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The Italian Digital Classroom: Italian Culture and Literature Through Digital Tools and Social Media
The Italian Digital Classroom: Italian Culture and Literature through Digital Tools and Social Media 1. Using Video Games to Teach Italian Language and Culture: Useful, Effective, Feasible? Video games are a highly relevant part of life for our student population. According to the Pew Research Center (PRC, 2015), half of American adults play videogames, and 70% of college students play video games “at least once in a while” (Weaver).1 Some of the current commercial console and PC video games (some of which are also available on Mac, Android, and iOS) are digital, multi-media realia that can be used to enhance language acquisition both in and outside the classroom. The advantages of realia as a whole have already been extensively explored from a theoretical standpoint (Spurr; Dlaska). The advantages include development of specific personal interests in exploring, and therefore acquiring the foreign or second (F/L2) language and culture within a context. The ultimate goal of using realia is to turn students into life-long learners of the target language and culture. According to CALL research, digital realia, given their nature as multimedia, easily-accessible, persistent cultural artifacts, are particularly advantageous in reaching that goal (Smith). Compared to other digital realia, some specific video games add additional opportunities for language exploration. All such games, while similar in nature to movies (providing exposure to listening comprehension in the spoken dialogues and reading comprehension in the subtitles) also involve important additional features such as: writing and even speaking with other online users in the target language; direct interaction and agency, which improve learning skills (Deters et al.; Mitchell and Savill- Smith; Gee, What Video Games and “Good Video Games”); and critical thinking and problem-solving, which can be applied to physical group interaction in the classroom. -
Magisterarbeit / Master's Thesis
MAGISTERARBEIT / MASTER’S THESIS Titel der Magisterarbeit / Title of the Master‘s Thesis „Player Characters in Plattform-exklusiven Videospielen“ verfasst von / submitted by Christof Strauss Bakk.phil. BA BA MA angestrebter akademischer Grad / in partial fulfilment of the requirements for the degree of Magister der Philosophie (Mag. phil.) Wien, 2019 / Vienna 2019 Studienkennzahl lt. Studienblatt / UA 066 841 degree programme code as it appears on the student record sheet: Studienrichtung lt. Studienblatt / Magisterstudium Publizistik- und degree programme as it appears on Kommunikationswissenschaft the student record sheet: Betreut von / Supervisor: tit. Univ. Prof. Dr. Wolfgang Duchkowitsch 1. Einleitung ....................................................................................................................... 1 2. Was ist ein Videospiel .................................................................................................... 2 3. Videospiele in der Kommunikationswissenschaft............................................................ 3 4. Methodik ........................................................................................................................ 7 5. Videospiel-Genres .........................................................................................................10 6. Geschichte der Videospiele ...........................................................................................13 6.1. Die Anfänge der Videospiele ..................................................................................13 -
Exergames and the “Ideal Woman”
