Starr Long Joins Shroud of the Avatar Development Team at Portalarium
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Incommensurate Wor(L)Ds: Epistemic Rhetoric and Faceted Classification Of
Incommensurate Wor(l)ds: Epistemic Rhetoric and Faceted Classification of Communication Mechanics in Virtual Worlds by Sarah Smith-Robbins A Dissertation Submitted to the Graduate School in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy Dissertation Advisor: Dr. Rai Peterson Ball State University Muncie, IN March 28, 2011 Table of Contents Table of Contents ..................................................................................................................................... ii List of Tables ........................................................................................................................................... vi List of Figures ......................................................................................................................................... vii Abstract .................................................................................................................................................. ix Acknowledgements ................................................................................................................................. xi Chapter 1: Incommensurate Terms, Incommensurate Practices ............................................................... 1 Purpose of the Study ................................................................................................................................... 3 Significance of the Study ............................................................................................................................ -
In the United States District Court for The
IN THE UNITED STATES DISTRICT COURT FOR THE DISTRICT OF DELAWARE ) PARALLEL NETWORKS, LLC, ) ) Plaintiff, ) C.A. No.__________ ) v. ) JURY TRIAL DEMANDED ) NCSOFT WEST CORPORATION, ) ) Defendant. ) ) COMPLAINT FOR PATENT INFRINGEMENT Plaintiff Parallel Networks, LLC (“Parallel”) files this Complaint for patent infringement against Defendant NCSoft West Corporation (“NCSoft” or “Defendant”) and alleges as follows: PARTIES 1. Plaintiff Parallel Networks, LLC is a Delaware limited liability company having its principal place of business at 1105 N. Market St., Suite 300, Wilmington, Delaware 19801. 2. On information and belief, NCSoft West Corporation is a corporation organized under the laws of the State of Washington, and has a principal place of business at 1501 4th Ave. Ste. 2050, Seattle, Washington 98101, and/or is conducting business through an affiliate located at this address. JURISDICTION AND VENUE 3. This civil action for patent infringement arises under the Patent Laws of the United States, 35 U.S.C. §§ 1 et seq. This Court has jurisdiction over the claims presented herein pursuant to 28 U.S.C. §§ 1331 and 1338(a). 01:13887534.1 4. On information and belief, NCSoft makes, imports, sells, and/or offers for sale the Accused Instrumentalities (as defined below) within the United States, including this District, that infringe one or more claims of United States Patent No. 7,188,145 entitled “METHOD AND SYSTEM FOR DYNAMIC DISTRIBUTED DATA CACHING” (the “'145 Patent”). The '145 Patent was duly and legally issued by the United States Patent and Trademark Office on March 6, 2007. A true and correct copy of the '145 Patent is attached hereto as Exhibit 1. -
Nitro Games Signs Agreement with Netmarble EMEA
COMPANY RELEASE 29 July 2019 12:05 (EEST) Nitro Games signs Agreement with Netmarble EMEA Nitro Games & Netmarble EMEA have signed an Agreement to introduce Heroes of Warland to Arabic and Turkish speaking audiences. Nitro Games has signed a Game Distribution and Servicing Agreement with Netmarble EMEA, the regional office of Netmarble Games, a giant Korean games publisher and one of the fastest growing mobile gaming companies in the world today. The Agreement covers licensing of Nitro Games’ game ”Heroes of Warland” to Netmarble EMEA for publishing in Arabic and Turkish speaking countries. Terms overview: Period: 3 years from Commercial Launch Service Fees: 500.000,00 EUR, paid in installments to Nitro Games, tied to launch progression Royalties: Net 35% to Nitro Games Territories: Turkey, Middle-East, and Africa Target launch: H2 2019, starting with soft-launch Platforms: iOS and Android “Heroes of Warland has gone through a major overhaul during the first half of this year. We’re now proceeding to release this new version also with Netmarble EMEA, by introducing the game to Turkish and Arabic speaking audiences. The first step in the MEA region is a soft-launch that is starting soon.”, says Jussi Tähtinen, CEO & Co-Founder Nitro Games Plc. For more information: Jussi Tähtinen, CEO & Co-Founder Phone: +358 44 388 1071 Email: [email protected] Sverker Littorin, Board member, IR Advisor Phone: +46 70 875 53 09 Email: [email protected] This company announcement contains information that Nitro Games Plc is obliged to make public pursuant to the EU Market Abuse Regulation. The information was submitted for publication by aforementioned contact person on 29 July 2019 at 12:05 (EEST). -
