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WMS Industries 2010 Annual Report
The gAME has cHANGED… 2 0 1 0 a nn ual report // WMS I N d u S t r I e S I N c . LEADS the Way During the last decade, WMS has become the recognized leader in gaming innovation: • WMS is well-known for creating exciting products with new and unique gaming experiences and leading the way forward based on a clear vision, transcendent innovation and disciplined focus on consistently executing strategic priorities. The gaming industry has evolved and is now on the threshold of exhilarating changes in technologies, new products, new markets and expanded global growth opportunities: • WMS is well positioned to deliver on this future because of its vision and team of passionate, dedicated and diverse people with their proven ability for creativity, innovation and high-performance. 3 the game has changed To Our Stockholders: In fiscal 2010, we demonstrated once again that with the right corporate culture, the right products, the right focus on operational improvement and the right team…we can grow our revenues, margins and earnings, even during difficult times. It was a year that included both significant accomplishments and great challenges. In EPS IncrEased terms of financial performance, we achieved 8% growth in total revenues, proving yet again the value of our 18 % on 8 % innovation-driven vision and the talented and passionate people throughout our organization who bring to life RevEnuE Grow th unique and innovative products that expand the range of differentiated and exciting gaming experiences. And just as importantly, through our focused efforts on continuous improvement, we leveraged our revenue growth and better execution to an improved operating margin and, as a result, our diluted earnings per share grew by 18% to a record $1.88. -
View Annual Report
TRANSFORMATION THROUGH COMBINATION 2013 Annual Report Interactive Our Interactive Group, primarily through our Williams Interactive subsidiary, markets and distributes gaming entertainment products and services for real-money and social gaming across desktop and mobile devices. We provide our player-favorite casino slot games to real-money online casino operators through integration with our centrally located servers. We also integrate our Play4Fun Network™™ B2B operator- branded social casino pplatformlatform into tterrestrialerrestrial cascasinoino operatorsoperators’’ wewebsites.bsites. AddiAdditionally,tionally, we ooperateperate Jackpot Partyy® andand GoldGold FishFish® socialsocial casinoscasinos acrossacross a wide range ofof devices. Lottery Since creating the world’srld’s first secure instant lottery game inn 1973, our Lottery Group designs, pprintsrints and sells a comprehensive suite of creativcreativee instant games along wiwithth vavalue-addinglue-adding services to help our lotteryttery customers grow their revenues, includingncluding marketinmarketingg support, specialty games,mes, mercmerchandisinghandising and promotion packages,es, iinventorynventory management and fulfillmentlment services, and player loyalty programs.s. We also pproviderovide lottery systems, includinging eequipment,quipment, software, data communicationsnications services GamingGaming and support. Additionally,ally, we pproviderovide OurOur GamingGaming GroupGroup develops,devel software, hardware andnd related services mmanufactures,anufactures, markets -
Arcade-Style Game Design: Postwar Pinball and The
ARCADE-STYLE GAME DESIGN: POSTWAR PINBALL AND THE GOLDEN AGE OF COIN-OP VIDEOGAMES A Thesis Presented to The Academic Faculty by Christopher Lee DeLeon In Partial Fulfillment of the Requirements for the Degree Master of Science in Digital Media in the School of Literature, Communication and Culture Georgia Institute of Technology May 2012 ARCADE-STYLE GAME DESIGN: POSTWAR PINBALL AND THE GOLDEN AGE OF COIN-OP VIDEOGAMES Approved by: Dr. Ian Bogost, Advisor Dr. John Sharp School of LCC School of LCC Georgia Institute of Technology Georgia Institute of Technology Dr. Brian Magerko Steve Swink School of LCC Creative Director Georgia Institute of Technology Enemy Airship Dr. Celia Pearce School of LCC Georgia Institute of Technology Date Approved: March 27, 2012 In memory of Eric Gary Frazer, 1984–2001. ACKNOWLEDGEMENTS I would like to thank: Danyell Brookbank, for companionship and patience in our transition to Atlanta. Ian Bogost, John Sharp, Brian Magerko, Celia Pearce, and Steve Swink for ongoing advice, feedback, and support as members of my thesis committee. Andrew Quitmeyer, for immediately encouraging my budding pinball obsession. Michael Nitsche and Patrick Coursey, for also getting high scores on Arnie. Steve Riesenberger, Michael Licht, and Tim Ford for encouragement at EALA. Curt Bererton, Mathilde Pignol, Dave Hershberger, and Josh Wagner for support and patience at ZipZapPlay. John Nesky, for his assistance, talent, and inspiration over the years. Lou Fasulo, for his encouragement and friendship at Sonic Boom and Z2Live. Michael Lewis, Harmon Pollock, and Tina Ziemek for help at Stupid Fun Club. Steven L. Kent, for writing the pinball chapter in his book that inspired this thesis. -
