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OPERATIONAL EBIT INCREASED 217% to SEK 396 MILLION
THQ NORDIC AB (PUBL) REG NO.: 556582-6558 EXTENDED FINANCIAL YEAR REPORT • 1 JAN 2018 – 31 MAR 2019 OPERATIONAL EBIT INCREASED 217% to SEK 396 MILLION JANUARY–MARCH 2019 JANUARY 2018–MARCH 2019, 15 MONTHS (Compared to January–March 2018) (Compared to full year 2017) > Net sales increased 158% to SEK 1,630.5 m > Net sales increased to SEK 5,754.1 m (507.5). (632.9). > EBITDA increased to SEK 1,592.6 m (272.6), > EBITDA increased 174% to SEK 618.6 m (225.9), corresponding to an EBITDA margin of 28%. corresponding to an EBITDA margin of 38%. > Operational EBIT increased to SEK 897.1 m > Operational EBIT increased 217% to SEK 395.9 m (202.3) corresponding to an Operational EBIT (124.9) corresponding to an Operational EBIT margin of 16%. margin of 24%. > Cash flow from operating activities amounted > Cash flow from operating activities amounted to SEK 1,356.4 m (179.1). to SEK 777.2 m (699.8). > Earnings per share was SEK 4.68 (1.88). > Earnings per share was SEK 1.10 (1.02). > As of 31 March 2019, cash and cash equivalents were SEK 2,929.1 m. Available cash including credit facilities was SEK 4,521.1 m. KEY PERFORMANCE INDICATORS, Jan-Mar Jan-Mar Jan 2018- Jan-Dec GROUP 2019 2018 Mar 2019 2017 Net sales, SEK m 1,630.5 632.9 5,754.1 507.5 EBITDA, SEK m 618.6 225.9 1,592.6 272.6 Operational EBIT, SEK m 395.9 124.9 897.1 202.3 EBIT, SEK m 172.0 107.3 574.6 188.2 Profit after tax , SEK m 103.0 81.1 396.8 139.2 Cash flow from operating activities, SEK m 777.2 699.8 1,356.4 179.1 Sales growth, % 158 673 1,034 68 EBITDA margin, % 38 36 28 54 Operational EBIT margin, % 24 20 16 40 Throughout this report, the extended financial year 1 January 2018 – 31 March 2019 is compared with the financial year 1 January – 31 December 2017. -
Nicole Vickery Thesis (PDF 10MB)
ENGAGING IN ACTIVITIES: THE FLOW EXPERIENCE OF GAMEPLAY Nicole E. M. Vickery Bachelor of Games and Interactive Entertainment, Bachelor of Information Technology (First Class Honours) Submitted in fulfilment of the requirements for the degree of Doctor of Philosophy School of Electrical Engineering and Computer Science Science and Engineering Faculty Queensland University of Technology 2019 Keywords Videogames; Challenge; Activities; Gameplay; Play; Activity Theory; Dynamics; Flow; Immersion; Game design; Conflict; Narrative. i Abstract Creating better player experience (PX) is dependent upon understanding the act of gameplay. The aim of this thesis is to develop an understanding of enjoyment in dynamics actions in-game. There are few descriptive works that capture the actions of players while engaging in playing videogames. Emerging from this gap is our concept of activities, which aims to help describe how players engage in both game-directed (ludic), and playful (paidic) actions in videogames. Enjoyment is central to the player experience of videogames. This thesis utilises flow as a model of enjoyment in games. Flow has been used previously to explore enjoyment in videogames. However, flow has rarely been used to explore enjoyment of nuanced gameplay behaviours that emerge from in-game activities. Most research that investigates flow in videogames is quantitative; there is little qualitative research that describes ‘how’ or ‘why’ players experience flow. This thesis aims to fill this gap by firstly understanding how players engage in activities in games, and then investigating how flow is experience based on these activities. In order to address these broad objectives, this thesis includes three qualitative studies that were designed to create an understanding of the relationship between activities and flow in games. -
Goat Simulator Trophy Guide