Marketing Virtual Worlds
MARKETING VIRTUAL WORLDS the industry of Massively Multiplayer Online Role Playing Games WAYNE STATE UNIVERSITY Gerard Imbert ● Pauline Leboeuf ● Adriana Murillo Contact: [email protected] Marketing Virtual Worlds: the industry of massively multiplayer online role playing games EXECUTIVE SUMMARY................................................................................................... 3 LINEAGE ....................................................................................................................................................................3 EVERQUEST ...............................................................................................................................................................4 APPLICATION OF FINDINGS ........................................................................................................................................5 TUTORIAL: THE WORLD OF ONLINE GAMES ................................................................. 6 DISTRIBUTION STRUCTURE OF THE INDUSTRY......................................................... 12 KEY PLAYERS OF THE INDUSTRY’S SUPPLY CHAIN .................................................................................................14 WORLDWIDE MACRO-ENVIRONMENTAL TRENDS ....................................................... 16 CONSUMER BEHAVIOR: PROFILING THE “GAMERS” .................................................. 19 CATEGORY DESCRIPTIONS.......................................................................................................................................20 -
Holdings-Report.Pdf
The Fund is a closed-end exchange traded management Investment company. This material is presented only to provide information and is not intended for trading purposes. Closed-end funds, unlike open-end funds are not continuously offered. After the initial public offering, shares are sold on the open market through a stock exchange. Changes to investment policies, current management fees, and other matters of interest to investors may be found in each closed-end fund's most recent report to shareholders. Holdings are subject to change daily. PORTFOLIO HOLDINGS FOR THE KOREA FUND as of July 31, 2021 *Note: Cash (including for these purposes cash equivalents) is not included. Security Description Shares/Par Value Base Market Value (USD) Percent of Base Market Value SAMSUNG ELECTRONICS CO 793,950 54,183,938.27 20.99 SK HYNIX INC COMMON 197,500 19,316,452.95 7.48 NAVER CORP COMMON STOCK 37,800 14,245,859.60 5.52 LG CHEM LTD COMMON STOCK 15,450 11,309,628.34 4.38 HANA FINANCIAL GROUP INC 225,900 8,533,236.25 3.31 SK INNOVATION CO LTD 38,200 8,402,173.44 3.26 KIA CORP COMMON STOCK 107,000 7,776,744.19 3.01 HYUNDAI MOBIS CO LTD 26,450 6,128,167.79 2.37 HYUNDAI MOTOR CO 66,700 6,030,688.98 2.34 NCSOFT CORP COMMON STOCK 8,100 5,802,564.66 2.25 SAMSUNG BIOLOGICS CO LTD 7,230 5,594,175.18 2.17 KB FINANCIAL GROUP INC 123,000 5,485,677.03 2.13 KAKAO CORP COMMON STOCK 42,700 5,456,987.61 2.11 HUGEL INC COMMON STOCK 24,900 5,169,415.34 2.00 SAMSUNG 29,900 4,990,915.02 1.93 SK TELECOM CO LTD COMMON 17,500 4,579,439.25 1.77 KOREA INVESTMENT 53,100 4,427,115.84 -
Online Media Business Models: Lessons from the Video Game Sector
Komorowski, M and Delaere, S. (2016). Online Media Business Models: Lessons from the Video Game Sector. Westminster Papers in Communication and Culture, 11(1), 103–123, DOI: http://dx.doi. org/10.16997/wpcc.220 RESEARCH ARTICLE Online Media Business Models: Lessons from the Video Game Sector Marlen Komorowski and Simon Delaere imec-SMIT, Vrije Universiteit, Brussels, BE Corresponding author: Marlen Komorowski ([email protected]) Today’s media industry is characterized by disruptive changes and business models have been acknowledged as a driving force for success. Current business model research manages only to grasp static descriptions while in reality media managers are struggling with the dynamics of the industry. This article aims to close this gap by investigating a new paradigm of online media business models. Based on three video game case studies of the massively multiplayer online role-playing game genre, this article explores a novel theoretical approach to explain the changes that can be made within business models. The article highlights the importance of changing processes within online media business models and emphasises that the video game sector is at the forefront of business innovation. Finally, it demonstrates that online media business model change is in a trade-off paradigm between capturing or offering potentially higher value per player vs. accessing a potentially larger player-base. Key words: Media industry; business model; process; disruption; video game sector Introduction Today’s media industry is characterized by disruptive transformations shaped by digitization. Digitization is not only generating new business opportunities but threatens traditional commercialization strategies and is proving highly unpredictable with regards to future market development. -
Section One: Getting Started
