Information to Business Canada Business - Nova Scotia’S Monthly Business Information Bulletin June 2011

Total Page:16

File Type:pdf, Size:1020Kb

Information to Business Canada Business - Nova Scotia’S Monthly Business Information Bulletin June 2011 from Information to Business Canada Business - Nova Scotia’s monthly business information bulletin June 2011 Business Article Playing with the Big Boys It’s game on for digital business by Kayla MacDonald and Cindy Allen f you’ve watched YouTube, played Ia game on your Nintendo DS, or downloaded the latest app for your handheld device lately, then you know how pervasive digital media has become in our entertainment and information worlds. With parts of Canada dubbed the “Silicon Valley of the North”, the country has become a hotbed of tech- Photo: John Sherlock nology innovation involving some Matthew and Jason Doucette of Xona Games in Yarmouth, Nova Scotia: 14,000 skilled digital media workers, Quality products trump business location in the gaming world. and 260+ digital media companies. Within the sector, the multibillion- leaders across the entire gaming value turnaround and a good quality of life dollar video game industry is expe- chain – from tools development to are all cited as draws to the province. riencing tremendous growth, with casual games and serious games, to Canadian companies poised as global mobile game and gameware develop- Twin brothers Matthew and Jason ment. Doucette well know the benefits of doing business here and have happily In this issue: It’s an industry on the move. Literally. never had to leave home to reach their Digital Media level of business success. More and more companies are choos- Business Article ... p.1 ing to set up shop outside of the “Video game development is part of Playing with the Big Boys: It’s game on for digital business traditional hubs of gaming creativity a highly competitive global market,” - Toronto, Vancouver and Montreal. the Xona Games creators explain, but Ask the Staff ... p. 2 Nova Scotia, for example, is home the physical location of a digital busi- How can I get a publishing deal for my to internationally-recognized studios ness barely matters in a wired world. video game? such as HB Studios, Longtail Studios, Canada Business Blog ... p. 3 the Red Space, Twisted Oak and Xona The world’s top publishers such Mobile websites – do you need one? Games, with more expected to arrive. as Nintendo, Electronic Arts, and Activision, have their pick of games Industry Profile ... p.4 Attractive tax incentives, a highly- developed around the globe, yet Xona Digital Media skilled workforce, low employee Games, located in small-town Nova continued ..... Nova Scotia Business Information for Entrepreneurs “If you don’t enjoy the process and usual” at a trade show like this. “It boils down can’t challenge yourself, then maybe the industry isn’t right for you.” The brothers laugh as they highlight to the the unique cultural differences these Both Acadia University graduates events tend to reveal about the digital fundamental realize that a university education business world, where media and can only get you so far. “Like most video game developers are beyond the principle that things, it boils down to the funda- formality of wearing a suit and tie: mental principle that practice makes practice makes perfect,” reinforces Jason. “Some of the biggest industry leaders walk around wearing ripped jeans and perfect” Practice, plus the evolution of new an old t-shirt.” In the gaming industry, concepts and credos. The brothers appearances are irrelevant: A devel- compiled their own philosophies into oper’s work speaks for itself, say Scotia is firmly on the global radar something they call “Game Code” – a the brothers, and is an art form that with its award-winning games, and list of do’s and don’ts collected from entails creative and quality work. enjoying recognition in notable gam- video games they played in their ing publications. youth. Jason adds that while the Game As digital media evolves and new Code doesn’t necessarily guarantee forms emerge, so do opportunities for How? The Doucettes started their in- success, it does guarantee high quality: developers. Mobile gaming systems dependent business young, and with an element publishers want. and family-friendly video games are a unique recipe for success. just a few niches now spurring indus- It’s also important to get out there and try growth. The Doucette brothers “Many people think that my brother attend events like the annual Game plan on taking full advantage of the and I are gifted or that our expertise Developers Conference, the world’s expanding industry. is a product of the classroom, but it is largest professionals-only game our continuous crafting of new games industry event, held in San Francisco, “Games for social media platforms and dedication that