They Played the Merger Game: a Retrospective Analysis in the UK Videogames Market
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Apache TOMCAT
LVM Data Migration • XU4 Fan Control • OSX USB-UART interfacing Year Two Issue #22 Oct 2015 ODROIDMagazine Apache TOMCAT Your web server and servlet container running on the world’s most power-efficient computing platform Plex Linux Gaming: Emulate Sega’s last Media console, the Dreamcast Server What we stand for. We strive to symbolize the edge of technology, future, youth, humanity, and engineering. Our philosophy is based on Developers. And our efforts to keep close relationships with developers around the world. For that, you can always count on having the quality and sophistication that is the hallmark of our products. Simple, modern and distinctive. So you can have the best to accomplish everything you can dream of. We are now shipping the ODROID-U3 device to EU countries! Come and visit our online store to shop! Address: Max-Pollin-Straße 1 85104 Pförring Germany Telephone & Fax phone: +49 (0) 8403 / 920-920 email: [email protected] Our ODROID products can be found at http://bit.ly/1tXPXwe EDITORIAL his month, we feature two extremely useful servers that run very well on the ODROID platform: Apache Tom- Tcat and Plex Media Server. Apache Tomcat is an open- source web server and servlet container that provides a “pure Java” HTTP web server environment for Java code to run in. It allows you to write complex web applications in Java without needing to learn a specific server language such as .NET or PHP. Plex Media Server organizes your vid- eo, music, and photo collections and streams them to all of your screens. -
UPC Platform Publisher Title Price Available 730865001347
UPC Platform Publisher Title Price Available 730865001347 PlayStation 3 Atlus 3D Dot Game Heroes PS3 $16.00 52 722674110402 PlayStation 3 Namco Bandai Ace Combat: Assault Horizon PS3 $21.00 2 Other 853490002678 PlayStation 3 Air Conflicts: Secret Wars PS3 $14.00 37 Publishers 014633098587 PlayStation 3 Electronic Arts Alice: Madness Returns PS3 $16.50 60 Aliens Colonial Marines 010086690682 PlayStation 3 Sega $47.50 100+ (Portuguese) PS3 Aliens Colonial Marines (Spanish) 010086690675 PlayStation 3 Sega $47.50 100+ PS3 Aliens Colonial Marines Collector's 010086690637 PlayStation 3 Sega $76.00 9 Edition PS3 010086690170 PlayStation 3 Sega Aliens Colonial Marines PS3 $50.00 92 010086690194 PlayStation 3 Sega Alpha Protocol PS3 $14.00 14 047875843479 PlayStation 3 Activision Amazing Spider-Man PS3 $39.00 100+ 010086690545 PlayStation 3 Sega Anarchy Reigns PS3 $24.00 100+ 722674110525 PlayStation 3 Namco Bandai Armored Core V PS3 $23.00 100+ 014633157147 PlayStation 3 Electronic Arts Army of Two: The 40th Day PS3 $16.00 61 008888345343 PlayStation 3 Ubisoft Assassin's Creed II PS3 $15.00 100+ Assassin's Creed III Limited Edition 008888397717 PlayStation 3 Ubisoft $116.00 4 PS3 008888347231 PlayStation 3 Ubisoft Assassin's Creed III PS3 $47.50 100+ 008888343394 PlayStation 3 Ubisoft Assassin's Creed PS3 $14.00 100+ 008888346258 PlayStation 3 Ubisoft Assassin's Creed: Brotherhood PS3 $16.00 100+ 008888356844 PlayStation 3 Ubisoft Assassin's Creed: Revelations PS3 $22.50 100+ 013388340446 PlayStation 3 Capcom Asura's Wrath PS3 $16.00 55 008888345435 -
Transatlantica, 1 | 2010 “How ‘Ya Gonna Keep’Em Down at the Farm Now That They’Ve Seen Paree?”: France
Transatlantica Revue d’études américaines. American Studies Journal 1 | 2010 American Shakespeare / Comic Books “How ‘ya gonna keep’em down at the farm now that they’ve seen Paree?”: France in Super Hero Comics Nicolas Labarre Electronic version URL: https://journals.openedition.org/transatlantica/4943 DOI: 10.4000/transatlantica.4943 ISSN: 1765-2766 Publisher Association française d'Etudes Américaines (AFEA) Electronic reference Nicolas Labarre, ““How ‘ya gonna keep’em down at the farm now that they’ve seen Paree?”: France in Super Hero Comics”, Transatlantica [Online], 1 | 2010, Online since 02 September 2010, connection on 22 September 2021. URL: http://journals.openedition.org/transatlantica/4943 ; DOI: https://doi.org/ 10.4000/transatlantica.4943 This text was automatically generated on 22 September 2021. Transatlantica – Revue d'études américaines est mise à disposition selon les termes de la licence Creative Commons Attribution - Pas d'Utilisation Commerciale - Pas de Modification 4.0 International. “How ‘ya gonna keep’em down at the farm now that they’ve seen Paree?”: France... 