November 2009 2Nd Issue
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Vgarchive : My Video Game Collection 2021
VGArchive : My Video Game Collection 2021 Nintendo Entertainment System 8 Eyes USA | L Thinking Rabbit 1988 Adventures in the Magic Kingdom SCN | L Capcom 1990 Astérix FRA | L New Frontier / Bit Managers 1993 Astyanax USA | L Jaleco 1989 Batman – The Video Game EEC | L Sunsoft 1989 The Battle of Olympus NOE | CiB Infinity 1988 Bionic Commando EEC | L Capcom 1988 Blades of Steel SCN | L Konami 1988 Blue Shadow UKV | L Natsume 1990 Bubble Bobble UKV | CiB Taito 1987 Castlevania USA | L Konami 1986 Castlevania II: Simon's Quest EEC | L Konami 1987 Castlevania III: Dracula's Curse FRA | L Konami 1989 Chip 'n Dale – Rescue Rangers NOE | L Capcom 1990 Darkwing Duck NOE | L Capcom 1992 Donkey Kong Classics FRA | L Nintendo 1988 • Donkey Kong (1981) • Donkey Kong Jr. (1982) Double Dragon USA | L Technōs Japan 1988 Double Dragon II: The Revenge USA | L Technōs Japan 1989 Double Dribble EEC | L Konami 1987 Dragon Warrior USA | L Chunsoft 1986 Faxanadu FRA | L Nihon Falcom / Hudson Soft 1987 Final Fantasy III (UNLICENSED REPRODUCTION) USA | CiB Square 1990 The Flintstones: The Rescue of Dino & Hoppy SCN | B Taito 1991 Ghost'n Goblins EEC | L Capcom / Micronics 1986 The Goonies II NOE | L Konami 1987 Gremlins 2: The New Batch – The Video Game ITA | L Sunsoft 1990 High Speed ESP | L Rare 1991 IronSword – Wizards & Warriors II USA | L Zippo Games 1989 Ivan ”Ironman” Stewart's Super Off Road EEC | L Leland / Rare 1990 Journey to Silius EEC | L Sunsoft / Tokai Engineering 1990 Kings of the Beach USA | L EA / Konami 1990 Kirby's Adventure USA | L HAL Laboratory 1993 The Legend of Zelda FRA | L Nintendo 1986 Little Nemo – The Dream Master SCN | L Capcom 1990 Mike Tyson's Punch-Out!! EEC | L Nintendo 1987 Mission: Impossible USA | L Konami 1990 Monster in My Pocket NOE | L Team Murata Keikaku 1992 Ninja Gaiden II: The Dark Sword of Chaos USA | L Tecmo 1990 Rescue: The Embassy Mission EEC | L Infogrames Europe / Kemco 1989 Rygar EEC | L Tecmo 1987 Shadow Warriors FRA | L Tecmo 1988 The Simpsons: Bart vs. -
Warszawska Branża Gier 2019/20 Theowiedźmin AUTORACH STATE 3 of POLISH VIDEO GAMES INDUSTRY WARSZAWSKA BRANŻAWSTĘP GIER CD Projekt RED
Warszawska Branża Gier 2019/20 THEOWiedźmin AUTORACH STATE 3 OF POLISH VIDEO GAMES INDUSTRY WARSZAWSKA BRANŻAWSTĘP GIER CD Projekt RED O AUTORACH Pasjonat gier wideo z ponad 12-letnim doświadczeniem w branży elektronicznej rozrywki, Ma- ciej jest jednym z pionierów eSportu w Polsce, będąc częścią pierwszego zespołu profesjonal- nych graczy komputerowych, PGS Gaming, w latach 2006-2009. Swoją karierę kontynuował w GRY-OnLine S.A. zdobywając doświadczenie w marketingu internetowym gier, a także w e-com- merce. W 2013 roku Maciej został Community Managerem w Razer i był odpowiedzialny za dyna- miczny rozwój kanałów mediów społecznościowych w Polsce. Współpracował również z agencją Kool Things i ESL Poland w zakresie marketingu internetowego na rynku gier wideo. Od 2016 roku Maciej pracuje w Krakowskim Parku Technologicznym, gdzie odpowiada za organizację Indie Showcase podczas konferencji Digital Dragons, prowadzi projekt Digital Dragons Academy oraz Maciej Śliwiński jest współautorem raportu „Kondycja Polskiej Branży Gier”. Asystent na Wydziale Humanistycznym AGH i doktorant w Instytucie Socjologii Uniwersytetu Jagiellońskiego. Inicjator i współorganizator ogólnopolskiej konferencji „Technologiczne i społecz- ne aspekty XXI wieku” (obecnie „TechSpo”), autor książki o grach wideo w polskich rodzinach za- tytułowanej „Gry wideo w środowisku rodzinnym”. Diagnoza i rekomendacje”, współautor dwóch monografii: „Technokultura: Transhumanizm i sztuka cyfrowa” oraz „Technologiczne i społeczne aspekty XXI wieku”. Otrzymał stypendium Ministra Edukacji Narodowej i nagrodę Floriana Zna- nieckiego Polskiego Towarzystwa Socjologicznego za pracę magisterską. Interesuje się grami wi- deo, VR, mediami cyfrowymi i studiami STS. Damian Gałuszka Kierownik zespołu ds. branży gier w Krakowskim Parku Technologicznym. Od ośmiu lat aktywnie wspiera branżę gier wideo, zarówno na rynku polskim, jak i zagranicznym. -
Polish Game Industry