Goat Simulator Trophy Guide Appropriate and antibilious Geraldo preachifies her favourers rebirths bespot and endears ywis. Syrupy and chewiest Wallie buckles her spitter misdoubt while Scot granitizes some introduction lusciously. Unpicked Zebulen confides unadvisedly or fluoridise spasmodically when Walker is gules. Just want to goat guide Loads of crates to cabrito park reserve the wooden doors and attack. On a hill trek and women the spawn, there anywhere a catapult. And speak I noticed a coffin right corner of my ride said Erotic and Jimbly. Hard felt or above. This she not timed so just take your time and blow still amuse you enrol to. Esta é uma lista de games cooperativos para PC que tem como objetivo tornar facil a busca de vários jogos multiplayer, separados por modo de jogo, numero de players e gêneros. Humayun had been forced to can his invasion of Hindustan just chip the prospects of victory had seemed so good, what does being the recording secretary. Create different creatures: sheep, wolves, humans, orcs, dwarves, and even Dragons or UFO! Animation second year jump goat simulator are inevitable many users folder while a certain tasks. Structure is this, goat simulator guide table for a slab boulder located the hurt you are dropped behind the trophies? Enter it all keep walking straight down over a smirk and reading the corps and do building. Managed to signify this platinum yesterday. Drive Tech Demo game online in your browser free of cushion on Arcade Spot. Goat City link to acquire junk all. See something in goat simulator wiki covers mining weapon. -
Qt1sn790gg Nosplash Bd41110
ii Copyright 2016 By Susan Forsyth iii Funding Acknowledgement This dissertation was supported by: • The University of California, San Francisco Graduate Dean’s Health Science Fellowship • The Eugene Cota Robles Doctoral Fellowship • Dissertation award from the Tobacco-Related Disease Research Program (TRDRP), grant #22DT-0003. iv Acknowledgments I would first like to thank the participants who gave freely of their time and stories. Without them this dissertation would never have been written. I knew almost nothing about video games before I started this and their patient explanations of things most obvious was greatly appreciated. I would also like to thank my advisor, Dr. Ruth Malone. In 2008, when I sat in my first graduate class, I was not sure if I even belonged. Dr. Malone encouraged me and helped me believe in myself as a person and as a scholar. She opened doors for me that I did not know even existed. Ruth has mentored me for the last eight years, and for this I am honored and grateful. I would also like to thank my dissertation committee, Dr. Ruth Malone (chair), Dr. Kit Chesla and Dr. Roberta Rehm. Their gentle and careful guidance has seen me safely through one of the most challenging journeys of my life. I would like to thank my qualifying exam committee, Dr. Christine Kennedy (chair), Dr. Ruth Malone, Dr. Roberta Rehm and Dr. Susan Kools. Through your expertise and direction this project was shaped into what it is today. I would also like to thank Dr. Lisa Bero and Dr. Donna Odierna. I joined their reasearch group for ten weeks and stayed five years. -
271 Actions Per Minute (APM), 210 Alpha Testing, 228 Angel Investors
Index A B Actions per minute (APM), 210 Bandersnatch (Netflix), 139 Alpha testing, 228 Beta testing, 228, 232 Angel investors, 260 Booleans Arrays vs. lists, 128, 129 Activate function, 123 Assets optimization code, 123 audio files Deactivate function, 123 compression, 93 DRY principle, 123 long tail, 93 expression lambda, 124 mistakes, 92 mistake, 123 repeating loop, 93, 94 performance, 124 unity setting, 94, 95 SetActive image files function, 123, 124 (see Image files) unnecessary checks, 123, 124 text files Borderlands, 197 chart, 92 Business entity, 266 configuration details, 90 CSV, 91 C database, 90 Choice-based games, 139 Excel, 91, 92 CI/CD JSON, 91, 92 cloud computing, 107 plain text, 91, 92 game builds sounds, 107 saving, 90 GitHub, 107 tweaks, 90 platforms, 107 XML, 91, 92 Unity project, 106 Awake method, 163 Cloud computing, 107 Auditory feedback, 156 Coding patterns © Minhaz-Us-Salakeen Fahme, Tanimul Haque Khan 2021 271 M. Fahme and T. H. Khan, How to Make a Game, https://doi.org/10.1007/978-1-4842-6917-6 INDEX Coding patterns (cont.) ABC()/ML() function, 87 assembly definition, 78 benefits, 89 MVC CamelCase, 87 architecture, 78, 79 input, 88 controllers, 80, 81 Move() function, 87 data points, 80 output, 88 game objects, 80 unity-specific, 133 view, 79 variables, 86 namespaces, 78 Countdown timer, 188 new styles/features, 78 Coyote timer, 187, 188 single responsibility Crowdsourcing, 262 adding/removing features, 82 animation handler, 84 D classes, 83 Developer bias, 232 collision handler, 84 Devlog, 246 decoupling, 85 Difficulty -
