June 2009 1St Issue
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Gaming Cover Front
Gaming A Technology Forecast Implications for Community & Technical Colleges in the State of Texas Authored by: Jim Brodie Brazell Program Manager for Research Programs for Emerging Technologies Nicholas Kim IC² Institute Program Director Honoria Starbuck, PhD. Eliza Evans, Ph.D. Michael Bettersworth, M.A. Digital Games: A Technology Forecast Authored by: Jim Brodie Brazell Nicholas Kim Honoria Starbuck, PhD. Program Manager for Research, IC² Institute Eliza Evans, Ph.D. Contributors: Melinda Jackson Aaron Thibault Laurel Donoho Research Assistants: Jordan Rex Matthew Weise Programs for Emerging Technologies, Program Director Michael Bettersworth, M.A. DIGITAL GAME FORECAST >> February 2004 i 3801 Campus Drive Waco, Texas 76705 Main: 254.867.3995 Fax: 254.867.3393 www.tstc.edu © February 2004. All rights reserved. The TSTC logo and the TSTC logo star are trademarks of Texas State Technical College. © Copyright IC2 Institute, February 2004. All rights reserved. The IC2 Institute logo is a trademark of The IC2 Institute at The Uinversity of Texas at Austin. This research was funded by the Carl D. Perkins Vocational and Technical Act of 1998 as administered by the Texas Higher Education Coordinating Board. ii DIGITAL GAME FORECAST >> February 2004 Table of Contents List of Tables ............................................................................................................................................. v List of Figures .......................................................................................................................................... -
Opinnäytetyön Mallipohja
Videopelit mediassa: arvostelumedioiden muutos 90- ja 2000-luvuilla Mantere, Ilkka 2013 Kerava Laurea-ammattikorkeakoulu Kerava Videopelit mediassa: arvostelumedioiden muutos 90- ja 2000-luvuilla Ilkka Mantere Tietojenkäsittelyn koulutusohjelma Opinnäytetyö Marraskuu, 2013 Laurea-ammattikorkeakoulu Tiivistelmä Laurea Kerava Tietojenkäsittelyn koulutusohjelma Mantere, Ilkka Videopelit mediassa: arvostelumedioiden muutos 90- ja 2000-luvuilla Vuosi 2013 Sivumäärä 54 Tämän opinnäytetyön tavoitteena on selvittää, miten videopelien arvostelu eri medioissa on muuttunut. Tavoitteena on selvittää, mistä pelaajat nykyään katsovat arvosteluja, mihin ar- vosteluihin he luottavat ja mitä arvostelumediaa lehdistä, televisiosta ja Internetistä he pitä- vät tärkeimpänä. Lisäksi kerrotaan videopelikonsolien ja suomalaisten videopeliohjelmien his- toriasta, sillä Suomessa on luotu sekä maailman ensimmäinen videopeleihin keskittynyt kana- va MoonTV että ulkomaillakin levitykseen päässyt peliohjelmaformaatti Tilt. Konsolien historiasta kirjoittamista varten käytetään joitakin kirjalähteitä, lähinnä englannin- kielisiä, koska kattavia konsolien historiaa kunnolla käsitteleviä kirjoja ei tunnu olevan suo- meksi tarjolla. Lähteinä käytetään myös Internetistä löytyviä videopeliaiheisia videoita, jotka viihteellisyydestään huolimatta tarjoavat paljon tietoa videopelien historiasta. Tutkimus on tehty yhdistellen kvantitatiivista tutkimusta käyttäen verkkolomaketta, minkä lisäksi käytettiin, näkökulman laajentamiseksi ja tiedonsaantiin, sähköpostihaastatteluja -
Microsoft Acquires Massive, Inc
S T A N F O R D U N I V E R S I T Y! 2 0 0 7 - 3 5 3 - 1! W W W . C A S E W I K I . O R G! R e v . M a y 2 9 , 2 0 0 7 MICROSOFT ACQUIRES MASSIVE, INC. May 4th, 2006 T A B L E O F C O N T E N T S 1. Introduction 2. Industry Overview 2.1. The Advertising Opportunity Within Video Games 2.2. Market Size and Demographics 2.3. Video Games and Advertising 2.4. Market Dynamics 3. Massive, Inc. ! Company Background 3.1. Founding of Massive 3.2. The Financing of Massive 3.3. Product Launch / Technology 3.4. The Massive / Microsoft Deal 4. Microsoft, Inc. within the Video Game Industry 4.1. Role as a Game Publisher / Developer 4.2. Acquisitions 4.3. Role as an Electronic Advertising Network 4.4. Statements Regarding the Acquisition of Massive, Inc. 5. Exhibits 5.1. Table of Exhibits 6. References ! 2 0 0 7 - 3 5 3 - 1! M i c r o s o f t A c q u i s i t i o n o f M a s s i v e , I n c .! I N T R O D U C T I O N In May 2007, Microsoft Corporation was a company in transition. Despite decades of dominance in its core markets of operating systems and desktop productivity software, Mi! crosoft was under tremendous pressure to create strongholds in new market spaces. -
In the Archives Here As .PDF File