has taught us California. This year, Matthew and such as Farm Ville on Facebook, and everything we know.” Jason’s small business display was set games geared towards women are a up near industry giants like Nintendo few changes that have already taken Matthew also advocates that if you’re and Google. storm,” says Doucette. “The industry interested in the development busi- is here to stay and can only be expect- ness, first jump in and give it a try. But don’t expect “business quite as ed to continue to grow.” Profile of an entrepreneur Who: Jason and Matthew Doucette Company: Xona Studios, video game design Location: Yarmouth, Nova Scotia Established: 2008 Current Game Platforms: Xbox LIVE Indie Games and Windows Phone 7 Future Goals: Xbox LIVE Arcade, PlayStation Network, Windows PC, Nintendo Wii and iPhone Watch: Matthew’s Are you smarter than a CEO? Interview: http://www.youtube.com/watch?v=ChF8o28_c1o Above: A Xona Games display looks completely at home just steps from that of global giant, Nintendo. from Information to Business 2 Ask the Staff publishers keep to one platform, Secrets of the Game Business, Second genre or budget size, while others Edition tend to dabble more in the unfamiliar. Francois Dominic Laramee How can I get a publishing deal for my video game? The publisher is not your enemy – Need a book that unveils the inner You might find yourself thinking that workings of the flashy but serious By Molly Fall a publisher is a difficult entity that you game development and publishing must deal with in order to accomplish industry? If you are thinking about here are no hard and fast rules to something. But, don’t forget that a creating a game development com- Tsuccess in pitching your game and developer/publisher relationship is a pany, want your existing company to negotiating a deal with a publisher, win/win situation and the end result prosper for a long time, or just want to but there are a few things you should benefits both. Approach publishers in understand how and why the business be aware of that can help you increase the spirit of cooperation and respect, evolved to its current dynamics, then your chances.. and if everything works, you’ll end up this is right book for you. This book with a game on the shelves. provides an insightful look into the The chances of getting a publishing current state of the industry and future deal on a design document alone challenges facing developers. are slim to none – In addition to a good design you’ll need a playable Feature Blogs Get rich with apps! Your Guide to demo, a good team with a proven track Mobile websites — do you Reaching More Customers and Mak- record, and a clear written plan for need one? ing Money Now items such as budgeting, marketing, Jesse Feiler treatment, and scheduling. As internet access shifts from the desktop to the handset, a mobile It is safe to say that you will probably Publishers are not gamers – The website can be an effective way to use iPhone apps either as a developer, demo you send should have walk- share information and engage your a marketer, a business owner, or an end through instructions and a way customers. user. The cost of this software devel- to jump from one part to the next opment has changed the way forward- without having to beat each level. To learn more about promoting your thinking people approach the idea of A guided tour or anything else that business online, visit our section on software development. With such low doesn’t require having to play the Online Marketing. You may also be costs, it is possible to develop an app game can make it easier for the interested in our Pros and Cons of So- or have them developed for even the publisher to decide why it should be cial Media page, which offers infor- smallest business. Get Rich with Apps published. mation on incorporating social media will show you how to look at apps in into your marketing strategy. a new way and learn what works, and To most people a “camper” is what does not. something to take a trip in – Don’t http://www.canadabusiness.ca/eng/ assume that publishers are familiar blog/entry/6379/ YouTube: Online Video Marketing with gaming jargon or lingo. It is best for any business for Business to avoid any form of slang, even if you Michael Miller are sure they will understand, because this will keep your submission profes- Hot Picks YouTube is a fun and popular site, sional and credible. constantly ranking in the top five The following publications are avail- of all sites on the Web with more All publishers are not the same – able through the Canada Business than 130 million visitors per month. Pitching to as many publishers as pos- - Nova Scotia resource library. Some YouTube for Business is part market- sible will increase the chances of your may also be available from our net- ing text, part computer book; that is game being picked up.
