Exploring the Virtual Worlds of Advergaming (Virus Bulletin
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Before the FEDERAL TRADE COMMISSION Washington, DC 20580
Before the FEDERAL TRADE COMMISSION Washington, DC 20580 In the Matter of ) ) Request for Public Comment on the ) P104503 Federal Trade Commission’s ) Implementation of the Children’s Online ) Privacy Protection Rule ) COMMENTS OF The Center for Digital Democracy, American Academy of Child and Adolescent Psychiatry, American Academy of Pediatrics, Benton Foundation, Berkeley Media Studies Group, Campaign for a Commercial-Free Childhood, Center for Science in the Public Interest, Children Now, Consumer Action, Consumer Federation of America, Consumer Watchdog, Consumers Union, National Consumers League, Privacy Rights Clearinghouse, Public Health Institute, U.S. PIRG, and World Privacy Forum Of Counsel: Angela J. Campbell, Guilherme Roschke Pamela Hartka Institute for Public Representation James Kleier, Jr. Georgetown University Law Center Raquel Kellert 600 New Jersey Avenue, NW Andrew Lichtenberg Washington, DC 20001 Ari Meltzer (202) 662-9535 Georgetown Law Students Attorneys for CDD et al. June 30, 2010 SUMMARY The Center for Digital Democracy, American Academy of Child and Adolescent Psychiatry, American Academy of Pediatrics, Benton Foundation, Berkeley Media Studies Group, Campaign for a Commercial-Free Childhood, Center for Science in the Public Interest, Children Now, Consumer Action, Consumer Federation of America, Consumer Watchdog, Consumers Union, National Consumers League, Privacy Rights Clearinghouse, Public Health Institute, U.S. PIRG, and World Privacy Forum are pleased that the FTC has begun a comprehensive review of its children’s privacy regulations. In general, the Children’s Online Privacy Protection Act (COPPA) and the FTC rules implementing it have helped to protect the privacy and safety of children online. Recent developments in technology and marketing practices require that the COPPA rules be updated and clarified. -
The Video Game Industry an Industry Analysis, from a VC Perspective
The Video Game Industry An Industry Analysis, from a VC Perspective Nik Shah T’05 MBA Fellows Project March 11, 2005 Hanover, NH The Video Game Industry An Industry Analysis, from a VC Perspective Authors: Nik Shah • The video game industry is poised for significant growth, but [email protected] many sectors have already matured. Video games are a large and Tuck Class of 2005 growing market. However, within it, there are only selected portions that contain venture capital investment opportunities. Our analysis Charles Haigh [email protected] highlights these sectors, which are interesting for reasons including Tuck Class of 2005 significant technological change, high growth rates, new product development and lack of a clear market leader. • The opportunity lies in non-core products and services. We believe that the core hardware and game software markets are fairly mature and require intensive capital investment and strong technology knowledge for success. The best markets for investment are those that provide valuable new products and services to game developers, publishers and gamers themselves. These are the areas that will build out the industry as it undergoes significant growth. A Quick Snapshot of Our Identified Areas of Interest • Online Games and Platforms. Few online games have historically been venture funded and most are subject to the same “hit or miss” market adoption as console games, but as this segment grows, an opportunity for leading technology publishers and platforms will emerge. New developers will use these technologies to enable the faster and cheaper production of online games. The developers of new online games also present an opportunity as new methods of gameplay and game genres are explored. -
A Case Study on Merger of Skype and Microsoft
European Journal of Business, Economics and Accountancy Vol. 8, No. 1, 2020 ISSN 2056-6018 VALUATION OF TARGET FIRMS IN MERGERS AND ACQUISITIONS: A CASE STUDY ON MERGER OF SKYPE AND MICROSOFT Nguyen Vuong Bang Tam Thu Dau Mot University VIETNAM [email protected] ABSTRACT Mergers and acquisitions have become the most popular used methods of growth for the company and it’s one of the best ways to make a shortcut to get the success. They create the larger potential market share and open it up to a more diversified market, increase competitive advantage against competitors. It also allows firms to operate more efficiently and benefit both competition and consumers. However, there are also many cases that the synergy between acquiring company and acquired company failed. The most common reason is to not create synergy between both of them. In recent months, the merger between Microsoft and Skype is a very hot topic of analysts and viewers…etc. This acquisition presents a big opportunity for both firms, Skype give Microsoft a boost in the enterprise collaboration. To exchange for this synergy, Microsoft paid $8.5 billion in cash for Skype, the firm is not yet profitable. Skype revenue totaling $860 million last year and operating profit of $264 million, the company lost $6.9 million overall, according to documents filed with the SEC. Is that a good deal for Microsoft? Many analysts have different point of view but most of them have negative perspective. Research was to provide the analysis of Skype’s intrinsic value with an optimistic view of point about Skype’s future, Microsoft overpaid for Skype. -
