The Japanese Gaming Cluster
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OSB Representative Participant List by Industry
OSB Representative Participant List by Industry Aerospace • KAWASAKI • VOLVO • CATERPILLAR • ADVANCED COATING • KEDDEG COMPANY • XI'AN AIRCRAFT INDUSTRY • CHINA FAW GROUP TECHNOLOGIES GROUP • KOREAN AIRLINES • CHINA INTERNATIONAL Agriculture • AIRBUS MARINE CONTAINERS • L3 COMMUNICATIONS • AIRCELLE • AGRICOLA FORNACE • CHRYSLER • LOCKHEED MARTIN • ALLIANT TECHSYSTEMS • CARGILL • COMMERCIAL VEHICLE • M7 AEROSPACE GROUP • AVICHINA • E. RITTER & COMPANY • • MESSIER-BUGATTI- CONTINENTAL AIRLINES • BAE SYSTEMS • EXOPLAST DOWTY • CONTINENTAL • BE AEROSPACE • MITSUBISHI HEAVY • JOHN DEERE AUTOMOTIVE INDUSTRIES • • BELL HELICOPTER • MAUI PINEAPPLE CONTINENTAL • NASA COMPANY AUTOMOTIVE SYSTEMS • BOMBARDIER • • NGC INTEGRATED • USDA COOPER-STANDARD • CAE SYSTEMS AUTOMOTIVE Automotive • • CORNING • CESSNA AIRCRAFT NORTHROP GRUMMAN • AGCO • COMPANY • PRECISION CASTPARTS COSMA INDUSTRIAL DO • COBHAM CORP. • ALLIED SPECIALTY BRASIL • VEHICLES • CRP INDUSTRIES • COMAC RAYTHEON • AMSTED INDUSTRIES • • CUMMINS • DANAHER RAYTHEON E-SYSTEMS • ANHUI JIANGHUAI • • DAF TRUCKS • DASSAULT AVIATION RAYTHEON MISSLE AUTOMOBILE SYSTEMS COMPANY • • ARVINMERITOR DAIHATSU MOTOR • EATON • RAYTHEON NCS • • ASHOK LEYLAND DAIMLER • EMBRAER • RAYTHEON RMS • • ATC LOGISTICS & DALPHI METAL ESPANA • EUROPEAN AERONAUTIC • ROLLS-ROYCE DEFENCE AND SPACE ELECTRONICS • DANA HOLDING COMPANY • ROTORCRAFT • AUDI CORPORATION • FINMECCANICA ENTERPRISES • • AUTOZONE DANA INDÚSTRIAS • SAAB • FLIR SYSTEMS • • BAE SYSTEMS DELPHI • SMITH'S DETECTION • FUJI • • BECK/ARNLEY DENSO CORPORATION -
ED-7311-20.Pdf
EIAJ ED-7311-20 - 1 - EIAJ ED-7311-20 - 2 - EIAJ ED-7311-20 - 3 - EIAJ ED-7311-20 - 4 - EIAJ ED-7311-20 - 5 - EIAJ ED-7311-20 - 6 - EIAJ ED-7311-20 - 7 - EIAJ ED-7311-20 - 8 - EIAJ ED-7311-20 - 9 - EIAJ ED-7311-20 - 10 - EIAJ ED-7311-20 - 11 - EIAJ ED-7311-20 - 12 - EIAJ ED-7311-20 - 13 - EIAJ ED-7311-20 - 14 - EIAJ ED-7311-20 - 15 - EIAJ ED-7311-20 - 16 - EIAJ ED-7311-20 - 17 - EIAJ ED-7311-20 - 18 - EIAJ ED-7311-20 - 19 - EIAJ ED-7311-20 - 20 - EIAJ ED-7311-20 - 21 - EIAJ ED-7311-20 - 22 - EIAJ ED-7311-20 - 23 - EIAJ ED-7311-20 - 24 - EIAJ ED-7311-20 - 25 - EIAJ ED-7311-20 - 26 - EIAJ ED-7311-20 - 27 - EIAJ ED-7311-20 - 28 - EIAJ ED-7311-20 - 29 - EIAJ ED-7311-20 - 30 - EIAJ ED-7311-20 - 31 - EIAJ ED-7311-20 - 32 - EIAJ ED-7311-20 - 33 - EIAJ ED-7311-20 - 34 - EIAJ ED-7311-20 - 35 - EIAJ ED-7311-20 - 36 - EIAJ ED-7311-20 - 37 - EIAJ ED-7311-20 - 38 - EIAJ ED-7311-20 - 39 - EIAJ ED-7311-20 - 40 - EIAJ ED-7311-20 - 41 - EIAJ ED-7311-20 - 42 - EIAJ ED-7311-20 - 43 - EIAJ ED-7311-20 - 44 - EIAJ ED-7311-20 - 45 - EIAJ ED-7311-20 - 46 - EIAJ ED-7311-20 - 47 - EIAJ ED-7311-20 - 48 - EIAJ ED-7311-20 - 49 - EIAJ ED-7311-20 - 50 - EIAJ ED-7311-20 - 51 - EIAJ ED-7311-20 - 52 - EIAJ ED-7311-20 - 53 - EIAJ ED-7311-20 - 54 - EIAJ ED-7311-20 - 55 - EIAJ ED-7311-20 - 56 - EIAJ ED-7311-20 - 57 - EIAJ ED-7311-20 - 58 - EIAJ ED-7311-20 - 59 - EIAJ ED-7311-20 - 60 - EIAJ ED-7311-20 - 61 - EIAJ ED-7311-20 - 62 - EIAJ ED-7311-20 - 63 - EIAJ ED-7311-20 - 64 - EIAJ ED-7311-20 - 65 - EIAJ ED-7311-20 - 66 - EIAJ ED-7311-20 - 67 - EIAJ ED-7311-20 - 68 - EIAJ -
Video Games: Changing the Way We Think of Home Entertainment
