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MICROMANIA GAMES SHOW 08 LE SALON DU JEU VIDEO - JOUR J-5 31 Octobre Au 3 Novembre – Porte De Versailles – Paris
MICROMANIA GAMES SHOW 08 LE SALON DU JEU VIDEO - JOUR J-5 31 Octobre au 3 Novembre – Porte de Versailles – Paris Le seul Salon des Jeux Vidéo qui permet de découvrir vraiment toutes les nouveautés de Noël avant l'heure grâce à des mises en scène spectaculaires. Le MICROMANIA GAMES SHOW, confirme le soutien de l’ensemble de l’industrie. AVEC UNE GRANDE QUALITE de MISE EN SCENE et UN SAVOIR FAIRE IMPECABLE, LE MGS A POUR OBJECTIF DE COMBLER SES VISITEURS. Théâtralisés à l’extrême, les stands sont un véritable parc de loisirs des jeux vidéo. Cette année, le MGS monte encore d’un cran en qualité. Le MGS - Véritable salon du jeu vidéo - relève ainsi le challenge de présenter les jeux de fin d’année et de 2009 d’une façon hyper qualitative dans une ambiance incroyable. « Ce qui compte ce n’est pas de faire un maximum d’entrées, mais que 100 % des participants aient le sourire en repartant» affirme Pierre Cuilleret, le président de Micromania. Grâce au soutien de toute l’industrie, le challenge est relevé. Unique en son genre, jamais égalé, ni en France, ni en Europe, le savoir faire du MGS profite de ses 8 années d’expérience et des 25 ans de la collaboration de MICROMANIA avec l’industrie des jeux vidéo. Le MGS offre aux visiteurs des grands espaces. Des stands avec plus de 600 consoles et des animations spectaculaires, une ambiance unique pour faire découvrir l’incroyable monde du MGS de la meilleure façon qu’il soit. Julien SIMONNET - [email protected] - 01 55 94 86 23 - 06 60 25 37 71 Raphaël WOLFF - [email protected] - 01 55 94 86 23 DES STARS DES JEUX VIDEO La salle de démonstration du MGS, avec son Vidéo Projecteur Full HD sur un écran 6x4, aura droit à des présentations de jeux par les développeurs eux même. -
Electronic Arts Reports Q2 Fy11 Financial Results
ELECTRONIC ARTS REPORTS Q2 FY11 FINANCIAL RESULTS Reports Q2 Non-GAAP Revenue and EPS Ahead of Expectations Reaffirms Full-Year Non-GAAP EPS and Net Revenue Guidance FIFA 11 Scores With 8.0 Million Units Sold In Need For Speed Hot Pursuit with Autolog, Ships November 16 REDWOOD CITY, CA – November 2, 2010 – Electronic Arts Inc. (NASDAQ: ERTS) today announced preliminary financial results for its second fiscal quarter ended September 30, 2010. “We had another strong quarter, beating expectations both top and bottom line,” said John Riccitiello, Chief Executive Officer. “We credit our results to blockbusters like FIFA 11 and to innovative digital offerings like The Sims 3 Ambitions and Madden NFL 11 on the iPad.” “EA reaffirms its FY11 non-GAAP guidance,” said Eric Brown, Chief Financial Officer. “EA is the world’s #1 publisher calendar year-to-date and our portfolio is focused on high- growth platforms -- high definition consoles, PC, and mobile.” Selected Quarterly Operating Highlights and Metrics: EA is the #1 publisher on high-definition consoles with 25% segment share calendar year-to date, two points higher than the same period a year ago. In North America and Europe, the high-definition console software market is growing strongly with the combined PlayStation®3 and Xbox 360® segments up 23% calendar year-to-date. The PlayStation 3 software market is up 36% calendar year-to-date. EA is the #1 PC publisher with 27% segment share at retail calendar year-to-date and strong growth in digital downloads of full-game software. For the quarter, EA had six of the top 20 selling games in Western markets with FIFA 11, Madden NFL 11, NCAA® Football 11, NHL®11, Battlefield: Bad Company™ 2 and FIFA 10. -
Exergames and the “Ideal Woman”
