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Online Advertising
Online advertising From Wikipedia, the free encyclopedia Jump to: navigation, search This article may require cleanup to meet Wikipedia's quality standards. Please improve this article if you can. (July 2007) Electronic commerce Online goods and services Streaming media Electronic books Software Retail product sales Online shopping Online used car shopping Online pharmacy Retail services Online banking Online food ordering Online flower delivery Online DVD rental Marketplace services Online trading community Online auction business model Online wallet Online advertising Price comparison service E-procurement This box: view • talk • edit Online advertising is a form of advertising that uses the Internet and World Wide Web in order to deliver marketing messages and attract customers. Examples of online advertising include contextual ads on search engine results pages, banner ads, advertising networks and e-mail marketing, including e-mail spam. A major result of online advertising is information and content that is not limited by geography or time. The emerging area of interactive advertising presents fresh challenges for advertisers who have hitherto adopted an interruptive strategy. Online video directories for brands are a good example of interactive advertising. These directories complement television advertising and allow the viewer to view the commercials of a number of brands. If the advertiser has opted for a response feature, the viewer may then choose to visit the brand’s website, or interact with the advertiser through other touch points such as email, chat or phone. Response to brand communication is instantaneous, and conversion to business is very high. This is because in contrast to conventional forms of interruptive advertising, the viewer has actually chosen to see the commercial. -
The Development and Validation of the Game User Experience Satisfaction Scale (Guess)
THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) A Dissertation by Mikki Hoang Phan Master of Arts, Wichita State University, 2012 Bachelor of Arts, Wichita State University, 2008 Submitted to the Department of Psychology and the faculty of the Graduate School of Wichita State University in partial fulfillment of the requirements for the degree of Doctor of Philosophy May 2015 © Copyright 2015 by Mikki Phan All Rights Reserved THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) The following faculty members have examined the final copy of this dissertation for form and content, and recommend that it be accepted in partial fulfillment of the requirements for the degree of Doctor of Philosophy with a major in Psychology. _____________________________________ Barbara S. Chaparro, Committee Chair _____________________________________ Joseph Keebler, Committee Member _____________________________________ Jibo He, Committee Member _____________________________________ Darwin Dorr, Committee Member _____________________________________ Jodie Hertzog, Committee Member Accepted for the College of Liberal Arts and Sciences _____________________________________ Ronald Matson, Dean Accepted for the Graduate School _____________________________________ Abu S. Masud, Interim Dean iii DEDICATION To my parents for their love and support, and all that they have sacrificed so that my siblings and I can have a better future iv Video games open worlds. — Jon-Paul Dyson v ACKNOWLEDGEMENTS Althea Gibson once said, “No matter what accomplishments you make, somebody helped you.” Thus, completing this long and winding Ph.D. journey would not have been possible without a village of support and help. While words could not adequately sum up how thankful I am, I would like to start off by thanking my dissertation chair and advisor, Dr. -
THIS WEEK ...We Focus on Some More Titles That Have Made an Impression on Eurogamer Readers, and Reveal Why
