The World in an Amusement Arcade!
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ABC Consumer Magazine Concurrent Release - Dec 2007 This Page Is Intentionally Blank Section 1
December 2007 Industry agreed measurement CONSUMER MAGAZINES CONCURRENT RELEASE This page is intentionally blank Contents Section Contents Page No 01 ABC Top 100 Actively Purchased Magazines (UK/RoI) 05 02 ABC Top 100 Magazines - Total Average Net Circulation/Distribution 09 03 ABC Top 100 Magazines - Total Average Net Circulation/Distribution (UK/RoI) 13 04 ABC Top 100 Magazines - Circulation/Distribution Increases/Decreases (UK/RoI) 17 05 ABC Top 100 Magazines - Actively Purchased Increases/Decreases (UK/RoI) 21 06 ABC Top 100 Magazines - Newstrade and Single Copy Sales (UK/RoI) 25 07 ABC Top 100 Magazines - Single Copy Subscription Sales (UK/RoI) 29 08 ABC Market Sectors - Total Average Net Circulation/Distribution 33 09 ABC Market Sectors - Percentage Change 37 10 ABC Trend Data - Total Average Net Circulation/Distribution by title within Market Sector 41 11 ABC Market Sector Circulation/Distribution Analysis 61 12 ABC Publishers and their Publications 93 13 ABC Alphabetical Title Listing 115 14 ABC Group Certificates Ranked by Total Average Net Circulation/Distribution 131 15 ABC Group Certificates and their Components 133 16 ABC Debut Titles 139 17 ABC Issue Variance Report 143 Notes Magazines Included in this Report Inclusion in this report is optional and includes those magazines which have submitted their circulation/distribution figures by the deadline. Circulation/Distribution In this report no distinction is made between Circulation and Distribution in tables which include a Total Average Net figure. Where the Monitored Free Distribution element of a title’s claimed certified copies is more than 80% of the Total Average Net, a Certificate of Distribution has been issued. -
ABSTRACT This Paper Offers a Social History of Funfairs and Arcades In
ABSTRACT This paper offers a social history of funfairs and arcades in mid-20th century urban England. Critiquing existing histories of games for often neglecting players and the specific locales in which games are played, it draws on both new cinema history and cultural studies’ conception of ‘radical contextualism’ to outline what the paper describes as a game’s ludosity. Ludosity, the paper proposes, condition or quality of game experience as shaped by a range of agents, institutions and contexts. Utilising mass observation records, it offers a detailed analysis of the ways in which social interactions influenced ludic experiences of pinball tables and crane machines and posits that games history needs to centre players in order to fully conceptualize games in history. KEYWORDS Games history; social history; arcades; pinball; cultural studies. INTRODUCTION Fun fairs and amusement arcades mushroomed in England’s cities during the 1930s and 40s, to the extent that The Guardian described a ‘fun fair craze’ (‘The Fun Fair Craze’, 1938, p.8). The Daily Mail, the mouthpiece of middle-England, breathlessly portrayed the sights and sounds of these new spaces: Click, click, click! The ball runs down the table, bounces against springs, falls into a slot, is shot back again. Bells ring. Lights appears. On a picturesque background figures dance to the evolutions of a rising score . A crowd gathers round, for the games as fascinating to watch as to play. (Crofton, 1939, p.10) In blending the mechanical and electrical systems with the social experiences specific to the English urban milieus, this description hints at the overarching and interconnected arguments 1 presented in this paper. -
Bird's Eye View
