Fiscal 2002 Third Quarter Financial Results
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Activision Signs Multi-Year Agreement with Legendary Game Designer Peter Molyneux
Activision Signs Multi-Year Agreement with Legendary Game Designer Peter Molyneux Santa Monica, CA - March 4, 2003 - Activision, Inc. (Nasdaq: ATVI) announced today that the company has signed an agreement with legendary U.K.- based game designer Peter Molyneux. Under the terms of the agreement, the company has secured the exclusive worldwide rights to Molyneux's new project tentatively titled The Movies for the PC and all video game console platforms. The agreement also grants Activision the option to publish sequels and add-on products to the title. The Movies currently is being developed by Molyneux's Lionhead Studios, whose last title, Black and White, sold almost 2 million units worldwide. Black and White topped PC sell-through charts around the globe and was a #1 best-selling game in the United Kingdom and Germany. Slated for release in 2004, The Movies gives gamers the opportunity to run their own Hollywood movie studio from the silent days of the 1920s, through the advent of new technologies into the present and beyond. The game puts players in charge of a Hollywood dream factory where they decide which movies to make and the stars to make them. The player selects the scripts, directors, sets and movie stars before shooting the action and watching their finished movie on opening night. Players can manage the money, egos, tears & tantrums on their way to living the Hollywood dream. "Peter is undoubtedly one of the most talented video game designers in the world, and Lionhead is one of the very few development studios with the knowledge and resources to develop a game that will allow players to fulfill the fantasy of building a movie empire," states Larry Goldberg, executive vice president of Activision Worldwide Studios. -
Call of Duty 1 Instruction Manual
call of duty 1 instruction manual File Name: call of duty 1 instruction manual.pdf Size: 1734 KB Type: PDF, ePub, eBook Category: Book Uploaded: 15 May 2019, 14:26 PM Rating: 4.6/5 from 830 votes. Status: AVAILABLE Last checked: 12 Minutes ago! In order to read or download call of duty 1 instruction manual ebook, you need to create a FREE account. Download Now! eBook includes PDF, ePub and Kindle version ✔ Register a free 1 month Trial Account. ✔ Download as many books as you like (Personal use) ✔ Cancel the membership at any time if not satisfied. ✔ Join Over 80000 Happy Readers Book Descriptions: We have made it easy for you to find a PDF Ebooks without any digging. And by having access to our ebooks online or by storing it on your computer, you have convenient answers with call of duty 1 instruction manual . To get started finding call of duty 1 instruction manual , you are right to find our website which has a comprehensive collection of manuals listed. Our library is the biggest of these that have literally hundreds of thousands of different products represented. Home | Contact | DMCA Book Descriptions: call of duty 1 instruction manual It is requested that this article, or a section of this article, needs to be expanded. Add to the discussion on what needs to be improved, or start your own discussion on the talk page. If you know of a command, but do not see it on the list, feel free to add it in the Commands section, but all coding must be verifiable.Click if you need to know anything about styling a page.Check it out! Check them out! The administrators are the arbitrators, mediators, janitors, and leaders of our wiki, having greater knowledge of wikitext, our policies, and are chosen for neutrality and maturity as well as contributions. -
Call of Duty : Les Coulisses D’Une Usine À Succès Deuxième Édition