Roadshow Shrine Road Show
RoadShow Shrine Road Show (for LA-4 and LA-5 ROMs), Version 2.0 (April 9, 1995) Contents: ❍ Changes from Version 1.1 ❍ History and Thanks ❍ Overview ❍ Playfield Description ❍ General Rules and Scoring ❍ Blast ❍ Flying Rocks ❍ The Wheel ❍ Souvenirs ❍ Multiball ❍ City Scenes (Modes) ❍ Super Payday (Wizard Bonus) ❍ The Magic Standup ❍ Combos ❍ Easter Eggs and Cheats ❍ Bugs ❍ Miscellaneous Stuff ❍ Operator Adjustments ❍ Strategies Changes from Version 1.1: ❍ Scott now has access to an LA-5 machine, so some info on L-5 has been added. ❍ Scott's email address has changed. ❍ Corrected info on the Magic Standup. It turns out that it's more powerful than we thought before! ❍ Added the value of Fun With Bonus. file:///D|/Pinballs/RoadShow_htm/Roadshow2.htm (1 of 43) [4/22/2001 4:33:24 PM] RoadShow Shrine ❍ Added operator adjustments as section 17. Thanx to Cameron Silver for providing the list of adjustments. ❍ Added that a mode won't start if you collect Bad Weather at the Blast Hole. ❍ Added a few more joke souvenirs. ❍ Added a note about how the status report shows the number of locks. ❍ Added in what happens after you complete all the cities. ❍ Added a few more bugs. ❍ Added in a point-scoring strategy (go for all the souvenirs you can). ❍ Fixed up the quotes (Scott did all of the work here). ❍ Fixed up a *lot* of little details here and there. Top History and Thanks: Version 2.0: Major revision that incorporated lots of changes and fixes. The section of operator adjustments was added. Version 1.1: This was a quick update to fix the glaring goofs in 1.0. -
Finding Aid to James Loflin's Bally-Midway-Williams Collection, 1980-1997
Brian Sutton-Smith Library and Archives of Play James Loflin’s Bally-Midway-Williams Collection Finding Aid to James Loflin’s Bally-Midway-Williams Collection, 1980-1997 Summary Information Title: James Loflin’s Bally-Midway-Williams collection Creator: James Loflin (primary) ID: 115.94 Date: 1980-1997 (inclusive); 1996-1997 (bulk) Extent: 4 linear feet Language: The materials in this collection are in English. Abstract: James Loflin’s Bally-Midway-Williams collection is a compilation of original copies of documents from a collector who retains the records of Bally-Midway-Williams. The bulk of the materials are dated between 1996 and 1997, though some are undated. Repository: Brian Sutton-Smith Library and Archives of Play at The Strong One Manhattan Square Rochester, New York 14607 585.263.2700 [email protected] Administrative Information Conditions Governing Use: This collection is open for research use by staff of The Strong and by users of its library and archives. Though the donor has not transferred intellectual property rights (including, but not limited to any copyright, trademark, and associated rights therein) to The Strong, he has given permission for The Strong to make copies in all media for museum, educational, and research purposes. Custodial History: James Loflin’s Bally-Midway-Williams collection was donated to The Strong in January 2015 as a gift from James Loflin. The papers were accessioned by The Strong under Object ID 115.94. Preferred citation for publication: James Loflin’s Bally-Midway-Williams collection, Brian Sutton-Smith Library and Archives of Play at The Strong Processed by: Julia Novakovic, June 2016 Controlled Access Terms Personal Names Gomez, George Kordek, Steve Loflin, James Ritchie, Steve Corporate Names Bally Midway Mfg. -
WMS Industries 2004 Annual Report
POISED FOR Success WMS Industries Inc. 2004 Annual Report WMS Industries Inc. (NYSE: WMS) IS EXCLUSIVELY FOCUSED ON THE GAMING INDUSTRY THROUGH THE CREATION, DESIGN, MANUFACTURE AND MARKETING OF HIGH-EARNING VIDEO AND MECHANICAL REEL SPINNING SLOT MACHINES AND VIDEO LOTTERY TERMINALS. WMS’ MISSION IS TO CREATE THE MOST ENTERTAINING GAMING PRODUCTS IN THE WORLD AND SERVICE ITS CUSTOMERS WITH AN UNCOMPROMISING PASSION FOR QUALITY. ALL OF OUR EMPLOYEES EMBRACE OUR CORE VALUES OF INNOVATION, TENACITY, PASSION, QUALITY AND INTEGRITY AND ARE GUIDED BY THE FUNDAMENTAL PRINCIPLE OF TEAMWORK. This report contains forward-looking statements concerning our future business performance, strategy, outlook, plans, liquidity, pending regulatory matters and outcomes of contingencies including legal proceedings, among others. Forward-looking statements may be typically identified by such words as “may,” “will,” “should,” “expect,” “anticipate,” “seek,” “believe,” “estimate,” and “intend,” among others. These forward-looking statements are subject to risks and uncertainties that could cause our actual results to differ materially from the expectations expressed in the forward-looking statements. Although we believe that the expectations reflected in our forward-looking statements are reasonable, any or all of our forward-looking statements may prove to be incorrect. Consequently, no forward-looking statements may be guaranteed. Factors that could cause our actual results to differ from expectations include the risks set forth under “Item 1. Business” and -
