Take-Two Interactive Software, Inc. Reports Record Second Quarter Fiscal 2002 Financial Results
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Read Book Archaeological Theory in a Nutshell
ARCHAEOLOGICAL THEORY IN A NUTSHELL Author: Adrian Praetzellis Number of Pages: 344 pages Published Date: 21 Dec 2016 Publisher: Left Coast Press Inc Publication Country: Walnut Creek, United States Language: English ISBN: 9781629581590 DOWNLOAD: ARCHAEOLOGICAL THEORY IN A NUTSHELL Archaeological Theory in a Nutshell PDF Book In-depth case studies by partner organizations of Oxfam and Novib as well as by some Oxfam staff show how a variety of approaches to impact assessment - qualitative, quantitative, and participatory - in a range of situations from large-scale integrated development programs to projects involving only one community. Its three sections, Classical and Early Modern Ideas of Memory; Enlightenment and Romantic Memory, and Memory and Late Modernity lay out the key psychological, rhetorical, and cultural concepts of memory in the work of a range of thinkers from Plato to Walter Benjamin. Un Monton de Regalos 6pkAn engaging Maths activity book to really help boost your child's progress at every stage of their learning. If you are copying these guys, you aren't learning from them. Vaginal Birth After Caesarean: The VBAC HandbookInterest in natural ways to improve fertility is soaring. Containing over 8,000 names, from Aachen to Zyrardow, this is a unique and fascinating guide for geographers, travellers, and all with an interest in current world affairs. Cesarsky, France; A. The Company publishes and develops products through various wholly owned subsidiaries including: Rockstar Games, Rockstar North, Gotham Games, Gathering -
TESIS: Grand Theft Auto IV. Impacto Y Contexto En Los Videojuegos Como
UNIVERSIDAD NACIONAL AUTÓNOMA DE MÉXICO FACULTAD DE ESTUDIOS SUPERIORES ACATLÁN Grand Theft Auto IV. Impacto y contexto en los videojuegos como parte de la cultura de masas Tesis para obtener el título de: Licenciado en Comunicación PRESENTA David Mendieta Velázquez ASESOR DE TESIS Mtro. José C. Botello Hernández UNAM – Dirección General de Bibliotecas Tesis Digitales Restricciones de uso DERECHOS RESERVADOS © PROHIBIDA SU REPRODUCCIÓN TOTAL O PARCIAL Todo el material contenido en esta tesis esta protegido por la Ley Federal del Derecho de Autor (LFDA) de los Estados Unidos Mexicanos (México). El uso de imágenes, fragmentos de videos, y demás material que sea objeto de protección de los derechos de autor, será exclusivamente para fines educativos e informativos y deberá citar la fuente donde la obtuvo mencionando el autor o autores. Cualquier uso distinto como el lucro, reproducción, edición o modificación, será perseguido y sancionado por el respectivo titular de los Derechos de Autor. Grand Theft Auto IV Impacto y contexto en los videojuegos como parte de la cultura de masas Agradecimientos A mis padres. Gracias, papá, por enseñarme valores y por tratar de enseñarme todo lo que sabías para que llegara a ser alguien importante. Sé que desde el cielo estás orgulloso de tu familia. Mamá, gracias por todo el apoyo en todos estos años; sé que tu esfuerzo es enorme y en este trabajo se refleja solo un poco de tus desvelos y preocupaciones. Gracias por todo tu apoyo para la terminación de este trabajo. A Ariadna Pruneda Alcántara. Gracias, mi amor, por toda tu ayuda y comprensión. Tu orientación, opiniones e interés que me has dado para la realización de cualquier proyecto que me he propuesto, así como por ser la motivación para seguir adelante siempre. -
Mario's Legacy and Sonic's Heritage: Replays and Refunds of Console Gaming History
Mario’s legacy and Sonic’s heritage: Replays and refunds of console gaming history Jaakko Suominen University of Turku / Digital Culture P.O. Box 124 28101 Pori +35823338100 jaakko.suominen at utu.fi ABSTRACT In this paper, I study how three major videogame device manufacturers, Microsoft, Sony and Nintendo use gaming history within their popular console products, Microsoft Xbox 360, Sony PS 3 and Nintendo Wii. These enterprises do not only market new game applications and devices but also recycle classic game themes, game characters as well as classic games themselves. Therefore, these corporations are a part of the phenomenon which can be called retrogaming culture or digital retro economy. The paper introduces the different ways in which the corporations began to use history and how they constructed their digital game market strategies to be compatible with the current retrogaming trend. In addition, the paper introduces a model for different phases of uses of history. The paper is empirically based on literary reviews, recreational computing magazine articles, company websites and other online sources and participatory observation of retrogaming applications and product analyses. Sociological and cultural studies on nostalgia as well as history culture form the theoretical framework of the study. Keywords retrogaming, classic games, history management, uses of history, consoles INTRODUCTION When a game company utilizes its older products to make a new application, when the same company mentions the year it was established in a job advertisement or when it celebrates a game figure’s 20-year anniversary, the company uses history. The use of history can be a discursive act, which underlines continuity and in so doing, for example, the trustworthiness and stability of the firm. -
