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UPC Platform Publisher Title Price Available 730865001347
UPC Platform Publisher Title Price Available 730865001347 PlayStation 3 Atlus 3D Dot Game Heroes PS3 $16.00 52 722674110402 PlayStation 3 Namco Bandai Ace Combat: Assault Horizon PS3 $21.00 2 Other 853490002678 PlayStation 3 Air Conflicts: Secret Wars PS3 $14.00 37 Publishers 014633098587 PlayStation 3 Electronic Arts Alice: Madness Returns PS3 $16.50 60 Aliens Colonial Marines 010086690682 PlayStation 3 Sega $47.50 100+ (Portuguese) PS3 Aliens Colonial Marines (Spanish) 010086690675 PlayStation 3 Sega $47.50 100+ PS3 Aliens Colonial Marines Collector's 010086690637 PlayStation 3 Sega $76.00 9 Edition PS3 010086690170 PlayStation 3 Sega Aliens Colonial Marines PS3 $50.00 92 010086690194 PlayStation 3 Sega Alpha Protocol PS3 $14.00 14 047875843479 PlayStation 3 Activision Amazing Spider-Man PS3 $39.00 100+ 010086690545 PlayStation 3 Sega Anarchy Reigns PS3 $24.00 100+ 722674110525 PlayStation 3 Namco Bandai Armored Core V PS3 $23.00 100+ 014633157147 PlayStation 3 Electronic Arts Army of Two: The 40th Day PS3 $16.00 61 008888345343 PlayStation 3 Ubisoft Assassin's Creed II PS3 $15.00 100+ Assassin's Creed III Limited Edition 008888397717 PlayStation 3 Ubisoft $116.00 4 PS3 008888347231 PlayStation 3 Ubisoft Assassin's Creed III PS3 $47.50 100+ 008888343394 PlayStation 3 Ubisoft Assassin's Creed PS3 $14.00 100+ 008888346258 PlayStation 3 Ubisoft Assassin's Creed: Brotherhood PS3 $16.00 100+ 008888356844 PlayStation 3 Ubisoft Assassin's Creed: Revelations PS3 $22.50 100+ 013388340446 PlayStation 3 Capcom Asura's Wrath PS3 $16.00 55 008888345435 -
Indoor Fireworks: the Pleasures of Digital Game Pyrotechnics
Indoor Fireworks: the Pleasures of Digital Game Pyrotechnics Simon Niedenthal Malmö University, School of Arts and Communication Malmö, Sweden [email protected] Abstract: Fireworks in games translate the sensory power of a real-world aesthetic form to the realm of digital simulation and gameplay. Understanding the role of fireworks in games can best be pursued through through a threefold aesthetic perspective that focuses on the senses, on art, and on the aesthetic experience that gives pleasure through the player’s participation in the simulation, gameplay and narrative potentials of fireworks. In games ranging from Wii Sports and Fantavision, to Okami and Assassin’s Creed II, digital fireworks are employed as a light effect, and are also the site for gameplay pleasures that include design and performance, timing and rhythm, and power and awe. Fireworks also gain narrative significance in game forms through association with specific sequences and characters. Ultimately, understanding the role of fireworks in games provokes us to reverse the scrutiny, and to consider games as fireworks, through which we experience ludic festivity and voluptuous panic. Keywords: Fireworks, Pyrotechnics, Digital Games, Game Aesthetics 1. Introduction: On March 9th, 2000, Sony released the fireworks-themed Fantavision (Sony Computer Entertainment 2000) in Japan as one of the very first titles for its then new Playstation 2. Fantavision exhibits many of the desirable qualities for good launch title: simulation properties that show off new graphic capabilities, established gameplay that is quick to grasp, a broad appeal. Though the critical reception for the game was ultimately lukewarm (a 72 rating from Metacritic.com), it is notable that Sony launched its new console with a fireworks game. -
MARVELOUS Company Profile-2019-ENG.Indd
President Shuichi Motoda 2 MARVELOUS COMPANY PROFILE For games, video, music and stage. Excitement has no borders. After food, clothing and shelter comes fun. To have fun is to live. The more we keep our hearts entertained, the more fulfilling our lives will be. Marvelous Inc. is an all-round entertainment company that produces fun. We create interesting and original intellectual property (IP) for games, video, music and stage. Leveraging our strength in “multi-content, multi-use and multi-device,” we transcend changes in the times to consistently create fresh entertainment. We strive to deliver wonder and excitement never seen before to the people of the world. Before