1 “How ‘ya gonna keep’em down at the farm now that they’ve seen Paree?”: France in Super Hero Comics Nicolas Labarre 1 Super hero comics are a North-American narrative form. Although their ascendency points towards European ancestors, and although non-American heroes have been sharing their characteristics for a long time, among them Obelix, Diabolik and many manga characters, the cape and costume genre remains firmly grounded in the United States. It is thus unsurprising that, with a brief exception during the Second World War, super hero narratives should have taken place mostly in the United States (although Metropolis, Superman’s headquarter, was notoriously based on Toronto) or in outer space. -
An Application of the Ansoff Matrix to Nintendo (A Computer Games Manufacturer)
Completion of your applied Ansoff Matrix Remember this tool links to strategic direction and choice. We know that in order for organisations to compete successfully they have to be different/unique, they have to have their own USP. When completing the box below, ask yourself what opportunities exist that your chosen organisation could consider in terms Growth, Renewal and/or Stability or withdrawal? The choices available within each segment of the matrix will depend on whether the market is growing, declining or has reached maturity. Organisation Name: An Application of the Ansoff Matrix to Nintendo (A Computer Games Manufacturer) Existing products/ New products/services services Market penetration Growth Nintendo has strived to retain their market share in the face of intense competitive rivalry Product development engendered by Microsoft Opportunities: and Sony by continuing to provide the cheapest Nintendo has continued to gaming console of the maintain their relevance in three, however, with a the gaming industry by compromise on higher continuing to innovate and gaming specification. develop new gaming consoles and new gaming experience. For instance, it Consolidation: created the Wii and With the growing pioneered the motion plus competitive rivalry in the technology which boosted gaming industry, Nintendo the profitability of the is on the verge of a major company between 2004 - partnership with Apple to 2010. The Wii assisted Existing markets provide mobile gaming Nintendo to regain some of versions of some of their the market share conceded globally recognised games to the likes of Sony such as Super Mario and (Playstation) and Zelda on the iPhones. Microsoft (Xbox) and improved its competitiveness. -
Trade Mark Inter Partes (O/279/10)
O-279-10 TRADE MARKS ACT 1994 IN THE MATTER OF APPLICATION NO 2471243 BY SHANGHAI GIANT NETWORK TECHNOLOGY CO LTD TO REGISTER THE TRADE MARK: IN CLASSES 9, 41 AND 42 AND THE OPPOSITION THERETO UNDER NO 96778 BY ELECTRONIC ARTS INC Trade Marks Act 1994 In the matter of application no 2471243 by Shanghai Giant Network Technology Co Ltd to register the trade mark: in classes 9, 41 and 42 and the opposition thereto under no 96778 by Electronic Arts Inc 1) On 2 November 2007 Shanghai Giant Network Technology Co Ltd (Giant) applied to register the above trade mark. The application was published for opposition purposes on 4 January 2008. 2) On 4 April 2008 Electronic Arts Inc (Arts) filed a notice of opposition in relation to the following goods and services included in the specification of the application: computer programmes (programs), recorded; computer programs (downloadable software); computer games programmes (software); apparatus for games adapted for use with an external display screen or monitor; video game cartridges; animated cartoons; computers; computer operating programs, recorded; computer peripheral devices; computer software (recorded); magnetic data media; compact discs (read-only-memory); electronic publications (downloadable); electronic notice boards; telephone apparatus; games software for use with television apparatus; teaching apparatus; cinematographic film (exposed); apparatus for editing cinematographic films; optical apparatus and instruments; transmitters of electronic signals; sound transmitting apparatus; sound -
