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Contributors
gems_ch001_fm.qxp 2/23/2004 11:13 AM Page xxxiii Contributors Curtis Beeson, NVIDIA Curtis Beeson moved from SGI to NVIDIA’s Demo Team more than five years ago; he focuses on the art path, the object model, and the DirectX ren- derer of the NVIDIA demo engine. He began working in 3D while attending Carnegie Mellon University, where he generated environments for playback on head-mounted displays at resolutions that left users legally blind. Curtis spe- cializes in the art path and object model of the NVIDIA Demo Team’s scene- graph API—while fighting the urge to succumb to the dark offerings of management in marketing. Kevin Bjorke, NVIDIA Kevin Bjorke works in the Developer Technology group developing and promoting next-generation art tools and entertainments, with a particular eye toward the possibilities inherent in programmable shading hardware. Before joining NVIDIA, he worked extensively in the film, television, and game industries, supervising development and imagery for Final Fantasy: The Spirits Within and The Animatrix; performing numerous technical director and layout animation duties on Toy Story and A Bug’s Life; developing games on just about every commercial platform; producing theme park rides; animating too many TV com- mercials; and booking daytime TV talk shows. He attended several colleges, eventually graduat- ing from the California Institute of the Arts film school. Kevin has been a regular speaker at SIGGRAPH, GDC, and similar events for the past decade. Rod Bogart, Industrial Light & Magic Rod Bogart came to Industrial Light & Magic (ILM) in 1995 after spend- ing three years as a software engineer at Pacific Data Images. -
25 Jahre Koch Media – Ein Jubiläum (PDF Download)
25 JAHRE KOCH MEDIA - EIN JUBILÄUM Während Unternehmen in manch anderen Branchen mit 25 Und so ist die Entwicklung von Koch Media in den vergange- Jahren noch zu den Newcomern zählen würden, ist diese nen 25 Jahren auch ein Mutmacher: Sie zeigt, dass man mit Zeitspanne in der Entertainment-Branche kaum zu überbli- der Entwicklung und dem Vertrieb von Games auch in und cken. Zu schnell kommen und gehen Trends und mit ihnen aus Deutschland heraus enorm erfolgreich sein kann. häufig auch ganze Unternehmen. Das gilt ganz besonders für die Games-Branche, die zwar seit vielen Jahren stark Koch Media hat sich in den vergangenen 25 Jahren zu einem wächst, deren dynamische Entwicklung aber selbst Bran- integralen Bestandteil der deutschen Games-Branche ent- chen-Urgesteine von Zeit zu Zeit überfordert. Das 25-jähri- wickelt. Als Gründungsmitglied des BIU – Bundesverband ge Jubiläum von Koch Media ist daher ein Meilenstein, der Interaktive Unterhaltungssoftware und mit Dr. Klemens Kun- gar nicht hoch genug geschätzt werden kann. dratitz als aktivem Vorstand des Verbandes hat sich Koch Media immer für die Themen der Branche und die Weiter- Die Erfolgsgeschichte von Koch Media ist auch mit dem entwicklung der gamescom engagiert. Seit vielen Jahren ist Blick auf ihren Entstehungsort einmalig. Die Geschichte der Koch Media Partner von Spiele-Entwicklern in Deutschland deutschen Games-Branche ist sehr wechselhaft, nur wenige wie aktuell von King Art oder hat eigene Studios wie Deep Unternehmen schaffen es über viele Jahre, hier Games zu Silver Fishlabs. Doch darf man das Unternehmen nicht nur entwickeln und zu verlegen. Das Image von Games hat sich auf seine Rolle in Deutschland beschränken: Mit Niederlas- erst in den vergangenen Jahren verbessert und war zuvor sungen in allen europäischen Kernmärkten, in Nordamerika allzu lange von Klischees bestimmt. -
How to Buy DVD PC Games : 6 Ribu/DVD Nama
www.GamePCmurah.tk How To Buy DVD PC Games : 6 ribu/DVD Nama. DVD Genre Type Daftar Game Baru di urutkan berdasarkan tanggal masuk daftar ke list ini Assassins Creed : Brotherhood 2 Action Setup Battle Los Angeles 1 FPS Setup Call of Cthulhu: Dark Corners of the Earth 1 Adventure Setup Call Of Duty American Rush 2 1 FPS Setup Call Of Duty Special Edition 1 FPS Setup Car and Bike Racing Compilation 1 Racing Simulation Setup Cars Mater-National Championship 1 Racing Simulation Setup Cars Toon: Mater's Tall Tales 1 Racing Simulation Setup Cars: Radiator Springs Adventure 1 Racing Simulation Setup Casebook Episode 1: Kidnapped 1 Adventure Setup Casebook Episode 3: Snake in the Grass 1 Adventure Setup Crysis: Maximum Edition 5 FPS Setup Dragon Age II: Signature Edition 2 RPG Setup Edna & Harvey: The Breakout 1 Adventure Setup Football Manager 2011 versi 11.3.0 1 Soccer Strategy Setup Heroes of Might and Magic IV with Complete Expansion 1 RPG Setup Hotel Giant 1 Simulation Setup Metal Slug Anthology 1 Adventure Setup Microsoft Flight Simulator 2004: A Century of Flight 1 Flight Simulation Setup Night at the Museum: Battle of the Smithsonian 1 Action Setup Naruto Ultimate Battles Collection 1 Compilation Setup Pac-Man World 3 1 Adventure Setup Patrician IV Rise of a Dynasty (Ekspansion) 1 Real Time Strategy Setup Ragnarok Offline: Canopus 1 RPG Setup Serious Sam HD The Second Encounter Fusion (Ekspansion) 1 FPS Setup Sexy Beach 3 1 Eroge Setup Sid Meier's Railroads! 1 Simulation Setup SiN Episode 1: Emergence 1 FPS Setup Slingo Quest 1 Puzzle -
