Virtual Community Use for Packaged Software Maintenance
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Inbjudan Till Förvärv Av Aktier I Daydream Software
InbjudanInbjudan tilltill förvärvförvärv avav aktieraktier ii DaydreamDaydream SoftwareSoftware ABAB [publ][publ] Villkor i sammandrag . .1 I detta prospekt inkluderas uttalanden om Daydream Software i korthet . .2 framtidsutsikter vilka är upprättade av styrelsen för Daydream Software AB (publ) Inbjudan till teckning av aktier i Daydream . .4 och är baserade på nuvarande marknads- Bakgrund och motiv . .6 förhållanden samt i övrigt rådande Skattefrågor i Sverige . .8 omvärldsfaktorer. Läsaren bör vara upp- märksam på att uttalanden om framtids- Villkor och anvisningar . .10 utsikter är förenade med osäkerhet. För en Verksamheten . .12 närmare beskrivning, se Riskfaktorer. Marknadsöversikt . .16 Med "Daydream Software", "Daydream", Produkter och pågående projekt . .19 "Bolaget" eller "Koncernen" avses i detta Historik . .20 prospekt moderbolaget Daydream Finansiella mål och framtidsutsikter . .22 Software AB (publ) med dotterbolag om ej annat framgår av sammanhanget. Riskfaktorer . .24 Rättsliga aspekter . .26 Prospektet har godkänts och registrerats Ekonomiskt sammandrag . .28 hos Finansinspektionen i enlighet med bestämmelserna i 2 kap 4 § lagen Aktiekapital och ägarstruktur . .32 (1991:980) om handel med finansiella instru- Styrelse, befattningshavare, revisor . .34 ment. Godkännandet och registreringen Bolagsordning och övrig information . .36 innebär inte att Finansinspektionen garan- terar att sakuppgifterna i prospektet är Revisorns granskningsberättelse . .37 riktiga eller fullständiga. Delårsrapport . .38 Räkenskaper . .44 Aktierna i Daydream Software AB (publ) är inte föremål för handel eller ansökan därom Adresser . .53 i annat land än i Sverige. Detta prospekt får inte distribueras till, eller i, något annat land där sådan distribution (i) förutsätter ytter- ligare registreringsåtgärder eller andra åtgärder än sådana som följer av svensk rätt, eller (ii) strider mot tillämplig bestäm- melse i sådant land. -
Daydream Software AB (Publ) - Delårsrapport, 1 Jan – 30 Sept 2003
Daydream Software AB (publ) - Delårsrapport, 1 jan – 30 sept 2003 Tredje kvartalet har präglats av arbete med förvärvet av Unique Development Studios AB (UDS). Beslutet om förvärv av UDS, som togs på en extra bolagsstämma i Daydream Software AB (publ) den 30 september, innebar att en ny expansiv fas börjat för Daydream. I samband med förvärvet av UDS tillfördes Daydream totalt 4 Mkr i likvida medel och bolaget har därefter säkrat ytterligare finansiering. Ledningen har, under perioden, förstärkts med en COO och därmed är den nya organisationen på plats. Daydream förväntas uppvisa en betydande omsättningsökning under fjärde kvartalet. · Omsättningen under perioden uppgick till 4,1 Mkr (6,5 Mkr). Omsättningen under perioden har ökat justerat för avyttrade verksamheter. · Resultatet för perioden efter skatt uppgick till –12,6 Mkr (-15,2 Mkr). I resultatet under perioden i år ingår avvecklingskostnader om –3,4 Mkr (0 Mkr). · Resultatet per aktie för niomånadersperioden uppgick till –10,37 kr (- 52,82 kr). · I samband med förvärvet av UDS har eget kapital stärkts med ca Mkr 11,3 och soliditeten uppgår därmed till ca 43 %. Likvida medel uppgick vid periodens utgång till ca 0,2 Mkr. Bolaget har därefter tillförts 4 Mkr samt försäkrat sig om ytterligare lånefinansiering. · Förvärvet av UDS har tillfört Daydream en portfölj av spel i olika projektfaser med betydande framtidspotential. Spelet ”Futurama – The Game” som nyligen lanserats genererar redan royaltyintäkter. Verksamheten under perioden Verksamheten under tredje kvartalet har varit fokuserat på utvecklingen av spelet Campfire (Sony), nyförsäljning samt förvärvet av Unique Development Studios AB. Utvecklingsarbetet av spelet Campfire, som görs exklusivt med Sony för Playstation 2, ökar nu successivt. -
Learning About the Online Customer: an Interpretive Case Study of Building Digital Customer Relations in Online Entertainment