Make Room for Video Games: Exergames and the “Ideal Woman” by Julia Golden Raz A dissertation submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy (Communication) in the University of Michigan 2015 Doctoral Committee: Associate Professor Christian Sandvig, Chair Professor Susan Douglas Associate Professor Sheila C. Murphy Professor Lisa Nakamura © Julia Golden Raz 2015 For my mother ii Acknowledgements Words cannot fully articulate the gratitude I have for everyone who has believed in me throughout my graduate school journey. Special thanks to my advisor and dissertation chair, Dr. Christian Sandvig: for taking me on as an advisee, for invaluable feedback and mentoring, and for introducing me to the lab’s holiday white elephant exchange. To Dr. Sheila Murphy: you have believed in me from day one, and that means the world to me. You are an excellent mentor and friend, and I am truly grateful for everything you have done for me over the years. To Dr. Susan Douglas: it was such a pleasure teaching for you in COMM 101. You have taught me so much about scholarship and teaching. To Dr. Lisa Nakamura: thank you for your candid feedback and for pushing me as a game studies scholar. To Amy Eaton: for all of your assistance and guidance over the years. To Robin Means Coleman: for believing in me. To Dave Carter and Val Waldren at the Computer and Video Game Archive: thank you for supporting my research over the years. I feel so fortunate to have attended a school that has such an amazing video game archive. -
Financial Highlights
Cover page design concept: Represents the fusion of Sony’s hardware, content and services into a united group positioned to advance to new heights. Contents Financial Highlights 2 Business Overview 4 Letter to Shareholders 6 Review of Operations 16 Board of Directors and Corporate Executive Officers 33 Financial Section 34 Supplemental Information 46 For more information about Sony’s financial information, corporate governance and CSR, please refer to the following websites. 2009 Annual Report on Form 20-F http://www.sony.net/SonyInfo/IR/library/sec.html Corporate Governance Structure http://www.sony.net/SonyInfo/IR/governance.html CSR Report http://www.sony.net/SonyInfo/Environment/index.html 1 Financial Highlights Consolidated Financial Results for the Fiscal Year Ended March 31, 2009 Sales and operating revenue ¥7,730.0 billion ( -12.9%) Operating loss ¥227.8 billion (—) Loss before income taxes ¥175.0 billion (—) Net loss ¥98.9 billion (—) *Percent change over prior year is shown in parentheses. Sales and operating revenue (sales) decreased 12.9% compared to the previous fiscal year and losses were recorded due to such factors as the slowdown of the global economy, the appreciation of the yen and the decline of the Japanese stock market. An operating loss of ¥227.8 billion was recorded, a deterioration of ¥703.1 billion year on year. Some of the significant factors that caused the year-on-year deterioration in operating income were an approximate ¥279.0 billion impact from the appreciation of the yen against the U.S. dollar and the euro, a ¥125.9 billion impact from deterioration in results at equity affiliates, including Sony Ericsson Mobile Communications AB (a mobile phone business joint venture), and a ¥53.8 billion deterioration in operating results in the Financial Services segment, mainly due to a significant decline in the Japanese stock market. -
Anthony O'donnell
Anthony O’Donnell About A Senior Artist Since starting out as a Junior Artist in 2007 I’ve now in 2017 completed work on my 6th released title in a Senior Artist role. Having worked on this many published video game projects from start to finish Props / Environments since 2007 I have become an experienced and trustworthy artist who can see work through the entire production process. My primary focus is environment art but I’m also experienced in visual development, level design, mentoring of other artists and team management. I’m familiar with current environment production techniques and am constantly dabbling with any other software/tools or techniques that emerge to maintain an up to date skillset. Over the years I’ve managed art teams consisting of 3-11 artists. This included scheduling, briefing, Mobile: 07817736067 and reviewing work. Assistance in setting up and defining best practices / art pipelines was also necessary. In this time I’ve also accrued a decent technical knowledge relating to game art production. I’ve utilized the Scrum / Agile / Kanban and Waterfall management methodologies and received relevant training whiles at Evolution Studios / SCEE. I’m keen for a role I can use to progress my career and push my own skills and that utilizes the experience I’ve gained over the years producing art for video games. Email: Experience [email protected] Senior Environment Artist at TT Games [email protected] TT Games / WB Games April 2016 – Present Projects: Lego Marvel Super Heroes 2 (2017) Lego Dimensions – Fantastic Beasts and Where to find them Story Pack (2016) At TT Games as a Senior Environment artist my main role involves producing art for areas of games in Art Portfolio the Lego Games Series. -
