Real World Performance Tasks

Total Page:16

File Type:pdf, Size:1020Kb

Real World Performance Tasks Nintendo DS Real World Performance Tasks Real World Real Life, Real Data, Real-Time - These activities put students into real life scenarios where they use real-time, real data to solve proBlems. In the Video Games Galore series, we use data from online video Game reports and update our data every year. Note - some data has been rounded or simplified in order to adjust the math to the appropriate level. Engaging Relevant – Students today are very familiar and experienced with video Games, makinG these activities very relevant to children’s every day lives. Authentic Tasks -ThrouGh these activity sheets students learn how the video Game industry works and are prompted to form opinions and ideas about how they would solve real life proBlems. A Glossary is included to help them with the unfamiliar terms used. Student Choice -Each set of activity sheets is available in multiple versions where students will do the same activities usinG data for different video Game consoles (e.G. Wii, Playstation, and Xbox) You or your students can pick the video Game console that most interests them. Modular Principal Activity - The activity sheets always start with repeated practice of a core skill matched to a common core standard, as set out in the Teacher Guide. This principal activity (or Level 1 as it is labeled to students) can Be used in isolation. Step Up Activity - For the Level 2 questions, students are required to inteGrate a different skill or set of skills with increasinG complexity. The additional skills used to answer these questions are set out in the Teacher Guide. Challenge - This is desiGned to require critical thinkinG skills and stretch students to reason with math and data to come to conclusions. They are matched up with one of the Common Core Standards for Mathematical Practice. These activities work well with students in pairs or small Groups where they can discuss the math. Cross-Curricular Activity - Every activity sheet also includes a finale that you can use to extend the math lesson into another suBject (usually ELA). These could Be assiGned in a second lesson or for homework. Customizable All of the activity sheets are provided in Word so that they can Be differentiated to add remove or edit questions or even add space for students to show their work. SuGGested customizations for each activity sheet are Given in the Teacher Guide. Community We would love you and your students to let us know how you Get on. Join the conversation on Twitter startinG your tweet with @nextlesson and usinG #GameOn. Updated July 2014 © NextLesson2014 Rounding & Operations with Decimals Teacher Guide Sound bite for Students: “In the real world we multiply fractions and convert them to percents to determine the importance of the data.” Skills Practiced: Principal Activity (Level 1): - Compare and round decimals to the nearest whole numBer Step Up Activity (Level 2): - Multiply, add and suBtract with decimals - Interpret fractions as division in order to calculate decimals and percentages Common Core Math Standards Addressed: Principal 5.NBT.A.3 Read, write, and compare decimals to thousandths. Activity: 5.NBT.A.4 Use place value understandinG to round decimals to any place. Add, suBtract, multiply, and divide decimals to hundredths, usinG concrete models or drawinGs and strateGies Based on place value, properties of 5.NBT.B.7 operations, and/or the relationship Between addition and suBtraction; Step Up relate the strateGy to a written method and explain the reasoninG used. Activity: Interpret a fraction as division of the numerator By the denominator (a/b = a ÷ b). Solve word problems involving division of whole numbers 5.NF.B.3 leadinG to answers in the form of fractions or mixed numBers, e.g., By using visual fraction models or equations to represent the proBlem. Differentiation Tips: You can edit any of the activity sheets to: - chanGe the numbers or tasks given (e.g. round the numbers to a different place, round the prices or have students use estimation strateGies for the multiplication questions; in Q4 include the total revenue so students work backwards and use division to find the price of the Games) - add or remove hints for differentiation purposes (e.G. explain how to calculate revenue; remove the examples Given) - remove/add questions (e.G. use only the top 5 Games) - use calculators Due to school paper restriction, the spacinG provided is only for answers. However, you could modify the spacinG to add room for work if desired. Students should be encouraGed to show their work where possible. Updates: