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games assets portfolio FULL GAME CREDITS ACTIVISION InXILE Starbreeze Call of Duty: Ghosts Heist The walking dead Call of Duty: Advanced Warfare Call of Duty: Black Ops 3 IO INTERACTIVE SQUARE ENIX Call of Duty: Infinity Warfare Hitman: Absolution Bravely Default BIOWARE KABAM THQ Dragon Age: Inquisition Spirit Lords Darksiders Saints Row 2 CRYSTAL DYNAMICS KONAMI Tomb Raider 2013 Silent Hill: Shattered Memories TORUS Rise of the Tomb Raider Barbie: Life in the Dreamhouse MIDWAY Falling Skies: Planetary Warfare ELECTRONIC ARTS NFL Blitz 2 How to Train Your Dragon 2 DarkSpore Penguins of Madagascar FIFA 09/10/11/12/13/14/15/16/17/18/19 PANDEMIC STUDIOS Fight Night 4 The Sabateur VICIOUS CYCLE Harry Potter – Deathly Hallows Part 1 & 2 Ben 10: Alien Force NBA Live 09/10/12/13 ROCKSTAR GAMES Dead Head Fred NCAA Football 09/10/11/12/13/14 LA Noire NFL Madden 11/12/13/14/15 / 18 Max Payne 2 2K NHL 09/10/11/12/13/16/17/18 Max Payne 3 NBA 2K14/15 Rory Mcilroy PGA Tour Red Dead Redemption Tiger Woods 11/12/13 Grand Theft Auto V 505 GAMES Warhammer Online: Age of Reckoning Takedown (Trailer) UFC 1/ 2 /3 SONY COMPUTER ENTERTAINMENT NFS – Payback God of War 2 EPIC GAMES Battlefield 1 In the name of Tsar Sorcery Gears of War 2 Killzone: Shadow Fall UBISOFT Assassin’s Creed GAMELOFT Starlink Asphalt 9 Steep Rainbow 6 KEYFRAME ANIMATION ASSET CREATION MOCAP CLEANUP LIGHTING FX UBISOFT Assassin Creed Odyssey UBISOFT UBISOFT Assassin Creed Odyssey UBISOFT Assassin Creed Odyssey UBISOFT Assassin Creed Odyssey UBISOFT Assassin Creed Odyssey Electronic Arts -
Video Game Archive: Nintendo 64
Video Game Archive: Nintendo 64 An Interactive Qualifying Project submitted to the Faculty of WORCESTER POLYTECHNIC INSTITUTE in partial fulfilment of the requirements for the degree of Bachelor of Science by James R. McAleese Janelle Knight Edward Matava Matthew Hurlbut-Coke Date: 22nd March 2021 Report Submitted to: Professor Dean O’Donnell Worcester Polytechnic Institute This report represents work of one or more WPI undergraduate students submitted to the faculty as evidence of a degree requirement. WPI routinely publishes these reports on its web site without editorial or peer review. Abstract This project was an attempt to expand and document the Gordon Library’s Video Game Archive more specifically, the Nintendo 64 (N64) collection. We made the N64 and related accessories and games more accessible to the WPI community and created an exhibition on The History of 3D Games and Twitch Plays Paper Mario, featuring the N64. 2 Table of Contents Abstract…………………………………………………………………………………………………… 2 Table of Contents…………………………………………………………………………………………. 3 Table of Figures……………………………………………………………………………………………5 Acknowledgements……………………………………………………………………………………….. 7 Executive Summary………………………………………………………………………………………. 8 1-Introduction…………………………………………………………………………………………….. 9 2-Background………………………………………………………………………………………… . 11 2.1 - A Brief of History of Nintendo Co., Ltd. Prior to the Release of the N64 in 1996:……………. 11 2.2 - The Console and its Competitors:………………………………………………………………. 16 Development of the Console……………………………………………………………………...16 -
ELECTRONIC ARTS INC. (Exact Name of Registrant As Speciñed in Its Charter)
UNITED STATES SECURITIES AND EXCHANGE COMMISSION Washington, D.C. 20549 FORM 10-K ≤ ANNUAL REPORT PURSUANT TO SECTION 13 OR 15 (d) OF THE SECURITIES EXCHANGE ACT OF 1934 For the Ñscal year ended March 31, 2003 OR n 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. 0-17948 ELECTRONIC ARTS INC. (Exact name of Registrant as speciÑed in its charter) Delaware 94-2838567 (State or other jurisdiction of (I.R.S. Employer incorporation or organization) IdentiÑcation No.) 209 Redwood Shores Parkway Redwood City, California 94065 (Address of principal executive oÇces) (Zip Code) Registrant's telephone number, including area code: (650) 628-1500 Securities registered pursuant to Section 12(b) of the Act: None Securities registered pursuant to Section 12(g) of the Act: Class A Common Stock, $.01 par value (Title of class) Indicate by check mark whether the Registrant (1) has Ñled all reports required to be Ñled 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 Ñle such reports), and (2) has been subject to such Ñling requirements for the past 90 days. YES ≤ NO n Indicate by check mark if disclosure of delinquent Ñlers pursuant to Item 405 of Regulation S-K is not contained herein, and will not be contained, to the best of registrant's knowledge, in deÑnitive proxy or information statements incorporated by reference in Part III of this Form 10-K or any amendment to this Form 10-K. -
