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Download Case Study Zynga Inc
Case Study: For academic or private use only; all rights reserved May 2014 Supplement to the Treatise WOLFGANG RUNGE: TECHNOLOGY ENTREPRENEURSHIP How to access the treatise is given at the end of this document. Reference to this treatise will be made in the following form: [Runge:page number(s), chapters (A.1.1) or other chunks, such as tables or figures]. To compare the games business in the US and Germany to a certain degree references often ad- dress the case of the German firm Gameforge AG. For foundations of both the startups serial entrepreneurs played a key role. Wolfgang Runge Zynga, Inc. Table of Content Remarks Concerning the Market and Industry Environments ....................................................... 2 The Entrepreneur(s) .................................................................................................................... 3 The Business Idea, Opportunity and Foundation Process ............................................................ 5 Corporate Culture.................................................................................................................... 7 Market Entry, Expansion and Diversification ................................................................................ 9 Vision/Mission, Risks and Business Model ................................................................................ 11 Intellectual Property ................................................................................................................... 15 Key Metrics .............................................................................................................................. -
Hold Onto Your Horns: Zynga Launches Running with Friends for Worldwide Audiences
May 9, 2013 Hold Onto Your Horns: Zynga Launches Running With Friends for Worldwide Audiences Players to Show-Off Their Bullish Bravado as They Challenge Opponents in the Newest 'With Friends' Game Available Today Exclusively on iPhone, iPad, and iPod touch SAN FRANCISCO, May 9, 2013 (GLOBE NEWSWIRE) -- Zynga, (Nasdaq:ZNGA), the world's leading provider of social game services, today launched Running With Friends to global audiences on iPhone, iPad, and iPod touch. Running With Friends is a high-speed, 3D action-arcade game and the first truly social endless runner game. Players around the world can now stampede their way through the cobblestone streets of Pamplona, Spain, home to the annual Running of the Bulls Festival, as they try to outmaneuver, outrun, and outscore their friends. As the seventh title in the globally popular 'With Friends' franchise and Zynga's entrant to the runner category, Running With Friends brings a new level of social interaction and fun to the genre. The game includes beloved social elements such as turn- based competition with real-life friends and a chance to bullishly climb the leaderboards by jumping, bumping, and sliding through challenging game-play. Easy to play but tough to master, players compete with friends in three rounds to outrun their opponents by swiping their screen vertically and horizontally to dodge charging bulls and speeding cars, or even ride a bucking bull for bonuses. Players select their own in-game character and can choose to run as a ninja, ballerina, or a zombie. "We are committed to expanding Zynga's mobile portfolio to bring players the most fun, social, and accessible games to play with their friends," said Travis Boatman, Senior Vice President of Mobile at Zynga. -
Downloaded License