Biting the Hand 6/12/01 Jessica M. Mulligan Page 1 Biting the Hand: A Compilation of the Columns to Date Copyright 1999 by Jessica M. Mulligan Table of Contents 1 YEAR 1999 COLUMNS ...................................................................................................2 1.1 WELCOME TO MY WORLD; NOW BITE ME....................................................................2 1.2 NASTY, INCONVENIENT QUESTIONS, PART DEUX...........................................................5 1.3 PRESSING THE FLESH II: THE INTERACTIVE SEQUEL.......................................................8 1.4 MORE BUGS: A CASUALTY OF THE XMAS RUSH?.........................................................10 1.5 IN THE BIZ..................................................................................................................13 1.6 JACK AND THE BEANCOUNTER....................................................................................15 1.7 COLOR ME BONEHEADED ............................................................................................19 1.8 AH, SWEET MYSTERY OF LIFE ................................................................................22 1.9 THE CONFERENCE FORMERLY KNOWN AS THE COMPUTER GAME DEVELOPER’S CONFERENCE .........................................................................................................................24 1.10 THIS FRAGGED CORPSE BROUGHT TO YOU BY ...........................................................27 1.11 OH, NO! I FORGOT TO HAVE CHILDREN!....................................................................29 -
Självständigt Arbete På Grundnivå Independent Degree Project - First Cycle
Självständigt arbete på grundnivå Independent degree project - first cycle Datavetenskap Computer Science Datorspelsbranschen Att estimera resursbehovet för nya projektteam baserat på historiska data. Peter Kullgard Datorspelsbranschen - Att estimera resursbehovet för nya projektteam baserat på historiska data Peter Kullgard 2015-03-15 MITTUNIVERSITETET Avdelningen för datavetenskap Examinator: Leif Olsson, [email protected] Handledare: Håkan Sundberg, hakan.sundberg @miun.se Författare: Peter Kullgard, peku1002 @student.miun.se Huvudområde: Datavetenskap Termin, år: VT, 2014 ii Datorspelsbranschen - Att estimera resursbehovet för nya projektteam baserat på historiska data Peter Kullgard 2015-03-15 Sammanfattning Datorspelsbranschen är en relativt ung bransch, både jämfört med andra delar av mjukvaruindustrin och nöjesbranschen. En av de stora utmaningarna spelutvecklare står inför är planeringen av den långsiktiga kompetens- försörjningen. Dock saknas sammanställda historiska data och applicerbara resursestimeringsmetoder, vilket gör detta arbete näst intill omöjligt. Det första delmålet med den här studien är att samla in historiska data angående strukturen och storleken på utvecklingsteam som utvecklat AAA-spel (professionellt utvecklade spel med en hög budget) för pc-datorer. Datan samlas in från kreditlistor hämtade via webbsidan Mobygames.com. Det andra delmålet består i att utreda huruvida den insamlade datan kan appliceras på modeller för estimering av framtida personalbehov. De två modellerna som används är trendanalys samt kvotanalys. Resultatet visar att det går att samla in och bygga upp en historisk databas samt att båda modellerna kan appliceras på databasen med gott resultat.Trendanalysen visar att storleken på projektteamen de senaste 20 åren i stort sett utvecklats linjärt och kvotanalysen att det finns klara och tydliga relationer mellan olika yrkesgrupper samt relationer mellan projektteamet och en yrkesgrupp. -
Nepali Style Guide
Nepali Style Guide Contents What's New? .................................................................................................................................... 4 New Topics ................................................................................................................................... 4 Updated Topics ............................................................................................................................ 5 Introduction ...................................................................................................................................... 6 About This Style Guide ................................................................................................................ 6 Scope of This Document .............................................................................................................. 6 Style Guide Conventions .............................................................................................................. 6 Sample Text ................................................................................................................................. 7 Recommended Reference Material ............................................................................................. 7 Normative References .............................................................................................................. 7 Informative References ............................................................................................................ -
Dolla Dolla Bills, Y'all