At NextLesson we strive to enGage students with data that is real and real-time. This lesson uses data as of June 2014. Please come Back for the most recent updates. Updated July 2014 © NextLesson2014 Nintendo DS Name: ________________________________ You are a video game developer and want to develop a new release of a popular game. Your Challenge: For which Nintendo DS game should you prioritize a new release? LEVEL 1 Here are the top 10 Nintendo DS games of all time, showing the number of each game that has been sold. Pokemon New Super Brain Age 2 Mario Kart DS Brain Age Diamond and Mario Bros. 14.88 million 23.56 million 19.01 million Pearl 30.75 million copies sold copies sold copies sold 17.63 million copies sold copies sold Pokemon Animal Super Mario Nintendogs HeartGold and Crossing Wild Mario Party DS 64 DS 23.96 million SoulSilver World 8.21 million copies 11.03 million copies sold 12.72 million 11.73 million sold copies sold copies sold copies sold 1. In the table below, order the games from least to greatest number of games sold. 2. Video game developers use rounded numbers to make them easier to work with. After ordering the numbers, round the decimals to the nearest million. Copies sold in Copies sold rounded to Game millions the nearest million 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 3. Calculate the difference between the highest selling game and the lowest selling game. 1 Updated July 2014 © NextLesson2014 Nintendo DS LEVEL 2 You also want to know which game has made the most revenue. Each game is sold for a different price. 4. Calculate the revenue for each game in millions and then write out your answer in standard form. Copies Price of 1 Total revenue in Total revenue in Game sold in game millions standard form millions New Super Mario Bros. 30.75 $35 $1,076.25 $1,076,250,000 Pokemon Diamond and 17.63 $17 Pearl Pokemon HeartGold 12.72 $16 and SoulSilver Brain Age 2 11.73 $10 Super Mario 64 DS 11.03 $35 Mario Kart DS 23.56 $40 Brain Age 19.01 $18 Animal Crossing Wild 8.21 $50 World Mario Party DS 14.88 $35 Nintendogs 23.96 $20 5. How much more did the game with the highest revenue make than the game with the lowest revenue? 6. How much total revenue has been made from all top 10 Wii games? 2 Updated July 2014 © NextLesson2014 Nintendo DS The Nintendo DS has more than 1297 games available for their console. Altogether, they have sold a total of 943.98 million copies of games. 7. Video game developers use percentages when comparing the successes of the games. For the top 10 selling games, find the percentage of copies sold. Follow the example provided. Round decimals to the nearest hundredth. Copies Sold Game Fraction Decimal Percent (in millions) New Super 30,750,000 30.75 0.03 3% Mario Bros. 943,980,000 Pokemon Diamond and 17.63 Pearl Pokemon HeartGold and 12.72 SoulSilver Brain Age 2 11.73 Super Mario 64 11.03 DS Mario Kart DS 23.56 Brain Age 19.01 Animal Crossing Wild 8.21 World Mario Party DS 14.88 Nintendogs 23.96 8. What percentage of games was sold outside of the top 10? (Hint: Find out the total percentage of sales of the top 10 games were first!) 3 Updated July 2014 © NextLesson2014 Nintendo DS Challenge 1. After reviewing all of the data collected and analyzed, which game has proven to be the most successful? Cite evidence from the data to justify your opinion. 2. Why might there be differences between the game making the most revenue and the game with the most sales? 3. Look at the first chart in Level 2 and infer what types of Nintendo DS video games are the top 3 most successful releases. State which numbers and facts help you determine your answer. 4. What types of games are they? Based on those types of games, what type of game would you prioritize for your next successful release? 4 Updated July 2014 © NextLesson2014 Nintendo DS Finale You could give students one of the following ideas or have them choose themselves. 1. Create an infographic or other visual design to display the information you analyzed. Make sure to include numbers, statistics, percents, predictions, and findings. 2. Write a letter to the CEO of Nintendo sharing the information you found. Persuade them which video game you believe would be the most successful as a new release and why. Cite evidence to justify your opinions. 3. Create a unique name for a Pokemon sequel. What will the box for the video game look like? How much will you sell it for? Will it require any extra equipment (i.e. a steering wheel or fit board)? 4. Write an article for the video game magazine, GamePro, summarizing your findings. At the end of the article, include your plans for a new release.