Brought to you by Every week: The UK games market in less than ten minutes Issue 6: 14th - 20th July WELCOME ...to GamesRetail.biz, your weekly look at the key analysis, news and data sources for the retail sector, brought to you by GamesIndustry.biz and Eurogamer.net. THIS WEEK ...we focus on some more titles that have made an impression on Eurogamer readers, and reveal why. Plus - the highlights of an interview with Tony Hawk developer Robomodo, the latest news, charts, Eurogamer reader data, price comparisons, release dates, jobs and more! Popularity of Age of Conan - Hyborian Adventures in 2009 B AGE OF CONAN VS WII SPORTS RESORT #1 A This week we look at the Eurogamer buzz performance around two key products since the beginning of 2009. First up is the MMO Age of #10 Conan - a game which launched to great fanfare this time last year, but subsequently suffered from a lack of polish and endgame content. #100 Eurogamer.net Popularity (Ranked) Recently the developer, Funcom, attempted to reignite interest in the game by marketing the changes made in the build-up to its first anniversary - point A notes a big feature and #1000 Jul free trial key launch, while point B shows the Feb Mar Apr May Jun Jan '09 Age of Conan - Hyborian Adventures re-review which put the game right at the top of the pile earlier this month - whether that interest can be converted into subs is a different question, but the team has given itself a good Popularity of Wii Sports Resort in 2009 chance at least. -
Links to the Past User Research Rage 2
ALL FORMATS LIFTING THE LID ON VIDEO GAMES User Research Links to Game design’s the past best-kept secret? The art of making great Zelda-likes Issue 9 £3 wfmag.cc 09 Rage 2 72000 Playtesting the 16 neon apocalypse 7263 97 Sea Change Rhianna Pratchett rewrites the adventure game in Lost Words Subscribe today 12 weeks for £12* Visit: wfmag.cc/12weeks to order UK Price. 6 issue introductory offer The future of games: subscription-based? ow many subscription services are you upfront, would be devastating for video games. Triple-A shelling out for each month? Spotify and titles still dominate the market in terms of raw sales and Apple Music provide the tunes while we player numbers, so while the largest publishers may H work; perhaps a bit of TV drama on the prosper in a Spotify world, all your favourite indie and lunch break via Now TV or ITV Player; then back home mid-tier developers would no doubt ounder. to watch a movie in the evening, courtesy of etix, MIKE ROSE Put it this way: if Spotify is currently paying artists 1 Amazon Video, Hulu… per 20,000 listens, what sort of terrible deal are game Mike Rose is the The way we consume entertainment has shifted developers working from their bedroom going to get? founder of No More dramatically in the last several years, and it’s becoming Robots, the publishing And before you think to yourself, “This would never increasingly the case that the average person doesn’t label behind titles happen – it already is. -
Proving Marketing ROI: a Digital Marketing Framework
Bowling Green State University ScholarWorks@BGSU Master of Arts in Media and Communication Plan II Graduate Projects School of Media and Communication Summer 7-7-2017 Proving Marketing ROI: A Digital Marketing Framework Andrew Wiltsie Bowling Green State University, [email protected] Follow this and additional works at: https://scholarworks.bgsu.edu/ms_smc Part of the Advertising and Promotion Management Commons, Marketing Commons, Public Relations and Advertising Commons, and the Social Media Commons Recommended Citation Wiltsie, Andrew, "Proving Marketing ROI: A Digital Marketing Framework" (2017). Master of Arts in Media and Communication Plan II Graduate Projects. 2. https://scholarworks.bgsu.edu/ms_smc/2 This Plan II Graduate Project is brought to you for free and open access by the School of Media and Communication at ScholarWorks@BGSU. It has been accepted for inclusion in Master of Arts in Media and Communication Plan II Graduate Projects by an authorized administrator of ScholarWorks@BGSU. June 30, 2017 Proving Marketing ROI: A Digital Marketing Framework Andrew Wiltsie A master’s project submitted to the faculty of Bowling Green State University in partial fulfillment of the requirements for the degree of Master of Arts in Media and Communication with a Specialization in Strategic Communication Dr. Claudia Y. Owens, D.M. Date Approved: June 30, 2017 PROVING MARKETING ROI: A DIGITAL MARKETING FRAMEWORK ii Executive Summary The era of digital marketing has arrived full steam ahead, and there appears to be no end in sight. While the old-fashioned, proven methods of traditional marketing (such as television, radio, and print) still hold their place in shopper marketing today, the rapid evolution of technology caused by the Internet has led to a correspondingly rapid shift from traditional marketing to digital marketing channels. -