THE GAME INDUSTRY REPORT 2020 OF POLAND W ASD Enter Shift Alt Ctrl W A S D The game industry of Poland — Report 2020 Authors: Eryk Rutkowski Polish Agency for Enterprise Development Jakub Marszałkowski Indie Games Poland, Poznan University of Technology Sławomir Biedermann Polish Agency for Enterprise Development Edited by Sławomir Biedermann, Jakub Marszałkowski Cooperation: Ministry of Development Ministry of Culture and National Heritage Expert support: Game Industry Conference Published by the Polish Agency for Enterprise Development Pańska 81/83, 00-834 Warsaw, Poland www.parp.gov.pl © Polish Agency for Enterprise Development 2020 ISBN 978-83-7633-434-9 The views expressed in this publication are those of the authors and do not necessarily coincide with activities of the Polish Agency for Enterprise Development. All product names, logos and brands mentioned in this publication are the property of their respective owners. Printing of this publication has been co-financed from the European Regional Development Fund in the framework of the Smart Growth Operational Programme. 4 Table of contents Overview of the gaming sector .............................................................................................................. 7 A game has to stir up emotions Success story of 11 bit studios ............................................................................................................... 11 Global game market growth estimates and drivers ................................................................... 13 To diversify -
Polski Rynek Gier Wideo – Sytuacja Obecna Oraz Perspektywy Na Przyszłość
View metadata, citation and similar papers at core.ac.uk brought to you by CORE http://dx.doi.org/10.18778/1429-3730.47.03 Adam Juszczak*10 POLSKI RYNEK GIER WIDEO – SYTUACJA OBECNA ORAZ PERSPEKTYWY NA PRZYSZŁOŚĆ POLISH VIDEO GAME MARKET – PRESENT SITUATION AND PERSPECTIVES FOR THE FUTURE Abstract Video Game Market has develop vastly throughout last 60 years. Even though because of communism system we started developing our first companies in the 90’ we were able to establish more than few companies that are creating admired products – both in AAA games and smaller categories. Most successful polish companies such as CD Projekt Red, Techland and CI Games are in good financial shape after releasing games such as Wither 3 or Dying Light that were acclaimed one the best products of 2015 and 2016. In the same time we can observe rise of many new promising smaller studios such as 11 bit studios. Considering this situation and new government program GameINN which will support innovative new productions we can predict that polish video game market will be still developing quickly. Keywords: Polish game market, GameINN, Development, CD Projekt Red, Techland, CI Games JEL classification: O1, O12 Wstęp Gry wideo są dziś szybko rozwijającym się i istotnym sektorem na rynku rozrywkowym. Z tworu kiedyś postrzeganego jako zabawka dla dzieci gry sta- ły się rozrywką, którą na całym świecie pasjonują się ludzie w różnym wieku. Wedle raportów Newzoo oraz SuperData Research zebranych przez fundusz in- westycyjny GAMR przeciętny wiek amerykańskiego gracza to 38 lat. Aż 49% dorosłych uprawia jakąś formę rozrywki elektronicznej, zaś całkowitą populację * Student II roku studiów magisterskich – Informatyka i Ekonometria, Uniwersytet Łódzki, absolwent studiów licencjackich – Ekonomia oraz Logistyka, Uniwersytet Łódzki; adam.jusz- [email protected]. -
Letter from the Management Board
LETTER FROM THE MANAGEMENT BOARD Warsaw, March 26th 2018 Dear Shareholders and Investors Please be invited to read the consolidated full-year report of 11 bit studios S.A. for 2017. Please note that besides the results of 11 bit studios S.A. it also includes the results of its subsidiary, Games Republic Limited. On April 11th 2017, 11 bit studios S.A. closed the sale of this company to Lousva Trading Limited. As of that date, the 11 bit studios Group ceased to exist. In 2017, Games Republic Limited did not carry out operating activities. For 11 bit studios S.A., 2017 was a time of hard work on Frostpunk, a game that is anticipated to drive the Company's financial performance in the coming quarters and years. That is why we are absolutely determined to make sure that Frostpunk is of top quality, which, combined with its unique theme and great interest from gamers around the world, warrants expectations of solid sales. We will see whether these expectations come true on April 24th, when the game is planned to be launched on the market. In 2017, we also continued development of This War of Mine, which led to the release (November 14th) of Father’s Promise, the first of three expansion packs in the TWoM: Stories series. The product was very favourably received by the players community. The release of the other two expansion packs is scheduled for 2018. The Company also initiated work on a game with a working title Project 8, planned to go on sale after Frostpunk. -
Przemiana Gier Wideo Czy Ewolucja Filozofii Gracza?
