AI for Testing:The Development of Bots That Play 'Battlefield V' Jonas
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Why John Madden Football Has Been Such a Success
Why John Madden Football Has Been Such A Success Kevin Dious STS 145: The History of Computer Game Design: Technology, Culture, Business Professor: Henry Lowood March 18, 2002 Kevin Dious STS 145: The History of Computer Game Design: Technology, Culture, Business Professor: Henry Lowood March 18, 2002 Why John Madden Football Has Been Such A Success Case History Athletic competition has been a part of the human culture since its inception. One of the most popular and successful sports of today’s culture is American football. This sport has grown into a worldwide phenomenon, and like the video game industry, has become a multi-billion entity. It was only a matter of time until game developers teamed up with the National Football League (NFL) to bring magnificent sport to video game players across the globe. There are few, if any, game genres that are as popular as sports games. With the ever-increasing popularity of the NFL, it was inevitable that football games would become one of the most lucrative of the sports game genre. With all of the companies making football games for consoles and PCs during the late 1980s and 1990s, there is one particular company that clearly stood and remains above the rest, Electronic Arts. EA Sports, the sports division of Electronic Arts, revolutionized not only the football sports games but also the entire sports game genre itself. Before Electronic Arts entered the sports realm, league licenses, celebrity endorsements, and re-release of games were all unheard of. EA was one of the first companies to release the same game annually, creating several series of games that are thriving even today. -
The Data Behind Netflix's Q3 Beat Earnings
The Data Behind Netflix’s Q3 Beat Earnings What Happened -- Earnings per share: $1.47 vs. $1.04 expected -- International paid subscriber additions: 6.26 million vs. 6.05 million expected -- Stock price surged more than 8% in extended trading Grow your mobile business 2 Apptopia’s data was a strong leading indicator of new growth -- Netflix increased new installs of its mobile app 8.4% YOY and 13.5% QOQ. -- New international installs of Netflix are up 11.3% YOY and 17.3% QOQ. -- New domestic installs of Netflix are down 3.6% YOY and 8.3% QOQ. Grow your mobile business 3 Other Indicators of Netflix’s Q3 2019 performance Netflix Domestic Growth YoY Netflix Global Growth YoY Q3 2018 - 19 Q3 2018 - 19 Netflix +6.4% Netflix +21.4% Reported: Paid Reported: Paid Subscribers Subscribers Apptopia +7.2% Apptopia +15.1% Estimate: Time Estimate: Time Spent In App Spent In App Apptopia +7.7% Apptopia +16% Estimate: Mobile Estimate: Mobile App Sessions App Sessions Grow your mobile business Other Indicators of Netflix’s Q3 2019 performance -- Netflix reported adding 517k domestic paid subscriber vs. 802k expected -- Its growth this quarter clearly came from international markets -- More specifically, according to Apptopia, it came from Vietnam, Indonesia, Saudi Arabia and Japan Grow your mobile business We’ve Got You Covered Coverage includes 10+ global stock exchanges and more than 3,000 tickers. Restaurants & Food Travel Internet & Media Retail CHIPOTLE MEXICAN CRACKER BARREL ALASKA AIR GROUP AMERICAN AIRLINES COMCAST DISH NETWORK ALIBABA GROUP AMBEST BUY -
Understanding the Current State of Toxicity in Battlefield V