Recommended publications
  • Manual-3DS-Animal-Crossing-Happy
    1 Important Information Basic Information 2 amiibo 3 Information-Sharing Precautions 4 Online Features 5 Note to Parents and Guardians Getting Started 6 Introduction 7 Controls 8 Starting the Game 9 Saving and Erasing Data Designing Homes 10 The Basics of Design 11 Placing Furniture 12 Unlockable Features Things to Do in Town 13 Nook's Homes 14 Visiting Houses and Facilities 15 Using amiibo Cards Internet Communication 16 Posting to Miiverse 17 Happy Home Network Miscellaneous 18 SpotPass 19 Paintings and Sculptures Troubleshooting 20 Support Information 1 Important Information Please read this manual carefully before using the software. If the software will be used by children, the manual should be read and explained to them by an adult. Also, before using this software, please select in the HOME Menu and carefully review content in "Health and Safety Information." It contains important information that will help you enj oy this software. You should also thoroughly read your Operations Manual, including the "Health and Safety Information" section, before using this software. Please note that except where otherwise stated, "Nintendo 3DS™" refers to all devices in the Nintendo 3DS family, including the New Nintendo 3DS, New Nintendo 3DS XL, Nintendo 3DS, Nintendo 3DS XL, and Nintendo 2DS™. CAUTION - STYLUS USE To avoid fatigue and discomfort when using the stylus, do not grip it tightly or press it hard against the screen. Keep your fingers, hand, wrist, and arm relaxed. Long, steady, gentle strokes work just as well as many short, hard strokes. Important Information Your Nintendo 3DS system and this software are not designed for use with any unauthorized device or unlicensed accessory.
    [Show full text]
  • 38 Studios: Rhode Island Economic Development Corp
    38 Studios: Rhode Island Economic Development Corp. (“RIEDC”) Discussion Materials June 14, 2010 Public Session – Private and Confidential Interactive Entertainment Industry Overview Interactive Entertainment Market Opportunity Growth in the Interactive Entertainment Market will be Primarily Driven by Software Sales . Worldwide revenue representing retail value of shipments of videogame consoles, dedicated handheld gaming devices, and packaged software for consoles and handhelds reached a record high of $71.7 billion in 2008, up 15% from 2007’s record high of $62.4 billion. The worldwide market is expected to reach $124.1 billion in 2013, a projected compounded annual growth rate of 11.0%. While hardware revenue is projected to decline and then rise again in 2012 and 2013 due to the console cycle, the retail value of software shipments is expected to increase at a compounded annual growth rate of 14.3% in the projected years, reaching $101.8 billion in 2013. Worldwide Interactive Entertainment Revenue by Component ($ in Billions) Hardware Software '09E-'13E $150.0 CAGRs: $124.1 11.0% $108.7 $96.8 $100.0 $91.5 $81.9 $71.7 14.3% $62.4 $101.8 $89.8 $80.0 $59.7 $71.1 $50.0 $39.1 $46.6 $40.7 $25.4 $21.6 $25.1 $22.2 $22.3 $13.7 $20.3 $16.8 $18.9 0.1% $0.0 2006A 2007A 2008A 2009E 2010E 2011E 2012E 2013E Source: IDC, May 2009 38 Studios: Rhode Island Economic Development Corp. 2 Market Opportunity by Geography North America and Western Europe Each Currently Represent 40% of Total Market Share .
