008 Ubisoft Pune, India – Acquired in 2008 Ubisoft Kiev, Ukraine – Opened in 2008 Massive, Sweden – Acquired in 2008 Ubisoft Toronto, Canada – Opened in 2009 Nadeo, France – Acquired in 2009 Ubisoft San Francisco, USA – Opened in 2009 Owlient, France – Acquired in 2011 RedLynx, Finland – Acquired in 2011 Ubisoft Abu Dhabi, U.A.E – Opened in 2011 Future Games of London, UK – Acquired in 2013 Ubisoft Halifax, Canada – Acquired in 2015 Ivory Tower, France – Acquired in 2015 Ubisoft Philippines – Opened in 2016 UBISOFT PaRIS Established in 1992, Ubisoft’s pioneer in-house studio is responsible for the creation of some of the most iconic Ubisoft brands such as the blockbuster franchise Rayman® as well as the worldwide Just Dance® phenomenon that has sold over 55 million copies. -
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. -
Group Booking Information for Flippers360 Game Room
Group Booking Information for Flippers360 Game Room Availability: Flippers360 Game Room is available for Group Bookings Monday thru Friday (excluding all major Holidays) by any Corporation or Organization (“Company”) registered and licensed to do business in the State of Florida. Booking Time Slots – (1) Business Day Advance Notice required for all Bookings. Morning Time Slot – 10:30 a.m. to 12:30 p.m. (All Participants and Supervisors must exit Flippers360 Game Room by 12:45 p.m.) Afternoon Time Slot – 1:00 p.m. to 3:00 p.m. (All Participants and Supervisors must exit Flippers360 Game Room by 3:15 p.m.) The “Company” should arrive to the location and have all Participants ready for Check-In no later than (15) minutes before your scheduled Time Slot. Late Arrivals will not be permitted to stay beyond the original end time of their Time Slot. Price: The Cost for each person to participant in the Flippers360 Game Room is $6.00 If “Company” Employees, Volunteers, Counselors, Supervisors, Representatives, etc. want to use the gaming equipment, the individual(s) must pay the $6 fee and obtain a wristband before participating. No person is permitted to use any of the Flippers360 equipment without first obtaining a wristband. Check In: Upon arrival, each and every “Company” will be greeted by a Flippers Cinema Employee. The Flippers Cinema Employee will verify the “Company’s” reservation as well as perform a head count of each and every Participant. To complete the Check-In process and before the “Company” Participants will receive a wristband to enter the Flippers360 Game Room, payment in full is required by the “Company” Representative. -
“Trials Fusion Track Jam 2” Official Rules (English) French Version Page 7 / Version Francaise Page 7
“TRIALS FUSION TRACK JAM 2” OFFICIAL RULES (ENGLISH) FRENCH VERSION PAGE 7 / VERSION FRANCAISE PAGE 7 NO PURCHASE OR PAYMENT NECESSARY TO ENTER OR WIN. A PURCHASE WILL NOT INCREASE YOUR CHANCES OF WINNING. VOID WHERE PROHIBITED BY LAW OR REGULATION. PARTICIPANTS MUST BE 18 OR OLDER AT THE TIME OF ENTRY. This Competition is in no way sponsored, endorsed or administered by, or associated with Facebook, Twitter YouTube or any other social media platform. You are providing your information to Ubisoft EMEA. The information you provide will only be used in accordance with the Ubisoft privacy policy which may be viewed at http://www.ubi.com 1. ELIGIBILITY: Trials Fusion Track Jam 2 (the “Competition”) is open only to legal residents of United States (excluding residents of Rhode Island and residents of Puerto Rico, U.S. Virgin Islands, Guam and other United States territories), United Kingdom, Canada (excluding Quebec), France, Germany, Poland, Spain, Australia, Ukraine, the Netherlands, Turkey, Czech Republic, Belgium, Romania, Sweden, Austria, Hungary, Denmark, Switzerland, Portugal, Greece, Norway, Finland, Ireland, Slovakia, Luxembourg, Bulgaria, Slovenia, Cyprus, Lettonia, Lithuania, Estonia and Malta, who are at least eighteen (18) years old at the time of entry. Employees, officers, and directors of Sponsor and its affiliated companies, subsidiaries, licensees, franchisees, distributors, dealers, sales representatives, advertising and promotion agencies, and any and all other companies associated with the Competition (collectively, the “Competition Entities”), and each of their immediate families (i.e., parents, spouse, siblings, children, grandparents, step parents, stepchildren and step siblings, and their respective spouses, and those living in the same household, whether or not related) are not eligible to participate.