Recommended publications
  • 2KSWIN PGA2K21 NSW Onlin
    WICHTIGE GESUNDHEITSINFORMATIONEN: PHOTOSENSITIVE ANFÄLLE (ANFÄLLE DURCH LICHTEMPFINDLICHKEIT) Bei einer sehr kleinen Anzahl von Personen können bestimmte visuelle Einflüsse (beispielsweise aufflackernde Lichter oder visuelle Muster, wie sie in Videospielen vorkommen) zu photosensitiven Anfällen führen. Diese können auch bei Personen auftreten, in deren Krankheitsgeschichte keine Anzeichen für Epilepsie o. Ä. vorhanden sind, bei denen jedoch ein nicht diagnostizierter medizinischer Sachverhalt vorliegt, der diese so genannten „photosensitiven epileptischen Anfälle“ während der Nutzung von Videospielen hervorrufen kann. Zu den Symptomen gehören Schwindel, Veränderungen der Sehleistung, Zuckungen im Auge oder Gesicht, Zuckungen oder Schüttelbewegungen der Arme und Beine, Orientierungsverlust, Verwirrung oder vorübergehender Bewusstseinsverlust und Bewusstseinsverlust oder Schüttelkrämpfe, die zu Verletzungen durch Hinfallen oder das Stoßen gegen in der Nähe befindliche Gegenstände führen können. Falls beim Spielen ein derartiges Symptom auftritt, müssen Sie das Spiel sofort abbrechen und ärztliche Hilfe anfordern. Eltern sollten ihre Kinder beobachten und diese nach den oben genannten Symptomen fragen. Die Wahrscheinlichkeit, dass derartige Anfälle auftreten, ist bei Kindern und Teenagern größer als bei Erwachsenen. Die Gefahr kann durch vergrößerten Abstand zum Bildschirm, Verwenden eines kleineren Bildschirms, Spielen in einem gut beleuchteten Zimmer und Vermeiden des Spielens bei Müdigkeit verringert werden. Wenn Sie oder ein Familienmitglied
    [Show full text]
  • Vgarchive : My Video Game Collection 2021
    VGArchive : My Video Game Collection 2021 Nintendo Entertainment System 8 Eyes USA | L Thinking Rabbit 1988 Adventures in the Magic Kingdom SCN | L Capcom 1990 Astérix FRA | L New Frontier / Bit Managers 1993 Astyanax USA | L Jaleco 1989 Batman – The Video Game EEC | L Sunsoft 1989 The Battle of Olympus NOE | CiB Infinity 1988 Bionic Commando EEC | L Capcom 1988 Blades of Steel SCN | L Konami 1988 Blue Shadow UKV | L Natsume 1990 Bubble Bobble UKV | CiB Taito 1987 Castlevania USA | L Konami 1986 Castlevania II: Simon's Quest EEC | L Konami 1987 Castlevania III: Dracula's Curse FRA | L Konami 1989 Chip 'n Dale – Rescue Rangers NOE | L Capcom 1990 Darkwing Duck NOE | L Capcom 1992 Donkey Kong Classics FRA | L Nintendo 1988 • Donkey Kong (1981) • Donkey Kong Jr. (1982) Double Dragon USA | L Technōs Japan 1988 Double Dragon II: The Revenge USA | L Technōs Japan 1989 Double Dribble EEC | L Konami 1987 Dragon Warrior USA | L Chunsoft 1986 Faxanadu FRA | L Nihon Falcom / Hudson Soft 1987 Final Fantasy III (UNLICENSED REPRODUCTION) USA | CiB Square 1990 The Flintstones: The Rescue of Dino & Hoppy SCN | B Taito 1991 Ghost'n Goblins EEC | L Capcom / Micronics 1986 The Goonies II NOE | L Konami 1987 Gremlins 2: The New Batch – The Video Game ITA | L Sunsoft 1990 High Speed ESP | L Rare 1991 IronSword – Wizards & Warriors II USA | L Zippo Games 1989 Ivan ”Ironman” Stewart's Super Off Road EEC | L Leland / Rare 1990 Journey to Silius EEC | L Sunsoft / Tokai Engineering 1990 Kings of the Beach USA | L EA / Konami 1990 Kirby's Adventure USA | L HAL Laboratory 1993 The Legend of Zelda FRA | L Nintendo 1986 Little Nemo – The Dream Master SCN | L Capcom 1990 Mike Tyson's Punch-Out!! EEC | L Nintendo 1987 Mission: Impossible USA | L Konami 1990 Monster in My Pocket NOE | L Team Murata Keikaku 1992 Ninja Gaiden II: The Dark Sword of Chaos USA | L Tecmo 1990 Rescue: The Embassy Mission EEC | L Infogrames Europe / Kemco 1989 Rygar EEC | L Tecmo 1987 Shadow Warriors FRA | L Tecmo 1988 The Simpsons: Bart vs.
