TESTIMONY of John Hanke Founder & Chief Executive Officer Niantic
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Pokemon Go – Fact Sheet
GCSE Media Studies – Set Product Fact Sheet Pokémon Go GCSE Media Studies – Set Product Fact Sheet Pokémon Go Component 1: Exploring Media and convergence: Industries and Audiences • For an industry to survive over forty years, it has to constantly evolve and serve the needs Focus Areas: of its audiences. The video games industry Media Industries has done just that. By 2010, virtual reality and Audiences augmented reality were emerging as major Media Contexts drivers for game hardware and gameplay development. There was also a huge rise in PRODUCT CONTEXT casual gaming through mobile devices. • Produced by Niantic and in collaboration with • In 2016, the mobile gaming market was Nintendo, Pokémon Go is an augmented reality estimated to have taken $38 billion in revenue. video game for iOS and Android devices. This is where Pokémon Go stepped in. • Using the same technology as Google Maps, Pokémon Go relies on players’ GPS to allow Consider the Pokémon franchise: them to locate, capture, battle and train virtual • Pokémon is a media franchise that started in creatures called Pokémon in the real world. 1995 and the trademark is owned by Nintendo. • Pokémon Go had an extended launch, • The franchise began as a pair of video games being released in Australia, New Zealand for the Gameboy yet now spans video games, and the United States first on July 6th trading card games, animated TV shows 2016, and then in other countries (e.g. and movies, comics, books and toys. South Korea in January 2017). • It is the second best-selling video game • The game is free to download and play but franchise behind Mario and is one of the there is the possibility to spend real money highest grossing media franchises of all time. -
American Enterprise in the 19Th Century
ANTH318 Nautical Archaeology of the Americas Class 24 th American Enterprise in the 19 Century Introduction During the 1800s, millions of Europeans made the New World their new homeland, and brought the technological revolution going on in Europe to America. In the beginning of the century, immigrants sailed in wooden ships that would take from 4 to 12 weeks to cover the distance between the two continents. By the end of the century, there were regular packet lines, and immense steam ships covered that distance in 5 days. Transatlantic telegraphic cables provided almost instantaneous inter-continental communications. During this time, the American merchant fleet sailed all the world's seas in search of new markets and products. Importing pepper, tea, silk, coffee, porcelain, fur, leather, wood, ivory, spices, iron, textiles, gum copal, and slaves, and exporting fish, lumber, textiles and leather goods, American ships crossed all the seas and helped to complete mapping the planet. The New England whaling fleet discovered more than 400 islands in the Pacific Ocean. Centered in New England in the beginning of the century, the American shipbuilding industry gained such a fine reputation that ships would be purchased with their cargo in foreign ports. Coastal trade During the 18th century, the coastal trade was carried on by sloops, ketches, and small square-rigged vessels. In the 19th century this trade, and some of the long sea trade, would be carried on two- masted schooners. The fore-and-aft rig was more weatherly, allowing better sailing angles into the wind, and required smaller crews since the sails were operated from the deck rather than aloft. -
2017 Annual Report Partnering for Shared Success 2017 Annual Report 2017
2017 Annual Report Partnering for shared success 2017 Annual Report 2017 Givaudan – 2016 Annual Report Givaudan at a glance Givaudan at a glance Our business in 2017 million 109Locations worldwide 46Production sites 424R&D spend 11,170Full time employees Sales in North America CHF 1,352 million Production sites 9 Employees 2,231 Annual sales in mature markets Sales in Latin America CHF 618 million % Production sites 57 6 Employees 1,471 Flavour Division We make life taste delicious Sweet% goods Beverages% Confectionery Soft drinks We are dedicated to expanding the world’s expression through Baked goods Fruit juices flavours by bringing moments of delight with delicious flavour Sugar confectionery Instant beverages and taste experiences. Our