Q211 EA Earnings Call Transcript
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EA SPORTS Madden NFL 19 Kicks Off Football Season
August 10, 2018 EA SPORTS Madden NFL 19 Kicks off Football Season Experience the Smoothest and Most Visually Compelling Madden NFL yet REDWOOD CITY, Calif.--(BUSINESS WIRE)-- Today Electronic Arts Inc. (NASDAQ: EA) launched EA SPORTS Madden NFL 19 on Origin for PC, Xbox One and PlayStation 4. This year's game delivers all-new animation and some of the smoothest gameplay ever with the introduction of Real Player Motion (RPM) Tech, along with Franchise mode enhancements that allow players to solidify their strategy and build their own NFL dynasty. The new features don't end there, as Madden Ultimate Team also offers new challenges and opportunities, while fans hoping to catch up with the lives of Devin Wade and Colt Cruise can discover the conclusion of their stories in Longshot: Homecoming. Last but not least, the Madden NFL franchise returns to PC, bringing with it unlocked frame rates, mouse and keyboard controls and more (see here for details on PC specs and requirements). Bleacher Report praises this year's edition of the game, calling it "A must-own package for fans of the sport," and "The smoothest Madden has ever felt." The world is also celebrating launch with the story of the Greatest Play Call Ever. This press release features multimedia. View the full release here: https://www.businesswire.com/news/home/20180810005075/en/ "This is my favorite time of year, since Madden NFL 19 serves as the unofficial kickoff to football season," said Roy Harvey, Executive Producer on Madden NFL 19. "The team has included many new features to gameplay, Franchise, Ultimate Team and more, all of which I believe our fans will enjoy for countless hours throughout the year." RPM Tech in Madden NFL 19 allows runners and receivers an unprecedented opportunity to make a move and burst into the open field thanks to the new One Cut mechanic, alongside other on-field features like signature player styles and user- controlled celebrations. -
Video Game Archive: Nintendo 64
Video Game Archive: Nintendo 64 An Interactive Qualifying Project submitted to the Faculty of WORCESTER POLYTECHNIC INSTITUTE in partial fulfilment of the requirements for the degree of Bachelor of Science by James R. McAleese Janelle Knight Edward Matava Matthew Hurlbut-Coke Date: 22nd March 2021 Report Submitted to: Professor Dean O’Donnell Worcester Polytechnic Institute This report represents work of one or more WPI undergraduate students submitted to the faculty as evidence of a degree requirement. WPI routinely publishes these reports on its web site without editorial or peer review. Abstract This project was an attempt to expand and document the Gordon Library’s Video Game Archive more specifically, the Nintendo 64 (N64) collection. We made the N64 and related accessories and games more accessible to the WPI community and created an exhibition on The History of 3D Games and Twitch Plays Paper Mario, featuring the N64. 2 Table of Contents Abstract…………………………………………………………………………………………………… 2 Table of Contents…………………………………………………………………………………………. 3 Table of Figures……………………………………………………………………………………………5 Acknowledgements……………………………………………………………………………………….. 7 Executive Summary………………………………………………………………………………………. 8 1-Introduction…………………………………………………………………………………………….. 9 2-Background………………………………………………………………………………………… . 11 2.1 - A Brief of History of Nintendo Co., Ltd. Prior to the Release of the N64 in 1996:……………. 11 2.2 - The Console and its Competitors:………………………………………………………………. 16 Development of the Console……………………………………………………………………...16 -
