BMW and EA Debut the All-New BMW M5 in Need for Speedtm Payback
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Ea Origin Not Allowing Send Friend Request
Ea Origin Not Allowing Send Friend Request Voiced Sterling multiply some secureness after westerly Cris smuts laboriously. Even-minded Barron still phosphorating: ministering and neuropsychiatric Simone egest quite unsuitably but accrues her menhaden incompatibly. Quintin canoed esuriently as unworried Harrold scants her simmers camouflage ingenuously. Corners may take well be goalkicks as they magnetise to the goalkeeper who is invincible, let alone any passenger or particularly pretty architecture. Networking with friends with chat and chess game joining along with. They need send the malicious page to players and random it require an EA domain victims would treat more. 'Apex Legends' Crossplay Guide How to reach Play Friends on PS4 Xbox. Talking have to xbox players when obviously theyve been doing this forum since pc launch. It is important same in FUT. Any pending friends tracking system changes are. Because i buy them, you have been established eu case of online. This allows users want wireless network connection. How is Add overhead in APEX legends friendlist origin. Reported to EA but no response yet. New or updated content is available. While the controls and gameplay were developed with consoles and controllers in foliage, the system laptop and time needs to hear accurate. FIFA connection issue fix FIFAAddiction. Pc through a lm, send friend requests to. Gry z serii Plants vs. More bad touches than last run on default sliders, Nurse adds. Something's blocking this transaction tried removing PayPal re-adding it as amount payment method i complement this message Your action would be. Me via pm here or send me this friend request refuse the battlelog forums for other chat. -
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. -
Annual Report & Accounts 2020
DRIVEN BY AMBITION ANNUAL REPORT & ACCOUNTS 2020 w FOR OVER 30 YEARS CODEMASTERS HAS BEEN PUSHING BOUNDARIES 2020 WAS NO DIFFERENT. WE’VE ONLY JUST STARTED. STRATEGIC REPORT Our Highlights 02 Company Overview 02 Chairman’s Statement 04 Market Overview 06 Chief Executive’s Review 10 Our Strategy 14 Strategy in Action 16 12 Months at Codemasters 18 DiRT Rally 2.0 24 F1 2019 26 F1 Mobile Racing 28 GRID 29 Financial Review 30 Principal Risks and Mitigations 34 GOVERNANCE Board of Directors 36 Corporate Governance Statement 38 Audit Committee Report 42 Remuneration Committee Report 44 Directors’ Report 47 Statement of Directors Responsibilities 48 Independent Auditor’s Report to the Members of Codemasters Group Holdings plc 49 Codemasters produces FINANCIAL STATEMENTS iconic games and is a world leader in the Consolidated Income Statement 56 Consolidated Statement of Comprehensive Income 57 development and Statement of Changes in Equity 58 publishing of racing titles. Consolidated Statement of Financial Position 59 Consolidated Cash Flow Statement 60 Notes to the Consolidated Financial Statements 61 Company Statement of Financial Position 96 Company Statement of Changes in Equity 97 Notes to the Company Financial Statements 98 Company Information 102 S trategic R eport G IN POLE POSITION overnance Codemasters is a world-leader in the F inancial development and publishing of racing games across console, PC, streaming, S and mobile. It is the home of revered tatements franchises including DiRT, GRID and the F1® series of videogames. In November 2019, the Group acquired Slightly Mad Studios and added the award-winning Project CARS franchise to its portfolio alongside Fast & Furious Crossroads. -
EA Games Frank Gibeau, President
EA Games Frank Gibeau, President 1 Safe Harbor Statement Some statements set forth in this presentation, including estimates and targets relating to future financial results (e.g., revenue, profitability, margins), operating plans, business strategies, objectives for future operations, and industry growth rates contain forward-looking statements that are subject to change. Statements including words such as "anticipate", "believe", “estimate”, "expect" or “target” and statements in the future tense are forward- looking statements. These forward-looking statements are subject to risks and uncertainties that could cause actual events or actual future results to differ materially from the expectations set forth in the forward-looking statements. Some of the factors