Make Room for Video Games: Exergames and the “Ideal Woman” by Julia Golden Raz A dissertation submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy (Communication) in the University of Michigan 2015 Doctoral Committee: Associate Professor Christian Sandvig, Chair Professor Susan Douglas Associate Professor Sheila C. Murphy Professor Lisa Nakamura © Julia Golden Raz 2015 For my mother ii Acknowledgements Words cannot fully articulate the gratitude I have for everyone who has believed in me throughout my graduate school journey. Special thanks to my advisor and dissertation chair, Dr. Christian Sandvig: for taking me on as an advisee, for invaluable feedback and mentoring, and for introducing me to the lab’s holiday white elephant exchange. To Dr. Sheila Murphy: you have believed in me from day one, and that means the world to me. You are an excellent mentor and friend, and I am truly grateful for everything you have done for me over the years. To Dr. Susan Douglas: it was such a pleasure teaching for you in COMM 101. You have taught me so much about scholarship and teaching. To Dr. Lisa Nakamura: thank you for your candid feedback and for pushing me as a game studies scholar. To Amy Eaton: for all of your assistance and guidance over the years. To Robin Means Coleman: for believing in me. To Dave Carter and Val Waldren at the Computer and Video Game Archive: thank you for supporting my research over the years. I feel so fortunate to have attended a school that has such an amazing video game archive. -
Sega Announces a Platinum Partnership
FOR IMMEDIATE RELEASE SEGA ANNOUNCES A PLATINUM PARTNERSHIP Famed Developers Confirm Exclusive Four-Game Deal with SEGA LONDON & SAN FRANCISCO (May 15, 2008) – SEGA Europe Ltd. and SEGA® of America, Inc. today announced a worldwide partnership with PlatinumGames Inc., the development studio recently formed by the team behind some of the most successful franchises in the video game industry. Under the agreement, PlatinumGames will develop three ground-breaking new SEGA titles -- MADWORLD™, Infinite Line™ and Bayonetta™ – covering a variety of game genres with innovative design concepts that explore the depths of today’s best-selling platforms. A soon-to-be-announced fourth title, being directed by legendary gaming icon Shinji Mikami, is also part of the agreement. “The creative forces at PlatinumGames bring a new level of imagination into the SEGA family at a pivotal time in the video game industry when the demand for quality, originality and fun has never been greater,” said Tatsuya Minami, President and CEO, PlatinumGames. “These new titles will contribute meaningfully to SEGA’s brand, while adding a new level of depth to the strategic portfolio of games in our library.” “We are thrilled to have forged this new relationship with such a talented team of individuals and we are understandably excited about the titles that they are producing for us,” commented Mike Hayes President and COO of SEGA Europe Ltd. “SEGA continually strives to release games for all consumers that are of the highest quality, working with Platinum Games further enhances that strategy.” MADWORLD, the first title set for release in Q1 2009, is an inventive third-person action game exclusively for Wii™. -
Irrevocability in Games
IRREVOCABILITY IN GAMES Interactive Qualifying Project Report completed in partial fulfillment of the Bachelor of Science degree at Worcester Polytechnic Institute, Worcester, MA Submitted to: Professor Brian Moriarty Daniel White Michael Grossfeld 1 Abstract This report examines the history and future application of irrevocability in video games. Decision making is an essential part of playing video games and irrevocability negates replayability by disallowing alternate decisions. We found that successful games with this theme exhibit irreversibility in both story and game mechanics. Future games looking to use irrevocability well must create an ownership that the player feels towards the experience by balancing these two mechanics. 2 Table of Contents IRREVOCABILITY IN GAMES .............................................................................................................. 1 Abstract .................................................................................................................................................... 2 Table of Contents ................................................................................................................................... 3 Part One: Concept of Irrevocability ................................................................................................ 4 Introduction .......................................................................................................................................................... 4 Part Two: Chronology of Irrevocability ........................................................................................ -