    [Show full text]
  • Investigating the Effectiveness of the Brain Age Software for Nintendo DS Shaun Michael English Marquette University
    View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by epublications@Marquette Marquette University e-Publications@Marquette Dissertations (2009 -) Dissertations, Theses, and Professional Projects Cognitive Training With Healthy Older Adults: Investigating the Effectiveness of the Brain Age Software for Nintendo DS Shaun Michael English Marquette University Recommended Citation English, Shaun Michael, "Cognitive Training With Healthy Older Adults: Investigating the Effectiveness of the Brain Age Software for Nintendo DS" (2012). Dissertations (2009 -). Paper 226. http://epublications.marquette.edu/dissertations_mu/226 COGNITIVE TRAINING WITH HEALTHY OLDER ADULTS: INVESTIGATING THE EFFECTIVENESS OF THE BRAIN AGETM SOFTWARE FOR NINTENDO By Shaun M. English, M.S. A Dissertation Submitted to the Faculty of the Graduate School, Marquette University, In Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy Milwaukee, Wisconsin October 2012 ABSTRACT COGNITIVE TRAINING WITH HEALTHY OLDER ADULTS: INVESTIGATING THE EFFECTIVENESS OF THE BRAIN AGETM SOFTWARE FOR NINTENDO Shaun M. English, M.S. Marquette University, 2012 An increasing number of empirical studies have demonstrated the effectiveness of cognitive training (CT) with healthy, cognitively intact older adults. Less is known regarding the effectiveness of commercially available “brain training” programs. The current study investigated the impact of daily CT presented via the Brain Age® software for Nintendo DS on neurocognitive abilities in a sample of healthy, community-dwelling older adults. Over the six-week study, participants in the CT group completed training activities and were compared to an active control group who played card games on the Nintendo DS. At pre-test and post-test, a wide range of empirically validated neuropsychological outcome measures was administered to examine the proximal and distal transfer effects of training.
    [Show full text]
  • Nintendo Co., Ltd
    Nintendo Co., Ltd. Financial Results Briefing for the Nine-Month Period Ended December 2013 (Briefing Date: 1/30/2014) 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 FY3/2010 FY3/2011 FY3/2012 FY3/2013 FY3/2014 Apr.-Dec.'09 Apr.-Dec.'10 Apr.-Dec.'11 Apr.-Dec.'12 Apr.-Dec.'13 Net sales 1,182,177 807,990 556,166 543,033 499,120 Cost of sales 715,575 487,575 425,064 415,781 349,825 Gross profit 466,602 320,415 131,101 127,251 149,294 (Gross profit ratio) (39.5%) (39.7%) (23.6%) (23.4%) (29.9%) Selling, general and administrative expenses 169,945 161,619 147,509 133,108 150,873 Operating income 296,656 158,795 -16,408 -5,857 -1,578 (Operating income ratio) (25.1%) (19.7%) (-3.0%) (-1.1%) (-0.3%) Non-operating income 19,918 7,327 7,369 29,602 57,570 (of which foreign exchange gains) (9,996) ( - ) ( - ) (22,225) (48,122) Non-operating expenses 2,064 85,635 56,988 989 425 (of which foreign exchange losses) ( - ) (84,403) (53,725) ( - ) ( - ) Ordinary income 314,511 80,488 -66,027 22,756 55,566 (Ordinary income ratio) (26.6%) (10.0%) (-11.9%) (4.2%) (11.1%) Extraordinary income 4,310 115 49 - 1,422 Extraordinary loss 2,284 33 72 402 53 Income before income taxes and minority interests 316,537 80,569 -66,051 22,354 56,936 Income taxes 124,063 31,019 -17,674 7,743 46,743 Income before minority interests - 49,550 -48,376 14,610 10,192 Minority interests in income -127 -7 -25 64 -3 Net income 192,601 49,557 -48,351 14,545 10,195 (Net income ratio) (16.3%) (6.1%) (-8.7%) (2.7%) (2.0%) - 1 - Nintendo Co., Ltd.
