The Entertainment Industry Is Cracked, Here Is the Patch !
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List of Notable Handheld Game Consoles (Source
List of notable handheld game consoles (source: http://en.wikipedia.org/wiki/Handheld_game_console#List_of_notable_handheld_game_consoles) * Milton Bradley Microvision (1979) * Epoch Game Pocket Computer - (1984) - Japanese only; not a success * Nintendo Game Boy (1989) - First internationally successful handheld game console * Atari Lynx (1989) - First backlit/color screen, first hardware capable of accelerated 3d drawing * NEC TurboExpress (1990, Japan; 1991, North America) - Played huCard (TurboGrafx-16/PC Engine) games, first console/handheld intercompatibility * Sega Game Gear (1991) - Architecturally similar to Sega Master System, notable accessory firsts include a TV tuner * Watara Supervision (1992) - first handheld with TV-OUT support; although the Super Game Boy was only a compatibility layer for the preceding game boy. * Sega Mega Jet (1992) - no screen, made for Japan Air Lines (first handheld without a screen) * Mega Duck/Cougar Boy (1993) - 4 level grayscale 2,7" LCD - Stereo sound - rare, sold in Europe and Brazil * Nintendo Virtual Boy (1994) - Monochromatic (red only) 3D goggle set, only semi-portable; first 3D portable * Sega Nomad (1995) - Played normal Sega Genesis cartridges, albeit at lower resolution * Neo Geo Pocket (1996) - Unrelated to Neo Geo consoles or arcade systems save for name * Game Boy Pocket (1996) - Slimmer redesign of Game Boy * Game Boy Pocket Light (1997) - Japanese only backlit version of the Game Boy Pocket * Tiger game.com (1997) - First touch screen, first Internet support (with use of sold-separately -
Tellstory a Medialogy Project About Storytelling in Handheld Games
TellStory A Medialogy project about storytelling in handheld games Medialogy - 10th semester Project period: 01-02-2010 to 16-06-2010 Supervisors: Tony Brooks & Kristoffer Jensen Student: David Lindholm Abstract This paper describes a project made to explore storytelling in a game on a hand-held platform. The application used in the test is a small game-like iPhone app, implemented using the iPhone SDK 3.2 and various other tools. The application tells two stories using two different storytelling tools: Non-player character (NPC) dialogue and pure text. To evaluate the impact of having a character there to tell the story versus just reading a screen of text, a small group of people were tested and interviewed. The results give some insight into what factors influence storytelling in a hand-held game, as well as the understanding of the story and storytelling preferences. ------------------------------ David Lindholm David Lindholm 2 of 55 Reader's manual The report is numbered with Arabic numerals, and the appendix is numbered using Roman numerals. When referencing other sections, both the section and page numbers will be listed. All figures and tables are numbered incrementally using Arabic numerals. When reading this report, any mentions of previous or earlier projects are to be understood as previous projects and project groups I have been involved in. Acknowledgements Parts of the test application relies on graphics that were reused from previous projects. Additionally, as there is a small amount of overlap between this project and previous works, parts of this report contain content also used in earlier reports. For those reasons, I would like to thank my former associates Razvan Enescu, Qiong Jia, and Nicolaj Hansen, for allowing me to continue the work that we started together. -
Than a Game: Sports-Themed Video Games and Player Narratives
