2014 Annual Report

Total Page:16

File Type:pdf, Size:1020Kb

2014 Annual Report TAKE-TWO INTERACTIVE SOFTWARE, INC. 2014 ANNUAL REPORT REPORT ANNUAL INC. 2014 SOFTWARE, INTERACTIVE TAKE-TWO TAKE-TWO INTERACTIVE SOFTWARE, INC. 2014 ANNUAL REPORT A leading global producer and distributor of interactive entertainment, the strongest growth segment of the 10 entertainment industry Franchises with at least one five-million 94% unit selling release Net revenue growth in fiscal year 2014 $1,000,000,000 Grand Theft Auto V reached $1 billion in retail sales faster than any entertainment release in history 1,900 Employees working in game development and 14 studios around the world Became the top-selling release in the history of 2K # Achieved1 highest average 9M Metacritic score of any publisher from 2010-2013 units sold-in to date NBA 2K14 is the top-selling and top-rated NBA simulation video game selling more than 6.5 million units to date 4 TAKE-TWO INTERACTIVE SOFTWARE, INC. 2014 ANNUAL REPORT DEAR SHAREHOLDERS, Fiscal year 2014 was a record-breaking year for Take-Two, both commercially and financially. Driven by our unique ability to produce consistently the highest-quality entertainment experiences, our Company delivered 94% net revenue growth, along with record net income and cash flow. These results illustrate the innovation and talent of our creative teams, the depth of our portfolio of intellectual property, and the strength of our marketing and distribution capabilities. Today, Take-Two has a strong financial foundation and is better positioned than ever for long-term growth and consistent profitability. OUR KEY ACHIEVEMENTS selling sports release, with sell-in of more than 6.5 million units to date. Over the past year, our team: The success of NBA 2K14 was enhanced by strong demand for the game’s virtual n Earned the position of top console and currency, sales of which increased 150% handheld video game publisher of 2013 versus . in North America and Latin America*. NBA 2K13 n Launched WWE 2K14, which has sold more n Launched Grand Theft Auto V, which received more than 300 perfect scores units than its predecessor and proven to and shattered numerous industry records, be a successful addition to our portfolio. including reaching $1 billion in retail sales n Released 8 new downloadable content faster than any entertainment release in packs for Borderlands 2, which has history. Developed by Rockstar Games, become the top-selling release in the the title has sold-in more than 33 million history of 2K, with over 9 million units units worldwide and continues to attract sold-in to date. new fans as millions of players enrich their experience through the dynamic and n Launched numerous titles for tablets and evolving world of Grand Theft Auto Online. smartphones, including core titles such More than 70% of those who have played as Grand Theft Auto San Andreas, XCOM: Grand Theft Auto V while connected to Enemy Unknown and NBA 2K14. the Internet have played Grand Theft Auto Online, which was the single largest n Generated record digitally-delivered contributor to our digitally-delivered revenue, nearly half of which was derived revenue in fiscal 2014. from recurrent consumer spending, including virtual currency, downloadable n Delivered the highest-rated and top- add-on content, and online games. selling basketball video game for the 13th consecutive year with NBA 2K14. The n Ended the year with nearly $1 billion title was our first for next-gen and has in cash, after spending $277 million to surpassed NBA 2K13 as our highest- repurchase our stock at a meaningful discount to today’s share price. 1 TAKE-TWO INTERACTIVE SOFTWARE, INC. 2014 ANNUAL REPORT PROVEN ORGANIC GROWTH STRATEGY Take-Two’s strategy is to develop the highest-quality, most compelling interactive entertainment franchises and deliver them through all relevant platforms and distribution channels. Creating opportunities to drive ongoing engagement with our titles after their initial release is a key strategic focus for our Company, and we have started to generate significant revenue and profits from recurrent consumer spending. Our record fiscal 2014 results demonstrate that our strategy works. World-class creative teams: Take-Two has 14 studios around the world and approximately 1,900 employees working in game development, including some of the most talented visionaries in our industry. Our creative teams at Rockstar Games and 2K are renowned for their ability to deliver games that consistently set new benchmarks for excellence, with Rockstar Games recently being awarded the BAFTA Fellowship for their contributions to the games industry. High quality games tend to have prolonged lifecycles, which is reflected in the strong catalog sales that our titles enjoy. Diverse portfolio of industry-leading intellectual property: We have built one of the most valuable collections of intellectual property in our industry. Take-Two has 10 franchises with individual titles that have sold-in 5 million or more units. These franchises are diversified across a range of genres. To date, we