Call of Duty : les Coulisses d’une usine à succès Deuxième édition Design graphique et maquette : Katell Chabin Cet ouvrage a été composé en Minion Pro, Lato et Bebas Neue. © Sébastien Delahaye, 2019 Cette œuvre est mise à disposition sous licence Attribution - Partage dans les Mêmes Conditions 4.0 International. Pour voir une copie de cette licence, visitez http://creativecommons.org/licenses/by-sa/4.0/ ou écrivez à Creative Commons, PO Box 1866, Mountain View, CA 94042, USA. Tous droits réservés. Marques déposées Tous les noms de marques ou de produits cités dans cet ouvrage sont des marques déposées ou des appellations commerciales de leurs propriétaires respectifs. Call of Duty : les Coulisses d’une usine à succès remastered (ça veut dire « 2e édition ») SÉBASTIEN DELAHAYE 4 TABLE DES MATIÈRES Avant-propos � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � 5 Prologue : Medal of Honor, l’origine du drame � � � � � � � � � � � � � � � � � � � � 8 Épisode 1. Il faut flinguer le soldat Ryan � � � � � � � � � � � � � � � � � � � � � � � � 13 Épisode 2. Un succès venu du PC � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � 17 Épisode 3. Activision s’inquiète et Robert muscle son jeu � � � � � � � � � 21 Épisode 4. Quand Activision enchaîne les galères sur consoles � � � � � 26 Épisode 5. L’Avènement d’Infinity Ward � � � � � � � � � � � � � � � � � � � � � � � � 30 Épisode 6. Du triomphe à la rupture � � � � � � � � � � � � � � � � � � � � � � � � � � � 34 Épisode 7. Gros Sous, traîtrise -
Massively Multiplayer Online Games Industry: a Review and Comparison
Massively Multiplayer Online Games Industry: A Review and Comparison From Middleware to Publishing By Almuntaser Alhindawi Javed Rafiq Sim Boon Seong 2007 A Management project presented in part consideration for the degree of "General and Financial MBA". CONFIDENTIALITY STATEMENT This project has been agreed as confidential between the students, university and sponsoring organisation. This agreement runs for five years from September, 14 th , 2007. ii Acknowledgements We would like to acknowledge Monumental Games management for giving us this opportunity to gain an insight of this interesting industry. Special thanks for Sarah Davis, Thomas Chesney and the University of Nottingham Business School MBA office personnel (Elaine, Kathleen and Christinne) for their assistance and support throughout this project. We would also like to thank our families for their constant support and patience; - Abdula Alhindawi - Fatima Alhindawi - Shatha Bilbeisi - Michelle Law Seow Cha - Sim Hock Soon - Yow Lee Yong - Mohamed Rafiq - Salma Rafiq - Shama Hamid Last but not least, our project supervisor Duncan Shaw for his support and guidance throughout the duration of this management project. i Contents Executive Summary iv Terms and Definition vi 1.0 Introduction 1 1.1 Methodology 1 1.1.1 Primary Data Capture 1 1.1.2 Secondary Data Capture 2 1.2 Literature Review 4 1.2.1 Introduction 4 1.2.2 Competitive Advantage 15 1.2.3 Business Model 22 1.2.4 Strategic Market Planning Process 27 1.2.5 Value Net 32 2.0 Middleware Industry 42 2.1 Industry Overview 42 2.2 -
Activision, Inc. — 2004 Annual Report
25th Anniversary 2004 Annual Report Financial Highlights In thousands of dollars, except per share data 2004 2003 2002 Net revenues $947,656 $864,116 $786,434 Operating income 109,817 94,847 80,574 Net earnings 77,715 66,180 52,238 Diluted earnings per share 0.54 0.43 0.39 Net Revenues Net Earnings Diluted Earnings in millions of dollars in millions of dollars per common share $948 $78 $0.54 $864 $786 $66 $0.43 $0.39 $52 ‘02 ‘03 ‘04 ‘02 ‘03 ‘04 ‘02 ‘03 ‘04 Activision, Inc. — 2004 Annual Report Robert A. Kotick Brian G. Kelly Ronald Doornink To our shareholders: Two thousand and four marks a milestone in Activision’s history—25 years of delivering quality interactive entertainment experiences to consumers worldwide. Few companies have created a business model that laid the foundation for a multi-billion dollar industry. Activision can rightfully make this claim and we are proud to be at the helm of such a tradition-rich enterprise. Throughout Activision’s evolution, our goal has been to create a company that is well integrated and capable of delivering long-term value to our shareholders. We have worked diligently to build a company that has the flexibility to seize opportunities, yet maintains the foresight to anticipate challenges and plan for its future. In fiscal 2004, our vision translated into the most successful year in our history. We delivered our 12th consecutive year of revenue growth, posted record earnings and increased our operating margin. Our results represent a five-year compound annual revenue growth rate of 17% and compound annual earnings growth rate of 39%. -