Disruptive Innovation and Internationalization Strategies: the Case of the Videogame Industry Par Shoma Patnaik
HEC MONTRÉAL Disruptive Innovation and Internationalization Strategies: The Case of the Videogame Industry par Shoma Patnaik Sciences de la gestion (Option International Business) Mémoire présenté en vue de l’obtention du grade de maîtrise ès sciences en gestion (M. Sc.) Décembre 2017 © Shoma Patnaik, 2017 Résumé Ce mémoire a pour objectif une analyse des deux tendances très pertinentes dans le milieu du commerce d'aujourd'hui – l'innovation de rupture et l'internationalisation. L'innovation de rupture (en anglais, « disruptive innovation ») est particulièrement devenue un mot à la mode. Cependant, cela n'est pas assez étudié dans la recherche académique, surtout dans le contexte des affaires internationales. De plus, la théorie de l'innovation de rupture est fréquemment incomprise et mal-appliquée. Ce mémoire vise donc à combler ces lacunes, non seulement en examinant en détail la théorie de l'innovation de rupture, ses antécédents théoriques et ses liens avec l'internationalisation, mais en outre, en situant l'étude dans l'industrie des jeux vidéo, il découvre de nouvelles tendances industrielles et pratiques en examinant le mouvement ascendant des jeux mobiles et jeux en lignes. Le mémoire commence par un dessein des liens entre l'innovation de rupture et l'internationalisation, sur le fondement que la recherche de nouveaux débouchés est un élément critique dans la théorie de l'innovation de rupture. En formulant des propositions tirées de la littérature académique, je postule que les entreprises « disruptives » auront une vitesse d'internationalisation plus élevée que celle des entreprises traditionnelles. De plus, elles auront plus de facilité à franchir l'obstacle de la distance entre des marchés et pénétreront dans des domaines inconnus et inexploités. -
3.1. Trastorno Del Espectro Autista
Grau en Diseño y Producción de Videojuegos VIDEOJUEGOS Y TRASTORNO DEL ESPECTRO AUTISTA: ESTUDIO SOBRE LAS PREFERENCIAS Y HÁBITOS DE ADOLESCENTES CON TRASTORNO DEL ESPECTRO AUTISTA EN RELACIÓN A LOS VIDEOJUEGOS Memoria MERITXELL LARISSA VÁZQUEZ VENTURO TUTOR: CARLOS GONZÁLEZ TARDÓN CURSO 2018-19 Dedicatoria Para todas aquellas valientes personas que lidian con sus dificultades cada día. Agradecimientos Quiero dar las gracias a todos los profesionales que han hecho posible este proyecto y a las personas que me han ayudado y apoyado para seguir adelante con este trabajo. Abstract In this thesis, an investigation is made about adolescents with high-function ASD’s habits and opinions regarding to videogames compared to a control group without this disorder. Before performing the investigation, a bibliographic research of Autism Spectrum Disorder, videogames, their genres and the positive and negative effects has been done. Also it analyzes the main investigations related to ASD and videogames which serves as the basis for the preparation of a survey for the two studied populations. Resumen En este trabajo, se realiza una investigación sobre los hábitos y opiniones que tienen los adolescentes con TEA con escolarización normalizada respecto a los videojuegos comparado con un grupo de control sin dicho trastorno. Antes de realizar la investigación se hizo un estudio bibliográfico del Trastorno del Espectro Autista, los videojuegos, sus géneros y los efectos positivos y negativos. También analiza las principales investigaciones relacionadas entre el TEA y los videojuegos que sirve de base para la elaboración de la encuesta para las poblaciones investigadas. Resum En aquest treball, es realitza una investigació sobre els hàbits i opinions que tenen els adolescents amb TEA amb escolarització normalitzada respecte als videojocs comparat amb un grup de control sense aquest trastorn. -