Adobe Trademark Database for General Distribution
Adobe Trademark List for General Distribution As of May 17, 2021 Please refer to the Permissions and trademark guidelines on our company web site and to the publication Adobe Trademark Guidelines for third parties who license, use or refer to Adobe trademarks for specific information on proper trademark usage. Along with this database (and future updates), they are available from our company web site at: https://www.adobe.com/legal/permissions/trademarks.html Unless you are licensed by Adobe under a specific licensing program agreement or equivalent authorization, use of Adobe logos, such as the Adobe corporate logo or an Adobe product logo, is not allowed. You may qualify for use of certain logos under the programs offered through Partnering with Adobe. Please contact your Adobe representative for applicable guidelines, or learn more about logo usage on our website: https://www.adobe.com/legal/permissions.html Referring to Adobe products Use the full name of the product at its first and most prominent mention (for example, “Adobe Photoshop” in first reference, not “Photoshop”). See the “Preferred use” column below to see how each product should be referenced. Unless specifically noted, abbreviations and acronyms should not be used to refer to Adobe products or trademarks. Attribution statements Marking trademarks with ® or TM symbols is not required, but please include an attribution statement, which may appear in small, but still legible, print, when using any Adobe trademarks in any published materials—typically with other legal lines such as a copyright notice at the end of a document, on the copyright page of a book or manual, or on the legal information page of a website. -
Metadefender Core V4.12.2
MetaDefender Core v4.12.2 © 2018 OPSWAT, Inc. All rights reserved. OPSWAT®, MetadefenderTM and the OPSWAT logo are trademarks of OPSWAT, Inc. All other trademarks, trade names, service marks, service names, and images mentioned and/or used herein belong to their respective owners. Table of Contents About This Guide 13 Key Features of Metadefender Core 14 1. Quick Start with Metadefender Core 15 1.1. Installation 15 Operating system invariant initial steps 15 Basic setup 16 1.1.1. Configuration wizard 16 1.2. License Activation 21 1.3. Scan Files with Metadefender Core 21 2. Installing or Upgrading Metadefender Core 22 2.1. Recommended System Requirements 22 System Requirements For Server 22 Browser Requirements for the Metadefender Core Management Console 24 2.2. Installing Metadefender 25 Installation 25 Installation notes 25 2.2.1. Installing Metadefender Core using command line 26 2.2.2. Installing Metadefender Core using the Install Wizard 27 2.3. Upgrading MetaDefender Core 27 Upgrading from MetaDefender Core 3.x 27 Upgrading from MetaDefender Core 4.x 28 2.4. Metadefender Core Licensing 28 2.4.1. Activating Metadefender Licenses 28 2.4.2. Checking Your Metadefender Core License 35 2.5. Performance and Load Estimation 36 What to know before reading the results: Some factors that affect performance 36 How test results are calculated 37 Test Reports 37 Performance Report - Multi-Scanning On Linux 37 Performance Report - Multi-Scanning On Windows 41 2.6. Special installation options 46 Use RAMDISK for the tempdirectory 46 3. Configuring Metadefender Core 50 3.1. Management Console 50 3.2. -
SUMMER 2010 2 Casual Connect Summer 2010 Casual Connect Summer 2010 3 4 Casual Connect Summer 2010 Contents
