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As Filed with the Securities and Exchange Commission on January 14, 2003
As filed with the Securities and Exchange Commission on January 14, 2003. Registration No. 333-101271 ================================================================================ SECURITIES AND EXCHANGE COMMISSION Washington, D.C. 20549 ------------------------- AMENDMENT NO. 1 TO FORM S-3 REGISTRATION STATEMENT UNDER THE SECURITIES ACT OF 1933 ------------------------- ACTIVISION, INC. (Exact name of registrant as specified in its charter) Delaware 95-4803544 (State or other jurisdiction of (I.R.S. Employer incorporation or organization) Identification No.) 3100 Ocean Park Boulevard Santa Monica, California 90405 (310) 255-2000 (Address, including zip code, and telephone number, including area code, of registrant's principal executive offices) ------------------------- Ronald Doornink President Activision, Inc. 3100 Ocean Park Boulevard Santa Monica, California 90405 (310) 255-2000 (Name, address, including zip code, and telephone number, including area code, of agent for service) ------------------------- Copies To: Bryan Cave LLP 1290 Avenue of the Americas New York, New York 10104 Attention: Kenneth L. Henderson, Esq. Approximate date of commencement of proposed sale to the public: From time to time after the effective date of this Registration Statement. If the only securities being registered on this Form are being offered pursuant to dividend or interest reinvestment plans, please check the following box: [ ] If any of the securities being registered on this Form are to be offered on a delayed or continuous basis pursuant to -
UC Berkeley UC Berkeley Electronic Theses and Dissertations
UC Berkeley UC Berkeley Electronic Theses and Dissertations Title At Home Everywhere: Empowerment Fantasies in the Domestication of Videogames Permalink https://escholarship.org/uc/item/2xz3k527 Author Goetz, Christopher James Publication Date 2016 Peer reviewed|Thesis/dissertation eScholarship.org Powered by the California Digital Library University of California At Home Everywhere: Empowerment Fantasies in the Domestication of Videogames By Christopher James Goetz A dissertation submitted in partial satisfaction of the requirements for the degree of Doctor of Philosophy in Film and Media and the Designated Emphasis in New Media in the Graduate Division of the University of California, Berkeley Committee in charge: Professor Kristen Whissel, Chair Professor Linda Williams Associate Professor Abigail De Kosnik Summer 2016 At Home Everywhere: Empowerment Fantasies in the Domestication of Videogames © 2016 by Christopher James Goetz 1 Abstract At Home Everywhere: Empowerment Fantasies in the Domestication of Videogames By Christopher James Goetz Doctor of Philosophy in Film and Media and the Designated Emphasis in New Media University of California, Berkeley Professor Kristen Whissel, Chair This dissertation engages conversations about the meaning and function of videogames within domestic spaces in 1990s and 2000s convergence culture. The introductory chapter discusses fantasy as a constituent of domesticity, and makes a case for how fantasy can be thought of as a bridge for videogame formalism and research into the context of play. It begins by discussing the “rhetorics of play” in game studies along with videogame medium specificity, introducing the notion of empowerment fantasy in relation to a rhetoric of frivolity, and providing a historical sketch of the arcade spaces where games were played before they were a primarily domestic phenomenon. -
The Economics of Recreation, Leisure and Tourism This Page Intentionally Left Blank the Economics of Recreation, Leisure and Tourism
The Economics of Recreation, Leisure and Tourism This page intentionally left blank The Economics of Recreation, Leisure and Tourism John Tribe AMSTERDAM BOSTON HEIDELBERG LONDON NEW YORK OXFORD PARIS SAN DIEGO SAN FRANCISCO SINGAPORE SYDNEY TOKYO Elsevier Linacre House, Jordan Hill, Oxford OX2 8DP 30 Corporate Drive, Burlington MA 01803 First published 1995 Reprinted 1996, 1997, 1998 Second edition 1999 Reprinted 2000, 2001 Third edition 2004 Copyright © 2004, John Tribe. All rights reserved The right of John Tribe to be identified as the author of this work has been asserted in accordance with the Copyright, Designs and Patents Act 1988 No part of this publication may be reproduced in any material form (including photocopying or storing in any medium by electronic means and whether or not transiently or incidentally to some other use of this publication) without the written permission of the copyright holder except in accordance with the provisions of the Copyright, Designs and Patents Act 1988 or under the terms of a licence issued by the Copyright Licensing Agency Ltd, 90 Tottenham Court Road, London, England W1T 4LP. Applications for the copyright holder’s written permission to reproduce any part of this publication should be addressed to the publisher Permissions may be sought directly from Elsevier’s Science and Technology Rights Department in Oxford, UK: phone: (ϩ44) (0) 1865 843830; fax: (ϩ44) (0) 1865 853333; e-mail: [email protected]. You may also complete your request on-line via the Elsevier homepage (www.elsevier.com), -