Rochester Institute of Technology RIT Scholar Works Theses 2005 Video games: Changing the way we think of home entertainment Eri Shulga Follow this and additional works at: https://scholarworks.rit.edu/theses Recommended Citation Shulga, Eri, "Video games: Changing the way we think of home entertainment" (2005). Thesis. Rochester Institute of Technology. Accessed from This Thesis is brought to you for free and open access by RIT Scholar Works. It has been accepted for inclusion in Theses by an authorized administrator of RIT Scholar Works. For more information, please contact [email protected]. Video Games: Changing The Way We Think Of Home Entertainment by Eri Shulga Thesis submitted in partial fulfillment of the requirements for the degree of Master of Science in Information Technology Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Copyright 2005 Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Master of Science in Information Technology Thesis Approval Form Student Name: _ __;E=.;r....;...i S=-h;....;..;u;;;..;..lg;;i..;:a;;...__ _____ Thesis Title: Video Games: Changing the Way We Think of Home Entertainment Thesis Committee Name Signature Date Evelyn Rozanski, Ph.D Evelyn Rozanski /o-/d-os- Chair Prof. Andy Phelps Andrew Phelps Committee Member Anne Haake, Ph.D Anne R. Haake Committee Member Thesis Reproduction Permission Form Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Master of Science in Information Technology Video Games: Changing the Way We Think Of Home Entertainment L Eri Shulga. hereby grant permission to the Wallace Library of the Rochester Institute of Technofogy to reproduce my thesis in whole or in part. -
Exploring the Experiences of Gamers Playing As Multiple First-Person Video Game Protagonists in Halo 3: ODST’S Single-Player Narrative
Exploring the experiences of gamers playing as multiple first-person video game protagonists in Halo 3: ODST’s single-player narrative Richard Alexander Meyers Bachelor of Arts Submitted in fulfilment of the requirement for the degree of Master of Arts (Research) School of Creative Practice Creative Industries Faculty Queensland University of Technology 2018 Keywords First-Person Shooter (FPS), Halo 3: ODST, Interpretive Phenomenological Analysis (IPA), ludus, paidia, phenomenology, video games. i Abstract This thesis explores the experiences of gamers playing as multiple first-person video game protagonists in Halo 3: ODST, with a view to formulating an understanding of player experience for the benefit of video game theorists and industry developers. A significant number of contemporary console-based video games are coming to be characterised by multiple playable characters within a game’s narrative. The experience of playing as more than one video game character in a single narrative has been identified as an under-explored area in the academic literature to date. An empirical research study was conducted to explore the experiences of a small group of gamers playing through Halo 3: ODST’s single-player narrative. Interpretive Phenomenological Analysis (IPA) was used as a methodology particularly suited to exploring a new or unexplored area of research and one which provides a nuanced understanding of a small number of people experiencing a phenomenon such as, in this case, playing a video game. Data were gathered from three participants through experience journals and subsequently through two semi- structured interviews. The findings in relation to participants’ experiences of Halo 3: ODST’s narrative were able to be categorised into three interrelated narrative elements: visual imagery and world-building, sound and music, and character. -
210419 Testimony of Tareq Amin FINAL
Testimony of Tareq Amin Representative Director, Executive Vice President and CTO of Rakuten Mobile Hearing on “Leading the Wireless Future: Securing American Network Technology” U.S. House of Representatives Committee on Energy and Commerce, Subcommittee on Communications and Technology April 21, 2021 Good morning, Chairmen Pallone and Doyle, Ranking Members McMorris Rodgers and Latta, and Members of the Subcommittee. Thank you for the opportunity to testify today on this important topic. I am Tareq Amin, Representative Director, Executive Vice President and CTO of Rakuten Mobile. To start, let me say Rakuten doesn’t think of itself as a mobile operator. We are a technology company, with both Japanese