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Pegi Annual Report
PEGI ANNUAL REPORT ANNUAL REPORT INTRODUCTION 2 CHAPTER 1 The PEGI system and how it functions 4 AGE CATEGORIES 5 CONTENT DESCRIPTORS 6 THE PEGI OK LABEL 7 PARENTAL CONTROL SYSTEMS IN GAMING CONSOLES 7 STEPS OF THE RATING PROCESS 9 ARCHIVE LIBRARY 9 CHAPTER 2 The PEGI Organisation 12 THE PEGI STRUCTURE 12 PEGI S.A. 12 BOARDS AND COMMITTEES 12 THE PEGI CONGRESS 12 PEGI MANAGEMENT BOARD 12 PEGI COUNCIL 12 PEGI EXPERTS GROUP 13 COMPLAINTS BOARD 13 COMPLAINTS PROCEDURE 14 THE FOUNDER: ISFE 17 THE PEGI ADMINISTRATOR: NICAM 18 THE PEGI ADMINISTRATOR: VSC 20 PEGI IN THE UK - A CASE STUDY? 21 PEGI CODERS 22 CHAPTER 3 The PEGI Online system 24 CHAPTER 4 PEGI Communication tools and activities 28 Introduction 28 Website 28 Promotional materials 29 Activities per country 29 ANNEX 1 PEGI Code of Conduct 34 ANNEX 2 PEGI Online Safety Code (POSC) 38 ANNEX 3 The PEGI Signatories 44 ANNEX 4 PEGI Assessment Form 50 ANNEX 5 PEGI Complaints 58 1 INTRODUCTION Dear reader, We all know how quickly technology moves on. Yesterday’s marvel is tomorrow’s museum piece. The same applies to games, although it is not just the core game technology that continues to develop at breakneck speed. The human machine interfaces we use to interact with games are becoming more sophisticated and at the same time, easier to use. The Wii Balance Board™ and the MotionPlus™, Microsoft’s Project Natal and Sony’s PlayStation® Eye are all reinventing how we interact with games, and in turn this is playing part in a greater shift. -
Spelutvecklarindex 2014 Baserad På Årsredovisningar Från 2013 Innehållsförteckning
SPELUTVECKLARINDEX 2014 BASERAD PÅ ÅRSREDOVISNINGAR FRÅN 2013 INNEHÅLLSFÖRTECKNING EXECUTIVE SUMMARY 2 ORDLISTA 3 FÖRORD 4 OMSÄTTNING OCH RESULTAT 5 ANTAL BOLAG 6 NYANSTÄLLNINGAR 7 KÖNSFÖRDELNING 7 OMSÄTTNING PER FÖRETAG 7 ANSTÄLLDA PER FÖRETAG 8 STÖRSTA AKTÖRER 8 SPELUTVECKLARKARTA 9 DISTRIBUTIONSPLATTFORMAR 10 FÖRETAGENS PLACERING 10 REGISTRERINGSÅR 10 REELLA INTÄKTER 11 NYA TJÄNSTER, NY PIRATKOPIERING 11 VÄRDEKEDJOR I FÖRÄNDRING 11 UTSIKTER 13 INVESTERA I SPEL OCH SPELANDE 15 SPELFÖRSÄLJNING I NORDEN 15 GLOBALT 16 HOT 17 SLUTSATS 18 METOD 18 Framsidans bild: Word Monsters, Raketspel 1 | Spelutvecklarindex 2014 EXECUTIVE SUMMARY Spelutvecklarindex kartlägger, redovisar och analyserar svenska spelutvecklares verksamheter och internationella trender under ett år genom att sammanställa bolagens årsredovisningar. Svensk spelutveckling är en exportnäring och verkar på en i hög grad globaliserad marknad. Spelbranschen har på några årtionden vuxit från en hobby för entusiaster till en världsomspännande industri med kulturell och ekonomisk betydelse. Spelutvecklarindex 2014 sammanställer de svenska bolagens senast redovisade verksamhetsår. Rapporten i korthet: • Svenska spelutvecklares omsättning växte med 76 procent till 6,55 miljarder kronor under 2013. • Merparten av företagen är lönsamma och branschen redovisar en sammanlagd vinst för femte året i rad. • Sysselsättningen ökade med 29 procent, eller 567 heltidstjänster, till 2534 anställda. • Antalet kvinnor ökade med 38 procent, att jämföra med 27 procent för männen. • Den genomsnittliga årliga tillväxten (CAGR) 2006-2013 är 39 procent. • 30 nya bolag har tillkommit, vilket med avdrag för de bolag som försvunnit resulterar i 170 aktiva bolag, en ökning med 17 procent. • Spelutveckling är en tillväxtbransch. Över hälften av alla bolag har registrerats efter 2010. Spelen lanseras ofta direkt på en internationell marknad, vilket också ger en global arbetsmarknad. -