EA Sports Challenge Series Powered by Virgin Gaming Launches Today
EA Sports Challenge Series Powered by Virgin Gaming Launches Today Virtual Athletes Compete for a Chance to Win Over $1-Million in Cash and Prizes in New Sports Video Game Tournament Exclusively on PlayStation 3 REDWOOD CITY, Calif.--(BUSINESS WIRE)-- Pro athletes will not be the only ones cashing in on their highlight reel moves in 2012, as Electronic Arts Inc. (NASDAQ:ERTS) today announced the EA SPORTS™ Challenge Series, a sports video game tournament series that will determine the most skilled Madden NFL 12, NHL®12 and FIFA 12 gamers. Powered by Virgin Gaming and exclusive to the PlayStation®3 (PS3TM) computer entertainment system, participants will compete for over $1- million in cash and prizes — the largest prize money of any console-based sports gaming tournament ever. Available online at www.virgingaming.com, new technology allows gamers to participate in the tournament online at their leisure by pairing up gamers playing on the site at the same time. "Virgin Gaming is earning a reputation for hosting the biggest gaming tournaments, but our members have been asking for even larger prize pools. That's what drove the creation of the EA SPORTS Challenge Series; the idea came from them," said Rob Segal, CEO of Virgin Gaming. "This is also the perfect opportunity to bring our unique tournament format to the masses, giving gamers the freedom to compete whenever they want, instead of according to a set schedule. Those who make it through the online qualifier phase will then earn a seat to play in the live finals for huge cash prizes and true e-sport star status." Players that want to compete in the EA SPORTS Challenge Series can register and participate immediately. -
The 2021 NHL Gaming World Championship™ OFFICIAL RULES NO PURCHASE OR PAYMENT of ANY KIND IS NECESSARY to ENTER OR WIN. THIS I
The 2021 NHL Gaming World Championship™ OFFICIAL RULES NO PURCHASE OR PAYMENT OF ANY KIND IS NECESSARY TO ENTER OR WIN. THIS IS A CONTEST OF SKILL. A PURCHASE OR PAYMENT WILL NOT INCREASE CHANCES OF WINNING. SUBJECT TO ALL APPLICABLE LAWS, REGULATIONS, AND ORDINANCES. VOID OUTSIDE EUROPEAN REGION (AS DEFINED BELOW), AND WHERE PROHIBITED OR RESTRICTED BY LAW IN THE UNITED STATES AND CANADA. The 2021 NHL Gaming World Championship™ is an esports tournament for players of the Electronic Arts NHL® ‘21 video game using the Hockey Ultimate Team (“HUT”) mode on the (i) Xbox One or Xbox Series X (“Xbox”) consoles and (ii) the PlayStation 4 and PlayStation 5 (“PlayStation”) consoles. The 2021 NHL Gaming World Championship will be comprised of two separate tournaments: the first is for Players from the North American Region, and the second is for Players from the European Region (each as defined below). The tournament for Players from the North American Region is “NHL GWC – North America,” and the tournament for Players from the European Region is “NHL GWC – Europe.” GWC – North America and GWC – Europe are collectively the “Tournament.” Each of NHL GWC – North America and NHL GWC - Europe will consist of three (3) rounds (each a “Round”), as follows: NHL GWC – North America • Round 1: An “Online Open Play” round consisting of an approximately four- (4)-week open- play period; • Round 2: A “Club Final” round consisting of thirty-two (32) brackets of eight (8) Players each (collectively, the “Club Finals”) to qualify for the Club Championship; and • Round 3: A “Club Championship” round consisting of the top Player from each Club Final. -
2K Sports Announces More Gameplay Features for NHL(R) 2K8 August
