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The Video Game Industry an Industry Analysis, from a VC Perspective
The Video Game Industry An Industry Analysis, from a VC Perspective Nik Shah T’05 MBA Fellows Project March 11, 2005 Hanover, NH The Video Game Industry An Industry Analysis, from a VC Perspective Authors: Nik Shah • The video game industry is poised for significant growth, but [email protected] many sectors have already matured. Video games are a large and Tuck Class of 2005 growing market. However, within it, there are only selected portions that contain venture capital investment opportunities. Our analysis Charles Haigh [email protected] highlights these sectors, which are interesting for reasons including Tuck Class of 2005 significant technological change, high growth rates, new product development and lack of a clear market leader. • The opportunity lies in non-core products and services. We believe that the core hardware and game software markets are fairly mature and require intensive capital investment and strong technology knowledge for success. The best markets for investment are those that provide valuable new products and services to game developers, publishers and gamers themselves. These are the areas that will build out the industry as it undergoes significant growth. A Quick Snapshot of Our Identified Areas of Interest • Online Games and Platforms. Few online games have historically been venture funded and most are subject to the same “hit or miss” market adoption as console games, but as this segment grows, an opportunity for leading technology publishers and platforms will emerge. New developers will use these technologies to enable the faster and cheaper production of online games. The developers of new online games also present an opportunity as new methods of gameplay and game genres are explored. -
Anuario-Memoria-2005 Old.Pdf
AnuarioaDeSe2005 • CARTA DEL PRESIDENTE ________________________________________ 5 • aDeSe _________________________________________________________ 7 • Objetivos de la Asociación • Organización • Actividades • Relaciones con otras entidades y organismos • Las empresas integradas en aDeSe •GALARDOnes aDeSe 2005 ___________________________11 • DATOS DEL SECTOR ____________________________________________ 15 • Económicos ____________________________________________________15 Situación de la Industria Española Resultados 2005 en España Los 10 títulos más vendidos en 2005 en España Los más vendidos en España por meses Los Top 5 por Compañías Reparto del mercado de videojuegos a nivel mundial Evolución del mercado de videojuegos en Europa Evolución del mercado de videojuegos en Norteamérica Evolución del mercado de videojuegos en el Pacífico y Asia Algunos datos económicos de la Industria del Videojuego • Sociológicos ___________________________________________________ 2 Resultados del estudio “Influencia del Videojuego en la conducta de los usuarios y habilidades que desarrolla en los mismos” de la Universidad Europea de Madrid Sociología del Videojuego en Europa Sociología del Videojuego en EEUU • Los videojuegos: Un fenómeno social _____________________________ 8 El inicio de las consolas Efemérides Efectos positivos de los Videojuegos Curiosidades del mundo del Videojuego Videojuegos en móviles Futuro del Videojuego Formación en videojuegos Videojuegos y mujeres Videojuegos y Cine INFORME SOBRE PIRATERÍA _____________________________________ -
Owner Manual Mvp Baseball 2005 Xbox 360 Controller
Owner Manual Mvp Baseball 2005 Xbox 360 Controller Neoseeker Forums » Xbox Games » Sports and Racing » MVP Baseball 2005 profile pro reviews user reviews cheats FAQs/Guides screens discussion board. Original Microsoft XBOX Console Complete with 2 Controllers and Cords Bundle. $54.95 I did not find an owner's manual for the console itself, but the games all seem to have theirs. Mechassault 2 Lonewolf (2 of these) EA Sports MVP Baseball 2005. Justice The Xbox 360 Slim is one of the most popular video game. Apr 21, 2015. Jump to content. Existing user? Sign In The MVP 2005 and Windows 10 Thread · 1 · 2 · 3 controller.cfg for XBOX 360 controller (for MVP on the PC) · 1 · 2 · 3 · 4 · 6 Recommended Installation Guide For MVP Baseball. By Kccitystar, 11. XBOX 360 SYSTEM AND GAME FOR SALE Our Selfie Sticks come with Bluetooth Remote and it can control the video function as well MVP Baseball 2005 MVP 2005 is still one of my favorite games of all-time. I found a deal on a wired xbox 360 controller on /r/buildapcsales for like $20. I've been playing a lot of Eastside Hockey manager (the new one) and it already takes so much of my. NBA 2K8 (Xbox 360, 2007). During my Winner stays on, and gets the good controller. If you were MVP Baseball 2005 is number one and its not even close. Owner Manual Mvp Baseball 2005 Xbox 360 Controller Read/Download The lack of features, no online mode & no vibration function on the controller make the XBOX 360 version of VF5 the one to own. -