Game Developer Index 2010 Foreword
SWEDISH GAME INDUSTRY’S REPORTS 2011 Game Developer Index 2010 Foreword It’s hard to imagine an industry where change is so rapid as in the games industry. Just a few years ago massive online games like World of Warcraft dominated, then came the breakthrough for party games like Singstar and Guitar Hero. Three years ago, Nintendo turned the gaming world upside-down with the Wii and motion controls, and shortly thereafter came the Facebook games and Farmville which garnered over 100 million users. Today, apps for both the iPhone and Android dominate the evolution. Technology, business models, game design and marketing changing almost every year, and above all the public seem to quickly embrace and follow all these trends. Where will tomorrow’s earnings come from? How can one make even better games for the new platforms? How will the relationship between creator and audience change? These and many other issues are discussed intensively at conferences, forums and in specialist press. Swedish success isn’t lacking in the new channels, with Minecraft’s unprecedented success or Battlefield Heroes to name two examples. Independent Games Festival in San Francisco has had Swedish winners for four consecutive years and most recently we won eight out of 22 prizes. It has been touted for two decades that digital distribution would outsell traditional box sales and it looks like that shift is finally happening. Although approximately 85% of sales still goes through physical channels, there is now a decline for the first time since one began tracking data. The transformation of games as a product to games as a service seems to be here. -
ABC Consumer Magazine Concurrent Release - Dec 2007 This Page Is Intentionally Blank Section 1
December 2007 Industry agreed measurement CONSUMER MAGAZINES CONCURRENT RELEASE This page is intentionally blank Contents Section Contents Page No 01 ABC Top 100 Actively Purchased Magazines (UK/RoI) 05 02 ABC Top 100 Magazines - Total Average Net Circulation/Distribution 09 03 ABC Top 100 Magazines - Total Average Net Circulation/Distribution (UK/RoI) 13 04 ABC Top 100 Magazines - Circulation/Distribution Increases/Decreases (UK/RoI) 17 05 ABC Top 100 Magazines - Actively Purchased Increases/Decreases (UK/RoI) 21 06 ABC Top 100 Magazines - Newstrade and Single Copy Sales (UK/RoI) 25 07 ABC Top 100 Magazines - Single Copy Subscription Sales (UK/RoI) 29 08 ABC Market Sectors - Total Average Net Circulation/Distribution 33 09 ABC Market Sectors - Percentage Change 37 10 ABC Trend Data - Total Average Net Circulation/Distribution by title within Market Sector 41 11 ABC Market Sector Circulation/Distribution Analysis 61 12 ABC Publishers and their Publications 93 13 ABC Alphabetical Title Listing 115 14 ABC Group Certificates Ranked by Total Average Net Circulation/Distribution 131 15 ABC Group Certificates and their Components 133 16 ABC Debut Titles 139 17 ABC Issue Variance Report 143 Notes Magazines Included in this Report Inclusion in this report is optional and includes those magazines which have submitted their circulation/distribution figures by the deadline. Circulation/Distribution In this report no distinction is made between Circulation and Distribution in tables which include a Total Average Net figure. Where the Monitored Free Distribution element of a title’s claimed certified copies is more than 80% of the Total Average Net, a Certificate of Distribution has been issued. -
