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Journal of Games Is Here to Ask Himself, "What Design-Focused Pre- Hideo Kojima Need an Editor?" Inferiors
WE’RE PROB NVENING ABLY ALL A G AND CO BOUT V ONFERRIN IDEO GA BOUT C MES ALSO A JournalThe IDLE THUMBS of Games Ultraboost Ad Est’d. 2004 TOUCHING THE INDUSTRY IN A PROVOCATIVE PLACE FUN FACTOR Sessions of Interest Former developers Game Developers Confer We read the program. sue 3D Realms Did you? Probably not. Read this instead. Computer game entreprenuers claim by Steve Gaynor and Chris Remo Duke Nukem copyright Countdown to Tears (A history of tears?) infringement Evolving Game Design: Today and Tomorrow, Eastern and Western Game Design by Chris Remo Two founders of long-defunct Goichi Suda a.k.a. SUDA51 Fumito Ueda British computer game developer Notable Industry Figure Skewered in Print Crumpetsoft Disk Systems have Emil Pagliarulo Mark MacDonald sued 3D Realms, claiming the lat- ter's hit game series Duke Nukem Wednesday, 10:30am - 11:30am infringes copyright of Crumpetsoft's Room 132, North Hall vintage game character, The Duke of industry session deemed completely unnewswor- Newcolmbe. Overview: What are the most impor- The character's first adventure, tant recent trends in modern game Yuan-Hao Chiang The Duke of Newcolmbe Finds Himself design? Where are games headed in the thy, insightful next few years? Drawing on their own in a Bit of a Spot, was the Walton-on- experiences as leading names in game the-Naze-based studio's thirty-sev- design, the panel will discuss their an- enth game title. Released in 1986 for swers to these questions, and how they the Amstrad CPC 6128, it features see them affecting the industry both in Japan and the West. -
Electronic Arts Inc
ELECTRONIC ARTS INC FORM 10-K (Annual Report) Filed 5/30/2007 For Period Ending 3/31/2007 Address 209 REDWOOD SHORES PARKWAY REDWOOD CITY, California 94065 Telephone 650-628-1500 CIK 0000712515 Industry Software & Programming Sector Technology Fiscal Year 03/31 Table of Contents UNITED STATES SECURITIES AND EXCHANGE COMMISSION Washington, D.C. 20549 Form 10-K ANNUAL REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES EXCHANGE ACT OF 1934 For the fiscal year ended March 31, 2007 OR TRANSITION REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES EXCHANGE ACT OF 1934 For the transition period from to Commission File No. 0-17948 ELECTRONIC ARTS INC. (Exact name of registrant as specified in its charter) Delaware 94-2838567 (State or other jurisdiction of (I.R.S. Employer incorporation or organization) Identification No.) 209 Redwood Shores Parkway 94065 Redwood City, California (Zip Code) (Address of principal executive offices) Registrant’s telephone number, including area code: (650) 628-1500 Securities registered pursuant to Section 12(b) of the Act: Title of Each Class Name of Each Exchange on Which Registered Common Stock, $0.01 par value The NASDAQ Stock Market LLC Securities registered pursuant to Section 12(g) of the Act: None Indicate by check mark if the registrant is a well-known seasoned issuer, as defined in Rule 405 of the Securities Act. Yes No Indicate by check mark if the registrant is not required to file reports pursuant to Section 13 or Section 15(d) of the Act. Yes No Indicate by check mark whether the registrant (1) has filed all reports required to be filed by Section 13 or 15(d) of the Securities Exchange Act of 1934 during the preceding 12 months (or for such shorter period that the registrant was required to file such reports), and (2) has been subject to such filing requirements for the past 90 days. -
Disruptive Innovation and Internationalization Strategies: the Case of the Videogame Industry Par Shoma Patnaik
HEC MONTRÉAL Disruptive Innovation and Internationalization Strategies: The Case of the Videogame Industry par Shoma Patnaik Sciences de la gestion (Option International Business) Mémoire présenté en vue de l’obtention du grade de maîtrise ès sciences en gestion (M. Sc.) Décembre 2017 © Shoma Patnaik, 2017 Résumé Ce mémoire a pour objectif une analyse des deux tendances très pertinentes dans le milieu du commerce d'aujourd'hui – l'innovation de rupture et l'internationalisation. L'innovation de rupture (en anglais, « disruptive innovation ») est particulièrement devenue un mot à la mode. Cependant, cela n'est pas assez étudié dans la recherche académique, surtout dans le contexte des affaires internationales. De plus, la théorie de l'innovation de rupture est