and American DNA, committed to bringing the best of what the technology sector offers to advance the agility, security, and affordability of the wireless networks and services. In fact, Rakuten Mobile is its own first customer. Running on our open cloud-based Rakuten Communications Platform (or RCP), our mobile network in Japan proves that cloud-based wireless networks are no longer a vision that merits discussion. They are not just a proof of concept, they are a reality. We are driving a more diverse supply chain, with continuing innovation across multiple technologies, and providing significant consumer benefit. And, the majority of our network components come from U.S. suppliers. In today’s testimony I want to help you see through my eyes and those of our employees, executives, and customers how we decided to revolutionize mobile and wireless networks and the advantages of such an architecture for American networks. Almost seven years ago, I had an opportunity to visit the data centers of one of America’s top Internet platforms and I was shocked to see how they engineered, how they built, and how they architected their systems. -
Strategy Games Big Huge Games • Bruce C
04 3677_CH03 6/3/03 12:30 PM Page 67 Chapter 3 THE EXPERTS • Sid Meier, Firaxis General Game Design: • Bill Roper, Blizzard North • Brian Reynolds, Strategy Games Big Huge Games • Bruce C. Shelley, Ensemble Studios • Peter Molyneux, Do you like to use some brains along with (or instead of) brawn Lionhead Studios when gaming? This chapter is for you—how to create breathtaking • Alex Garden, strategy games. And do we have a roundtable of celebrities for you! Relic Entertainment Sid Meier, Firaxis • Louis Castle, There’s a very good reason why Sid Meier is one of the most Electronic Arts/ accomplished and respected game designers in the business. He Westwood Studios pioneered the industry with a number of unprecedented instant • Chris Sawyer, Freelance classics, such as the very first combat flight simulator, F-15 Strike Eagle; then Pirates, Railroad Tycoon, and of course, a game often • Rick Goodman, voted the number one game of all time, Civilization. Meier has con- Stainless Steel Studios tributed to a number of chapters in this book, but here he offers a • Phil Steinmeyer, few words on game inspiration. PopTop Software “Find something you as a designer are excited about,” begins • Ed Del Castillo, Meier. “If not, it will likely show through your work.” Meier also Liquid Entertainment reminds designers that this is a project that they’ll be working on for about two years, and designers have to ask themselves whether this is something they want to work on every day for that length of time. From a practical point of view, Meier says, “You probably don’t want to get into a genre that’s overly exhausted.” For me, working on SimGolf is a fine example, and Gettysburg is another—something I’ve been fascinated with all my life, and it wasn’t mainstream, but was a lot of fun to write—a fun game to put together. -
November 2008
>> TOP DECK The Industry's Most Influential Players NOVEMBER 2008 THE LEADING GAME INDUSTRY MAGAZINE >> BUILDING TOOLS >> PRODUCT REVIEW >> LITTLE TOUCHES GOOD DESIGN FOR NVIDIA'S PERFHUD 6 ARTISTIC FLOURISHES INTERNAL SYSTEMS THAT SELL THE ILLUSION CERTAIN AFFINITY'S AGEOFBOOTY 00811gd_cover_vIjf.indd811gd_cover_vIjf.indd 1 110/21/080/21/08 77:01:43:01:43 PPMM “ReplayDIRECTOR rocks. I doubt we'd have found it otherwise. It turned out to be an occasional array overwrite that would cause random memory corruption…” Meilin Wong, Developer, Crystal Dynamics BUGS. PETRIFIED. RECORD. REPLAY. FIXED. ReplayDIRECTOR™ gives you Deep Recording. This is much more than just video capture. Replay records every line of code that you execute and makes certain that it will Replay with the same path of execution through your code. Every