SUPERSTOCK INVESTOR This Page Intentionally Left Blank
Y L F M A E T Team-Fly® FM 7/9/01 8:43 AM Page i THE SUPERSTOCK INVESTOR This page intentionally left blank. FM 7/9/01 8:43 AM Page iii THE SUPERSTOCK INVESTOR Profiting from Wall Street’s Best Undervalued Companies Charles M. LaLoggia Cherrie A. Mahon McGraw-Hill New York Chicago San Francisco Lisbon London Madrid Mexico City Milan New Delhi San Juan Seoul Singapore Sydney Toronto McGraw-Hill abc Copyright © 2001 by the McGraw-Hill Companies Inc. All rights reserved. Manufactured in the United States of America. Except as permitted under the United States Copyright Act of 1976, no part of this publication may be reproduced or distributed in any form or by any means, or stored in a database or retrieval system, without the prior written permission of the publisher. 0-07-138116-3 The material in this eBook also appears in the print version of this title: 0-07-136083-2 All trademarks are trademarks of their respective owners. Rather than put a trademark symbol after every occurrence of a trademarked name, we use names in an editorial fashion only, and to the benefit of the trademark owner, with no intention of infringement of the trademark. Where such designations appear in this book, they have been printed with initial caps. McGraw-Hill eBooks are available at special quantity discounts to use as premiums and sales pro- motions, or for use in corporate training programs. For more information, please contact George Hoare, Special Sales, at [email protected] or (212) 904-4069. -
WMS Industries Inc. ”
we LISTEN 2 0 0 9 ANNUAL REPORT W M S I N D U S TR I E S I NC. WMS “SUCCeeDS and continues to achieve profitable GROWTH because we carefully LISTEN to our EMPLOYees & CUSTOmeRS. WMS Industries Inc. ” LIS·TEN (verb) 1. TO PAY ATTENTION 2. TO HEAR WITH THOUGHTFUL CONSIDERATION: TO HEED 3. TO BE ALERT TO CATCH AN EXPECTED SOUND WMS is known worldwide for our groundbreaking gaming experiences and cutting-edge industry technology. Behind our progress and advancement lies a strong Culture of Innovation: an organizational community in which every voice is heard. We have built a formidable talent base and a culture of open minds that remain alert to marketplace changes; and we have the courage to heed what we hear and execute with imagination and insight. 1 WL E ISTEN… a thought, a sound, AN IDEA, an image, a story, an evolution of sustainable long-term growth. STORIE S of a Successful IDEA Mark Foster Damon Gura Human Resources, Director, Advanced R&D, Director, Organizational Development Advanced Applications “ There is a genuine sense of “ Our culture feeds on itself. community, teamwork and Ideas are not only encouraged engagement of our people to and appreciated; they drive accomplish more than we our passion.” can independently.” Colleen Stanton Arturo Hernandez Marketing, Senior Marketing Manager Norm Wurz Manufacturing, Production Supervisor Engineering and Technology, Vice President, Hardware Development “ Great products are no accident—they “ Everyone is valued for their contri- result from a systematic approach and “ We deliver innovative, -
Narrative Mechanics
Beat Suter, René Bauer, Mela Kocher (eds.) Narrative Mechanics Media Studies | Volume 82 Beat Suter (PhD), born in 1962, works as lecturer and researcher in game design at the Zurich University of the Arts (ZHdK) and manages GameLab and Game Ar- chive. He has a PhD in literary studies. René Bauer, born in 1972, studied German philology and literary studies, biolo- gy and computer linguistics at the University of Zurich. He works as lecturer, re- searcher, and head of master education in game design at the Zurich University of the Arts (ZHdK). Mela Kocher (PhD), born in 1972. After publishing her dissertation in 2007 on aes- thetics and narratology in video games, she spent two years on a post-doc project at the University of California, San Diego. Today she works as senior researcher in game design at the Zurich University of the Arts (ZHdK). Beat Suter, René Bauer, Mela Kocher (eds.) Narrative Mechanics Strategies and Meanings in Games and Real Life This book has been supported by the Zurich University of the Arts, its GameLab and its subject area Game Design. Open Access has been funded by its Media and Information Centre. Bibliographic information published by the Deutsche Nationalbibliothek The Deutsche Nationalbibliothek lists this publication in the Deutsche National- bibliografie; detailed bibliographic data are available in the Internet at http:// dnb.d-nb.de This work is licensed under the Creative Commons Attribution 4.0 (BY) license, which means that the text may be remixed, transformed and built upon and be copied and re- distributed in any medium or format even commercially, provided credit is given to the author. -
