CD Projekt Equity Research Division
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Uila Supported Apps
Uila Supported Applications and Protocols updated Oct 2020 Application/Protocol Name Full Description 01net.com 01net website, a French high-tech news site. 050 plus is a Japanese embedded smartphone application dedicated to 050 plus audio-conferencing. 0zz0.com 0zz0 is an online solution to store, send and share files 10050.net China Railcom group web portal. This protocol plug-in classifies the http traffic to the host 10086.cn. It also 10086.cn classifies the ssl traffic to the Common Name 10086.cn. 104.com Web site dedicated to job research. 1111.com.tw Website dedicated to job research in Taiwan. 114la.com Chinese web portal operated by YLMF Computer Technology Co. Chinese cloud storing system of the 115 website. It is operated by YLMF 115.com Computer Technology Co. 118114.cn Chinese booking and reservation portal. 11st.co.kr Korean shopping website 11st. It is operated by SK Planet Co. 1337x.org Bittorrent tracker search engine 139mail 139mail is a chinese webmail powered by China Mobile. 15min.lt Lithuanian news portal Chinese web portal 163. It is operated by NetEase, a company which 163.com pioneered the development of Internet in China. 17173.com Website distributing Chinese games. 17u.com Chinese online travel booking website. 20 minutes is a free, daily newspaper available in France, Spain and 20minutes Switzerland. This plugin classifies websites. 24h.com.vn Vietnamese news portal 24ora.com Aruban news portal 24sata.hr Croatian news portal 24SevenOffice 24SevenOffice is a web-based Enterprise resource planning (ERP) systems. 24ur.com Slovenian news portal 2ch.net Japanese adult videos web site 2Shared 2shared is an online space for sharing and storage. -
CD PROJEKT RED and NVIDIA Partner to Bring Ray Tracing to ‘Cyberpunk 2077’
CD PROJEKT RED and NVIDIA Partner to Bring Ray Tracing to ‘Cyberpunk 2077’ Highly Acclaimed, Highly Anticipated Game Uses Real-Time Ray Tracing E3--NVIDIA and CD PROJEKT RED today announced that NVIDIA® GeForce RTX™ is an official technology partner for Cyberpunk 2077 and that the companies are working together to bring real-time ray tracing to the game. Cyberpunk 2077 won over 100 awards at E3 2018 and Gamespot calls it “one of the most anticipated games of the decade.'' The game is the next project from CD PROJEKT RED, makers of the highly acclaimed The Witcher 3: Wild Hunt, which has won numerous “Game of the Year'' awards. NVIDIA and CD PROJEKT RED have a long history of technology collaboration that spans more than a decade. “Cyberpunk 2077 is an incredibly ambitious game, mixing first-person perspective and deep role-playing, while also creating an intricate and immersive world in which to tell its story,'' said Matt Wuebbling, head of GeForce marketing at NVIDIA. “We think the world of Cyberpunk will greatly benefit from the realistic lighting that ray tracing delivers.'' Ray tracing is the advanced graphics technique used to give movies their ultra-realistic visual effects. NVIDIA GeForce RTX GPUs contain specialized processor cores designed specifically to accelerate ray tracing so the visual effects in games can be rendered in real time. “Ray tracing allows us to realistically portray how light behaves in a crowded urban environment,'' says Adam Badowski, head of Studio at CD PROJEKT RED. “Thanks to this technology, we can add another layer of depth and verticality to the already impressive megacity the game takes place in.'' Cyberpunk 2077 is an open-world, action-adventure story set in Night City, a megalopolis obsessed with power, glamour and body modification. -
Digital Distribution
HOW DIGITAL DISTRIBUTION AND EVALUATION IS IMPACTING PUBLIC SERVICE ADVERTISING Aggressive Promotion Yields Significant Results By Bill Goodwill & James Baumann It is no surprise to see that digital distribution of all media products is fast becoming the de facto standard for distribution of media content, particularly for shorter videos such as PSA messages. First let’s define the terms. Digital distribution (also called digital content delivery, online distribution, or electronic distribution), is the delivery of media content online, thus bypassing physical distribution methods, such as video tapes, CDs and DVDs. In additional to saving money on tapes and disks, digital distribution eliminates the need to print collateral materials such as storyboards, newsletters, bounce-back cards, etc. Finally, it provides the opportunity to preview messages online, and offers media high- quality files for download. The “Pull” Distribution Model In the pre-digital world, the media was spoiled because they had all the PSA messages they could ever use delivered right to their desktop, along with promotional materials explaining the importance of the campaigns. Today, the standard way for stations to get PSAs in the digital world is to go to a site created by the digital distribution company and download them from the “cloud.” Using a dashboard that has been created for PSAs, the media can preview the spots and download both the PSAs, as well as digital collateral materials such as storyboards, a newsletter and traffic instructions. This schematic shows the overall process flow for digital distribution. To provide more control over digital distribution, Goodwill Communications has its own digital distribution download site called PSA Digital™, and to see how we handle both TV and radio digital files, go to: http://www.goodwillcommunications.com/PSADigital.aspx. -
