SWOT Analysis) Risks Related to Growth Strategies P.40 and Countermeasures P.64
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Alien: Isolation™ Coming to Nintendo Switch
Alien: Isolation™ coming to Nintendo Switch DATE: Wednesday, June 12th, 2019 CONTACT: Mary Musgrave at [email protected] Feral Interactive today announced that Alien: Isolation, the AAA survival horror game, is coming to Nintendo Switch. Originally developed by Creative Assembly and published by SEGA, Alien: Isolation won multiple awards, and was critically acclaimed for its tense, atmospheric gameplay and fidelity to the production values of the iconic 20th Century Fox film, Alien. In an original story set fifteen years after the events of the film, players take on the role of Ellen Ripley’s daughter Amanda, who seeks to discover the truth behind her mother’s disappearance. Marooned aboard the remote space station Sevastopol with a few desperate survivors, players must stay out of sight, and use their wits to survive as they are stalked by the ever-present, unstoppable Alien. Sevastopol Station is a labyrinthine environment that contains hundreds of hidden items that provide clues to the station’s catastrophic decline. As they explore, players will crawl through air vents, scope out hiding places, scavenge for resources, and deploy tech in a life-or-death struggle to outthink the terrifying Alien, whose unpredictable, dynamic behaviour evolves after each encounter. Alien: Isolation on Nintendo Switch will feature technologies such as gyroscopic aiming and HD rumble to immerse players in its terrifying world wherever they play. A trailer for Alien: Isolation on Switch is available now. About Feral Interactive Feral Interactive is a leading publisher of games for the macOS, Linux, iOS and Android platforms, founded in 1996 and based in London, England. -
Alma Mater Society Sues American Meteorological Society 'They Stole Our Acronym/' -Kristen Harvey (Vancouver, Reuters) Best Interests to Sue the AMS
VOLUME SIXTEEN ISSUE THREE 8 OCTOBER 2002 "The trouble with being punctual is that nobody's there to appreciate it/ •Franklin P. Jones Alma Mater Society sues American Meteorological Society 'They stole our acronym/' -Kristen Harvey (Vancouver, Reuters) best interests to sue the AMS. senting themselves as being a student both lawsuits, and saw no reason not to hile in the midst of a lawsuit over "They were like a company that had like organization in Canada. pursue the second at this time." alleged violations of students money, and probably lawyers and stuff." "It may have resulted in some people The Alma Mater Society of Queen's Uni Wrights relating to the prevention explained Harvey. "Also, I was confused." standing outside in the rain instead of versity is also watching this lawsuit with of a Genocide Awareness Project display The next potential target was the Ameri attending class at the University of British great interest. being placed in the Student Union Build can Mathematical Society. The charge was Columbia," noted Harvey. "We want to see what kind of precedent is ing, the Alma Mater Society of UBC has that the society had deliberately chosen its "Though at UBC, it is pretty much the set," said Queens University AMS presi launched its own lawsuit against the name to have the same acronym as the same thing." clarified Seddon. dent Mike Lindsay. "We were established American Meteorological Society for Alma Mater Society. in 1858, and thus predate UBC's AMS by a fraudulent abuse of an acronym. The American Meteorological Society is "It was a deliberate attempt to trade on also being cited for fraudulent misrepre good margin. -
The Brilliant World of Two Point Hospital Is Coming to Console Late 2019!