(BHC) Will Be Held Friday, September 25, 2020 10:00 AM - 12:00 PM
BALDWIN HILLS CONSERVANCY NOTICE OF PUBLIC MEETING The meeting of the Baldwin Hills Conservancy (BHC) will be held Friday, September 25, 2020 10:00 AM - 12:00 PM Pursuant to Executive Order N-29-20 issued by Governor Gavin Newsom on March 17, 2020, certain provisions of the Bagley Keene Open Meeting Act are suspended due to a State of Emergency in response to the COVID-19 pandemic. Consistent with the Executive Order, this public meeting will be conducted by teleconference and internet, with no public locations. Members of the public may dial into the teleconference and or join the meeting online at Zoom. Please click the link below to join the webinar: https://ca-water-gov.zoom.us/j/91443309377 Or Telephone, Dial: USA 214 765 0479 USA 8882780296 (US Toll Free) Conference code: 596019 Materials for the meeting will be available at the Conservancy website on the Meetings & Notices tab in advance of the meeting date. 10:00 AM - CALL TO ORDER – Keshia Sexton, Chair MEETING AGENDA PUBLIC COMMENTS ON AGENDA OR NON-AGENDA ITEMS SHOULD BE SUBMITTED BEFORE ROLL CALL Public Comment and Time Limits: Members of the public can make comments in advance by emailing [email protected] or during the meeting by following the moderator’s directions on how to indicate their interest in speaking. Public comment will be taken prior to action on agenda items and at the end of the meeting for non-agenda items. Individuals wishing to comment will be allowed up to three minutes to speak. Speaking times may be reduced depending upon the number of speakers. -
Game Developers Conference Europe Wrap, New Women’S Group Forms, Licensed to Steal Super Genre Break Out, and More
>> PRODUCT REVIEWS SPEEDTREE RT 1.7 * SPACEPILOT OCTOBER 2005 THE LEADING GAME INDUSTRY MAGAZINE >>POSTMORTEM >>WALKING THE PLANK >>INNER PRODUCT ART & ARTIFICE IN DANIEL JAMES ON DEBUG? RELEASE? RESIDENT EVIL 4 CASUAL MMO GOLD LET’S DEVELOP! Thanks to our publishers for helping us create a new world of video games. GameTapTM and many of the video game industry’s leading publishers have joined together to create a new world where you can play hundreds of the greatest games right from your broadband-connected PC. It’s gaming freedom like never before. START PLAYING AT GAMETAP.COM TM & © 2005 Turner Broadcasting System, Inc. A Time Warner Company. Patent Pending. All Rights Reserved. GTP1-05-116-104_mstrA_v2.indd 1 9/7/05 10:58:02 PM []CONTENTS OCTOBER 2005 VOLUME 12, NUMBER 9 FEATURES 11 TOP 20 PUBLISHERS Who’s the top dog on the publishing block? Ranked by their revenues, the quality of the games they release, developer ratings, and other factors pertinent to serious professionals, our annual Top 20 list calls attention to the definitive movers and shakers in the publishing world. 11 By Tristan Donovan 21 INTERVIEW: A PIRATE’S LIFE What do pirates, cowboys, and massively multiplayer online games have in common? They all have Daniel James on their side. CEO of Three Rings, James’ mission has been to create an addictive MMO (or two) that has the pick-up-put- down rhythm of a casual game. In this interview, James discusses the barriers to distributing and charging for such 21 games, the beauty of the web, and the trouble with executables. -
Benchmarking End-To-End Behavioural Cloning on Video Games
Benchmarking End-to-End Behavioural Cloning on Video Games Anssi Kanervisto* Joonas Pussinen* Ville Hautamaki¨ School of Computing School of Computing School of Computing University of Eastern Finland University of Eastern Finland University of Eastern Finland Joensuu, Finland Joensuu, Finland Joensuu, Finland anssk@uef.fi [email protected].fi villeh@uef.fi Abstract—Behavioural cloning, where a computer is taught to still requires considerable engineering. Even worse, after the perform a task based on demonstrations, has been successfully environment is created, training the agents may take thousands applied to various video games and robotics tasks, with and of years of in-game time [4], [6]. without reinforcement learning. This also includes end-to-end approaches, where a computer plays a video game like humans An alternative approach is imitation learning, in which do: by looking at the image displayed on the screen, and sending agents learn to replicate demonstrators’ actions. Behavioural keystrokes to the game. As a general approach to playing video cloning (BC) [9] is the simplest form of this: given an games, this has many inviting properties: no need for specialized observation and an associated action from a demonstrator, modifications to the game, no lengthy training sessions and the predict this action based on observation (i.e a classification ability to re-use the same tools across different games. However, related work includes game-specific engineering to achieve the task). This has been used to kick-start RL agents [6], [10], but results. We take a step towards a general approach and study also applied alone in e.g. -
Free Minecraft Account - Free Mincraft Account 2021!