2K Sports Announces More Gameplay Features for NHL(R) 2K8 August 16, 2007 2:00 PM ET NEW YORK--(BUSINESS WIRE)--Aug. 16, 2007--2K Sports, the sports publishing label of Take-Two Interactive Software, Inc. (NASDAQ: TTWO), today announced more standard-setting features for NHL(R) 2K8. Superstar Moves, which highlight the well known moves of NHL greats, and the all-new goaltending features, go hand-in-hand to make this latest edition of NHL 2K, the top rated NHL video game series*, one of the most exciting hockey gaming experiences to date. "Complementing our new ProStick(TM) feature, which gives users precision stick control, Superstar Moves bring an added layer of depth to the gameplay in NHL 2K8 by allowing gamers to execute some of the most legendary moves performed by actual NHL players," said Graeme Bayless, President of Kush Games, a 2K Sports studio. Captured with the help of NHL legend Igor Larionov, Superstar Moves add a new dimension of skill and excitement to breakaways and shootouts by giving users the ability to perform 12 unique combo-based moves. This feature is true to life - not every player is capable of performing each move. With success hinging on your player's skill level, lighting the lamp with a Superstar Move becomes a rewarding experience balanced with authenticity. Rounding out the wide array of gameplay features, NHL 2K8 showcases completely revamped goalies. Under the guidance of star NHL goalie Marty Turco, the all-new goaltending includes significant enhancements to goalie logic and decision making. Goalies will now realistically come out and challenge, guard the posts, and perform spectacular butterfly saves. -
Page 1 EBM Assignment Three: Nine Elements of Business Models
Page 1 EBM Assignment Three: Nine Elements of Business Models EA Sports FIFA Fernando Ortenblad Sigaud Full Sail University Entertainment Business Models 02/18/2018 Page 2 Why I choose this company: I decided to select EA Sports FIFA due to two factors, first because video game have always been important to me, since my ten years old, when my parents gave me my first video game and I started to play FIFA. It is a realistic soccer simulator that immerses you inside the day by day of a professional soccer team. With the advance of technology, FIFA has become a fantastic game, where nowadays you can control your favorite player or team, or even create a brand new team and compete against people from over the world. Second, because of the video game industry, that has drastically increased over the years, where companies are always searching for new talents, especially in Brazil, that is lacking in good professionals. Even that my career goal is to work in the live music events industry, as an entertainment business student is essential to understand all entertainment areas, especially video games. By analyzing EA Sports FIFA this month, I am going to learn about a successful business model and understand how a powerful conglomerate like Electronic Arts operates and maximize his profits every year. EA Sports FIFA Background Information: EA Sports FIFA is a video game franchise that simulates soccer, created in 1993 by the name of FIFA International Soccer. Making an incredible success because it was the first soccer video game to have a license from FIFA (Federation of International Football Association), the entity responsible to regulates soccer and for several tournaments and soccer events around the world (FIFA.com, 2017). -
[Cloud-PDF] Game Manual Nhl 14 Review
Game Manual Nhl 14 Review Download Game Manual Nhl 14 Review At the moment, that game seems to be NHL 14, and if you're not a hockey diehard, you certainly won't need this year's game. But if you want a hockey video game, you can't go wrong here. NOTE: All shooting controls are based on players moving toward the top of the game screen. To change your shooting controls, select SETTINGS in the Customize. NHL 15 isn't a bad game, but at $60 (or $70 if you're Canadian), it's a bad value, considering how little the core mechanics and suite of modes have improved from NHL 14, or even since NHL 13. Unless last year's broken Be A GM progression system and goofy dump-in puck physics were game-killers for you, NHL 15's few minor fixes won't justify the.NHL 14 looks amazing. Its like your watching a real NHL game in HD! Its a really realistic game in other aspects too, like puck control, player skating, and goalie saves. GM mode and season mode are my favorite modes to play but the training mode and practice drills are also fun to play and learn. 4.5 out of 5 stars from 7014 reviews 7,014. NHL®14 Facebook Like Button Game Rating: E10 (Everyone 10. Download the manual for this game by going to 2J Electronic Arts Vancouver, Electronic Arts, Inc, NuFX, Inc. , Park Place Productions, Hitmen Productions and Distinctive Software, Inc.. This does not imply employment by these companies. -