customers – global, international, Chocolate Total 54% Chewing gum regional and local – are in the food and beverage industry and of Group sales span across key segments including beverages, sweet goods, savoury, snacks and dairy. We explore the globe for ingredients, innovate to bring our customers unique propositions, and Dairy % Savoury delight millions of consumers around the world. Ice cream and yoghurt % Ready-made meals Desserts Snacks Yellow fats (margarines) www.givaudan.com – our company – about Givaudan Soups and sauces Meat and poultry Disclosure 102 – 6, 102 – 7 Givaudan – 2017 Annual Report million emissions score ‘A Sense of Tomorrow’ 19.2Hours worked safely GHGScience-based targets for 2030 CDPLeadership level A A new sustainability approach Sales in Europe, Africa and Middle East CHF 1,723 million Production sites 18 Employees 4,819 Annual sales in high growth markets Sales in Asia Pacific CHF 1,358 million Production sites 13 43% Employees 2,649 Fragrance Division We live to perfume life Fragrance% Ingredients Fine F%ragrances and Active Beauty Signature fragrances The artistry of our perfumers encompasses a myriad of scented Line extensions stories for brands everywhere. -
A Player Engagement Model for an Augmented Reality Game: a Case of Pokémon Go
A player engagement model for an augmented reality game: a case of Pokémon Go Author Pyae, Aung, Potter, Leigh Ellen Published 2016 Conference Title PROCEEDINGS OF THE 28TH AUSTRALIAN COMPUTER-HUMAN INTERACTION CONFERENCE (OZCHI 2016) Version Accepted Manuscript (AM) DOI https://doi.org/10.1145/3010915.3010960 Copyright Statement © ACM, 2016. This is the author's version of the work. It is posted here by permission of ACM for your personal use. Not for redistribution. The definitive version was published in Proceedings of the 28th Australian Conference on Computer-Human Interaction, ISBN: 978-1-4503-4618-4, DOI: 10.1145/3010915.3010960. Downloaded from http://hdl.handle.net/10072/124170 Griffith Research Online https://research-repository.griffith.edu.au © ACM, 2016. This is the author's version of the work. It is posted here by permission of ACM for your personal use. Not for redistribution. The definitive version was published in Proceedings of the 28th Australian Conference on Computer- Human Interaction, ISBN: 978-1-4503-4618-4, DOI: 10.1145/3010915.3010960. A Player Engagement Model for an Augmented Reality Game: A Case of Pokémon Go Aung Pyae Leigh Ellen Potter Griffith University Griffith University 170 Kessels Rd, Nathan, QLD, Australia 170 Kessels Rd, Nathan, QLD, Australia [email protected] [email protected] ABSTRACT game industry (Molla and Lepetit, 2010). There are a In this paper, we discuss players’ engagement in playing number of well-received commercial AR games such as Augmented Reality (AR) games. We present four Niantic’s Ingress, Zombies, Run!, Microsoft HoloLens concepts in playing AR games including: ‘Player’, ‘Play’, games, and Nintendo’s 3DS games. -
National Register of Historic Places Continuation Sheet
NP8 Form 1ft*»« 10244)019 United States Department of the Interior National Park Service National Register of Historic Places Continuation Sheet Section number ___ Page ___ SUPPLEMENTARY LISTING RECORD NRIS Reference Number: 91000563 Date Listed: 5/16/91 NIANTIC (Storeship) San Francisco CA Property Name County State N/A Multiple Name This property is listed in the National Register of Historic Places in accordance with the attached nomination documentation subject to the following exceptions, exclusions, or amendments, notwithstanding the National Park Service certification included in the nomination documentation. __________________ Zh/ k l ______ L Signature of the Keeper Date of Action Amended Items in Nomination: Statement of Significance: Because so little of the property remains intact, under Applicable National Register Criteria, C is removed and under Areas of Significance, Architecture is removed. DISTRIBUTION: National Register property file Nominating Authority (without nomination attachment) NPS Form 10-900 OMB N&':J024 OOUTV (R«v. ft-ttfl) Li U Lfa !}j United States Department of the Interior *} f'' v: *, r rM L—xJH National Park Service .\ v; v National Register of Historic Places NATIONAL Registration Form REGISTER This form is for use in nominating or requesting determinations of eligibility for individual properties or districts. See instructions in Guidelines tor Completing National Register Forms (National Register Bulletin 16). Complete each item by marking "x" in the appropriate box or by entering the requested information. If an item does not apply to the property being documented, enter "N/A" for "not applicable." For functions, styles, materials, and areas of significance, enter only the categories and subcategories listed in the instructions. -
