Advertising: Video Games
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Advertising and the Public Interest. a Staff Report to the Federal Trade Commission. INSTITUTION Federal Trade Commission, New York, N.Y
DOCUMENT RESUME ED 074 777 EM 010 980 AUTHCR Howard, John A.; Pulbert, James TITLE Advertising and the Public Interest. A Staff Report to the Federal Trade Commission. INSTITUTION Federal Trade Commission, New York, N.Y. Bureau of Consumer Protection. PUB EATE Feb 73 NOTE 575p. EDRS PRICE MF-$0.65 HC-$19.74 DESCRIPTORS *Broadcast Industry; Commercial Television; Communication (Thought Transfer); Consumer Economics; Consumer Education; Federal Laws; Federal State Relationship; *Government Role; *Investigations; *Marketing; Media Research; Merchandise Information; *Publicize; Public Opinj.on; Public Relations; Radio; Television IDENTIFIERS Federal Communications Commission; *Federal Trade Commission; Food and Drug Administration ABSTRACT The advertising industry in the United States is thoroughly analyzed in this comprehensive, report. The report was prepared mostly from the transcripts of the Federal Trade Commission's (FTC) hearings on Modern Advertising Practices.' The basic structure of the industry as well as its role in marketing strategy is reviewed and*some interesting insights are exposed: The report is primarily concerned with investigating the current state of the art, being prompted mainly by the increased consumes: awareness of the nation and the FTC's own inability to set firm guidelines' for effectively and consistently dealing with the industry. The report points out how advertising does its job, and how it employs sophisticated motivational research and communications methods to reach the wide variety of audiences available. The case of self-regulation is presented with recommendationS that the FTC be particularly harsh in applying evaluation criteria tochildren's advertising. The report was prepared by an outside consulting firm. (MC) ADVERTISING AND THE PUBLIC INTEREST A Staff Report to the Federal Trade Commission by John A. -
Activision and Lionhead Studios Roll out the Red Carpet at Retail Stores for the Movies (TM): Stunts & Effects Expansion Pack
Activision and Lionhead Studios Roll Out the Red Carpet at Retail Stores for the Movies (TM): Stunts & Effects Expansion Pack SANTA MONICA, June 6, 2006 /PRNewswire-FirstCall via COMTEX News Network/ -- PC gamers can make movie magic with Activision, Inc. (Nasdaq: ATVI) and Lionhead(R) Studios' The Movies(TM): Stunts & Effects Expansion Pack, which ships to retail stores nationwide today. Building on The Movies' critically acclaimed gameplay, The Movies: Stunts & Effects Expansion Pack gives players the tools to turn ordinary scripts into blockbuster films with the addition of stuntmen, astounding visual effects, a variety of dangerous stunts, a movie-making toolset, impressive new sets and an innovative "Freecam Mode" that allows players to adjust the camera location, angle, field of view and path. "The Movies: Stunts & Effects Expansion Pack allows players to create scenes that will have audiences on the edge their seats," said Dusty Welch, vice president of global brand management, Activision, Inc. "From car scenes that end in epic explosions to sci-fi thrillers that feature alien spaceships destroying an entire city, The Movies: Stunts & Effects gives fans what they need to make runaway smash hits." The Movies: Stunts & Effects Expansion Pack allows players to enhance each scene with a variety of options, including death- defying stunts and various particle and visual effects such as fireball explosions, shattering glass, smoke and lasers. Miniature sets, blue screens and green screens add to the spectacular action with dramatic sweeping angles, larger-than-life scale and the illusion of flying across diverse landscapes. Gamers are further immersed into the Hollywood lifestyle as they train and manage stuntmen, as well as compete for industry awards and achievements by uploading their movies to www.themoviesgame.com for the entire world to see. -
The Resurrection of Permadeath: an Analysis of the Sustainability of Permadeath Use in Video Games
The Resurrection of Permadeath: An analysis of the sustainability of Permadeath use in Video Games. Hugh Ruddy A research paper submitted to the University of Dublin, in partial fulfilment of the requirements for the degree of Master of Science Interactive Digital Media 2014 Declaration I declare that the work described in this research paper is, except where otherwise stated, entirely my own work and has not been submitted as an exercise for a degree at this or any other university. Signed: ___________________ Hugh Ruddy 28th February 2014 Permission to lend and/or copy I agree that Trinity College Library may lend or copy this research Paper upon request. Signed: ___________________ Hugh Ruddy 28th February 2014 Abstract The purpose of this research paper is to study the the past, present and future use of Permadeath in video games. The emergence of Permadeath games in recent months has exposed the mainstream gaming population to the concept of the permanent death of the game avatar, a notion that has been vehemently avoided by game developers in the past. The paper discusses the many incarnations of Permadeath that have been implemented since the dawn of video games, and uses examples to illustrate how gamers are crying out for games to challenge them in a unique way. The aims of this are to highlight the potential that Permadeath has in the gaming world to become a genre by itself, as well as to give insights into the ways in which gamers play Permadeath games at the present. To carry out this research, the paper examines the motivation players have to play games from a theoretical standpoint, and investigates how the possibilty of failure in video games should not be something gamers stay away from. -