* `AGmKK` FREE MINECRAFT #UPDATED FREE MINECRAFT ACCOUNT - FREE MINCRAFT ACCOUNT 2021! (Online Users: 54,567) Updated: May 22, 2021 12 SEC AGO CLAIM YOUR free minecraft TODAY | ACT NOW!!!!!! free minecraft account free minecraft account and password free minecraft account and password 2021 free minecraft account and password 2020 free minecraft accounts 2020 generator free minecraft accounts reddit free minecraft accounts 2021 free minecraft account and password generator free minecraft accounts generator free minecraft account and password java edition free minecraft account and password 2020 java free minecraft account and password 2021 java free minecraft account authenticator free minecraft account bedrock free minecraft bedrock account generator free mc bedrock accounts free minecraft account not banned on hypixel can you still get minecraft bedrock for free can i get minecraft bedrock for free can you get a free minecraft account how to get minecraft bedrock for free 2020 free minecraft account checker free minecraft account codes free minecraft account creator free minecraft account cracked free minecraft account code generator free minecraft account credentials free minecraft account cyber hub free minecraft account create free minecraft account discord free minecraft account details free minecraft account dispenser free minecraft account download free minecraft account dump free minecraft account discord bot free minecraft dungeons account free minecraft account email and password free minecraft account email and password 2021 -
Microsoft Acquires Massive, Inc
S T A N F O R D U N I V E R S I T Y! 2 0 0 7 - 3 5 3 - 1! W W W . C A S E W I K I . O R G! R e v . M a y 2 9 , 2 0 0 7 MICROSOFT ACQUIRES MASSIVE, INC. May 4th, 2006 T A B L E O F C O N T E N T S 1. Introduction 2. Industry Overview 2.1. The Advertising Opportunity Within Video Games 2.2. Market Size and Demographics 2.3. Video Games and Advertising 2.4. Market Dynamics 3. Massive, Inc. ! Company Background 3.1. Founding of Massive 3.2. The Financing of Massive 3.3. Product Launch / Technology 3.4. The Massive / Microsoft Deal 4. Microsoft, Inc. within the Video Game Industry 4.1. Role as a Game Publisher / Developer 4.2. Acquisitions 4.3. Role as an Electronic Advertising Network 4.4. Statements Regarding the Acquisition of Massive, Inc. 5. Exhibits 5.1. Table of Exhibits 6. References ! 2 0 0 7 - 3 5 3 - 1! M i c r o s o f t A c q u i s i t i o n o f M a s s i v e , I n c .! I N T R O D U C T I O N In May 2007, Microsoft Corporation was a company in transition. Despite decades of dominance in its core markets of operating systems and desktop productivity software, Mi! crosoft was under tremendous pressure to create strongholds in new market spaces. -
Measuring Player Perceptions of Advertising in Online Games Ben Lewis Louisiana State University and Agricultural and Mechanical College, [email protected]
Louisiana State University LSU Digital Commons LSU Master's Theses Graduate School 2006 Measuring player perceptions of advertising in online games Ben Lewis Louisiana State University and Agricultural and Mechanical College, [email protected] Follow this and additional works at: https://digitalcommons.lsu.edu/gradschool_theses Part of the Mass Communication Commons Recommended Citation Lewis, Ben, "Measuring player perceptions of advertising in online games" (2006). LSU Master's Theses. 793. https://digitalcommons.lsu.edu/gradschool_theses/793 This Thesis is brought to you for free and open access by the Graduate School at LSU Digital Commons. It has been accepted for inclusion in LSU Master's Theses by an authorized graduate school editor of LSU Digital Commons. For more information, please contact [email protected]. MEASURING PLAYER PERCEPTIONS OF ADVERTISING IN ONLINE GAMES A Thesis Submitted to the Graduate Faculty of the Louisiana State University and Agricultural and Mechanical College in partial fulfillment of the requirements for the degree of Master of Mass Communication in The Manship School of Mass Communication by Ben Lewis B.A., Louisiana State University, 2003 December 2006 ACKNOWLEDGMENTS I must thank Dr. Lance Porter for his outstanding guidance, vast experience, and fantastic sense of humor throughout the past year. Without his supervision, I may never have made it past the research phase of this project. Credit also goes to my other committee members: Dr. Anne Osborne for her helpful insight and suggestions along the way, and Dr. Margaret DeFleur for her willingness to join my committee on such short notice. I must express my gratitude to Dr. -
Designing Controllers for Computer Generated Forces with Evolutionary Computing: Experiments in a Simple Synthetic Environment