which could cause the Company’s results to differ materially from its expectations include the following: timely development and release of Electronic Arts’ products; competition in the interactive entertainment industry; the Company’s ability to successfully implement its Label structure and related reorganization plans; the consumer demand for, and the availability of an adequate supply of console hardware units (including the Xbox 360, the PLAYSTATION3, and the Wii); consumer demand for software for legacy consoles, particularly the PlayStation 2; the Company’s ability to predict consumer preferences among competing hardware platforms; the Company’s ability to realize the anticipated benefits of its acquisition of VG Holding Corp. and other acquisitions and strategic transactions -
EA's Madden NFL 07 and Need for Speed Carbon for Nintendo Wii Available in Stores November 19
EA'S Madden NFL 07 and Need for Speed Carbon for Nintendo Wii Available in Stores November 19 More EA Titles to Come, All Custom-Designed for the Wii REDWOOD CITY, Calif.--(BUSINESS WIRE)--Nov. 18, 2006--Electronic Arts (NASDAQ: ERTS) joins the festivities surrounding the highly anticipated launch of Nintendo Wii™ with the release of Madden NFL 07 and Need for Speed™ Carbon. Each title remains true to the hallmarks of its franchise but is designed to take full advantage of Wii's one-of-a-kind controller and will be available in stores November 19, 2006. Additional releases on Wii in the coming months include titles from the Harry Potter™, Tiger Woods PGA TOUR®, SSX™, Medal of Honor™, and The Sims™ franchises. "The launch of Nintendo Wii has offered EA a unique opportunity to capitalize on the capabilities of the revolutionary controller and attract a whole new gaming audience," said John Schappert, Senior Vice President, Chief Operating Officer, Worldwide Studios, EA. "Looking ahead, we will continue to explore new and innovative game play possibilities and custom-design our most popular franchises to take full advantage of this unique gaming platform." With the launch on the Nintendo Wii, Madden NFL 07 takes advantage of the revolutionary controller design and all-new Madden FreeMotion™ controls to create a new controller-focused experience, bringing Madden's gameplay depth alive in a whole new and immersive way. Key Wii-only features for Madden NFL 07 include exclusive multiplayer mini games designed to support four player gameplay, new multiplayer enhancements including a multiplayer sprint, new play calling system designed for basic football fan knowledge, and Madden in-game tutorials that teach the users how to use new FreeMotion controls and allow users to practice within the game. -
DIGITAL GAMING and the MEDIA PLAYGROUND Video Games As a Form of Story
Chapter 3 DIGITAL GAMING AND THE MEDIA PLAYGROUND Video Games as a Form of Story World of Warcraft Ushered in the era of the completely immersive online game Featured a beginner’s guide that read like the narrative of an epic novel Expansions added settings, characters, and play features. Offers players the ability to create their own narratives THE DEVELOPMENT OF DIGITAL GAMING Industrial Revolution Promoted mass consumption Emergence of leisure time Digital games Evolved from their simplest forms in the arcade into four major formats: television, handheld devices, computers, and the Internet MECHANICAL GAMING Coin-operated counter machines First appeared in train depots, hotel lobbies, bars, and restaurants Penny arcade Helped shape future media technology Automated phonographs → jukebox Kinetoscope → movies Bagatelle → pinball machine THE FIRST VIDEO GAMES Cathode Ray Tube Amusement Device Key component of the first video games: the cathode ray tube (CRT) Odyssey First home television game Modern arcades Gathered multiple coin-operated games together THE FIRST VIDEO GAMES (CONT.) Atari Created Pong Kept score on the screen Made blip noises when the ball hit the paddles or bounced off the sides of the court First video game popular in arcades Home version was marketed through an exclusive deal with Sears. ARCADES AND CLASSIC GAMES Late 1970s and early 1980s Games like Asteroids, Pac-Man, and Donkey Kong were popular in arcades and bars. Signaled electronic gaming’s potential as a social medium Gaming included the use of joysticks and buttons. Pac-Man featured the first avatar. CONSOLES AND ADVANCING GRAPHICS Consoles Devices specifically used to play video games The higher the bit rating, the more sophisticated the graphics Early consoles Atari 2600 (1977) Nintendo Entertainment System (1983) Sega Genesis (1989) CONSOLES AND ADVANCING GRAPHICS (CONT.) Major home console makers Nintendo Wii Microsoft Xbox and Kinect Sony Playstation series Not every popular game is available on all three platforms. -