Player Traits and Gratifications of Casual and Hardcore Players of Pokémon GO, Harry Potter: Wizards Unite, and Ingress
Player Traits and Gratifications of Casual and Hardcore Players of Pokémon GO, Harry Potter: Wizards Unite, and Ingress JOHN DUNHAM, Niantic x RIT Geo Games and Media Research Lab, Rochester Institute of Technology, USA KONSTANTINOS PAPANGELIS, Niantic x RIT Geo Games and Media Research Lab, Rochester Institute of Technology, USA NICOLAS LALONE, University of Nebraska Omaha, USA YIHONG WANG, University of Liverpool, UK Location-based games (LBG) impose virtual spaces on top of physical locations. Studies have explored LBG from various perspectives. However, a comprehensive study of who these players are, their traits, their gratifications, and the links between them is conspicuously absent from the literature. In this paper, weaim to address this lacuna through a series of surveys with 2390 active LBG players utilizing Tondello’s Player Traits Model and Scale of Game playing Preferences, and Hamari’s scale of LBG gratifications. Our findings (1) illustrate an association between player satisfaction and social aspects of the studied games, (2) explicate how the core-loops of the studied games impact the expressed gratifications and the affine traits of players, and (3) indicate a strong distinction between hardcore and casual players based on both traits and gratifications. Overall our findings shed light into the players of LBG, their traits, and gratifications they derive fromplaying LBGs. CCS Concepts: • Human-centered computing ! Human computer interaction (HCI); Collaborative and social computing. Additional Key Words and Phrases: Location-based Games, Player Traits, Gratifications, Pokémon GO, Harry Potter: Wizards Unite, Ingress ACM Reference Format: John Dunham, Konstantinos Papangelis, Nicolas LaLone, and Yihong Wang. 2018. Player Traits and Gratifica- tions of Casual and Hardcore Players of Pokémon GO, Harry Potter: Wizards Unite, and Ingress. -
Disruptive Behaviors Within Ingress. (Under the Direction of Dr
ABSTRACT HUNZAKER, MICHELLE ASHLEY. Intent or Misinterpretation? Disruptive Behaviors within Ingress. (Under the direction of Dr. Nick Taylor). Disruptive behaviors, such as trolling, have eluded definition across multiple platforms. Adding another case study and new platform to the list of past scholar definitions, this study does not define what disruptive behavior looks like in location-based mobile games (LBMG), but looks at how a community within the LBMG, Ingress, views and manages disruptive behaviors. Through the combined use of multi-cited ethnography and connective ethnography, three themes came from 11 participant interviews (8 male and 3 female) with examples from interviews and observations of public, in-game communications panes and private community messaging channels and forums and suggestions of how to manage these behaviors are noted. Additionally, suggestions are offered about how to perform future ethnographic work within hybrid spaces such as LBMGs and augment reality games (ARG). © Copyright 2016 Michelle Ashley Hunzaker All Rights Reserved Intent or Misinterpretation? Disruptive Behaviors within Ingress by Michelle Ashley Hunzaker A thesis submitted to the Graduate Faculty of North Carolina State University in partial fulfillment of the requirements for the degree of Masters of Science Communications Raleigh, North Carolina 2016 APPROVED BY: ________________________________ ________________________________ Dr. Adriana de Souza e Silva Dr. Steve Wiley ________________________________ Dr. Nicholas Taylor BIOGRAPHY Michelle Hunzaker is a second year graduate student at North Carolina State University completing the thesis track of the Masters of Science in Communications program. She attended undergraduate at Fairleigh Dickinson University for a Bachelors of Arts in Broadcast Communications accompanied by a minor in Information Technology as well as competed as a student-athlete on the school’s NCAA Division I Bowling Team all years of attendance. -