Earnings Conference Call Second Quarter Fiscal 2005 – Ended September 30, 2004
Earnings Conference Call Second Quarter Fiscal 2005 – Ended September 30, 2004 EA Conference Call – October 19, 2004 – Second Quarter Ended September 30, 2004 1 See Safe Harbor Statements (pages 3-4, 34) Today’s Call Table of Contents Page Welcome and Safe Harbor Statement 3-4 Highlights 5-9 Agenda 10 Second Quarter Results 11-23 Our Advantages 24-25 Industry Update 26-27 Financial Guidance 28-32 Summary 33 Safe Harbor Statement 34 Supplemental Information 35 EA Conference Call – October 19, 2004 – Second Quarter Ended September 30, 2004 2 See Safe Harbor Statements (pages 3-4, 34) EA Conference Call Welcome and Safe Harbor Good afternoon and welcome to our second quarter fiscal 2005 earnings conference call. Today on the call we have: Larry Probst – Chairman and Chief Executive Officer Warren Jenson – Chief Financial and Administrative Officer, and David Gardner- Senior Vice President, International Publishing Before we begin – I’d like to remind you that: 1. You may find copies of our SEC filings, our earnings release and a replay of the webcast at http://investor.ea.com. Shortly after the call – we will post a copy of Warren’s remarks on our website. 2. Throughout this conference call – we will present both GAAP and non-GAAP financial results. Non-GAAP results exclude charges associated with restructuring, asset impairment, other-than-temporary impairment of investments in affiliates, acquired in- process technology and amortization of intangibles and employee stock-based compensation – and their related tax effects. A supplemental schedule to our earnings release provides a reconciliation of non-GAAP to GAAP measures. -
Double Play: Athletes' Use of Sport Video Games to Enhance Athletic Performance
DOUBLE PLAY: ATHLETES' USE OF SPORT VIDEO GAMES TO ENHANCE ATHLETIC PERFORMANCE By Lauren Silberman B.A. English, University of Wisconsin-Madison, 2007 ARCHNES Submitted to the Department of Comparative Media Studies in partial fulfillment of the requirements for the degree of Master of Science in Comparative Media Studies at the Massachusetts Institute of Technology OF October 2009 TECHNOLOGY JUN 2 9 2010 © 2009 Lauren Silberman. All rights reserved. LIBRARIES The author hereby grants to MIT permission to reproduce and distribute publicly paper and electronic copies of this thesis document in whole or in part in any medium now know or hereafter created. Author: Program in Comparative Media Studies ii 26 October 2009 Certified by: / Janet Sonenberg 7 Professor of Theater Arts Chairman of Music and Theater Arts Certified by: Kurt Squire Professor Curriculum and Instruction Iii University of Wisconsin-Madison Accepted by: William Uricchio Professor of Comparative Media Studies and Literature Director, Comparative Media Studies DOUBLE PLAY: ATHLETES' USE OF SPORT VIDEO GAMES TO ENHANCE ATHLETIC PERFORMANCE by Lauren Silberman Submitted to the Department of Comparative Media Studies in partial fulfillment of the requirements for the degree of Master of Science in Comparative Media Studies at the Massachusetts Institute of Technology ABSTRACT A design feature of contemporary sport video games allows elite athletes to play as themselves in life-like representations of actual sporting events. The relation between playing sport video games and actual physical performance has not yet been established. Drawing on data from interviews and observations of elite athletes playing sport video games, this thesis explores why elite athletes are playing these video games as their virtual selves, and establishes a framework for understanding how this play may enhance learning opportunities. -
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. -
Playstation Games
The Video Game Guy, Booths Corner Farmers Market - Garnet Valley, PA 19060 (302) 897-8115 www.thevideogameguy.com System Game Genre Playstation Games Playstation 007 Racing Racing Playstation 101 Dalmatians II Patch's London Adventure Action & Adventure Playstation 102 Dalmatians Puppies to the Rescue Action & Adventure Playstation 1Xtreme Extreme Sports Playstation 2Xtreme Extreme Sports Playstation 3D Baseball Baseball Playstation 3Xtreme Extreme Sports Playstation 40 Winks Action & Adventure Playstation Ace Combat 2 Action & Adventure Playstation Ace Combat 3 Electrosphere Other Playstation Aces of the Air Other Playstation Action Bass Sports Playstation Action Man Operation EXtreme Action & Adventure Playstation Activision Classics Arcade Playstation Adidas Power Soccer Soccer Playstation Adidas Power Soccer 98 Soccer Playstation Advanced Dungeons and Dragons Iron and Blood RPG Playstation Adventures of Lomax Action & Adventure Playstation Agile Warrior F-111X Action & Adventure Playstation Air Combat Action & Adventure Playstation Air Hockey Sports Playstation Akuji the Heartless Action & Adventure Playstation Aladdin in Nasiras Revenge Action & Adventure Playstation Alexi Lalas International Soccer Soccer Playstation Alien Resurrection Action & Adventure Playstation Alien Trilogy Action & Adventure Playstation Allied General Action & Adventure Playstation All-Star Racing Racing Playstation All-Star Racing 2 Racing Playstation All-Star Slammin D-Ball Sports Playstation Alone In The Dark One Eyed Jack's Revenge Action & Adventure -