    [Show full text]
  • Nintendo Co., Ltd
    Nintendo Co., Ltd. Financial Results Briefing for the Nine-Month Period Ended December 2007 (Briefing Date: 2008/1/25) 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 FY3/2004 FY3/2005 FY3/2006 FY3/2007 FY3/2008 Apr.-Dec.'03 Apr.-Dec.'04 Apr.-Dec.'05 Apr.-Dec.'06 Apr.-Dec.'07 Net sales 439,589 419,373 412,339 712,589 1,316,434 Cost of sales 257,524 232,495 237,322 411,862 761,944 Gross margin 182,064 186,877 175,017 300,727 554,489 (Gross margin ratio) (41.4%) (44.6%) (42.4%) (42.2%) (42.1%) Selling, general, and administrative expenses 79,436 83,771 92,233 133,093 160,453 Operating income 102,627 103,106 82,783 167,633 394,036 (Operating income ratio) (23.3%) (24.6%) (20.1%) (23.5%) (29.9%) Other income 8,837 15,229 64,268 53,793 37,789 (of which foreign exchange gains) ( - ) (4,778) (45,226) (26,069) (143) Other expenses 59,175 2,976 357 714 995 (of which foreign exchange losses) (58,805) ( - ) ( - ) ( - ) ( - ) Income before income taxes and extraordinary items 52,289 115,359 146,694 220,713 430,830 (Income before income taxes and extraordinary items ratio) (11.9%) (27.5%) (35.6%) (31.0%) (32.7%) Extraordinary gains 2,229 1,433 6,888 1,047 3,830 Extraordinary losses 95 1,865 255 27 2,135 Income before income taxes and minority interests 54,423 114,927 153,327 221,734 432,525 Income taxes 19,782 47,260 61,176 89,847 173,679 Minority interests 94 -91 -34 -29 -83 Net income 34,545 67,757 92,185 131,916 258,929 (Net income ratio) (7.9%) (16.2%) (22.4%) (18.5%) (19.7%) - 1 - Nintendo Co., Ltd.
    [Show full text]
  • Nintendo Co., Ltd
    Nintendo Co., Ltd. Financial Results Briefing for the Six-Month Period Ended September 2013 (Briefing Date: 10/31/2013) 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. Semi-Annual Consolidated Statements of Income Transition million yen FY3/2010 FY3/2011 FY3/2012 FY3/2013 FY3/2014 Apr.-Sept.'09 Apr.-Sept.'10 Apr.-Sept.'11 Apr.-Sept.'12 Apr.-Sept.'13 Net sales 548,058 363,160 215,738 200,994 196,582 Cost of sales 341,759 214,369 183,721 156,648 134,539 Gross profit 206,298 148,791 32,016 44,346 62,042 (Gross profit ratio) (37.6%) (41.0%) (14.8%) (22.1%) (31.6%) Selling, general, and administrative expenses 101,937 94,558 89,363 73,506 85,321 Operating income 104,360 54,232 -57,346 -29,159 -23,278 (Operating income ratio) (19.0%) (14.9%) (-26.6%) (-14.5%) (-11.8%) Non-operating income 7,990 4,849 4,840 5,392 24,708 (of which foreign exchange gains) ( - ) ( - ) ( - ) ( - ) (18,360) Non-operating expenses 1,737 63,234 55,366 23,481 180 (of which foreign exchange losses) (664) (62,175) (52,433) (23,273) ( - ) Ordinary income 110,613 -4,152 -107,872 -47,248 1,248 (Ordinary income ratio) (20.2%) (-1.1%) (-50.0%) (-23.5%) (0.6%) Extraordinary income 4,311 190 50 - 1,421 Extraordinary loss 2,306 18 62 23 18 Income before income taxes and minority interests 112,618 -3,981 -107,884 -47,271 2,651 Income taxes 43,107 -1,960 -37,593 -19,330 2,065 Income before minority interests - -2,020 -70,290 -27,941 586 Minority interests in income 18 -9 -17 55 -13 Net income 69,492 -2,011 -70,273 -27,996 600 (Net income ratio) (12.7%) (-0.6%) (-32.6%) (-13.9%) (0.3%) - 1 - Nintendo Co., Ltd.