Advertising and the Creation of Exchange Value
University of Massachusetts Amherst ScholarWorks@UMass Amherst Doctoral Dissertations Dissertations and Theses Summer November 2014 Advertising and the Creation of Exchange Value Zoe Sherman University of Massachusetts Amherst Follow this and additional works at: https://scholarworks.umass.edu/dissertations_2 Part of the Economic History Commons, Political Economy Commons, and the Public Relations and Advertising Commons Recommended Citation Sherman, Zoe, "Advertising and the Creation of Exchange Value" (2014). Doctoral Dissertations. 205. https://doi.org/10.7275/5625701.0 https://scholarworks.umass.edu/dissertations_2/205 This Open Access Dissertation is brought to you for free and open access by the Dissertations and Theses at ScholarWorks@UMass Amherst. It has been accepted for inclusion in Doctoral Dissertations by an authorized administrator of ScholarWorks@UMass Amherst. For more information, please contact [email protected]. ADVERTISING AND THE CREATION OF EXCHANGE VALUE A Dissertation Presented by ZOE SHERMAN Submitted to the Graduate School of the University of Massachusetts Amherst in partial fulfillment of the requirements for the degree of DOCTOR OF PHILOSOPHY September 2014 Economics © Copyright by Zoe Sherman 2014 All Rights Reserved ADVERTISING AND THE CREATION OF EXCHANGE VALUE A Dissertation Presented by ZOE SHERMAN Approved as to style and content by: ______________________________________ Gerald Friedman, Chair ______________________________________ Michael Ash, Member ______________________________________ Judith Smith, Member ___________________________________ Michael Ash, Department Chair Economics DEDICATION Dedicated to the memory of Stephen Resnick. ACKNOWLEDGMENTS I have had many strokes of good fortune in my life, not least the intellectual and emotional support I have enjoyed throughout my graduate studies. Stephen Resnick, Gerald Friedman, Michael Ash, and Judith Smith were the midwives of this work. -
The Development and Validation of the Game User Experience Satisfaction Scale (Guess)
THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) A Dissertation by Mikki Hoang Phan Master of Arts, Wichita State University, 2012 Bachelor of Arts, Wichita State University, 2008 Submitted to the Department of Psychology and the faculty of the Graduate School of Wichita State University in partial fulfillment of the requirements for the degree of Doctor of Philosophy May 2015 © Copyright 2015 by Mikki Phan All Rights Reserved THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) The following faculty members have examined the final copy of this dissertation for form and content, and recommend that it be accepted in partial fulfillment of the requirements for the degree of Doctor of Philosophy with a major in Psychology. _____________________________________ Barbara S. Chaparro, Committee Chair _____________________________________ Joseph Keebler, Committee Member _____________________________________ Jibo He, Committee Member _____________________________________ Darwin Dorr, Committee Member _____________________________________ Jodie Hertzog, Committee Member Accepted for the College of Liberal Arts and Sciences _____________________________________ Ronald Matson, Dean Accepted for the Graduate School _____________________________________ Abu S. Masud, Interim Dean iii DEDICATION To my parents for their love and support, and all that they have sacrificed so that my siblings and I can have a better future iv Video games open worlds. — Jon-Paul Dyson v ACKNOWLEDGEMENTS Althea Gibson once said, “No matter what accomplishments you make, somebody helped you.” Thus, completing this long and winding Ph.D. journey would not have been possible without a village of support and help. While words could not adequately sum up how thankful I am, I would like to start off by thanking my dissertation chair and advisor, Dr. -
To E-Commerce EC4E Ch 01 WA 11-23.Qxd 12/10/2007 5:16 PM Page 2