CORE Metadata, citation and similar papers at core.ac.uk Provided by University of Salford Institutional Repository Sociology of Sport Journal, 2009, 26, 50-66 © 2009 Human Kinetics, Inc. More Than a Game: Sports-Themed Video Games and Player Narratives Garry Crawford and Victoria K. Gosling University of Salford This article considers the social importance of sports-themed video games, and more specifically, discusses their use and role in the construction of gaming and wider social narratives. Here, building on our own and wider sociological and video games studies, we advocate adopting an audience research perspective that allows for con- sideration of not only narratives within games but also how these narratives are used and located within the everyday lives of gamers. In particular, we argue that sports- themed games provide an illustrative example of how media texts are used in identity construction, performances, and social narratives. Cet article considère l’importance sociale des jeux vidéo sur le sport et, plus spéci- fiquement, il porte sur leur utilisation et leur rôle dans la construction des récits de jeu et des récits sociaux. À partir de nos propres études sociologiques et de jeux vidéo, nous favorisons une perspective de recherche fondée sur l’auditoire qui permet de considérer non seulement les récits au sein des jeux mais également la façon dont ces récits sont utilisés et situés dans la vie quotidienne des joueurs. En particulier, nous suggérons que les jeux à thème sportif offrent une illustration de la façon dont les textes des médias sont utilisés dans la construction de l’identité, les performances et les récits sociaux. -
Electronic Arts Inc
ELECTRONIC ARTS INC FORM 10-K (Annual Report) Filed 5/30/2007 For Period Ending 3/31/2007 Address 209 REDWOOD SHORES PARKWAY REDWOOD CITY, California 94065 Telephone 650-628-1500 CIK 0000712515 Industry Software & Programming Sector Technology Fiscal Year 03/31 Table of Contents UNITED STATES SECURITIES AND EXCHANGE COMMISSION Washington, D.C. 20549 Form 10-K ANNUAL REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES EXCHANGE ACT OF 1934 For the fiscal year ended March 31, 2007 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 No. 0-17948 ELECTRONIC ARTS INC. (Exact name of registrant as specified in its charter) Delaware 94-2838567 (State or other jurisdiction of (I.R.S. Employer incorporation or organization) Identification No.) 209 Redwood Shores Parkway 94065 Redwood City, California (Zip Code) (Address of principal executive offices) Registrant’s telephone number, including area code: (650) 628-1500 Securities registered pursuant to Section 12(b) of the Act: Title of Each Class Name of Each Exchange on Which Registered Common Stock, $0.01 par value The NASDAQ Stock Market LLC Securities registered pursuant to Section 12(g) of the Act: None Indicate by check mark if the registrant is a well-known seasoned issuer, as defined in Rule 405 of the Securities Act. Yes No Indicate by check mark if the registrant is not required to file reports pursuant to Section 13 or Section 15(d) of the Act. Yes No 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. -
Tion Thomas EA Graphics Lunch Presentation
Tion Thomas EA Graphics Lunch Presentation Software Engineering Intern Central Technology Group – Apt Purdue University – MS ‘09 Mentor: Anand Kelkar Manager: Fazeel Gareeboo EA Company Overview Founded in 1982 Largest 3rd party game publisher in the world Net revenue of $3.67 billion in FY 2008 #1 mobile game publisher (acquired JAMDAT) Multi-Platform philosophy Has/owns development studios all over the globe: Bioware/Pandemic (Bioshock, Mercenaries) Criterion (Burnout, Black) Digital Illusions (Battlefield series) Tiburon (Madden) Valve (Half-Life) Crytek (Crysis) EA Company Overview cont… 4 Major Brands/Divisions: EA Sports (FIFA, Madden, NBA, NFL, Tiger Woods, NASCAR) EA Sports Freestyle (NBA Street, NFL Street, FIFA Street, SSX) EA (Medal of Honor, C&C, Need For Speed, SIMS, Spore, Dead Space) POGO (Casual web based games) Currently has 4 entries on the top selling franchises of all time list: #3 - Sims (100 million) #5 - Need For Speed (80 million) #7 – Madden (70 million) #9 - FIFA (65 million) EA Is Unique Sheer size breaks the traditional game developer paradigm Bound by multi-platform technology Long history with titles on almost every console that ever existed Most studios have annual cycles that cannot be broken Both developer and publisher with ownership in many huge studios Origin Of Tiburon Founded by 3 programmers in Longwood, FL First title was MechWarrior for SNES First Madden title was Madden 96 for Genesis, SNES Acquired by EA in 1998 How Tiburon Got Madden Originally, EA contracted Visual -
Posibilidades Del Motor 3D De La Nintendo DS
