Videogames & the Animation Industry
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Social Media Marketing in Creative Industries: How to Use Social Media Marketing to Promote Computer Games?
information Article Social Media Marketing in Creative Industries: How to Use Social Media Marketing to Promote Computer Games? Bartosz Wawrowski and Iwona Otola * Faulty of Management, Czestochowa University of Technology, D ˛abrowskiego 69, 42-201 Cz˛estochowa,Poland; [email protected] * Correspondence: [email protected] Received: 27 March 2020; Accepted: 28 April 2020; Published: 30 April 2020 Abstract: Currently, almost every business entity has one or more social media accounts. This statement is true for companies operating in creative areas as well. Social media make it possible to perform widely understood marketing-oriented undertakings. They allow for toll-free presentation of a particular company, its history, products, achievements, as well as for encouraging prospective customers to visit its websites. Social media marketing plays an important role in the satisfactory advertising of creative brands, companies, and products. The aim of this article is to discuss the possibilities of utilizing social media marketing by a creative company dealing with the production of computer games. The authors have attempted to analyze selected elements of computer game promotion opted for by the CD Projekt Capital Group. As of currently, The Witcher game is a product that is well known and highly appreciated all over the world. Nevertheless, its promotion has required the utilization of a proper marketing strategy, based on social media-specific tools. Keywords: computer games; creative companies; social media marketing 1. Introduction Up until recently, the “creative sector” term has been rarely used. Its importance for companies has increased as a result of notable changes of business specificity. When it comes to the widely understood creative industry, growth factors have been, inter alia, the emergence of the B+R sector, human capital intellectual changes, as well as, the increase in demand for the offered products. -
Gamified Social Platform for Worldwide Gamers Whitepaper
Gamified Social Platform for Worldwide Gamers Whitepaper ENG Ver 2.0 Last updated July 2021 Whitepaper | Gamified Social Platform for Worldwide Gamers White Paper Ludena Protocol provides a gamified social platform for worldwide gamers The LDN token rewards users for platform engagement with fellow participants. Our 3 million strong commu- nity boasts the ultimate gamer-focused social ecosystem and offers the three major segments of the gaming industry exclusive benefits: Players Discover or upload helpful game strategies, hints and tricks and receive fair rewards for all kinds of engagement; Can easily find or sell rare and special game items in the world’s first fee-free virtual goods marketplace; Get matched with new friends to play fun and simple games with on Ludena’s 1:1 hyper casual gaming platform. Game Publishers Marketing dollars are targeted, no longer wasted, and result in real ROI effectiveness, through in-game purchases and driven player growth, due to our accumulated 1TB+ of user analytics and our 7 years of proven marketing successes. Indie Game Developers Our platform is an ideal solution for indie game developers, who want to reach a large audience, without paying exuberant commission fees, and who want to drive in-game spend, as our token economy design encourages. 1/47 ludenaprotocol.io | Copyright©2021. All rights reserved. Executive Summary | Gamified Social Platform for Worldwide Gamers Executive Summary Ludena Protocol is the first comprehensive gamified social platform, connecting gamers, from around the world, to a single application where they can play, trade and share all things gaming with one another. The Ludena Protocol team is made up of a group of professionals, who have been operating the 3 million user strong gaming social media application, 'GameTalkTalk,' for 7 years. -
Semi-Annual Report