_full_journalsubtitle: 0 _full_abbrevjournaltitle: ILS _full_ppubnumber: ISSN 0928-9380 (print version) _full_epubnumber: ISSN 1568-5195 (online version) _full_issue: 1-2 _full_issuetitle: 0 _full_alt_author_running_head (change var. to _alt_author_rh): Jaraba _full_alt_articletitle_running_head (change var. to _alt_arttitle_rh): The Practice of Khulʿ in Germany _full_alt_articletitle_toc: 0 _full_is_advance_article: 0 Islamic Law and Society 26 (2019) 83-110 Islamic Law The Practice Of Khulʿ In Germany and 83 Society brill.com/ils The Practice of Khulʿ in Germany: Pragmatism versus Conservativism Mahmoud Jaraba Friedrich-Alexander-Universitat Erlangen-Nurnberg [email protected] Abstract In this article, I examine how Muslim women who ae religiously-married in Germany might initiate no-fault divorce in the absence of a German registered civil marriage. Because there is no Muslim state authority to consult, local imams and Islamic leaders can resort to a community-led practice known as khulʿ (divorce initiated by the woman) to dissolve an Islamic marriage (nikāḥ) that is not recognized by civil authorities. In this article, which is the culmination of three years of fieldwork in Germany, I analyze and interpret the views and practices of two groups of religious actors - conservatives and pragmatists - towards khulʿ in cases of nikāḥ. I find that conservatives only permit a woman to divorce through khulʿ with her husband’s consent, whereas pragmatists use Muslim minority jurisprudence (fiqh al-aqalliyyāt al-Muslima) to argue that -
Max Planck Institute for Social Anthropology Working Papers
MAX PLANCK INSTITUTE FOR SOCIAL ANTHROPOLOGY WORKING PAPERS Working Paper No. 50 CHRIS HANN HISTORY AND ETHNICITY IN ANATOLIA Halle / Saale 2003 ISSN 1615-4568 Max Planck Institute for Social Anthropology, P.O. Box 110351, 06017 Halle / Saale, Phone: +49 (0)345 2927-0, Fax: +49 (0)345 2927-402, http://www.eth.mpg.de, e-mail: [email protected] 1 History and Ethnicity in Anatolia Chris Hann1 Abstract This paper begins by sketching a simplified intellectual context for the author’s recent monographic study of a region in north-east Turkey (Bellér-Hann and Hann 2000). The scope is then gradually widened. First, it is shown how more historically oriented research can provide insight into the social organization of the region in question, and in particular, into the nature of ethnic identity. Contrary to some common assumptions, ethnicity seems to have been de- emphasized in the later Ottoman period, when the people of this periphery were already well integrated into the state system. Second, again drawing on recent publications by other scholars, the paper reviews the question of ethnicity in Anatolia generally. The Turkish republic has often been criticized for its failure to recognize ethnic groups, and is likely to come under increasing pressure to recognize the rights of ‘cultural minorities’, e.g. in negotiations over EU entry. Within anthropology, however, there is no consensus as to how recognition of group diversity should be translated into political practice. Key terms such as ‘culture’ and ‘ethnicity’ have become unstable. According to Barth’s influential discussion (1969), ethnicity classifies a person ‘in terms of his basic, most general identity’. -
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Issue 01 – 2012 Journal –Peer Reviewed MELINDA JACOBS Flight 1337 [email protected] Click, click, click, click Zynga and the gamification of clicking Although the era of the social network game ofcially began with the launch of the Facebook Platform in 2007, it wasn’t until 2009 that social network games began to attract the spotlight of mainstream media with the runaway successes of several games. Not surprisingly, since that moment the online gaming industry has been fully occupied with discerning and attempting to replicate the elements that have made those Facebook games fruitful. Both academics and industry members have engaged in a hearty amount of discussion and speculation as to the reasons for the success seen by social network gaming, watching the evolution of the genre as companies have both emerged and retreated from the industry. Despite the large number of games appearing on Facebook by a variety of publishers and developers almost none have come close to meeting or bypass- ing the initial pace set by game developer Zynga. Over the course of just a few years, Zynga has built a company valued at over 15 billion USD with over 200 million monthly active users (MAU) of their games (Woo & Raice, 2011). The next closest game developer is EA at 55 million MAU. EA is one of the frst developers in the past three years to develop a game, The Sims Social with 28 million MAU, that has come close to average MAU counts—30 to 40 mil- lion—of the games released by Zynga (Appdata, 2011). What then is it about Zynga’s games in particular that make them so successful? In the discussion and literature addressing social network gaming and the reception and success of Zynga’s games in particular, three core features of their structural design stand out that are frequently referenced as reasons for the suc- cess of Zynga. -