17 Learning About the Online Customer: an interpretive case study of building digital customer relations in online entertainment Annakarin Nyberg & Ola Henfridsson Center for Digital Business and Department of lnformati!cs, Umesaring; University, Sweden Abstract: This paper explores the challenges and opportunities involved in building digital customer relations in online entertainment. In doing this, the paper presents an interpretive case study of the release of the Swedish computer game developer Daydream's new on-line game ClusterbalL In releasing this game, Daydream intended to bypass three stages - publicists, distributors and retailers - in the computer gaming value chain. With little prior experience of consumers, this bypass required that the company established a platform for learning about and from its entertainment consumers. Our particular interest in this paper is with digital customer relations and how a computer game and its related virtual community can provide opportunities to build such relations for learning about the online customer. 1. INTRODUCTION Mediating customer relations over the Internet is becoming more widespread. This tendency can be observed among both e-commerce companies and more traditional retailers and producers. Inspired by visions about blending richness and reach [Evans and Wurster 1999, 2000] and one-to-one marketing [Peppers and Rogers, 1997; Pine 1993], many organizations explore what this digitalisation offers for streamlining as weil as improving customer relations. Even though digital customer relations are increasing in number and scope, the area can be considered relatively unexplored in terms of documented research. Apart from promising research on the general Ievel [see e.g., Orlikowski, 1999], we need more research about the specific nature of the "customer in the machine" [Hughes et al, 1999]. -
In Search of an Internet Business Model in Online Entertainment
13 BETTER SAFE THAN SORRY? IN SEARCH OF AN INTERNET BUSINESS MODEL IN ONLINE ENTERTAINMENT Ola Henfridsson Center for Digital Business and Department of Informatics Umeå University S-901 87 Umeå and Viktoria Institute, Göteborg Sweden Helena Holmström Center for Digital Business and Department of Informatics Umeå University S-901 87 Umeå Sweden Ole Hanseth Department of Informatics University of Oslo Norway Abstract This paper presents an action case study of the process by which the Swedish computer game developer Daydream Soft- ware planned, developed, and implemented the business model for its new online game, Clusterball. In particular, the paper explores Daydream’s choice between a radical business model and a conservative one for the game. Building on forecasts that “casual gamers” such as academics, business people, middle- aged people, and women would become important for the future growth of the electronic games software industry, Daydream first pursued a radical business model, viewing the game as an “entertainment portal.” However, in light of the perceived need of results and release, a more conservative business 183 184 Part 2: Managing Information Systems model, aimed at already experienced gamers, was implemented. In view of this critical choice, there were many different assumptions, beliefs, and opinions about customers, the appro- priate choice of technology, and the nature of gaming in general among the staff and management at Daydream. The findings of this paper illustrate the tension between new busi- ness models and pre-existing social and technical conditions, and the study provides useful insights into the broader theme of balancing radical and incremental change in developing business-to-consumer commerce. -
BORN DIGITAL / GROWN DIGITAL: Assessing the Future Competitiveness of the EU Video Games Software Industry
BORN DIGITAL / GROWN DIGITAL: ASSESSING THE FUTURE COMPETITIVENESS OF THE EU VIDEO GAMES SOFTWARE INDUSTRY G. De Prato, C. Feijóo, D. Nepelski, M. Bogdanowicz, J.P. Simon EUR 24555 EN - 2010 The mission of the JRC-IPTS is to provide customer-driven support to the EU policy- making process by developing science-based responses to policy challenges that have both a socio-economic as well as a scientific/technological dimension. European Commission Joint Research Centre Institute for Prospective Technological Studies Contact information Address: Edificio Expo. c/ Inca Garcilaso, 3. E-41092 Seville (Spain) E-mail: [email protected] Tel.: +34 954488318 Fax: +34 954488300 http://ipts.jrc.ec.europa.eu http://www.jrc.ec.europa.eu Legal Notice Neither the European Commission nor any person acting on behalf of the Commission is