have released more than 40 distinct titles that are each multi-million unit sellers. We continually strive to balance our development efforts between new intellectual property and new offerings from our established franchises. Since 2007, we have added 7 new franchises, including such hits as BioShock, Borderlands, WWE 2K and XCOM. Capitalizing on growth of digital distribution: Our expanding portfolio of digitally-delivered content is contributing significantly to our growth and profitability, both as video game distribution shifts towards full game downloads and we introduce additional offerings that drive recurrent consumer spending. During fiscal 2014, digitally-delivered revenue grew 45% and accounted for 16% of our total net revenue. The majority of this growth was driven by recurrent consumer spending within Grand Theft Auto Online, NBA 2K14 and NBA 2K Online in China, and downloadable add-on content for Borderlands 2, BioShock Infinite and Sid Meier’s Civilization V. We will continue to focus on developing additional offerings that promote engagement with our titles, deepen our relationships with consumers and boost profits over time. Expanding offerings for tablets and smartphones: We believe that the popularity of video games on smaller screens, especially tablets, will grow at a rapid pace. This represents an exciting opportunity for Take-Two. Our releases to date have focused primarily on popular catalog titles from both Rockstar Games and 2K, as well as current sports titles. As mobile technology continues to evolve, we fully expect to release our most groundbreaking and immersive new titles on every mobile device that core gamers choose to embrace. Innovative marketing and global distribution: Creating great games is only part of our formula for success. Our marketing teams roll-out well-coordinated global campaigns that leverage both traditional and online media. And, we work in lockstep with our key retail partners to drive promotions when they matter the most – at point of sale. Our global distribution network ensures that our products are available to consumers wherever they want them – physically or digitally. Sound financial foundation: Take-Two has a strong balance sheet and ample capital to pursue a variety of investments. As of March 31, 2014, we had $935 million in cash and no borrowings on our $100 million credit line. Going forward, we are very excited about our opportunities for growth, and our first priority is to invest in our business, both organically and potentially through acquisitions. We may also consider returning additional cash to shareholders through share repurchases and/or dividends. 2 TAKE-TWO INTERACTIVE SOFTWARE, INC. 2014 ANNUAL REPORT ROBUST LINEUP OF NEW RELEASES Fiscal 2015 is poised to be another strong year for our organization, highlighted by a diverse array of the highest-quality new releases and innovative offerings that drive incremental profits from recurrent consumer spending. To date, we have announced the following titles planned for release during the current fiscal year: n On October 7, 2K will enhance their unparalleled basketball legacy with the launch of NBA 2K15, featuring four-time NBA scoring champion and 2014 NBA Most Valuable Player, Kevin Durant, as its cover athlete. We’re confident that NBA 2K15 will once again set new benchmarks for sports realism and gameplay. n On October 14, 2K will release Borderlands: The-Pre-Sequel that will continue the franchise’s tradition of innovative, cooperative multiplayer action. n On October 21, 2K will release Evolve, an exciting new intellectual property for next-gen and PC developed by Turtle Rock Studios, the creators of the cooperative shooter classic, Left 4 Dead. The title blends first-person and third-person shooter action with cooperative and competitive multiplayer in a unique, 4 versus 1 gameplay experience. Evolve is one of this year’s most eagerly anticipated games and won more than 50 editorial honors at the 2014 Electronic Entertainment Expo, including the coveted Best of Show from the E3 2014 Game Critics. n On October 24, 2K will build on their successful Civilization franchise that has entertained audiences for nearly a quarter of a century and sold-in more than 24 million units worldwide, with the release of Sid Meier’s Civilization: Beyond Earth for PC. The title will feature the core and tactical elements for which the series is famous, while propelling players beyond the traditional timeline of a Civilization game by exploring humanity’s future on an alien world. n On October 28, 2K’s WWE franchise will make its next-gen debut with the release of WWE 2K15, which promises to take this series to new heights. 14-time WWE Champion, John Cena, will be its cover athlete and Sting – one of wrestling’s most beloved superstars – will play a key role in the title’s pre-order campaign. n This fall, Rockstar Games will bring their blockbuster hit, Grand Theft Auto V, to PS4, Xbox One and PC, bringing across-the-board graphical and technical enhancements to the game’s already breathtaking open world experience.