Game On: Ways of Using Games to Engage Learners in Reading For
Game On: Ways of using digital games to engage learners in reading for pleasure October 2011 1 Contents Summary and key recommendations 3 1 Background 5 2 Recent research 8 3 A further review of games 13 4 Developing and testing two games 23 5 Observations from the think tank event 36 6 Recommendations 38 This report has been compiled by Genevieve Clarke and Michelle Treagust with thanks to colleagues at The Reading Agency, NIACE and PlayGen and also to students and tutors at Morley College, Transport for London, Brent Adult and Community Education Service and Park Future Family Learning Centre in Havant who took part in this project. Please contact [email protected] for further information. The Reading Agency has been funded by the Department for Business, Innovation and Skills to undertake this study as part of its ongoing work to promote the use of reading for pleasure to engage, motivate and support adults with literacy needs. The Reading Agency Free Word Centre 60 Farringdon Road London EC1R 3GA tel: 0871 750 1207 email: [email protected] web: readingagency.org.uk 2 Summary and key recommendations This document reports on the project undertaken by The Reading Agency for the Department of Business, Innovation and Skills (BIS) and NIACE between April and June 2011 which aimed to: help develop the Department’s thinking and plans to capitalise on the power of digital games; lay better groundwork to help the learning and skills sector harness the potential of games to engage and support people who are struggling with reading and writing and transform their perception of literacy and its relevance to their lives; and take The Reading Agency’s adult literacy development work with digital games to the next stage. -
Alma Plaza Is Coming — Almost Page 3
Palo 6°Ê888]Ê ÕLiÀÊ£ÇÊUÊ>Õ>ÀÞÊÎä]ÊÓääÊN xäZ Alto Alma Plaza is coming — almost Page 3 www.PaloAltoOnline.com Unsung pioneers of high tech African-American technologists lauded in Palo Alto page 16 Movies 26 Eating Out 28 Crossword/Sudoku 51 NArts Filmmaker explores Parkinson’s disease Page 21 NSports Quick action saves referee’s life Page 31 NHome & Real Estate Volunteers help Palo Alto go green Page 37 COUPONCOUPON SAVINGSSAVINGS 0'' OFF ANY BOZPOFJUFN t 4XJNTVJUT PURCHASE t 4BOEBMT t 4IPFT $ t 5PZT OF Expires 2/28/09 $25 .VDI.PSF Not/PUWBMJEXJUIBOZPUIFSPGGFSTPSEJTDPVOUT valid with any other offers of discounts onePOFQFSDVTUPNFS FYQJSFT per customer. Expires10/31/08 2/28/09 5 Not valid on XOOTR Scooters or trampolines. OR MORE Not valid on XOOTR Scooters Expires 2/28/09 875 Alma Street (Corner of Alma & Channing) 8BWFSMFZ4Ut 1BMP"MUP Downtown Palo Alto (650) 327-7222 Mon-Fri 7:30 am-8 pm, UPZBOETQPSUDPN Sat & Sun 8 am-6 pm "MTPBWBJMBCMFPOMJOF6TFDPVQPODPEF Best Chinese Cuisine Since 1956 FREE DINNER MANICURE AND 1700 Embarcadero, Palo Alto Buy 1 dinner entree & 856-7700 receive 2nd entree of equal or lesser value 1/2FREE. OFF SPA PEDICURE Must present coupon, LUNCH limit 2 coupons per table. $ (Includes Dim Sum on Carts) (Maximum Discount $15.00) ExpiresExpires 2/28/05 2/28/09 22 Not valid on FRI or SAT (reg. $37) DINNER Darbar 15% OFF (Maximum Discount $15.00) FINE INDIAN CUISINE ALL TAKE-OUT WAXING Largest Indian Buffet in Downtown P.A % Take-out & Catering Available DELIVERY BodyKneads SPA+SALON (Minimum $30.00) 129 Lytton Ave., Palo Alto 810 San Antonio Rd., Palo Alto (650) 852-0546 Not valid on private room dining. -
