Review of Operations
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Download Grand Chase Offline Pc
1 / 2 Download Grand Chase Offline Pc 86:30120 Offline. FiveM crashes when ... FiveM is a modification to the popular Grand Theft Auto Five game developed by RockStar games. 0, time stamp: ... Just Download FiveM Apk Latest Version For PC Windows 7,8,10 and Laptop Now! ... Camera offset - offsets chase camera target towards its velocity vector. Résolu .... Re: [Release]Making A Grand Chase Private/Offline Server. Eh...when I download this what I need to do?. Download Elsword offline PC 2013. Hai lagi visitor kali ini saya mau share game Elsword offline game nya sama kayak grandchase cuma kalo .... Kalahkan KazeAaze dengan membentuk tim pasukan elit Grand Chase yang dipilih langsung ... 15 Game Perang Offline untuk Android & PC, Download di Sini!. 0 Mod RQ Download Grand Summoners Apk Mod latest for Android/iOS Grand ... war android no root mod apk cheat mod offline Reroll is a visual 9 Apr 2020 Embed Tweet. ... 6 fivem hack, fivem cheat, fivem, gta v pc, gta5 pc mod, gta 5 rp fivem, gta 5 online pc mod ... As you did in 2016, enjoy Grand Chase M in 2017!. Get great PC and Mac games on Origin. ... D: Register Download Elsword for free and become a manga hero - in three easy steps!elsword, ... GrandChase, Dimensional Chaser, GrandChase Philippines, Official Homepage, ... You're offline.. Kategori PC mid-high (8 Game): RAM yang kamu butuhkan adalah 4 GB dan maksimal 16 GB ... Rilis: 1999; Download: Website Resmi ... Grand Chase Reborn ... Grand Chase é um dos games de luta mais jogados do Brasil. Você tem à sua disposição diversos personagens carismáticos, cada um com ataques e poderes ... -
An Interpretive Phenomenological Study of the Meaning of Video Games In
1 “It feels more real”: An Interpretive Phenomenological Study of the Meaning of Video Games in Adolescent Lives Susan R. Forsyth, PhD, RN Assistant Adjunct Professor, Social & Behavioral Sciences University of California, San Francisco Assistant Professor School of Nursing, Samuel Merritt University, Oakland, CA Catherine A. Chesla, RN, PhD, FAAN Professor and Interim Chair, Family Health Care Nursing University of California, San Francisco Roberta S. Rehm, PhD, RN, FAAN Professor, Family Health Care Nursing University of California, San Francisco Ruth E. Malone, PhD, RN, FAAN Professor and Chair, Department of Social & Behavioral Sciences School of Nursing University of California, San Francisco Corresponding author: Susan R. Forsyth Department of Social and Behavioral Sciences 3333 California Street, LHts-455, Box 0612 San Francisco, CA 94118 [email protected] 2 510.512-8290 Acknowledgements: We thank Quinn Grundy, Kate Horton and Leslie Dubbin for their invaluable feedback. Declarations of Conflicting Interests The authors declare no potential conflicts of interest with respect to the research, authorship and/or publication of this article. Funding The authors disclosed the receipt of the following financial support for the research, authorship and/or publication of this article. Susan Forsyth is funded by a dissertation award from the Tobacco-Related Disease Research Program (TRDRP), grant #22DT- 0003. Published in Advances in Nursing Science, October 4, 2017 http://journals.lww.com/advancesinnursingscience/toc/publishahead 3 Abstract The pervasiveness of video gaming among adolescents today suggests a need to understand how gaming affects identity formation. We interviewed 20 adolescents about their experiences of playing, asking them to describe how they used games and how game playing affected their real-world selves. -
Asiasoft Corporation PLC. (AS)