Recommended publications
  • Now We Are All Sons of Bitches
    Now We Are All Sons of Bitches MICHAEL BONTATIBUS “Wake up, Mr. Freeman. Wake up and smell the ashes,” the enigmat- ic G-Man murmurs as he leers into the camera, finishing an eerie opening monologue—and so begins Half-Life 2, Valve Corporation’s flagship game. The last time we saw Gordon Freeman, the protagonist, the same rigid and mysterious (though more poorly animated, since the prequel was released six years earlier) G-Man was handing him a job offer after witnessing the former scientist transform into a warrior, bent on escaping from the besieged Black Mesa Research Facility alive. Now, suddenly, Freeman finds himself on a train. No context.1 Is it a prison train? The three other individuals on it wear uniforms like those the inmates wore in Cool Hand Luke. The train soon stops at its destination, and we realize that it is a prison train, in a way—Freeman has arrived at the Orwellian “City 17,” where the ironically named Civil Protection abuses and oppresses, where antagonist Dr. Breen preaches poet- ic propaganda from large monitors hung high above the town. In the years since scientists at the facility accidentally opened a gateway between dimen- sions and allowed a bevy of grotesque creatures to spill into our universe, Earth has been taken over by the Combine, an alien multiplanetary empire. Breen is merely Earth’s administrator—and we realize that the ashes the G- Man spoke of were the ashes of the prelapsarian world. It’s classic dystopia, complete with a Resistance, of which Freeman soon finds himself the “mes- sianic” leader (HL2).
    [Show full text]
  • Acquiring Literacy: Techne, Video Games and Composition Pedagogy
    ACQUIRING LITERACY: TECHNE, VIDEO GAMES AND COMPOSITION PEDAGOGY James Robert Schirmer 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 August 2008 Committee: Kristine L. Blair, Advisor Lynda D. Dixon Graduate Faculty Representative Richard C. Gebhardt Gary Heba © 2008 James R. Schirmer All Rights Reserved iii ABSTRACT Kristine L. Blair, Advisor Recent work within composition studies calls for an expansion of the idea of composition itself, an increasing advocacy of approaches that allow and encourage students to greater exploration and more “play.” Such advocacy comes coupled with an acknowledgement of technology as an increasingly influential factor in the lives of students. But without a more thorough understanding of technology and how it is manifest in society, any technological incorporation is almost certain to fail. As technology advances along with society, it is of great importance that we not only keep up but, in fact, reflect on process and progress, much as we encourage students to do in composition courses. This document represents an exercise in such reflection, recognizing past and present understandings of the relationship between technology and society. I thus survey past perspectives on the relationship between techne, phronesis, praxis and ethos with an eye toward how such associative states might evolve. Placing these ideas within the context of video games, I seek applicable explanation of how techne functions in a current, popular technology. In essence, it is an analysis of video games as a techno-pedagogical manifestation of techne. With techne as historical foundation and video games as current literacy practice, both serve to improve approaches to teaching composition.