“ROFL F*ck You”: Understanding the Current State of Toxicity in Battlefield V By Justin Juvrud Supervisor: Dr Susann Baez Ullberg 2020 Nr 99 2 Abstract: With the birth of “virtual worlds,” created a new space for social norms to evolve and change within a subset community. This thesis focuses on toxicity within the virtual world of EA DICE’s Battlefield V title. The goal of this research is to understand toxicity on a micro scale inside the world of Battlefield V from a gaming anthropological perspective. Along with understanding what toxicity looked like within the virtual world ofBattlefield V, the thesis obtained data for how the community and EA DICE employees perceived toxicity. This research has components of interviews with these members of the communities/staff as well as a netnography of the virtual world of Battlefield V gameplay. Findings and analysis were categorized under the themes of toxic language, power/freedom, virtual world creation, and gender toxicity. Battlefield V toxicity is ever evolving and shaped by player techne (player actions). Player chat consumes the majority of toxicity and therefore diving into toxic language was vital. Understanding the player perspective of power and freedom while gaming was just the first step as the thesis also dove into the developer’s perspective and analyzed the interviews with the backbone of Malaby’s (2009) contingency concepts to see how the developers have a large role to play when it comes to toxicity in games, even if they may not realize it. Just as in the “real world” the virtual world of Battlefield V also had a major theme of gender discrimination winessed and discussed via both community members and staff members of EA DICE. -
EA SPORTS™ MADDEN NFL™ FOOTBALL Cabinet Settings
EA SPORTS™ MADDEN NFL SEASON 2 Cabinet Settings Worksheet Write your cabinet settings on this sheet for easy reference. Print more copies from the EA SPORTS™ MADDEN NFL™ FOOTBALL page of our Website at http://service.globalvr.com. Cabinet Serial Number: ______________________ Operator Menu Item Setting Screen Game Settings Credits / Free play Credit Free play Attract Credit Display Money Credits Coin Audit Credit Display OFF ON Credits per Money Credits per Exhibition Quarter Credits per Training Game Credits per Tournament Game Credits per Career Game Credits per Competition Player Credits per Smart Card 1 Player Quarter Length 2 Player Quarter Length 3 Player Quarter Length 4 Player Quarter Length Audio Settings Master Volume Attract Volume Game Volume Registration Cabinet ID Serial # Version Notes: 040-0128-01 Rev. A 9/28/2006 Page 1 of 1 © 2006 Electronic Arts Inc. Electronic Arts, EA, EA SPORTS and the EA SPORTS logo are trademarks or registered trademarks of Electronic Arts Inc. in the U.S. and/or other countries. All Rights Reserved. The mark “John Madden” and the name, likeness and other attributes of John Madden reproduced on this product are trademarks or other intellectual property of Red Bear, Inc. or John Madden, are subject to license to Electronic Arts Inc., and may not be otherwise used in whole or in part without the prior written consent of Red Bear or John Madden. © 2006 NFL Properties LLC. Team names/logos are trademarks of the teams indicated. All other NFL-related trademarks are trademarks of the National Football League. Officially licensed product of PLAYERS INC. -
Electronic Arts Reports Q4 and FY21 Financial Results
Electronic Arts Reports Q4 and FY21 Financial Results Results Above Expectations, Record Annual Operating Cash Flow Driven by Successful New Games, Live Services Engagement, and Network Growth REDWOOD CITY, CA – May 11, 2021 – Electronic Arts Inc. (NASDAQ: EA) today announced preliminary financial results for its fiscal fourth quarter and full year ended March 31, 2021. “Our teams have done incredible work over the last year to deliver amazing experiences during a very challenging time for everyone around the world,” said Andrew Wilson, CEO of Electronic Arts. “With tremendous engagement across our portfolio, we delivered a record year for Electronic Arts. We’re now accelerating in FY22, powered by expansion of our blockbuster franchises to more platforms and geographies, a deep pipeline of new content, and recent acquisitions that will be catalysts for further growth.” “EA delivered a strong quarter, driven by live services and Apex Legends’ extraordinary performance. Apex steadily grew through the last year, driven by the games team and the content they are delivering,” said COO and CFO Blake Jorgensen. “Looking forward, the momentum in our existing live services provides a solid foundation for FY22. Combined with a new Battlefield and our recent acquisitions, we expect net bookings growth in the high teens.” Selected Operating Highlights and Metrics • Net bookings1 for fiscal 2021 was $6.190 billion, up 15% year-over-year, and over $600 million above original expectations. • Delivered 13 new games and had more than 42 million new players join our network during the fiscal year. • FIFA 21, life to date, has more than 25 million console/PC players. -