Posibilidades del motor 3D de la Nintendo DS Proyecto Fin de Carrera Ingenier´ıaT´ecnicade Telecomunicaciones Especialidad Imagen y Sonido Escuela Universitaria de Ingenier´ıaT´ecnicade Telecomunicaci´on Universidad Polit´ecnicade Madrid Pablo Santiago Liceras Tutor: Enrique Rend´onAngulo 9 de septiembre de 2013 Proyecto Fin de Carrera Tema: Gráficos por ordenador Título: Posibilidades del motor 3D de la Nintendo DS Autor: Pablo Santiago Liceras Titulación: Sonido e imagen Tutor: Enrique Rendón Angulo Departamento: DIAC Miembros del Tribunal Calificador: Presidente: Magdalena González Martín Vocal: Enrique Rendón Angulo Vocal Secretario: Alfonso Martín Marcos Fecha de Lectura: Septiembre 2013 Resumen La consola portátil Nintendo DS es una plataforma de desarrollo muy presente entre la comunidad de desarrolladores independientes, con una extensa y nutrida escena homebrew. Si bien las capacidades 2D de la consola están muy aprovechadas, dado que la mayor parte de los esfuerzos de los creadores amateur están enfocados en este aspecto, el motor 3D de ésta (el que se encarga de representar en pantalla modelos tridimensionales) no lo está de igual manera. Por lo tanto, en este proyecto se tiene en vista determinar las capacidades gráficas de la Nintendo DS. Para ello se ha realizado una biblioteca de funciones en C que permite aprovechar las posibilidades que ofrece la consola en el terreno 3D y que sirve como herramienta para la comunidad homebrew para crear aplicaciones 3D de forma sencilla, dado que se ha diseñado como un sistema modular y accesible. En cuanto al proceso de renderizado se han sacado varias conclusiones. En primer lugar se ha determinado la posibilidad de asignar varias componentes de color a un mismo vértice (color material reactivo a la iluminación, color por vértice directo y color de textura), tanto de forma independiente como simultáneamente, pudiéndose utilizar para aplicar diversos efectos al modelo, como iluminación pre-calculada o simulación de una textura mediante color por vértice, ahorrando en memoria de video. -
SOFTWARE LIST SNAPSHOTS(Update 20210815)
SOFTWARE LIST SNAPSHOTS (update 20210815) The most largest collection of snapshots for MAME ™ - Latest version: 0.234 TOTAL SETs PARENTs DEVICEs TOTALs MAME Machines : 38.293 12.944 5.309 43.675 MAME Software List : 123.542 0 13/03/1900 00:00 SETs added in in this version 92 Total pS's snapshots: 122.760 All progetto-SNAPS site resources: 203.966 REASSUMED DETAILED ACTUAL SET DEL NEW UPD for 0.234 MAME MESS on-line THIS UPDATE P 1.834 1 0 3.325 3.004 303 ArtPreview 25 0 25 C 1.516 3.350 P 663 2 0 1.710 Bosses 5 0 5 C 1.052 1.715 P 3.839 3 1 6.550 3.553 3.034 Cabinets 0 0 0 C 2.710 6.549 P 2.374 4 0 3.150 2.533 627 Control Panel 0 0 0 C 776 3.150 5 Covers (SL) 0 0 0 0 10.350 SL 10.350 6 Devices 2 0 0 0 1.960 1.958 P 1.019 7 1 1.190 Ends 11 18 29 C 181 1.200 P 3.747 8 0 5.094 4.598 512 Flyers 0 0 0 C 1.347 5.094 P 3.593 9 0 8.475 GameOver 75 1 76 C 4.957 8.550 P 865 10 0 2.050 HowTo 25 1 26 C 1.210 2.075 P 15.958 11 (EXTENDED) 6 37.480 29.046 3.260 Icons 0 0 0 C 21.516 37.474 P 1.132 12 0 3.200 Logo 50 1 51 C 2.118 3.250 P 2.079 13 1 2.800 1.997 792 Manuals 0 0 0 C 720 2.799 14 Manuals (SL) 0 0 0 0 2.140 SL 0 2.140 P 3.454 15 6 4.550 3.419 1.142 Marquees 0 0 0 C 1.090 4.544 P 2.194 16 6 3.144 2.562 576 PCB 0 0 0 C 944 3.138 P 2.764 17 0 7.775 Scores 75 1 76 C 5.086 7.850 P 2.103 18 0 5.085 Select 40 1 41 C 3.022 5.125 P 11.892 19 4 43.185 33.516 4.452 Snap 294 22 316 C 31.583 43.475 20 Snap (SL) 7 175 3 178 43.026 SL 167 43.193 P 11.892 21 4 43.185 33.516 4.452 Titles 294 23 317 C 31.583 43.475 22 Titles (SL) 7 170 2 172 40.568 SL 162 40.730 -
Copy, Rip, Burn : the Politics of Copyleft and Open Source