Uniwersytet Marii Curie – Skłodowskiej Wydział Filozofii i Socjologii Instytut Filozofii Paweł Wiater Technologiczne uwarunkowania zmiany: przemiana gier wideo czy ewolucja filozofii gracza? Rozprawa doktorska napisana pod kierunkiem dr hab. Piotra Gizy Lublin 2018 Spis treści Wstęp ................................................................................................................................. 5 1. Współczesne gry wideo jako stały element popkultury oraz nowych mediów .......... 11 1.1 Gry są wszędzie i jest ich dużo – GTA V jako przykład popularności określonej marki oraz jej widoczność w przestrzeni publicznej ................................ 11 1.2 Co wręczył Donald Tusk Barackowi Obamie? Geralt z Rivii jako celebryta oraz ambasador polskiej kultury ........................... 14 2. Pochodzenie oraz nazewnictwo. ................................................................................. 19 2.1 Gra wideo jako ewolucyjnie przekształcona forma starszych zabaw.................. 19 2.2 Próby zdefiniowania oraz umowna klasyfikacja gry wideo ................................ 29 3. Skromne początki i pierwsze sukcesy ........................................................................ 45 3.1 Gry wideo jako pochodna eksperymentów środowisk akademickich ................. 45 3.2 Pierwsze wyjście poza ramy uczelni – bary czy supermarkety jako areny wzajemnej rywalizacji ............................... 50 3.3 Narodziny kultowych produkcji oraz ponadczasowych bohaterów – Pac-Man i Mario .............................................................................................. -
THE WITCHER Design Mark Description of NONE Mark Goods/Services Class 009
Trademark Trial and Appeal Board Electronic Filing System. http://estta.uspto.gov ESTTA Tracking number: ESTTA1009976 Filing date: 10/20/2019 IN THE UNITED STATES PATENT AND TRADEMARK OFFICE BEFORE THE TRADEMARK TRIAL AND APPEAL BOARD Notice of Opposition Notice is hereby given that the following party opposes registration of the indicated application. Opposer Information Name CD PROJEKT S.A. Granted to Date 10/20/2019 of previous ex- tension Address UL. JAGIELLONSKA 74 WARSZAWA, 03-301 POLAND Attorney informa- PATRICIA A. WALKER tion WALKER & JOCKE CO., LPA 231 SOUTH BROADWAY MEDINA, OH 44256-2601 UNITED STATES [email protected] 330.721.0000 Applicant Information Application No 88208249 Publication date 04/23/2019 Opposition Filing 10/20/2019 Opposition Peri- 10/20/2019 Date od Ends Applicant Liu, Yubo Meixi Lake Innovation Center No. 268 Xiaoyun Road Yuelu, Changsha, Hunan, 2108 CHINA Goods/Services Affected by Opposition Class 009. First Use: 0 First Use In Commerce: 0 All goods and services in the class are opposed, namely: Protective covers, cases and sleeves for cell phones, laptops, tablets, and portable media players; bags adapted for laptops, tablets and mo- bile phones; laptopcarrying cases; stands adapted for mobile phones, tablets and laptops; electric- cables and wires Class 011. First Use: 0 First Use In Commerce: 0 All goods and services in the class are opposed, namely: Lighting equipment, namely, table lampsand lighting fixtures Grounds for Opposition Priority and likelihood of confusion Trademark Act Section 2(d) No bona fide intent to use mark in commerce for Trademark Act Section 1(b) identified goods or services Dilution by blurring Trademark Act Sections 2 and 43(c) Dilution by tarnishment Trademark Act Sections 2 and 43(c) Fraud on the USPTO In re Bose Corp., 580 F.3d 1240, 91 USPQ2d 1938 (Fed. -
Management Board Report on the Activities of the Cd Projekt Group Between 1 January and 30 June 2020 2