San Andreas Police Department 03 Controls: on Bicycle San Andreas
LOCAL BUSINESS ADVERTISER’S GUIDE WARNING Before playing this game, read the Xbox 360® console, Xbox 360 Kinect® Sensor, and accessory manuals for important safety and health information. www.xbox.com/support. Important Health Warning: Photosensitive Seizures A very small percentage of people may experience a seizure when exposed to WELCOME TO certain visual images, including flashing lights or patterns that may appear in video games. Even people with no history of seizures or epilepsy may have an undiagnosed condition that can cause “photosensitive epileptic seizures” while watching video games. Symptoms can include light-headedness, altered vision, eye or face twitching, jerking or shaking of arms or legs, disorientation, confusion, momentary loss of awareness, and 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, watch for or ask children about these symptoms—children and teenagers are more likely to experience these seizures. The risk may be reduced by being farther from the screen; using a smaller screen; playing in a well-lit room, and not playing when drowsy or fatigued. If you or any CONTENTS relatives have a history of seizures or epilepsy, consult a doctor before playing. 02 MOST WANTED 03 CONTROLS 05 TRAVEL SERVICES 07 FACTS + ACCOMMODATION 10 HOSPITAL + PERSONAL SAFETY SERVICES 13 MONEY + SHOPPING 14 GAMBLING 16 SPORT + EATING OUT 17 PERSONAL GROOMING SERVICES 18 PERSONALS Local -
GAMING GLOBAL a Report for British Council Nick Webber and Paul Long with Assistance from Oliver Williams and Jerome Turner
GAMING GLOBAL A report for British Council Nick Webber and Paul Long with assistance from Oliver Williams and Jerome Turner I Executive Summary The Gaming Global report explores the games environment in: five EU countries, • Finland • France • Germany • Poland • UK three non-EU countries, • Brazil • Russia • Republic of Korea and one non-European region. • East Asia It takes a culturally-focused approach, offers examples of innovative work, and makes the case for British Council’s engagement with the games sector, both as an entertainment and leisure sector, and as a culturally-productive contributor to the arts. What does the international landscape for gaming look like? In economic terms, the international video games market was worth approximately $75.5 billion in 2013, and will grow to almost $103 billion by 2017. In the UK video games are the most valuable purchased entertainment market, outstripping cinema, recorded music and DVDs. UK developers make a significant contribution in many formats and spaces, as do developers across the EU. Beyond the EU, there are established industries in a number of countries (notably Japan, Korea, Australia, New Zealand) who access international markets, with new entrants such as China and Brazil moving in that direction. Video games are almost always categorised as part of the creative economy, situating them within the scope of investment and promotion by a number of governments. Many countries draw on UK models of policy, although different countries take games either more or less seriously in terms of their cultural significance. The games industry tends to receive innovation funding, with money available through focused programmes. -
Diseño De Productos Interactivos
GRADO UNIVERSITARIO OFICIAL Diseño de Productos Interactivos // Intruders: Hide & Seek, videojuego de alumnos de U-tad, disponible en PlayStation 4 y Steam. // Intruders: Hide & Seek, videojuego de alumnos de U-tad, disponible en PlayStation 4 y Steam. Bienvenido a CENTRO UNIVERSITARIO DE U-tad TECNOLOGÍA Y ARTE DIGITAL Bienvenido a U-tad y enhorabuena por dar tu primer paso hacia el futuro profesional con el que sueñas. Has llegado a la referencia en cuanto a formación en videojuegos. Un Centro Universitario donde los recursos tecnológicos, la calidad del profesorado y, sobre todo, el esfuerzo de los alumnos se unen para crear profesionales solventes, con la capacidad necesaria para integrarse en cualquier estudio de desarrollo del mundo. Somos el único Centro planificación y rigor de los Nuestra relación cercana con las Universitario de Europa fundado mismos. Los alumnos aprenden empresas nos permite detectar por profesionales de la industria haciendo y a lo largo del nuevas tendencias, incorporarlas digital desde la visión y el desarrollo del grado trabajan a nuestro temario, y formar así conocimiento que te aporta la en Proyectos, consolidando la a profesionales que dominen las experiencia de haber trabajado en formación recibida en cada curso tecnologías que se implantan en la industria tecnológica durante con prácticas adaptadas a su la actualidad. 30 años. nivel. Propuestas que van desde el trabajo individual creativo Nuestros alumnos están muy Entendemos la importancia de la hasta el acabado en equipo de bien valorados por la industria decisión del grado universitario un videojuego o un producto y contamos con un Servicio que eligen nuestros alumnos y la interactivo listo para de Desarrollo Profesional necesidad de desarrollar tanto su publicación. -