Zynga Seeks New Harvest with Mobile Farmville Game 17 April 2014, by Glenn Chapman
Zynga seeks new harvest with mobile FarmVille game 17 April 2014, by Glenn Chapman "FarmVille really put social gaming on the map," Davies said. "It has stood the test of time." The new mobile version of the game was released globally in more than dozen languages. Since tens of millions of people still play "FarmVille" with friends at Facebook, the mobile version connects back to the leading social network. It also connects with Facebook rival Google+. However, the mobile version of the game gives people the option of playing FarmVille without friends for the first time in the franchise, according to Zynga vice president of games Jonathan Knight. A pedestrian walks by the Zynga headquarters on July 25, 2013 in San Francisco, California FarmVille is essentially what it sounds like, in that players feed livestock, nurture crops, craft goods and virtually tend to other aspects of country life. Social games pioneer Zynga on Thursday released In the mobile version, "we've added more ways for a version of the hit "FarmVille" tailored for players to team up together, help each other out smartphones and tablets in the hope of reaping a and even compete," Davies said. bumper crop of players. Bite-sized play The San Francisco-based game maker set on its heels by a shift away from desktop computers is Zynga has made a priority of adapting games for out to regain momentum with the mobile-format lifestyles increasingly centered on smartphones "Farmville 2: Country Escape" for iPhone, iPad and and tablets. The new game takes advantage of Android devices. -
Hans-Jürgen Sasse (*30.04.1943 – †14.01.2015)
2019 LINGUA POSNANIENSIS LXI (1) OBITUARIES DOI: 10.2478/linpo-2019-0009 Hans-Jürgen Sasse (*30.04.1943 – †14.01.2015) Zuzana Malášková & Václav Blažek Department of Linguistics & Baltic Studies Faculty of Arts of Masaryk University, Brno Czech Republic [email protected], [email protected] Hans-Jürgen Sasse studied general linguistics, Balkanic, Indo-European and Semitic studies at the universities in Berlin, Thessaloniki and Munich. He graduated from the University of Munich in 1970 when he successfully defended his dissertation Linguis- tische Analyse des arabischen Dialekts der Mhallamiye in der Provinz Mardin (Südost- türkei) (Linguistic Analysis of the Arabic Dialect of Mhallami in Mardin Province, South- ern Turkey), see 1971a. Between 1972 and 1977, he worked as a research assistant at the Institute of General and Indo-European Linguistics at the University of Munich. Here he habilitated in 1975 in the field of general linguistics with his work on the morphoph- onology of the Galab language (also known as Daasanach; see 1974a), and already in 1977 he was appointed a full professor of general and typological linguistics. In the 1970s, he travelled to Ethiopia and Kenya where he performed field research on the languages Quimant, Daasanach (Galab), Boni, Dullay and Burji. In the 1980s, he studied the Albanian dialects of Northern Greece where he gained both material for a unique monograph (1991a) and a wife. In 1987, he accepted an offer from the University of Cologne and went there to lead the Institute of General and Comparative Linguistics, where he would remain for the next 21 years. He replaced prof. -
Growth Opportunities for Online Games Beyond Facebook