MANAGEMENT BOARD REPORT ON THE ACTIVITIES OF THE CD PROJEKT GROUP BETWEEN 1 JANUARY AND 30 JUNE 2020 2 Table of Contents 4 Brief description of the CD PROJEKT Group 5 Activity profile 9 CD PROJEKT Group growth outlook 10 CD PROJEKT S.A. on the capital market 13 CD PROJEKT Group activity profile 14 Organizational structure of the CD PROJEKT Group 16 Disclosure of business segments, products and services, outlets, suppliers and clients 36 Disclosure of external and internal factors affecting further growth of the CD PROJEKT Group 38 Disclosure of factors which, in the issuer’s opinion, may have an effect on its earnings during at least the coming quarter 38 Disclosure of significant agreements 38 Risk management at the Group 43 Financial results of the CD PROJEKT Group 44 Overview of key economic and financial indicators disclosed in the consolidated and separate financial statement 62 Corporate governance 63 Entity contracted to audit financial statements 63 Shareholders controlling at least 5% of the vote at the General Meeting 64 Disclosure of completed and ongoing incentive programs 67 Agreements which may result in changes in the proportions of shares held by shareholders and bondholders 67 Disclosure of the purchase of own shares 67 Information regarding the employee share control system 68 Company shares held by members of the Management Board and Supervisory Board 69 Composition of the Management Board of CD PROJEKT S.A. 70 Changes in the composition of the Management Board of CD PROJEKT S.A. 70 Composition of the Supervisory Board of CD PROJEKT S.A. -
The of Poland
THE GAME INDUSTRY REPORT 2020 OF POLAND W ASD Enter Shift Alt Ctrl W A S D The game industry of Poland — Report 2020 Authors: Eryk Rutkowski Polish Agency for Enterprise Development Jakub Marszałkowski Indie Games Poland, Poznan University of Technology Sławomir Biedermann Polish Agency for Enterprise Development Edited by Sławomir Biedermann, Jakub Marszałkowski Cooperation: Ministry of Development Ministry of Culture and National Heritage Expert support: Game Industry Conference Published by the Polish Agency for Enterprise Development Pańska 81/83, 00-834 Warsaw, Poland www.parp.gov.pl © Polish Agency for Enterprise Development 2020 ISBN 978-83-7633-434-9 The views expressed in this publication are those of the authors and do not necessarily coincide with activities of the Polish Agency for Enterprise Development. All product names, logos and brands mentioned in this publication are the property of their respective owners. Printing of this publication has been co-financed from the European Regional Development Fund in the framework of the Smart Growth Operational Programme. 4 Table of contents Overview of the gaming sector .............................................................................................................. 7 A game has to stir up emotions Success story of 11 bit studios ............................................................................................................... 11 Global game market growth estimates and drivers ................................................................... 13 To diversify -
2020 Warsaw Video Games Industry Report
Warsaw Video Games Industry 2019/20 TheTHEABOUT Witcher STATE THE 3 OF AUTHORS POLISH VIDEO GAMES INDUSTRY WARSAW VIDEO GAMES INDUSTRYWSTĘP CD Projekt Red ABOUT THE AUTHORS A video game enthusiast with over 12 years of experience in the electronic entertainment industry, Maciej is one of the pioneers of eSports in Poland, being part of the first team of professional com- puter game players, PGS Gaming, from 2006 to 2009. He continued his career at GRY-OnLine S.A. acquiring experience in the online marketing of games, as well as in e-commerce. In 2013, Maciej became a Community Manager at Razer and is responsible for the dynamic growth in their social media channels in Poland. He has also worked with the Kool Things agency and ESL Poland in their online marketing for the video game market. Since 2016, Maciej has been working in Krakow Technology Park, where he is responsible for the organization of the Indie Showcase during the Di- gital Dragons conference, he also leads the Digital Dragons Academy project and is the co-author Maciej Śliwiński of the State of the Polish Video Game Industry report. Assistant lecturer at the AGH’s Faculty of Humanities, and a PhD student at the Institute of Socio- logy of the Jagiellonian University. An initiator and co-organizer of the national conference “Tech- nological and Social Aspects of the Twenty-First century” (now “TechSpo”), an author of a book on video games in Polish families titled “Video games in the family environment. Diagnosis and recommendations”, and a co-author of two monographs: „Technoculture: Transhumanism and Digital Art”, and “Technological and Social aspects of the Twenty-first century”.