Playstation®2 Breaks Record As the Fastest Computer Entertainment Platform to Reach Cumulative Shipment of 100 Million Units
PLAYSTATION®2 BREAKS RECORD AS THE FASTEST COMPUTER ENTERTAINMENT PLATFORM TO REACH CUMULATIVE SHIPMENT OF 100 MILLION UNITS Tokyo, November 30, 2005 – Sony Computer Entertainment Inc. (SCEI) announced today that cumulative worldwide shipment of PlayStation®2 had reached 100 million units as of November 29th, 2005, breaking the record as the fastest computer entertainment platform to reach this remarkable figure. This achievement comes within 5 years and 9 months since its launch in Japan in March 2000, 3 years and 9 months faster in penetration speed compared to its predecessor, PlayStation®. PlayStation was the first computer entertainment platform ever to reach the 100 million mark, achieved in 9 years and 6 months since launch. PlayStation 2 is strongly supported by a wide range of users as well as from third party developers and publishers, and by maintaining backward compatibility of software titles for its predecessor system for the first time in the history of computer entertainment, PlayStation 2 has become the standard home entertainment system with over 14,000 PlayStation and PlayStation 2 titles playable, of which 6,200 titles are for PlayStation 2 alone. Cumulative software shipment has reached a total of over 1.869 billion units as of September 2005. PlayStation 2 still continues to enjoy great popularity in only the 5th year of its lifecycle, and with steady demand for the slim-line model introduced in November 2004, PlayStation 2 is sure to surpass the shipment of PlayStation, the best selling computer entertainment platform to date. With an overwhelming shipment of 100 million units worldwide and an exciting line-up of new and attractive titles scheduled for release in the coming year-end/New Year peak selling season, the PlayStation 2 platform is expected to grow even further. -
333-36986 Take-Two Interactive Software, Inc. Common Stock This
Rule 424(b)(3) 333-36986 Take-Two Interactive Software, Inc. Common Stock This Prospectus relates to the resale of up to 1,839,600 shares of common stock by certain stockholders. The selling stockholders may sell these shares from time to time through ordinary brokerage transactions in the over-the-counter markets, in negotiated transactions or otherwise, at market prices prevailing at the time of sale, at negotiated prices and in certain other ways, as described under "Plan of Distribution" on page 19. We will not receive any of the proceeds from the sale of these shares. Our common stock is traded on the Nasdaq National Market under the symbol TTWO. On June 2, 2000, the closing sale price of our common stock as reported by Nasdaq was $11.6875. Investing in our common stock is speculative and involves a high degree of risk. See "Risk Factors" beginning on page 5. Neither the Securities and Exchange Commission nor any state securities commission has approved or disapproved of these securities or passed upon the adequacy or accuracy of this prospectus. Any representation to the contrary is a criminal offense. The date of this prospectus is June 5, 2000. WHERE YOU CAN FIND MORE INFORMATION We file annual, quarterly and current reports, proxy statements and other financial and business information with the SEC. Our SEC filings are available on the SEC's web site at http://www.sec.gov. You also may read and copy any document we file at the SEC's public reference rooms in Washington, D.C., New York, New York and Chicago, Illinois. -
Page 1/3 Smuggler's Run: Smuggler's Run Has Achieved the Honor of Inclusion Into Sony's "Greatest Hits" Lineup of Top Selling Playstation 2 Games
Take-Two Interactive Software, Inc. "Exposes" Its Electronic Entertainment Expo Lineup; Publisher of Number-One Selling Video Game of 2001 Ups-the-Ante in 2002 May 17, 2002 9:54 AM ET NEW YORK, May 17, 2002 (BUSINESS WIRE) -- Take-Two Interactive Software, Inc. (NASDAQ: TTWO) is pleased to reveal its 2002 lineup at the Electronic Entertainment Expo (E3) in Los Angeles on May 22-24, 2002. Take-Two will display its products in Booth #524 of the South Hall, spanning all next generation consoles including the PC, PlayStation(R)2 computer entertainment system, the Xbox(TM) videogame system from Microsoft, Nintendo Game Boy(R) Advance, Nintendo GameCube(TM) and the PlayStation (R) game console. "Take-Two's titles have taken the world by storm and in the process we have successfully built some of the industry's most successful franchises," said Kelly Sumner, CEO of Take-Two Interactive Software. "We pride ourselves on knowing what our audience wants and we are certain that we have brought to E3 a diverse, exciting and above all, fun lineup." Rockstar Games' Lineup: Grand Theft Auto 3: Grand Theft Auto 3 for the PlayStation 2 was the number-one selling game of 2001 and is now headed for the PC. Featuring a fully three-dimensional, living city, a combination of narrative driven and non-linear gameplay and a completely open environment, the game represents a revolutionary leap forward in interactive entertainment. Players are put at the heart of their very own gangster movie and let loose in a city in which anything can happen and probably will. -
The Best 25 the Best of the Best - 1995-2020 List of the Best for 25 Years in Each Category for Each Country