The Art of Video Games Voting Results
The Art of Video Games Voting Results The Art of Video Games exhibition will explore the 40‐year evolution of video games as an artistic medium, with a focus on striking visual effects, the creative use of new technologies, and the most influential artists and designers. A website (www.artofvideogames.org) offered participants a chance to vote for 80 games from a pool of 240 proposed choices in various categories, divided by era, game type and platform. Voting took place between February 14, 2011 and April 17, 2011. The exhibition will be on display at the Smithsonian American Art Museum from March 16, 2012 through September 30, 2012 (www.americanart.si.edu/taovg). Visit www.artofvideogames.org to sign up to receive updates about this exhibition. Era 1: Start! System Image Genre Winning Game Other Nominees Atari VCS Action Pac‐Man , 1981, Toru Iwatani /Tod Haunted House Frye. ™ and © NAMCO BANDAI Tunnel Runner Games Inc. Adventure Pitfall! , 1982, David Crane. Adventure Activision Blizzard. All trade names E.T. The Extra‐Terrestrial and trademarks are properties of their respective parties. All rights reserved. Target Space Invaders , 1980, Rick Maurer. Missile Command® Yars’ Revenge® Combat/StrategyCombat/Strategy CombatCombat ®, 1977, SteveSteve MayerMayer, JoeJoe StarStar Raiders®Raiders® Decuir, Larry Kaplan, Larry Wagner. Video Chess® © 1978 Atari Interactive, Inc. ColecoVision Action Donkey Kong ™, 1982, Created by Jungle Hunt Shigeru Miyamoto. Smurf: Rescue in Gargamel’s Castle Adventure Pitfall II: Lost Caverns , 1984, David Alcazar: The Forgotten Crane, adapted by Robert Fortress Rutkowski. Activision Blizzard. All Gateway to Apshai trade names and trademarks are properties of their respective parties. -
Avel Licatio
CENA: 9,60 zł (w tym 8% VAT) NR 4/2011 (16) APRIL 2011 ications ppl A 96 l e v a r T INDEKS 256765 INDEKS ● ● ● ● ● FrankfurtSeoul ● BeijingRailway hotels Estonia ● Charity Seychelles auction ●Airbus Poker A380 ● 4hrs Fordin Delhi Focus 8 zaprojektowane na miare twojego sukcesu. 8 L ! " ! %$ 8 ! ! % !C8 "!L ' ( $ * $ + $ + + !8 , ! - $ .' + /" / : 8 L A '2" 00800 353 1265 radissonblu.com APRIL 2011 18 38 76 24 74 after the Olympic Games is still 4 EDITORIAL 38 REPORT rapidly developing 71 TASTES Helipads – rare in Poland, OF THE WORLD 6 ON TOP a common sight anywhere 60 ESTONIA Hungarian cuisine Hotel and airline news else in the world A small country with big potential, also for incentive trips 72 WINE 14 TRIED&TESTED 42 GUIDE Pinot Noir – wine with slightly Granary – La Suite Wrocław; Frankfurt – the main hub ■ ■ ■ LIFESTYLE dark character Ibis Łódź; RiverWiev Wellness of the German air carrier Centre Warsaw; Sony Vaio S 62 A BUSINESSPER- 74 BUSINESS MOTO Series; Czarci Jar Restaurant, 45 A DAY IN THE LIFE SON ON HOLIDAY Ford Focus Zakopane …of Elżbieta Miszczyk – Seychelles – a journey to a real a concierge in Warsaw’s paradise 76 DOHA 24 THE EVENT Marriott hotel 4 hours in the Qatari capital Lufthansa’s Airbus A380 66 GOLF at Warsaw Okęcie 46 ORBIS Excellent golf courses 78 BT POLAND Promotional offers for Easter in Portuguese Algarve IN ENGLISH ■ ■ ■ REPORTS holidays 68 TECHNO 82 ASK PETER 26 APPLICATIONS 50 HOTELS Hot news on latest electronic We answer all your questions 96 travel applications for a phone, The largest hotel chains launch novelties regarding travelling a smartphone, or a tablet more and more new brands. -
At Home Everywhere: Empowerment Fantasies in the Domestication of Videogames
At Home Everywhere: Empowerment Fantasies in the Domestication of Videogames By Christopher James Goetz A dissertation submitted in partial satisfaction of the requirements for the degree of Doctor of Philosophy in Film and Media and the Designated Emphasis in New Media in the Graduate Division of the University of California, Berkeley Committee in charge: Professor Kristen Whissel, Chair Professor Linda Williams Associate Professor Abigail De Kosnik Summer 2016 At Home Everywhere: Empowerment Fantasies in the Domestication of Videogames © 2016 by Christopher James Goetz 1 Abstract At Home Everywhere: Empowerment Fantasies in the Domestication of Videogames By Christopher James Goetz Doctor of Philosophy in Film and Media and the Designated Emphasis in New Media University of California, Berkeley Professor Kristen Whissel, Chair This dissertation engages conversations about the meaning and function of videogames within domestic spaces in 1990s and 2000s convergence culture. The introductory chapter discusses fantasy as a constituent of domesticity, and makes a case for how fantasy can be thought of as a bridge for videogame formalism and research into the context of play. It begins by discussing the “rhetorics of play” in game studies along with videogame medium specificity, introducing the notion of empowerment fantasy in relation to a rhetoric of frivolity, and providing a historical sketch of the arcade spaces where games were played before they were a primarily domestic phenomenon. It argues that the videogame precursor, arcade pinball, was understood and validated through a rhetoric of power, skill, and control, and a corresponding “sports masculinity.” This is consequential for how we think of what gaming, as a business and cultural phenomenon, inherited from discourses on the threat and function of arcade spaces. -