Are We Done with Ray Tracing? State-Of-The-Art and Challenges in Game Ray Tracing
Are We Done With Ray Tracing? State-of-the-Art and Challenges in Game Ray Tracing Colin Barré-Brisebois, @ZigguratVertigo SEED – Electronic Arts How did we get here? GDC 2018 – DXR Unveiled “Ray tracing is the future and ever will be” [Electronic Arts, SEED] [Epic Games, NVIDIA, ILMxLAB] [SEED 2018] Real-Time Ray Tracing in Software and Hardware Real-Time Hybrid Ray Tracing in Unreal Engine 4 [https://docs.unrealengine.com/en-US/Engine/Rendering/RayTracing/index.html] [Courtesy of Epic Games, Goodbye Kansas, Deep Forest Films] [Courtesy of Epic Games, Goodbye Kansas, Deep Forest Films] [Tatarchuk 2019, Courtesy of Unity Technologies] Left: real-world footage. Right rendered with Unity [Tatarchuk 2019, Courtesy of Unity Technologies] Left: real-world footage. Right rendered with Unity [Tatarchuk 2019, Courtesy of Unity Technologies] Left: real-world footage. Right rendered with Unity [Tatarchuk 2019, Courtesy of Unity Technologies] [Christophe Schied, NVIDIA Lightspeed Studios™] SIGGRAPH 2019 – Are We Done With Ray Tracing? – State-of-the-Art and Challenges in Game Ray Tracing And many more… ▪ Assetto Corsa ▪ JX3 ▪ Atomic Heart ▪ Mech Warrior V: Mercenaries ▪ Call of Duty: Modern Warfare ▪ Project DH ▪ Cyberpunk 2077 ▪ Stay in the Light ▪ Enlisted ▪ Vampire: The Masquerade – Bloodlines 2 ▪ Justice ▪ Watch Dogs: Legion ▪ Wolfenstein: Youngblood Just the beginning of real-time ray tracing making its way into game products We’re in for a great ride, and the work is not done! This is super exciting! ☺ SIGGRAPH 2019 – Are We Done With Ray Tracing? -
1 ELECTRONIC ARTS Q4 FY16 PREPARED COMMENTS May 10
ELECTRONIC ARTS Q4 FY16 PREPARED COMMENTS May 10, 2016 Chris: Thank you. Welcome to EA’s fiscal 2016 fourth quarter earnings call. With me on the call today are Andrew Wilson, our CEO, and Blake Jorgensen, our CFO. Please note that our SEC filings and our earnings release are available at ir.ea.com. In addition, we have posted earnings slides to accompany our prepared remarks. After the call, we will post our prepared remarks, an audio replay of this call, and a transcript. A couple of quick notes on our calendar: we plan to deliver our next earnings report on Tuesday, August 2. And our press conference at EA PLAY will take place at 1pm Pacific Time on Sunday, June 12. Coming up next week, on Tuesday, May 17, is our Investor Day – if you haven’t registered already, please contact me so that we can send you an invitation. This presentation and our comments include forward-looking statements regarding future events and the future financial performance of the Company. Actual events and results may differ materially from our expectations. We refer you to our most recent Form 10-Q for a discussion of risks that could cause actual results to differ materially from those discussed today. Electronic Arts makes these statements as of May 10, 2016 and disclaims any duty to update them. During this call unless otherwise stated, the financial metrics will be presented on a non-GAAP basis. Our earnings release and the earnings slides provide a reconciliation of our GAAP to non-GAAP measures. These non-GAAP measures are not intended to be considered in isolation from, as a substitute for, or superior to our GAAP results. -
Electronic Arts Inc