The Effects of Digital Music Distribution" (2012)
Southern Illinois University Carbondale OpenSIUC Research Papers Graduate School Spring 4-5-2012 The ffecE ts of Digital Music Distribution Rama A. Dechsakda [email protected] Follow this and additional works at: http://opensiuc.lib.siu.edu/gs_rp The er search paper was a study of how digital music distribution has affected the music industry by researching different views and aspects. I believe this topic was vital to research because it give us insight on were the music industry is headed in the future. Two main research questions proposed were; “How is digital music distribution affecting the music industry?” and “In what way does the piracy industry affect the digital music industry?” The methodology used for this research was performing case studies, researching prospective and retrospective data, and analyzing sales figures and graphs. Case studies were performed on one independent artist and two major artists whom changed the digital music industry in different ways. Another pair of case studies were performed on an independent label and a major label on how changes of the digital music industry effected their business model and how piracy effected those new business models as well. I analyzed sales figures and graphs of digital music sales and physical sales to show the differences in the formats. I researched prospective data on how consumers adjusted to the digital music advancements and how piracy industry has affected them. Last I concluded all the data found during this research to show that digital music distribution is growing and could possibly be the dominant format for obtaining music, and the battle with piracy will be an ongoing process that will be hard to end anytime soon. -
CD Projekt Bloomberg: CDR PW Equity, Reuters: CDR.WA
CD Projekt Bloomberg: CDR PW Equity, Reuters: CDR.WA Kupuj, 106,00 PLN 11 września 2017 r., 07:30 Podtrzymana Kampania dla inwestorów Wyniki 1H 17 udowodniły dobrą monetyzację Gwinta. Co najważniejsze, bardzo podoba Informacje nam się naszkicowana przez firmę ścieżka rozwoju gry. Tak jak przewidywaliśmy w Kurs akcji (PLN) 94,65 poprzedniej rekomendacji CD Projekt zaczął już działać na dwóch silnikach. Starszy silnik Upside 12% – Wiedźmin 3 ciągle sprzedają się fenomenalnie (powyżej oczekiwań). Jednocześnie Liczba akcji (mn) 96,12 najlepsze, konkurencyjne firmy na rynku gier przeżywają boom. W związku z tym Kapitalizacja (mln PLN) 9 097,76 podnosimy naszą wycenę CD Projekt do PLN 106, utrzymując rekomendację Kupuj. Free float 67% Free float (mln PLN) 6 060,02 Choć Gwint przeżywa lepsze i gorsze momenty na swojej ścieżce wzrostu, trzeba przyznać, Free float (mln USD) 1 714,58 że całościowy obraz i monetyzacja projektu wygląda bardzo dobrze. Największe wrażenie EV (mln PLN) 8 411,15 robi na nas projekt dodatku do gry (kampania dla jednego gracza), który naszym zdaniem Dług netto (mln PLN) -686,61 będzie mocno przypominał samodzielną grę dla jednego gracza. To może bardzo poszerzyć jego sprzedaż i później zwiększyć bazę graczy internetowych. Dywidenda Stopa dywidendy (%) 1,1% Wydaje nam się również, że niedługo pojawi się na horyzoncie mobilna wersja gry Gwinta – Odcięcie dywidendy 29.05.2017 będzie to bardzo mocnym impulsem dla projektu. Taki ruch w przeszłości więcej niż podwoił lidera tej niższy (grę Hearthstone). W przypadku Gwinta wydawał się dość trudny Akcjonariusze % Akcji technicznie i obarczony pewnym ryzykiem, ale sądzimy, że jego prawdopodobieństwo Marcin Iwiński 12,64 wyraźnie się zwiększa. -
Developer Deck Draft
WiiWare Business Overview Dan Adelman Business Development Nintendo of America What is WiiWare All About? • Developer freedom • Lowering barriers • Opportunity for large and small developers Business Model Recap • 65:35 (Content Provider:Nintendo) revenue share from unit 1 for titles that cross the Performance Threshold • Developer provides suggested price; Nintendo sets final price Europe + The Americas Oceania Performance 6,000 units 3,000 units Threshold (>16MB) Performance 4,000 units 2,000 units Threshold (<16MB) Royalties paid by NOA NOE Payments and Reporting • Payments made 30 days after the close of each calendar quarter • Unit sales status reports available online – Ability to break down by time frame and country/region – Link to your status report will be provided when your title is released Ground Rules • Game size must be < 40MB – < 16MB strongly encouraged! – The manual is viewable online and does not count against this limit • No hardware emulation • No advergames, product placement, or collection of user data • Must be a complete game – The game cannot require the purchase of add-on content or a separate title Minimum Localization Requirements Europe + The Americas Oceania In-game language English* English* English, French, Online manual EFIGS + Dutch Spanish Wii Shop Channel English, French, EFIGS + Dutch catalog info Spanish * Support for additional languages is strongly encouraged! Some Issues to Consider... Taxes! • Royalties paid by NOA/NOE to a foreign company may be subject to a source withholding tax. In the US, -