Asiasoft Corporation PLC. (AS) Asiasoft Talk 2014 3rd March 2014 DisclaimerAgenda . The information contained in this presentation is for information purposes only and does not constitute an offer or invitation to sell or the solicitation of an offer or invitation to purchase or subscribe for shares of Asiasoft Corporation Pcl. (“Asiasoft”) in any jurisdiction nor should it or any part of it form the basis of, or be relied upon in any connection with, any contract or commitment whatsoever. This presentation may include information which is forward-looking in nature. Forward-looking information involve known and unknown risks, uncertainties and other factors which may impact on the actual outcomes, including economic conditions in the markets in which Asiasoft operates and general achievement of Asiasoft business forecasts, which will cause the actual results, performance or achievements of Asiasoft to differ, perhaps materially, from the results, performance or achievements expressed or implied in this presentation . This presentation has been prepared by Asiasoft. The information in this presentation has not been independently verified. No representation, warranty, express or implied, is made as to, and no reliance should be placed on, the fairness, accuracy, completeness or correctness of the information and opinions in this presentation. None of Asiasoft or any of its agents or advisers, or any of their respective affiliates, advisers or representatives, shall have any liability (in negligence or otherwise) for any loss howsoever arising from any use of this presentation or its contents or otherwise arising in connection with this presentation . This presentation is made, furnished and distributed for information purposes only. -
Sociedade Brasileira De Estudos Interdisciplinares Da Comunicação 40º Congresso Brasileiro De Ciências Da Comunicação – Curitiba - PR – 04 a 09/09/2017
Intercom – Sociedade Brasileira de Estudos Interdisciplinares da Comunicação 40º Congresso Brasileiro de Ciências da Comunicação – Curitiba - PR – 04 a 09/09/2017 O consumo in-game: Uma análise comparativa de duas modalidades de compra em MMOs1 Cássio Mercier RAMOS2 Isabel MORAES3 Roberto Aguiar SILVEIRA4 Rosilene Moraes Alves MARCELINO5 Silvio Koiti SATO6 Escola Superior de Propaganda e Marketing, São Paulo, SP Resumo Neste artigo, objetivamos problematizar duas formas de consumo oferecidas dentro de jogos MMOs. A primeira é um formato conhecido entre a comunidade de jogadores como Pay to Win e a segunda é um formato de consumo que aqui nomeamos como Pay to Be. Diante deste objeto, nos questionamos: Como essas diferentes modalidades de consumo afetam a dinâmica dos jogos? Nossa bibliografia foi pautada por autores como O’Reilly (2005), Campbell (2006) e Huizinga (2000). Foram analisados dois jogos que correspondem às duas modalidades aqui debatidas, respectivamente: o League of Legends e o Grand Chase. Recorremos, finalmente, à técnica de Grupo Focal, convidando cinco gamers para discutir a problemática. Deste artigo, depreendemos, por exemplo, que fatores como inveja e status são inerentes às duas formas de consumo. Palavras-chave: consumo; cibercultura; games; League of Legends; Grand Chase. Introdução O presente artigo nasceu a partir de um trabalho interdisciplinar realizado para as disciplinas de Comunicação e Práticas de Consumo e Arenas Digitais I, ministradas no 6º semestre do curso de graduação em Comunicação Social – Publicidade e Propaganda, da ESPM-SP. Nossa reflexão tem, em parte, base em inquietações que emergiram do nosso papel como gamers que também somos. Notamos que o final do século XX trouxe uma série de modificações para o panorama de consumo cultural e com os jogos virtuais não foi diferente. -
Download Mmorpg Games for Pc
download mmorpg games for pc Top 8 Anime MMORPG Games on PC (And Where to Download Them) (2021) Anime fans all over the world would love to experience a fantasy anime style world, but we are not in the anime world but don’t worry, you can get those experience with Anime Based MMORPG Games. So with this in mind, I feel obligated to satisfy that desire you guys have by giving you a list of some of the best Anime Based MMORPG Games to play currently in 2021. Read Also: Anime Based MMORPG Games. Elsword Online. Elsword is a free-to-play, 2.5D action MMORPG developed by the South Korean company KOG Studios. It features real-time action gameplay and includes both players vs. environment and player vs. player modes. There are thirteen playable characters within the game, each with unique backstories and distinct abilities. SOULWORKER. SoulWorker is an