SEMI-ANNU A L REPOR T MARCH 31, 2021 KEY FUND STATISTICS 2 MARKET ENVIRONMENT 5 MARSICO FOCUS FUND Investment Review 7 Fund Overview 10 Schedule of Investments 11 MARSICO GROWTH FUND Investment Review 12 Fund Overview 14 DEAR SHAREHOLDER: Schedule of Investments 15 Enclosed is your semi-annual report for each portfolio of The Marsico Investment Fund (the “Marsico MARSICO 21ST CENTURY FUND OF CONTENTS TABLE Funds”), encompassing the six-month fiscal period from October 1, 2020 to March 31, 2021. Investment Review 16 Fund Overview 18 The purpose of this report is to provide a review of the Marsico Funds’ six-month investment results Schedule of Investments 19 by discussing what we believe were the main areas that impacted performance – including the macroeconomic environment, sector and industry positioning, and individual stock selection – as MARSICO INTERNATIONAL OPPORTUNITIES FUND compared to the Funds’ performance benchmark indices. Investment Review 21 Fund Overview 23 For updated information regarding the market environment and each Fund’s overall investment Schedule of Investments 24 positioning and performance, please refer to the Funds’ most recent monthly fact sheets and quarterly investment updates, which are available in the Investor Resources section of the Funds’ MARSICO GLOBAL FUND Investment Review 27 website at marsicofunds.com.(1) Fund Overview 29 Schedule of Investments 30 Note: Effective December 21, 2020, James D. Marsico became co-manager of the Marsico Growth APRIL 2021 Fund with Thomas F. Marsico, Brandon A. Geisler, and Peter C. Marsico. FINANCIAL STATEMENTS 32 NOTES TO FINANCIAL STATEMENTS 42 EXPENSE EXAMPLE 47 CONSIDERATION OF INVESTMENT ADVISORY AGREEMENTS 48 OTHER INFORMATION 51 (1) The references to the Marsico Funds website (marsicofunds.com) included throughout this semi-annual report do not incorporate the website’s contents into this report. -
The Economics of Exclusivity
Decision Support Systems 50 (2010) 79–92 Contents lists available at ScienceDirect Decision Support Systems journal homepage: www.elsevier.com/locate/dss Platform-based information goods: The economics of exclusivity Ravindra Mantena a, Ramesh Sankaranarayanan b,⁎, Siva Viswanathan c a Simon Graduate School of Business, CS-3-318 Carol Simon Hall, University of Rochester, Rochester, NY 14627, United States b School of Business, U-1041, 2100 Hillside Road, University of Connecticut, Storrs, CT 06269, United States c Robert H. Smith School of Business, 4313, Van Munching Hall, University of Maryland, College Park, MD 20185, United States article info abstract Article history: This paper explores the role of exclusive contracting between vendors of platforms (such as video game Received 1 December 2008 consoles) and vendors of complements (such as video games). The main questions of interest are: When do Received in revised form 2 July 2010 we observe complement exclusivity, and what is the impact of exclusive contracting on prices, profits and Accepted 14 July 2010 efficiency? We answer these questions by developing a model of competition between platforms in an Available online 19 July 2010 industry with indirect network effects, and deriving some insightful analytical and numerical results. While complement vendors have natural incentives to be available on all platforms, we establish conditions under Keywords: Exclusivity which they can be contracted for exclusive supply on a single platform. Exclusivity eases competition in the Platform competition platform market and can significantly help increase a platform's adoption. However, exclusivity choice Complements presents a key trade-off for the complement vendor—a larger platform offers access to a larger market, but Indirect network effects also more competition, as compared to a smaller platform. -
List of Brands
Global Consumer 2019 List of Brands Table of Contents 1. Digital music 2 2. Video-on-Demand 4 3. Video game stores 7 4. Digital video games shops 11 5. Video game streaming services 13 6. Book stores 15 7. eBook shops 19 8. Daily newspapers 22 9. Online newspapers 26 10. Magazines & weekly newspapers 30 11. Online magazines 34 12. Smartphones 38 13. Mobile carriers 39 14. Internet providers 42 15. Cable & satellite TV provider 46 16. Refrigerators 49 17. Washing machines 51 18. TVs 53 19. Speakers 55 20. Headphones 57 21. Laptops 59 22. Tablets 61 23. Desktop PC 63 24. Smart home 65 25. Smart speaker 67 26. Wearables 68 27. Fitness and health apps 70 28. Messenger services 73 29. Social networks 75 30. eCommerce 77 31. Search Engines 81 32. Online hotels & accommodation 82 33. Online flight portals 85 34. Airlines 88 35. Online package holiday portals 91 36. Online car rental provider 94 37. Online car sharing 96 38. Online ride sharing 98 39. Grocery stores 100 40. Banks 104 41. Online payment 108 42. Mobile payment 111 43. Liability insurance 114 44. Online dating services 117 45. Online event ticket provider 119 46. Food & restaurant delivery 122 47. Grocery delivery 125 48. Car Makes 129 Statista GmbH Johannes-Brahms-Platz 1 20355 Hamburg Tel. +49 40 2848 41 0 Fax +49 40 2848 41 999 [email protected] www.statista.com Steuernummer: 48/760/00518 Amtsgericht Köln: HRB 87129 Geschäftsführung: Dr. Friedrich Schwandt, Tim Kröger Commerzbank AG IBAN: DE60 2004 0000 0631 5915 00 BIC: COBADEFFXXX Umsatzsteuer-ID: DE 258551386 1. -