Section One: Getting Started As you get started on your journey, you will be faced with a few decisions. Some of these will have minimal impact on your long term play, while others will play an important part in how you experience the game. This section will cover the first of those decisions – server (known as ‘shards’ in UO) selection, character creation, and an explanation of the different clients used to play the game (Classic and Enhanced). In this section we will also cover some of the most basic elements of the game that will be a foundation for understanding your new world. This will include basic movement controls, as well as how to use the overhead radar feature. Choose Your Client – Classic vs. Enhanced We will begin with an explanation of the two clients available for use with Ultima Online – the Classic Client and the Enhanced Client. Your choice of client will greatly affect how you view, and play, the game. The best part about having two different clients is that you are not bound to one or another – you are free to switch back and forth so long as you have both installed on your system. Following is a brief explanation of the differences between the two clients. Later in this section will be pictures illustrating some of the differences between the two clients. Classic Client The Classic Client is the original client used to play Ultima Online. It does not have as many features as the Enhanced Client, but is still preferred by many longtime players who favor its simpler nature and the nostalgia that comes with experiencing the game as it was originally intended. -
Arenanet & Keywords Qa
ARENANET & KEYWORDS QA: GROWING TOGETHER ArenaNet and Keywords Studios partner to facilitate QA vendor acquisition and service continuity. OVERVIEW For more than 20 years, international MMORPG developer and publisher ArenaNet has made acclaimed games infused with innovation, hand- crafted detail and creative passion. With the vision of giving their players starring roles in story-rich settings and making them the heroes of cinematic action scenes, ArenaNet partners with Keywords Functionality QA to help ensure optimal and immersive end-user experience. CASE STUDY ArenaNet faced the sudden and unexpected business closure of its main Seattle Game QA provider, Mobius. The vendor’s employees had extensive and irreplaceable experience of ArenaNet’s flagship titles, the hugely successful Guild Wars series. Despite the business dependency, ArenaNet was advised that services would stop and that the related project staff would be let go in 30 days. In parallel, ArenaNet was creating and releasing continuous live updates/seasons to its games and losing the vendor employees’ experience and knowledge would have caused extensive damage to the quality and efficiency its work, negatively impacting the development, engineering and release teams. As a result, ArenaNet’s release plan, forecasted revenues and reputation were at risk of being adversely affected. ArenaNet required seamless QA service continuity and approached Keywords Studios to provide a solution. CHALLENGES 01 02 03 2 ArenaNet faced the sudden closure of its Game cycle break Employee rotation Company risk main Game QA provider, Mobius. The vendor’s employees had irreplaceable Development teams The QA team had The loss meant needed the QA team to irreplaceable talent, built jeopardising releases, experience of the ArenaNet’s flagship titles. -
Gaming Habits and Self-Determination: Conscious and Non-Conscious Paths to Behavior Continuance
GAMING HABITS AND SELF-DETERMINATION: CONSCIOUS AND NON-CONSCIOUS PATHS TO BEHAVIOR CONTINUANCE By Donghee Yvette Wohn A DISSERTATION Submitted to Michigan State University in partial fulfillment of the requirements for the degree of Media and Information Studies – Doctor of Philosophy 2013 ABSTRACT GAMING HABITS AND SELF-DETERMINATION: CONSCIOUS AND NON-CONSCIOUS PATHS TO BEHAVIOR CONTINUANCE By Donghee Yvette Wohn This dissertation examines how non-conscious habits and conscious motivations contribute to an individual’s intention to continue playing online multiplayer games. It empirically examines distinct predictions of behavioral intention based on different theories in two gaming contexts—casual social network games (SNGs) and massively multiplayer online games (MMOs). Addressing inconsistencies in prior studies, habit is conceptualized as the mental construct of automaticity, thus distinguishing habit from frequency of past behavior and self-identity. Results indicate that strong habits positively predict behavior continuation intention and moderate the effect of motivation for SNGs but not MMOs. Self-identity was a positive predictor for both genres. Gender differences in self-determined motivation were present in social network games but not massively multiplayer online games. The residual effect of past behavior was stronger than any conscious or non-conscious processes; once perceived frequency of past behavior was taken into consideration, it was the strongest indicator of behavioral continuation intentions. Copyright by DONGHEE YVETTE WOHN 2013 Dedicated to my progressive grandparents, who believed that higher education was the most important indicator of success for a woman. iv ACKNOWLEDGMENTS I would like to thank my dear advisor, Robert LaRose, whose sharp critiques have prepared me for the most ferocious of peer reviewers; whose brilliant insights bore holes in dams of existing scholarship, making way for innovative paradigms; and whose sincere love for students represents the pinnacle of the true spirit of higher education. -
