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Nasdaq Stockholm Welcomes Logistea to First North
Nasdaq Stockholm Welcomes Logistea to First North Stockholm, May 8, 2017 — Nasdaq (Nasdaq: NDAQ) announces that the trading in Logistea AB’s shares (short name: LOG) commenced today on Nasdaq First North in Stockholm. Logistea belongs to the financial sector (sub sector: real estate) and is the 35th company to be admitted to trading on Nasdaq’s Nordic markets* in 2017. Logistea is a real estate company that owns and manages the property Örja 1:20, located along the E6 highway in Landskrona, Sweden. The property consists of a logistics terminal and an office building, with a total, rentable area of 42 000 square meters. Its largest tenant is DSV. For more information, please visit www.logistea.se. “We welcome Logistea to Nasdaq First North,” said Adam Kostyál, SVP and Head of European listings at Nasdaq. “We congratulate the company on its listing, and look forward to supporting them with the investor exposure that comes with a Nasdaq First North listing.” Logistea AB has appointed FNCA Sweden AB as the Certified Adviser. *Main markets and Nasdaq First North at Nasdaq Copenhagen, Nasdaq Helsinki, Nasdaq Iceland and Nasdaq Stockholm. About Nasdaq First North Nasdaq First North is regulated as a multilateral trading facility, operated by the different exchanges within Nasdaq Nordic (Nasdaq First North Denmark is regulated as an alternative marketplace). It does not have the legal status as an EU-regulated market. Companies at Nasdaq First North are subject to the rules of Nasdaq First North and not the legal requirements for admission to trading on a regulated market. The risk in such an investment may be higher than on the main market. -
1 Not for Release, Publication Or Distribution in Whole Or
NOT FOR RELEASE, PUBLICATION OR DISTRIBUTION IN WHOLE OR IN PART, DIRECTLY OR INDIRECTLY, IN THE UNITED STATES, CANADA, AUSTRALIA, SOUTH AFRICA OR JAPAN. Marel: Final Offer Price set at EUR 3.70 per Offer Share Marel hf. (“Marel”), a leading global provider of advanced food processing equipment, systems, software and services to the poultry, meat and fish industries, has set the final price for the shares (the “Offer Shares”) sold in the offering and listing on Euronext Amsterdam (the “Offering) at EUR 3.70 per Offer Share (the “Offer Price”). Listing of and first trading in Marel’s shares (the “Shares”) on an “as-if-and-when-issued/delivered” basis on Euronext Amsterdam commence on Friday 7 June 2019. The Offer Price has been set at EUR 3.70, implying a market capitalisation for Marel of EUR 2.82 billion. The Offering comprises approximately 90.9 million Shares. In addition, Marel has granted a customary Over-allotment Option (as defined and described below) representing approximately 9.1 million Shares. The Offering represents 15% of Marel’s entire share capital, assuming full exercise of the Over-allotment Option. Total offer size amounts to EUR 336.36 million, and will increase to EUR 370 million assuming full exercise of the Over-allotment Option. The Offering was multiple times oversubscribed at the Offer Price with strong demand from both institutional and retail investors. Free-float following completion of the Offering is expected to be 75.0%, and will increase to 75.3% assuming full exercise of the Over-allotment Option. Listing of the Shares and first day of conditional trading on Euronext Amsterdam on an “as-if- and-when-issued/delivered” basis commence on 7 June 2019 under the symbol “MAREL”. -
Think Global Go Local
THINK GLOBAL GO LOCAL Altagram Group Company Deck Company History Founded by Marie Amigues, Altagram rapidly Year 2013 established itself in the gaming industry with a reputation for high-quality multilingual game localization. The company had already tripled in size, and Marie was named one of the top 10 women Year 2017 entrepreneurs in the gaming industry in Germany. The Korean office in Seoul opened its doors to better cater to the specific needs of Altagram’s Asian clients. Altagram expanded into North America, opening an Year 2018 office in Montréal – dedicated for QA. Altagram develops the first all-in-one culturalization Year 2019 platform – with the Horizon 2020 EU grant of 2M€. Europe’s Horizon2020 SME-Instrument Phase 2 Champion Awarded “Best for Employee Well-being” Our Values It takes passion and expertise to achieve the quality that will make your game different! • Consistent high quality • Passion for games • Drive for constant innovation Proud member of: Our Solutions A dedicated team specialized in every type of game— the key to successful game localization! Game Text Localization In-game, UI, manuals, marketing text, packaging, app store text Game Culturalization Cultural consultation, graphics & mechanics localization, store features, ASO, SEO Multilingual Voice-Over Multilingual voice-over, pre/post-production, SFX, casting Testing Linguistic (LQA), functional (FQA), testing Quality Evaluation (LQE) We cover all markets for the video game industry, Game Markets working into 50+ target languages. Western Europe Eastern -
Final Report Amending ITS on Main Indices and Recognised Exchanges