PDF (Published Version)
Game Studies - Cheesers, Pullers, and Glitchers: The Rhetoric of Sportsmanship and t... Page 1 of 12 the international journal of volume 9 issue 2 computer game research November 2009 ISSN:1604-7982 home about archive RSS Search Cheesers, Pullers, and Glitchers: The Ryan M. Moeller Rhetoric of Sportsmanship and the Ryan M. Moeller is an Discourse of Online Sports Gamers assistant professor at Utah State University by Ryan M. Moeller, Bruce Esplin, Steven Conway where he teaches courses in rhetoric, Abstract professional writing, and computer game culture. In this article, we examine online sports gamers’ appeals to fair play He recently published an and sportsmanship in online forums maintained by game developers. educational game titled These online discussions serve to document and police acceptable PeerFactor, designed to behavior and gameplay for the larger community of game players and teach students the best to stimulate innovation in game development, especially in online practices of peer review. ranking systems. [email protected] Keywords: discourse communities, game ethics, online sports Bruce Esplin games, player behavior, sportsmanship Bruce Esplin is a PhD student in modern Chinese literature at the Introduction University of Wisconsin- Madison. His research Recent probes by the US Congress into steroid usage among interests include popular professional sports players and reports of murder cases involving fiction and computer overzealous parents of athletes have increasingly brought into game narrative in question the traditional notions of sportsmanship in the United States transnational settings. and across the world. For example, Dave Sheinin’s piece on the recent congressional hearings on steroid use in baseball cited historical [email protected] evidence spanning players’ entire careers, claiming that history should Steven Conway determine what is natural or right for athletes today (Sheinin, 2005). -
Who Says Playing Video Games Doesn't Pay?
Who Says Playing Video Games Doesn't Pay? December 19, 2004 ANAHEIM, Calif., Dec 19, 2004 /PRNewswire via COMTEX/ -- Who says playing video games is a waste of time? Not Brian McMahon! The life of Brian is now $10,000 richer thanks to his powerful offense and a strong defense as he won the championship of Remington's first Titanium Bowl ESPN NFL 2K5 Videogame tournament. McMahon, from Farmington, New York, defeated David Moore of Summerville, Georgia, in the Remington championship game held this weekend at the ESPN Zone in Anaheim, California. This online national tournament pitted participants playing ESPN NFL 2K5 via Xbox Live(R) or the PlayStation(R)2 computer entertainment system. Thousands of gamers from around the country participated in the online football tournament. The playoff rounds were held online December 1-11, 2004 with the championship semi-finals and finals being held December 18. Four finalists and their guests were flown to California where they competed live for the grand prize of $10,000. McMahon defeated Takirra Koonce from Raleigh, North Carolina in the one semi-final game, while Moore defeated Gerardo Paredes from Los Angeles in the other. David Moore, the second-place winner, received a check for $3,000, while Koonce and Paredes each received $1,500. "I guess all those hours on the computer finally paid off," said McMahon. "Now that I have won $10,000, my mom probably won't give me so much grief about playing video games." Celebrities, including David Arquette and Carmen Electra, along with New York Giants' Omar Stoudmire and Denver Broncos' Mike Anderson attended the live event and participated in a ProAm Tournament. -
Case 2:08-Cv-00157-MHW-MRA Document 64-6 Filed 03/05/10 Page 1 of 306 Case 2:08-Cv-00157-MHW-MRA Document 64-6 Filed 03/05/10 Page 2 of 306