CORRECTING and REPLACING PHOTO Venus Williams Named Brand Ambassador for EA SPORTS Active 2
CORRECTING and REPLACING PHOTO Venus Williams Named Brand Ambassador for EA SPORTS Active 2 Tennis Icon Gets Hearts Pumping with New Interactive Fitness Program in North America REDWOOD CITY, Calif., Oct 12, 2010 (BUSINESS WIRE) -- Please replace the photo with the accompanying corrected photo. The release reads: VENUS WILLIAMS NAMED BRAND AMBASSADOR FOR EA SPORTS ACTIVE 2 Tennis Icon Gets Hearts Pumping with New Interactive Fitness Program in North America Today, EA SPORTS(TM), a label of Electronic Arts Inc. (NASDAQ:ERTS), announced the signing of global tennis superstar Venus Williams as North American brand ambassador for EA SPORTS Active 2, an innovative line of interactive fitness products that feature personalized, customizable workouts. Williams will act as the franchise spokesperson and will join the EA SPORTS Active family along with David Beckham, who was recently named brand ambassador in Europe and Australia. EA SPORTS Active 2 focuses on improving muscular strength, endurance and flexibility, while providing an intense cardio workout; it will combine a heart rate monitor and wireless motion tracking data to deliver a fitness experience that achieves authentic, measurable results. EA SPORTS Active 2 will be available on Kinect(TM) for Xbox 360(R) video game and entertainment system from Microsoft, PlayStation(R)3 and Wii(TM), in North America on November 16 as well as iPhone(R) and iPod touch(R) at a later date. "Venus is one of the most recognizable, popular and accomplished tennis players in the world; her success can be attributed to both her talent as well as her dedication to fitness," says Jon Slavet, EA SPORTS Active Vice President, Product Strategy. -
Exergame Network Awards
Exergame Network Awards The Exergame Network (TEN) held the first ever public voting for awards relating to active video games. Fifteen categories covered the new generation of Active Video Games with nominations from industry experts and public votes from around the world. ”The inaugural TEN Awards is a significant initiative to raise public awareness of the commercial grade Exergaming solutions available world wide and to honor the key pioneering manufacturers in this exciting health and fitness genre” says Brett Young, founding member of The Exergame Network and CEO of Exergaming Australia. ”The first ever TEN Awards is a great step in helping both consumers and healthcare professionals know where to start when trying to select (or recommend) an exergame for their particular need. The voting was from a wide array of exergaming enthusiasts from around the globe. I believe this is a great start and hope that this will encourage game developers and exergaming manufacturers to continue to produce great products and raise the field of exergaming” says Dr. Ernie Medina, Jr., DrPH, founding member of The Exergame Network, CEO of MedPlay Technologies, and the “Exergaming Evangelist/Interventionist”. The Exergame Network Awards 2010 categories: - Best Children's Exergame - Best Physical Education Exergame - Best Seniors Exergame - Best Accessibility Exergame - Best Home Dance Exergame - Best Commercial Grade Dance Exergame - Best Exergame Fitness Avatar - Best Rehabilitation Exergame - Best Group Exergame - Best Gateway Exergame - Best Competition Exergame - Best Brain Exergame - Best Music in an Exergame - Best Commercial Exergame 2010 - Best Home Exergame 2010 1. Best Children’s Exergame Award that gets younger kids moving with active video gaming - Dance Dance Revolution Disney Grooves by Konami - Wild Planet Hyper Dash - Atari Family Trainer - Just Dance Kids by Ubisoft - Nickelodeon Fit by 2K Play Dance Dance Revolution Disney Grooves by Konami 2. -
An Assessment of Mobile Fitness Games