    [Show full text]
  • 2020 Annual Report
    TAKE-TWO INTERACTIVE SOFTWARE, INC. 2020 ANNUAL REPORT 3 Generated significant cash flow and ended the year with $2.00 BILLION in cash and short-term investments Delivered record Net Bookings of Net Bookings from recurrent $2.99 BILLION consumer spending grew exceeded original FY20 outlook by nearly 20% 34% to a new record and accounted for units sold-in 51% 10 MILLION to date of total Net Bookings Up over 50% over Borderlands 2 in the same period One of the most critically-acclaimed and commercially successful video games of all time with over units sold-in 130 MILLION to date Digitally-delivered Net Bookings grew Developers working in game development and 35% 4,300 23 studios around the world to a new record and accounted for Sold-in over 12 million units and expect lifetime units, recurrent consumer spending and Net Bookings to be 82% the highest ever for a 2K sports title of total Net Bookings TAKE-TWO INTERACTIVE SOFTWARE, INC. 2020 ANNUAL REPORT DEAR SHAREHOLDERS, Fiscal 2020 was another extraordinary year for Take-Two, during which we achieved numerous milestones, including record Net Bookings of nearly $3 billion, as well as record digitally-delivered Net Bookings, Net Bookings from recurrent consumer spending and earnings. Our stellar results were driven by the outstanding performance of NBA 2K20 and NBA 2K19, Grand Theft Auto Online and Grand Theft Auto V, Borderlands 3, Red Dead Redemption 2 and Red Dead Online, The Outer Worlds, WWE 2K20, WWE SuperCard and WWE 2K19, Social Point’s mobile games and Sid Meier’s Civilization VI.
    [Show full text]
  • Take-Two Interactive Software 1Q22 Quarterly Results – Management Prepared Remarks August 2, 2021
    Take-Two Interactive Software 1Q22 Quarterly Results – Management Prepared Remarks August 2, 2021 SAFE HARBOR – Nicole Shevins, SVP, Investor Relations & Corp. Comms • Good afternoon. Thank you for joining our conference call to discuss our results for the first quarter of fiscal year 2022, ended June 30, 2021. Today’s call will be led by Strauss Zelnick, Take-Two’s Chairman and Chief Executive Officer, Karl Slatoff, our President, and Lainie Goldstein, our Chief Financial Officer. We will be available to answer your questions during the Q&A session following our prepared remarks. • Before we begin, I’d like to remind everyone that statements made during this call that are not historical facts are considered forward-looking statements under federal securities laws. These forward-looking statements are based on the beliefs of our management, as well as assumptions made by and information currently available to us. We have no obligation to update these forward-looking statements. Actual operating results may vary significantly from these forward-looking statements based on a variety of factors. These important factors are described in our filings with the SEC, including the Company's most recent Annual Report on Form 10-K and Quarterly Report on Form 10-Q, including the risks summarized in the section entitled "Risk Factors." I'd also like to note that, unless otherwise stated, all numbers we will be discussing today are GAAP and all comparisons are year-over-year. Additional details regarding our actual results and outlook are contained in our press release, including the items that our management uses internally to adjust our GAAP financial results in order to evaluate our operating performance.