Copy, Rip, Burn Berry 00 pre i 5/8/08 12:05:39 Berry 00 pre ii 5/8/08 12:05:39 Copy, Rip, Burn The Politics of Copyleft and Open Source DAVID M. BERRY PLUTO PRESS www.plutobooks.com Berry 00 pre iii 5/8/08 12:05:39 First published 2008 by Pluto Press 345 Archway Road, London N6 5AA www.plutobooks.com Copyright © David M. Berry 2008 The right of David M. Berry to be identifi ed as the author of this work has been asserted by him in accordance with the Copyright, Designs and Patents Act 1988. British Library Cataloguing in Publication Data A catalogue record for this book is available from the British Library ISBN 978 0 7453 2415 9 Hardback ISBN 978 0 7453 2414 2 Paperback Library of Congress Cataloging in Publication Data applied for This book is printed on paper suitable for recycling and made from fully managed and sustained forest sources. Logging, pulping and manufacturing processes are expected to conform to the environmental standards of the country of origin. The paper may contain up to 70% post consumer waste. 10 9 8 7 6 5 4 3 2 1 Designed and produced for Pluto Press by Chase Publishing Services Ltd, Sidmouth, EX10 9QG, England Typeset from disk by Stanford DTP Services, Northampton Printed and bound in the European Union by CPI Antony Rowe, Chippenham and Eastbourne Berry 00 pre iv 5/8/08 12:05:41 CONTENTS Acknowledgements ix Preface x 1. The Canary in the Mine 1 2. The Information Society 41 3. -
The Power of Play: the Portrayal and Performance of Race in Video Games." the Ecology of Games: Connecting Youth, Games, and Learning.Edited by Katie Salen
Citation: Everett, Anna, and Craig Watkins. “The Power of Play: The Portrayal and Performance of Race in Video Games." The Ecology of Games: Connecting Youth, Games, and Learning.Edited by Katie Salen. The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning. Cambridge, MA: The MIT Press, 2008. 141–166. doi: 10.1162/dmal.9780262693646.141 Copyright: c 2008 Massachusetts Institute of Technology. Published under Creative Commons Attribution-Noncommercial-No Derivative Works Unported 3.0 license. The Power of Play: The Portrayal and Performance of Race in Video Games Anna Everett University of California, Santa Barbara, Department of Film Studies S. Craig Watkins The University of Texas at Austin, Department of Radio-Television-Film Introduction: Young People, Games, and Learning The growing presence of games in the lives of young people creates perils and possibilities. Games have been a constant source of criticism and alarm among parents, researchers, child advocacy groups, and elected officials. The potential harmful effects of gaming have been linked to society’s understandable concerns about the increasingly sedentary lifestyles of youth and childhood obesity, addiction, gender socialization, poor academic performance, and aggressive behavior.1 An area of growing concern is the role of games in the learning experiences and environments of youth.2 While there is growing consensus that learning takes place in games, the question we ask is: “What kinds of learning?” In this chapter we shift the focus on youth, learning, and video games generally to consider the extremely significant but often overlooked matter of race. Specifically, we address the following question: In what ways do young people’s interactions with video games influence how and what they learn about race? We present a critical framework for thinking about how popular game titles and the professionals who design them reflect, influence, reproduce, and thereby teach dominant ideas about race in America. -
8 7 6 5 4 3 2 1 S C N S C N Family Game Park Event Hall
Open-air Food Court South Open-air Food Court South Outside HALL HALL ( ) to Open-air HALL HALL HALL to Open-air HALL HALL HALL figure C-1 Business Solution Area Food Court Food Court 8 7 South 6 5 4 South 3 2 1 C N (Center) 4-C10 4-C04 (Noth) 4-N13 4-N14 Keywords FOREVER ENTERTAINMENT AQUA CRI Middleware / NHN JAPAN International Web Technology Offi cial 6-S01 5-S05 5-S04 5-S01 4-S02 Drink Sponsor 4-C09 4-C11 4-C03 4-C05 7-S03 3-S02 3-S01 4-N12 4-N15 PLAYCARE Wit One Lapin CLICKTECH DICO 8-S01 7-S04 2-S03 EVIRY Repro / 4-C02 Asia Star 4-N11 4-N16 Matchlock BANDAI NAMCO Remerge adjust 5-S03 KONAMI SQUARE ENIX 2-S02 Alpha CRC 4-N10 4-N17 NJ ONE SMACH Cyberpunk Samsung SSD Entertainment KOEI TECMO Dell 4-C08 4-C12 4-C06 NIDEK TEAM TAITO 5-S02 GAMES 2-S01 NetAgent JFI Games Mie Translation 4-N09 4-N18 Brushup S 2077 Bekko.com HP Japan S Services (South) 8-S04 8-S05 YASURAGI Mall inisJ /EVANGELIONBATTLEFIELDS (South) 4-C07 4-C01 4-N08 4-N19 monobit Corsair BenQ Japan 8-S03 8-S02 Production Committee AppsFlyer AppLovin 4-N07 NOK IKOI Mall Japan beyond Sanwa Solution China Console Games Embassy Fruitbat Factory 7-S02 4-S01 3-S06 QUANTUM SUICIDE 6-S04 WINLIGHT Jolly Roger Games / Loong