time. Instantly Replay any bug you can find. Seriously. DEEP RECORDING. NO SOURCE MODS. download today at www.replaysolutions.com email us at [email protected] REPLAY SOLUTIONS 1600 Seaport Blvd., Suite 310, Redwood City, CA, 94063 - Tel: 650-472-2208 Fax: 650-240-0403 accelerating you to market ©Replay Solutions, LLC. All rights reserved. Product features, specifications, system requirements and availability are subject to change without notice. ReplayDIRECTOR and the Replay Solutions logo are registered trademarks of Replay Solutions, LLC in the United States and/or other countries. All other trademarks contained herein are the property of their respective owners. []CONTENTS NOVEMBER 2008 VOLUME 15, NUMBER 10 FEATURES 7 GAME DEVELOPER'S TOP DECK Not all game developers are cards, but many of them are unique in their way—in Game Developer's first Top Deck feature, we name the top creatives, money makers, and innovators, highlighting both individual and company achievements. -
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. -
Factset-Top Ten-0521.Xlsm
Pax International Sustainable Economy Fund USD 7/31/2021 Port. Ending Market Value Portfolio Weight ASML Holding NV 34,391,879.94 4.3 Roche Holding Ltd 28,162,840.25 3.5 Novo Nordisk A/S Class B 17,719,993.74 2.2 SAP SE 17,154,858.23 2.1 AstraZeneca PLC 15,759,939.73 2.0 Unilever PLC 13,234,315.16 1.7 Commonwealth Bank of Australia 13,046,820.57 1.6 L'Oreal SA 10,415,009.32 1.3 Schneider Electric SE 10,269,506.68 1.3 GlaxoSmithKline plc 9,942,271.59 1.2 Allianz SE 9,890,811.85 1.2 Hong Kong Exchanges & Clearing Ltd. 9,477,680.83 1.2 Lonza Group AG 9,369,993.95 1.2 RELX PLC 9,269,729.12 1.2 BNP Paribas SA Class A 8,824,299.39 1.1 Takeda Pharmaceutical Co. Ltd. 8,557,780.88 1.1 Air Liquide SA 8,445,618.28 1.1 KDDI Corporation 7,560,223.63 0.9 Recruit Holdings Co., Ltd. 7,424,282.72 0.9 HOYA CORPORATION 7,295,471.27 0.9 ABB Ltd. 7,293,350.84 0.9 BASF SE 7,257,816.71 0.9 Tokyo Electron Ltd. 7,049,583.59 0.9 Munich Reinsurance Company 7,019,776.96 0.9 ASSA ABLOY AB Class B 6,982,707.69 0.9 Vestas Wind Systems A/S 6,965,518.08 0.9 Merck KGaA 6,868,081.50 0.9 Iberdrola SA 6,581,084.07 0.8 Compagnie Generale des Etablissements Michelin SCA 6,555,056.14 0.8 Straumann Holding AG 6,480,282.66 0.8 Atlas Copco AB Class B 6,194,910.19 0.8 Deutsche Boerse AG 6,186,305.10 0.8 UPM-Kymmene Oyj 5,956,283.07 0.7 Deutsche Post AG 5,851,177.11 0.7 Enel SpA 5,808,234.13 0.7 AXA SA 5,790,969.55 0.7 Nintendo Co., Ltd. -
Japanese E-Commerce Contract Software & Comp Services
Boku New contract Japanese e-commerce contract Software & Comp Services 26 September 2018 Boku has widened its reach in the domestic Japanese market through a new agreement to provide direct carrier billing (DCB) services to a Rakuten Price 172.0p e-commerce business. The contract is significant in that it demonstrates Market cap £369m Boku’s ability to support physical as well as digital goods, as well as for its potential to be expanded to support additional Rakuten services. Net cash ($m) at end H118 28.4 Shares in issue 214.2m Revenue EBITDA* EPS* DPS P/E EV/EBITDA Year end ($m) ($m) ($) ($) (x) (x) Free float 45.4% 12/17 24.4 (2.3) (0.03) 0.0 N/A N/A Code BOKU 12/18e 34.8 5.4 0.01 0.0 207.4 85.4 12/19e 42.0 11.6 0.03 0.0 68.9 39.8 Primary exchange AIM 12/20e 49.9 19.1 0.06 0.0 37.4 24.2 Secondary exchange N/A Note: *EBITDA and EPS (diluted) are normalised, excluding amortisation of acquired intangibles, exceptional items and share-based payments. Share price performance Boku has signed an initial deal to provide direct carrier billing for Rakuten Collection, an e-commerce site focused on limited edition, collectibles trading in Japan, and a division of Rakuten Group (Tokyo listed, market cap ¥1.2tn/£8.3bn). This represents Boku’s first major agreement for physical e-commerce in Japan. We note that the Rakuten Group operates more than 70 services, including an e- commerce shopping mall (Rakuten Ichiba), streaming video (Rakuten TV) and e- books (Rakuten Kobo). -