    [Show full text]
  • 2021 ANNUAL REPORT Generated Significant Cash flow and Ended the Year with $2.7 BILLION in Cash and Short-Term Investments
    CREATIVITY INNOVATION EFFICIENCY 2021 ANNUAL REPORT Generated significant cash flow and ended the year with $2.7 BILLION in cash and short-term investments Delivered record operating results, including Net Bookings from recurrent Net Bookings of approximately consumer spending grew $3.6 BILLION 48% to a new record and accounted for Net Cash from Operating Activities of $912 MILLION 63% of total Net Bookings Participation levels One of the most reached an all-time critically-acclaimed high for new and and commercially returning players, and successful video recurrent consumer games of all time spending grew with over 145 MILLION 31% units sold-in to date Digitally-delivered Developers working Net Bookings grew in game development and 26 studios 5,000+ around the world 27% to a new record and accounted for Sold-in over 10 million units and recurrent consumer spending for the 87% NBA 2K series grew of total Net Bookings 73% DEAR SHAREHOLDERS, Fiscal 2021 was an exceptional year for Take-Two. We delivered a diverse array of content, provided innovative ways for our audiences to remain captivated and engaged, and enabled our communities to stay connected with family and friends. We achieved record operating results, including Net Bookings of approximately $3.6 billion – representing 19% growth compared to the prior year – and Net Cash from Operating Activities of $912 million. Net revenue grew 9% to $3.4 billion. Through the efforts of our colleagues around the world, we achieved these results despite significant, unforeseen and prolonged challenges, which was truly a reflection of our collective resilience and singular commitment to excellence.
    [Show full text]
  • PGA Tour-Events
    BELANGRIJKE GEZONDHEIDSWAARSCHUWING: LICHTGEVOELIGE AANVALLEN. Bij een zeer klein percentage personen kan een aanval optreden wanneer zij worden blootgesteld aan bepaalde visuele beelden, waaronder lichtflitsen of bepaalde patronen die in videogames kunnen voorkomen. Ook bij mensen die geen ziektegeschiedenis hebben van dergelijke aandoeningen of van epilepsie kan een lichte aandoening optreden waardoor zij “lichtgevoelige epileptische aanvallen” ervaren bij het bekijken van videogames. Deze aanvallen kunnen gepaard gaan met een licht gevoel in het hoofd, verminderend gezichtsvermogen, zenuwtrekken in het gezicht of de ogen, trillen van armen of benen, desoriëntatie, verwarring, tijdelijk verlies van bewustzijn en bewusteloosheid of stuiptrekkingen waarvan verwondingen als gevolg van vallen of het in aanraking komen met nabije objecten het gevolg kunnen zijn. Bij het ondervinden van een van deze symptomen, moet de game onmiddelijk worden gestopt en een arts worden geraadpleegd. Ouders moeten letten op deze symptomen of hun kinderen ernaar vragen - deze aanvallen treden vaker op bij kinderen en tieners. Het risico kan worden verminderd door verder van het scherm af te gaan zitten; een kleiner scherm te gebruiken; in een goed verlichte kamer te spelen en niet te spelen indien slaperig of moe. Wanneer bij uzelf of een van uw familieleden een ziektegeschiedenis van epilepsie bestaat, dient voor het spelen een arts te worden geraadpleegd. Inhoud 2 Controlleroverzicht 3 MyPLAYER 4 PGA TOUR Career Mode 4 PGA Tour-events 5 Sponsordoelen 5 FedExCup Points 5 FedExCup Playoffs 6 Rivalen in je carrière 7 Nu spelen 7 Lokale match 7 Online matches 7 Private matches 8 Societies 9 Training 1 Controlleroverzicht Hiermee kun je het spel pauzeren, TRUE SHOT: de scorekaart en het klassement + hiermee Maakt het mogelijk bekijken, stoppen, de besturing kun je FADE/ om een hogere hoek aanpassen.