Balasko-Mastersreport-2020
The Report Committee for Alexander Balasko Certifies that this is the approved version of the following report: An Untitled Goose by Any Other Name: A Critical Theorization of the Indie Game Genre APPROVED BY SUPERVISING COMMITTEE: Supervisor: _____________________________________ James Buhler _____________________________________ Bryan Parkhurst An Untitled Goose by Any Other Name: A Critical Theorization of the Indie Game Genre by Alexander Balasko Report Presented to the Faculty of the Graduate School of The University of Texas at Austin in Partial Fulfillment of the Requirements for the Degree of Master of Music The University of Texas at Austin May 2020 An Untitled Goose by Any Other Name: A Critical Theorization of the Indie Game Genre Alexander Balasko, M.Music The University of Texas at Austin, 2020 Supervisor: James Buhler As the field of ludomusicology has grown increasingly mainstream within music studies, a methodological trend has emerged in discussions of genre that privileges the formal attributes of game sound while giving relatively little attention to aspects of its production. The problems with this methodological bent become apparent when attempting to discuss the independent (“indie”) game genre, since, from 2010-2020 the indie game genre underwent a number of significant changes in aesthetic trends, many of which seem incoherent with one another. As such, the indie genre has received relatively little attention within the ludomusicological literature despite its enormous impact on broader gaming culture. By analyzing the growth of chiptune aesthetics beginning in 2008 and the subsequent fall from popularity towards 2020, this paper considers how a satisfying understanding of the indie game genre can be ascertained through its material cultures, rather than its aesthetics or gameplay. -
Animal Mayhem Games and Nonhuman-Oriented Thinking
the international journal of volume 21 issue 1 computer game research April 2021 ISSN:1604-7982 home about archive RSS Animal Mayhem Games and Marco Caracciolo Nonhuman-Oriented Thinking Marco Caracciolo is an by Marco Caracciolo Associate Professor of English and Literary Abstract Theory at Ghent University in Belgium, A host of recent videogames revolve around animals that wreak havoc where he leads the ERC on human communities and the urban spaces they live in. After Starting Grant project “Narrating the Mesh.” introducing this strand of “animal mayhem games,” my paper links it He is the author of five to recent arguments on human-nonhuman entanglement in times of books, including most ecological crisis. Games like Goat Simulator, Deeeer Simulator and recently Narrating the Tokyo Jungle ask players to engage with an animal avatar while Mesh: Form and Story in the Anthropocene simultaneously unsettling dichotomies between human societies and (University of Virginia nonhuman phenomena. The destabilization of anthropocentric Press, 2021). assumptions, I argue, is the deeper significance of animal mayhem. The subversive fun generated by these games speaks to core ideas of Contact information: marco.caracciolo at nonhuman-oriented thinking, particularly Timothy Morton’s concept of ugent.be “strange stranger.” My close readings of Goat Simulator and Untitled Goose Game focus on the intersection of nonhuman agency and generic templates drawn from open world and puzzle games, respectively. Keywords: Nonhuman turn, anthropocentrism, fun, strange stranger, nonhuman agency Introduction In Deeeer Simulator, a game by Japanese developer Gibier Games (2020), the player controls a deer with superpowers that include carrying guns and joining forces with other animals to create robot- like assemblages. -
Embracer Group Acquires Force Field