Redalyc.Breve Historia De Los Videojuegos
Athenea Digital. Revista de Pensamiento e Investigación Social ISSN: 1578-8946 [email protected] Universitat Autònoma de Barcelona España Belli, Simone; López Raventós, Cristian Breve historia de los videojuegos Athenea Digital. Revista de Pensamiento e Investigación Social, núm. 14, otoño, 2008, pp. 159-179 Universitat Autònoma de Barcelona Barcelona, España Disponible en: http://www.redalyc.org/articulo.oa?id=53701409 Cómo citar el artículo Número completo Sistema de Información Científica Más información del artículo Red de Revistas Científicas de América Latina, el Caribe, España y Portugal Página de la revista en redalyc.org Proyecto académico sin fines de lucro, desarrollado bajo la iniciativa de acceso abierto Athenea Digital - núm. 14: 159-179 (otoño 2008) -ARTÍCULOS- ISSN: 1578-8946 Breve historia de los videojuegos A brief history of videogame Simone Belli y Cristian López Raventós Universitat Autònoma de Barcelona [email protected] [email protected] Resumen Abstract El siguiente documento es un breve viaje por una corta The following text contains a brief journey through a pero intensa aventura, la historia de los videojuegos. short and yet intense adventure, the history of Desde sus inicios en la década de los 50 hasta videogames. Since its beginnings in the 1950©s decade nuestros días los videojuegos han pasado de ser un to the present time, videogames have progressively pasatiempo para jóvenes estudiantes de ingeniería a changed from a hobby for ingeneering studens to the convertirse en la industria del ocio más poderosa. Para most powerfull leisure industry. In order to gain a better conocer algo mejor este fenómeno es preciso recorrer understanding of this phenomenon it is necessary to el camino inverso para descubrir la senda que nos ha look over the path of its transformation from a llevado hasta aquí. -
Diabolik(O) Da Cinquant'anni
L'ANNIVERSARIO Diabolik(o) da cinquant'anni CULTURA 17-03-2012 Anche i ladri celebrano i compleanni. Si moltiplicano le iniziative per il cinquantesimo anniversario di Diabolik, il personaggio creato nel 1962 da Angela (1922-1987) e Luciana Giussani (1928-2001). Iniziative, in buona parte, giustificate: Diabolik è uno dei pochi personaggi italiani dei fumetti ad avere retto alla prova del tempo, con un successo che continua grazie anche alla capacità della casa editrice creata dalle due sorelle milanesi, la Astorina, di reclutare continuamente quanto di meglio il fumetto italiano offre in tema di sceneggiatori e di disegnatori. Forse, però, non tutte le celebrazioni mettono in luce quello che le Giussani hanno sempre ammesso. Diabolik è solo parzialmente una creazione originale. Nasce dall’incontro di Angela Giussani – secondo la storia, o la leggenda, avvenuto casualmente in un viaggio in treno, dove qualcuno aveva dimenticato un libro – con le storie di Fantômas, create da Marcel Allain (1885-1969) e Pierre Souvestre (1874-1914). Tutte le prime avventure di Diabolik riproducono una parallela storia di Fantômas, e anche trovate che al pubblico italiano sembrano geniali – la sostituzione di persona con cui Diabolik sfugge quasi miracolosamente alla ghigliottina, le impronte digitali di un morto lasciate sulle scene dei delitti grazie a un guanto fatto con la sua pelle – derivano letteralmente da avventure vissute cinquant'anni prima dal criminale francese creato da Allain e Souvestre. Con il tempo, Diabolik si è emancipato dall’essere una pura replica a fumetti di Fantômas, per quanto si debba dire che le trasposizioni di quest’ultimo nel mondo del fumetto avevano sempre lasciato a desiderare, tranne forse in America Latina dove però il criminale francese era diventato un personaggio totalmente diverso. -
29/09 Bwn-Awp