Gaikai - Wikipedia Case 3:19-Cv-07027-WHA Document 28-2 Filed 10/14/19 Page 2 of 8 Not Logged in Talk Contributions Create Account Log In
Case 3:19-cv-07027-WHA Document 28-2 Filed 10/14/19 Page 1 of 8 EXHIBIT B Gaikai - Wikipedia Case 3:19-cv-07027-WHA Document 28-2 Filed 10/14/19 Page 2 of 8 Not logged in Talk Contributions Create account Log in Article Talk Read Edit View history Gaikai From Wikipedia, the free encyclopedia Main page Gaikai (外海, lit. "open sea", i.e. an expansive outdoor space) is an American company which provides technology for the streaming of high- Contents Gaikai Featured content end video games.[1] Founded in 2008, it was acquired by Sony Interactive Entertainment in 2012. Its technology has multiple applications, Current events including in-home streaming over a local wired or wireless network (as in Remote Play between the PlayStation 4 and PlayStation Vita), as Random article well as cloud-based gaming where video games are rendered on remote servers and delivered to end users via internet streaming (such as Donate to Wikipedia the PlayStation Now game streaming service.[2]) As a startup, before its acquisition by Sony, the company announced many partners using Wikipedia store [3] the technology from 2010 through 2012 including game publishers, web portals, retailers and consumer electronics manufacturers. On July Founded November 2008 Interaction 2, 2012, Sony announced that a formal agreement had been reached to acquire the company for $380 million USD with plans of establishing Headquarters Aliso Viejo, California, U.S. [4] Help their own new cloud-based gaming service, as well as integrating streaming technology built by Gaikai into PlayStation products, resulting Owner Sony [5] [6] About Wikipedia in PlayStation Now and Remote Play. -
16Th Annual DICE Awards
Academy of Interactive Arts & Sciences 16th Annual D.I.C.E. Awards Finalists GAME TITLE PUBLISHER DEVELOPER Game of the Year Borderlands 2 2k Games Gearbox Software Far Cry 3 Ubisoft Ubisoft Journey Sony Computer Entertainment America, LLC thatgamecompany The Walking Dead Telltale Games Telltale Games XCOM: Enemy Unknown 2k Games Firaxis Games Outstanding Achievement in Game Direction Journey Sony Computer Entertainment America, LLC thatgamecompany Dishonored Bethesda Softworks Arkane Studios Far Cry 3 Ubisoft Ubisoft The Unfinished Swan Sony Computer Entertainment America, LLC Giant Sparrow The Walking Dead Telltale Games Telltale Games Outstanding Innovation in Gaming Journey Sony Computer Entertainment America, LLC thatgamecompany Nintendo Land Nintendo of America Inc. Nintendo Sound Shapes Sony Computer Entertainment America, LLC Queasy Games The Unfinished Swan Sony Computer Entertainment America, LLC Giant Sparrow The Walking Dead Telltale Games Telltale Games Downloadable Game of the Year Fez Microsoft Studios Polytron Corporation Journey Sony Computer Entertainment America, LLC thatgamecompany Mark of the Ninja Microsoft Studios Klei Entertainment The Unfinished Swan Sony Computer Entertainment America, LLC Giant Sparrow The Walking Dead Telltale Games Telltale Games Handheld Game of the Year Gravity Rush Sony Computer Entertainment America, LLC Japan Studio Paper Mario Sticker Star Nintendo of America Inc. Intelligent Systems Resident Evil Revelations Capcom USA Capcom Co., Ltd. Sound Shapes Sony Computer Entertainment America, LLC Queasy Games Uncharted: Golden Abyss Sony Computer Entertainment America, LLC Sony Bend Studio Mobile Game of the Year Fairway Solitaire Big Fish Big Fish Hero Academy Robot Entertainment Robot Entertainment Horn Zynga Inc. Phosphor Games Studio Rayman Jungle Run Ubisoft Pastagames, Ubisoft Montpellier Web Based Game of the Year Bingo Bash BitRhymes Inc. -
Les Heux Vidéo Pour Playstation Portable