Notification of Business Conducted at the 41St Ordinary General Meeting of Shareholders
NOTIFICATION OF BUSINESS CONDUCTED AT THE 41ST ORDINARY GENERAL MEETING OF SHAREHOLDERS Stock Code Number: 9766 June 27, 2013 Dear Shareholder, This is to inform you that the following reports were presented and the resolutions were passed at the 41st Ordinary General Meeting of Shareholders held on June 27, 2013. Sincerely yours, Kagemasa Kozuki Representative Director KONAMI CORPORATION 7-2, Akasaka 9-chome, Minato-ku, Tokyo Reports 1. Business Report, Consolidated Financial Statements for the 41st fiscal year (from April 1, 2012 to March 31, 2013); and on the Reports of the accounting auditor and of the Board of Corporate Auditors regarding Consolidated Financial Statements for the 41st fiscal year 2. Financial Statements for the 41st fiscal year (from April 1, 2012 to March 31, 2013) We reported the contents of the above. Resolutions Proposal 1: Election of seven members to the Board of Directors It was approved as proposed. Messrs. Kagemasa Kozuki, Takuya Kozuki, Kimihiko Higashio, Noriaki Yamaguchi, Tomokazu Godai, Hiroyuki Mizuno and Akira Gemma were reelected and reassumed their office as Director. Proposal 2: Election of two members to the Board of Corporate Auditors It was approved as proposed. Messrs. Shinichi Furukawa and Minoru Maruoka were newly elected and assumed their office as Corporate Auditor. Proposal 3: Continuation and Partial Revision of the Countermeasures to Large-Scale Acquisitions of KONAMI CORPORATION Shares (takeover defense measures) It was approved as proposed. As a result of resolutions passed at the meetings of the Board of Directors and the Board of Corporate Auditors which were held after the 41st Ordinary General Meeting of Shareholders, the new Board of Directors and Board of Corporate Auditors as of June 27, 2013, are set as shown on the following page. -
Impact of COVID-19 on Consumer Behaviour
Impact of COVID-19 on Consumer Behaviour April 2020 Our Proprietary Panels Japan (JP) China (CN) South Korea (KR) 2,200,000 3,204,500 640,000 Taiwan (TW) Hong Kong (HK) Singapore (SG) 120,000 52,000 80,000 Thailand (TH) Malaysia (MY) Indonesia (ID) 550,000 196,000 550,000 India (IN) Vietnam (VN) Philippines (PH) 650,000 300,000 315,000 • Markets: China, Hong Kong, India, Indonesia, Japan, South Korea, Malaysia, Philippines, Singapore, Taiwan, Survey Thailand, United States, Vietnam Methodology & Sample size: 1,000 respondents per market, 13,000 in total Notes • • Profile of respondents: 20+ y.o. respondents from Rakuten Insight proprietary panels, with good distribution on age, gender, region & occupation • Survey timing April 2020 Sources of information News on traditional forms of media, TV, radio Marked contrast between Japan & China when it comes to continues to be a highly trusted source of trusting experts & influencers on social media with trust information even in the digital age much higher in China & lower in Japan Korea relatively low trust in many sources of While people spend more time watching TV news or information with the most highly trusted reading news websites, the time spent on following source being TV news (71%) influencers or celebrities on social media is less than usual Consumers from around the world rely on These times of uncertainty & gravity appear to have led to information from TV news & government consumers to spend their time on more serious & reliable websites. A slight decrease can be observed in sources of information trusting the information on social media How much do you trust the following sources of information? International consumers rely on information from Government websites and TV news.