fréquemment incomprise et mal-appliquée. Ce mémoire vise donc à combler ces lacunes, non seulement en examinant en détail la théorie de l'innovation de rupture, ses antécédents théoriques et ses liens avec l'internationalisation, mais en outre, en situant l'étude dans l'industrie des jeux vidéo, il découvre de nouvelles tendances industrielles et pratiques en examinant le mouvement ascendant des jeux mobiles et jeux en lignes. Le mémoire commence par un dessein des liens entre l'innovation de rupture et l'internationalisation, sur le fondement que la recherche de nouveaux débouchés est un élément critique dans la théorie de l'innovation de rupture. En formulant des propositions tirées de la littérature académique, je postule que les entreprises « disruptives » auront une vitesse d'internationalisation plus élevée que celle des entreprises traditionnelles. De plus, elles auront plus de facilité à franchir l'obstacle de la distance entre des marchés et pénétreront dans des domaines inconnus et inexploités. -
'TITLE Learning About Energy in Secondary Schools: Some Exemplary, Lessons Fore Students
DOCUMENT RESUME ED 207 817 SE 035 589 AUTHOR" Simmons, John: S., Ed. 'TITLE Learning About Energy in Secondary Schools: Some Exemplary, Lessons fore Students. Volume II. Final Report, April 8, 1981 toXcember 31, 1981. INSTITUTION Florida State Univ.,-Tal hassee.-Coli. of Education. SPONS AGENCX,, Department of Energy, Washington, D.C. PUB DATE 81 ti GRANT DE-FG05-81CA10087 NOTE 124p.r Contains occasional marginal legibility. , EDRS PRICE MF01/PC05 Plus.Pobtage. DESCRIPTORS Activity Units; Art Activities; *Conservation \ Education; Elementary School Science;` Elementary --$ Secondary Education; *Energy; *Environmental Education; .*Instructional Materials; i Interdisciplinary Approach; Labguage Arts; Learning Activities; Mathematics; *Science Activitles; Science. Education; Secondary School Science; Social Studies; *Teaching Guides IDENTIFIERS *Energy Education .- ABSTRACT - - ` . Sixteen teaching units of activities were prepared for students in grades 4-12 to increase their awareness, knowledge, and skills of energy and energy related issues by examining topics such as energy conservation on he farm, foreign oil, U.S. energy consImption, energy efficient houses, alternative energy sources, persdbal energy use, conservation, automobil4s and geography. The activities draw upon social studies,,mathematiCs, language arts, science, art and architecture, and use 4 var.ety of teaching methods including films, discussion, role playing, readings, question and answers, tap and graph reading, interviewing, speecheS, lecture and 'group work. while the organizational format foF eacit unit is not standardized, most indicate gradeolevel, subject, objectives, new vocabulary, materials needed, skills, evaluation, and resource materials. In the beginning of the book, a Florida GOvernortts Energy Award Program,. comparable to the Presidential Physical Fitness I program, is proposed. It is suggested that local areaskimplement this awardprogram with their owh award certificates. -
Backgrounder: AIIDE 07 Invited Speakers
Association for the Advancement of Artificial Intelligence 445 Burgess Drive Menlo Park, CA 94025 (650) 328-3123 www.aaai.org For press inquiries only, contact: Sara Hedberg (206) 232-1657 (office) [email protected] Backgrounder: AIIDE 07 Invited Speakers 1 of 6 AiLive's LiveMove and LiveCombat Wolff Daniel Dobson and John Funge (AiLive Inc.) This talk describes the successfully productization of the state-of-the-art statistical machine learning technology to create LiveMove and LiveCombat. LiveMove is a groundbreaking artificial intelligence product that enables the Wii Remote to learn. Instead of complicated programming, developers need only take a few minutes to train Wii controllers through examples. Nintendo now sublicenses and promotes LiveMove to Wii developers around the world. Our other product, LiveCombat, gives developers and players the power to build AI characters that learn how to behave by observing the actions of human players. AI characters learn in seconds to be trusted companions or deadly foes. The talk will include many anecdotes and observations from lessons learned (often the hard way) along the way. Wolff Daniel Dobson received his PhD in computer science from Northwestern University, specializing in artificial intelligence and intelligent user interfaces. At Visual Concepts Entertainment, he constructed emotional behavior on NBA2K for Dreamcast, and then became colead for artificial intelligence on NBA2K1 (garnering a Metacritic.com score of 93). For the past 5 years he has worked for AiLive Inc., a startup devoted to next-generation artificial intelligence in games. Working as a designer, producer, engineer, and artist Wolff has been instrumental in developing two commercial products, LiveMove and LiveCombat, that bring groundbreaking real-time machine learning technology to the computer entertainment industry. -