responsible for the use which might be made of this publication. Europe Direct is a service to help you find answers to your questions about the European Union Freephone number (*): 00 800 6 7 8 9 10 11 (*) Certain mobile telephone operators do not allow access to 00 800 numbers or these calls may be billed. A great deal of additional information on the European Union is available on the Internet. It can be accessed through the Europa server http://europa.eu/ JRC 60711 EUR 24555 EN ISBN 978-92-79-17116-1 ISSN 1018-5593 doi:10.2791/47364 Luxembourg: Publication Office of the European Union © European Union, 2010 Reproduction is authorised provided the source is acknowledged Printed in Spain Acknowledgements This report was carried out by the Information Society Unit at the Institute for Prospective Technological Studies (JRC-IPTS). -
Digitala Drömmar Och Industriell Utveckling Umeå Universitet 2010
Ulf Sandqvist Digitala drömmar och industriell utveckling Umeå universitet 2010 Umeå universitet Digitala drömmar och industriell utveckling En studie av den svenska dator- och tv-spelsindustrin 1980-2010 Ulf Sandqvist Institutionen för ekonomisk historia ISBN 978-91-7459-027-2 Institutionen för ekonomisk historia 901 87 Umeå ISSN 0347-254-X Avhandling 2010 www.ekhist.umu.se Digitala drömmar och industriell utveckling En studie av den svenska dator- och tv- spelsindustrin 1980-2010 Ulf Sandqvist Institutionen för ekonomisk historia 901 87 Umeå Umeå 2010 Avhandlingen ingår i serien Umeå Studies in Economic History Copyright© Ulf Sandqvist ISBN: 978-91-7459-027-2 ISSN: 0347-254-X Omslagsbild: Från spelet Knytt Stories: A Strange Dream av Nicklas Nygren Tryck/Printed by: Print och Media, Umeå Universitet, Umeå, Sverige 2010 Abstract The aim of this thesis is to explore and analyse the development of the Swedish video and computer game industry. The main focus is on the Swedish game development industry. The research was conducted with two different methods. First with a macro approach where all Swedish game developers were identified and general data from the annual reports was collected. The second part is a case study with three Swedish game developing companies focusing on the production and development of the firms. The game industry has expanded and some of the successful games have generated spectacular revenues. In Sweden the industry has received attention from different actors like universities, government bodies and media. Yet little research has been done about the Swedish game industry. In general the game industry outside the larger videogame producing countries USA, Japan and the UK has been ignored to a large part in academic research. -
En Studie Av Den Svenska Dator- Och Tv-Spelsbranschen 1980-2005 Ulf
DIGITALA DRÖMMAR - en studie av den svenska dator- och tv-spelsbranschen 1980-2005 Ulf Sandqvist Occasional Papers in Economic History No. 12 2007 Licentiate thesis Umeå University 2007 Occasional Papers in Economic History No. 12 2007 ISSN 1653-7475 © 2007 Ulf Sandqvist Abstract This licentiate thesis describes the development of the Swedish computer and video game industry. The main focus is on the Swedish game development industry. Little research on the industry has been done and the purpose is to define the companies involved and to create an initial overview of the development of the industry. This overview will later be used as a platform for the doctorial thesis. Games are a growing culture form and today a lot of people are playing different types of computer and video games. Internationally the industry has expanded and some of the successful games have generated spectacular revenues. In Sweden the industry has received attention from different actors like universities, government bodies and media. There are today educations that are focused on game development and there are programs which allocates grants towards game companies. The rapid development in the computers technology has had a great impact on the game industry, which is dependent on hardware development to create games. The first computer games were made for some of the very first computers in the 1940´s and 1950´s. In the 1970´s a market for games was created when arcade machines and somewhat later home consoles were introduced. The industry has grown and includes today some of the largest companies in the world.