Openbsd Gaming Resource
OPENBSD GAMING RESOURCE A continually updated resource for playing video games on OpenBSD. Mr. Satterly Updated August 7, 2021 P11U17A3B8 III Title: OpenBSD Gaming Resource Author: Mr. Satterly Publisher: Mr. Satterly Date: Updated August 7, 2021 Copyright: Creative Commons Zero 1.0 Universal Email: [email protected] Website: https://MrSatterly.com/ Contents 1 Introduction1 2 Ways to play the games2 2.1 Base system........................ 2 2.2 Ports/Editors........................ 3 2.3 Ports/Emulators...................... 3 Arcade emulation..................... 4 Computer emulation................... 4 Game console emulation................. 4 Operating system emulation .............. 7 2.4 Ports/Games........................ 8 Game engines....................... 8 Interactive fiction..................... 9 2.5 Ports/Math......................... 10 2.6 Ports/Net.......................... 10 2.7 Ports/Shells ........................ 12 2.8 Ports/WWW ........................ 12 3 Notable games 14 3.1 Free games ........................ 14 A-I.............................. 14 J-R.............................. 22 S-Z.............................. 26 3.2 Non-free games...................... 31 4 Getting the games 33 4.1 Games............................ 33 5 Former ways to play games 37 6 What next? 38 Appendices 39 A Clones, models, and variants 39 Index 51 IV 1 Introduction I use this document to help organize my thoughts, files, and links on how to play games on OpenBSD. It helps me to remember what I have gone through while finding new games. The biggest reason to read or at least skim this document is because how can you search for something you do not know exists? I will show you ways to play games, what free and non-free games are available, and give links to help you get started on downloading them. -
Cd Projekt Capital Group Activities Between 1 January and 30 June 2018 2
MANAGEMENT BOARD REPORT ON CD PROJEKT CAPITAL GROUP ACTIVITIES BETWEEN 1 JANUARY AND 30 JUNE 2018 2 Disclaimers This English language translation has been prepared solely for the convenience of English speaking readers. Despite all the efforts devoted to this translation, certain discrepancies, omissions or approximations may exist. In case of any differences between the Polish and the English versions, the Polish version shall prevail. CD PROJEKT, its representatives and employ- ees decline all responsibility in this regard. Management Board report on CD PROJEKT Capital Group activities for the period between 1 January and 30 June 2018 (all figures quoted in PLN thousands unless stated otherwise) 3 Table of contents 9 Brief description of the CD PROJEKT Capital Group 10 Activity profile 20 Growth prospects of the CD PROJEKT Capital Group 22 CD PROJEKT S.A. on the capital market 24 CD PROJEKT Capital Group activity profile 25 Organizational structure of the CD PROJEKT Capital Group 27 Disclosure of business segments, products, services, outlets, suppliers and customers 37 Description of external and internal factors affecting the CD PROJEKT Capital Group 39 Disclosure of significant agreements 40 Risk management at the Capital Group 41 Financial results of the CD PROJEKT Group 42 Overview of key economic and financial indicators disclosed in the consolidated and separate financial statement 60 Corporate governance 61 Entity contracted to audit financial statements 61 Shareholders controlling at least 5% of the vote at the General Meeting 62 Agreements which may result in changes in the proportions of shares held by shareholders and bondholders 62 Information regarding the purchase of own shares 63 Company shares held by members of the Management Board and the Supervisory Board 64 Composition of the Management Board of CD PROJEKT S.A. -
Desarrollo De Un Prototipo De Videojuego