An Assessment of Mobile Fitness Games An Interactive Qualifying Project by Alex Carli-Dorsey James Jackman Nicholas Massa Date: 01/30/2015 Report Submitted to: Bengisu Tulu and Emmanuel Agu Worcester Polytechnic Institute This report represents work of WPI undergraduate students submitted to the faculty as evidence of a degree requirement. WPI routinely publishes these reports on its web site without editorial or peer review. For more information about the projects program at WPI, see http://www.wpi.edu/Academics/Projects. 1 Abstract The purpose of this project was to find, document, and review mobile fitness games from the Android and iTunes marketplace, with a focus on those that encourage physical exercise. Using a variety of marketplaces and web searches, we, among a group of recruited and willing participants under study, played and reviewed Android and iPhone games that featured movement as an integral part of the game. We reported how effective the game is for fitness, and how engaging the content is for players. We provided reviews that can be used by: 1) Individuals seeking an enjoyable method of achieving a certain level of fitness, and 2) Game developers hoping to produce a compelling mobile fitness game of their own. 2 Table of Contents Abstract ..................................................................................................................................................... 2 1. Introduction .......................................................................................................................................... -
Tatsunoko Vs. Capcom Ultimate All-Stars Instruction Manual Manual: Repair Manual Koch Media · Tatsunoko Vs
Tatsunoko Vs. Capcom Ultimate All-stars Instruction Manual manual: repair manual Koch Media · Tatsunoko vs. Capcom: Ultimate All-Stars Have you been recently searching for Koch Media Tatsunoko vs. this Video Games, and also they will show you important instructions and provide you. 15. Tatsunoko vs Capcom: ultimate All stars (5*) 5) I have seen some options, so for examples, in order to play games as Tatsunoko vs Capcom, or the 2 zelda. Roll appears as a playable character in both versions of Tatsunoko vs. Capcom: Cross Generation of Heroes and Ultimate All-Stars. She attacks with a broom and Rocked, ↑ Tatsunoko vs. Capcom: Ultimate All-Stars instruction manual. Tatsunoko vs. Capcom: Ultimate All-Stars (Wii - Used). ¥3,300. Tatsunoko vs. Capcom: The Legend of Zelda - Skyward Sword + visual booklet (Wii). ¥6,500. Click it and follow the on- screen instructions to install the channel on your system. If you don't Brawl and Tatsunoko VS. Capcom: Ultimate All Stars. To use it. It was originally released in 2003 as a part of the Capcom Five under director Hideki Kamiya and producer Atsushi Inaba. Joe has appeared as a playable character in Capcom's 2008 Wii fighting game Tatsunoko vs. Capcom: Ultimate All Stars and is a playable character in Marvel vs. Viewtiful Joe instruction manual. Tatsunoko Vs. Capcom Ultimate All-stars Instruction Manual Read/Download Great Games Of Last Generation: Tatsunoko VS Capcom Ultimate All-Stars Thankfully, a detailed instruction manual was included in the box (it was. Add New Game · Add New Poll · Add Featured Game · Instructions Main Game Staff » Capcom Co., Ltd. -
Ea Active Sports 2 Wii
Ea active sports 2 wii EA SPORTS Active 2 with Total Body Tracking will feature an innovative wireless control system powered by motion sensors in leg and arm straps that provide. Learn more details about EA SPORTS Active 2 for Wii and take a look at gameplay screenshots and videos. Wii Workouts - EA Sports Active 2 - Sample Workout. Loading. on Dec 6, Demo video for. Reviews EA Sports Active 2 WII at EA Sports Active 2 WII. $$ Back to Item. Average rating: 0out of 5 stars. 