    [Show full text]
  • 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27
    Case 2:18-cv-10417 Document 1 Filed 12/17/18 Page 1 of 24 Page ID #:1 1 Pierce Bainbridge Beck Price & Hecht LLP John M. Pierce (SBN 250443) 2 [email protected] 3 Carolynn Kyungwon Beck (SBN 264703) [email protected] 4 Daniel Dubin (SBN 313235) 5 [email protected] 600 Wilshire Boulevard, Suite 500 6 Los Angeles, California 90017-3212 7 (213) 262-9333 8 Attorneys for 9 Plaintiff Alfonso Ribeiro 10 THE UNITED STATES DISTRICT COURT 11 FOR THE CENTRAL DISTRICT OF CALIFORNIA 12 Alfonso Ribeiro, an Case No. 2:18-cv-10417 13 individual, 14 Complaint for: Plaintiff, 15 1. Direct Infringement of v. 16 Copyright; 17 Take-Two Interactive 2. Contributory Infringement Software, Inc.; a Delaware of Copyright; 18 corporation; 2K Sports, Inc., a 3. Violation of the Right of 19 Delaware corporation; 2K Publicity under California Games, Inc., a Delaware Common Law; 20 corporation; Visual Concepts 4. Violation of the Right of 21 Entertainment, a California Publicity under Cal. Civ. 22 Corporation; and Does 1 Code § 3344; through 50, inclusive, 5. Unfair Competition under 23 Cal. Bus. & Prof. Code § 24 Defendants. 17200, et seq.; 6. Unfair Competition under 25 15 U.S.C. § 1125(a) 26 Demand for Jury Trial 27 28 Complaint Case 2:18-cv-10417 Document 1 Filed 12/17/18 Page 2 of 24 Page ID #:2 1 Plaintiff Alfonso Ribeiro, aka Ribeiro, (“Plaintiff” or “Ribeiro”), by 2 and through his undersigned counsel, asserts the following claims 3 against Defendants Take-Two Interactive Software, Inc. (“Take-Two”), 4 2K Sports, Inc.
    [Show full text]
  • Pdf (Accessed 2.10.14)
    Notes 1 Introduction: Video Games and Storytelling 1. It must be noted that the term ‘Narratological’ is a rather loose application by the Ludologists and the implications of this are pointed out later in this chapter. 2. Roland Barthes states that the ‘infinity of the signifier refers not to some idea of the ineffable (the unnameable signified) but to that of a playing [ ...] theText is plural’. Source: Barthes, R., 1977. Image, Music, Text, in: Heath,S.(Tran.), Fontana Communications Series. Fontana, London. pp. 158–159. 3.In Gaming Globally: Production, Play, and Place (Huntemann and Aslinger, 2012),theeditors acknowledgethat ‘while gaming maybe global, gaming cultures and practices vary widely depending on the power and voice of var- ious stakeholders’ (p. 27). The paucity of games studies scholarship coming from some of the largest consumers of video games, such as South Korea, China and India, to name a few, is markedly noticeable. The lack of represen- tation of non-Western conceptions of play culture and storytelling traditions is similarly problematic. 4. Chapter 8 will engage with this issue in more detail. 5. ‘(W)reading’ is preferred over the more commonly used neologism ‘wread- ing’toemphasise the supplementarity of the reading and writingprocesses and also to differentiate it from earlier usage that might claim that the two processes are the same thing. 3 (W)Reading the Machinic Game-Narrative 6. For whichhe is criticisedby Hayles (see Chapter 2). 7. Landow respondstothis by rightly stating that Aarseth misreads his original comment where heclaims that ‘the reader whochooses among linksortakes advantage of Storyspace’s hypertext capabilities shares some of the power of theauthor’(Landow, p.
    [Show full text]
  • 'Littlebigplanet' Wins Big at Video Game Awards 26 March 2009, by DERRIK J
    'LittleBigPlanet' wins big at video game awards 26 March 2009, By DERRIK J. LANG , AP Entertainment Writer "Fallout 3" lead writer Emil Pagliarulo during his acceptance speech. "To all the nerds growing up in South Boston, don't play hockey. Don't join Little League. Stay in your room, read your Lloyd Alexander and play 'Dungeons and Dragons.' It all works out in the end." Selected by a jury of game creators, the Game Developers Choice Awards honor the best games of the past year. The lively ninth annual ceremony was hosted by "Psychonauts " and "Brutal Legend" developer Tim Schafer. The show was capped off with the debut teaser trailer for "Call of Duty: Modern Warfare 2," the upcoming sequel to the best-selling game of 2007. Other winners at the ceremony at the Moscone Video game enthusiasts attend the Game Developers Convention Center were Ubisoft Montreal's "Prince Conference Wednesday, March 25, 2009, in San of Persia" for best visual art, Ready at Dawn Francisco. (AP Photo/Ben Margot) Studios' "God of War: Chains of Olympus" for best handheld game, EA Redwood Shores' "Dead Space" for best audio and 2D Boy's "World of Goo" for best downloadable game. (AP) -- "LittleBigPlanet" sacked the competition to win four trophies at the Game Developers Choice "Video Games Live" concert series co-founder Awards. Tommy Tallarico was awarded the ambassador trophy. Alex Rigopulos and Eran Egozy, co- Developed by Media Molecule, the cutsey founders of "Rock Band" developer Harmonix, PlayStation 3 adventure game which allows received the pioneer award. "Metal Gear Solid" players to create and share their own levels was creator Hideo Kojima was bestowed with the honored for best game design, debut, technology lifetime achievement award.