1995-2020 The Best 25 The Best of The Best - 1995-2020 List of the Best for 25 years in each category for each country It includes a selection of the Best from two previous anniversary events - 12 years at Frankfurt Old Opera House - 20 years at Frankfurt Book Fair Theater - 25 years will be celebrated in Paris June 3-7 and China November 1-4 ALL past Best in the World are welcome at our events. The list below is a shortlist with a limited selection of excellent books mostly still available. Some have updated new editions. There is only one book per country in each category Countries Total = 106 Algeria to Zimbabwe 96 UN members, 6 Regions, 4 International organizations = Total 106 TRENDS THE CONTINENTS SHIFT The Best in the World By continents 1995-2019 1995-2009 France ........................11% .............. 13% ........... -2 Other Europe ..............38% ............. 44% ..........- 6 China .........................8% ............... 3% .......... + 5 Other Asia Pacific .......20% ............. 15% ......... + 5 Latin America .............11% ............... 5% .......... + 6 Anglo America ..............9% ............... 18% ...........- 9 Africa .......................... 3 ...................2 ........... + 1 Total _______________ 100% _______100% ______ The shift 2009-2019 in the Best in the World is clear, from the West to the East, from the North to the South. It reflects the investments in quality for the new middle class that buys cookbooks. The middle class is stagnating at best in the West and North, while rising fast in the East and South. Today 85% of the world middleclass is in Asia. Do read Factfulness by Hans Rosling, “a hopeful book about the potential for human progress” says President Barack Obama. -
Scaping the Border: on Black Migrant Geographic Agency in Gamescapes
Scaping the border: on black migrant geographic agency in gamescapes Article (Accepted Version) Fubara-Manuel, Irene (2020) Scaping the border: on black migrant geographic agency in gamescapes. Journal of Gaming & Virtual Worlds, 12 (1). pp. 69-90. ISSN 1757-191X This version is available from Sussex Research Online: http://sro.sussex.ac.uk/id/eprint/93310/ This document is made available in accordance with publisher policies and may differ from the published version or from the version of record. If you wish to cite this item you are advised to consult the publisher’s version. Please see the URL above for details on accessing the published version. Copyright and reuse: Sussex Research Online is a digital repository of the research output of the University. Copyright and all moral rights to the version of the paper presented here belong to the individual author(s) and/or other copyright owners. To the extent reasonable and practicable, the material made available in SRO has been checked for eligibility before being made available. Copies of full text items generally can be reproduced, displayed or performed and given to third parties in any format or medium for personal research or study, educational, or not-for-profit purposes without prior permission or charge, provided that the authors, title and full bibliographic details are credited, a hyperlink and/or URL is given for the original metadata page and the content is not changed in any way. http://sro.sussex.ac.uk ‘Scaping the Border: On Black Migrant Geographic Agency in Gamescapes ‘SCAPING’ THE BORDER 2 Abstract Biometric technologies deployed at the border virtualise this space in such a manner that frontiers and their “boundaries of access” are inscribed onto bodies of migrants (Amoore 2006, p.348). -
Audiokinetic Wwise Fundamentals
Wwise Fundamentals Audiokinetic Inc. © 2006 Audiokinetic Inc. All rights reserved. Patents pending Wwise is a product of Audiokinetic Inc. Wwise Fundamentals Document No.: 001_000050_104_A This document is supplied as a guide for the Wwise® product. This guide and the software that it describes is furnished under license and may not be duplicated, reproduced, modified, stored or transmitted, in whole or in part, in any form or by any means, other than as expressly permitted by the terms of such license or with the prior written permission of Audiokinetic Inc. The content of this guide is furnished for information purposes only, and its content and all features and specifications referred to therein are subject to change without notice. Reasonable care has been taken in preparing the information contained in this document, however, Audiokinetic Inc. disclaims all representations, warranties and conditions, whether express, implied or arising out of usage of trade or course of dealing, concerning this guide and assumes no responsibility or liability for any losses or damages of any kind arising out of the use of this guide or of any error or inaccuracy it may con- tain, even if Audiokinetic Inc. has been advised of the possibility of such loss or damage. This guide is protected by Canadian copyright law and in other jurisdictions by virtue of international copyright treaties. Wwise® is a registered trade-mark of Audiokinetic Inc. Actor-Mixer, Master-Mixer, SoundFrame, Sound- caster, and Randomizer are all trade-marks of Audiokinetic Inc. All other trade-marks, trade names or company names referenced herein are the property of their respective owners.