Universidade Presbiteriana Mackenzie Érika Fernanda
UNIVERSIDADE PRESBITERIANA MACKENZIE ÉRIKA FERNANDA CARAMELLO VIDA EXTRA: vivendo e aprendendo na indústria brasileira de games São Paulo 2019 1 ÉRIKA FERNANDA CARAMELLO VIDA EXTRA: vivendo e aprendendo na indústria brasileira de games Tese apresentada ao Programa de Pós-Graduação em Educação, Arte e História da Cultura da Universidade Presbiteriana Mackenzie como requisito parcial à obtenção do título de Doutora em Educação, Arte e História da Cultura. ORIENTADORA: Profa. Dra. Cláudia Coelho Hardagh São Paulo 2019 C259v Caramello, Érika Fernanda. Vida extra: vivendo e aprendendo na indústria brasileira de games / Érika Fernanda Caramello. 230 f.: il. ; 30 cm Tese (Doutorado em Educação, Arte e História da Cultura) – Universidade Presbiteriana Mackenzie, São Paulo, 2019. Orientadora: Cláudia Coelho Hardagh. Referências bibliográficas: f. 154-163. 1. Games. 2. Práxis pedagógica. 3. Formação profissional. 4. Indústria cultural. 5. Indústria criativa. 6. Identidade cultural nacional. I. Hardagh, Cláudia Coelho, orientadora. II. Título. CDD 794.8 Bibliotecária Responsável: Andrea Alves de Andrade - CRB 8/9204 2 3 Dedico a todos os agentes nacionais da indústria de games, especialmente aqueles que estão promovendo a mudança, acreditando que a sua participação para o crescimento e o reconhecimento dela é fundamental. 4 AGRADECIMENTOS À Universidade Presbiteriana Mackenzie, que me ofereceu uma bolsa de estudos integral durante o curso, sem a qual seria inviável a realização deste trabalho. Aos meus mestres Silvana Seabra, Márcia Tiburi, Wilton Azevedo (in memoriam), Elcie Masini, Mírian Celeste e Regina Giora, aos demais professores e a todos os colegas do Programa de Pós-Graduação em Educação, Arte e História da Cultura, pelo acolhimento e bons momentos durante estes anos. -
Amd A10 7700K
SOUTH AFRICA’S LEADING GAMING, COMPUTER & TECHNOLOGY MAGAZINE APRIL 2014 WIN A PC / PLAYSTATIPLAYSTATIONONON / XBOXXBBOX / NINTENDONININTN ENNDODO / LLIFESTYLEIIFFEESSTYTYLELE PS4 EIGHT REVIEWS INCLUDING Castlevania: Lords of Shadow 2 Final Fantasy XIII: Lightning Returns Plants vs. Zombies: Garden Warfare Thief IT’S CLASSIC! IT’S MODERN! COULD THIS BE EVERYTHING WE WANT IN AN FPS? PUBLISHER Michael “RedTide“ James [email protected] CONTENTS EDITOR Geoff “GeometriX“ Burrows geoff @nag.co.za ART DIRECTOR Chris “SAVAGE“ Savides STAFF WRITERS Dane “Barkskin “ Remendes Tarryn “Azimuth “ van der Byl REGULARS CONTRIBUTING EDITOR Lauren “Guardi3n “ Das Neves 8 Ed's Note 10 Inbox TECHNICAL WRITER Neo “ShockG“ Sibeko 14 Bytes 26 home_coded INTERNATIONAL 74 Mosh Pit CORRESPONDENT Miktar “Miktar” Dracon CONTRIBUTORS OPINION Rodain “Nandrew” Joubert Miklós “Mikit0707 “ Szecsei 14 Miktar’s Meanderingserings Pippa “UnexpectedGirl” Tshabalala 16 I, Gamer Delano “Delano” Cuzzucoli Matt “Sand_Storm” Fick 18 The Game Stalkerer 56 Hardwired FEATURES PHOTOGRAPHY 82 Game Over Chris “SAVAGE“ Savides 36 WOLFENSTEIN: THE NEW Dreamstime.com Fotolia.com ORDER. MEIN LEBEN! PREVIEWS “There ain’t no school like the old SALES EXECUTIVE school.” That’s how it goes, right? Cheryl “Cleona“ Harris 32 The Elder Scrolls Online Or did we just fail hard at being [email protected] 34 WildStar youthful and hippity-hopping? +27 72 322 9875 Does it even matter? Either way, MARKETING AND Wolfenstein: The New Order PROMOTIONS MANAGER REVIEWS eagerly partakes of the old school Jacqui “Jax” Jacobs of fi rst-person shooter-ising. [email protected] 44 Reviews: Introduction And boy, does it look positively +27 82 778 8439 44 Mini review: Fable: scrumptious. -
The Political Economy of the 7Th Generation Console Game