THE BRILLIANT WORLD OF TWO POINT HOSPITAL IS COMING TO CONSOLE LATE 2019! Including two expansions and a fully revamped user experience for console gaming London, England – 23 July 2019 - SEGA® Europe Ltd. and Two Point Studios™ are thrilled to announce that after an exceedingly successful PC launch in August 2018, the critically acclaimed management sim, Two Point Hospital is coming to Sony PlayStation® 4, Microsoft Xbox® One and Nintendo™ Switch, both physically and digitally, late 2019. Celebrate this news with Dr. Clive Marmalade as he gives you a tour around Two Point County: https://youtu.be/GjIk16rGrYU In the atypical and engrossing world of Two Point Hospital you, the hospital administrator, must deal with many tricky situations on a daily basis, taking on varied challenges and demonstrating your ability to build, cure and improve in the hardest and strangest circumstances. Running a hospital empire can be – often literally – a messy business. So, make sure to train your staff and deal with their wide-ranging personality traits if you want to defeat the healthcare competition of Two Point County, and don't worry if you can't save every patient, ghost capturing janitors are here to help! Since its successful PC release, Two Point Hospital has seen a wide-range of new features added to the game thanks, in part, to a lot of great community feedback. Many of these features, such as Interior Designer, copy-paste room layouts and character customisation will all be included for the console launch later this year. Players will even be able to experience the recently added expansions ‘Bigfoot’, set in a snowy region and ‘Pebberley Island’, where you tackle new challenges in the tropics. -
Fact Book Supplementary Financial Document for the First Quarter of the Year Ending March 31, 2016 FIELDS CORPORATION the Greatest Leisure for All People
1st quarter (April 1, 2015 – June 30, 2015) FIELDS CORPORATION TheThe Greatest Greatest Leisure Leisure for All People for All People Fact Book Supplementary Financial Document for the First Quarter of the Year Ending March 31, 2016 FIELDS CORPORATION The Greatest Leisure for All People FIELDS CORPORATION TSE 1st: 2767 August 3, 2015 Copyright 2015 FIELDS CORPORATION All rights reserved. FIELDS CORPORATION Index The Greatest Leisure for All People 1. Highlights for the Q1 of the Year Ending March 31, 2016 6. Appendix III (Entertainment Market Data) Overview P. 4 (Consolidated) P/L Statement Status of IP Development P. 35 Market Scale of Content Business (Consolidated) B/S P. 5 P. 36 Market Scale of Digital Content Business (Consolidated) Cash Flow P. 6 Sales Amount of Comic Books and Comic Magazines P. 37 Market Scale of Animation Industry 2. Pachinko/Pachislot Machines Sales related Data Box-Office of Domestic Movie Theaters P. 38 Market Scale of Broadcasting Industry Players in the Pachinko/Pachislot Industry P. 8 Market Scale of Mobile Business Glossary of Fields’ Pachinko/Pachislot Machine Sales P. 39 Market Scale of Toys Business Model (PS Planning, Development and Sales) P. 9 History of Pachinko/Pachislot Machines 7. Corporate Information etc. Accounting Method of Pachinko/Pachislot machines Sales (Image) Business Flow and Accounting Method of Merchandising Rights P. 10 Corporate Profile Regarding Pachinko/Pachislot Planning and Development P. 41 Pachinko/Pachislot Machines’ Titles from 3.2014 to 3.2016 P. 11 Organization P. 42 History of Pachinko/Pachislot General Sales (2001.3-2010.3) P. 12 Our Tracks P. -
Transparency Report 2017 1
23.974Transparency mm Report 2017 2017 9 ______年 月 www.kpmg.com/jp/azsa © 2017 KPMG AZSA LLC, a limited liability audit corporation incorporated under the Japanese Certified Public Accountants Law and a member firm of the KPMG network of independent member firms affiliated with KPMG International Cooperative (“KPMG International”), a Swiss entity. All rights reserved. Transparency Report 2017 1 1. Message from the Local Senior Partner As a member of the KPMG network,KPMG AZSA LLC shares a common Purpose-to Inspire Confidence,Empower Change–with member firms around the globe.Based on this Purpose,we aim to establish the reliability of information through auditing and accounting services and support the change of companies and society towards sustainable growth. KPMG AZSA's system of quality control is in line with the KPMG Audit Quality Framework applicable to KPMG network firms globally.This Transparency Report 2017 explains our quality control system in performing audit,based on the framework,and the systems of quality control for each of the key drivers and KPMG network arrangements.We also published AZSA Quality 2017 in September 2017 to address mainly our recent efforts regarding quality control that serves as the basis for KPMG AZSA’s Audit Quality,governance structure and policies of human resource development. 