Case 2:08-cv-00157-MHW-MRA Document 64-6 Filed 03/05/10 Page 1 of 306 Case 2:08-cv-00157-MHW-MRA Document 64-6 Filed 03/05/10 Page 2 of 306 JURISDICTION AND VENUE 3. Jurisdiction is predicated upon 28 U.S.C. §§ 1331, 1338(a) and (b), and 1367(a). As the parties are citizens of different states and as the matters in controversy exceed the sum or value of seventy-five thousand dollars ($75,000.00), exclusive of interest and costs, this court also has jurisdiction over the state-law claims herein under 28 U.S.C. § 1332. 4. David Allison’s claims arise in whole or in part in this District; Defendant operates and/or transacts business in this District, and Defendant has aimed its tortious conduct in whole or in part at this District. Accordingly, venue is proper under 28 U.S.C. §§ 1391(b) and (c), and 1400(a). PARTIES 5. David Allison is a sole proprietorship with its principal place of business located in Broomfield, Colorado, and operates a website located at www.cheatcc.com. David Allison owns the exclusive copyrights to each of the web pages posted at www.cheatcc.com, as fully set forth below. 6. The true name and capacity of the Defendant is unknown to Plaintiff at this time. Defendant is known to Plaintiff only by the www.Ps3cheats.com website where the infringing activity of the Defendant was observed. Plaintiff believes that information obtained in discovery will lead to the identification of Defendant’s true name. -
Kvalitetsbegrepp Och Tv-Spelsbestånd En Fallstudie Av Tv-Spelsverksamheten På Malmö Stadsbibliotek
MAGISTERUPPSATS I BIBLIOTEKS- OCH INFORMATIONSVETENSKAP VID INSTITUTIONEN BIBLIOTEKS- OCH INFORMATIONSVETENSKAP/BIBLIOTEKSHÖGSKOLAN 2007:147 ISSN 1654-0247 Kvalitetsbegrepp och tv-spelsbestånd En fallstudie av tv-spelsverksamheten på Malmö stadsbibliotek ERIC HARALDSSON SANDRA JANRELL © Eric Haraldsson/Sandra Janrell Mångfaldigande och spridande av innehållet i denna uppsats – helt eller delvis – är förbjudet utan medgivande. Svensk titel: Kvalitetsbegrepp och tv-spelsbestånd - En fallstudie av tv- spelsverksamheten på Malmö stadsbibliotek Engelsk titel: Quality Concepts and Video Game Collections - A Case Study of the Video Game Division at Malmo City Library Författare: Eric Haraldsson och Sandra Janrell Kollegium: Växjö Universitet Färdigställt: 2007 Handledare: Håkan Sterner Abstract: The purpose of this thesis is to examine the quality notions used by the library personnel responsible for the video game department at Malmo City Library. Furthermore, the thesis aims to assess how these notions of quality relate to properties of the actual collection of video games. The empirical results are based on interviews with the responsible library personnel. The result is then analyzed by an interpretation of Carl Gustav Johannsen’s library adapted, theory-based, model of quality definitions. In order to assess relevant properties of the video game collection, we performed a categorization according to the genre-based framework of Andrew Rollings and Ernest Adams and, to a lesser extent, the work on video game genres by Mark J. P. Wolf. The results indicate that Johannsen’s proposed persepectives on quality correspond well to the views expressed by the interviewed personnel. However, the properties of the video game catalogue imply a collection lacking in multitude, in many ways identical to the current ratio of the commercial market. -
Game Business
The Game Development Process John E. Laird University of Michigan EECS 494 Fall 2005 Independent Development Stages • Develop original design • Shop to publishers • 12-24 month schedule • Work by milestones • After game published, hope people like it Distinctive Features of Game Development • Must be willing to rip out features that don’t work. • Designers will create things that you never thought of. • Game development can require a lot more research and experimentation than some other software development. • More ideas than time will allow. 1 Development Team Size • As late as the mid-80’s teams as small as one person. • Teams today ranging from 20-80 people. • Programming now a proportionally smaller part of any project. Development Team 1988 Sublogic JET • Three Programmers • One Part-Time Artist • One Tester Development Team 1995 Descent • Six Programmers • One Artist • Two Level Designers • One Sound Designer • Off-site Musicians 2 Development Team 2002 AlterEcho • Character Modelers & • Executive Producer Animators (3) • Producer • Programmers (4) • 2D & Texture Artist • Game Designers (2) • Audio Designer • Writer • Level/World Designers (3) • Cinematic Animator • QA Lead & Testers Online Development Teams Star Wars Online • Development team: 44 people • 50% Artists • 25% Designers • 25% Programmers • 3 Producers • “Live” Team (starting at Beta, 6 months before done) • 8 Developers • 50-60 Customer support (for 200K users) • 1000 Volunteer staff (for 200K users) Computer Game Business 3 Random Statistics • Who plays • 75% of heads of households play video or computer games • 55% of players are male, 43% are female • Average age of most frequent game purchaser is 37 • Average women player plays 7.4 hours/week • Average man player plays 7.6 hours/week • Sales • U.S Computer sales: • 2003: $1.2B, 52.8M Units • 2004: $1.1B, 45.0M Units • U.S.