UvA-DARE (Digital Academic Repository) Prolonging the Magic: The Political Economy of the 7th Generation Console Game Nieborg, D.B. Publication date 2014 Document Version Final published version Published in Eludamos Link to publication Citation for published version (APA): Nieborg, D. B. (2014). Prolonging the Magic: The Political Economy of the 7th Generation Console Game. Eludamos, 8(1), 47-63. http://www.eludamos.org/index.php/eludamos/article/view/vol8no1-4 General rights It is not permitted to download or to forward/distribute the text or part of it without the consent of the author(s) and/or copyright holder(s), other than for strictly personal, individual use, unless the work is under an open content license (like Creative Commons). Disclaimer/Complaints regulations If you believe that digital publication of certain material infringes any of your rights or (privacy) interests, please let the Library know, stating your reasons. In case of a legitimate complaint, the Library will make the material inaccessible and/or remove it from the website. Please Ask the Library: https://uba.uva.nl/en/contact, or a letter to: Library of the University of Amsterdam, Secretariat, Singel 425, 1012 WP Amsterdam, The Netherlands. You will be contacted as soon as possible. UvA-DARE is a service provided by the library of the University of Amsterdam (https://dare.uva.nl) Download date:24 Sep 2021 Vol. 8, No. 1 (2014) http://www.eludamos.org Prolonging the Magic: The political economy of the 7th generation console game David B. Nieborg Eludamos. Journal for Computer Game Culture. 2014; 8 (1), pp. -
The Zone of 'Becoming': Game, Text and Technicity in Videogame
The Zone of ‘Becoming’: Game, Text and Technicity in Videogame Narratives Souvik Mukherjee A thesis submitted in partial fulfilment of the requirements of Nottingham Trent University for the degree of Doctor of Philosophy. School of Arts and Humanities Nottingham Trent University Clifton Lane Nottingham, NG11 8NS September 2008 Title: The Zone of ‘Becoming’: Game, Text and Technicity in Videogame Narratives Name: Souvik Mukherjee Degree: PhD Abstract: Videogames have emerged as arguably the most prominent form of entertainment in recent years. Their versatility has made them key contributory factors in social, literary, cultural and philosophical discourse; however, critics also tend to see videogames as posing a threat to established cultural parameters. This thesis argues that videogames are firmly grounded in older media and they are important for the development of the notions of textuality, technicity and identity that literary and cultural theories have been debating in recent years. As its point of departure, the thesis takes the contested role of videogames as storytelling media. Challenging the opposition between games and narratives that is posited in earlier research, the framework of the Derridean concept of supplementarity has been adopted to illustrate how the ludic and the narrative inform each other’s core, and yet retain their media-specific identities. It is also vital to consider how the technicity and narrative of games inform their perception as texts. Videogames provide a direct illustration of this but they develop on similar principles in earlier media instead of doing something entirely ‘new’. The multitelic structure of videogames tends to be looked upon as symptomatic of novelty; in reality, however, they illustrate more clearly the inherent nature of telos in all narrative media. -
Id Software's Return to Castle Wolfenstein: Operation Resurrection™ Assaults Retail Outlets Nationwide
id Software's Return To Castle Wolfenstein: Operation Resurrection™ Assaults Retail Outlets Nationwide Santa Monica, CA - May 30, 2003 - Activision, Inc. (Nasdaq: ATVI) has announced that id Software™'sReturn to Castle Wolfenstein: Operation Resurrection™ for the PlayStation®2 computer entertainment system is now available at retail outlets nationwide. The epic World War II adventure fuses heart-stopping action and frightening gameplay with the pursuit to topple the Third Reich's fiendish army of elite soldiers, zombies and genetically engineered super-soldiers. Developed by Raster Productions, Return to Castle Wolfenstein: Operation Resurrection carries a suggested retail price of $49.99 and is rated "M" for mature by the ESRB. "We've created Return to Castle Wolfenstein: Operation Resurrection with the goal to make the best first person experience on the PlayStation 2," said Todd Hollenshead, CEO, id Software. "From tense covert and tactical combat to the overwhelming action of mowing down the Fuhrer's zombified henchmen, Operation Resurrection will keep fans glued to their PlayStation 2s." "Return to Castle Wolfenstein: Operation Resurrection delivers to PlayStation 2 fans a bone-chilling adventure, complete with exciting covert operations along with quick-strike tactical combat," said Larry Goldberg, executive vice president, Activision Worldwide Studios. "With an epic single player experience that now features a new campaign and broadened storyline, Operation Resurrection arms gamers for an all-out pursuit of Himmler's evil forces." Set within WWII, Return to Castle Wolfenstein: Operation Resurrection enlists players into a whirlwind tour of duty. Taking the role of badass U.S. Army Ranger B.J. Blazkowicz, players must infiltrate the heart of the evil empire in Nazi Germany and stop the deranged plans of the Third Reich. -