Best Game of 2020 #1 Animal Crossing: New Horizons #2 Hades #3 Ghost of Tsushima
2020 Game Recommendations The best games from the worst year BEST GAME OF 2020 #1 ANIMAL CROSSING: NEW HORIZONS #2 HADES #3 GHOST OF TSUSHIMA Honorable Mentions: Crusader Kings 3, World of Warcraft: Shadowlands, Factorio, Doom Eternal, Cyberpunk 2077 BEST STORY BEST ART & VISUALS HADES HADES Art and Art Direction: Jen Zee Written by: Greg Kasavin Environmental Art: Joanne Tran 3D Art: Paige Carter Honorable Mentions: Final Fantasy VII Remake, Yakuza: Like a Dragon, 13 Sentinels: Aegis Rim, The Last of Us II, Ori and the Will of the Wisps, Crusader Kings 3, Cyberpunk 2077 Did you know The FRIENDZONE server celebrated its 4th birthday this year? It was created Sunday, Honorable Mentions: Ghost of Tsushima, April 24th, 2016 at 5:10 pm PST Genshin Impact, Ori and the Will of the Wisps, Animal Crossing: New Horizons, Outer Wilds, Cyberpunk 2077 WHERE HAVE YOU BEEN ALL MY LIFE? The best games released prior to 2020 that we discovered this year. HIDDEN GEMS OF 2020 Shine a light on some of the best games that few people paid attention to! Fitz Rachel Nullied Fox Myras Tau Leader Cobalt theStellarB raspbeary Fitret Ophainim Vaash Solanis Nando BEST DLC / NEW CONTENT / EXPANSION #1 World of Warcraft Shadowlands #2 Teamfight Tactics Fates Honorable Mentions: Rainbow Six Siege Operation Neon Dawn, Darkest Dungeon: The Butcher’s Circus, Hearthstone Battlegrounds, Monster Train DLC, Shovel Knight: King of Cards, PC Building Simulator E-Sports Expansion BEST TV SERIES BEST MOVIES #1 Schitt’s Creek Not too many movies this year but if you’re looking -
Comparative Life Cycle Impact Assessment of Digital and Physical Distribution of Video Games in the United States
Comparative Life Cycle Impact Assessment of Digital and Physical Distribution of Video Games in the United States The Harvard community has made this article openly available. Please share how this access benefits you. Your story matters Citation Buonocore, Cathryn E. 2016. Comparative Life Cycle Impact Assessment of Digital and Physical Distribution of Video Games in the United States. Master's thesis, Harvard Extension School. Citable link http://nrs.harvard.edu/urn-3:HUL.InstRepos:33797406 Terms of Use This article was downloaded from Harvard University’s DASH repository, and is made available under the terms and conditions applicable to Other Posted Material, as set forth at http:// nrs.harvard.edu/urn-3:HUL.InstRepos:dash.current.terms-of- use#LAA Comparative Life Cycle Impact Assessment of Digital and Physical Distribution of Video Games in the United States Cathryn E. Buonocore A Thesis in the field of Sustainability for the Degree of Master of Liberal Arts in Extension Studies Harvard University November 2016 Copyright 2016 Cathryn E. Buonocor Abstract This study examines and compares the environmental footprint of video game distribution on last generation consoles, current generation consoles and personal computers (PC). Two different methods of delivery are compared on each platform: traditional retail on optical discs and digital downloads in the U.S. Downloading content has been growing and is used to distribute movies, music, books and video games. This technology may change the environmental footprint of entertainment media. Previous studies on books, music, movies and television shows found that digital methods of distribution reduced emissions. However, prior research on video games, looking only at previous generation consoles, found the opposite conclusion. -
Apple / Shazam Merger Procedure Regulation (Ec)
EUROPEAN COMMISSION DG Competition CASE M.8788 – APPLE / SHAZAM (Only the English text is authentic) MERGER PROCEDURE REGULATION (EC) 139/2004 Article 8(1) Regulation (EC) 139/2004 Date: 06/09/2018 This text is made available for information purposes only. A summary of this decision is published in all EU languages in the Official Journal of the European Union. Parts of this text have been edited to ensure that confidential information is not disclosed; those parts are enclosed in square brackets. EUROPEAN COMMISSION Brussels, 6.9.2018 C(2018) 5748 final COMMISSION DECISION of 6.9.2018 declaring a concentration to be compatible with the internal market and the EEA Agreement (Case M.8788 – Apple/Shazam) (Only the English version is authentic) TABLE OF CONTENTS 1. Introduction .................................................................................................................. 6 2. The Parties and the Transaction ................................................................................... 6 3. Jurisdiction of the Commission .................................................................................... 7 4. The procedure ............................................................................................................... 8 5. The investigation .......................................................................................................... 8 6. Overview of the digital music industry ........................................................................ 9 6.1. The digital music distribution value -