PC Zone Hardware Price List
Intel Processor LGA Core/T Ghz Cache FSB RM Turtle Beach Headset - PS3/ X-Box 360/ PC Gaming RM Graphic Card - Nvidia SP BIT CORE RAM RM Intel Celeron 430 775 1 / 1 1.80 512K 800 115 Turtle Beach EarForce Z2 TBS-2052 199 Asus GT 430 1GB DDR3 128 700 1600 279 Dual Core E5700 775 2 / 2 3.00 2MB 800 175 Turtle Beach EarForce PX21 - Wirless TBS-2130 319 Asus GT 440 1GB DDR5 128 822 3200 329 Pentium G620 1155 2 / 2 2.60 3MB 4.8(GT/s) 190 Turtle Beach EarForce P11 - Wireless TBS-2137 229 Asus GTX 450 1GB DDR5 128 810 3608 439 i3 2100 1155 2 / 4 3.10 3MB 4.8(GT/s) 350 Turtle Beach EarForce XL1 - Wireless TBS-2151 179 Asus GTX 550 Ti DC 1GB DDR5 192 910 4104 559 i5 2320 1155 4 / 4 3.00 6MB 4.8(GT/s) 550 Turtle Beach EarForce PX3 - Wireless TBS-2242 549 Asus GTX 550 Ti DC Top 1GB DDR5 192 975 4104 599 i5 2400 1155 4 / 4 3.10 6MB 4.8(GT/s) 575 Turtle Beach EarForce Charlie Z6A-5.1 TBS-4216-01 599 Asus GTX 560 DCII OC/2DI/1GD5 256 850 4200 745 i5 2500 1155 4 / 4 3.30 6MB 4.8(GT/s) 625 Turtle Beach EarForce PX3 - Wireless TBS-4242-01 759 Asus GTX 560 Ti DC II Top 1GB DDR5 256 900 4200 929 i5 2500K 1155 4 / 4 3.30 6MB 4.8(GT/s) 655 MP3/MP4/E-Book/MID/Bluetooth Devices RM Asus GTX 570 2DI 1280MB DDR5 320 742 3800 1289 i7 2600 1155 4 / 8 3.40 8MB 4.8(GT/s) 900 Car FM Modulator for Iphone/Ipod MP3-D8-868 69 Asus GTX 580/2DI/1536MD5 384 772 4008 1799 i7 2600K 1155 4 / 8 3.40 8MB 4.8(GT/s) 965 Car FM Modulator for Blackberry/HTC MP3-D8-869 69 Asus MATRIX GTX580P/2DIS/1536MD5 384 772 4008 1999 Core i7 960 1366 4 / 8 3.20 8MB 4.8(GT/s) 955 Car MP3 FM Modulator -
Game Developer Index 2019
Game Developer Index 2019 Second edition October 2019 Published by the Swedish Games Industry Research: Nayomi Arvell Layout: Kim Persson Illustration, cover: Pontus Ullbors Text & analysis: Johanna Nylander The Swedish Games Industry is a collaboration between trade organizations ANGI and Spelplan-ASGD. ANGI represents publishers and distributors and Spelplan-ASGD represents developers and producers. Dataspelsbranschen Swedish Games Industry Magnus Ladulåsgatan 3, SE-116 35 Stockholm www.swedishgamesindustry.com Contact: [email protected] Key Figures KEY FIGURES 2018 2017 2016 2015 2014 2013 Number of companies 384 (+12%) 343 (+22%) 282 (+19%) 236 (+11%) 213 (25+%) 170 (+17%) Revenue EUR M 1 872 (+33%) 1 403 (+6%) 1 325 (+6%) 1 248 (+21%) 1 028 (+36%) 757 (+77%) Profit EUR M 335 (-25%) 446 (-49%) 872 (+65%) 525 (+43%) 369 (29+%) 287 (+639%) Employees 7 924 (+48%) 5 338 (+24%) 4 291 (+16%) 3 709 (+19%) 3 117 (+23%) 2 534 (+29%) Employees based in 5 320 (+14%) 4 670 (+25%) 3 750 No data No data No data Sweden Men 6 224 (79%) 4 297 (80%) 3 491 (81%) 3 060 (82%) 2 601 (83%) 2 128 (84%) Women 1 699 (21%) 1 041 (20%) 800 (19%) 651 (18%) 516 (17%) 405 (16%) Tom Clancy’s The Division 2, Ubisoft Massive Entertainment Index Preface Art and social impact – the next level for Swedish digital games 4 Preface 6 Summary The game developers just keep breaking records. What once was a sensation making news headlines 8 Revenue – “Swedish video games succeed internationally” 9 Revenue & Profit – is now the established order and every year new records are expected from the Game Developer 12 Employees Index. -
Annual Report2011 Web (Pdf)