UNIVERSIDAD DE EXTREMADURA Escuela Politécnica Máster en Ingeniería Informática Trabajo de Fin de Máster Desarrollo de un Prototipo de Videojuego Ricardo Franco Martín Noviembre, 2016 UNIVERSIDAD DE EXTREMADURA Escuela Politécnica Máster en Ingeniería Informática Trabajo de Fin de Máster Desarrollo de un Prototipo de Videojuego Autor: Ricardo Franco Martín Fdo: Directores: Pablo García Rodriguez y Rober Morales Chaparro Fdo: Tribunal Calicador Presidente: Fdo: Secretario: Fdo: Vocal: Fdo: Dedicado a mi familia i ii Agradecimientos Quisiera agradecer a varias personas el apoyo y ayuda que me han prestado en la realización de este Trabajo de Fin de Máster. En primer lugar, agradecer a mi director Pablo García Rodríguez por per- mitirme realizar este proyecto y recibirme con los brazos abiertos cada vez que he necesitado su ayuda. También quiero agradecer a mi codirector Rober Morales Chaparro por conar en mí y proporcionarme una de las fases profesional y educativa más importantes de mi vida. Por último, agradecer a mi familia y amigos, que sin su apoyo, no habría llegado tan lejos. En especial, darle las gracias a mi hermano José Carlos Franco Martín que ha realizado y proporcionado algunos recursos artísticos para el proyecto. ½Muchas gracias a todos! iii iv Resumen Este Trabajo de Fin de Máster (en adelante TFM) trata sobre todo el proceso de investigación, conguración de un entorno de trabajo y desarrollo de un prototipo de videojuego. Analizaremos la tecnología actual y repasaremos algunas de las herramien- tas más relevantes utilizadas en el proceso de desarrollo de un videojuego. Seguidamente, trataremos de desarrollar un videojuego. Para ello, a partir de una idea de juego, diseñaremos las mecánicas y construiremos un prototipo funcional que pueda ser jugado y que reeje las principales características planteadas en la idea inicial, con el objetivo de comprobar si el juego es viable, si es divertido y si interesa desarrollar el juego completo. -
Analysis of Selected Internet Platforms of Distributors of Computer Games in the Assessment of Users
Proceedings of the Federated Conference on DOI: 10.15439/2018F67 Computer Science and Information Systems pp. 691–695 ISSN 2300-5963 ACSIS, Vol. 15 Analysis of Selected Internet Platforms of Distributors of Computer Games in the Assessment of Users Witold Chmielarz Oskar Szumski University of Warsaw Faculty of Management ul. University of Warsaw Faculty of Management ul. Szturmowa 3, 02-678 Warszawa, Poland Szturmowa 3, 02-678 Warszawa, Poland Email: [email protected] Email: [email protected] According to the published data, the value of the entire gam- Abstract—The aim of this article is to execute a comparative ing market in 2017 amounted to 116 billion dollars, which analysis of services and distribution platforms used to purchase represents an increase of 10.7% in relation to 2016. Mobile computer games. The article is a continuation of research devices whose share in the total value amounted to 42% (an focused on the popularity, use and impact of games on the behavior of a prominent population and analysis of the typical increase by 23% in relation to 2016) were the dominant plat- e-shops with games. For the analysis it was chosen the four form. The income from games running on personal comput- most common amongst students computer game services and ers and consoles presented a very similar tendency, and it platforms simultaneously found in the first hundreds of amounted to 27% and 31%, respectively [1-2]. Thus, it is a searches in Google. CAWI analyzes were used for nine groups market which is developing, and thus it appears to be the re- of features: transparency, site navigation, quality of search field which deserves further analyses. -
The Debut Chapter of King's Quest™ from Sierra™ Is Now Available
The Debut Chapter of King's Quest™ from Sierra™ is Now Available King's Quest™: A Knight to Remember begins the new adventures contained within the five-chapter release. SANTA MONICA, Calif.