Embracer Group Acquires Easy Trigger
Press release Karlstad, Sweden, 5 August 2021 Embracer Group acquires Easy Trigger Embracer Group AB (“Embracer”) through its wholly owned subsidiary Coffee Stain Studios AB ("Coffee Stain"), have entered into an agreement to acquire 100 percent of the shares in Easy Trigger AB ("Easy Trigger"), the studio behind the critically acclaimed title Huntdown. “We have worked with Easy Trigger for a couple of years already on the Huntdown game and are impressed with talent within the studio. We will continue to work closely with the team and are excited welcome them into the Embracer family”, says Anton Westbergh, Co-founder and CEO Coffee Stain. Background and rationale Easy Trigger is a development studio founded in 2016, with headquarters located in Trollhättan, Sweden. The studio consists of 5 employees that have collaborated with Coffee Stain on the development and release of the critically acclaimed indie title Huntdown. Easy Trigger is led by co-founder and CEO Tommy Gustafsson, and co- founder and lead programmer Andreas Renberg. The company was wholly owned by the two co-founders who will remain in their current roles post-transaction. Through the acquisition, Coffee Stain onboards a talented team that will boost the development of 1st party IP within the group. Going forward, Easy Trigger will collaborate with Coffee Stain to continue working on the Huntdown IP as well as creating new original indie titles. “We look forward to continuing our partnership with Coffee Stain and further leverage the knowledge and experience within the entire Embracer Group, to accelerate growth within Easy Trigger and continue to make great games” says Tommy Gustafsson, Co-founder and CEO Easy Trigger. -
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. -
Embracer Group
Update Equity Research 2 December 2019 Embracer Group Sector: Gaming Unmotivated share price drop FAIR VALUE RANGE BEAR BASE BULL Beating estimates, again 60.0 100.0 125.0 Embracer crushed our estimates during FY’Q2, the top-line came in 25% above forecast, and Operational EBIT showed a 53% beat. As expected, there was a significant decline in volumes within Partner Publishing, so on an annual basis, the net sales were down 1%. EMBRAC.ST VERSUS OMXS30 However, the Gross profit grew by almost 66%, thanks to the uptake in Games revenue. The OMXS 30 Operational EBIT margin came in at 19% compared to our estimate of 16%. On a trailing- Embracer Group 10.0 twelve -month basis, Embracer has produced almost SEK 2bn in cash flow from operations and continues to show a high cash conversion ratio. 8.0 6.0 Investing for the future 4.0 Embracer continues to invest in its pipeline, and the game investments amounted to SEK 2.0 343m during the quarter. The company now has 86 projects in development, where we 0.0 know that at least two are AAA projects that are expected to be released during the next 03-dec 03-mar 01-jun 30-aug 28-nov financial year. The ratio between released games and ongoing development projects on the balance sheet now amounts to 4x; in other words, continued growth is to be expected. REDEYE RATING Shenmue III was released on the 19th of November. The early user reviews indicate strong receptions from fans but mixed from critics. -
THQ Nordic AB (Publ) Acquires Koch Media