0 reviews. GameStop: Buy EA Sports Active Bundle, Electronic Arts, Nintendo Wii, Find in EA SPORTS Active was designed so that it could be performed by up to 2. EA Sports Active 2 may technically be a fitness game, but let me assure you: Niki, my virtual personal trainer -- she don't play. This sequel to the. EA Sports Active 2 is with us now, but herein lies a problem. EA have released the game for all three consoles, and each version is slightly. Metacritic Game Reviews, EA Sports Active 2 for Wii, Take the Next Step in your journey to better health and fitness. EA Sports Active 2 Reviewed by Nutwiisystem on December 6, Summary: The best gets box for EA Sports Active 2 is more. EA Sports Active 2: Personal Trainer is an exercise video game developed by EA Canada. It was released on November 16, in North America for the Xbox. I didn't get into a fight and I didn't go to a gym, I just got one intense workout in front of my TV with EA Sports Active 2. -
Hideki Kamiya,42
Oppaidius Summer Trouble! – Un’estate indimenticabile Circa un anno fa avevamo parlato dellademo scaricabile su Steam diOppaidius Summer Trouble!, una particolarissima visual novel, sia per l’art style che per il suo umorismo molto parodistico, con giusto un pizzico di italianità. Ai tempi non abbiamo potuto fare a meno di lodare il già ottimo lavoro del creatore Vittorio Giorgi che è stato capace di consegnare un prodotto di altissima qualità (seppur in uno stadio ancora incompleto). Da Dicembre, dopo un kickstarter di successo, la full version di Oppaidius Summer Trouble! è arrivata su Steam e finalmente abbiamo avuto modo di conoscere la simpatica (e rotondissima)Serafina , una ragazza che appare al protagonista quasi come un miraggio. Come si snoda la nostra avventura grafica? Beh… Scopriamole… Cioè… Scopriamolo insieme! L’estate non piace a tutti… In Oppaidius Summer Trouble!, nonostante saremo in grado di scegliere il nome del nostro personaggio, controlleremo un tipo un po’ asociale, abbastanza nerd, che odia l’estate: non si diverte, la vive male per colpa dell’afa e perciò preferisce rimanere a casa a giocare ai videogiochi (con una console che sembra proprio essere un PC Engine Duo-RX). Un giorno però un’improvvisa visita a casa nostra cambierà la vita del protagonista per sempre: eccoSerafina , la nuova vicina appena trasferitasi in cerca di nuove amicizie e giusto di un po’ di Latte! Il nostro protagonista non potrà fare a meno di notare i suoi due ingombranti seni (e il fatto che chieda proprio il latte!) e comincia a non pensare ad altro, al punto di dubitare della sua esistenza. -
Interactive Virtual Reality Fitness Game Using Microsoft Kinect (Kinefit)
Interactive Virtual Reality Fitness Game using Microsoft Kinect (KineFit) by Mohd Zuhairi Bin Mohd Zubir Dissertation submitted in partial fulfillment of the requirement for the Bachelor of Computer Information Sciences (Hons) (Information and Communication Technology) SEPTEMBER 2011 Universiti Teknologi PETRONAS Bandar Seri Iskandar 31750Tronoh Perak Darul Ridzuan CERTIFICATION OF APPROVAL Interactive Virtual Reality Fitness Game using Microsoft Kinect (KineFit) by Mohd Zuhairi Bin Mohd Zubir A project dissertation submitted to the Information and Communication Technology Programme Universiti Teknologi PETRONAS In partial fulfillment of the requirement for the BACHELOR OF COMPUTER INFORMATION SCIENCES (Hons) (INFORMATION AND COMMUNICATION TECHNOLOGY) Approved by, (AP Dr. Dayang Rohaya Bt Awang Rambli) DAYANG ROHAYA AWANG RAMBU Assoetate Professor Co~pul_e_r and Information Sci«1ces ~~S'ij~~~-PETRON"tJNIVERSITI TEK.NOLOGI PETRONAS Perak Oarut Ridluan, MAlAYSIA TRONOH, PERAK September 2011 CERTIFICATION OF ORIGINALITY This is to certify that I am responsible for the work submitted in this project, that the original work is my own except as specified in the references and acknowledgements, and that the original work contained herein have not been undertaken or done by unspecified sources or persons. Mohd Zuhairi Bin Mohd Zubir ii ABSTRACT KineFit is an interactive Virtual Reality (VR) fitness training application that utilized the Kinect sensor as its main input device. Kinect offers a controller-free gaming experience where user interacts with the game environment by using their whole body, hence, making the experience more natural and immersive. The game is incorporated with a gesture-based interface that removes any use of mouse and keyboard as a means to navigate the game environment.