UNITED STATES SECURITIES AND EXCHANGE COMMISSION Washington, D.C. 20549 FORM 8-K CURRENT REPORT Pursuant to Section 13 or 15(d) of The Securities Exchange Act of 1934 Date of Report (Date of earliest event reported) June 8, 2021 ELECTRONIC ARTS INC. (Exact Name of Registrant as Specified in Its Charter) Delaware 0-17948 94-2838567 (State or Other Jurisdiction of Incorporation) (Commission File Number) (IRS Employer Identification No.) 209 Redwood Shores Parkway, Redwood City, California 94065-1175 (Address of Principal Executive Offices) (Zip Code) (650) 628-1500 (Registrant’s Telephone Number, Including Area Code) Former Name or Former Address, if Changed Since Last Report) Check the appropriate box below if the Form 8-K filing is intended to simultaneously satisfy the filing obligation of the registrant under any of the following provisions (see General Instruction A.2. below): ☐ Written communications pursuant to Rule 425 under the Securities Act (17 CFR 230.425) ☐ Soliciting material pursuant to Rule 14a-12 under the Exchange Act (17 CFR 240.14a-12) ☐ Pre-commencement communications pursuant to Rule 14d-2(b) under the Exchange Act (17 CFR 240.14d-2(b)) ☐ Pre-commencement communications pursuant to Rule 13e-4(c) under the Exchange Act (17 CFR 240.13e-4(c)) Indicate by check mark whether the registrant is an emerging growth company as defined in Rule 405 of the Securities Act of 1933(17 CFR §230.405) or Rule 12b-2 of the Securities Exchange Act of 1934 (17 CFR §240.12b-2). Emerging growth company ☐ If an emerging growth company, indicate by check mark if the registrant has elected not to use the extended transition period for complying with any new or ☐ revised financial accounting standards provided pursuant to Section 13(a) of the Exchange Act. -
Mba Canto C 2019.Pdf (3.357Mb)
The Effect of Online Reviews on the Shares of Video Game Publishing Companies Cesar Alejandro Arias Canto Dissertation submitted in partial fulfilment of the requirements for the degree of Master of Business Administration (MBA) in Finance at Dublin Business School Supervisor: Richard O’Callaghan August 2019 2 Declaration I declare that this dissertation that I have submitted to Dublin Business School for the award of Master of Business Administration (MBA) in Finance is the result of my own investigations, except where otherwise stated, where it is clearly acknowledged by references. Furthermore, this work has not been submitted for any other degree. Signed: Cesar Alejandro Arias Canto Student Number: 10377231 Date: June 10th, 2019 3 Acknowledgments I would like to thank all the lecturers whom I had the opportunity to learn from. I would like to thank my lecturer and supervisor, Richard O’Callaghan. One of the best lecturers I have had throughout my education and a great person. I would like to thank my parents and family for the support and their love. 4 Contents Table of Contents Declaration ................................................................................................................................... 2 Acknowledgments ...................................................................................................................... 3 Contents ....................................................................................................................................... 4 Tables and figures index .......................................................................................................... -
Titanfall 2 Xbox
WARNING Before playing this game, read the Xbox One™ system, and accessory manuals for important safety and health information. www.xbox.com/support. Important Health Warning: Photosensitive Seizures A very small percentage of people may experience a seizure when exposed to certain visual images, including flashing lights or patterns that may appear in video games. Even people with no history of seizures or epilepsy may have an undiagnosed condition that can cause “photosensitive epileptic seizures” while watching video games. Symptoms can include light-headedness, altered vision, eye or face twitching, jerking or shaking of arms or legs, disorientation, confusion, momentary loss of awareness, and loss of consciousness or