Management Board's Report on Operations Of
Asseco Group Annual Report for the year ended December 31, 2019 Present in Sales revenues 56 countries 10 667 mPLN 26 843 Net profit attributable highly commited to the parent employees company's shareholders 322.4 mPLN Order backlog for 2020 5.3 bPLN 7 601 mPLN market capitalization 1) 1) As at December 30, 2019 Asseco Group in 2019 non-IFRS measures (unaudited data) Non-IFRS figures presented below have not been audited or reviewed by an independent auditor. Non-IFRS figures are not financial data in accordance with EU IFRS. Non-IFRS data are not uniformly defined or calculated by other entities, and consequently they may not be comparable to data presented by other entities, including those operating in the same sector as the Asseco Group. Such financial information should be analyzed only as additional information and not as a replacement for financial information prepared in accordance with EU IFRS. Non-IFRS data should not be assigned a higher level of significance than measures directly resulting from the Consolidated Financial Statements. Financial and operational summary: • Dynamic organic growth and through acquisitions – increase in revenues by 14.4% to 10 667.4 mPLN and in operating profit by 22.5% to 976.2 mPLN (1 204.4 mPLN EBIT non-IFRS – increase by 14.9%) • International markets are the Group’s growth engine – 89% of revenues generated on these markets • Double-digit increase in sales in the Formula Systems and Asseco International segments • 81% of revenues from the sales of proprietary software and services • Strong business diversification (geographical, sectoral, product) Selected consolidated financial data for 2019 on a non-IFRS basis For the assessment of the financial position and business development of the Asseco Group, the basic data published on a non-IFRS basis constitute an important piece of information. -
The Obstacles of Streaming Digital Media and the Future of Transnational Licensing Jasmine A
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by UC Hastings Scholarship Repository (University of California, Hastings College of the Law) Hastings Communications and Entertainment Law Journal Volume 36 | Number 1 Article 7 1-1-2014 Lost in Translation: The Obstacles of Streaming Digital Media and the Future of Transnational Licensing Jasmine A. Braxton Follow this and additional works at: https://repository.uchastings.edu/ hastings_comm_ent_law_journal Part of the Communications Law Commons, Entertainment, Arts, and Sports Law Commons, and the Intellectual Property Law Commons Recommended Citation Jasmine A. Braxton, Lost in Translation: The Obstacles of Streaming Digital Media and the Future of Transnational Licensing, 36 Hastings Comm. & Ent. L.J. 193 (2014). Available at: https://repository.uchastings.edu/hastings_comm_ent_law_journal/vol36/iss1/7 This Note is brought to you for free and open access by the Law Journals at UC Hastings Scholarship Repository. It has been accepted for inclusion in Hastings Communications and Entertainment Law Journal by an authorized editor of UC Hastings Scholarship Repository. For more information, please contact [email protected]. Lost in Translation: The Obstacles of Streaming Digital Media and the Future of Transnational Licensing by JASMINE A. BRAXTON* I. Introduction ......................................................................................................................... 193 II. Background: The Current State of Copyright Law for -
Game Sales Best Practices P1 Ebook
GAMEGAME SALES SALES GAME SALES BEST PRACTICES: HOW TO BOOST DIRECT SALES FROM YOUR ONLINE GAME STORE Learn how to promote and make the most of your store As we covered in our Game Sales Best Practices Part 1, there are many benefits to set up and run your own online game store. With your own store, no matter if you're a developer, a publisher or both, you can establish a direct relationship with your audience, rather than having to rely on someone else’s platform to connect to prospective players. You have the freedom to manage your store however you want: run promotions how you see fit, accept any global payment methods your players prefer to use and be relatively insulated from external platforms' general volatile natures or restrictive limits. Naturally, you can also earn more money since you won't have to pay large platform fees to other storefronts. The benefits are clear. But you can't just set up a store and leave it without the proper marketing support on the web. Let's explore the essentials of promoting your online game store and create the proper incentives for potential customers. SELL YOUR GAME ONLINE [email protected] xsolla.live/GS 1 GAME SALES WHY WOULD PLAYERS WANT TO BUY GAME KEYS DIRECTLY FROM YOU? We've previously outlined the benefits of an online store for developers and publishers. But what reason does a consumer have to buy a game from your store rather than from a platform they already use? Convenience First, there’s the ability to sell all your games in one single place.