EC4E_Ch_01_WA_11-23.qxd 12/10/2007 5:16 PM Page 1 PART 1 CHAPTER 1 The Revolution Is Just Beginning CHAPTER 2 E-commerce Business Models and Concepts Introduction to E-commerce EC4E_Ch_01_WA_11-23.qxd 12/10/2007 5:16 PM Page 2 CHAPTER11 The Revolution Is Just Beginning LEARNING OBJECTIVES After reading this chapter, you will be able to: ■ Define e-commerce and describe how it differs from e-business. ■ Identify and describe the unique features of e-commerce technology and discuss their business significance. ■ Recognize and describe Web 2.0 applications. ■ Describe the major types of e-commerce. ■ Discuss the origins and growth of e-commerce. ■ Understand the evolution of e-commerce from its early years to today. ■ Identify the factors that will define the future of e-commerce. ■ Describe the major themes underlying the study of e-commerce. ■ Identify the major academic disciplines contributing to e-commerce. EC4E_Ch_01_WA_11-23.qxd 12/10/2007 5:16 PM Page 3 MySpace and Facebook: It’s All About You ow many people watched the final episode of the most popular American Htelevision show in history, the Sopranos? Answer: about 12 million (out of a total television audience size of 111 million). Only once in American history has a television show drawn more simultaneous viewers—13 million for NBC’s “America’s Got Talent” premiere in 2006. How many people visit MySpace each month? About 70 million. There are now more than 100 million personal profiles on MySpace. Almost 40 million visit MySpace’s closest social network rival, Facebook, each month. -
Funcom Secures €5 Million in Financing from Nordic Venture Partners
Funcom secures €5 million in financing from Nordic Venture Partners Durham, USA – August 25, 2005 – Funcom, a world leading developer and publisher of subscription-based online games like ‘Anarchy Online’ and ‘Age of Conan – Hyborian Adventures’, has secured a €5 million equity investment from Nordic Venture Partners (NVP). The investment is a further testament to Funcom being a world-class developer and publisher of online games, and will further aid the company in developing and publishing online games. “This is another great recognition of Funcom as Europe’s premier developer of MMOG’s (Massively Multiplayer Online Games), and serves as a tribute to the company and the quality of our games and technology” said Torleif Ahlsand, Chairman of the Board of Directors in Funcom and Partner in Northzone Ventures. ”There is a considerable market potential for subscription- based online games, and Funcom is a leader in technology and quality within the segment. We are very glad to have NVP on board to further develop one of the most exciting creative environments in the Nordic region, and we feel confident they will aid us in becoming even better at creating world-class online products.” “Being one of the leading information and communication technology investments funds in the Nordic region we are only looking for the very best technology companies, and we feel confident Funcom fits great in our portfolio” said Claus Højbjerg Andersen, Partner in NVP and new Boardmember of Funcom. “We are convinced of Funcom’s unique quality and their world-class staff and technology. Our aim is to improve the business side of Funcom even further, thus supporting the company in realizing their creative visions. -
Up Acquisitions: Introducing the Economic Goodwill Threshold Test Andrew Mclean
Series A Financial Capitalism Perspective on Start- up Acquisitions: Introducing the Economic Goodwill Threshold Test Andrew McLean Centre for Law, Economics and Society CLES Faculty of Laws, UCL Director: Dr. Deni Mantzari Founding Director: Professor Ioannis Lianos CLES Research Paper Series 2/2020 A Financial Capitalism Perspective on Start-up Acquisitions: Introducing the Economic Goodwill Threshold Test Andrew McLean July 2020 Centre for Law, Economics and Society (CLES) Faculty of Laws, UCL London, WC1H 0EG The CLES Research Paper Series can be found at https://www.ucl.ac.uk/cles/research-papers All rights reserved. No part of this paper may be reproduced in any form without permission of the author. ISBN 978-1-910801-31-4 © Centre for Law, Economics and Society Faculty of Laws, UCL London, WC1H 0EG United Kingdom A Financial Capitalism Perspective on Start-up Acquisitions: Introducing the Economic Goodwill Threshold Test Andrew McLean1 Abstract This paper discusses the acquisition of start-ups by major technology firms. Such transactions pose a significant anticompetitive threat, yet often escape competition scrutiny because they fail to trigger merger notification threshold tests. Alongside a financial analysis of historic acquisitions by Google, Apple, Facebook, Amazon and Microsoft, the paper introduces a new threshold test—the economic goodwill test. The economic goodwill test is a concerned with the value of a target’s net tangible assets as a proportion of total transaction value. The difference between these figures largely represents the gains an acquirer expects to realise from a strengthened competitive position, therefore reflecting the logic driving the mass acquisition of technology start-ups. -
Acclaim Entertainment