Les jeux vid•o pour PlayStation Portable PDF g€n€r€s en utilisant l€atelier en source ouvert • mwlib ‚. Voir http://code.pediapress.com/ pour plus d€informations. PDF generated at: Sat, 21 May 2011 02:32:46 UTC Contenus Articles Liste de jeux PlayStation Portable 1 Quelques jeux vid€o pour PlayStation Portable en d€tail 29 .hack//Link (jeu vid€o) 29 50 Cent: Bulletproof 29 • la crois€e des mondes : La Boussole d'or (jeu vid€o) 30 Ace Combat X: Skies of Deception 31 After Burner: Black Falcon 32 Aliens vs. Predator: Requiem (jeu vid€o) 33 Ape Academy 34 Ape Academy 2 35 Archer MacLean's Mercury 36 Armored Core: Formula Front 37 Army of Two : Le 40‚me jour 37 Arthur et les Minimoys (jeu vid€o) 39 Assassin's Creed: Bloodlines 40 Ast€rix et Ob€lix XXL 2 : Mission Las Vegum 41 Astonishia Story 46 ATV Offroad Fury: Blazin' Trails 46 Avatar (jeu vid€o) 47 Avatar : le Dernier Maƒtre de l'air (jeu vid€o) 49 B-boy (jeu vid€o) 50 Beaterator 51 Ben 10: Alien Force (jeu vid€o) 52 Blade Dancer: Lineage of Light 53 Blood Bowl (jeu vid€o, 2009) 54 Bob l'€ponge : Super Vengeur ! 55 Bons baisers de Russie (jeu vid€o) 57 Breath of Fire III 60 Brunswick Pro Bowling 68 Burnout Dominator 69 Burnout Legends 73 Call of Duty : Les Chemins de la victoire 76 Capcom Classics Collection 77 Super Puzzle Fighter II Turbo 79 Cars : Quatre Roues (jeu vid€o) 82 Cars: Race-O-Rama 83 Code Lyoko : Plongez vers l'infini 84 Colin McRae: Dirt 2 85 Colin McRae Rally 2005 86 FIFA World Cup: Germany 2006 88 Coupe du monde de la FIFA : Afrique du Sud 2010 (jeu vid€o) 88 Crash : -
Before the FEDERAL COMMUNICATIONS COMMISSION Washington, D.C
Before the FEDERAL COMMUNICATIONS COMMISSION Washington, D.C. 20554 In the Matter of Implementation of Sections 716 and 717 of CG Docket No. 10-213 the Communications Act of 1934, as Enacted by the Twenty-First Century Communications and Video Accessibility Act of 2010 Entertainment Software Association Petition for Class Waiver of Sections 716 and 717 of the Communications Act and Part 14 of the Commission’s Rules Requiring Access to Advanced Communications Services (ACS) and Equipment by People with Disabilities PETITION OF THE ENTERTAINMENT SOFTWARE ASSOCIATION FOR PARTIAL EXTENSION OF WAIVER Michael Warnecke Scott Blake Harris Chief Counsel, Tech Policy S. Roberts Carter Cory Fox Paul J. Caritj Senior Policy Counsel HARRIS,WILTSHIRE &GRANNIS LLP ENTERTAINMENT SOFTWARE ASSOCIATION 1919 M Street NW, 8th Floor 575 7th Street NW, #300 Washington, D.C. 20036 Washington, D.C. 20004 (202) 730-1300 Counsel for the Entertainment May 22, 2015 Software Association TABLE OF CONTENTS I. INTRODUCTION AND SUMMARY. .......................................................................................... 1 II. THE COMMISSION SHOULD PARTIALLY AND BRIEFLY EXTEND THE CURRENT WAIVER. .............................................................................................................. 2 The Commission Should Grant a Modest Waiver Extension for Class III Video Game Software Used for the Primary Purpose of Game Play. .............................................................................................................. 4 Class III Video -
Admission Document Keywords Is an International Technical Services Provider to the Global Video Games Industry
Admission Document Keywords is an international technical services provider to the global video games industry. Established in 1998, and now with facilities in Dublin, Tokyo, Rome, Montreal and Seattle, it provides integrated localisation, testing and audio services across 30 languages and 12 games platforms to a blue chip client base in circa 15 countries. Contents Expected Timetable of Principal Events 3 Placing Statistics 3 Directors, Secretary and Advisers 4 Definitions 5 Glossary Of Technical Terms 9 Part I Information on the Group 10 Part II Risk Factors 29 Part III Financial Information 36 Section A – Accountant’s Report on Keywords Studios Plc 36 Section B – Financial Information on Keywords Studios Plc 38 Section C – Accountant’s Report on Keywords International Limited 40 Section D – Financial Information on Keywords International Limited 42 Part IV Additional Information 62 Appendix 89 THIS DOCUMENT