SUMMER 2010 2 Casual Connect Summer 2010 Casual Connect Summer 2010 3 4 Casual Connect Summer 2010 Contents Jessica Tams | Letter from the Director 7 Legal Studio Spotlight | Playrix Entertainment 8 59 Legal Issues Around Social Games | Dr. Andreas Lober and Olivier Oosterbaan Design & Production Compliance and Contracting (Part One) 62 Keeping It Real | Alisdair Faulkner and Jeff Sawitke Kenji Hisatsune | The Perfect Play 12 The Top Online Gaming Scams and How to Prevent Them Principles Driving PAC-MAN’s Success David Rohrl | Fundamentals of Social Game Design 14 Marketing Part One: Reducing Churn 64 Putting the Money Where the Mouse Is | Jeremy Shea Magnus Alm and Johan Peitz | Taking Icy Tower to 16 Leveraging Social Platforms as a Monetization Engine Facebook Lessons Learned 65 The Debate Over Hardcore Female Gamers | Shanna Tellerman Scott Griffiths | QA Cost Containment Strategies 21 Beginning to Bridge the Gender Gap Maximizing ROI from QA Activities 68 Getting the Scoop on Design | Rick Marazzani Greg Rahn | Fun in Soundville 24 Principles Dished Out in Your Grocer’s Freezer A Conversation about Audio for Social Games David Westendorf | Telepathy in Games 26 Bringing Brain-Computer Interface Technology to Consumers Monetization 70 Paying Can Be Fun | Simon Jones Acknowledging the Most Important Interaction Industry Business Between Seller and Buyer Susan Wu | Bringing Some WoW to FarmVille Fans 28 74 Optimizing Offers | Alex Rampell City of Eternals Breaks New Ground Three Tips to Dramatically Increase Revenues and Make Users Happy Three Guys, Five Questions 32 A Brief Conversation about Social Games 76 Making Retail Pay | Ries Derkman Publishing Casual Games Through Retail Blake Madden | We All Scream For Streams 34 New Directions in Game Distribution Technology 79 Make Them an Offer They Can’t Refuse | Janis Zech and Jan Beckers Klaus Schmidt | Sell Ideas, Not Games 36 Choosing the Offer-based Monetization Platform Eight Questions Worth Pondering . -
Unity Training Academy 2018-2019, #2 Aras Pranckevičius
Random Things About Code Unity Training Academy 2018-2019, #2 Aras Pranckevičius 1 Generative Art – Made with Unity Caveat Emptor ● This is going to be totally random! ● Without any structure! ● ...so yeah :) 2 Random Intro 3 A long time ago in a galaxy far, far away... ● I thought these are awesome: ○ C++ ○ STL, Boost ○ Object Oriented Programming ○ Design Patterns ● Had hair! 4 Now... ● Most of these are... ”not that good” ○ C++: too complicated ○ STL/Boost: too complicated, over-engineered ○ OOP: only useful for UI widgets ○ Design Patterns: BS to sell books/courses ● No hair :( 5 Some things which I like: Futurist Programming ● “Futurist Programming” by Nick Porcino ● http://nickporcino.com/meshula-net-archive/posts/post168.html 6 Some things which I like: Futurist Programming ● No Compromise, No Waste Programming ○ The program is the BEST at what it does ○ The program is FAST ○ The footprint is SMALL ○ The code is CLEAR ○ The program is BUG-FREE ○ Abstractions must SIMPLIFY ○ The unnecessary is ELIMINATED ○ NO COMPROMISES in the name of Extensibility, Modularity, Structured Programming, Reusable Code, Top Down Design, Standards, Object Oriented Design, or Agility. 7 Some things which I like: Three Big Lies ● “Three Big Lies” by Mike Acton ● https://www.gdcvault.com/play/1012200/Three-Big-Lies-Typical-Design ● https://cellperformance.beyond3d.com/articles/2008/03/three-big-lies.html ● Fun fact: Mike is at Unity now, working on ECS and stuff! 8 Some things which I like: Three Big Lies ● Software is a platform ● Code designed around -
ADOBE AIR SDK RELEASE NOTES Version 33.1.1.190
Public 1(21) ADOBE AIR SDK RELEASE NOTES Version 33.1.1.190 Adobe AIR SDK Release Notes Version 33.1.1.190 Date 10 July 2020 Document ID HCS19-000287 Owner Andrew Frost Copyright © 2020 HARMAN Connected Services Document Id: HCS19-000287 All rights reserved. Public 2(21) ADOBE AIR SDK RELEASE NOTES Version 33.1.1.190 Table of contents 1 Purpose of the Release ..................................................................... 3 2 Release Information .......................................................................... 4 2.1 Delivery Method ................................................................................... 4 2.2 The Content of the Release ................................................................. 4 2.3 AIR for Flex users ................................................................................ 