anime-style free action massively multiplayer online role-playing game developed by Lion Games Studios from South Korea. The game story takes place fifteen years ago after a portal, known as the void, started bringing demons into the world. Fifteen years later, children that were once lost to the void were transported back to their world. Armed with supernatural powers, these children were to be known as SoulWorkers. Blade & Soul. Blade & Soul is a Korean fantasy martial-arts massively multiplayer online role-playing game developed by NCSOFT. On September 13, 2012, NCSOFT announced that Blade & Soul would release in Western regions, which eventually happened on January 19, 2016. Blade & Soul features a combination of martial arts-inspired combat and qinggong in an open-world environment. -
Internet/Game/Advertising Market Changes Spurring Shifts in Business Strategy
2018 Outlook Internet/Game/Advertising Market changes spurring shifts in business strategy Jee-hyun Moon +822-3774-1640 [email protected] Analysts who prepared this report are registered as research analysts in Korea but not in any other jurisdiction, including the U.S. PLEASE SEE ANALYST CERTIFICATIONS AND IMPORTANT DISCLOSURES & DISCLAIMERS IN APPENDIX 1 AT THE END OF REPORT. Contents [Summary] 3 I. 2017 review 4 II. 2018 outlook 7 III. [Internet] Commerce, voice interface, cloud 12 - NAVER, Kakao, NHN Entertainment, Interpark IV. [Game] Overseas revenue growth, new titles 101 - NCsoft, Netmarble Games, Com2uS, Pearl Abyss, Webzen V. [Advertising] Inorganic growth, stable affiliate billings 144 - Cheil Worldwide, INNOCEAN Worldwide, Nasmedia [Conclusion] 162 [Summary] Shifts in business strategy coming into focus Market changes call for strategic shifts; Only those that are able to adapt and create new markets will survive Shifts in strategy [Internet] Online commerce [Game] New titles based on existing intellectual [Advertising] Strengthening ties property (IP), global expansion with affiliates, M&As Source: Mirae Asset Daewoo Research Source: Mirae Asset Daewoo Research 3 | 2018 Outlook [Internet/Game/Advertising] Mirae Asset Daewoo Research I. 2017 review In 2017, game stocks and • In 2017, game stocks and Kakao delivered robust share performances among internet/game/advertising plays. Kakao delivered robust • Kakao: Recovery in ad revenue and expectations for expansion in the value of subsidiaries share performances • Game: -
Unexpected Growth Surge in Gamers in China and in Southeast Asia - What Is Driving the Growth?
Unexpected Growth Surge in Gamers in China and in Southeast Asia - What is driving the growth? Zeng xiaofeng Senior Analyst & Niko Partners About Niko Partners • We are a niche market intelligence firm with a strong reputation for our expertise on the games markets in mainland China and Southeast Asia. • Founded in 2002 by Lisa Cosmas Hanson, we collect proprietary data from surveys, interviews, focus groups and more and conduct our data- oriented analysis regarding these markets. • Our SEA coverage began in 2010. • Offices in Shanghai and Silicon Valley. Unexpected Growth Surge in China • Chinese Mobile Games Market Snapshot • Mobile Games Market Revenue Analysis • Mobile Games Market Trends Analysis • Key mobile game operators and publishers • Samsung and iPhone are the leading devices • 360 Assistant, Android Market, and Doujia are leading platforms • Growth Drivers in China Chinese Mobile Games Market Snapshot • 2013 mobile games revenue was $1.5 billion, we forecast 2014e to be $2.9 billion (up 93%), and 2018e to be $7.4 billion (CAGR 37.8%) • Average monthly spending for the 38-41% of gamers who will spend in our forecast period is $1.14-1.74 • There will be 420 million mobile gamers in 2014, rising to 770 million by 2018 • Mobile games revenue is growing much faster than that of PC online games, but PC online games achieved $11.9 billion in 2013 so has a much larger base value • We estimate that the Top 10 mobile games (by revenue) comprise 40% of total revenue • Most mobile gamers play 1-7 hours per week, and the location of choice is at home or while commuting • Tencent has roughly 50% of the market share for mobile games in 2014 Chinese Mobile Games Market Revenue Analysis • In early 2013 Niko forecasted 2013 mobile games revenue to be $1.2 billion, up from $750 million in 2014. -