    [Show full text]
  • Pre-Order Madden Nfl 21
    OFFERS VALID UNLESSAUGUST NOTED OTHERWISE 16 22, 2020 AVAILABLE AUGUST 25 PRE-ORDER OFFERS EXPIRE ON AUG 28, 2020 FOR NEW PURCHASES OF MADDEN NFL 21 (“PRODUCT”) AND INCLUDE 1 NFL TEAM ELITE PACK, 5 GOLD TEAM FANTASY PACKS, AND A BASE UNIFORM SET. MVP EDITION PRE-ORDER INCLUDE POWER UP FOR LAMAR JACKSON ELITE ITEM. DELUXE EDITION CONTAINS 7 MUT GOLD TEAM FANTASY PACKS. MVP EDITION CONTAINS 12 MUT GOLD TEAM FANTASY PACKS, 1 LARGE QUICKSELL TRAINING PACK, COMPETITIVE GAMING PACK, MCS ULTIMATE CHAMPION PACK, AND LAMAR JACKSON ELITE ITEM. GOLD TEAM FANTASY PACKS CONTAIN 1 OF 32 GOLD NFL TEAM PACKS WITH AT LEAST 1 GOLD PLAYER FROM THE SELECTED TEAM. ALL ELITE PLAYER AND PACK ITEMS ARE NON-AUCTIONABLE AND NON-TRADABLE. FOR RETAIL PREORDERS, SEE RETAILER FOR EARLY ACCESS DISTRIBUTION DETAILS AND PICK-UP TIME. FOR DIGITAL PRE-ORDERS, PRODUCT WILL BE AVAILABLE TO DOWNLOAD ON AUG 25, 2020. ACCESS TO CONTENT MAY REQUIRE REGISTRATION WITH A SINGLE-USE CODE. CONSULT YOUR RETAILER FOR DISTRIBUTION DETAILS. CODES MUST BE REDEEMED BY SEP 1, 2021 TO RECEIVE PRE-ORDER CONTENT. ALL ITEMS WILL BE ENTITLED UPON LOGGING INTO YOUR EA ACCOUNT AT GAME LAUNCH AND ACCESSING THE MUT IN-GAME STORE. ALL ITEMS WILL BE ENTITLED UPON CODE REDEMPTION, LOGGING INTO YOUR EA ACCOUNT AT GAME LAUNCH, AND ACCESSING THE MUT IN-GAME STORE. VALID WHEREVER PRODUCT IS SOLD. OFFER MAY NOT BE SUBSTITUTED, EXCHANGED, SOLD, OR REDEEMED FOR CASH OR OTHER GOODS OR SERVICES. MAY NOT BE COMBINED WITH ANY OTHER PROMOTIONAL OR DISCOUNT OFFER, UNLESS EXPRESSLY AUTHORIZED BY EA; MAY NOT BE COMBINED WITH ANY PREPAID CARD REDEEMABLE FOR THE APPLICABLE CONTENT.
    [Show full text]
  • Stockholm Studies in Sociology New Series 56
    ACTA UNIVERSITATIS STOCKHOLMIENSIS Stockholm Studies in Sociology New series 56 The Sociality of Gaming A mixed methods approach to understanding digital gaming as a social leisure activity. Lina Eklund © Lina Eklund and Acta Universitatis Stockholmiensis 2012 ISSN 0491-0885 ISBN (digital version): 978‐91‐87235‐11‐5 ISBN (printed version): 978‐91‐87235‐12‐2 Printed in Sweden by US-AB, Stockholm 2012 Distributor: Stockholm University Library Cover image: P.B. Holliland Author photo: Carlis Fridlund To my father, for all the things we dream of and all the things we do Contents List of studies .........................................................................................viii Preamble ................................................................................................... 1 Part 1: Introduction ................................................................................. 3 Digital Gaming ...................................................................................................... 3 The Sociality of Gaming ...................................................................................... 7 Aims ........................................................................................................................9 Part 2: Background ............................................................................... 10 Game and Play.................................................................................................... 10 Defining and understanding games ...............................................................