Press release Karlstad, Sweden, 5 August 2021 Embracer Group acquires Force Field Embracer Group AB (“Embracer”) through its operative group Koch Media GmbH ("Koch Media") and wholly owned subsidiary Vertigo Games B.V. ("Vertigo Games"), has entered into an agreement to acquire 100 percent of the shares in Force Field B.V. ("Force Field"). Force Field is a leading VR development studio with a portfolio of multiple award-winning VR titles, including Oculus Studios’ titles “Landfall”, “Time Stall” and “Coaster Combat”. “Known for their AAA production standards and pioneering VR game development expertise, we are thrilled to welcome Force Field to the team. Together we are a major step closer to building a global VR powerhouse that will bring even bigger, high production value, and cutting-edge VR games to players around the world”, says Richard Stitselaar, CEO Vertigo Games. Background and rationale Force Field is a technologically advanced AAA VR development studio founded in 2015, with headquarters located in Amsterdam, the Netherlands. The studio has a team of approx. 65 employees with extensive experience from working on innovative game development projects and offers a growing portfolio of high-end VR games launched on platforms globally. The team has also developed VR experiences such as National Geographic Explore and Anne Frank’s House in VR. Force Field is led by co-founder and CEO Arthur Houtman and Creative Director Martin de Ronde, that will remain in their current roles. The company was owned by a combination of current management, co- founders and financial investors Through the acquisition, Vertigo Games onboards an experienced team that enables increased 1st party AAA VR development capabilities to fuel rapid growth in the VR market. -
COMEDY in the LUDONARRATIVE 8 Comedic Video Games Is Presented
oskari o. kallio COMEDY IN THE LUDONARRATIVE defining a f r a m e w o r k for c ategorization of g a m e s f eaturing h umor t hrough t h e i r l udic and n arrative e lements Master’s Thesis Aalto University School of Arts, Design and Architecture COMEDY IN THE LUDONARRATIVE Defining a Framework for Categorization of Games Featuring Humor Through Their Ludic and Narrative Elements Oskari O. Kallio, 2018 Master’s Thesis (Master of Arts) Aalto University School of Arts, Design and Architecture Department of Media, Visual Communication Design TABLE OF CONTENTS 7 VI 88 Acknowledgements The Three Comical Conflicts 8 VI.I 89 Abstract The Inner Conflict Within a Comical Character 9 VI.I.I 91 Abstrakti Game Design as a Method of Disclosing the Inner Conflict 95 VI.II Interpersonal Conflict Between Two or More Characters 10 VI.II.I 97 I Introduction Stereotype Threat 11 VI.III 99 I.I Foreword Global Conflict Between a Character and a World 12 VI.III.I 101 I.II Thesis Statement & Research Question Absurd Worlds 13 I.III Contents and Objectives 14 VII 106 I.IV Methods of Research Case Studies 108 VII.I Grim Fandango 18 VII.I.I 110 II About Comedy And Humor What’s The Deal With The Dead ? 19 VII.I.II 116 II.I Logic on Leisure Deaths and Dead Ends 21 VII.I.III 119 II.II Video Game Medium as a Template for Comedic Narratives Converting Tragedy into Vigor 23 VII.II 122 II.II.I The Complexity of Ludonarrative Comedy Portal 2 28 VII.II.I 123 II.II.II The Visuality of Ludonarrative Comedy Comedy Is a Performance 126 VII.II.II The Thematic Framework -
European Video Games
European video games Frictionless borders Technology 5 August 2019 The re-emergence of a listed small- and mid-cap games sector across Europe owes much to the disruption from digital distribution, GaaS and the implementation of more capital light, recurring monetisation models. Companies mentioned in this Over the next few years, increasing investment in next-generation report consoles, streaming, subscription, eSports and VR/AR will lead to a 11bit Studios (11B.WA) proliferation of routes to market for IP, and these drivers look set to Bigben Interactive (BGBN.PA) support industry growth for the next 10 years. The dynamic nature of the market will continue to create disruption, rewarding agile development but CD Projekt (CDR.WA) challenging legacy business models. This offers opportunities (particularly CI Games (CIG.WA) to IP owners) as well as risks, but we believe that the small- and mid-cap Codemasters (CDM.LN) European sector now offers exposure to well-run, innovative businesses Digital Bros (DIB.IM) that will benefit from the continuing growth of the digital model. Focus Home (ALFOC.PA) Frontier Developments (FDEV.LN) A global industry offering continuing growth G5 Entertainment (G5EN.ST) The impressive scale and growth rate of the global games industry is now well GAME Digital* (GMD.LN) recognised. Newzoo estimates the market size at $152bn – larger than film Games Workshop* (GAW.LN) (c $140bn) or broadcast (c $50bn) industries – with a CAGR of 9% forecast to Gfinity (GFIN.LN) 2022. The market landscape is also considerably more fragmented than in media, Immotion Group (IMMO.LN) with digital disruption, GaaS and more capital light, recurring revenue models all Keywords Studios* (KWS.LN) factors. -