Dolla Dolla Bills, Y'all ●Do you like this site? ●Have you ever enjoyed reading anything here? ●Did you ever find anything helpful, informative, or even just funny? Then now’s the time to pledge your support and not get a free tote bag or whatever PBS is shilling these days. I don’t even have any cool interns to man the phone banks I also don’t have, so don’t expect any of that business, either. PROGRESS TO GOAL: 70% What I do have is the yearly renewal on my hosting plan coming up, with nothing budgeted to pay for it. I recently started a new job, which required a small move, which required fighting a ridiculous custody battle that I can’t even describe, which depleted any savings we had, etc… Things are fine now, financially and in every other way. We’re back on our feet and things are turning around; I can pay our bills and our lawyer (because that particular nightmare isn’t over yet), I can put food on the table and a nice new roof over our heads. I could probably even pay to renew my hosting plan, if I really wanted to. But that’s money that could be better spent on Trey, so that’s where I want to spend it. So, that being said, what am I going to do with Coquetting Tarradiddles? Well, that’s entirely up to you. To renew my server hosting at its current level (which is pretty necessary, unless you want the site crashing every time I get a traffic spike, or whenever some jellyheaded script kiddie tries to hack my Gibson), it’ll cost me $250 clams. -
View the Manual
Information in this document, including URL and other Internet Web site references, is subject to change without notice. Unless otherwise noted, the example companies, organizations, products, people and events depicted herein are fictitious and no association with any real company, organization, product, person or event is intended or should be inferred. Complying with all applicable copyright laws is the responsibil- ity of the user. Without limiting the rights under copyright, no part of this document may be reproduced, stored in or introduced into a retrieval system, or transmitted in any form or by any means (electronic, mechanical, photocopying, recording, or otherwise), or for any purpose, without the express written permission of Microsoft Corporation. Microsoft may have patents, patent applications, trademarks, copyrights, or other intellectual property rights covering subject matter in this document. Except as expressly provided in any written license agreement from Microsoft, the furnishing of this document does not give you any license to these patents, trademarks, copyrights, or other intellectual property. © 2000 Digital Anvil, Inc. All rights reserved. Portions © 2000 Microsoft Corporation. All rights reserved. DIGITAL ANVIL and CONQUEST are either registered trademarks or trademarks of Digital Anvil, Inc. [Digital Anvil Holdings, Inc.] in the United States and/or other countries/regions. Microsoft, MS-DOS, Windows, Windows NT, the Windows logo, DirectX, and MSN are either registered trademarks or trademarks of Microsoft Corporation in the United States and/or other countries/regions. The names of actual companies and products mentioned herein may be the trademarks of their respective owners. 1000 Part No. X05-94983 X0594983ifc.p65 1 10/11/00, 12:03 AM AN INTRODUCTION TO YOUR FIELD MANUAL Greetings. -
The End Game How Top Developers Sold Their Studios
The End Game How Top Developers Sold Their Studios In November 2002 Angel Studios was purchased by Take Two for $28 million dollars in cash and 235,000 shares of stock. A month earlier Activision purchased Luxoflux for $9 million dollars and 110,000 shares of stock. That same year Infogrames (now Atari) purchased Shiny for a surprising $47 million dollars, and who can forget Microsoft’s purchase of Rare for a whopping $375 million? And the list goes on: Massive Entertainement, Rainbow Studios, Barking Dog, Black Box, Shaba Games, Gray Matter, Treyarch, Outrage, Volition, Digital Anvil, Westwood Studios, and more. All have been purchased by a major publisher and experienced the thrill of the end game. For many developers, selling their studio is the final prize for a race well run. But what do you really know about how a deal goes down and whether or not you are a good prospect? What is it that will make your studio attractive? How will your company be valued? And perhaps most importantly, what can you do to prepare? The information presented in this lecture is based on interviews with key executives from both sides of an acquisition transaction: independent game studios who have been purchased and the publishers who purchased them. Interviews were also conducted with attorneys and investment firms that deal in mergers and acquisitions within the video game and software industries. And finally, research was conducted to quantify specific transactions and acquisition details. DISCLAIMER Mergers and acquisitions are complex business relationships that require the help of legal and accounting professionals. -