Airpower Journal: Winter 1993, Volume VII, No. 4
Wlnter 1993 JOURNAL • Space Power Survivability • The Art of Intelligence Secretary of the Air Force Dr Sheila E. Widnall Air Force Chief of Staff Gen Merrill A. McPeak Commander, Air Education and Training Command Gen Henry Viccellio, |r. Commander, Air University Lt G e n J a y VV. K e l l e y Commander, College of Aerospace Doctrine, Research, and Education Col Paul R. Dordal Editor Lt Col Ri chard B. Clark Associate Editor Maj Gwendolvn D. Favne Professional Staff Hugh Richardson, Contributing Editor M a r v i n VV. B a s s e t t . Contributing Editor Steven C. Garst. Director ofA rt and Production Daniel M. Armstrong, Illustrator Thomas L. Hovvell, Prepress Production Manager The Airpower Journal. published quarterly, is the professional journal of the United States Air Force. It is designed to serve as an open forum for the presentation and stimulation of innova- tive thinking on militarv doctrine, strategy, tac- tics, force structure, readiness, and other mat- ters of national defense. The views and opin- ions expressed or implied in the Journal are those of the authors and should not be con- strued as carrying the official sanction of the Department of Defense, the Air Force. Air Edu- cation and Training Command, Air University, or other agencies or departments of the US gov- ernment. Articles in this edition may be reproduced in whole or in part without permission. If thev are reproduced, the A irpower Journal requests a courtesy line. JOURNAL Winter 1993, Vol. VII, No. 4 AFRP 10-1 Editorial 2 Strategic Paralysis: An Air Power Strategy for the Present Maj Jason B. -
Modelos De Negocios En La Industria Del Videojuego : Análisis De Caso De
Universidad de San Andrés Escuela de Negocios Maestría en Gestión de Servicios Tecnológicos y Telecomunicaciones Modelos de negocios en la industria del videojuego : análisis de caso de Electronics Arts Autor: Weller, Alejandro Legajo : 26116804 Director/Mentor de Tesis: Neumann, Javier Junio 2017 Maestría en Servicios Tecnológicos y Telecomunicaciones Trabajo de Graduación Modelos de negocios en la industria del videojuego Análisis de caso de Electronics Arts Alumno: Alejandro Weller Mentor: Javier Neumann Firma del mentor: Victoria, Provincia de Buenos Aires, 30 de Junio de 2017 Modelos de negocios en la Industria del videojuego Abstracto Con perfil bajo, tímida y sin apariencia de llegar a destacarse algún día, la industria del videojuego ha revolucionado a muchos de los grandes participantes del mercado de medios instalados cómodamente y sin preocupaciones durante muchos años. Los mismos nunca se imaginaron que en tan poco tiempo iban a tener que complementarse, acompañar y hasta temer en muchísimos aspectos a este nuevo actor. Este nuevo partícipe ha generado en solamente unas décadas de vida, una profunda revolución con implicancias sociales, culturales y económicas, creando nuevos e interesantes modelos de negocio los cuales van cambiando en períodos cada vez más cortos. A diferencia del crecimiento lento y progresivo de la radio, el cine y luego la televisión, el videojuego ha alcanzado en apenas medio siglo de vida ser objeto de gran interés e inversión de diferentes rubros, y semejante logro ha ido creciendo a través de transformaciones, aceptación general y evoluciones constantes del concepto mismo de videojuego. Los videojuegos, como indica Provenzo, E. (1991), son algo más que un producto informático, son además un negocio para quienes los manufacturan y los venden, y una empresa comercial sujeta, como todas, a las fluctuaciones del mercado. -
GOG-API Documentation Release 0.1