    [Show full text]
  • What's Hot @ Hofstra
    Write-O-Rama Summer Session 2 What’s Hot July 14-25, 2014 @ Hofstra Write-O-Rama & KidsDay How did this picture of Jimmy Fallon As is tradition in Write-O-Rama, each year we get to partner with get on the front cover of the Editor of KidsDay to write articles, conduct interviews, and our newspaper? You’ll work together as a team for 2 weeks. In addition, we are able to try have to look inside the never-before-seen products and meet celebrities! Instead of asking paper to find out! the celebrities common interview questions, our unique writing team asks personal questions that kids can relate to. The trips we take are once-in-a-lifetime opportunities, such as going to movie premieres and interactive exhibits. This session, we were able to interview musicians Nico & Vinz at NBC studios! Look inside to read their answers and to learn about our experience. Make sure to check out the Session 3 newspaper for more of our celebrity encounters and exclusive adventures! Check out all of the creative stories written by the Write-O- Rama group! You will also find our interviews and pictures Also from the game with Inside... The Harlem Wizards! Inside this newspaper are some great do-it-yourself crafts and activities that you can try at home. We hope you enjoy this issue of our newspaper! Nico & Vinz (& Jimmy Fallon, Too!) By: Bianca Kisin (PM) “Am I Wrong” video in Afri- ca is to show the good side Hi my name is Bianca and I of Africa.
    [Show full text]
  • Case 1:16-Cv-00724-LTS Document 33 Filed 04/19/16 Page 1 of 12
    Case 1:16-cv-00724-LTS Document 33 Filed 04/19/16 Page 1 of 12 Dale M. Cendali Joshua L. Simmons Emma Raviv KIRKLAND & ELLIS LLP 601 Lexington Avenue New York, New York 10022 Telephone: (212) 446-4800 Facsimile: (212) 446-4900 [email protected] [email protected] [email protected] Attorneys for Defendants 2K Games, Inc. and Take-Two Interactive Software, Inc. UNITED STATES DISTRICT COURT SOUTHERN DISTRICT OF NEW YORK SOLID OAK SKETCHES, LLC, CASE NO. 1:16-cv-724(LTS)(RLE) Plaintiff, ECF Case v. VISUAL CONCEPTS, INC.; 2K GAMES, INC.; TAKE-TWO INTERACTIVE SOFTWARE, INC., Defendants. MEMORANDUM OF LAW IN SUPPORT OF DEFENDANTS 2K GAMES, INC. AND TAKE-TWO INTERACTIVE SOFTWARE, INC.’S MOTION TO DISMISS Case 1:16-cv-00724-LTS Document 33 Filed 04/19/16 Page 2 of 12 TABLE OF CONTENTS PRELIMINARY STATEMENT ................................................................................................. 1 FACTUAL BACKGROUND ....................................................................................................... 2 I. TAKE-TWO AND THE NBA 2K VIDEO GAME SERIES .................................. 2 II. SOLID OAK AND THE TATTOOS ..................................................................... 3 ARGUMENT ................................................................................................................................. 4 I. THE STANDARD FOR A MOTION TO DISMISS ............................................. 4 II. SOLID OAK IS NOT ENTITLED TO STATUTORY DAMAGES OR ATTORNEYS’ FEES AS A MATTER OF LAW ................................................