convulsions that can lead to injury from falling down or striking nearby objects. Immediately stop playing and consult a doctor if you experience any of these symptoms. Parents, watch for or ask children about these symptoms—children and teenagers are more likely to experience these seizures. The risk may be reduced by being farther from the screen; using a smaller screen; playing in a well-lit room, and not playing when drowsy or fatigued. If you or any relatives have a history of seizures or epilepsy, consult a doctor before playing. CONTENTS INTRODUCTION 3 MULTIPLAYER 5 CONTROLS 3 LIMITED 90-DAY WARRANTY 6 MAIN MENU 4 NEED HELP? 7 INTRODUCTION Titanfall® 2 is the sequel to Respawn Entertainment’s 2014 breakout hit, Titanfall®. In Titanfall 2 ’s Single Player campaign, you play as Jack Cooper—a Militia Rifleman who aspires to become a full-fledged Pilot. Explore the Frontier like never before, brave harsh environments, and forge a powerful bond with your Titan. -
ELECTRONIC ARTS INC. (Exact Name of Registrant As Specified in Its Charter)
Table of Contents UNITED STATES SECURITIES AND EXCHANGE COMMISSION WASHINGTON, D.C. 20549 FORM 10-Q þ QUARTERLY REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES EXCHANGE ACT OF 1934 For the Quarterly Period Ended September 30, 2018 OR ¨ TRANSITION REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES EXCHANGE ACT OF 1934 For the Transition Period from to Commission File No. 000-17948 ELECTRONIC ARTS INC. (Exact name of registrant as specified in its charter) Delaware 94-2838567 (State or other jurisdiction of (I.R.S. Employer incorporation or organization) Identification No.) 209 Redwood Shores Parkway Redwood City, California 94065 (Address of principal executive offices) (Zip Code) (650) 628-1500 (Registrant’s telephone number, including area code) Indicate by check mark whether the registrant (1) has 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 þ NO ¨ Indicate by check mark whether the registrant has submitted electronically every Interactive Data File required to be submitted pursuant to Rule 405 of Regulation S-T (§232.405 of this chapter) during the preceding 12 months (or for such shorter period that the registrant was required to submit such files). YES þ NO ¨ Indicate by check mark whether the registrant is a large accelerated filer, an accelerated filer, a non-accelerated filer, a smaller reporting company, or an emerging growth company. -
Ray-Traced Reflections in 'Battlefield V'
”It Just Works”: Ray-Traced Reflections in ’Battlefield V’ Johannes Deligiannis Jan Schmid EA DICE *PLACEHOLDER* * PLAY GAMESCOM TRAILER OR SIMILAR * TODAY we present Raytracing • Project background • GPU Raytracing Pipeline • Engine integration of DXR • GPU Performance Battlefield V • FPS set in WWII • Released Nov 2018 • Raytracing work began Dec 2017 • First DXR game released! Project Background • ~10 months dev time • Engineering • Use DXR in Battlefield V • Yasin Uludag (EA DICE) • AO • Johannes Deligiannis (EA DICE) • GI • Jiho Choi (NVIDIA) • Shadows • Pawel Kozlowski (NVIDIA) • Reflections • And a bunch of other people! ☺ Main Challanges • Not a Tech Demo • Early adopter tax • Content is set • API not final • Game in full production • Driver hang/bugs • BSoD • Scope of Engine changes • No capture tool (Nsight, Pix) • Performance • But we shipped it☺ • Denoising vs Ray Count • No RTX cards 10 11 (simple) raytracing pipeline Intersect/Material Generate Rays Light Rays Light Combine Data 12 Generate Rays Lookup Texture G Buffer *Tomasz Stachowiak and Yasin Uludag, Siggraph 2015. “Stochastic Screen-Space Reflections” 13 Raytracing MAGIC 14 Light Rays float4 light(MaterialData surfaceInfo, float3 rayDir) { foreach (light : pointLights) radiance += calcPoint(surfaceInfo, rayDir, light); foreach (light : spotLights) radiance += calcSpot(surfaceInfo, rayDir, light); foreach (light : reflectionVolumes) radiance += calcReflVol(surfaceInfo, rayDir, light); … } 15 Light Combine Lookup Texture Lit Raster result 16 Rays Contributeunhappy Less