GOG-API Documentation Release 0.1 Gabriel Huber Jun 05, 2018 Contents 1 Contents 3 1.1 Authentication..............................................3 1.2 Account Management..........................................5 1.3 Listing.................................................. 21 1.4 Store................................................... 25 1.5 Reviews.................................................. 27 1.6 GOG Connect.............................................. 29 1.7 Galaxy APIs............................................... 30 1.8 Game ID List............................................... 45 2 Links 83 3 Contributors 85 HTTP Routing Table 87 i ii GOG-API Documentation, Release 0.1 Welcome to the unoffical documentation of the APIs used by the GOG website and Galaxy client. It’s a very young project, so don’t be surprised if something is missing. But now get ready for a wild ride into a world where GET and POST don’t mean anything and consistency is a lucky mistake. Contents 1 GOG-API Documentation, Release 0.1 2 Contents CHAPTER 1 Contents 1.1 Authentication 1.1.1 Introduction All GOG APIs support token authorization, similar to OAuth2. The web domains www.gog.com, embed.gog.com and some of the Galaxy domains support session cookies too. They both have to be obtained using the GOG login page, because a CAPTCHA may be required to complete the login process. 1.1.2 Auth-Flow 1. Use an embedded browser like WebKit, Gecko or CEF to send the user to https://auth.gog.com/auth. An add-on in your desktop browser should work as well. The exact details about the parameters of this request are described below. 2. Once the login process is completed, the user should be redirected to https://www.gog.com/on_login_success with a login “code” appended at the end. -
Origin-Gamead
SHADOWCASTER $69.95 The furious pace never falters in hadowcas1e1, the unique smooth-scrolling, po1m-of-v1cw WING COMMANDER acuon/advemure from ORIGIN You'll Oy, swim ACADEMY $49.95 and run through indoor and outdoor envi As a student at the TCSN Academy, you ronments including dungeons, caverns, castles, mines, volcanoes and underwater custom-design and Oy unique combat, rescue, and search and retrieval m1ss1ons from the caves. And when being human 1s simply not good enough, incredible morphing technology CyberSchool's holographic simulator In the design phase, you can choose to protect capital transforms you into otherwordly creatures. Through a variety of metaforms, from fire ships, navigate asteroid and mine fields, retrieve ejected pilots and data capsules or Oy monster to s1 -legged cat, Y.ou 'll use your missions against a wide variety of enemy natural strengths and weapons while guarding weaknesses. Straightforward pln) m~chanics fighters Wing Commander Academy features a dynarmc musical score, improved graphi cs allow you to master the basics quickly and rendering, a dazzling array of customizing concentrate on the combat and vISual puzzles options and heart-stopping dogfight that keep things moving at breakneck speed. challenges. MS-DOS 386SX+, 2MB Ram. M -DOS 386DX/33+, -+MB Ram. Maps, creature statrstrcs, walkthroughs and detailed notes are all to be found 1n the C Corw>ght l 993 ORIGIN Sy>tems, Inc. All !)f<>llucts in thos cotolog ore suliject lo ovoi(obili%i Some ti~es max not yel be relecned for sore Shadowcastrr Clue Book: lllwnrntHrons 14.95 ~~~~d:m0~rfstc;,~;st~~~ro~~~~ofORiGr:S;~~m~~~ Electromc Arts IS o registered trodemorl:: of Electroruc Am AVAILABLE AT A SOFTWARE RETAILER NEAR YOU , OR CALL NEW! NEW! STRIKE COMMANDER: TACTICAL OPERAT I ONS $29.95 THE SILVER SEED $29.95 Six months into a well-earned break, you've purchased new planes and repaired your base. -
NA EU Art Alive! Western Technologies •Segana/EU/JP Buck
688 Attack Sub Electronic Arts Sega NA EU NA EU Art Alive! Western Technologies •SegaNA/EU/JP NAJP BREU Buck Rogers: Countdown to Doomsday Strategic Simulations •Electronic ArtsNA/EU NABR EU California Games •EpyxOriginal design •SegaNA/EU BR Centurion: Defender of Rome •Bits of Magic Electronic Arts NA EU Divine Sealing (Unlicensed) Studio Fazzy CYX JP Hardball! Accolade Ballistic NA EU NA EU James Pond: Underwater Agent •Millennium Interactive •Electronic ArtsNA/EU BR John Madden Football '92 Electronic Arts EASN NA EU M-1 Abrams Battle Tank Dynamix Electronic Arts/Sega NA EU NA EU Marble Madness Atari Electronic Arts JP Mario Lemieux Hockey Ringler Studios Sega NA EU NA EU Marvel Land Namco Namco JP Master of Monsters Systemsoft Renovation Products NA JP Master of Weapon Taito Taito JP NA EU Mercs Capcom Capcom JP Mickey's Ultimate Challenge Designer Software Hi Tech Expressions NA Might and Magic: Gates to Another World New World Computing Electronic Arts NA EU Mike Ditka Power Football Ballistic Accolade NA Ms. Pac-Man General Computer Corp. Tengen NA EU NA EU Mystical Fighter Taito DreamWorks JP Onslaught •RealmsOriginal Design Ballistic NA NA JP Rampart •Atari GamesOriginal design •TengenNA/JP KR Rings of Power Naughty Dog Software Electronic Arts NA EU NA EU Road Rash Electronic Arts •Electronic ArtsNA/EU JP BR Saint Sword Taito Taito NA JP NA EU Shadow of the Beast Psygnosis Electronic Arts NAJP EU Space Invaders '91 Taito Taito NAJP EU Speedball 2 The Bitmap Brothers Arena Entertainment JP NA EU Spider-Man Sega Sega JP Starflight -