Licensing Intellectual Property Summary of Contents
Licensing Intellectual Property Summary of Contents I. Introduction II. Overview of Intellectual Property and the Law a. Patents b. Trademarks c. Copyrights d. Trade Secrets III. Intellectual Property Licensing a. What is a License? b. Why License? c. Pre-licensing Considerations d. Important Provisions in License Agreements IV. Valuation of Intellectual Property a. Cost Approach b. Market Approach c. Income Approach V. Conclusion Glossary of Intellectual Property Terms Sample License Agreement - 2 - Licensing Intellectual Property I. Introduction Countries with innovative local industries frequently have laws that advance and further innovation by regulating the copying of inventions, identifying symbols, and creative expressions.1 These laws embody four separate and distinct types of intangible property - patents, trademarks, copyrights, and trade secrets, which are collectively referred to as “intellectual property.”2 A patent gives the owner exclusive rights that can provide an immense market advantage.3 A patent owner can use the patent to exclude the competition from making, using or selling the patented invention; however, the owner may alternatively license her patent rights and use the patent as an indirect source of revenue.4 A trademark is usually a word or a group of words, but can also include a symbol, design, color, scent, shape, or packaging.5 Trademarks protect the goodwill and reputation of a seller or manufacturer, and prevent unfair competition, while serving as an indicator of quality or sponsorship for consumers.6 * Artin Yadegarian, Western State University College of Law Candidate May 2006. 1 International Information Programs, USINFO.STATE.GOV, What is Intellectual Property? available at <http://usinfo.state.gov/products/pubs/intelprp> (last visited November 22, 2005). -
Microsoft's Xbox Gamble
Case #6-0011 Microsoft’s Xbox Gamble The meeting between Microsoft and Capcom, a Japanese video game publisher, was going poorly. One of the Japanese game developers at the table in Capcom's Tokyo headquarters said, “We know the philosophy of Nintendo. Game is toy. We know the philosophy of Sony. Game is entertainment. What is Microsoft's philosophy?” Kevin Bachus, who was then director of third-party relations for Microsoft's Xbox console, replied, “Game is art.” —Red Herring “The Game of War” 1 In the fall of 2001, Microsoft found itself in the unusual position of being a late entrant in an unfamiliar market as it prepared to release its Xbox console. Microsoft’s Xbox would compete head to head with the latest generation offerings from Nintendo and Sony. Questions abounded as the new console faced an uncertain economy and strong competition. Would the market accept the new platform that offered higher performance but at a higher price than the competition? Could Xbox attract enough well-known game titles to make consumers choose it over the competition? Could the market support three players? How would the gaming market evolve over time, and would it accommodate a broader strategy that extended beyond video games? As Microsoft prepared to launch the box, the company anticipated absorbing $2 billion in losses before attaining profitability.2 The market waited eagerly to see the results of the battle that promised to shake up the video game industry and possibly markets beyond. Genesis of the Gaming Industry Video games sprang from the imaginations of scientists in research labs in the late 1940s and did not reach the mainstream until arcade games became popular in the early 1970s. -
SECURITIES and EXCHANGE COMMISSION Washington, DC 20549
SECURITIES AND EXCHANGE COMMISSION Washington, D.C. 20549 ----------------- FORM 10-K |X| Annual Report Pursuant to Section 13 or 15(d) of the Securities Exchange Act of 1934 for the fiscal year ended October 31, 2001 OR |_| Transition Report Pursuant to Section 13 or 15(d) of the Securities Exchange Act of 1934 0-29230 (Commission File No.) TAKE-TWO INTERACTIVE SOFTWARE, INC. (Exact name of Issuer as specified in its charter) Delaware 51-0350842 (State or other jurisdiction (I.R.S. Employer of incorporation) Identification No.) 575 Broadway, New York, New York 10012 (Address of principal executive offices including zip code) Issuer's telephone number, including area code: (212) 334-6633 Securities registered pursuant to Section 12(b) of the Act: None Securities registered pursuant to Section 12(g) of the Act: Common Stock, $.01 par value Check whether the Registrant (1) filed all reports required to be filed by Section 13 or 15(d) of the Securities Exchange Act of 1934 during the preceding 12 months (or for such shorter period that the Registrant was required to file such reports) and (2) has been subject to such filing requirements for the past 90 days. Yes |X| No |_| Indicate by check mark if disclosure of delinquent filers pursuant to Item 405 of Regulation S-K is not contained herein, and will not be contained, to the best of the Registrant's knowledge, in definitive proxy or information statements incorporated by reference in Part III of this Form 10-K or any amendment to this Form 10-K.