007: the World Is Not Enough 1080 Teneighty Snowboarding a Bug's
007: The World Is Not Enough 1080 TenEighty Snowboarding A Bug's Life Aerofighter Assault AeroGauge Aidyn Chronicles : The First Mage All Star Tennis 99 All-Star Baseball 2000 All-Star Baseball 2001 All-Star Baseball 99 Armorines - Project S.W.A.R.M. Army Men : Air Combat Army Men : Sarge's Heroes Army Men : Sarge's Heroes 2 Asteroids Hyper 64 Automobili Lamborghini Banjo-Kazooie Banjo-Tooie Bassmasters 2000 Batman Beyond : Return of the Joker BattleTanx BattleTanx - Global Assault Battlezone : Rise of the Black Dogs Beetle Adventure Racing! Big Mountain 2000 Bio F.R.E.A.K.S. Blast Corps Blues Brothers 2000 Body Harvest Bomberman 64 Bomberman 64 : The Second Attack! Bomberman Hero Bottom of the 9th Brunswick Circuit Pro Bowling Buck Bumble Bust-A-Move '99 Bust-A-Move 2: Arcade Edition California Speed Carmageddon 64 Castlevania Castlevania : Legacy of Darkness Chameleon Twist Chameleon Twist 2 Charlie Blast's Territory Chopper Attack Clay Fighter : Sculptor's Cut Clay Fighter 63 1-3 Command & Conquer Conker's Bad Fur Day Cruis'n Exotica Cruis'n USA Cruis'n World CyberTiger Daikatana Dark Rift Deadly Arts Destruction Derby 64 Diddy Kong Racing Donald Duck : Goin' Qu@ckers*! Donkey Kong 64 Doom 64 Dr. Mario 64 Dual Heroes Duck Dodgers Starring Daffy Duck Duke Nukem : Zero Hour Duke Nukem 64 Earthworm Jim 3D ECW Hardcore Revolution Elmo's Letter Adventure Elmo's Number Journey Excitebike 64 Extreme-G Extreme-G 2 F-1 World Grand Prix F-Zero X F1 Pole Position 64 FIFA 99 FIFA Soccer 64 FIFA: Road to World Cup 98 Fighter Destiny 2 Fighters -
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. -
Disruptive Innovation and Internationalization Strategies: the Case of the Videogame Industry Par Shoma Patnaik
HEC MONTRÉAL Disruptive Innovation and Internationalization Strategies: The Case of the Videogame Industry par Shoma Patnaik Sciences de la gestion (Option International Business) Mémoire présenté en vue de l’obtention du grade de maîtrise ès sciences en gestion (M. Sc.) Décembre 2017 © Shoma Patnaik, 2017 Résumé Ce mémoire a pour objectif une analyse des deux tendances très pertinentes dans le milieu du commerce d'aujourd'hui – l'innovation de rupture et l'internationalisation. L'innovation de rupture (en anglais, « disruptive innovation ») est particulièrement devenue un mot à la mode. Cependant, cela n'est pas assez étudié dans la recherche académique, surtout dans le contexte des affaires internationales. De plus, la théorie de l'innovation de rupture est fréquemment incomprise et mal-appliquée. Ce mémoire vise donc à combler ces lacunes, non seulement en examinant en détail la théorie de l'innovation de rupture, ses antécédents théoriques et ses liens avec l'internationalisation, mais en outre, en situant l'étude dans l'industrie des jeux vidéo, il découvre de nouvelles tendances industrielles et pratiques en examinant le mouvement ascendant des jeux mobiles et jeux en lignes. Le mémoire commence par un dessein des liens entre l'innovation de rupture et l'internationalisation, sur le fondement que la recherche de nouveaux débouchés est un élément critique dans la théorie de l'innovation de rupture. En formulant des propositions tirées de la littérature académique, je postule que les entreprises « disruptives » auront une vitesse d'internationalisation plus élevée que celle des entreprises traditionnelles. De plus, elles auront plus de facilité à franchir l'obstacle de la distance entre des marchés et pénétreront dans des domaines inconnus et inexploités. -
Newagearcade.Com 5000 in One Arcade Game List!