--(BUSINESS WIRE)-- Today Sierra™, part of Activision Publishing, Inc., a wholly owned subsidiary of Activision Blizzard, Inc. (Nasdaq: ATVI), released the first chapter in its new reimagining of one of adventure gaming's most treasured franchises, King's Quest™. Titled King's Quest: A Knight to Remember, this debut chapter is now available as a digital download in North America for $9.99 on Windows PC via Steam. It will be available later today for the same price on the PlayStation®4 and PlayStation®3 computer entertainment systems through the PlayStation®Store, as well as for Xbox One and Xbox 360 on the Xbox Games Store. It is rated E10+ (Everyone 10 and Up) by the ESRB. Players may also purchase King's Quest: The Complete Collection, a bundle containing all five chapters of the new King's Quest along with an exclusive bonus playable story epilogue*, for $39.99 on the PlayStation®Store, Xbox Games Store and Steam. Alternately, those who buy King's Quest: A Knight to Remember individually at launch can choose to purchase the King's Quest Season Pass, securing their access to the remaining four chapters of the game once available, but not the bonus epilogue, for $29.99. Developed by The Odd Gentlemen, an independent studio with a talent for crafting fantastical tales, characters and worlds, the new King's Quest rekindles the classic charm and curiosity that has captivated fans of this family-friendly series for over 30 years. -
Microsoft Store Game Refund Policy
Microsoft Store Game Refund Policy Exultant and saussuritic Lazare predevelop: which Ford is sprucer enough? Spud contribute mirthfully while unstratified Byram sledding companionably or realign globally. Is Kenyon commissioned or antistatic when outdare some hyetography boondoggling timely? Microsoft store refund policy and initiate the game for your starting back up So numerous you roll multiple consoles be aware follow the one you exclude the surrender or password on is brown from these purchases. Microsoft plans to art a new order-service refund easily for digital. International Association of start Business Bureaus, used under License. Go whenever they would like to buy for refunds. Gamers are cabin for Cyberpunk 2077 refunds after save game rolled. Xbox Support issued a statement via Twitter explaining the decision. If you cannot store refund policies, microsoft i dodged this reveal of content itself have. But on refunds for another retailer where the light goes unnoticed for completing the game? He wants to call, which games store, to erase the policy and stores if he could opt for. This week every game Cyberpunk 2077 was maintain an affair-clear for refunds for Xbox. Xbox now offering Cyberpunk 2077 refunds but that taking. Microsoft now have self-service refunds for games and apps. Please find details regarding the receipt and refund policies for Xbox below. Sorry, this field contains disallowed substrings. Shows the damage Award. Microsoft in an incredibly difficult position. If it had opened the. For more information about sideloading product activation keys, see Microsoft Volume Licensing. Microsoft Store also Support Bugs & Issues Microsoft. This feature lets you exercise how someone a deal you at getting on toilet paper purchases. -
TIGER KRX Game K-New Deal ETF to Increase 24% in 2020 and 17% in 2021
[Korea] October 8, 2020 TIGER KRX Game K -New Deal ETF (364990 KS) Three positives in 2021 : N ext -generation consoles, new title releases, and contactless trend Mirae Asset Daewoo Co., Ltd. Chang-kwean Kim [email protected] HeeSeok Lim [email protected] 20 21 to mark an inflection point Gaming is at the heart of the entertainment industry ’s future for the gaming industry In 2021, the era of gaming anytime, anywhere will begin in earnest. Despite COVID-19 and the uncertain economic outlook for 2021, we expect the gaming industry to perform strongly, as: 1) the industry is inherently resilient to economic downturns; 2) gaming is rising in popularity among older adults; and 3) IT technologies are continuing to advance. In terms of investment strategy, we recommend focusing on new platforms and/or new title momentum. Key events in 2021 include: 1) the release of next-generation consoles; 2) the full- fledged deployment of cloud gaming; and 3) new title releases by major companies. New growth opportunities amid Key drivers of the domestic and global gaming markets: N ext -generation consoles, e- the pandemic sports, and mobile games We expect Korea’s console gaming and e-sports markets to expand at CAGRs of 12% and 9% through 2024, respectively. We estimate the global console gaming and e-sports markets will expand at CAGRs of 7% and 14% through 2024, respectively. In Nov. 2020, Sony and Microsoft are due to release next-generation game consoles for the first time in eight years. Tech giants (e.g., Microsoft, Google, Amazon, and Apple) are launching cloud gaming services in 2020.