Università Degli Studi Di Urbino Carlo Bo Dipartimento Di Scienze Della Comunicazione E Discipline Umanistiche
UNIVERSITÀ DEGLI STUDI DI URBINO CARLO BO DIPARTIMENTO DI SCIENZE DELLA COMUNICAZIONE E DISCIPLINE UMANISTICHE CORSO DI LAUREA: COMUNICAZIONE E PUBBLICITÀ PER LE ORGANIZZAZIONI INGRESS introduzione teorica e analisi dei suoi giocatori Relatore: Chiar.mo Prof. Tesi di laurea di: GIGLIETTO FABIO ANDREA RIVIS ANNO ACCADEMICO 2012-2013 Ingress Andrea Rivis Indice 1.Introduzione.................................................................................................................................... 4 1.1.Trama della storia...................................................................................................................6 1.2.Definizione tipologia di gioco.............................................................................................10 1.3.Finalità nella creazione del gioco.......................................................................................13 1.3.1.I tre principi per il futuro del gaming........................................................................14 1.3.1.1.Sradicare i pantofolai...........................................................................................14 1.3.1.2.Pensare oltre il telefono......................................................................................16 1.3.1.3.Contenuti pubblicitari innovativi........................................................................17 1.3.2.L'altra faccia della medaglia........................................................................................18 1.3.2.1.PlaceRank factor per le Local Search.................................................................18 -
Steve Peters Resume
STEVE PETERS Immersive Experience Designer | Creative Director | Consultant # (818) 422-4898 _ [email protected] > stevepeters.org + Culver City, CA SUMMARY LIFE PHILOSOPHY Emmy-winning Immersive Experience Designer, Creative "If you're really smart, you'll hide a Director, Audio Producer/Director, Storyteller and Game/Puzzle puzzle in your resume!" Designer, with extensive experience in leading creative teams, Alan Turing game design, AR/VR, location-based games, theme park installations, escape rooms, podcast production, Alternate RECENT CLIENTS Reality Games, buzz and viral marketing techniques, production, and physical installations/events. Amazon Studios With a phenomenology-based, user-first philosophy in creative Walt Disney Imagineering R&D direction and experience design, my goal is for the user experience to transcend all aspects of a project’s design and Paramount Pictures execution. Because if it's not fun, then what's the point? Niantic JOB HISTORY Google Co-Founder/Chief Creative Ocer Legendary Entertainment No Mimes Media ~ 2009 - Present + Los Angeles, CA Bank of America/Merrill Lynch Asia Immersive Media Company - Creatively oversee and design all of the immersive experiences for No The GO Game Mimes Media clients. Lone Shark Games Lead Experience Designer Niantic Labs at Google ~ 2015 - 2015 + Venice, CA LANGUAGES The Makers of Pokemon Go, Niantic leads the industry in location-based gaming. - Led a team of immersive and game designers in creating content, video, English Native mobile app integration, narrative design elements, puzzles and live player events for the ARG Endgame: Ancient Truth. Japanese Intermediate - Worked alongside the Ingress team, helping to develop content and live- event gameplay. IN MY WHEELHOUSE VP of Experience Design Fourth Wall Studios ~ 2011 - 2014 + Culver City, CA TV Theme Songs Interactive Video platform and content production - Taking a short leave from No Mimes Media, was Executive in charge of Fourth Wall Studios’ Experience Design team. -
Urban Projects Widen Park Service Horizons