ANNUAL REPORT 2 011 INTRODUCTION 3 CHAPTER 1 The PEGI system and how it functions 4 TWO LEVELS OF INFORMATION 5 GEOGRAPHY AND SCOPE 6 HOW A GAME GETS A RATINg 7 PEGI ONLINE 8 PEGI EXPRESS 9 PARENTAL CONTROL SYSTEMS 10 CHAPTER 2 Statistics 12 CHAPTER 3 The PEGI Organisation 18 THE PEGI STRUCTURE 19 PEGI s.a. 19 Boards and Committees 19 PEGI Council 20 PEGI Experts Group 21 THE FOUNDER: ISFE 22 THE PEGI ADMINISTRATORS 23 NICAM 23 VSC 23 PEGI CODERS 23 CHAPTER 4 PEGI communication tools and activities 25 INTRODUCTION 25 SOME EXAMPLES OF 2011 ACTIVITIES 25 PAN-EUROPEAN ACTIVITIES 33 PEGI iPhone/Android app 33 Website 33 ANNEXES 34 ANNEX 1 - PEGI CODE OF CONDUCT 35 ANNEX 2 - PEGI SIGNATORIES 45 ANNEX 3 - PEGI ASSESSMENT FORM 53 ANNEX 4 - PEGI COMPLAINTS 62 INTRODUCTION © Rayman Origins -Ubisoft 3 INTRODUCTION Dear reader, PEGI can look back on another successful year. The good vibes and learning points from the PEGI Congress in November 2010 were taken along into the new year and put to good use. PEGI is well established as the standard system for the “traditional” boxed game market as a trusted source of information for parents and other consumers. We have almost reached the point where PEGI is only unknown to parents if they deliberately choose to ignore video games entirely. A mistake, since practically every child or teenager in Europe enjoys video games. Promoting an active parental involvement in the gaming experiences of their children is a primary objective for PEGI, which situates itself at the heart of that. -
Swedish Game Developer Index 2017-2018 Second Edition Published by Swedish Games Industry Research, Text & Design: Jacob Kroon Cover Illustration: Anna Nilsson
Swedish Game Developer Index 2017-2018 Second Edition Published by Swedish Games Industry Research, text & design: Jacob Kroon Cover Illustration: Anna Nilsson Dataspelsbranschen Swedish Games Industry Klara norra kyrkogata 31, Box 22307 SE-104 22 Stockholm www.dataspelsbranschen.se Contact: [email protected] 2 Table of Contents Summary 4 Preface 5 Revenue & Profit 8 Key Figures 10 Number of Companies 14 Employment 14 Gender Distribution 16 Employees & Revenue per Company 18 Biggest Companies 20 Platforms 22 Actual Consumer Sales Value 23 Game Developer Map 24 Globally 26 The Nordic Industry 28 Future 30 Copyright Infringement 34 Threats & Challenges 36 Conclusion 39 Method 39 Timeline 40 Glossary 42 3 Summary The Game Developer Index analyses Swedish game few decades, the video game business has grown developers’ operations and international sector trends from a hobby for enthusiasts to a global industry with over a year period by compiling the companies’ annual cultural and economic significance. The 2017 Game accounts. Swedish game development is an export Developer Index summarizes the Swedish companies’ business active in a highly globalized market. In a last reported business year (2016). The report in brief: Revenue increased to EUR 1.33 billion during 2016, doubling in the space of three years Most companies are profitable and the sector reports total profits for the eighth year in a row Jobs increased by 16 per cent, over 550 full time positions, to 4291 employees Compound annual growth rate since 2006 is 35 per cent Small and medium sized companies are behind 25 per cent of the earnings and half of the number of employees More than 70 new companies result in 282 active companies in total, an increase by 19 per cent Almost 10 per cent of the companies are working with VR in some capacity Game development is a growth industry with over half Swedish game developers are characterized by of the companies established post 2010. -