2. Network arrangements As a member firm of KPMG International,KPMG AZSA LLC provides clients with a consistent set of professional services globally through a network in 155 countries.KPMG network arrangements,including legal structure,responsibilities and obligations of member firm are described more detail in the following sections of this report. -
Game Changer: Investing in Digital Play to Advance Children’S Learning and Health, New York: the Joan Ganz Cooney Center at Sesame Workshop
Game 2 changer: June 2009 Investing in digital play to advance children's learning and health Ann My Thai David Lowenstein Dixie Ching David Rejeski The Joan Ganz Cooney Center at Sesame Workshop © The Joan Ganz Cooney Center !""#. All rights reserved. The mission of the Joan Ganz Cooney Center at Sesame Workshop is to foster innovation in children’s learning through digital media. The Center supports action research, encourages partnerships to connect child development experts and educators with interactive media and technology leaders, and mobilizes public and private investment in promising and proven new media technologies for children. For more information, visit www.joanganzcooneycenter.org. The Joan Ganz Cooney Center is committed to disseminating useful and timely research. Working closely with our Cooney Fellows, national advisers, media scholars, and practitioners, the Center publishes industry, policy, and research briefs examining key issues in the $eld of digital media and learning. No part of this publication may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopy, or any information storage and retrieval system, without permission from The Joan Ganz Cooney Center at Sesame Workshop. A full-text PDF of this document is available for free download from www.joanganzcooneycenter.org. Individual print copies of this publication are available for %&' via check, money order, or purchase order sent to the address below. Bulk-rate prices are available on request. For permission to reproduce excerpts from this report, please contact: Attn: Publications Department The Joan Ganz Cooney Center Sesame Workshop One Lincoln Plaza New York, NY &""!( p: !&! '#' ()'* f: !&! +,' ,("+ [email protected] Suggested citation: Thai, A., Lowenstein, D., Ching, D., & Rejeski, D. -
Cyberagent, Inc. All Rights Reserved. 0 Table of Contents
CyberAgent, Inc. All Rights Reserved. 0 Table of Contents 1 Overview of Quarterly Consolidated Financial Results 2 Business Forecast for FY2014 3 Internet Advertisement Business 4 Game and Other Media Businesses 5 Investment Development Business 6 Ameba Business 7 Summary 0 CyberAgent, Inc. All Rights Reserved. 1 Overview of Quarterly Consolidated Financial Results Overview of Consolidated Financial Results for 3Q (April 2014-June 2014) 1 CyberAgent, Inc. All Rights Reserved. 1 Overview of Quarterly Consolidated Financial Results Third Quarter Highlights (Apr. Jun. 2014) Consolidated To the multi-year harvest season Financial Sales: 51.2 billion yen 34.8% increase from the same quarter of the previous year Results Operating profit: 4.0 billion yen 2.5-time increase from the same quarter of the previous year Internet Sales growth rate remains high Advertisement Sales: 28.2 billion yen 42.8% increase from the same quarter of the previous year Business Operating profit: 2.2 billion yen 24.7% increase from the same quarter of the previous year Increase of top-ranked native games Game and Other Sales: 16.3 billion yen 15.1% increase from the same quarter of the previous year Media Businesses Operating profit: 1.6 billion yen 41.5% decrease from the same quarter of the previous year Ameba Sales: 9.6 billion yen 43.2% increase from the same quarter of the previous year Business Operating profit: 0.2 billion yen -2.6 billion yen → 2.9 billion increase from the same quarter of the previous year 2 CyberAgent, Inc. All Rights Reserved. 1 Overview of Quarterly Consolidated Financial Results Quarterly Consolidated Sales Sales for the 3Q FY2014: 51.2 billion yen (up 34.8% from the same quarter of the previous year) Sales have been going up steadily, although there was a recoil after the ad demand period in Mar (Unit: billion yen) Quarterly Consolidated Sales 52.4 Sales of CyberAgent FX, Inc. -