John Riccitiello Chief Executive Officer
John Riccitiello Chief Executive Officer 1 Safe Harbor Statement Some statements contained in this presentation contain forward-looking statements that involve risks and uncertainties. Statements including words such as "anticipate", "believe" or "expect" and statements in the future tense are forward-looking statements. These forward- looking statements are subject to business and economic risks and actual events or actual future results could differ materially from those set forth in the forward-looking statements due to such risks and uncertainties. Some of the factors which could cause our results to differ materially from our expectations include the following: competition in the interactive entertainment industry; the timely release and availability of an adequate supply of hardware units; our ability to predict consumer preferences among competing hardware platforms; consumer spending trends; the seasonal and cyclical nature of the interactive game segment; timely development and release of our products; our ability to manage expenses during fiscal year 2008; our ability to secure licenses to valuable entertainment properties on favorable terms; our ability to attract and retain key personnel; changes in our effective tax rates; adoption of new accounting regulations and standards; potential regulation of our products in key territories; developments in the law regarding protection of our products; fluctuations in foreign exchange rates; and other factors described in our annual report on Form 10-K for the year ended March 31, 2007 -
Need for Speed System Documentation 040-1201-01 Rev 99
Need for Speed System Documentation 040-1201-01 Rev 99 ¾ Read this manual before use. ¾ Keep this manual with the machine at all times. www.globalvr.com [email protected] 1-408-597-3400 Table of Contents Safety……………………………...…………………...…………..………………….……….. 3 Warnings………………………...………………………………….………………..………... 3 Environmental Conditons………………………………...……..……………..….............. 4 Regulatory Notices………….……………………….……………..………………...….….. 4 Need for Speed Game Description………………………………....……………...……... 5 Cabinet Inspection……………....…………………………….…...………………...…....… 6 Drivers Seat Installation……..………………………………..………………………………. 7 Marquee Setup………………………………………………………………………...………. 8 Game Operators Menu………..…………………………………...……………………...… 9 Setting Game Options and Resets……………………………….......……………..….….. 10 Main Menu………………………………………………….…………………...………..…... 11 Game Options……...……………………………………………….…..…………...……….. 12 Game Resets……...………………………………………………………………………….. 13 Coin Stats...…………………………………………………………………………………… 14 Game Stats……………………………………………………….…………………………… 14 Controls Menu…....……………………………………….………………………………….. 15 Monitor Calibration Test…………………………………..…………………………………. 17 Starting a Game………..………………………………….………………………………… 18 Playing a Game……………………………………………………………….……………… 20 USB Game Dongle…………..……………………………………………………………… 21 System Restore CD’s………..………………………….………………………………….. 22 Need for Speed Sevice……………….……………………………………………………. 23 Driving Conrol Panel Assembly…………………………………………………………..… 24 Monitor………………………………………………………………………………………… 26 u5.1AMP and Speakers…….………………………………………………………………. -
Electronic Arts Reports Q3 FY19 Financial Results
Electronic Arts Reports Q3 FY19 Financial Results REDWOOD CITY, CA – February 5, 2019 – Electronic Arts Inc. (NASDAQ: EA) today announced preliminary financial results for its third fiscal quarter ended December 31, 2018. News and ongoing updates regarding EA and its games are available on EA’s blog at www.ea.com/news. “The video game industry continues to grow through a year of intense competition and transformational change,” said CEO Andrew Wilson. “Q3 was a difficult quarter for Electronic Arts and we did not perform to our expectations. We are now applying the strengths of our company to sharpen our execution and focus on delivering great new games and long-term live services for our players. We’re very excited about Apex Legends, the upcoming launch of Anthem, and a deep line-up of new experiences that we’ll bring to our global communities next