SECURITIES AND EXCHANGE COMMISSION FORM 10-Q Quarterly report pursuant to sections 13 or 15(d) Filing Date: 1996-01-16 | Period of Report: 1995-11-30 SEC Accession No. 0000889812-96-000029 (HTML Version on secdatabase.com) FILER ACCLAIM ENTERTAINMENT INC Mailing Address Business Address 71 AUDREY AVE 71 AUDREY AVE CIK:804888| IRS No.: 382698904 | State of Incorp.:DE | Fiscal Year End: 0831 OYSTER BAY NY 11771 OYSTER BAY NY 11771 Type: 10-Q | Act: 34 | File No.: 000-16986 | Film No.: 96504006 5169222400 SIC: 7372 Prepackaged software Copyright © 2012 www.secdatabase.com. All Rights Reserved. Please Consider the Environment Before Printing This Document ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ SECURITIES AND EXCHANGE COMMISSION WASHINGTON, D.C. 20549 FORM 10-Q (MARK ONE) [X] QUARTERLY REPORT PURSUANT TO SECTION 13 OR 15(D) OF THE SECURITIES EXCHANGE ACT OF 1934 FOR THE QUARTERLY PERIOD ENDED NOVEMBER 30, 1995 OR [ ] TRANSITION REPORT PURSUANT TO SECTION 13 OR 15(D) OF THE SECURITIES EXCHANGE ACT OF 1934 FOR THE TRANSITION PERIOD FROM ..................... TO ..................... COMMISSION FILE NUMBER 0-16986 ACCLAIM ENTERTAINMENT, INC. (EXACT NAME OF THE REGISTRANT AS SPECIFIED IN ITS CHARTER) DELAWARE 38-2698904 (STATE OR OTHER JURISDICTION (I.R.S. EMPLOYER OF INCORPORATION OR ORGANIZATION) IDENTIFICATION NO.) ONE ACCLAIM PLAZA GLEN COVE, NEW YORK 11542 (ADDRESS OF PRINCIPAL EXECUTIVE OFFICES) (516) 656-5000 (REGISTRANT'S TELEPHONE NUMBER) Indicate by check mark whether the registrant (1) has filed all reports required to be filed by Section 13 or 15(d) of the Securities Exchange Act of 1934 during the preceding 12 months (or for such shorter period that the registrant was required to file such reports), and (2) has been subject to such filing requirements for the past 90 days. -
Beatles Rock Band and the Commodification of Nostalgia
Loading… The Journal of the Canadian Game Studies Association Vol 6(10): 71-90 http://loading.gamestudies.ca When I’m Sixty-Four: Beatles Rock Band and the Commodification of Nostalgia Jaigris Hodson York/Ryerson Universities [email protected] Abstract In 2009, only a few months after the game’s release, the popular trade magazine Advertising Age declared Beatles Rock Band (2009) one of America’s hottest brands ("America's hottest brands", 2009). This is quite a feat for a video game, and begs that we consider the reasons for the game’s success as well a the potential social consequences of this game as well as similar popular games. There are two major elements at work in the creation of Beatles Rock Band as a successful brand, and this paper conducts qualitative, participant-observation research in order to provide an analysis of the game that identifies both of them. First, the paper explores the Beatles as a brand that continues to provide emotional and spiritual value for consumers, and how the feelings associated with this brand have developed intertextually since the band first gained international popularity in 1962. Second, this paper will show how Beatles Rock Band can be viewed as a documentary game, and how, in portraying history, it also rewrites it in order to capitalize on a romanticized ideal of 1960s culture. This paper will show the ways that Beatles Rock Band draws on previous commercial texts associated with the Beatles brand to create a hyperreal fiction based on historic people and events. These texts help to connect people in fan communities that serve the commercial purposes of the game marketers. -
Permadeath in Dayz
Fear, Loss and Meaningful Play: Permadeath in DayZ Marcus Carter, Digital Cultures Research Group, The University of Sydney; Fraser Allison, Microsoft Research Centre for Social NUI, The University of Melbourne Abstract This article interrogates player experiences with permadeath in the massively multiplayer online first-person shooter DayZ. Through analysing the differences between ‘good’ and ‘bad’ instances of permadeath, we argue that meaningfulness – in accordance with Salen & Zimmerman’s (2003) concept of meaningful play – is a critical requirement for positive experiences with permadeath. In doing so, this article suggests new ontologies for meaningfulness in play, and demonstrates how meaningfulness can be a useful lens through which to understand player experiences with negatively valanced play. We conclude by relating the appeal of permadeath to the excitation transfer effect (Zillmann 1971), drawing parallels between the appeal of DayZ and fear-inducing horror games such as Silent Hill and gratuitously violent and gory games such as Mortal Kombat. Keywords DayZ, virtual worlds, meaningful play, player experience, excitation transfer, risk play Introduction It's truly frightening, like not game-frightening, but oh my god I'm gonna die-frightening. Your hands starts shaking, your hands gets sweaty, your heart pounds, your mind is racing and you're a wreck when it's all over. There are very few games that – by default – feature permadeath as significantly and totally as DayZ (Bohemia Interactive 2013). A new character in this massively multiplayer online first- person shooter (MMOFPS) begins with almost nothing, and must constantly scavenge from the harsh zombie-infested virtual world to survive. A persistent emotional tension accompanies the requirement to constantly find food and water, and a player will celebrate the discovery of simple items like backpacks, guns and medical supplies. -
Quake Champions Pc Requirements
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