Player, Pirate Or Conducer? a Consideration of the Rights of Online Gamers
ARTICLE PLAYER,PIRATE OR CONDUCER? A CONSIDERATION OF THE RIGHTS OF ONLINE GAMERS MIA GARLICK I. INTRODUCTION.................................................................. 423 II. BACKGROUND ................................................................. 426 A. KEY FEATURES OF ONLINE GAMES ............................ 427 B. AGAMER’S RIGHT OF OUT-OF-GAME TRADING?......... 428 C. AGAMER’S RIGHT OF IN-GAME TECHNICAL ADVANCEMENT?......................................................... 431 D. A GAMER’S RIGHTS OF CREATIVE GAME-RELATED EXPRESSION? ............................................................ 434 III. AN INITIAL REVIEW OF LIKELY LEGAL RIGHTS IN ONLINE GAMES............................................................................ 435 A. WHO OWNS THE GAME? .............................................. 436 B. DO GAMERS HAVE RIGHTS TO IN-GAME ELEMENTS? .... 442 C. DO GAMERS CREATE DERIVATIVE WORKS?................ 444 1. SALE OF IN-GAME ITEMS - TOO COMMERCIAL? ...... 449 2. USE OF ‘CHEATS’MAY NOT INFRINGE. .................. 450 3. CREATIVE FAN EXPRESSION –ASPECTRUM OF INFRINGEMENT LIKELIHOOD?.............................. 452 IV. THE CHALLENGES GAMER RIGHTS POSE. ....................... 454 A. THE PROBLEM OF THE ORIGINAL AUTHOR. ................ 455 B. THE DERIVATIVE WORKS PARADOX............................ 458 C. THE PROBLEM OF CULTURAL SIGNIFICATION OF COPYRIGHTED MATERIALS. ....................................... 461 V. CONCLUSION .................................................................. 462 © 2005 YALE -
Read Book Ultimo: 9 Ebook, Epub
ULTIMO: 9 PDF, EPUB, EBOOK Hiroyuki Takei,Stan Lee | 210 pages | 21 Nov 2013 | Viz Media, Subs. of Shogakukan Inc | 9781421558844 | English | San Francisco, United States Ultimo: 9 PDF Book Download as PDF Printable version. Um die Rezensionen bei uns vorzeigbar und hilfreich zu halten, werden wir jede Rezension entfernen, die diesen Richtlinien oder unseren Nutzungsbedingungen widerspricht. Im Besitz Jetzt kaufen Jetzt vorbestellen. Many aspects of the previous plot still seemed to be present, but Britannia appeared to be a world much more firmly under the Guardian's grasp. Bleib mit Freunden in Kontakt. Archived from the original on February 28, Ultimo East is 1. Deine Freunde. Reihe Kaufen 9. Anzahl: 5 pro Seite 15 pro Seite 30 pro Seite 60 pro Seite. However, he criticized its technical issues, and docked the game one star from a perfect score until "after EA patches it up some. Yelp Sep 30, Following the Avatar 's escape from Pagan , he is transported back to Britannia for one final battle with the Guardian, who is increasingly ruining the physical and moral fabric of that land by use of eight columns. Name that government! We highly recommend purchasing from Ultimo Motors!! Keine Aktivierung oder Internetverbindung zum Spielen erforderlich. The player is able to accomplish this via an Armageddon spell cast behind a Barrier of Life, which takes the Avatar and the Guardian to a higher plane out of Britannia. Most of the game consists of traveling through the dungeons to recover the glyphs and visiting the Shrines of the Virtues to meditate and cleanse them. -
Game Design and Development
Networking Multiplayer Games Topic 19 CITS4242 Game Design and Multimedia [Slides thanks to Sugih Jamin] Multiplayer Games Why multiplayer games? • humans are better at most strategy than current AIs • humans are less predictable • can play with people, communicate in natural language • add social aspect to computer games • provides larger environments to play in, with more characters • make money as a professional game player People Online http://www.websiteoptimization.com/bw/ Two Types of Multiplayer Games • Head-to-head death-match: • fast-pace, intense interaction/combat • no persistent state • players form ad-hoc, short-lived sessions • any client can be a server • requires matchmaking service:built-in lobby or use GameSpy • examples: X/NetTrek (1980s, simulation), Doom (1990s, FPS), Counter-Strike, StarCraft, AoE, etc. (RTS-combat) • Persistent-world, massively multiplayer online game (MMOG) MMOG Most MMOGs are MMORPGs: • server(s) keep persistent states, players can drop in anytime • traditionally emphasize social interaction (less combat, but changing • in the beginning: MUD/MOO (1978, text-based) • first commercial titles: Meridian 59 (c. 1996) and others, together had <= 30,000 players MMORPGs Ultima Online (Origin Systems/EA, gold Sept. 27, 97): • isometric view • took 3 years to developed • >100,000 players in 1998, 240,000 players in 2001, 225,000 in Apr. 2003 Everquest (Verant/Sony, gold Mar. 16, 1999): • first non-wireframe 3D entry, • 300,000 players in 2000, 430,000 in 2002 • total revenue: $4 mil/month (BW, 11/9/01) Second Most Popular MMORPG NCSoft's Lineage and Lineage II: • S. Korea (Sept. 1998) • 4 million players in 2003, 110,000 concurrent players! • Population of S.