Testing the Mere Exposure Effect in Videogaming M Gledhill Phd 2019
Testing the Mere Exposure Effect in Videogaming M Gledhill PhD 2019 i Testing the Mere Exposure Effect in Videogaming Michelle Gledhill Department of Marketing, Retail and Tourism Thesis submitted in the partial fulfilment of the requirements of Manchester Metropolitan University for the degree of Doctor of Philosophy. September 2019 ii ABSTRACT Due to proliferation of media and platforms it is becoming increasingly difficult for marketers to reach and engage consumers using traditional forms of mass media such as advertising. Marketers are turning to alternate forms of communication, such as brand placement in videogames as the games industry continues to grow. To date academic research appears inconclusive in terms of validating the use of videogames as a promotional tool. Moreover, there is a lack of empirical evidence concerning the effects on consumers and brands of marketing messages in the videogame environment. This aim of this study was to investigate whether exposure to brand placement affects unknown brand likeability as a result of mere exposure for game players and game watchers in videogames. The study adopted a quasi-experiment between group design, with a Control, Watch Group and Play Group (300 participants in total) and a post exposure questionnaire. Results suggest some support a mere exposure effect which is that a frequently presented brand placement in a videogame can have a positive effect on players and watchers’ brand attitudes, although they do not recall the brand. This is the first empirical study to investigate brand placement and mere exposure effects in videogames. Theoretically, the study contributes to knowledge concerning brand placement processing in videogames and builds on the existing paradigms of MEE, low-involvement processing, implicit and explicit processing and brand attitude formation. -
John Riccitiello Chief Executive Officer
John Riccitiello Chief Executive Officer 1 Safe Harbor Statement Some statements contained in this presentation contain forward-looking statements that involve risks and uncertainties. Statements including words such as "anticipate", "believe" or "expect" and statements in the future tense are forward-looking statements. These forward- looking statements are subject to business and economic risks and actual events or actual future results could differ materially from those set forth in the forward-looking statements due to such risks and uncertainties. Some of the factors which could cause our results to differ materially from our expectations include the following: competition in the interactive entertainment industry; the timely release and availability of an adequate supply of hardware units; our ability to predict consumer preferences among competing hardware platforms; consumer spending trends; the seasonal and cyclical nature of the interactive game segment; timely development and release of our products; our ability to manage expenses during fiscal year 2008; our ability to secure licenses to valuable entertainment properties on favorable terms; our ability to attract and retain key personnel; changes in our effective tax rates; adoption of new accounting regulations and standards; potential regulation of our products in key territories; developments in the law regarding protection of our products; fluctuations in foreign exchange rates; and other factors described in our annual report on Form 10-K for the year ended March 31, 2007