BROOKLYN HEIGHTS HOME DELIVERED CARROLL GARDENS HOME DELIVERED FORT GREENE HOME DELIVERED COBBLE HILL HOME DELIVERED BOERUM HILL HOME DELIVERED PROSPECT HEIGHTS HOME DELIVERED PARK SLOPE HOME DELIVERED BROOKLYN HEIGHTS HOME DELIVERED CARROLL GARDENS HOME DELIVERED FORT GREENE HOME DELIVERED BROOKLYN’S REAL NEWSPAPERS Including The Brooklyn Heights Paper, Carroll Gardens-Cobble Hill Paper, DUMBO Paper and the Downtown News Published every Saturday — online all the time — by Brooklyn Paper Publications Inc, 55 Washington St, Suite 624, Brooklyn NY 11201. Phone 718-834-9350 • www.BrooklynPapers.com • © 2006 Brooklyn Paper Publications • 14 pages •Vol.29, No. 9 BWN • Saturday, March 4, 2006 • FREE JAILHOUSE SHOP When House of Detention reopens, its ground floor may house retail By Ariella Cohen lantic Avenue, but it should not be the last. The Brooklyn Papers “We would like it to go away,” said Sue The only chains coming soon to the Wolfe, president of the Boerum Hill Associa- tion. “But if not, mixed-use is better than the Brooklyn House of Detention aren’t the big nothing there now.” kind with shackles. Markowitz said this week that he’s still Borough President Markowitz and the city pushing Correction officials to formally close Department of Correction are negotiating a the 49-year-old facility. But that’s not likely. way to put stores in the ground floor of the “It’s part of the inventory and that’s not mothballed jail on Atlantic Avenue in Boerum changing,” said Correction spokesman Tom Hill. Antenen, indicating that inmates may return The retail uses would be restricted to the to the “House of D” as soon as next year. -
ODROID-Magazine-201806.Pdf
Thundroid: The Perfect Bitcoin Lightning Node June 1, 2018 Bitcoin is a native digital currency for the internet age. It could be considered just another international currency, but one without a native country so it dees borders, trade policies, and arbitrary ination. In the 2008 whitepaper (https://bitcoin.org/bitcoin.pdf) by the pseudonymous Satoshi Nakamoto it is described as “…a purely peer-to- peer Linux Gaming: Nintendo 64 Emulation – Part 1 June 1, 2018 It took a while to get N64 emulation to work on all the ODROID boards under Linux. However, now that it’s functioning, it’s quite fun and opens up lots of opportunities for classic gaming. Hopefully in the future, we will see more improvement and have even better support for N64 Digital Photo Frame: 55 inch 4K Digital Photo Frame Display for Around $400 June 1, 2018 There are lots of tutorials on how to make an awesome digital photo frame with a Raspberry Pi. OS Spotlight: ODROID GameStation Turbo June 1, 2018 One of the biggest projects that I am working on for the ODROID community is the ODROID GameStation Turbo image, which works as a frontend for both games and media playback. It’s intended as an entertainment system that allows you to control your ODROID just by using a game controller OGST Gaming Console Kit for the ODROID-XU4 June 1, 2018 The OGST Gaming Console Kit for the ODROID-XU4 kit allows you to build your own gaming console with a powerful ODROID-XU4 or ODROID-XU4Q. Its attractive design includes a fancy 2.4” LCD to show programmable game logo animations, and is specically designed to work with the popular ODROID GameStation Turbo disk ODROID GameSir G3w USB Controller Joystick June 1, 2018 The GameSir G3w is a high-quality gamepad that adopts a 32-bit MCU chip, with a computing capability that is up to 48 million operations per second. -
Simulmondo: La Nascita Dell’Industria Videoludica Italiana E La Sua Evoluzione
ALMA MATER STUDIORUM - UNIVERSITA' DI BOLOGNA SCUOLA DI LETTERE E BENI CULTURALI Corso di laurea magistrale in Cinema, televisione e produzione multimediale Simulmondo: La nascita dell’industria videoludica italiana e la sua evoluzione Tesi di laurea in Culture dell’intrattenimento Relatore Professor Guglielmo Pescatore Correlatore Dottor Mauro Salvador Presentata da: Francesco Cirica Sessione Seconda Anno accademico 2014-2015 INDICE Introduzione p. 4 Capitolo 1: Storia del videogioco. p.10 1. Caratteristiche del videogioco e del mercato videoludico p.10 2. Prima dei videogiochi p.11 3. I primi videogiochi: ricerca e libera diffusione p.12 4. La nascita dell‟industria video ludica p.13 5. L‟ascesa di Atari e la prima crisi del mercato p.14 6. Space Invaders: il Giappone alla conquista del mercato p.16 7. L‟era di Nintendo p.18 8. La guerra delle console: SEGA contro Nintendo e il declino delle sale arcade p.21 9. L‟introduzione del Cd-Rom e l‟arrivo di Playstation p.23 10. Nuove prospettive p.26 Capitolo 2: Le origini. p.29 1. Francesco Carlà e la teoria del Simulmondo p.29 2. Fare videogiochi: la storia di Ivan Venturi p.35 3. L‟incontro p.40 4. Tre passi nel Simulmondo: Bocce, Simulgolf e Italy ‟90 Soccer p.44 Capitolo 3: I videogiochi sportivi. p.53 1. Simulmondo Party p.53 1 2. Simulmondo: organizzazione e composizione dell‟azienda alla fine degli anni ‟80 p.57 3. Anno 1989 – Parte I: F1 Manager e l‟avvento dei giochi manageriali p.62 4. Anno 1989 – Parte II: Polemiche, litigi e concorrenti p.65 5. -