IS IMPORTANT AND REQUIRES YOUR IMMEDIATE ATTENTION. If you are in any doubt about the contents of this document and/or the action you should take, you should immediately consult your stockbroker, bank manager, solicitor, accountant or other independent financial adviser duly authorised under the Financial Services and Markets Act 2000 (“FSMA”) if you are in the United Kingdom or, if not, you should immediately consult another appropriately authorised independent professional adviser. This document, which comprises an AIM admission document, has been drawn up in accordance with the AIM Rules for Companies. This document does not contain an offer of transferable securities to the public within the meaning of section 85 of FSMA and is not a prospectus for the purposes of the Prospectus Rules made under section 73A of FSMA. -
Best Ps4 Download Games 2018 10 Best PS4 Games of 2018
best ps4 download games 2018 10 Best PS4 Games of 2018. 2018 saw the PlayStation 4 (PS4) go from strength to strength. Despite the renewed competition from Nintendo and with Microsoft coming up with the Xbox One X, Sony’s console proved once again why it has been the undisputed leader of this generation. While earlier years saw quite a few remarkable games on the system, 2018 in particular witnessed a slew of breathtaking gaming experiences that transcended the console itself. From a Greek god in Norse lands to a mature superhero giving his all in the Big Apple, the PS4 established a new standard for the exclusives it houses. As with the other year-end best games of lists, preference in rank has been given to the exclusives, even if a third-party game has been arguably better. Interestingly, the list contains just two such games, the rest being exclusives, a testament to Sony’s commitment to the console five years down the line. Before we begin the list, a special mention has to be given to ‘Shadow of the Colossus’ which saw its PS4 remake this year. Bluepoint Games retained the feel of the PS2 classic while vastly improving the graphics and controls, making it a technical marvel, and more importantly, a sheer joy to play. Without further ado, here is the list of top PS4 games of 2018: 10. Tetris Effect (2018) If one was asked about classic games, ‘Tetris’ would be at the top of the list. The iconic game of matching tiles got a new lease of life this year with ‘Tetris Effect.’ Developers Monstars Inc. -
Nintendo and the Commodification of Nostalgia Steven Cuff University of Wisconsin-Milwaukee
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by University of Wisconsin-Milwaukee University of Wisconsin Milwaukee UWM Digital Commons Theses and Dissertations May 2017 Now You're Playing with Power: Nintendo and the Commodification of Nostalgia Steven Cuff University of Wisconsin-Milwaukee Follow this and additional works at: https://dc.uwm.edu/etd Part of the Communication Technology and New Media Commons Recommended Citation Cuff, Steven, "Now You're Playing with Power: Nintendo and the Commodification of Nostalgia" (2017). Theses and Dissertations. 1459. https://dc.uwm.edu/etd/1459 This Thesis is brought to you for free and open access by UWM Digital Commons. It has been accepted for inclusion in Theses and Dissertations by an authorized administrator of UWM Digital Commons. For more information, please contact [email protected]. NOW YOU’RE PLAYING POWER: NINTENTO AND THE COMMODIFICATION OF NOSTALGIA by Steve Cuff A Thesis Submitted in Partial Fulfillment of the Requirements for the Degree of Master of Arts in Media Studies at The University of Wisconsin-Milwaukee May 2017 ABSTRACT NOW YOU’RE PLAYING WITH POWER: NINTENDO AND THE COMMODIFICATION OF NOSTALGIA by Steve Cuff The University of Wisconsin-Milwaukee, 2017 Under the Supervision of Professor Michael Z. Newman This thesis explores Nintendo’s past and present games and marketing, linking them to the broader trend of the commodification of nostalgia. The use of nostalgia by Nintendo is a key component of the company’s brand, fueling fandom and a compulsive drive to recapture the past. By making a significant investment in cultivating a generation of loyal fans, Nintendo positioned themselves to later capitalize on consumer nostalgia.