Final Report Amendment to Commission Implementing Regulation (EU) 2016/1646 11 December 2019 | ESMA70-156-1535 Table of Contents 1 Executive Summary ....................................................................................................... 4 2 Introduction .................................................................................................................... 5 3 Main indices ................................................................................................................... 6 3.1 General approach ................................................................................................... 6 3.2 Analysis ................................................................................................................... 7 3.3 Conclusions............................................................................................................. 8 4 Recognised exchanges .................................................................................................. 9 4.1 General approach ................................................................................................... 9 4.2 Conclusions............................................................................................................. 9 4.2.1 Treatment of third-country exchanges .............................................................. 9 4.2.2 Impact of Brexit ...............................................................................................10 5 Annexes ........................................................................................................................12 -
Digital Gaming Industry in Global-Local Crossings: Comparative Study of UK, China and Brazil
Digital Gaming Industry in Global-Local Crossings: Comparative Study of UK, China and Brazil Abstract Clustering is a common phenomenon in digital gaming industry where businesses can benefit from local concentration of talents, spill-over events, resources recycling activities, formal or informal networks formed (Pilon and Tremblay 2013; Ruggill et al. 2016). In addition, digital gaming industry also possess a born-global nature (Gomez and Gonzalez-Perez 2015). Reflecting on the global-local structure, a conceptual framework on digital gaming industry ecosystem is proposed in this paper. A comparative analysis is performed against the digital gaming industry in UK, China and Brazil. As the initial stage of the project, the analysis focuses on the similarities and differences of the digital gaming industry from perspectives such as policy, culture, funding, talents, market, infrastructure and other supports. Keywords: Entrepreneurial Ecosystem, Digital Gaming, Business Growth, UK, Brazil, China 1. Introduction When video game Grand Theft Auto V came out in September 2013, it quickly broke six Guinness world records including the highest revenue generated within 24 hours ($815.7 million) and the fastest entertainment property to reach $1 billion in sales (within three days of releasing) which were previously held by blockbuster movies like The Avengers and Avatar (Lynch 2013). This achievement is a manifestation of the growth in the digital gaming industry: since mid-1980s, the industry has grown annually by between 10% and 15% (Zackariasson and Wilson 2010; Marchand and Hennig-Thurau 2013; Newzoo 2018). In comparison, the estimated compound annual growth rate (CAGR) between 2018 and 2023 for global entertainment and media industry, which the digital gaming industry is part of, is at 4.3% (PwC 2019). -
Game Developer Index 2019
Game Developer Index 2019 Second edition October 2019 Published by the Swedish Games Industry Research: Nayomi Arvell Layout: Kim Persson Illustration, cover: Pontus Ullbors Text & analysis: Johanna Nylander The Swedish Games Industry is a collaboration between trade organizations ANGI and Spelplan-ASGD. ANGI represents publishers and distributors and Spelplan-ASGD represents developers and producers. Dataspelsbranschen Swedish Games Industry Magnus Ladulåsgatan 3, SE-116 35 Stockholm www.swedishgamesindustry.com Contact: [email protected] Key Figures KEY FIGURES 2018 2017 2016 2015 2014 2013 Number of companies 384 (+12%) 343 (+22%) 282 (+19%) 236 (+11%) 213 (25+%) 170 (+17%) Revenue EUR M 1 872 (+33%) 1 403 (+6%) 1 325 (+6%) 1 248 (+21%) 1 028 (+36%) 757 (+77%) Profit EUR M 335 (-25%) 446 (-49%) 872 (+65%) 525 (+43%) 369 (29+%) 287 (+639%) Employees 7 924 (+48%) 5 338 (+24%) 4 291 (+16%) 3 709 (+19%) 3 117 (+23%) 2 534 (+29%) Employees based in 5 320 (+14%) 4 670 (+25%) 3 750 No data No data No data Sweden Men 6 224 (79%) 4 297 (80%) 3 491 (81%) 3 060 (82%) 2 601 (83%) 2 128 (84%) Women 1 699 (21%) 1 041 (20%) 800 (19%) 651 (18%) 516 (17%) 405 (16%) Tom Clancy’s The Division 2, Ubisoft Massive Entertainment Index Preface Art and social impact – the next level for Swedish digital games 4 Preface 6 Summary The game developers just keep breaking records. What once was a sensation making news headlines 8 Revenue – “Swedish video games succeed internationally” 9 Revenue & Profit – is now the established order and every year new records are expected from the Game Developer 12 Employees Index. -
Iceland's Implementation of the 2030 Agenda for Sustainable Development