COURIER The National Park Service Newsletter Washington, D.C. Vol. 3, No. 8 July 1980 Urban projects widen Park Service horizons By Grant W. Midgley backpacking and water sports; and advancing cultural opportunities—arts, Public Affairs Office, WASO exhibits, music, plays and handicrafts. The morning fog that often The Ul covered a wide range of areas enshrouds Point Loma has lifted, and far and projects, from developing studies at below bright sunlight sparkles on the Gettysburg National Historical Park, Pa., blue waters of the Pacific Ocean and San to learning about Tlingit Indian Diego Harbor. handicrafts at Sitka National Historical Accompanied by park rangers, a group Park, Alaska, and from interpreting the of six persons in wheelchairs begins a role of black soldiers in the West at Fort tour of Cabrillo National Monument. The Larned National Historic Site, Kans., to guests take photographs of the exhibiting living history at Fort Pulaski magnificent view from the visitor center, National Historic Site, Ga. then the group sets a leisurely pace for a (Most participating parks presented visit to other parts of the national more than one program, and it is not monument. An important stop is the possible here to mention nearly all of statue of Juan Rodriguez Cabrillo, the them. COURIER has discussed the Urban Portuguese explorer who, in the Service Initiative previously, and has carried of Spain, sailed up this coast in 1542. short descriptions of a number of More pictures are taken here, all along projects.) the way and at the last stop, at the old As it happened, the Urban Initiative Point Loma Lighthouse. -
Social and Spatial Ecosystems in Location-Based Mobile Gameplay
Casual Play, Hardcore Community: Social and Spatial Ecosystems in Location-Based Mobile Gameplay Jessie Marchessault A Thesis In The Department Of Communication Studies Presented in Partial Fulfillment of the Requirements For the Degree of Master of Arts (Media Studies) at Concordia University Montreal, Quebec, Canada September 2020 © Jessie Marchessault, 2020 CONCORDIA UNIVERSITY School of Graduate Studies This is to certify that the thesis prepared By: Jessie Marchessault Entitled: Casual Play, Hardcore Community: Social and Spatial Ecosystems in Location-Based Mobile Gameplay and submitted in partial fulfillment of the requirements for the degree of Master of Arts (Media Studies) complies with the regulations of the University and meets the accepted standards with respect to originality and quality. Signed by the final Examining Committee: _______________________________ Chair _______________________________ Examiner Dr. Bart Simon _______________________________ Examiner Dr. Owen Chapman _______________________________ Supervisor Dr. Mia Consalvo Approved by _________________________________________________ Dr. Monika Gagnon ____________2020 ________________________________________ Dean of Faculty iii Abstract Casual Play, Hardcore Community: Social and Spatial Ecosystems in Location-Based Mobile Gameplay Jessie Marchessault, M.A. Concordia University, 2020 This thesis explores the social and spatial dynamics of two major Location-Based Mobile Games communities in Montréal. By conducting interviews and play sessions with fifteen active -
Summary of Sexual Abuse Claims in Chapter 11 Cases of Boy Scouts of America
Summary of Sexual Abuse Claims in Chapter 11 Cases of Boy Scouts of America There are approximately 101,135sexual abuse claims filed. Of those claims, the Tort Claimants’ Committee estimates that there are approximately 83,807 unique claims if the amended and superseded and multiple claims filed on account of the same survivor are removed. The summary of sexual abuse claims below uses the set of 83,807 of claim for purposes of claims summary below.1 The Tort Claimants’ Committee has broken down the sexual abuse claims in various categories for the purpose of disclosing where and when the sexual abuse claims arose and the identity of certain of the parties that are implicated in the alleged sexual abuse. Attached hereto as Exhibit 1 is a chart that shows the sexual abuse claims broken down by the year in which they first arose. Please note that there approximately 10,500 claims did not provide a date for when the sexual abuse occurred. As a result, those claims have not been assigned a year in which the abuse first arose. Attached hereto as Exhibit 2 is a chart that shows the claims broken down by the state or jurisdiction in which they arose. Please note there are approximately 7,186 claims that did not provide a location of abuse. Those claims are reflected by YY or ZZ in the codes used to identify the applicable state or jurisdiction. Those claims have not been assigned a state or other jurisdiction. Attached hereto as Exhibit 3 is a chart that shows the claims broken down by the Local Council implicated in the sexual abuse.