you know it, we will be one of Japan’s leading content providers. And we will be an entertainment company that offers a multitude of challenges and thrills and leaves people wondering, “What’s coming next from this company?” Personally, I’m really looking forward to what lies ahead at Marvelous. President Shuichi Motoda MARVELOUS COMPANY PROFILE 3 In the Online Game Business, we are engaged in the planning, development, and operation of online games for App Store, Google Play, and SNS platforms. In order to provide the rapidly evolving online game market quickly and consistently with ONLINE GAME buzz-worthy content, we are engaged in proactive development efforts through alliances with other IPs in addition to our own. By promoting multi-use of original IP produced by Marvelous Delivering buzz-worthy content and and multi-device compatibility of products for PC, mobile, expanding the number of users smartphone, tablet and other devices, we work to diversify worldwide revenue streams. -
A Conceptual Model for Video Games and Interactive Media
A Conceptual Model for Video Games and Interactive Media Jacob Jett Graduate School of Library and Information Science, University of Illinois at Urbana-Champaign 501 E Daniel St, Champaign, IL 61820 +1.217.244.2164 [email protected] Simone Sacchi Center for Digital Research and Scholarship, Columbia University 201 Lehman Library, International Affairs Building, 420 West 118th Street, New York, NY 10027 +1.212.851.7338 [email protected] Jin Ha Lee Information School, University of Washington Mary Gates Hall, Suite 370, Seattle WA 98195 +1.206.685.0153 [email protected] Rachel Ivy Clarke Information School, University of Washington Mary Gates Hall, Suite 370, Seattle WA 98195 +1.206.685.0153 [email protected] ABSTRACT In this article, we describe a conceptual model for video games and interactive media. Existing conceptual models such as the Functional Requirements for Bibliographic Records (FRBR) are not adequate to represent the unique descriptive attributes, levels of variance, and relationships among video games. Previous video game-specific models tend to focus on the development of video games and their technical aspects. Our model instead attempts to reflect how users such as game players, collectors, and scholars understand video games and the relationships among them. We specifically consider use cases of gamers, with future intentions of using this conceptual model as a foundation for developing a union catalog for various libraries and museums. In the process of developing the model, we encountered many challenges, including conceptual overlap with and divergence from FRBR, entity scoping, complex relationships among entities, and the question of how to model additional content for game expansion. -
Video Game Video Game
Important Health Warning About Playing Video Games Photosensitive seizures A very small percentage of people may experience a seizure when exposed to certain visual images, including flashing lights or patterns that may appear in video games. Even people who have no history of seizures or epilepsy may have an undiagnosed condition that can cause these “photosensitive epileptic seizures” while watching video games. These seizures may have a variety of symptoms, including lightheadedness, altered vision, eye or face twitching, jerking or shaking of arms or legs, disorientation, confusion, or momentary loss of awareness. Seizures may also cause loss of consciousness or convulsions that can lead to injury from falling down or striking nearby objects. Immediately stop playing and consult a doctor if you experience any of these symptoms. Parents should watch for or ask their children about the above symptoms— children and teenagers are more likely than adults to experience these seizures. The risk of photosensitive epileptic seizures may be reduced by taking the following precautions: Sit farther from the screen; use a smaller screen; play in a well-lit room; do not play when you are drowsy or fatigued. If you or any of your relatives have a history of seizures or epilepsy, consult a doctor before playing. ESRB Game Ratings The Entertainment Software Rating Board (ESRB) ratings are designed to provide consumers, especially parents, with concise, impartial guidance about the age- appropriateness and content of computer and video games. This information can help consumers make informed purchase decisions about which games they deem suitable for their children and families. -