June 2019 Iceland's Implementation of the 2030 Agenda for Sustainable Development Voluntary National Review Government of Iceland Prime Minister’s Office Contents PRESS BOX TO GO TO CHAPTER Message from the Prime Minister very Friday at noon, hundreds of young people gather out- side Althingi, Iceland’s Parliament, insisting on radical action against climate change. They are a part of an international Emovement of young people who rightly point out the fact that today’s decisions determine their future. Climate change is a crisis for humanity as a whole; rendering traditional territorial borders meaningless. International collaboration is the only way forward. The Millennium Development Goals, adopted in 2000, were often referred to as “the world’s biggest promise”. They were a global agreement to reduce poverty and human deprivation. And they did. The MDGs lifted more than one billion people out of extreme poverty. The goals provided access to water and sanitation; drove down child mortality; drastically improved maternal health; cut the number of children out of school; and made huge advances in combatting HIV/AIDS and malaria. The Sustainable Development Goals are a bold commitment to finish what has been started. Coinciding with the historic Paris Agreement on climate change, the SDGs are the promise our young people are calling for, of sustainability, equality and wellbeing for all. The SDGs are also an important reminder that sustainable development is not just an issue for faraway places. Each and every one of us has both rights and obligations in this context. While some of the SDGs might feel distant from our daily lives, they encompass everything that makes life worthwhile, such as education, water, peace and equality, to name just a few. -
Doing Data Differently
General Company Overview Doing data differently V.14.9. Company Overview Helping the global financial community make informed decisions through the provision of fast, accurate, timely and affordable reference data services With more than 20 years of experience, we offer comprehensive and complete securities reference and pricing data for equities, fixed income and derivative instruments around the globe. Our customers can rely on our successful track record to efficiently deliver high quality data sets including: § Worldwide Corporate Actions § Worldwide Fixed Income § Security Reference File § Worldwide End-of-Day Prices Exchange Data International has recently expanded its data coverage to include economic data. Currently it has three products: § African Economic Data www.africadata.com § Economic Indicator Service (EIS) § Global Economic Data Our professional sales, support and data/research teams deliver the lowest cost of ownership whilst at the same time being the most responsive to client requests. As a result of our on-going commitment to providing cost effective and innovative data solutions, whilst at the same time ensuring the highest standards, we have been awarded the internationally recognized symbol of quality ISO 9001. Headquartered in United Kingdom, we have staff in Canada, India, Morocco, South Africa and United States. www.exchange-data.com 2 Company Overview Contents Reference Data ............................................................................................................................................ -
Over 100 Exchanges Worldwide 'Ring the Bell for Gender Equality in 2021' with Women in Etfs and Five Partner Organizations
OVER 100 EXCHANGES WORLDWIDE 'RING THE BELL FOR GENDER EQUALITY IN 2021’ WITH WOMEN IN ETFS AND FIVE PARTNER ORGANIZATIONS Wednesday March 3, 2021, London – For the seventh consecutive year, a global collaboration across over 100 exchanges around the world plan to hold a bell ringing event to celebrate International Women’s Day 2021 (8 March 2020). The events - which start on Monday 1 March, and will last for two weeks - are a partnership between IFC, Sustainable Stock Exchanges (SSE) Initiative, UN Global Compact, UN Women, the World Federation of Exchanges and Women in ETFs, The UN Women’s theme for International Women’s Day 2021 - “Women in leadership: Achieving an equal future in a COVID-19 world ” celebrates the tremendous efforts by women and girls around the world in shaping a more equal future and recovery from the COVID-19 pandemic. Women leaders and women’s organizations have demonstrated their skills, knowledge and networks to effectively lead in COVID-19 response and recovery efforts. Today there is more recognition than ever before that women bring different experiences, perspectives and skills to the table, and make irreplaceable contributions to decisions, policies and laws that work better for all. Women in ETFs leadership globally are united in the view that “There is a natural synergy for Women in ETFs to celebrate International Women’s Day with bell ringings. Gender equality is central to driving the global economy and the private sector has an important role to play. Our mission is to create opportunities for professional development and advancement of women by expanding connections among women and men in the financial industry.” The list of exchanges and organisations that have registered to hold an in person or virtual bell ringing event are shown on the following pages. -
Attachment (.Pdf)