VW Master List
NAME ACTIVE? KEYWORD URL 2 Moons Yes MMORPG http://2moons.acclaim.com/ 2029 Online Yes MMORPG http://2029.igg.com/main.php 3B Yes http://3b.net/browser/newhome.html 3D City Yes Virtual world http://www.3d-city.net/ 3D Planets No Virtual world http://www.3dplanets.com/ 3Dee Virtual Reality Yes Virtual world http://www.funsites.com/in-virtu.html 3Di OpenSim Yes Virtual world http://3di.jp/en/ 3DXplorer Yes Virtual world http://www.3dxplorer.com/ 3rd Rock Grid Yes Virtual world http://www.3rdrockgrid.com/ 4story Online Yes MMORPG http://global.4story.com/ 4th Coming, The No MMORPG http://www.t4cv2.com/ 5Street Yes MMOG http://www.5st.us/Default.aspx 8D World Yes Virtual world http://www.8dworld.com/ 9Dragons Yes MMORPG http://9dragons.acclaim.com/ Absolute Terror Yes MMORPG http://www.absoluteterror.net/ Abyss Museum of Ocean Science Yes Virtual world http://slurl.com/secondlife/Gun/55/42/82 Ace Online Yes MMOG http://ace.subagames.com/ Action AllStars Yes Virtual world http://www.actionallstars.com/reg/ ActionJetz Yes Virtual world http://www.actionjetz.com/ Active Worlds Yes Virtual world http://www.activeworlds.com/ Active Worlds Educational Universe Yes Virtual world http://www.activeworlds.com/edu/awedu.asp Adellion Yes MMORPG http://www.adellion.com/ Virtual world, Adventure Rock Yes Online world http://www.bbc.co.uk/cbbc/adventurerock/ AdventureQuest Worlds Yes MMORPG http://www.aqworlds.com/ Aerrevan Yes MMORPG http://www.aerrevan.com/ NAME ACTIVE? KEYWORD URL Virtual world, Afterworld Yes MMOG http://www.afterworld.ru/ Agape World -
( 12 ) United States Patent
US009744445B1 (12 ) United States Patent (10 ) Patent No. : US 9 , 744 , 445 B1 Pieron et al. (45 ) Date of Patent: Aug . 29 , 2017 (54 ) SYSTEM AND METHOD FOR PROVIDING 5 ,964 ,660 A 10 / 1999 James AWARDS TO PLAYERS OF A GAME 6 , 142 ,472 A 11/ 2000 Kliebisch 6 , 190 , 255 B1 2 / 2001 Thomas et al. .. .. .. .. .. .. .. 463 / 20 6 , 347, 996 B1 2 / 2002 Gilmore et al. 463 / 17 (71 ) Applicant: KABAM , INC . , San Francisco , CA 6 , 402, 619 B1 6 / 2002 Sato (US ) 6 , 561, 904 B2 5 /2003 Locke et al. .. .. .. 463/ 25 6 , 604 , 008 B2 8 / 2003 Chudley (72 ) Inventors : Luc Pieron , San Francisco , CA (US ) ; 6 , 607, 437 B2 8 / 2003 Casey et al. .. 463/ 16 Thomas Baxter , Millbrae , CA (US ) ; 6 , 745 , 236 B1 . 6 /2004 Hawkins Henry Rull, Concord , CA (US ) ; Sam 6 , 811 ,483 B1 11 /2004 Webb McLellan , San Francisco , CA ( US) ; (Continued ) Stephanie Schultz , San Francisco , CA (US ) FOREIGN PATENT DOCUMENTS KR 1020130137431 12 / 2013 (73 ) Assignee : Kabam , Inc. , San Francisco , CA (US ) WO WO 02 / 26333 4 / 2002 ( * ) Notice : Subject to any disclaimer , the term of this ( Continued ) patent is extended or adjusted under 35 U . S . C . 154 ( b ) by 655 days . OTHER PUBLICATIONS “ Treasure Chest Game” written by Zelda Wiki , the Zelda encyclo (21 ) Appl. No. : 14 / 278, 631 pedia ; published on or before Oct . 17 , 2012 , accessible andprinted from URL < http : // web .archive .org / web / 20121017085058 / http : / / (22 ) Filed : May 15 , 2014 zeldawiki. org / Treasure _ Chest _ Game > , 4 pages. (51 ) Int. Ci. -
Game Design Based on Micro-Transactions in Online Games
Game Design Based on Micro-Transactions in Online Games Feb. 22, 2008 Gyuhwan Oh ([email protected]) Ajou University (assistant professor), Nexon Inc (technical advisor) Taiyoung Ryu ([email protected] ) Interactive Media Division, USC Cinematic Arts Table of Contents • Introduction • Payment System for Online Games – Subscription Model – Micro-transaction Model • Game Survey – Various online games of various genre and the payment models • Game Design Methodologies – Analysis of micro-transaction based payment models – Case Studies : “KartRider”, “Grand Chase”, “Maple Story”, “Special Force”, “Take Down –the First Mission” – Integration of micro-transactions into an online game • Conclusions 2 1 Introduction • Purpose – Insight into micro-transactions in online games – Exploration of techniques in incorporating micro-transactions into the economic design of online games • Detailed description – Concept of two main payment models in online games – Surveys of micro-transaction based online games in Korea – Review of the design of several profitable micro-transaction games – Game design issues to efficiently accommodate micro- transactions in online games 3 Payment Systems for Online Games • Two main payment models – Subscription Model – Micro-transaction 4 2 Subscription Model • Description – Prepaid method for a limited term of service in exchange for a set payment – Commonly used by most MMORPGs “Final Fantasy 11” (Japan) 1,280 JPY “Lineage” (Korea) “World of Warcraft” (Korea) 29,700 KRW 19,800 KRW “Eve Online” (Worldwide) 14.95 USD (Note : 940 KRW ≒ 1 USD, 1 Billion KRW ≒ 1.06 Million USD) 5 Micro-transaction • Description – Paying per items or game assets – Commonly used by casual-style online games • Examples: “KartRider”, “Maple Story”, “Special Force” – MMORPGs, recently. -
First Pacific Company Limited Manuel V
(Incorporated in Bermuda with limited liability) (Stock Code: 00142) Website: http://www.firstpacco.com 2006 Annual Results – Audited FINANCIAL HIGHLIGHTS • Profit attributable to equity holders of the parent increased by 59.7 per cent to US$164.5 million (HK$1,283.1 million) from US$103.0 million (HK$803.4 million) due principally to higher recurring profit contributions from Indofood and PLDT. • Turnover increased by 24.6 per cent to US$2,474.8 million (HK$19,303.4 million) from US$1,986.1 million (HK$15,491.6 million), principally reflecting Indofood’s increase in turnover and a strengthened rupiah. • Recurring profit improved by 39.6 per cent to US$149.9 million (HK$1,169.2 million) from US$107.4 million (HK$837.7 million). • Profit contribution from operations increased by 29.6 per cent to US$187.3 million (HK$1,460.9 million) from US$144.5 million (HK$1,127.1 million). • Basic earnings per share increased by 59.4 per cent to U.S. 5.15 cents (HK40.17 cents) from U.S. 3.23 cents (HK25.19 cents). • Equity attributable to equity holders of the parent increased by 52.2 per cent to US$582.7 million (HK$4,545.1 million) at 31 December 2006 from US$382.8 million (HK$2,985.8 million) at 31 December 2005. • Consolidated gearing ratio improved to 0.77 time at 31 December 2006, compared with 1.12 times at 31 December 2005. • A final dividend of U.S. 0.45 cent (HK3.50 cents) (2005: U.S. -
Information Memorandum
Information Memorandum ASIASOFT CORPORATION PUBLIC COMPANY LIMITED (AS) Head Office: No. 9, UM Tower, Room 9 / 283 – 5, 28 th Floor Ramkhamhaeng Road, Suanluang, Bangkok, 10250 Tel. 66 2769 8888 Fax 66 2717 4251 Website www.asiasoft.net and www.asiasoft.co.th Singapore Office: 76 Tanjong Pagar Road, Singapore 088497 Tel.: 65-68258500 Fax: 65-67447025 Malaysia Office: A – 19 – 4, Northpoint Offices, Mid Valley City, No. 1 Medan Syed Putra Utara, 5200 Kuala Lumpur, Malaysia Tel.: 603-22871503 Fax: 603-22871500 Listing Date As at May 29, 2008 (Trading commencement on May 29, 2008) Listing Securities Common shares of 300,000,000 shares at par value of 1 baht per share in total value of 300.00 million baht (Offering to investors 75,000,000 shares at par value of 1 baht per share in total value of 75.00 million baht) Capital As of May 29, 2008 (Trading commencement) Registered Capital Common Shares 316.00 million baht Preferred Shares -0- million baht Paid-up Capital Common Shares 300.00 million baht Preferred Shares -0- million baht Secondary Market The Stock Exchange of Thailand (SET) Offering Price 12.00 baht per share Offering Date May 20- 22, 2008 Objectives and plans for utilizing the capital increase 1. Further expansion and investment of online game service in Vietnam and Malaysia 2. Acquire new license of online games 3. Invest in additional servers and computer system 4. Develop in-house new online games 5. General working-capital Type of Business and Nature of Operation The Group provides “Online Entertainment Services” emphasizing on online game services in Thailand, Singapore, Malaysia and Vietnam with competitive strengths as follows: 1.