    [Show full text]
  • 10Th IAA FINALISTS ANNOUNCED
    10th Annual Interactive Achievement Awards Finalists GAME TITLE PUBLISHER DEVELOPER CREDITS Outstanding Achievement in Animation ANIMATION DIRECTOR LEAD ANIMATOR Gears of War Microsoft Game Studios Epic Games Aaron Herzog & Jay Hosfelt Jerry O'Flaherty Daxter Sony Computer Entertainment ReadyatDawn Art Director: Ru Weerasuriya Jerome de Menou Lego Star Wars II: The Original Trilogy LucasArts Traveller's Tales Jeremy Pardon Jeremy Pardon Rayman Raving Rabbids Ubisoft Ubisoft Montpellier Patrick Bodard Patrick Bodard Fight Night Round 3 Electronic Arts EA Sports Alan Cruz Andy Konieczny Outstanding Achievement in Art Direction VISUAL ART DIRECTOR TECHNICAL ART DIRECTOR Gears of War Microsoft Game Studios Epic Games Jerry O'Flaherty Chris Perna Final Fantasy XII Square Enix Square Enix Akihiko Yoshida Hideo Minaba Call of Duty 3 Activison Treyarch Treyarch Treyarch Tom Clancy's Rainbow Six: Vegas Ubisoft Ubisoft Montreal Olivier Leonardi Jeffrey Giles Viva Piñata Microsoft Game Studios Rare Outstanding Achievement in Soundtrack MUSIC SUPERVISOR Guitar Hero 2 Activision/Red Octane Harmonix Eric Brosius SingStar Rocks! Sony Computer Entertainment SCE London Studio Alex Hackford & Sergio Pimentel FIFA 07 Electronic Arts Electronic Arts Canada Joe Nickolls Marc Ecko's Getting Up Atari The Collective Marc Ecko, Sean "Diddy" Combs Scarface Sierra Entertainment Radical Entertainment Sound Director: Rob Bridgett Outstanding Achievement in Original Music Composition COMPOSER Call of Duty 3 Activison Treyarch Joel Goldsmith LocoRoco Sony Computer
    [Show full text]
  • Text Alert About Threat Worries Students
    A&E Opinion Sports Bacon and beer SJSU athletics has many losing Men’s basketball enthusiasts rejoice streaks and is not ready team wins in a close at Levi’s Stadium for Power Five Conference game on senior night Page 3 Page 5 Page 8 Serving the San Jose State University community since 1934 Volume 150 No. 16 Thursday, March 1, 2018 sjsunews.com/spartan_daily GRAFFITI TEXT ALERT ABOUT THREAT WORRIES STUDENTS BY WILLIAM YAP everything that has been “I decided to cancel class NEWS EDITOR going on in the news. I today, as a precaution, think every threat has to be because I would rather Some San Jose State taken seriously.” us all be safe just in students left campus early Media Relations case something were to because of a threat about Director Pat Harris said happen,” Castillo said in a shooting. It was written a faculty member called an email she sent to her on the wall of the third University Police around 2 class at 4:44 p.m. floor women’s restroom in p.m. about the writing. The Spartan Daily Dudley Moorhead Hall. “UPD responded obtained a copy of the The graffiti read, immediately,” Harris email from one of the “Shooting 2.28. 2Day said. “[UPD] began students in Castillo’s class. 5PM,” which Chief investigating and asked Multiple students Financial Officer Charlie San Jose [Police] for help. circulated the news on Faas confirmed in a press A decision was made that it social media platforms such conference around 5:05 p.m. was unlikely the threat was as Twitter, Instagram and University Police Lt.
    [Show full text]
  • Machinima As Digital Agency and Growing Commercial Incorporation
    A Binary Within the Binary: Machinima as Digital Agency and Growing Commercial Incorporation A thesis presented to the faculty of the College of Fine Arts of Ohio University In partial fulfillment of the requirements for the degree Master of Arts Megan R. Brown December 2012 © 2012 Megan R. Brown. All Rights Reserved 2 This thesis titled A Binary Within the Binary: Machinima as Digital Agency and Growing Commercial Incorporation by MEGAN R. BROWN has been approved for the School of Film and the College of Fine Arts by Louis-Georges Schwartz Associate Professor of Film Studies Charles A. McWeeny Dean, College of Fine Arts 3 ABSTRACT BROWN, MEGAN R., M.A., December 2012, Film Studies A Binary Within the Binary: Machinima as Digital Agency and Growing Commercial Incorporation (128 pp.) Director of Thesis: Louis-Georges Schwartz. This thesis traces machinima, films created in real-time from videogame engines, from the exterior toward the interior, focusing on the manner in which the medium functions as a tool for marginalized expression in the face of commercial and corporate inclusion. I contextualize machinima in three distinct contexts: first, machinima as historiography, which allows its minority creators to articulate and distribute their interpretation of national and international events without mass media interference. Second, machinima as a form of fan fiction, in which filmmakers blur the line between consumers and producers, a feature which is slowly being warped as videogame studios begin to incorporate machinima into marketing techniques. Finally, the comparison between psychoanalytic film theory, which explains the psychological motivations behind cinema's appeal, applied to videogames and their resulting machinima, which knowingly disregard established theory and create agency through parody.