Growth Opportunities for Online Games Beyond Facebook Philip Reisberger Chief Revenue Officer Games Developer Conference San Francisco Bigpoint at a Glance The Company The Figures Founded 2002 70 active games, 30 languages Number of Employees 900+ More than 250+ million users Over 1 billion daily transactions Key Titles Battlestar Galactica Online, Drakensang Industry Accolades Online, DarkOrbit, Farmerama European Business Awards 2011 Unity Awards 2011 Locations Investor Allstars Awards 2011 Hamburg (GER), Berlin (GER) Startup of the Century Award 2011 San Francisco (USA) European Games Awards 2011 Malta, Sao Paulo (BRA) Browser Game of the Year 2011 Paris (FRA), London (UK) Mashable Best Online Game 2010 International Business Award 2010 2 What Happened in 2011 3 Facebook Growth Penetration of Total Internet Audience Out of 2.1 Billion Internet Users Worldwide Source: CNET 4 Social Games Explosion Top 10 Facebook Games of 2011 1. GARDENS OF TIME (PLAYDOM) 2. THE SIMS SOCIAL (EA) 3. CITYVILLE (ZYNGA) 4. DOUBLEDOWN CASINO (DOUBLEDOWN ENTERTAINMENT) 5. INDIANA JONES ADVENTURE WORLD (ZYNGA) 6. WORDS WITH FRIENDS (ZYNGA) 7. BINGO BLITZ (BUFFALO STUDIOS) 8. EMPIRES & ALLIES (ZYNGA) 9. SLOTOMANIA-SLOT MACHINES (PLAYTIKA) 10. DIAMOND DASH (WOOGA) Source: Mashable 5 In Europe, Facebook is building a dedicated gaming team… Goal to replicate US gaming ecosystem More then 500 million downloads of Angry Birds across all platforms Angry Birds Rio won "Best Mobile App for Consumers" at Global Mobile Awards, "Best Mobile Game" at the Mobile Excellence Awards and "Best Mobile Game" at the Golden Joystick Awards. 185% User Growth in 2011 – Berlin Start Up #3 on Facebook 14 million (01/11) => 40 million MAU (01/12). -
Hasbro Launches KRE-O Cityville® Invasion, Innovative Construction Line Featuring New Sonic Motion Technology
August 1, 2013 Hasbro Launches KRE-O Cityville® Invasion, Innovative Construction Line Featuring New Sonic Motion Technology Kids will be Wowed by Zany New Characters, Movement and KRE-O CITYVILLE INVASION App from ZYNGA® Pawtucket, R.I. – August 1, 2013 – Dr. Mayhem’s henchmen are invading and it’s up to builders nationwide to keep their city creations safe! Hasbro, Inc. (NASDAQ: HAS), in collaboration with Zynga® (NASDAQ: ZNGA), expands its popular KRE-O construction line with the introduction of the KRE-O CITYVILLE® INVASION collection, brick-based sets which turn ordinary cityscapes into madcap environments where builders’ imaginations can run as wild as Dr. Mayhem. In addition to mischievous new KREON figures including zombies, gorillas, and vampires, several of the KRE-O CITYVILLE INVASION sets include playful sounds and SONIC MOTION TECHNOLOGY, a unique new innovation to the construction category. In each KRE-O CITYVILLE INVASION building set equipped with SONIC MOTION TECHNOLOGY, sound waves trigger specific movements in special KRE-O bricks creating a fun action scene filled with KREON figures spinning, shuffling, and swimming into action! Fans can watch as the helicopter included in the SKYSCRAPER MAYHEM set spins to life or AMY APEKEEPER chases after ZAPE the gorilla before he demolishes the city. “The introduction of KRE-O CITYVILLE INVASION brings a wonderful diversity and playfulness to the construction aisle with its quirky backstory and technological advancements,’ said Kim Boyd, Senior Director Global Brand Marketing, Hasbro, Inc. ‘Together with Zynga, we’re thrilled to give building fans a whole new way to play, both online with the immersive CITYVILLE INVASION app and in physical form as SONIC MOTION TECHNOLOGY makes KRE-O brick-based creations come to life.” The building fun continues digitally with the free ZYNGA KRE-O CITYVILLE INVASION app, developed with kids in mind and available now on the Apple Store or Google Play. -
What Gamification Tells Us About Web Communication
© Media Watch 6 (2) 200-192, 2015 ISSN 0976-0911 e-ISSN 2249-8818 DOI: 10.15655/mw/2015/v6i2/65665 What Gamification Tells Us about Web Communication MARK GOODMAN, DANAE CARLSON, LACI KYLES & NICK GOODMAN Mississippi State University, USA The games that have become a staple on Facebook provide lessons on how to make websites and Internet marketing more successful. We highlight these points that gamers have accomplished: Provide ideological agreement, Create a community, Provide a sense of control or autonomy, Create a way for people to communicate with each other, Recognize gender differences, Provide rewards, and Convince people to commit. Keywords: Gamification, Facebook, Silverpop, Bunchball In Loyalty 3.0, author Rajat Paharia (2013) contends that marketing is entering a new stage, which he describes as one driven by the consumers. In this new consumer