United States Securities and Exchange Commission Form
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: December 31, 2017 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 number: 0-13063 SCIENTIFIC GAMES CORPORATION (Exact name of registrant as specified in its charter) Nevada 81-0422894 (State or other jurisdiction of (I.R.S. Employer incorporation or organization) Identification No.) 6601 Bermuda Road Las Vegas, Nevada 89119 (Address of principal executive offices) (Zip Code) Registrant's telephone number, including area code: (702) 897-7150 Securities registered pursuant to Section 12(b) of the Act: Title of each class Name of each exchange on which registered Common Stock, $.001 par value Nasdaq Global Select Market 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. -
Technological Change and Shifting Industrial Leadership in the US Gaming Machine Industry, 1965-95
Technological change and shifting industrial leadership in the US gaming machine industry, 1965-95 Mirko Ernkvist Work in Progress: Please do not cite Note: This paper is a chapter from my upcoming dissertation about the US gaming machine manufacturing industry during the period 1965-2000. It is a work in progress, please do not cite. As a work in progress, this version might also contain errors that might be corrected later. A full list of references of the entire work, not only this chapter, is provided at the end of the paper. The theoretical framework for the study will be outlined at the presentation. If you are interested in a full copy of the dissertation, please contact the author on email: [email protected] Introduction to paper Gaming machines have come to dominate US casinos and currently offer the single largest forms of gambling in the US in terms of revenue. Through both legalization and the technological development in electronics. the gaming machine industry has grown rapidly since the middle of the 1970s onward. New market segments have also been created in the process. Initially, spinning reel-gaming machines dominated the market, but by the end of the 1970s, video poker and other video- based gaming machines made inroads into the market, followed in the late 1980s by gaming machines connected through statewide networks called Wide Area Progressive games. Despite the size of the market, the extensive technological change the industry has experienced and its importance as leisure consumption, the business history of the firms that manufacture gaming machine has thus far received little academic attention. -
You've Seen the Movie, Now Play The
“YOU’VE SEEN THE MOVIE, NOW PLAY THE VIDEO GAME”: RECODING THE CINEMATIC IN DIGITAL MEDIA AND VIRTUAL CULTURE Stefan Hall A Dissertation Submitted to the Graduate College of Bowling Green State University in partial fulfillment of the requirements for the degree of DOCTOR OF PHILOSOPHY May 2011 Committee: Ronald Shields, Advisor Margaret M. Yacobucci Graduate Faculty Representative Donald Callen Lisa Alexander © 2011 Stefan Hall All Rights Reserved iii ABSTRACT Ronald Shields, Advisor Although seen as an emergent area of study, the history of video games shows that the medium has had a longevity that speaks to its status as a major cultural force, not only within American society but also globally. Much of video game production has been influenced by cinema, and perhaps nowhere is this seen more directly than in the topic of games based on movies. Functioning as franchise expansion, spaces for play, and story development, film-to-game translations have been a significant component of video game titles since the early days of the medium. As the technological possibilities of hardware development continued in both the film and video game industries, issues of media convergence and divergence between film and video games have grown in importance. This dissertation looks at the ways that this connection was established and has changed by looking at the relationship between film and video games in terms of economics, aesthetics, and narrative. Beginning in the 1970s, or roughly at the time of the second generation of home gaming consoles, and continuing to the release of the most recent consoles in 2005, it traces major areas of intersection between films and video games by identifying key titles and companies to consider both how and why the prevalence of video games has happened and continues to grow in power.