As a New Crop of Baby Animals
Expert Guidance on Children’s Interactive Media May 2009 Volume 17, No. 5, Issue 110 Bugsby Reading System Cate West: The Vanishing Files Circus Games Crayola Colorful Journey Curious George’s Dictionary DanceDanceRevolution Disney Grooves Donkey Kong Jungle Beat Elizabeth Find, MD: Diagnosis Mystery Emergency! Disaster Rescue Squad Excitebots: Trick Racing Faceland Free Realms Grand Slam Tennis Harry Potter and the Half-Blood Prince Hell’s Kitchen Intel ClassMate Convertible PC Jewel Master: Cradle of Rome Kids Collection DVDs LEGO Education: WeDo Robotics LEGO Rock Band M&M’s Beach Party Madden NFL 10 Mortimer Beckitt and the Secrets of Spooky Manor NCAA Football 10 Nitro Jr. Notebook Nitro Tunes Desktop PuttingPutting thethe OMG! High School Triple Play Pack Paper Show PebbleGo APTOP PeeWee Pivot Tablet Laptop ““LL”” Penguin Cold Cash Professor Heinz Wolff’s Gravity Ride & Learn Giraffe Bike Rosetta Stone Version 3, Level 1: inin OLPCONE LAPTOP PER CHILD Italian OLPC SCRABBLE The Atom Powered Intel ClassMate Convertable PC Secret Saturdays Sims 3, The Step & Count Kangaroo DDR Disney Grooves, Help for Baby Animals, Curious George on an iPhone, Talking Pens and more.... Super Secret (www.supersecret.com) Tiger Woods PGA Tour 10 TouchMaster 2 Up! V.Smile Smartridges for 2009 One Laptop Per Doctor “Mr. Buckleitner?” My doctor peered into the waiting room, juggling a battered HP Laptop TM in one arm. The computer was clearly both a nuisance and a necessity that had earned a May 2009 proper place in the medical routine. Volume 17, No. 5, Issue 110 As the blood pressure monitor tightened EDITOR Warren Buckleitner, Ph.D., around my arm, I asked about the laptop. -
Digital Gaming Industry in Global-Local Crossings: Comparative Study of UK, China and Brazil
Digital Gaming Industry in Global-Local Crossings: Comparative Study of UK, China and Brazil Abstract Clustering is a common phenomenon in digital gaming industry where businesses can benefit from local concentration of talents, spill-over events, resources recycling activities, formal or informal networks formed (Pilon and Tremblay 2013; Ruggill et al. 2016). In addition, digital gaming industry also possess a born-global nature (Gomez and Gonzalez-Perez 2015). Reflecting on the global-local structure, a conceptual framework on digital gaming industry ecosystem is proposed in this paper. A comparative analysis is performed against the digital gaming industry in UK, China and Brazil. As the initial stage of the project, the analysis focuses on the similarities and differences of the digital gaming industry from perspectives such as policy, culture, funding, talents, market, infrastructure and other supports. Keywords: Entrepreneurial Ecosystem, Digital Gaming, Business Growth, UK, Brazil, China 1. Introduction When video game Grand Theft Auto V came out in September 2013, it quickly broke six Guinness world records including the highest revenue generated within 24 hours ($815.7 million) and the fastest entertainment property to reach $1 billion in sales (within three days of releasing) which were previously held by blockbuster movies like The Avengers and Avatar (Lynch 2013). This achievement is a manifestation of the growth in the digital gaming industry: since mid-1980s, the industry has grown annually by between 10% and 15% (Zackariasson and Wilson 2010; Marchand and Hennig-Thurau 2013; Newzoo 2018). In comparison, the estimated compound annual growth rate (CAGR) between 2018 and 2023 for global entertainment and media industry, which the digital gaming industry is part of, is at 4.3% (PwC 2019). -
Vgarchive : My Video Game Collection 2021