Designing controllers for computer generated forces with evolutionary computing: Experiments in a simple synthetic environment A. Taylor Defence Research and Development Canada – Ottawa Technical Memorandum DRDC Ottawa TM 2012-162 October 2013 Designing controllers for computer generated forces with evolutionary computing: Experiments in a simple synthetic environment A. Taylor Defence Research and Development Canada – Ottawa Technical Memorandum DRDC Ottawa TM 2012-162 October 2013 c Her Majesty the Queen in Right of Canada as represented by the Minister of National Defence, 2013 c Sa Majesté la Reine (en droit du Canada), telle que représentée par le ministre de la Défense nationale, 2013 Abstract Military exercises and experiments are increasingly relying on synthetic environments to reduce costs and enable realistic and dynamic scenarios. However current simulation tech- nology is limited by the simplicity of the controllers for the entities in the environment. Realistic simulations thus require human operators to play the roles of red and white forces, increasing their cost and complexity. Applied research project 13oc aims to re- duce that human workload by improving artificial intelligence in synthetic environments. One approach identified early in the project was to use learning in artificial intelligence (AI). Further work identified evolutionary computing as a method of simplifying the design of AI. Described herein are experiments using evolutionary computing to design controllers in a simple synthetic environment. Controllers with a simple framework are evolved with genetic algorithms and compared to a hand-crafted finite-state-machine controller. Given careful parameter choices, the evolved controller is able to meet the performance of the hand-crafted one. -
Exergames and the “Ideal Woman”
Make Room for Video Games: Exergames and the “Ideal Woman” by Julia Golden Raz A dissertation submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy (Communication) in the University of Michigan 2015 Doctoral Committee: Associate Professor Christian Sandvig, Chair Professor Susan Douglas Associate Professor Sheila C. Murphy Professor Lisa Nakamura © Julia Golden Raz 2015 For my mother ii Acknowledgements Words cannot fully articulate the gratitude I have for everyone who has believed in me throughout my graduate school journey. Special thanks to my advisor and dissertation chair, Dr. Christian Sandvig: for taking me on as an advisee, for invaluable feedback and mentoring, and for introducing me to the lab’s holiday white elephant exchange. To Dr. Sheila Murphy: you have believed in me from day one, and that means the world to me. You are an excellent mentor and friend, and I am truly grateful for everything you have done for me over the years. To Dr. Susan Douglas: it was such a pleasure teaching for you in COMM 101. You have taught me so much about scholarship and teaching. To Dr. Lisa Nakamura: thank you for your candid feedback and for pushing me as a game studies scholar. To Amy Eaton: for all of your assistance and guidance over the years. To Robin Means Coleman: for believing in me. To Dave Carter and Val Waldren at the Computer and Video Game Archive: thank you for supporting my research over the years. I feel so fortunate to have attended a school that has such an amazing video game archive. -
Smiljanić Veljko Full Text
ADVERGAMING: A LAWYER’S TAKE by Veljko Smiljanić 1. Introduction “Can you pitch a product to a god when even mortals go out of their way to avoid us?” Ilya Vedrashko There is no need to explain the importance of advertising in the age when information is paramount, and presence on the stage highly coveted, this is an established fact. Little space should be devoted to extolling the virtues of new forms of media in getting ideas or products noticed1. Advergaming is one such attempt to woo the networked consumer and make him listen. One of the facets of digital culture is corporate and technological convergence, which has now produced a seamless integration of content and advertising. The opening quote summed up the challenge that awaits a marketing expert who travails this new medium. Gamers are a strange sort, the creators, heroes and deities of their experience, at the same time shackled like no one in the real world2 and with powers parallel to none. Computer games are surging to prominence in the modern media and entertainment structure3 so much that there is more and more talk about the “gamification”4 of everyday activities. It seems that everybody plays these days – which naturally opens the door to a whole slew of connected enterprise. The forests of advergaming are still untamed, opportunities considered abundant and possibilities of expression refreshing. Indeed, it is a tree that has been expected to bear serious fruit for a while. When the author first broached this topic, advergaming seemed like a hip, new idea. “The rise of the social networks”, the “advent of the casual gamer”, were the headlines supposed to dominate this introduction.