    [Show full text]
  • Best Wishes to All of Dewey's Fifth Graders!
    tiger times The Voice of Dewey Elementary School • Evanston, IL • Spring 2020 Best Wishes to all of Dewey’s Fifth Graders! Guess Who!? Who are these 5th Grade Tiger Times Contributors? Answers at the bottom of this page! A B C D E F G H I J K L M N O P Q R Tiger Times is published by the Third, Fourth and Fifth grade students at Dewey Elementary School in Evanston, IL. Tiger Times is funded by participation fees and the Reading and Writing Partnership of the Dewey PTA. Emily Rauh Emily R. / Levine Ryan Q. Judah Timms Timms Judah P. / Schlack Nathan O. / Wright Jonah N. / Edwards Charlie M. / Zhu Albert L. / Green Gregory K. / Simpson Tommy J. / Duarte Chaya I. / Solar Phinny H. Murillo Chiara G. / Johnson Talula F. / Mitchell Brendan E. / Levine Jojo D. / Colledge Max C. / Hunt Henry B. / Coates Eve A. KEY: ANSWER KEY: ANSWER In the News Our World............................................page 2 Creative Corner ..................................page 8 Sports .................................................page 4 Fun Pages ...........................................page 9 Science & Technology .........................page 6 our world Dewey’s first black history month celebration was held in February. Our former principal, Dr. Khelgatti joined our current Principal, Ms. Sokolowski, our students and other artists in poetry slams, drumming, dancing and enjoying delicious soul food. Spring 2020 • page 2 our world Why Potatoes are the Most Awesome Thing on the Planet By Sadie Skeaff So you know what the most awesome thing on the planet is, right????? Good, so you know that it is a potato. And I will tell you why the most awesome thing in the world is a potato, and you will listen.
    [Show full text]
  • Nintendo Co., Ltd
    Nintendo Co., Ltd. Financial Results Briefing for the Six-Month Period Ended September 2010 (Briefing Date: 2010/10/29) 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. Semi-Annual Consolidated Statements of Income Transition million yen FY3/2007 FY3/2008 FY3/2009 FY3/2010 FY3/2011 Apr.-Sept.'06 Apr.-Sept.'07 Apr.-Sept.'08 Apr.-Sept.'09 Apr.-Sept.'10 Net sales 298,817 694,803 836,879 548,058 363,160 Cost of sales 162,974 413,048 469,831 341,759 214,369 Gross profit 135,842 281,754 367,048 206,298 148,791 (Gross profit ratio) (45.5%) (40.6%) (43.9%) (37.6%) (41.0%) Selling, general, and administrative expenses 68,730 92,969 114,864 101,937 94,558 Operating income 67,111 188,784 252,183 104,360 54,232 (Operating income ratio) (22.5%) (27.2%) (30.1%) (19.0%) (14.9%) Non-operating income 27,958 27,259 20,528 7,990 4,849 (of which foreign exchange gains) (10,057) (2,149) ( - ) ( - ) ( - ) Non-operating expenses 393 666 35,404 1,737 63,234 (of which foreign exchange losses) ( - ) ( - ) (33,584) (664) (62,175) Ordinary income 94,676 215,376 237,306 110,613 -4,152 (Ordinary income ratio) (31.7%) (31.0%) (28.4%) (20.2%) (-1.1%) Extraordinary income 253 3,885 1,959 4,311 190 Extraordinary loss 1 1,623 92 2,306 18 Income before income taxes and minority interests 94,929 217,639 239,172 112,618 -3,981 Income taxes 40,602 85,294 94,329 43,107 -1,960 Income before minority interests - - - - -2,020 Minority interests in income -18 -76 15 18 -9 Net income 54,345 132,421 144,828 69,492 -2,011 (Net income ratio) (18.2%) (19.1%) (17.3%) (12.7%) (-0.6%) - 1 - Nintendo Co., Ltd.