Sega Sammy Holdings Integrated Report 2019
SEGA SAMMY HOLDINGS INTEGRATED REPORT 2019 Challenges & Initiatives Since fiscal year ended March 2018 (fiscal year 2018), the SEGA SAMMY Group has been advancing measures in accordance with the Road to 2020 medium-term management strategy. In fiscal year ended March 2019 (fiscal year 2019), the second year of the strategy, the Group recorded results below initial targets for the second consecutive fiscal year. As for fiscal year ending March 2020 (fiscal year 2020), the strategy’s final fiscal year, we do not expect to reach performance targets, which were an operating income margin of at least 15% and ROA of at least 5%. The aim of INTEGRATED REPORT 2019 is to explain to stakeholders the challenges that emerged while pursuing Road to 2020 and the initiatives we are taking in response. Rapidly and unwaveringly, we will implement initiatives to overcome challenges identified in light of feedback from shareholders, investors, and other stakeholders. INTEGRATED REPORT 2019 1 Introduction Cultural Inheritance Innovative DNA The headquarters of SEGA shortly after its foundation This was the birthplace of milestone innovations. Company credo: “Creation is Life” SEGA A Host of World and Industry Firsts Consistently Innovative In 1960, we brought to market the first made-in-Japan jukebox, SEGA 1000. After entering the home video game console market in the 1980s, The product name was based on an abbreviation of the company’s SEGA remained an innovator. Representative examples of this innova- name at the time: Service Games Japan. Moreover, this is the origin of tiveness include the first domestically produced handheld game the company name “SEGA.” terminal with a color liquid crystal display (LCD) and Dreamcast, which In 1966, the periscope game Periscope became a worldwide hit. -
Representations and Reality: Defining the Ongoing Relationship Between Anime and Otaku Cultures By: Priscilla Pham
Representations and Reality: Defining the Ongoing Relationship between Anime and Otaku Cultures By: Priscilla Pham Submitted to OCAD University in partial fulfillment of the requirements for the degree of Master of Arts in Contemporary Art, Design, and New Media Art Histories Toronto, Ontario, Canada, April 2021 © Priscilla Pham, 2021 Abstract This major research paper investigates the ongoing relationship between anime and otaku culture through four case studies; each study considers a single situation that demonstrates how this relationship changes through different interactions with representation. The first case study considers the early transmedia interventions that began to engage fans. The second uses Takashi Murakami’s theory of Superflat to connect the origins of the otaku with the interactions otaku have with representation. The third examines the shifting role of the otaku from that of consumer to producer by means of engagement with the hierarchies of perception, multiple identities, and displays of sexualities in the production of fan-created works. The final case study reflects on the 2.5D phenomenon, through which 2D representations are brought to 3D environments. Together, these case studies reveal the drivers of the otaku evolution and that the anime–otaku relationship exists on a spectrum that teeters between reality and representation. i Acknowledgements I would like to express my deepest gratitude to my primary advisor, Ala Roushan, for her continued support and confidence in my writing throughout this paper’s development. Her constructive advice, constant guidance, and critical insights helped me form this paper. Thank you to Dr. David McIntosh, my secondary reader, for his knowledge on anime and the otaku world, which allowed me to change my perspective of a world that I am constantly lost in. -
Free-Digital-Preview.Pdf