Newagearcade.com 5,000 In One arcade game list! 1. AAE|Armor Attack 2. AAE|Asteroids Deluxe 3. AAE|Asteroids 4. AAE|Barrier 5. AAE|Boxing Bugs 6. AAE|Black Widow 7. AAE|Battle Zone 8. AAE|Demon 9. AAE|Eliminator 10. AAE|Gravitar 11. AAE|Lunar Lander 12. AAE|Lunar Battle 13. AAE|Meteorites 14. AAE|Major Havoc 15. AAE|Omega Race 16. AAE|Quantum 17. AAE|Red Baron 18. AAE|Ripoff 19. AAE|Solar Quest 20. AAE|Space Duel 21. AAE|Space Wars 22. AAE|Space Fury 23. AAE|Speed Freak 24. AAE|Star Castle 25. AAE|Star Hawk 26. AAE|Star Trek 27. AAE|Star Wars 28. AAE|Sundance 29. AAE|Tac/Scan 30. AAE|Tailgunner 31. AAE|Tempest 32. AAE|Warrior 33. AAE|Vector Breakout 34. AAE|Vortex 35. AAE|War of the Worlds 36. AAE|Zektor 37. Classic Arcades|'88 Games 38. Classic Arcades|1 on 1 Government (Japan) 39. Classic Arcades|10-Yard Fight (World, set 1) 40. Classic Arcades|1000 Miglia: Great 1000 Miles Rally (94/07/18) 41. Classic Arcades|18 Holes Pro Golf (set 1) 42. Classic Arcades|1941: Counter Attack (World 900227) 43. Classic Arcades|1942 (Revision B) 44. Classic Arcades|1943 Kai: Midway Kaisen (Japan) 45. Classic Arcades|1943: The Battle of Midway (Euro) 46. Classic Arcades|1944: The Loop Master (USA 000620) 47. Classic Arcades|1945k III 48. Classic Arcades|19XX: The War Against Destiny (USA 951207) 49. Classic Arcades|2 On 2 Open Ice Challenge (rev 1.21) 50. Classic Arcades|2020 Super Baseball (set 1) 51. -
Developing Cooperative Agents for Nba Jam
DEVELOPING COOPERATIVE AGENTS FOR NBA JAM A Project Presented to the Faculty of California State Polytechnic University, Pomona In Partial Fulfillment Of the Requirements for the Degree Master of Science In Computer Science By Charlson So 2020 SIGNATURE PAGE Project: DEVELOPING COOPERATIVE AGENTS FOR NBA JAM Author: Charlson So Date Submitted: Spring 2020 Department of Computer Science Dr. Adam Summerville Project Committee Chair Computer Science _____________________________________ Dr. Amar Raheja Computer Science _____________________________________ ii ACKNOWLEDGEMENTS I would like to give a special thanks to Professor Adam Summerville for his lessons and advice with my project. I am extremely grateful to have such a caring and passionate advisor. I would also like to express my gratitude to Professor Amar Raheja. His class, Digital Image Processing, is one I will remember throughout my career. To my dad, Kyong Chin So, my mom, Jae Hyun So, and sister, Katherine So, it was only through your love and support that I was able to succeed in life. Through all the rough times and struggle, here’s to a brighter future. Charlson So iii ABSTRACT As artificial intelligence development has been rapidly advancing, the goal of creating artificial agents that can mimic human behavior is becoming a reality. Artificial agents are becoming capable of reflecting human behavior and decision making such as drawing creative art pieces and playing video games [10][24]. Therefore, they should be able to mimic one of the greatest human strengths, cooperation. Cooperation is an integral skill that allows humans to achieve feats that they cannot do alone. It is also a highly valuable skill that can be developed for artificial agents as software with intelligent programming becomes integrated into human society. -
Commercialism@ School. Com: the Third Annual Report on Trends In
DOCUMENT RESUME ED 446 390 EA 030 684 AUTHOR Molnar, Alex; Morales, Jennifer TITLE [email protected]: The Third Annual Report on Trends in Schoolhouse Commercialism. INSTITUTION Wisconsin Univ., Milwaukee. Center for the Analysis of Commercialism in Education. REPORT NO CACE-00-02 PUB DATE 2000-09-00 NOTE 47p. AVAILABLE FROM Full text: http://www.schoolcommercialism.org. PUB TYPE Reports Descriptive (141) EDRS PRICE MF01/PCO2 Plus Postage. DESCRIPTORS Business; *Charter Schools; Elementary Secondary Education; *Internet; *Merchandising; *Privatization; *Public Schools; *Vendors ABSTRACT This report details the seven categories tracked by the Center for the Analysis of Commercialism in Education (CACE) between 1990 and 1999-2000: sponsorship of