    [Show full text]
  • The Hegemony of Play
    The Hegemony of Play Janine Fron Tracy Fullerton Jacquelyn Ford Morie Celia Pearce Ludica USC School of Cinematic Arts USC Institute for Creative Georgia Institute of Technology, Interactive Media Program Technologies School of Literature, [email protected] Communication & Culture [email protected] [email protected] [email protected] ABSTRACT We have adopted the term “Hegemony of Play” in a non- In this paper, we introduce the concept of a “Hegemony of ironic fashion to refer to the way in which the digital game Play,” to critique the way in which a complex layering of industry has influenced the global culture of play in much technological, commercial and cultural power structures the same way that hegemonic nations, such as the British have dominated the development of the digital game Empire or post-WWII America, have, in their times of industry over the past 35 years, creating an entrenched influence, dominated global culture. Today’s hegemonic status quo which ignores the needs and desires of game industry has infused both individuals’ and societies’ “minority” players such as women and “non-gamers,” Who experiences of games with values and norms that reinforce in fact represent the majority of the population. Drawing that industry’s technological, commercial and cultural from the history of pre-digital games, we demonstrate that investments in a particular definition of games and play, these practices have “narrowed the playing field,” and creating a cyclical system of supply and demand in which contrary to conventional wisdom, have actually hindered, alternate products of play are marginalized and devalued.
    [Show full text]
  • Mario Kart Ds
    NTR-AMCP-UKV INSTRUCTION BOOKLET (CONTAINS IMPORTANT HEALTH AND SAFETY INFORMATION) [0610/UKV/NTR] WIRELESS DS SINGLE-CARD DOWNLOAD PLAY THIS GAME ALLOWS WIRELESS MULTI-PLAYER GAMES DOWNLOADED FROM ONE GAME CARD. This seal is your assurance that Nintendo 2–8 has reviewed this product and that it has met our standards for excellence WIRELESS DS MULTI-CARD PLAY THIS GAME ALLOWS WIRELESS MULTI-PLAYER GAMES in workmanship, reliability and WITH EACH NINTENDO DS SYSTEM CONTAINING A entertainment value. Always look 2–8 SEPARATE GAME CARD. for this seal when buying games and accessories to ensure complete com- patibility with your Nintendo Product. NINTENDO Wi-Fi CONNECTION THIS GAME IS DESIGNED TO USE NINTENDO Wi-Fi CONNECTION. Thank you for selecting the MARIO KART™ Game Card for Nintendo DS™ systems. IMPORTANT: Please carefully read the important health and safety information included in this booklet before using your Nintendo DS system, Game Card, Game Pak or accessory. Please read this Instruction Booklet thoroughly to ensure maximum enjoyment of your new game. Important warranty and hotline information can be found in the separate Age Rating, Software Warranty and Contact Information Leaflet. Always save these documents for future reference. This Game Card will work only with Nintendo DS systems. IMPORTANT: The use of an unlawful device with your Nintendo DS system may render this game unplayable. © 2005 NINTENDO. TM, ® AND THE NINTENDO DS LOGO ARE TRADEMARKS OF NINTENDO. © 2005 NINTENDO. This product uses the LC Font by Sharp Corporation, except some characters. LCFONT, LC Font and the LC logo mark are trademarks of Sharp Corporation.