Download 860K
Biting the Hand 6/12/01 Jessica M. Mulligan Page 1 Biting the Hand: A Compilation of the Columns to Date Copyright 2001 by Jessica M. Mulligan Copyright 2000 by Jessica Mulligan. All right reserved. Biting the Hand 6/12/01 Jessica M. Mulligan Page 2 Table of Contents 1 THE 1997 COLUMNS......................................................................................................6 1.1 ISSUE 1: APRIL 1997.....................................................................................................6 1.1.1 ACTIVISION??? WHO DA THUNK IT? .............................................................7 1.1.2 AMERICA ONLINE: WILL YOU BE PAYING MORE FOR GAMES?..................8 1.1.3 LATENCY: NO LONGER AN ISSUE .................................................................12 1.1.4 PORTAL UPDATE: December, 1997.................................................................13 1.2 ISSUE 2: APRIL-JUNE, 1997 ........................................................................................15 1.2.1 SSI: The Little Company That Could..................................................................15 1.2.2 CompuServe: The Big Company That Couldn t..................................................17 1.2.3 And Speaking Of Arrogance ...........................................................................20 1.3 ISSUE 3 ......................................................................................................................23 1.3.1 December, 1997.................................................................................................23 -
How the Xbox Went 360.Pub
Introduction to Microsoft’s Xbox 360 The Microsoft Xbox 360 is a stunning example of globalization and Globalization; the processes of both global interconnections (through production and access to the video game console) and also through the use of Globalization as a political buzz word (to generate an image of the Xbox 360 as the brand connecting users worldwide) (Sparke 2005a, 3). These two definitions of globalization; as a physical process of interconnections and as a political buzz word, can aid in understanding the systems at work when examining how Xbox is attempting to go 360. Microsoft’s Xbox as a technology can be seen as a computer with access to very specific content; all that is needed is the video game console and a connection to broadband Internet. When considering the qualifications to gain access to the Xbox 360 ‘experience,’ one must consider how to get an Internet connection and to the Xbox 360 console. While most citizens in the Xbox 360’s major markets, US, EU and Japan, may not consider these systems hard to obtain, many millions of people globally do not have the luxury of high-speed access to the Internet and the Xbox 360 console. Through understanding the impacts of creating a virtual community based on access to technology, which Microsoft states it hopes to do with the new Xbox 360 console, the inequality of the situation starts to be clarified. Introduction to Microsoft as a Global Company Microsoft is a well-known company in the computer software industry. It continues to expand to new markets with such assets as the Xbox and other offshoots of its original products. -
Theescapist 045.Pdf
I’ve been in the industry for 12 years The last thing I would like to say to the and am profoundly and nastily cynical as ESA regarding E3 is this: Please get over the next developer, but you achieve a The return to sanity. Los Angeles; I have. That is all. neat and thought-provoking balance between enthusiasm and reality. The Escapist team arrived home from E3 Those who are interested in news and To The Editor: Just a quick note to say well into the morning hours of Saturday, reviews from the largest, most widely thank you - I hope and trust you receive -Kim after a long, sleepless night of air travel. attended gaming industry conference in many of these, because you deserve Many are still recuperating. Some are the world can find write-ups and them. I really enjoy your magazine; it’s In Respose to “Whither Sony” from ailing from the excesses of one too many impressions from The Escapist staff at well-written, intelligent and thoughtful. The Escapist Lounge: If you look at long LA nights; others from what is The Escapist Lounge. We’ll also be Even when - perhaps especially when - I the historical pattern of how many cycles being called “The E3 Virus.” This editor bringing you our special Escape From don’t think I’m especially interested in it takes between a console makers entry suspects the two afflictions may be one E3 Issue of The Escapist next week the theme, I always find something to to market and their eventual squeezing in the same.