THQ Nordic AB (publ) acquires Koch Media Investor Presentation February 14, 2018 Acquisition rationale AAA intellectual property rights Saints Row and Dead Island Long-term exclusive licence within Games for “Metro” based on books by Dmitry Glukhovsky 4 AAA titles in production including announced Metro Exodus and Dead Island 2 2 AAA studios Deep Silver Volition (Champaign, IL) and Deep Silver Dambuster Studios (Nottingham, UK) #1 Publishing partner in Europe for 50+ companies Complementary business models and entrepreneurial cultural fit Potential revenue synergy and strong platform for further acquisitions EPS accretive acquisition to THQ Nordic shareholders 2 Creating a European player of great scale Internal development studios1 7 3 10 External development studios1 18 8 26 Number of IPs1 91 15 106 Announced 12 5 17 Development projects1 Unannounced 24 9 33 Headcount (internal and external)1 462 1,181 1,643 Net sales 2017 9m, Apr-Dec SEK 426m SEK 2,548m SEK 2,933m2 Adj. EBIT 2017 9m, Apr-Dec SEK 156m SEK 296m3 SEK 505m2,3 1) December 31, 2017. 2) Pro forma. 3) Adjusted for write-downs of SEK 552m. Source: Koch Media, THQ Nordic 3 High level transaction structure THQ Nordic AB (publ) Koch Media Holding GmbH, seller (Sweden) (Germany) Purchase price EUR 91.5m 100% 100% SALEM einhundertste Koch Media GmbH, Operations Holding GmbH operative company (Austria) 100% (Austria) Pre-transaction Transaction Transaction information . Purchase price of EUR 91.5m – EUR 66m in cash paid at closing – EUR 16m in cash paid no later than August 14, 2018 – EUR 9.5m in shares paid no later than June 15, 2018 . -
Pegi Annual Report
PEGI ANNUAL REPORT ANNUAL REPORT INTRODUCTION 2 CHAPTER 1 The PEGI system and how it functions 4 AGE CATEGORIES 5 CONTENT DESCRIPTORS 6 THE PEGI OK LABEL 7 PARENTAL CONTROL SYSTEMS IN GAMING CONSOLES 7 STEPS OF THE RATING PROCESS 9 ARCHIVE LIBRARY 9 CHAPTER 2 The PEGI Organisation 12 THE PEGI STRUCTURE 12 PEGI S.A. 12 BOARDS AND COMMITTEES 12 THE PEGI CONGRESS 12 PEGI MANAGEMENT BOARD 12 PEGI COUNCIL 12 PEGI EXPERTS GROUP 13 COMPLAINTS BOARD 13 COMPLAINTS PROCEDURE 14 THE FOUNDER: ISFE 17 THE PEGI ADMINISTRATOR: NICAM 18 THE PEGI ADMINISTRATOR: VSC 20 PEGI IN THE UK - A CASE STUDY? 21 PEGI CODERS 22 CHAPTER 3 The PEGI Online system 24 CHAPTER 4 PEGI Communication tools and activities 28 Introduction 28 Website 28 Promotional materials 29 Activities per country 29 ANNEX 1 PEGI Code of Conduct 34 ANNEX 2 PEGI Online Safety Code (POSC) 38 ANNEX 3 The PEGI Signatories 44 ANNEX 4 PEGI Assessment Form 50 ANNEX 5 PEGI Complaints 58 1 INTRODUCTION Dear reader, We all know how quickly technology moves on. Yesterday’s marvel is tomorrow’s museum piece. The same applies to games, although it is not just the core game technology that continues to develop at breakneck speed. The human machine interfaces we use to interact with games are becoming more sophisticated and at the same time, easier to use. The Wii Balance Board™ and the MotionPlus™, Microsoft’s Project Natal and Sony’s PlayStation® Eye are all reinventing how we interact with games, and in turn this is playing part in a greater shift. -
June 2019 the Edelweiss Am Rio Grande Nachrichten
Edelweiss am Rio Grande German American Club Newsletter-June 2019 1 The Edelweiss am Rio Grande Nachrichten The newsletter of the Edelweiss am Rio Grande German American Club 4821 Menaul Blvd., NE Albuquerque, NM 87110-3037 (505) 888-4833 Website: edelweissgac.org/ Email: [email protected] Facebook: Edelweiss German-American Club June 2019 Sun Mon Tue Wed Thu Fri Sat 1 2 3 4 5 6 7 8 Kaffeeklatsch Irish Dance 7pm Karaoke 3:00 pm 5-7 See page 2 9 10 11 12 13 14 15 DCC Mtng & Irish Dance 7pm Strawberry Fest Dance 2-6 pm Essen und Dance See Pg 4 Sprechen pg 3 16 17 18 19 20 21 22 Jazz Sunday GAC Board Irish Dance 7pm Karaoke Private Party 2:00-5:30 pm of Directors 5-7 6-12 6:30 pm 23 24 25 26 27 28 29 Irish Dance 7pm Sock Hop Dance See Pg 4 30 2pm-German- Language Movie- see pg 3 Edelweiss am Rio Grande German American Club Newsletter-June 2019 2 PRESIDENT’S LETTER Summer is finally here and I’m looking forward to our Anniversary Ball, Luau, Blues Night and just rolling out those lazy, hazy, crazy days of Summer. On a more serious note there have been some misunderstandings between the GAC and one of our oldest and most highly valued associate clubs the Irish-American Society (IAS). Their President, Ellen Dowling, has requested, and I have extended an invitation to her, her Board of Directors, and IAS members at large to address the GAC at our next Board meeting. -
Video Games and the Mobilization of Anxiety and Desire