    [Show full text]
  • Nintendo Co., Ltd
    Nintendo Co., Ltd. Financial Results Briefing for the Nine-Month Period Ended December 2008 (Briefing Date: 2009/1/30) 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 FY3/2005 FY3/2006 FY3/2007 FY3/2008 FY3/2009 Apr.-Dec.'04 Apr.-Dec.'05 Apr.-Dec.'06 Apr.-Dec.'07 Apr.-Dec.'08 Net sales 419,373 412,339 712,589 1,316,434 1,536,348 Cost of sales 232,495 237,322 411,862 761,944 851,283 Gross margin 186,877 175,017 300,727 554,489 685,065 (Gross margin ratio) (44.6%) (42.4%) (42.2%) (42.1%) (44.6%) Selling, general, and administrative expenses 83,771 92,233 133,093 160,453 183,734 Operating income 103,106 82,783 167,633 394,036 501,330 (Operating income ratio) (24.6%) (20.1%) (23.5%) (29.9%) (32.6%) Other income 15,229 64,268 53,793 37,789 28,295 (of which foreign exchange gains) (4,778) (45,226) (26,069) (143) ( - ) Other expenses 2,976 357 714 995 177,137 (of which foreign exchange losses) ( - ) ( - ) ( - ) ( - ) (174,233) Income before income taxes and extraordinary items 115,359 146,694 220,713 430,830 352,488 (Income before income taxes and extraordinary items ratio) (27.5%) (35.6%) (31.0%) (32.7%) (22.9%) Extraordinary gains 1,433 6,888 1,047 3,830 98 Extraordinary losses 1,865 255 27 2,135 6,171 Income before income taxes and minority interests 114,927 153,327 221,734 432,525 346,415 Income taxes 47,260 61,176 89,847 173,679 133,856 Minority interests -91 -34 -29 -83 35 Net income 67,757 92,185 131,916 258,929 212,524 (Net income ratio) (16.2%) (22.4%) (18.5%) (19.7%) (13.8%) - 1 - Nintendo Co., Ltd.
    [Show full text]
  • El Tratamiento Del Videojuego: De La Prensa Generalista a Las Revistas
    UNIVERSIDAD DE SEVILLA Facultad de Comunicación Departamento de Periodismo II Tesis Doctoral EL TRATAMIENTO DEL VIDEOJUEGO: DE LA PRENSA GENERALISTA A LAS REVISTAS ESPECIALIZADAS Análisis comparativo de las ediciones impresas y digitales de El País, El Mundo, Público y 20 Minutos Sevilla, julio de 2012 Tesis Doctoral realizada por: Isaac López Redondo Director: Dr. Antonio López Hidalgo A Ana, indudablemente, por todo el tiempo que le robé. Sin su apoyo, comprensión y cariño, este trabajo nunca habría sido una realidad. 0. Índice 1. Introducción………………………………………………………………… 8 1.1. Objetivos de la investigación………………………………………… 9 1.2. Justificación del estudio……………………………………………… 10 1.3. Acotación del objeto de estudio……………………………………… 12 1.4. Hipótesis de partida………………………………………………..… 14 1.5. Metodología de la investigación……………………………………... 15 1.5.1. Análisis de contenido……………………………………... 17 1.5.2. Entrevistas en profundidad………………………………... 24 1.6. Estructura del trabajo de investigación……………………………..... 27 2. Una primera aproximación al mundo del videojuego…………………..... 29 2.1. En busca de una definición………………………………………….. 30 2.2. Antecedentes del videojuego………………………………………… 33 2.3. La interactividad: un elemento distintivo…………………………..... 36 2.4. Las claves del éxito…………………………………………………... 38 2.5. Dentro del videojuego. Estructura y elementos que lo componen…... 40 2.6. ¿Quién juega a los videojuegos?.......................................................... 46 2.7. Géneros y tipos de videojuegos…………………………………….... 49 2.7.1. Clasificación de Diego Levis……………………………... 50 2.7.2. Clasificación de Michael Scholand……………………….. 54 2.7.3. Clasificación de Juan Alberto Estallo…………………….. 57 2.7.4. Clasificación de James Newman…………………………. 61 2.7.5. La propuesta de la prensa especializada………………….. 62 2.7.6. La dificultad de establecer una clasificación única……….
    [Show full text]