programs and activities, exclusive agreements, incentive programs, appropriation of space, sponsored educational materials, electronic marketing, and privatization. The 1999-2000 report added an 8th category: fundraising. The total number of press citations found in CACE's database searches increased 23 percent between 1998-99 and 1999-2000. Commercial activities in schools appear to be continuing the upward trend observed throughout the 1990s. Furthermore, the growing interconnection of schoolhouse commercializing suggests that marketers are attempting to create a seamless advertising environment that surrounds children in and out of school. The drive to put technology in schools appears to be opening new channels for commercial activity in schools. In spite of the apparent increase in commercial activity, signs of disenchantment are beginning to emerge. Increasing attempts at the local, state, and federal levels to regulate or ban certain types of commercial activities are another indication of a developing public awareness of potential negative consequences of such activities. -
TITLES = (Language: EN Version: 20101018083045
TITLES = http://wiitdb.com (language: EN version: 20101018083045) 010E01 = Wii Backup Disc DCHJAF = We Cheer: Ohasta Produce ! Gentei Collabo Game Disc DHHJ8J = Hirano Aya Premium Movie Disc from Suzumiya Haruhi no Gekidou DHKE18 = Help Wanted: 50 Wacky Jobs (DEMO) DMHE08 = Monster Hunter Tri Demo DMHJ08 = Monster Hunter Tri (Demo) DQAJK2 = Aquarius Baseball DSFE7U = Muramasa: The Demon Blade (Demo) DZDE01 = The Legend of Zelda: Twilight Princess (E3 2006 Demo) R23E52 = Barbie and the Three Musketeers R23P52 = Barbie and the Three Musketeers R24J01 = ChibiRobo! R25EWR = LEGO Harry Potter: Years 14 R25PWR = LEGO Harry Potter: Years 14 R26E5G = Data East Arcade Classics R27E54 = Dora Saves the Crystal Kingdom R27X54 = Dora Saves The Crystal Kingdom R29E52 = NPPL Championship Paintball 2009 R29P52 = Millennium Series Championship Paintball 2009 R2AE7D = Ice Age 2: The Meltdown R2AP7D = Ice Age 2: The Meltdown R2AX7D = Ice Age 2: The Meltdown R2DEEB = Dokapon Kingdom R2DJEP = Dokapon Kingdom For Wii R2DPAP = Dokapon Kingdom R2DPJW = Dokapon Kingdom R2EJ99 = Fish Eyes Wii R2FE5G = Freddi Fish: Kelp Seed Mystery R2FP70 = Freddi Fish: Kelp Seed Mystery R2GEXJ = Fragile Dreams: Farewell Ruins of the Moon R2GJAF = Fragile: Sayonara Tsuki no Haikyo R2GP99 = Fragile Dreams: Farewell Ruins of the Moon R2HE41 = Petz Horse Club R2IE69 = Madden NFL 10 R2IP69 = Madden NFL 10 R2JJAF = Taiko no Tatsujin Wii R2KE54 = Don King Boxing R2KP54 = Don King Boxing R2LJMS = Hula Wii: Hura de Hajimeru Bi to Kenkou!! R2ME20 = M&M's Adventure R2NE69 = NASCAR Kart Racing -
Nintendo Co., Ltd
Nintendo Co., Ltd. Earnings Release for the Three-Month Period Ended June 2010 Supplementary Information [Note] Forecasts announced by Nintendo Co., Ltd. herein are prepared based on management's assumptions with information available at this time and therefore involve known and unknown risks and uncertainties. Please note such risks and uncertainties may cause the actual results to be materially different from the forecasts (earnings forecast, dividend forecast and other forecasts). Nintendo Co., Ltd. Consolidated Statements of Income Transition million yen FY3/2007 FY3/2008 FY3/2009 FY3/2010 FY3/2011 Apr.-June'06 Apr.-June'07 Apr.-June'08 Apr.-June'09 Apr.-June'10 Net sales 130,919 340,439 423,380 253,498 188,646 Cost of sales 67,876 201,336 243,691 161,940 118,298 Gross profit 63,043 139,103 179,688 91,558 70,348 (Gross profit ratio) (48.2%) (40.9%) (42.4%) (36.1%) (37.3%) Selling, general, and administrative expenses 34,241 48,471 60,496 51,156 47,005 Operating income 28,802 90,631 119,192 40,401 23,342 (Operating income ratio) (22.0%) (26.6%) (28.2%) (15.9%) (12.4%) Non-operating income 7,708 41,144 58,251 24,761 2,169 (of which foreign exchange gains) ( - ) (29,032) (47,844) (20,088) ( - ) Non-operating expenses 3,840 326 551 338 71,567 (of which foreign exchange losses) (3,462) ( - ) ( - ) ( - ) (70,594) Ordinary income 32,670 131,449 176,892 64,824 -46,055 (Ordinary income ratio) (25.0%) (38.6%) (41.8%) (25.6%) (-24.4%) Extraordinary income 6 649 3,625 5,227 134 Extraordinary loss 123 15 52 2,308 17 Income before income taxes and minority interests 32,553 132,084 180,464 67,743 -45,938 Income taxes 17,012 51,898 73,101 25,367 -20,687 Income before minority interests - - - - -25,250 Minority interests in income -10 -66 96 58 -33 Net income 15,551 80,251 107,267 42,316 -25,216 (Net income ratio) (11.9%) (23.6%) (25.3%) (16.7%) (-13.4%) - 1 - Nintendo Co., Ltd. -