DETERMINATION Bird’s eye view SEGA SAMMY Group in the Entertainment Industry Billions of yen Billions of yen % Net Sales 1 Operating Income 1 Operating Margin 1 Nintendo 1,434.3 Nintendo 356.5 SANKYO 25.0 SEGA SAMMY 384.6 SANKYO 55.7 Nintendo 24.9 NAMCO BANDAI 378.5 SEGA SAMMY 36.7 SQUARE ENIX 14.7 KONAMI 262.1 SQUARE ENIX 28.2 SEGA SAMMY 9.5 SANKYO 222.6 KONAMI 18.6 CAPCOM 8.4 SQUARE ENIX 192.2 CAPCOM 5.5 KONAMI 7.1 CAPCOM 66.8 Heiwa 3.7 Heiwa 5.9 Heiwa 63.3 NAMCO BANDAI 1.8 NAMCO BANDAI 0.5 % % Billions of yen ROE 1 ROA 1, 2 Market Capitalization 4 Nintendo 17.7 Nintendo 20.4 Nintendo 4,434.2 Heiwa 13.0 SANKYO 12.4 SANKYO 451.3 SANKYO 9.1 SQUARE ENIX 11.5 SEGA SAMMY 320.6 SEGA SAMMY 8.8 Heiwa 9.1 KONAMI 258.7 KONAMI 7.3 SEGA SAMMY 8.5 SQUARE ENIX 235.8 SQUARE ENIX 6.3 CAPCOM 5.7 NAMCO BANDAI 227.7 CAPCOM 3.8 KONAMI 3 5.7 CAPCOM 119.5 NAMCO BANDAI –12.4 NAMCO BANDAI 0.6 Heiwa 95.9 % % Billions of yen Share of Pachinko Machine Unit Sales 5 Share of Pachislot Machine Unit Sales 5 Amusement Machine Unit Sales 1 Company S 18.0 SEGA SAMMY 21.3 SEGA SAMMY 45.1 Company S 17.2 Company S 13.6 NAMCO BANDAI 44.0 Company K 12.8 Company U 13.1 KONAMI 32.8 Company N 11.9 Company Y 9.5 CAPCOM 2.2 SEGA SAMMY 10.8 Company K 7.8 Company H 5.1 Company H 5.7 Company D 5.0 Company D 4.6 Company F 4.7 Company A 3.9 Billions of yen Millions of units Amusement Center Operation Sales 1 Unit Sales of Home Video Game Software (Global) ROUND ONE 82.1 SEGA SAMMY 26.7 NAMCO BANDAI 65.3 SQUARE ENIX 26.6 SEGA SAMMY 54.7 NAMCO BANDAI 22.7 SQUARE ENIX 6 52.2 KONAMI 20.2 AEON Fantasy 43.7 CAPCOM 12.5 ADORES 7 19.5 TECMO KOEI 5.7 CAPCOM 11.9 TECMO KOEI 3.3 Note: The above is intended to give an idea of the Group’s position in the industry and only covers companies for which information can be obtained from published documents, such as listed companies or over-the-counter (OTC) companies. -
History of Video Games-Wikipedia
History of video games From Wikipedia, the free encyclopedia The Atari VCS was a popular home video game console in the late 1970s and early 1980s. Pictured is the four-switch model from 1980–1982. An Atari CX40 joystick controller, with a single button The history of video games goes as far back as the early 1950s, when academic computer scientists began designing simple games and simulations as part of their research or just for fun. At M.I.T. in the 1960s, professors and students played games such as 3D tic-tac-toe and Moon Landing. These games were played on computer such as the IBM 1560, and moves were made by means of punch cards. Video gaming did not reach mainstream popularity until the 1970s and 1980s, when video arcade games and gaming consoles using joysticks, buttons, and other controllers, along with graphics on computer screens and home computer games were introduced to the general public. Since the 1980s, video gaming has become a popular form of entertainment and a part of modern popular culture in most parts of the world. One of the early games was Spacewar!, which was developed by computer scientists. Early arcade video games developed from 1972 to 1978. During the 1970s, the first generation of home consoles emerged, including the popular game Pong and various "clones". The 1970s was also the era of mainframe computer games. The golden age of arcade video games was from 1978 to 1982. Video arcades with large, graphics- decorated coin-operated machines were common at malls and popular, affordable home consoles such as the Atari 2600 and Intellivision enabled people to play games on their home TVs. -
Computer Software for the Young
SOFTWARE FOR THE EARLY YEARS FOUNDATION STAGE The recommendations that I have made throughout this document are only suggestions! Many more excellent titles are available from the companies listed below. COMPANY SOFTWARE (award winning) Sherston Publishing Group Tizzy’s Toybox Special Edition Angel House Tizzy’s First Tools Sherston Tizzy’s Busy Week Malmesbury Izzy’s Island Wiltshire Fizzy’s First Numbers SN16 OLH Fizzy’s Number Skills Tel 01666 843200 Nursery Rhyme Time www.sherston.com Nursery Rhyme Time V2 Number Train Products available to the home user through abc-CD Special Edition eBay and Amazon.co.uk 123-CD Little Brown Bear on the Farm Little Brown Bear – The Seasons Izzy’s Story Skills (Goldilocks) Young Macdonald’s Farm Here's Splodge! Monkeys Ducks and Frogs Rainbow Street Polka Dot Park (Growth) Polka Dot Park (Habitat) Polka Dot Park (Materials) The Magic BeanBag The Jellybods Paddington Bear First Steps in History Paddington Bear First Steps in Geography All Around the House ReacTickles 2 COMPANY SOFTWARE (award winning) 2Simple Software Infant Video Toolkit 2 Enterprise House (includes 2Paint 2Publish 2Count 2Go 2Graph 2 The Crest 2Question) Hendon 2Simple Music Toolkit London 2Animate NW4 2HN To Create a Story Tel 02082 031781 Simple City Home Licenses available. 2Paint a Picture http://www.2simple.com/ Maths City 2 Photo Simple COMPANY (award winning) SOFTWARE Inclusive Technology Ltd IT Mouse Skills Riverside Court Teddy Games Huddersfield Road Learn More Through Games Delph SwitchIt Diggers Oldham SwitchIt At Home OL3 5FZ SwitchIt Gadgets Tel 01457 819790 SwitchIt Farm www.inclusive.co.uk SwitchIt Christmas SwitchIt Bob the Builder SwitchIt Dinosaurs SwitchIt Sports Suppliers of hardware/software for special needs Choose and Tell Nursery Rhymes including switches, tiny mice and single click mice. -