THE BUSINESS, TECHNOLOGY & ART OF ANIMATION AND VFX January 2013 ™ $7.95 U.S. 01> 0 74470 82258 5 www.animationmagazine.net THE BUSINESS, TECHNOLOGY & ART OF ANIMATION AND VFX January 2013 ™ The Return of The Snowman and The Littlest Pet Shop + From Up on The Visual Wonders Poppy Hill: of Life of Pi Goro Miyazaki’s $7.95 U.S. 01> Valentine to a Gone-by Era 0 74470 82258 5 www.animationmagazine.net 4 www.animationmagazine.net january 13 Volume 27, Issue 1, Number 226, January 2013 Content 12 22 44 Frame-by-Frame Oscars ‘13 Games 8 January Planner...Books We Love 26 10 Things We Loved About 2012! 46 Oswald and Mickey Together Again! 27 The Winning Scores Game designer Warren Spector spills the beans on the new The composers of some of the best animated soundtracks Epic Mickey 2 release and tells us how much he loved Features of the year discuss their craft and inspirations. [by Ramin playing with older Disney characters and long-forgotten 12 A Valentine to a Vanished Era Zahed] park attractions. Goro Miyazaki’s delicate, coming-of-age movie From Up on Poppy Hill offers a welcome respite from the loud, CG world of most American movies. [by Charles Solomon] Television Visual FX 48 Building a Beguiling Bengal Tiger 30 The Next Little Big Thing? VFX supervisor Bill Westenhofer discusses some of the The Hub launches its latest franchise revamp with fashion- mind-blowing visual effects of Ang Lee’s Life of Pi. [by Events forward The Littlest Pet Shop. -
2019 Annual Report
2019 Corporate Philosophy To spread happiness across the globe by providing unforgettable experiences This philosophy represents our company’s mission and the beliefs for which we stand. Each of our customers has his or her own definition of happiness. The Square Enix Group provides high-quality content, services, and products to help those customers create their own wonderful, unforget- table experiences, thereby allowing them to discover a happiness all their own. Management Guidelines In working to make our Corporate Philosophy a reality, we will manage our Group with the following policies as our key guidelines. 1. We will strive to be a company that delivers unparalleled entertainment. Through our games, amusement offerings, publications, merchandising, and other contents and services, we will be steadfast in our efforts to deliver unpar- alleled entertainment to our customers. 2. We will value innovation and creativity. By giving rise to new expressions and ideas and creating experiences like none ever encountered before, we will deliver contents and services that surpass the expectations of our customers. We believe that it is in our unrelenting efforts to this end that our existential value and the value of our brand lie. 3. We will respond with sensitivity and flexibility to environmental changes. We are surrounded by an environment that is ever changing. We will stay attuned to those changes and be flexible in adapting the nature and format of our contents and services as well as our business models accordingly. In addition, we will stay at the forefront of change so that we can provide our customers with excitement and fun. -
Game Developers Conference Europe Wrap, New Women’S Group Forms, Licensed to Steal Super Genre Break Out, and More
>> PRODUCT REVIEWS SPEEDTREE RT 1.7 * SPACEPILOT OCTOBER 2005 THE LEADING GAME INDUSTRY MAGAZINE >>POSTMORTEM >>WALKING THE PLANK >>INNER PRODUCT ART & ARTIFICE IN DANIEL JAMES ON DEBUG? RELEASE? RESIDENT EVIL 4 CASUAL MMO GOLD LET’S DEVELOP! Thanks to our publishers for helping us create a new world of video games. GameTapTM and many of the video game industry’s leading publishers have joined together to create a new world where you can play hundreds of the greatest games right from your broadband-connected PC. It’s gaming freedom like never before. START PLAYING AT GAMETAP.COM TM & © 2005 Turner Broadcasting System, Inc. A Time Warner Company. Patent Pending. All Rights Reserved. GTP1-05-116-104_mstrA_v2.indd 1 9/7/05 10:58:02 PM []CONTENTS OCTOBER 2005 VOLUME 12, NUMBER 9 FEATURES 11 TOP 20 PUBLISHERS Who’s the top dog on the publishing block? Ranked by their revenues, the quality of the games they release, developer ratings, and other factors pertinent to serious professionals, our annual Top 20 list calls attention to the definitive movers and shakers in the publishing world. 11 By Tristan Donovan 21 INTERVIEW: A PIRATE’S LIFE What do pirates, cowboys, and massively multiplayer online games have in common? They all have Daniel James on their side. CEO of Three Rings, James’ mission has been to create an addictive MMO (or two) that has the pick-up-put- down rhythm of a casual game. In this interview, James discusses the barriers to distributing and charging for such 21 games, the beauty of the web, and the trouble with executables.