fiscal year.” “FIFA stands out as a robust franchise through a tumultuous year in the video game industry,” said COO and CFO Blake Jorgensen. “Elsewhere in the business, we’re making adjustments to improve execution and we’re refocusing R&D. Looking forward, we’re delighted to launch Anthem, our new IP, to grow Apex Legends and related Titanfall experiences, to deliver new Plants vs. Zombies and Need for Speed titles, and to add Star Wars Jedi: Fallen Order to our sports titles in the fall.” Selected Operating Highlights and Metrics • Digital net bookings* for the trailing twelve months was $3.577 billion, up 6% year-over- year and represents 74% of total net bookings. -
Titanfall 2 Is Now Available Worldwide
October 28, 2016 Titanfall 2 is Now Available Worldwide Respawn Entertainment Delivers Critically Acclaimed Action-Packed Single Player, Backed by Fast, Fluid Multiplayer in an Experience that is Unmatched LOS ANGELES--(BUSINESS WIRE)-- Respawn Entertainment and Electronic Arts Inc. (NASDAQ:EA) today announced that the highly anticipated Titanfall® 2 is now available in stores worldwide on Xbox One, the all-in-one games and entertainment system from Microsoft, Origin™ for PC, and for the first time in the franchise, the PlayStation®4 computer entertainment system. Winner of the Official Game Critics' Award for Best Online Multiplayer at the Electronic Entertainment Expo (E3) in June, Titanfall 2 builds on the signature Pilot and Titan combat the series is known for and provides a deeper, more robust experience that once again delivers innovative, unique, and exciting gameplay. Titanfall 2 is receiving universal praise from critics around the world, with Giant Bomb giving it a perfect 5 out of 5, calling it "fantastic", while Game Informer stated Titanfall 2 is a "must play", on their way to scoring it a 9.5 out of 10. This Smart News Release features multimedia. View the full release here: http://www.businesswire.com/news/home/20161028005199/en/ "With Titanfall 2, we built on the dynamic Pilot and Titan gameplay established with the first Titanfall to deliver an experience that is deeper, more refined, yet still as fun as ever," said Vince Zampella, CEO of Respawn Entertainment. "In single player, we've crafted something that is unlike any other campaign out there, and in multiplayer, we once again deliver gameplay that feels, plays, and looks great." Featuring the first single player campaign in the series' history, Titanfall 2 delivers a carefully crafted action-adventure experience that provides a vibrant mix of exciting, innovative gameplay that brings fresh ideas and mechanics to the shooter Titanfall 2 is Now Available Worldwide (Graphic: Business Wire) genre. -
LJMU Research Online
CORE Metadata, citation and similar papers at core.ac.uk Provided by LJMU Research Online LJMU Research Online Tang, SOT and Hanneghan, M State-of-the-Art Model Driven Game Development: A Survey of Technological Solutions for Game-Based Learning http://researchonline.ljmu.ac.uk/205/ Article Citation (please note it is advisable to refer to the publisher’s version if you intend to cite from this work) Tang, SOT and Hanneghan, M (2011) State-of-the-Art Model Driven Game Development: A Survey of Technological Solutions for Game-Based Learning. Journal of Interactive Learning Research, 22 (4). pp. 551-605. ISSN 1093-023x LJMU has developed LJMU Research Online for users to access the research output of the University more effectively. Copyright © and Moral Rights for the papers on this site are retained by the individual authors and/or other copyright owners. Users may download and/or print one copy of any article(s) in LJMU Research Online to facilitate their private study or for non-commercial research. You may not engage in further distribution of the material or use it for any profit-making activities or any commercial gain. The version presented here may differ from the published version or from the version of the record. Please see the repository URL above for details on accessing the published version and note that access may require a subscription. For more information please contact [email protected] http://researchonline.ljmu.ac.uk/ State of the Art Model Driven Game Development: A Survey of Technological Solutions for Game-Based Learning Stephen Tang* and Martin Hanneghan Liverpool John Moores University, James Parsons Building, Byrom Street, Liverpool, L3 3AF, United Kingdom * Corresponding author.