Designing Facility Layout Using Business Intelligence Approach: a Case Study in an Amusement Arcade
Proceedings of the International Conference on Industrial Engineering and Operations Management Sao Paulo, Brazil, April 5 - 8, 2021 Designing Facility Layout Using Business Intelligence Approach: A Case Study in an Amusement Arcade Tanti Octavia, Siana Halim and Christian Alianto Industrial Engineering Department Petra Christian University Surabaya, Indonesia [email protected], [email protected], [email protected] Abstract This paper discus a facility layout design in an amusement arcade in Surabaya. In this arcade, there are many idle game machines, since the customers only play in certain games. This problem is difficult to resolve since playing patterns and game categories have not been acknowledged. Business intelligence are used to analyze play patterns so that the game machines layout could be proposed. The proposed layout of game machines also applies the concept of store’s layout. The purpose of this study is to propose game machine layout considering the playing patterns and categories. The results of this study are to develop a new layout design with considering age. The new layout design is to juxtapose the game machine which has the biggest revenue in a category with game machine which has the smallest revenue from other categories. These juxtapositions do not cost any money because they are done during working hours and using manpower. The proposed layout attracts customers spend their money to play. Keywords Business Intelligence, Data Mining, Facility Layout, Power BI 1. Introduction Traditionally, the main objective of facility layout problem is to minimize the total material flow cost. Facilities layout design refers to the arrangement of all equipment, machinery and furnishings within a building envelope after considering various objectives of the facility (Riedel 2011). -
NAMCO BANDAI Holdings Inc
NAMCO BANDAI Holdings Inc. Annual Report NAMCO BANDAI Holdings Inc. 2010 www.bandainamco.co.jp/ Annual Report 2010 NAMCO BANDAI Holdings Inc. Printed in Japan Profile The BANDAI NAMCO Group develops entertainment-related products and services in a wide range of fields, including toys, game software, arcade game machines, visual content, music content, and amuse- ment facilities. We aim to become a “Globally Recognized Entertainment Group” by establishing a strong operational foundation in Japan while aggressively developing operations in overseas markets to secure future growth. Our Mission Statement Dreams, Fun and Inspiration “Dreams, Fun and Inspiration” are the Engine of Happiness. Through our entertainment products and services, BANDAI NAMCO will continue to provide “Dreams, Fun and Inspiration” to people around the world, based on our boundless creativity and enthusiasm. Our Vision The Leading Innovator in Global Entertainment As an entertainment leader across the ages, BANDAI NAMCO is constantly exploring new areas and heights in entertainment. We aim to be loved by people who have fun and will earn their trust as the “Leading Innovator in Global Entertainment.” RESTART In April 2010, the BANDAI NAMCO Group launched the Restart Plan to counter the lengthening economic slump and the Group’s declining performance. Under the Restart Plan, the Group will work to bolster its operational foundation to support the implementation of the current Mid-term Business Plan. Goals of the Restart Plan • Transforming into a speedy group • Improving -
NAMCO BANDAI Holdings Inc. Printed in Japan Annual Report 2009 AC Adiholdings Inc