PLAYING THE CRISIS: VIDEO GAMES AND THE MOBILIZATION OF ANXIETY AND DESIRE BY ROBERT MEJIA DISSERTATION Submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy in Communications in the Graduate College of the University of Illinois at Urbana-Champaign, 2012 Urbana, Illinois Doctoral Committee: Professor Kent A. Ono, Chair Professor John Nerone Professor Clifford Christians Professor Robert A. Brookey, Northern Illinois University ABSTRACT This is a critical cultural and political economic analysis of the video game as an engine of global anxiety and desire. Attempting to move beyond conventional studies of the video game as a thing-in-itself, relatively self-contained as a textual, ludic, or even technological (in the narrow sense of the word) phenomenon, I propose that gaming has come to operate as an epistemological imperative that extends beyond the site of gaming in itself. Play and pleasure have come to affect sites of culture and the structural formation of various populations beyond those conceived of as belonging to conventional gaming populations: the workplace, consumer experiences, education, warfare, and even the practice of politics itself, amongst other domains. Indeed, the central claim of this dissertation is that the video game operates with the same political and cultural gravity as that ascribed to the prison by Michel Foucault. That is, just as the prison operated as the discursive site wherein the disciplinary imaginary was honed, so too does digital play operate as that discursive site wherein the ludic imperative has emerged. To make this claim, I have had to move beyond the conventional theoretical frameworks utilized in the analysis of video games. -
The Intellectual Functions of Gothic Fiction
University of New Hampshire University of New Hampshire Scholars' Repository Doctoral Dissertations Student Scholarship Spring 1977 FEARFUL QUESTIONS, FEARFUL ANSWERS: THE INTELLECTUAL FUNCTIONS OF GOTHIC FICTION PAUL LEWIS Follow this and additional works at: https://scholars.unh.edu/dissertation Recommended Citation LEWIS, PAUL, "FEARFUL QUESTIONS, FEARFUL ANSWERS: THE INTELLECTUAL FUNCTIONS OF GOTHIC FICTION" (1977). Doctoral Dissertations. 1160. https://scholars.unh.edu/dissertation/1160 This Dissertation is brought to you for free and open access by the Student Scholarship at University of New Hampshire Scholars' Repository. It has been accepted for inclusion in Doctoral Dissertations by an authorized administrator of University of New Hampshire Scholars' Repository. For more information, please contact [email protected]. INFORMATION TO USERS This material was produced from a microfilm copy of the original document. While the most advanced technological means to photograph and reproduce this document have been used, the quality is heavily dependent upon the quality of the original submitted. The following explanation of techniques is provided to help you understand markings or patterns which may appear on this reproduction. 1.The sign or “target" for pages apparently lacking from the document photographed is "Missing Page(s)". If it was possible to obtain the missing page(s) or section, they are spliced into the film along with adjacent pages. This may have necessitated cutting thru an image and duplicating adjacent pages to insure you complete continuity. 2. When an image on the film is obliterated with a large round black mark, it is an indication that the photographer suspected that the copy may have moved during exposure and thus cause a blurred image. -
William Hope Hodgson's Borderlands
William Hope Hodgson’s borderlands: monstrosity, other worlds, and the future at the fin de siècle Emily Ruth Alder A thesis submitted in partial fulfilment of the requirements of Edinburgh Napier University, for the award of Doctor of Philosophy May 2009 © Emily Alder 2009 Contents Acknowledgements 3 Abstract 4 Introduction 5 Chapter One. Hodgson’s life and career 13 Chapter Two. Hodgson, the Gothic, and the Victorian fin de siècle: literary 43 and cultural contexts Chapter Three. ‘The borderland of some unthought of region’: The House 78 on the Borderland, The Night Land, spiritualism, the occult, and other worlds Chapter Four. Spectre shallops and living shadows: The Ghost Pirates, 113 other states of existence, and legends of the phantom ship Chapter Five. Evolving monsters: conditions of monstrosity in The Night 146 Land and The Boats of the ‘Glen Carrig’ Chapter Six. Living beyond the end: entropy, evolution, and the death of 191 the sun in The House on the Borderland and The Night Land Chapter Seven. Borderlands of the future: physical and spiritual menace and 224 promise in The Night Land Conclusion 267 Appendices Appendix 1: Hodgson’s early short story publications in the popular press 273 Appendix 2: Selected list of major book editions 279 Appendix 3: Chronology of Hodgson’s life 280 Appendix 4: Suggested map of the Night Land 281 List of works cited 282 © Emily Alder 2009 2 Acknowledgements I sincerely wish to thank Dr Linda Dryden, a constant source of encouragement, knowledge and expertise, for her belief and guidance and for luring me into postgraduate research in the first place.