November 7th, 2018 Press release on the earnings of Sýn hf. for the Third quarter of 2018: The merger starting to generate positive results with EBITDA increase of 21% The interim financial report for Sýn hf. for the third quarter of 2018, was approved by the company’s Board of Directors and CEO at a board meeting on November 7th 2018. In December 2017 the company purchased certain assets and operations of 365 Miðlar hf., and this influences the comparison between periods. • Revenue in the third quarter of 2018 amounted to ISK 5,449 million, an increase of 59% from the previous year. Income in the first nine months of the year increased by ISK 6,233 million, or 63%. • The quarter’s EBITDA amounted to ISK 1,032 million, an increase by ISK 178 million from previous year. EBITDA for the first nine months amounted to ISK 2,468 million, a 6% increase from previous year. • EBITDA adjusted for one off items in relation to the acquisition amounted to ISK 1,038 million, a 21% increase from the previous year. • Profit in the period amounted to ISK 226 million, a decrease of 22% from the previous year. Profit for the first nine months of the year amounted to ISK 278 million, a 62% decrease from previous year. • Profit per share was ISK 0.76 in Q3 and was ISK 0.94 for the first nine months of the year. • The quarter‘s investment activities amounted to ISK 516 million, an increase of 40% from the previous year due to integration projects. -
Worldbuilding Voices in the Soundscapes of Role-Playing Video Games
University of Huddersfield Repository Jennifer, Smith Worldbuilding Voices in the Soundscapes of Role Playing Video Games Original Citation Jennifer, Smith (2020) Worldbuilding Voices in the Soundscapes of Role Playing Video Games. Doctoral thesis, University of Huddersfield. This version is available at http://eprints.hud.ac.uk/id/eprint/35389/ The University Repository is a digital collection of the research output of the University, available on Open Access. Copyright and Moral Rights for the items on this site are retained by the individual author and/or other copyright owners. Users may access full items free of charge; copies of full text items generally can be reproduced, displayed or performed and given to third parties in any format or medium for personal research or study, educational or not-for-profit purposes without prior permission or charge, provided: • The authors, title and full bibliographic details is credited in any copy; • A hyperlink and/or URL is included for the original metadata page; and • The content is not changed in any way. For more information, including our policy and submission procedure, please contact the Repository Team at: [email protected]. http://eprints.hud.ac.uk/ Worldbuilding Voices in the Soundscapes of Role-Playing Video Games Jennifer Caron Smith A thesis submitted to the University of Huddersfield in partial fulfilment of the requirements for the degree of Doctor of Philosophy The University of Huddersfield October 2020 1 Copyright Statement i. The author of this thesis (including any appendices and/ or schedules to this thesis) owns any copyright in it (the “Copyright”) and s/he has given The University of Huddersfield the right to use such Copyright for any administrative, promotional, educational and/or teaching purposes. -
Swedish Game Developer Index 2017-2018 Second Edition Published by Swedish Games Industry Research, Text & Design: Jacob Kroon Cover Illustration: Anna Nilsson
Swedish Game Developer Index 2017-2018 Second Edition Published by Swedish Games Industry Research, text & design: Jacob Kroon Cover Illustration: Anna Nilsson Dataspelsbranschen Swedish Games Industry Klara norra kyrkogata 31, Box 22307 SE-104 22 Stockholm www.dataspelsbranschen.se Contact: [email protected] 2 Table of Contents Summary 4 Preface 5 Revenue & Profit 8 Key Figures 10 Number of Companies 14 Employment 14 Gender Distribution 16 Employees & Revenue per Company 18 Biggest Companies 20 Platforms 22 Actual Consumer Sales Value 23 Game Developer Map 24 Globally 26 The Nordic Industry 28 Future 30 Copyright Infringement 34 Threats & Challenges 36 Conclusion 39 Method 39 Timeline 40 Glossary 42 3 Summary The Game Developer Index analyses Swedish game few decades, the video game business has grown developers’ operations and international sector trends from a hobby for enthusiasts to a global industry with over a year period by compiling the companies’ annual cultural and economic significance. The 2017 Game accounts. Swedish game development is an export Developer Index summarizes the Swedish companies’ business active in a highly globalized market. In a last reported business year (2016). The report in brief: Revenue increased to EUR 1.33 billion during 2016, doubling in the space of three years Most companies are profitable and the sector reports total profits for the eighth year in a row Jobs increased by 16 per cent, over 550 full time positions, to 4291 employees Compound annual growth rate since 2006 is 35 per cent Small and medium sized companies are behind 25 per cent of the earnings and half of the number of employees More than 70 new companies result in 282 active companies in total, an increase by 19 per cent Almost 10 per cent of the companies are working with VR in some capacity Game development is a growth industry with over half Swedish game developers are characterized by of the companies established post 2010.