age, the consumer is in charge of when and how he or she engages with marketers. Most of the consumer-driven marketing occurs on social media or through Twitter on a smart phone or tablet computer. Research conducted by Silverpop (2013) contends that less than 20 per cent of marketers have developed campaigns that effectively reach consumers when consumers are driving the marketing experience. In its analysis, Silverpop states: Buyers seek the information they want online, on the Web and in social channels, as well as in that persistent nondigital venue commonly known as the real world. Today’s buyers are demanding. They expect sellers to know where they’ve been, what they’ve seen, what they’ve accepted or rejected — whether that behavior happened on their tablet, via their smartphone, or at the local branch office. -
The Year in Video Game Law
Science and Technology Law Review Volume 15 Number 2 Article 15 2012 The Year in Video Game Law W. Keith Robinson Southern Methodist University, Dedman School of Law, [email protected] Xuan-Thao Nguyen Indiana University Robert H. McKinney School of Law, [email protected] Follow this and additional works at: https://scholar.smu.edu/scitech Part of the Computer Law Commons, Intellectual Property Law Commons, Internet Law Commons, and the Science and Technology Law Commons Recommended Citation W. Keith Robinson & Xuan-Thao Nguyen, The Year in Video Game Law, 15 SMU SCI. & TECH. L. REV. 127 (2012) https://scholar.smu.edu/scitech/vol15/iss2/15 This Article is brought to you for free and open access by the Law Journals at SMU Scholar. It has been accepted for inclusion in Science and Technology Law Review by an authorized administrator of SMU Scholar. For more information, please visit http://digitalrepository.smu.edu. The Year in Video Game Law Speaker: Professor W. Keith Robinson* INTRODUCTION BY PROFESSOR XUAN-THAO NGUYEN, SMU DEDMAN SCHOOL OF LAW: Professor Nguyen: Good morning, I am so pleased to be able to hold this pamphlet of the past year's cases in my hands. Every year at this sympo- sium you get a copy of the cases from the previous year. This is the result of hard work from law students. And for this particular year-the review of 2011 cases-two of my best students, Ken Jordan and Robert Wilkinson, put numerous hours into preparing this packet. There is something special about law students in general. -
P-L-A-Y Your Way to Victory in Words with Friends on Messenger
May 2, 2017 P-L-A-Y Your Way to Victory in Words With Friends on Messenger Challenge and Chat with Friends in New Instant Games Experience SAN FRANCISCO, May 02, 2017 (GLOBE NEWSWIRE) -- Zynga (Nasdaq:ZNGA), a leading social game developer, today announced the launch of Words With Friends for Instant Games. Developed using Facebook's newly announced rich gameplay features for Instant Games, Words With Friends pairs the beloved gameplay of one of the world's most popular word games with the global, social connection on Messenger and Facebook. "We're proud to be one of the first gaming companies innovating on the Instant Games platform, delivering an immersive Words With Friends experience on Messenger to word fans everywhere," said Vaibhav Sahgal, Vice President of Games for Zynga. "As one of the most popular word games in the world, Words With Friends is a daily ritual in millions of people's lives, connecting them with their friends and family around the globe. We're excited to partner with Facebook in reimagining Words With Friends for Instant Games on Messenger - bringing its iconic gameplay and rich social experience directly to the places that people are communicating." As the first-ever turn-based game on Messenger, players can now have all the fun Words With Friends offers, right where they are already connecting with friends from around the world. Now players can make moves directly on Messenger and Facebook, invite connections from their friends list and play faster than ever before with a compact game board and fewer tiles. Exclusive to Words With Friends for Instant Games on Messenger is a convenient Games List that allows players to track all of their games in one place, a first for any Words With Friends experience on a messaging platform.