Force Studio / Magicfi sh Studio / ADIA ENTERTAINMENT GranDen 7-S05 Sense Games - Palm Pioneer / Spikewave Games / Granzella 3-S05 RIBERUTE Thinking Stars / TIGAMES SAT-BOX 7-S01 6-S02 Google Play Store figure C-1 3-S04 Famitsu NOA.TEC 8-C07 IPM Smartphone Special Area Cryptogroundswell / AvantgardeChain figure HUAWEI MOBILE SERVICES 6-C07 5-C04 lowiro Google Play Store C-2 Business Solution Area ICE GAMES Infi ni-Brain AGNI FLARE Business Solution Area InfoLens Google Play App 3-C13 3-C06 3-C07 2-C10 2-C08 2-C04 8-C10 8-C06 8-C08 7-C10 7-C06 7-C02 7-C03 6-C08 4-C10 4-C04 SUCCESS KOREA PAVILION 7-C09 4-C13 9M Interactive / ADMI / AIXLAB / AlmondPlay / BigRadar / X.D. -
Sega Genesis 32X Emulator Android
Sega genesis 32x emulator android Continue FOLLOW US Sega 32X EMULATOR ARE available for free in high quality. We have a whole list of all retro 32X emulators for you to download to play your ROMs on your computer. Start using the top Sega 32X emulators and don't forget to vote for the emulators you liked! Install popular 32X emulators such as Kega Fusion 3.64, RetroArch 1.7.3 Android, PicoDrive 1.92.3 and Kega Fusion 3.63i! If you need help managing the emulator, check out the Help section of the site. You can also play most popular games online in your browser. Extended emulator Sega Genesis/Mega Drive, Sega CD and Master System/Mark III based on Genesis Plus/Gens/Picodrive/Mednafen parts, supporting a wide range of devices from the original Xperia Play to modern devices such as Nvidia Shield and Pixel. Support for Sega CD is currently considered beta, please do not report specific issues with it. Features include: Very accurate audio emulation with high-quality re-sampling support for the SVP chip for Virtua Racing (needs a fast device) CD emulation through downloading CUE files or TOC-BIN (requires US/Japan/Europe BIOS) CUE files support external sound tracks in Ogg Vorbis and Wav (PCM, ADPCM formats, etc.) 6-button controller and 4-player multiplayer support Gun (Menacer and Justifier) Support for Cheat code using the .pat file format (as well as Kega Fusion, Gens, Genesis Plus GX, etc.) Backup memory and retain state support, automatic preservation and ten manual slots to save states. -
1 Before the U.S. COPYRIGHT OFFICE, LIBRARY of CONGRESS
Before the U.S. COPYRIGHT OFFICE, LIBRARY OF CONGRESS In the Matter of Exemption to Prohibition on Circumvention of Copyright Protection Systems for Access Control Technologies Docket No. 2014-07 Reply Comments of the Electronic Frontier Foundation 1. Commenter Information Mitchell Stoltz Kendra Albert Corynne McSherry (203) 424-0382 Kit Walsh [email protected] Electronic Frontier Foundation 815 Eddy St San Francisco, CA 94109 (415) 436-9333 [email protected] The Electronic Frontier Foundation (EFF) is a member-supported, nonprofit public interest organization devoted to maintaining the traditional balance that copyright law strikes between the interests of copyright owners and the interests of the public. Founded in 1990, EFF represents over 25,000 dues-paying members, including consumers, hobbyists, artists, writers, computer programmers, entrepreneurs, students, teachers, and researchers, who are united in their reliance on a balanced copyright system that ensures adequate incentives for creative work while facilitating innovation and broad access to information in the digital age. In filing these reply comments, EFF represents the interests of gaming communities, archivists, and researchers who seek to preserve the functionality of video games abandoned by their manufacturers. 2. Proposed Class Addressed Proposed Class 23: Abandoned Software—video games requiring server communication Literary works in the form of computer programs, where circumvention is undertaken for the purpose of restoring access to single-player or multiplayer video gaming on consoles, personal computers or personal handheld gaming devices when the developer and its agents have ceased to support such gaming. We propose an exemption to 17 U.S.C. § 1201(a)(1) for users who wish to modify lawfully acquired copies of computer programs for the purpose of continuing to play videogames that are no longer supported by the developer, and that require communication with a server.