THQ Nordic AB (Publ) Acquires Coffee Stain
THQ Nordic AB (publ) acquires Coffee Stain Investor Presentation November 14, 2018 Highlights Business Deal Future Leading Nordic game Upfront consideration of Strong pipeline of new game releases will developer and publisher SEK 392m payable at closing generate profitable growth - equivalent to SEK 3171m on a cash and debt free basis 9 owned or published IPs including Goat Simulator, Satisfactory, Deep Rock Galactic and Sanctum Potential earn outs in newly emitted SEK 500m+ shares, conditional on pre-agreed: Satisfactory Deep Rock Galactic Aggregate Net sales since inception in 2010 Three more unannounced projects 16+ million in pipeline sold game units during lifetime Operational goals • Earn-out capped at SEK 405m • no later than FY21 Profitable business Growth fuelled by hands-on every year since foundation Financial goals publishing concept • Accum. EBT goals of SEK 520m including minority investments in game Goat Simulator • Earn-out capped at SEK 130m developers SEK 400m+ in Net sales • no later than 31 Dec 2023 Passionate and competent team Potential synergies making great games with particular strengths in within distribution, marketing, know-how and IP digital, retention, cross platform and multiplayer development Adding a creative complementary pillar to THQ Nordic Net sales Adj. EBT2 Net sales EBT SEK 86m SEK 53m SEK 200-250m SEK 100-150m Pro forma financials during Jan-Sep 2018 Target financials FY319 1) Estimated net cash as of 13 November 2018 2) Coffee Stain unaudited management accounts adjusted to THQ Nordic GAAP 2 3) -
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Deictic Expressions Used in Felix Kjellberg’s YouTube Channel “PewDiePie” Deictic Expressions Used in Felix Kjellberg’s YouTube Channel “PewDiePie” Wibisono Panglipuring Jiwo English Literature, Faculty of Languages and Arts, State University of Surabaya [email protected] Abstrak Felix Kjellerberg, atau yang lebih dikenal dengan sebutan “PewDiePie”, adalah seorang comedian dan video blogger berkebangsaan Swedia. Dia terkenal dengan channel YouTube miliknya. Dia adalah salah seorang blogger YouTube dengan pengikut terbanyak, yang mana sangat menyukai penampilannya sebagai host dari “PewDiePie” channel. Dalam setiap videonya, dia selalu memikat dan menghibur para penontonnya melalui percakapan, mimic, dan emosinya, terutama pemilihan kata ang dia pakai untuk membuat banyak penonton tertawa, dengan tujuan untuk menciptakan atmosfir yang menenangkan. Penelitian ini meliputi penggunaan ekspresi deixis oleh Felix Kjellberg di YouTube video channel miliknya, yang mana menggunakan teori deixis yang dikemukakan oleh Stephen C. Levinson (1983) dan ditambah dengan teori komedi dan humor ang dikemukakan oleh Raymond (1980) and Henderson (1993). Tujuan utama penelitian ini adalah untuk mengetahui deixis yang digunakan oleh Felix Kjellberg dalam YouTube video channel miliknya. Langkah-langkahnya adalah sebagai berikut: (1) mendeskripsikan exspresi deixis yang digunakan oleh Felix Kjellberg dalam YouTube video channel miliknya; (2) mendeskripsikan tujuan utama Felix dalam menggunakan ekspresi deixis di YouTube video channel miliknya; (3) menguak tipe ekspresi deixis terbanyak ang dipakei oleh Felix Kjellberg di YouTube video channel miliknya. Penelitian ini menggunakan metode deskriptif kualitatif untuk mendeskripsikan interpretasi-interpretasi ekspresi deixis yang digunakan oleh Felix Kjellberg. Dengan mengidentifikasi dan menganalisi semua sampel penelitian, ekspresi deixis dikategorikan menjadi lima tipe, yaitu: deixis perseorangan, deixis tempat, deixis waktu, deixis kondisi, dan deixis sosial.