VGArchive : My Video Game Collection 2021 Nintendo Entertainment System 8 Eyes USA | L Thinking Rabbit 1988 Adventures in the Magic Kingdom SCN | L Capcom 1990 Astérix FRA | L New Frontier / Bit Managers 1993 Astyanax USA | L Jaleco 1989 Batman – The Video Game EEC | L Sunsoft 1989 The Battle of Olympus NOE | CiB Infinity 1988 Bionic Commando EEC | L Capcom 1988 Blades of Steel SCN | L Konami 1988 Blue Shadow UKV | L Natsume 1990 Bubble Bobble UKV | CiB Taito 1987 Castlevania USA | L Konami 1986 Castlevania II: Simon's Quest EEC | L Konami 1987 Castlevania III: Dracula's Curse FRA | L Konami 1989 Chip 'n Dale – Rescue Rangers NOE | L Capcom 1990 Darkwing Duck NOE | L Capcom 1992 Donkey Kong Classics FRA | L Nintendo 1988 • Donkey Kong (1981) • Donkey Kong Jr. (1982) Double Dragon USA | L Technōs Japan 1988 Double Dragon II: The Revenge USA | L Technōs Japan 1989 Double Dribble EEC | L Konami 1987 Dragon Warrior USA | L Chunsoft 1986 Faxanadu FRA | L Nihon Falcom / Hudson Soft 1987 Final Fantasy III (UNLICENSED REPRODUCTION) USA | CiB Square 1990 The Flintstones: The Rescue of Dino & Hoppy SCN | B Taito 1991 Ghost'n Goblins EEC | L Capcom / Micronics 1986 The Goonies II NOE | L Konami 1987 Gremlins 2: The New Batch – The Video Game ITA | L Sunsoft 1990 High Speed ESP | L Rare 1991 IronSword – Wizards & Warriors II USA | L Zippo Games 1989 Ivan ”Ironman” Stewart's Super Off Road EEC | L Leland / Rare 1990 Journey to Silius EEC | L Sunsoft / Tokai Engineering 1990 Kings of the Beach USA | L EA / Konami 1990 Kirby's Adventure USA | L HAL Laboratory 1993 The Legend of Zelda FRA | L Nintendo 1986 Little Nemo – The Dream Master SCN | L Capcom 1990 Mike Tyson's Punch-Out!! EEC | L Nintendo 1987 Mission: Impossible USA | L Konami 1990 Monster in My Pocket NOE | L Team Murata Keikaku 1992 Ninja Gaiden II: The Dark Sword of Chaos USA | L Tecmo 1990 Rescue: The Embassy Mission EEC | L Infogrames Europe / Kemco 1989 Rygar EEC | L Tecmo 1987 Shadow Warriors FRA | L Tecmo 1988 The Simpsons: Bart vs. -
AQ INTERACTIVE Inc
AQ INTERACTIVE Inc. Business Results for the Third Quarter of Fiscal Year Ending March 2011 February 17 , 2011 Company Profile (As of December 31, 2010) Company : AQ INTERACTIVE Inc. Address : Hitachi Solutions Tower B, 4-12-6 Higashi-Shinagawa, Shinagawa-ku, To kyo 140-0002 Japan Founded : March 1, 2000 Capital Stock : ¥3.2 Billion President & CEO : Shuichi Motoda Fiscal Year Month : March No. of Shares Issued : 54,495 Shares Number of Employees : 329 (Consolidated) Business Description : Planning, developing and marketing/sales of game software URL : http://www.aqi.co.jp 6 Consolidated Subsidiaries: ARTOON Co.,Ltd., cavia inc., feelplus Inc., XSEED JKS, INC., MICRO CABIN INC.,* LINKTHINK INC. *As of the fourth quarter, MICROCABIN CORP. is no longer a consolidated subsidiary due to a stock transfer made in January 14, 2011. 2 Corporate History Founded in March 2000 Corporate Name Changes in October 2005 cavia inc. (currently AQ INTERACTIVE Inc.) AQ INTERACTIVE Inc. ※1 Acquired as a wholly owned subsidiary and renamed in June 2005 Founded in May 1992 ※1 feelplus Inc. Acquired as a consolidated subsidiary in September 2002 ※2 Acquired as a wholly owned subsidiary in June 2005 Foun de d in Augus t 1999 ※2 ARTOON Co.,Ltd. Acquired as a wholly owned subsidiary in May 2004 ※ 3 Launched as a wholly owned subsidiary in October 2005 ※3 cavia inc. (new) ※ 4 Additional shares acquired in May 2009 Founded in August 2004 ※4 XSEED JKS , INC . Acquired as a consolidated subsidiary in June 2007 ※5 Acquired as a wholly owned subsidiary in May 2008 Founded in November 1982 ※5 MICRO CABIN INC. -
Upcoming Wii Game List
A Partial List of Some Upcoming Wii™ Games Note that game titles are subject to change. Launch dates are TBD. Publisher Game Tony Hawk’s Downhill Jam™ Activision Marvel™: Ultimate Alliance Call of Duty® 3 AQ Interactive Boxing Action Atari Dragon Ball Z Budokai: Tenkaichi 2 Atlus Trauma Center: Second Opinion BANPRESTO Family Action Game Disney’s Chicken Little: Ace in Action Buena Vista Games Disney’s Meet the Robinsons Capcom Resident Evil series SIMPLE series D3Publisher Original Action Game Eidos Title TBD Madden NFL ’07 Electronic Arts Medal of Honor Airborne EPOCH Title TBD From Software Action Game Genki Title TBD BOMBERMAN LAND HUDSON SOFT Flight Game JALECO Title TBD KOEI Sengoku Action Elebits Konami Digital Entertainment Soccer Game Majesco Bust-A-Move Revolution BOKUJO MONOGATARI Heroes Marvelous Interactive KAWA NO NUSHITSURI Original Simulation Mastiff Mr. D. Goes to Town (working title) The Ant Bully Midway Games Happy Feet New Vertical Scroll Shooting Game MILESTONE New Action Game Character Action Game MTO SAN-X All-star Revolution – more – A Partial List of Some Upcoming Wii Games Page 2 FINAL FURLONG Mobile Suit GUNDAM SD GUNDAM G BREAKER DIGIMON NAMCO BANDAI Games ONE PIECE UNLIMITED ADVENTURE New Action Game New RPG TAMAGOTCHI Title TBD Natsume (developed by Marvelous) Harvest Moon Disaster: Day of Crisis™ Excite Truck™ Fire Emblem™ Metroid® Prime 3: Corruption Nintendo Project H.A.M.M.E.R. ™ Super Mario® Galaxy The Legend of Zelda®: Twilight Princess WarioWare™: Smooth Moves Wii Sports Super Monkey Ball Banana Blitz -
Why Game? 1 2 the Gamer’S Quarter Issue #3 Table of Contents
Why Game? 1 2 The Gamer’s Quarter Issue #3 Table Of Contents 4 - How Nippon Ichi Saved My Life Disgaea, Phantom Brave, Makai Kingdom – PS2 8 - Phantom Publisher An Interview With NIS America 12 - Soldier of Lost Fortune Missing a Once-in-a-Lifetime Opportunity 18 - Within the Shell of a License Ghost in the Shell: Stand Alone Complex – PS2 23 - We Shall Meet in the Place Where There is No Darkness Half-Life 2 - PC 27 - Anomoly Discrimination Force S^2 Chapter 02: The Coparcener 34 - A Calculated Assault on Starcraft and All it Stands For: Why I Am Not a Gamer Starcraft - PC 43 - Speed Runs and You I Like to Watch 46 - A Story of Fable Fable - Xbox 50 - Guilty Pleasures XXX – Part 1 Welcome to the Guilty Gear! 53 - Innovation in Game Design An Exercise in Creativity by The Gamer’s Quarter Staff and Their Friends 54 - Salaryman Suicide 56 - Skylarking 58 - Project FTL 60 - An RPG Without Saves 64 - Real Dog vs. Nintendog (Real Dog Wins) Nintendogs – NDS 70 - “at how many komas do jou get gogeta?” Jump Superstars - NDS 72 - Life, Non-Warp: DX Super Mario Bros. 3 - NES 90 - Misters and Miss... Crossword 92 - Untold Tales of the Arcade 3: Taito Think Tank A Look Into Old and Obscure Arcade Games 98 - The Gamer’s Quarter EXCLUSIVE Preview of The Legend of Zelda: Twilight Princess The Legend of Zelda: Twilight Princess - NGC 102 - Frustration in an Aerial Fantasy World SkyGunner – PS2 106 - Guilty Pleasures XXX – Part 2 Phallic Gay Jokes 108 - Open Letter to Rockstar Hot Coffee Controversy 110 - Reaching Adulthood Through Street Fighter 2 How I Learned to Love the Fight 114 - Raystorm and Its Legacy Rayforce, Raystorm, Raycrisis - AC 121 - In a Sea of Intellectual Property, Pirates Arise Morality and Emulation on the PSP 124 - Guilty Pleasures XXX – Part 3 OMG!! WTF?! 128 - Why Game? Reason #2: Internationalism Editorial 1 Editor’s Desk - September 15th, 2005 That’s how it feels anyway. -
Brochure2106e.Pdf
President Shuichi Motoda 2 MARVELOUS COMPANY PROFILE For games, video, music and stage. Excitement has no borders. After food, clothing and shelter comes fun. To have fun is to live. The more we keep our hearts entertained, the more fulfilling our lives will be. Marvelous Inc. is an all-round entertainment company that produces fun. We create interesting and original intellectual property (IP) for games, video, music and stage. Leveraging our strength in “multi-content, multi-use and multi-device,” we transcend changes in the times to consistently create fresh entertainment. We strive to deliver wonder and excitement never seen before to the people of the world. Before you know it, we will be one of Japan’s leading content providers. And we will be an entertainment company that offers a multitude of challenges and thrills and leaves people wondering, “What’s coming next from this company?” Personally, I’m really looking forward to what lies ahead at Marvelous. President Shuichi Motoda MARVELOUS COMPANY PROFILE 3 Comprehensive entertainment company NE GAM NLI E that produce O multi-content "Various entertainment contents" in multi-use Various entertainment "Various business areas" for contents Various business areas "Various devices" C L O A N U S Managing policy S U I V Creating new entertainment M & E to provide R IO G “ Wonder ”and“ Excitement ” A multi-device D M AU to the world E Various devices 4 MARVELOUS COMPANY PROFILE In the Online Game Business, we are engaged in the planning, development, and operation of online games for App Store, Google Play, and SNS platforms.