The Paradox of Interactive Fiction a New Approach to Imaginative Participation in Light of Interactive Fiction Experiences
The Paradox of Interactive Fiction A New Approach to Imaginative Participation in Light of Interactive Fiction Experiences Thesis submitted for the degree of doctor in Philosophy at the University of Antwerp to be defended by Nele Van de Mosselaer Faculty of Arts – Department of Philosophy Supervised by prof. dr. Arthur Cools & prof. dr. Erik Myin Antwerp 2020 De paradox van interactieve fictie Een nieuwe benadering van verbeelding in het licht van interactieve fictie-ervaringen Proefschrift voorgelegd tot het behalen van de graad van doctor in de Wijsbegeerte aan de Universiteit Antwerpen te verdedigen door Nele Van de Mosselaer Faculteit Letteren en Wijsbegeerte – Department Wijsbegeerte Promotoren: prof. dr. Arthur Cools & prof. dr. Erik Myin Antwerpen 2020 Acknowledgements “My friends are my power!” – Sora, Kingdom Hearts (Square Enix 2002) Writing this dissertation on our interactions with the fictional worlds, characters, and objects represented in videogames was in many ways a fun endeavor. This is the case not only because it involved some actual videogame play, but also because I learned a lot in the last three years. I sincerely hope this dissertation also provides its readers with interesting insights, and helpfully contributes to the philosophy of fiction, which still has a remarkable focus on non-interactive works of literature, theatre, and film. At least in that way, my fearful encounters with zombies, stressful rescue missions of aliens, and countless deaths also gain some relevance outside of the respective fictional worlds in which they occurred. Although my interactions with videogame characters often inspired me to criticize established philosophical ideas on emotions, actions, and desires towards fiction, these characters were particularly unhelpful when it came to philosophical discussions, moral support, and constructive feedback on my manuscripts. -
Become a Game Tester TM
Become A Game Tester TM Become A Game Tester Matthew Johnson http://www.BecomeAGameTester.com ALL RIGHTS RESERVED. No part of this report may be reproduced or transmitted in any form whatsoever, electronic, or mechanical, including photocopying, recording, or by any informational storage or retrieval system without express written, dated and signed permission from the author. All cases of illegal sharing will be prosecuted. DISCLAIMER AND/OR LEGAL NOTICES: The information presented herein represents the view of the author as of the date of publication. Because of the rate with which conditions change, the author reserves the right to alter and update his opinion based on the new conditions. The report is for informational purposes only. While every attempt has been made to verify the information provided in this report, neither the author nor his affiliates/partners assume any responsibility for errors, inaccuracies or omissions. Any slights of people or organizations are unintentional. ©BecomeAGameTester.com Page 1 Become A Game Tester TM Table of Contents Table of Contents ............................................................................................................................2 Introduction ................................................................................................................................... 3 Chapter 1: What It Takes To Be A Game Tester ............................................................................ 5 Requirements ............................................................................................................................