NAMCO BANDAINAMCO Inc. Holdings Aiming to be a “Globally Recognized Annual Report 2009 Entertainment Group” Globally Recognized The BANDAI NAMCO Group develops entertainment-related products and services in a wide range of fields, including toys, video game software, arcade game machines, visual and music products, and amusement facilities. We aim to be a “Globally Recognized Entertainment Group” by establishing a strong operational Entertainment foundation in the domestic market, while aggressively developing operations in overseas markets to secure future growth. Moving forward, the BANDAI NAMCO Group will continue to provide “Dreams, Fun and Inspiration” to people around the Group world through entertainment based on creativity and boundless enthusiasm. NAMCO BANDAI Holdings Inc. www.bandainamco.co.jp Printed in Japan Annual Report 2009 NAMCO BANDAINAMCO Inc. Holdings Aiming to be a “Globally Recognized Annual Report 2009 Entertainment Group” Globally Recognized The BANDAI NAMCO Group develops entertainment-related products and services in a wide range of fields, including toys, video game software, arcade game machines, visual and music products, and amusement facilities. We aim to be a “Globally Recognized Entertainment Group” by establishing a strong operational Entertainment foundation in the domestic market, while aggressively developing operations in overseas markets to secure future growth. Moving forward, the BANDAI NAMCO Group will continue to provide “Dreams, Fun and Inspiration” to people around the Group world through entertainment based on creativity and boundless enthusiasm. NAMCO BANDAI Holdings Inc. www.bandainamco.co.jp Printed in Japan Annual Report 2009 Our Mission Statement Our Vision Corporate Data 70 71 As of March 31,2009 NAMCO BANDAI Holdings Inc. -
The Sandown Amusement Arcades
THE SANDOWN AMUSEMENT ARCADES By Dave Bambrough 2013 (part one) The idea for an “Amusement Park” in Culver Road was initiated by one Mrs Gertrude Emma Taylor, married for 45 years with 10 children (this may have been exaggeration to suit the moment, as only two of her off spring attended her funeral) and a resident of Shanklin. A late challenge for someone not exactly in their prime of life, without doubt a lady of visionary qualities. A property owner in Surrey before moving to the Island, she also owned East Cliff Social Club, a Café in Shanklin and lived in a large house named La Turbie, Culver Road, Shanklin. Previous to Amusement Arcades an early form of light amusement for holidaymakers came by way of a game named “Bubbles”. Site competition for this was by way of tenders to the local Council as portrayed in the November 1924 caption. The game, a simple one, with several competing players were required to catch 3 ping pong type balls in a net on the end of a long stick, the first player to do so won a prize. The proposed first amusement site in Sandown had formerly been home to Sandown Coastguard Boathouse. (Kelly’s 1924/5 Isle of Wight directories listed it as “in operation” with Joseph Butterfield the Chief Officer in charge). The Coast Guard Station stood on land later occupied by “Dragonetti’s” hot dog stall, (for those that remember) adjacent to this stood the seven Coast Guard cottages, which were in turn adjacent to the Boathouse, which occupied the land the Amusement Park was to be built on. -
Art and Design Advanced Unit 4: A2 Externally Set Assignment
Pearson Edexcel GCE Art and Design Advanced Unit 4: A2 Externally Set Assignment Timed Examination: 12 hours Paper Reference 6AD04–6CC04 You do not need any other materials. Instructions to Teacher-Examiners Centres will receive this paper in January 2014. It will also be available on the secure content section of the Edexcel website at this time. This paper should be given to the teacher-examiner for confidential reference as soon as it is received in the centre in order to prepare for the externally set assignment. This paper may be released to candidates from 1 February 2014. There is no prescribed time limit for the preparatory study period. The 12 hour timed examination should be the culmination of candidates’ studies. Instructions to Candidates This paper is given to you in advance of the examination so that you can make sufficient preparation. This booklet contains the theme for the Unit 4 Externally Set Assignment for the following specifications: 9AD01 Art, Craft and Design (unendorsed) 9FA01 Fine Art 9TD01 Three-Dimensional Design 9PY01 Photography – Lens and Light-Based Media 9TE01 Textile Design 9GC01 Graphic Communication 9CC01 Critical and Contextual Studies Candidates for all endorsements are advised to read the entire paper. Turn over P43399A ©2014 Pearson Education Ltd. *P43399A* 1/1/1/3/3/3 Each submission for the A2 Externally Set Assignment, whether unendorsed or endorsed, should be based on the theme given in this paper. You are advised to read through the entire paper, as helpful starting points may be found outside your chosen endorsement. If you are entered for an endorsed specification, you should produce work predominantly in your chosen discipline for the Externally Set Assignment. -