They Played the Merger Game: a Retrospective Analysis in the UK Videogames Market
No 113 They Played the Merger Game: A Retrospective Analysis in the UK Videogames Market Luca Aguzzoni, Elena Argentesi, Paolo Buccirossi, Lorenzo Ciari, Tomaso Duso, Massimo Tognoni, Cristiana Vitale October 2013 IMPRINT DICE DISCUSSION PAPER Published by düsseldorf university press (dup) on behalf of Heinrich‐Heine‐Universität Düsseldorf, Faculty of Economics, Düsseldorf Institute for Competition Economics (DICE), Universitätsstraße 1, 40225 Düsseldorf, Germany www.dice.hhu.de Editor: Prof. Dr. Hans‐Theo Normann Düsseldorf Institute for Competition Economics (DICE) Phone: +49(0) 211‐81‐15125, e‐mail: [email protected] DICE DISCUSSION PAPER All rights reserved. Düsseldorf, Germany, 2013 ISSN 2190‐9938 (online) – ISBN 978‐3‐86304‐112‐0 The working papers published in the Series constitute work in progress circulated to stimulate discussion and critical comments. Views expressed represent exclusively the authors’ own opinions and do not necessarily reflect those of the editor. They Played the Merger Game: A Retrospective Analysis in the UK Videogames Market Luca Aguzzoni Lear Elena Argentesi University of Bologna Paolo Buccirossi Lear Lorenzo Ciari European Bank for Reconstruction and Development Tomaso Duso Deutsches Institut für Wirtschaftsforschung (DIW Berlin) and Düsseldorf Institute for Competition Economics (DICE) Massimo Tognoni UK Competition Commission Cristiana Vitale OECD October 2013 Corresponding author: Elena Argentesi, Department of Economics, University of Bologna, Piazza Scaravilli 2, 40126 Bologna, Italy, Tel: + 39 051 2098661, Fax: +39 051 2098040, E-Mail: [email protected]. This paper is partially based on a research project we undertook for the UK Competition Commission (CC). We thank the CC’s staff for their support during the course of this study. -
Diego O De Assis.Pdf
Pontifícia Universidade Católica – PUC-SP Diego O. de Assis Perspectivas para o jornalismo crítico de games Mestrado em Comunicação e Semiótica SÃO PAULO / 2007 Pontifícia Universidade Católica – PUC-SP Diego O. de Assis Perspectivas o jornalismo crítico de games Mestrado em Comunicação e Semiótica Dissertação apresentada à Banca Examinadora da Pontifícia Universidade Católica de São Paulo, como exigência parcial para obtenção do título de Mestre em Comunicação e Semiótica sob orientação da Prof .ª Dr. ª Giselle Beiguelman. Banca examinadora ____________________________ __________________________________________ __________________________________________ SÃO PAULO / 2007 2 Resumo O objetivo desta dissertação é analisar o estágio atual do jornalismo de games e apontar novas perspectivas para sua abordagem crítica. Mesmo reconhecido como um dos setores da indústria de entretenimento mais promissores neste novo milênio, o universo dos videogames tem recebido ainda uma atenção proporcional pouco representativa nos meios de comunicação de massa se comparados a formatos mais tradicionais como o cinema e a música. No contexto atual, boa parte da cobertura de games permanece confinada a publicações especializadas e a cadernos de informática. Para levar adiante esta análise será necessário antes de tudo traçar um panorama histórico do desenvolvimento dos jogos eletrônicos. Surgidos há quase 50 anos, numa tentativa de transformar os computadores em algo divertido, os videogames foram ganhando complexidade com os sucessivos avanços tecnológicos até se transformarem em um dos objetos culturais mais instigantes da virada do século 20 para o 21. Presentes na vida dos jovens de praticamente todas as sociedades nas últimas duas décadas, os games passaram a influenciar e a serem influenciados por outras linguagens estéticas da cultura popular, como o cinema, a música, os desenhos animados e as histórias em quadrinhos.