    [Show full text]
  • May 20, 2019 Final Fantasy XI Online
    RETAIL COUNT: 555 DIGITAL COUNT: 289 TOTAL COUNT: 844 LAST UPDATE: May 20, 2019 Final Fantasy XI Online – 2007 Edition Square Enix 2007 EUR | CiB Final Fantasy XI Online – Starter Pack Square Enix 2007 EUR | CiB Nox Westwood Studios 2000 EUR | L Worms 2 Team17 Software 1997 EUR | L Amnesia: The Dark Descent Frictional Games 2010 EUR Baldur's Gate – Enhanced Edition BioWare / Overhaul Games 2012 EUR Dota 2 Valve 2013 EUR Final Fantasy VII Square Enix 2012 EUR Portal Valve 2007 EUR Tom Clancy's Splinter Cell: Chaos Theory Ubisoft Montréal 2005 EUR Beneath a Steel Sky Revolution Software 1994 EUR Fallout InterplayInterplay ProductionsProductions 1997 EUR Fallout 2 Black Isle Studios 1998 EUR Leisure Suit Larry: Love for Sail! Sierra On-Line 1996 EUR Lure of the Temptress Revolution Software 1992 EUR Machinarium [Collector's Edition] Amanita Design 2009 EUR SimCity Maxis Software 1989 EUR Supaplex Think!Ware Development 1991 EUR The Elder Scrolls: Arena Bethesda Softworks 1994 EUR The Elder Scrolls: Chapter II – Daggerfall Bethesda Softworks 1996 EUR Star Wars: The Old Republic BioWare Austin 2011 EUR 8 Eyes Thinking Rabbit 1988 USA | L Adventures in the Magic Kingdom Capcom 1990 SCN | L Astérix New Frontier / Bit Managers S.L. 1993 FRA | L Batman – The Video Game Sunsoft 1989 EEC | L The Battle of Olympus InfinityInfinity 1988 NOE | CiB Bionic Commando Capcom 1988 EEC | L Blue Shadow Natsume 1990 UKV | L Bubble Bobble Taito 1987 UKV | CiB Castlevania Konami 1986 USA | L Castlevania II: Simon's Quest Konami 1987 EEC | L Castlevania III: Dracula's
    [Show full text]
  • Working Paper – Please Do Not Cite Without Author's Permission
    WORKING PAPER – PLEASE DO NOT CITE WITHOUT AUTHOR’S PERMISSION Understanding Video Game Developers as an Occupational Community Johanna Weststar University of Western Ontario Abstract The video game industry is highly lucrative and has rapidly expanded over the last four decades. However there is limited academic research about the people who actually make the video games. This article provides an in-depth look into the culture of the video game workforce. Using ethnography and discourse analysis, this article seeks to identify and understand video game developers as a unique social group called an occupational community (Van Maanen and Barley, 1984). Understanding video game developers as an occupational community is important to further study of this group because it lays a foundational framework from which to understand their actions and responses to various environmental forces. The concept of occupational community situates meaning within the workers and can be used to understand both alignment with and deviations from supposed organizational, industry, and societal norms. Keywords occupational community, video game industry, occupational identity, work-life boundary, high-tech, cultural labour, control Introduction The making of video games is a highly lucrative industry that has rapidly expanded over the last four decades. Games have evolved from ‘Pong’ to highly interactive and complex epics with near life-like computer graphics that take years and millions to produce. The global game market revenue is about $65 billion and is larger than the film and music industries combined (Reuters, 2011). Given this rise and the nature of the content of most video games, it is not surprising that a significant number of popular articles and academic research have focused on the cultural and communicative impacts of the content of video games (i.e., sex and violence in particular).