On Air No 115 FC 1/3/07 10:18 Am Page 1 on Air No 115 IFC 1/3/07 10:22 Am Page 1 on Air No 115 P1 2/3/07 7:58 Am Page 1
On Air No 115 FC 1/3/07 10:18 am Page 1 On Air No 115 IFC 1/3/07 10:22 am Page 1 On Air No 115 p1 2/3/07 7:58 am Page 1 March/April 2007 Issue 115 The Official Journal of the Hi Everyone, Hospital Broadcasting Association You will receive this issue of On Air just before Conference and our very own Oscar ceremony ... the 2007 National Hospital Radio Awards. In this issue we reveal the top ten nominations in each of the in this issue ... categories. But you’ll have to wait until the night of Awards to discover who will be displaying the trophies on their mantlepieces. In the centre pages you can read all about the judges – all 35 of Committee Report ................................................................ 3 them – and the journey they have gone on to achieve their present job. All Our Yesterdays ................................................................ 7 Enjoy the Awards – and our sincere thanks to all those who have worked so hard behind the scenes – and may the best man (or Birch Radio Relocate, Part 2 .............................................. 8 woman) win! Night Out at Swap Shop .................................................... 10 We have vacancies on the Executive Committee – do you think Launch of Virtual Visiting .................................................. 11 you may be able to help? Turn to page 28 to see what the jobs entail National Hospital Radio Awards, the Top Ten .............. 12 and think long and hard whether it is something you may be able to undertake. National Hospital Radio Awards, Meet the Judges ...... 13 In the next issue, we will include all the Awards winners. -
Twilight of the Seaside Amusement Arcade
Twilight of the seaside amusement arcade Amusement arcades have been largely overlooked within the broader literature on tourism and leisure pursuits and attractions. Furthermore the contribution of the amusement arcade to the character and experience of British seaside resorts has not been considered. The amusement arcade industry is currently divided into a number of distinctive sectors, of which the family oriented arcades found at Britain's coastal resorts are one. Amusement arcades are generally considered to be a traditional and quintessential part of British seaside resorts. However, the seaside arcades are facing challenging times putting the amusements, and the buildings in which they are housed, increasingly at risk. Amusement arcades originally developed from travelling fairs, with the first British examples appearing in the early 19th century in the form of games stalls and shows. The first automated machine of any kind is considered to be a stamp vendor patented in 1857 and by the end of the 19th century there was evidence of automated entertainment machines in the UK. During this period many former travelling showman decided to settle in seaside resorts and establish ‘sports’ arcades or ‘gaff shops’ and it is in this context that automated machines started to appear in funfairs and on piers along the British coast. These early machines included automated fortune-tellers, shooting ranges, strength-testers and kinematographs. During the early 20th century formal arcades featuring a collection of permanent automated machines such as mutoscopes, automated football, punchballs and mechanical clowns appeared in many resorts. They were usually situated along a resort’s promenade, with the first purpose-built amusement arcade generally considered to be Barron’s ‘Paradium’, located on Marine Parade in Great Yarmouth, which was opened in 1902.