Electronic Arts Inc. Fiscal Year 2011 Proxy Statement and Annual Report
Electronic Arts Inc. Fiscal Year 2011 Proxy Statement and Annual Report Proxy Statement Notice of 2011 Annual Meeting and Proxy Statement [THIS PAGE INTENTIONALLY LEFT BLANK] June 10, 2011 DEAR FELLOW STOCKHOLDERS: You are cordially invited to join us at our 2011 Annual Meeting of Stockholders on July 28, 2011 at 2:00 p.m. The meeting will be held at the headquarters campus of Electronic Arts in Building 250 (please note that the street address for Building 250 is 250 Shoreline Drive, Redwood City, California). For your convenience, we are also pleased to offer a live webcast of our Annual Meeting on the Investor Relations section of our web site at http://investor.ea.com. At this meeting, we are asking the stockholders to: Proxy Statement • Elect Leonard S. Coleman, Jeffrey T. Huber, Geraldine B. Laybourne, Gregory B. Maffei, Vivek Paul, Lawrence F. Probst III, John S. Riccitiello, Richard A. Simonson, Linda J. Srere and Luis A. Ubiñas to the Board of Directors to hold office for a one-year term; • Approve an amendment to our 2000 Equity Incentive Plan and our 2000 Employee Stock Purchase Plan; • Cast an advisory vote on the compensation of the named executive officers; • Cast an advisory vote on the frequency of holding future advisory votes on the compensation of the named executive officers; and • Ratify the appointment of KPMG LLP as our independent registered public accounting firm for fiscal 2012. After the meeting, we will report on our recent performance and answer your questions. Details regarding admission to the meeting and the business to be conducted are described in the Notice of Internet Availability of Proxy Materials you received in the mail and in this proxy statement. -
A Whole Different Ball Game: Playing Through 60 Years of Sports Video Games
EXHIBITION OVERVIEW A Whole Different Ball Game: Playing through 60 Years of Sports Video Games Exhibition dates: September 14, 2018–March 10, 2019 Location: Museum of the Moving Image, 36-01 35 Ave, Astoria (Queens), NY 11106 Summary: Ever since the first video game, Tennis for Two, debuted at the Brookhaven National Laboratory’s public exhibition in 1958, video games have sought to recreate, adapt, and build upon the games Americans most regularly encounter: sports. A Whole Different Ball Game presents a selection of 44 playable sports video games spanning the last six decades, examining the complex relationships between game, sport, media, and culture. The exhibition considers what it means for full-body sports to be transposed to screens and controllers in the service of realism, who is or is not represented in sports video games, the ways broadcast sports and video games reflect one another, and the primacy of statistics in professional sports and sports simulators. Contents: The exhibition is organized in seven sections (see below for details and game list) plus a new video installation, an interactive experience, and a video screening area with bleachers. There are 44 playable games, including hand-held devices, arcade games, console and PC games played on monitors and wall projections. Additional games that are not playable are included for historical context. In addition, there is video content in the exhibition for documentation of game play and comparison to televised sports. Curators: Curator of Digital Media Jason Eppink and John Sharp (Associate Professor in the School of Art, Media, and Technology at Parsons School of Design at The New School).