5 3 Changes and Issues .......................................................................... 6 3.1 Changes in this Release ...................................................................... 6 3.2 Known Problems ................................................................................. 6 3.3 Previous Changes ............................................................................... 7 4 Updating tools/IDEs to support 64-bit ARM .................................. 12 4.1 AIR Developer Tool ........................................................................... 12 4.2 ADT Architecture Configuration ......................................................... 12 4.3 Flash Builder .................................................................................... -
28 Buscadores Libro.Indb
notes fromebcenter The Converging Search Engine and Advertising Industries Av. Pearson, 21 08034 Barcelona Tel.: 93 253 42 00 Fax: 93 253 43 43 www.ebcenter.org Top Ten Technologies Project The Converging Search Engine and Advertising Industries Authors: Prof. Brian Subirana, Information Systems, IESE Business School David Wright, research Assistant, e-business Center Pwc&IESE Editors: Larisa Tatge and Cristina Puig www.ebcenter.org This dossier is part of the Top Ten Technologies Project. For more information please visit http://www.ebcenter.org/topten You can an also find other projects at http://www.ebcenter.org/proyectos e-business Center PwC&IESE edits a newsletter every fifteen days, available at www.ebcenter.org © 2007. e-business Center PricewaterhouseCoopers & IESE. All rights reserved. notes fromebcenter The Converging Search Engine and Advertising Industries Authors: Prof. Brian Subirana, Information Systems, IESE Business School David Wright, Research assistant, e-business Center Pwc&IESE notes fromebcenter Table of Contents Executive Summary ..5 Introduction ..7 1. Technology Description ..9 1.1. History of Text-Based Search Engines ..9 1.2. Description of Applications ..9 1.3. Substitute Products ..11 2. Description of the Firms ..13 2.1. Search Engines and Their Technology ..14 2.2. Competitive Forces ..17 2.3. Consumer Preferences in Search ..22 2.4. New Search Technologies ..23 2.5. Search-Engine Optimization ..25 3. Affected Sectors ..27 3.1. Advertising ..27 3.2. Search-Engine Advertising ..28 3.3. How Search Advertising Works ..32 3.4. Digital Intermediaries ..38 3.5. Original Equipment Manufacturers (OEMs) ..39 3.6. Software and Applications Providers ..39 3.7. -
BITSQUID: BEHIND T HE SCENES Building a Game Engine Design, Implementation & Challenges
BITSQUID: BEHIND T HE SCENES Building a Game Engine Design, Implementation & Challenges Niklas Frykholm System Architect, Bitsquid DESIGN GOALS • An engine that is:! Flexible! Fast! And supports good workflows! ! • Not a click-and-play “game maker”! Aimed at professionals who want full performance and full control! • Not a repurposed first-person shooter! For all game types FLEXIBLE • Engine! Avoid bit-rot (large software systems get worse over time)! • Any game type! FPS, platformer, RPG, racing game, architectural visualization, etc! User must be in full control of game logic! • Wide range of platforms (mobile → high end PC)! Very different performance characteristics! Don’t try to hide platform differences (abstraction → inefficiency)! Users must be able to control the entire rendering pipeline (forward/deferred)! • Flexibility puts higher demands on users than click-to-play Hamilton’s Great Adventure (Fatshark: PC, PS3, Android) War of the Roses (Fatshark: PC) Krater (Fatshark: PC, OS X) The Showdown Effect (Arrowhead: PC, OS X) War of the Vikings (Fatshark) Magica Wizard Wars (Paradox North) Helldivers (Arrowhead) AVOIDING BIT-ROT • Care about code quality! Publish your source code! (We give it to our customers)! • Keep the engine small! Less code is better! Aggressively remove what you don’t use!! Don’t do everything that our customers want! (They can do it themselves in the source.)! • Refactor! When you find a better way to do things → rewrite! • Decouple! As few dependencies between systems as possible! Individual systems can be replaced