John Carmack Archive - Interviews
John Carmack Archive - Interviews http://www.team5150.com/~andrew/carmack August 2, 2008 Contents 1 John Carmack Interview5 2 John Carmack - The Boot Interview 12 2.1 Page 1............................... 13 2.2 Page 2............................... 14 2.3 Page 3............................... 16 2.4 Page 4............................... 18 2.5 Page 5............................... 21 2.6 Page 6............................... 22 2.7 Page 7............................... 24 2.8 Page 8............................... 25 3 John Carmack - The Boot Interview (Outtakes) 28 4 John Carmack (of id Software) interview 48 5 Interview with John Carmack 59 6 Carmack Q&A on Q3A changes 67 1 John Carmack Archive 2 Interviews 7 Carmack responds to FS Suggestions 70 8 Slashdot asks, John Carmack Answers 74 9 John Carmack Interview 86 9.1 The Man Behind the Phenomenon.............. 87 9.2 Carmack on Money....................... 89 9.3 Focus and Inspiration...................... 90 9.4 Epiphanies............................ 92 9.5 On Open Source......................... 94 9.6 More on Linux.......................... 95 9.7 Carmack the Student...................... 97 9.8 Quake and Simplicity...................... 98 9.9 The Next id Game........................ 100 9.10 On the Gaming Industry.................... 101 9.11 id is not a publisher....................... 103 9.12 The Trinity Thing........................ 105 9.13 Voxels and Curves........................ 106 9.14 Looking at the Competition.................. 108 9.15 Carmack’s Research...................... -
Swedish Game Developer Index 2016 Game Developer Index
Swedish game developer index 2016 game developer index First Edition Published by Swedish Games Industry Research: Hanna Metsis, Jacob Kroon Text & Design: Jacob Kroon Swedish Games Industry is a partnership between ANGI and Spelplan-ASGD. Dataspelsbranschen Swedish Games Industry Klara norra kyrkogata 31, Box 22307 SE-104 22 Stockholm www.dataspelsbranschen.se Contact: [email protected] 2016 2 Table of contents summary 4 preface 5 revenue & profit 6-7 employment 8 number of companies 8 gender distribution 9 turnover per company 10 employees per company 10 largest companies 11 company map 12-13 future 15 actual revenues 16 domestic market 17 worldwide 18-20 intellectual property infringement 20 threats & challenges 23 listed game companies 24-26 conclusion 28 methodology 31 timeline - a selection 33 glossary 34 3 summary ame Developer Index analyzes the growth of Swedis video game companies and international trends by compiling the annual accounts of the companies. Swedish game development is an export industry operating on a highly globalized market. The domestic Gindustry has grown from a hobby of enthusiasts to a world-wide industry with cultural and economic significance under just a few decades. The Game Developer Index 2016 summarizes the growth of the latest fiscal year. The sumary in brief: Revenue increased by 41 per cent to almost EUR1,3 billion in 2015. A 200 per cent increase in two years. A majority of companies are profitable and the industry has reported a total profit for seven years running. Employment increased by 19 per cent, more than 550 full-time positions, to a total of 3709 employees.