    [Show full text]
  • NBA® 2K22 Features Luka Dončić and NBA Scoring Legends – Kareem Abdul- Jabbar, Dirk Nowitzki, and Kevin Durant – As Cover Athletes
    Anyone, Anywhere: NBA® 2K22 Features Luka Dončić and NBA Scoring Legends – Kareem Abdul- Jabbar, Dirk Nowitzki, and Kevin Durant – as Cover Athletes July 14, 2021 Special edition covers created by world-renowned artist, Charly Palmer, to celebrate the legacy of basketball in honor of the NBA’s 75th Anniversary NEW YORK--(BUSINESS WIRE)--Jul. 14, 2021-- 2K today announced the full roster of cover athletes for NBA® 2K22, the next installment of the top-rated and top-selling NBA video game simulation series of the past 20 years*. Global phenomenon and two-time NBA All-Star, Luka Dončić, graces the Standard Edition and Cross-Gen Digital Bundle, while a trio of the NBA’s most impactful big men – Kareem Abdul-Jabbar, Dirk Nowitzki, and Kevin Durant – feature in a premium, NBA 75th Anniversary Edition, showcasing how each of these athletes changed the game. This press release features multimedia. View the full release here: https://www.businesswire.com/news/home/20210714005326/en/ All editions of NBA 2K22 are currently scheduled for worldwide release on September 10, 2021 and are available for pre-order today. Featuring best-in-class visual presentation and player AI, historic teams, and a wide variety of hoops experiences, NBA 2K22 puts the entire basketball universe in the player’s hands. “Making the global cover of NBA 2K22 is special for me,” said Dončić. “I’m proud to represent my country in a special cover that honors the colors of the Slovenian flag. Basketball has given me so much, and I’m excited to give back and work together with 2K Foundations this year to help the lives of young kids around the globe.” This year, NBA 2K22 will offer three editions of the game available on digital and physical formats: Standard Edition, a Cross-Gen Digital Bundle and a special 2K today announced the full roster of cover athletes for NBA® 2K22, the next installment of the NBA 75th Anniversary Edition: top-rated and top-selling NBA video game simulation series of the past 20 years*.
    [Show full text]
  • Unity3d Jobreport Week42
    WOLFIES: Unity3D Jobreport UNITY3D JOBREPORT WEEK 42 Unity3D jobs worldwide: week 42 Other 28% United States 33% Poland 3% Learn to develop Turkey 4% your own games! Germany 4% United Kingdom 10+ courses 10% India 5% lifetime access Netherlands Canada 5% 8% $99 only https://www.linkedin.com/company/wolfie/ WOLFIES: Unity3D Jobreport https://www.linkedin.com/jobs/view/1939027157 etermax Software Engineer - Unity | JavaBuenos | Kotlin Aires | iOS | AndroidArgentina https://www.linkedin.com/jobs/view/2011713278 etermax Java/Kotlin Dev - Machine LearningBuenos Aires Argentina https://www.linkedin.com/jobs/view/2181927461 MediaMonks Unity Developer at MediaMonksBuenos BA Aires Argentina https://www.linkedin.com/jobs/view/2184077572 R/GA Senior QA Engineer (ManualBuenos Testing) Aires Argentina https://www.linkedin.com/jobs/view/2186316196 Wildlife Studios Mobile Engineer Buenos Aires Argentina https://www.linkedin.com/jobs/view/2199426219 Spartan GG'S Game Developer Buenos Aires Argentina https://www.linkedin.com/jobs/view/2185780868/ Recruitment Hive Web Developer Canberra Australia https://www.linkedin.com/jobs/view/2211328491/ Tricom Solutions Web Designer Canberra Australia https://www.linkedin.com/jobs/view/2011651686 Safran Image Processing Engineer Botany Australia https://www.linkedin.com/jobs/view/2210153576/ Ratbacher GmbH Game Developer C++ Wiener Neudorf Austria https://www.linkedin.com/jobs/view/2201109191 Bongfish GmbH Junior Software Engineer Graz Austria https://www.linkedin.com/jobs/view/2172848745 join.com CREATIVE XR/WEB
    [Show full text]