TABLEAU 1 Liste Des Jeux Analysés. Ce Corpus Regroupe La Totalité Des
La Grande Guerre dans le jeu vidéo : jouer une histoire délaissée 165 TABLEAU 1 Liste des jeux analysés. Ce corpus regroupe la totalité des jeux vidéos concernant en totalité ou en partie, sous une forme non modée, la Première Guerre mondiale, sous réserve de quelques oublis. Les genres donnés sont simplifiés, de nombreux titres pouvant être classés dans plusieurs catégories. Concernant les jeux marqués comme à paraître, les informations fournies sont celles connues en octobre 2018. Année Titre Développeur Éditeur Genre 1975 BiPlane Fun Games Fun Games Side scroller1 1976 BiPlane 4 Fun Games Fun Games Side scroller 1976 Wings Electra Game Electra Game Side scroller 1980 Red Baron Atari Atari Simulateur de vol 1983 Air Battle ? Philips Export B.V. Side scroller Cases Computer 1983 Battle 1917 Mark Lucas Wargame Simulations Synapse Software ; 1983 Blue Max Synapse Software Side scroller U.S. Gold 1983 Eagles Paul Murray Strategic Simulations Wargame The Avalon Hill 1983 Flying Ace Microcomputer Games Side scroller Game Company 1983 Snoopy and the Red Baron Atari Atari Side scroller 1984 Sopwith BMB Compuscience BMB Compuscience Side scroller 1985 Red Baron B. D. Hambüchen Labochrome Side scroller 1985 Sky Kid Namco Namco ; Sunsoft Side scroller 1985 Sopwith2 BMB Compuscience BMB Compuscience Side scroller Cases Computer 1986 Gallipoli A. et O. Bishop Wargame Simulations 1986 The Great War 1914 Marc Summerlott D.K.G. Wargame 1986 World War I ? M.C. Lothlorien RTS 1987 Battle Cruiser Strategic Simulations Strategic Simulations Wargame naval Halls of Montezuma: A Battle History Strategic Studies 1987 Strategic Studies Group Wargame of the United States Marine Corps Group 1988 Grand Fleet Simulations Canada Simulations Canada Wargame naval 1989 War Eagles Cosmi Corporation Cosmi Corporation Simulateur de vol Artech Digital 1990 Blue Max: Aces of the Great War Three-Sixty Pacific Simulateur de vol Entertainment 1990 Command HQ Ozark Softscape Microplay Software RTS 1. -
'Translating Narrative Into Code' – Thoughts on a Technology-Centric
Vol. 1, Issue 1/2007 ‘Translating Narrative into Code’ – Thoughts on a Technology-Centric Model of Digital Games as Programmable Media Stefan Werning The Story so Far – Current Notions of Game Analysis Even in a discipline as young as „game studies‟, ignoring for a moment the increasingly popular further differentiation between ludologists and narratologists[1], it has become impossible to account for every approach concerning methodology for the study of digital games. For precisely that reason it is important to be aware that the better part of academic literature is published and debated online. New techniques of archival storage, faster „reaction times‟ and a far greater transience of the contributions shape the flow and crystallization of gaming theories. I will, thus, critically comment on a selection of texts and examples displaying current notions in game analysis. A dominant approach, especially in European (or, even more precisely, German) game studies, is to take games as a focal point for culturally informed sociological or philosophical contemplation. Often, the authors use a property of games or in-game narrative as a starting point. Klaus Bartels, for example, writes on the issue of perspective (the god-like perspective in isometric and 3D games like Populous) as a collective „Befindlichkeit‟ (existential orientation) of our time (Bartels, 2001/02). Markus Rautzenberg uses his clever observation, that digital games often work with self-reproducing code, to contemplate the use of golems, homunculi and other „worldly‟ manifestations of this idea in game narratives (without elaborating on the type of correlation, however) (Rautzenberg, 2002). Another common denominator is the eagerness, to draw on established theoretical frameworks like film theory, narratology or gender studies, trying to fit digital games into their respective point of view or even employ them for their own goals.