    [Show full text]
  • Bullworth Society
    WARNING Before playing this game, read the Xbox 360 Instruction TABLE OF CONTENTS Manual and any peripheral manuals for important safety and health information. Keep all manuals for future reference. For replacement manuals, see www.xbox. Chapter 1: Getting Started ...................................................................3 com/support or call Xbox Customer Support. Chapter 2: Interactions & Classes ........................................................5 Chapter 3: School Supplies ...................................................................8 Important Health Warning About Playing Video Games Chapter 4: Bullworth Society .............................................................11 Chapter 5: Credits ..............................................................................15 Photosensitive Seizures A very small percentage of people may experience a seizure when exposed to certain visual images, including fl ashing lights or patterns that may appear in video games. Even people who have no history of seizures or epilepsy may have an undiagnosed condition that can cause these “photosensitive epileptic seizures” while watching video games. These seizures may have a variety of symptoms, including lightheadedness, altered vision, eye or face twitching, jerking or shaking of arms or legs, disorientation, confusion, or momentary loss of awareness. Seizures may also cause 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 should watch for or ask their children about the above symptoms—children and teenagers are more likely than adults to experience these seizures. The risk of photosensitive epileptic seizures may be reduced by taking the following precautions: Sit farther from the screen; use a smaller screen; play in a well-lit room; and do not play when you are drowsy or fatigued. If you or any of your relatives have a history of seizures or epilepsy, consult a doctor before playing.
    [Show full text]
  • NBA® 2K14 Now Available October 1, 2013 7:30 AM ET Latest Chapter
    The Reign Continues: NBA® 2K14 Now Available October 1, 2013 7:30 AM ET Latest chapter of award-winning franchise delivers dynamic and distinctly unique features for the ultimate NBA simulation experience NEW YORK--(BUSINESS WIRE)--Oct. 1, 2013-- 2K Sports today announced that NBA® 2K14, this year’s installment of the top-rated and top-selling NBA video game simulation series*, is now available for the PlayStation®3 computer entertainment system, Xbox 360 games and entertainment system from Microsoft, and Windows PC. “Our goal with NBA 2K14 was to develop our finest basketball game yet by delivering more of our signature realism, incorporating innovative new controls, and adding unique game modes,” said Greg Thomas, president of product development for 2K Sports. “From our partnership with LeBron James to the meticulous refinements in gameplay, this year’s title cements NBA 2K’s legacy as the premier sports simulation experience.” This year’s current gen NBA 2K14 package offers exciting new features, including today’s top Euroleague teams and Dynamic Living Rosters powered by Stats, Inc. Additionally, 2K worked to incorporate gameplay upgrades, such as Pro Stick TM; new Signature Skills; and offensive and defensive improvements to further balance player interactions. To date, NBA 2K14 has received the following review accolades: “NBA 2K14 is simply the best hoops sim I’ve ever played.” - IGN “With lifelike animations, realistic player models, and an assortment of moves, NBA 2K14 further blurs the line between the real game and its digital equivalent.” – GameSpot 2K Sports today announced that NBA® 2K14, this year's installment of the top-rated and top-selling NBA video game “Head-spinning attention to detail and hands-down the simulation series*, is now available for the PlayStation®3 best broadcast presentation in sports.” – Kotaku computer entertainment system, Xbox 360 games and entertainment system from Microsoft, and Windows PC.
    [Show full text]