Achievement Anatomy ACHIEVEMENTS
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Take-Two Interactive Software, Inc. Equity Analyst Report
Merrimack College Merrimack ScholarWorks Honors Senior Capstone Projects Honors Program Spring 2016 Take-Two Interactive Software, Inc. Equity Analyst Report Brian Nelson Goncalves Merrimack College, [email protected] Follow this and additional works at: https://scholarworks.merrimack.edu/honors_capstones Part of the Finance and Financial Management Commons Recommended Citation Goncalves, Brian Nelson, "Take-Two Interactive Software, Inc. Equity Analyst Report" (2016). Honors Senior Capstone Projects. 7. https://scholarworks.merrimack.edu/honors_capstones/7 This Capstone - Open Access is brought to you for free and open access by the Honors Program at Merrimack ScholarWorks. It has been accepted for inclusion in Honors Senior Capstone Projects by an authorized administrator of Merrimack ScholarWorks. For more information, please contact [email protected]. Running Head: TAKE-TWO INTERACTIVE SOFTWARE, INC. EQUITY ANALYST REPORT 1 Take-Two Interactive Software, Inc. Equity Analyst Report Brian Nelson Goncalves Merrimack College Honors Department May 5, 2016 Author Notes Brian Nelson Goncalves, Finance Department and Honors Program, at Merrimack Collegei. Brian Nelson Goncalves is a Senior Honors student at Merrimack College. This report was created with the intent to educate investors while also serving as the students Senior Honors Capstone. Full disclosure, Brian is a long time share holder of Take-Two Interactive Software, Inc. 1 Running Head: TAKE-TWO INTERACTIVE SOFTWARE, INC. EQUITY ANALYST REPORT 2 Table of Contents -
2K and Turtle Rock Studios Announce Evolve™ Now Available February
2K and Turtle Rock Studios Announce Evolve™ Now Available February 10, 2015 8:00 AM ET Hunt together or kill alone online and offline in adrenaline-pumping 4v1 action Join the conversation on Twitter using the hashtag #4v1 NEW YORK--(BUSINESS WIRE)--Feb. 10, 2015-- 2K and Turtle Rock Studios announced today that Evolve™, the 4v1 shooter in which four Hunters cooperatively fight to take down a single-player controlled Monster, is now available worldwide for Xbox One, the all-in-one games and entertainment system from Microsoft, PlayStation®4 computer entertainment system, and Windows PC. Evolve is a cooperative and competitive experience enjoyed online, as well as offline solo. “2K and Turtle Rock Studios did a remarkable job delivering such a creative and ambitious game,” said Christoph Hartmann, president of 2K. “Evolve is an innovative and highly replayable experience that will define this console generation for years to come.” Evolve features a wealth of content playable both online and offline, with three playable Monsters, 12 playable Hunters across four unique classes, four game modes, and 16 maps. Evolve also includes Evacuation, a unique experience that combines the full array of maps, modes, Hunters, and Monsters into a single dynamic campaign offering near-limitless variety. In Evacuation, players choose a side – Monster or Hunter – and play through a series of five matches, where the outcome of each match directly impacts the next, totaling over 800,000 possible gameplay combinations for ultimate replayability. “Our philosophy is to build incredibly fun game experiences that we can’t find anywhere else, and we’ve achieved that with Evolve,” said Chris Ashton, co-founder and design director at Turtle Rock Studios. -
Consumers Age 35-44 Are Most Likely to Buy a Car in the Next Six Months
Consumers Age 35-44 Are Most Likely to Buy a Car in the Next Six Months; Presence of Children in the Household Significantly Increases Automotive Purchase Intent comScore Media Metrix AiM Data Reveal that Larger Cars are Still Preferred by many Consumers RESTON, VA, June 26, 2006 - comScore Media Metrix today revealed the automotive purchase intent, online visitation habits and automotive ownership tendencies of American consumers who are most likely to purchase an automobile in the next six months. This study, the first of a series of industry-specific analyses from the comScore Media Metrix "Audience insite Measures" (AiM) media planning tool, shows that Internet users age 35-44 are 18 percent more likely than the average online adult to make an automotive purchase this year. This segment of likely auto purchasers represents more than 6 million U.S. consumers. Additionally, 25-34 year-olds are 17 percent more likely than the norm to purchase an automobile, representing nearly 5 million consumers. Notably, the analysis shows that the presence of children in the household significantly increases automotive purchase intent for these two groups. Respondents age 25-34 with one child (referred to as "New Families" in this analysis) are 41 percent more likely than the average Internet user to purchase an auto in the next 6 months, while 35-44-year-olds with two children (referred to as "Established Families") are 27 percent more likely than the norm to do so. The study also found that despite the similarities in the car-purchasing intent of these two groups, their online visitation habits are quite different. -
Inside the Video Game Industry
Inside the Video Game Industry GameDevelopersTalkAbout theBusinessofPlay Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman Downloaded by [Pennsylvania State University] at 11:09 14 September 2017 First published by Routledge Th ird Avenue, New York, NY and by Routledge Park Square, Milton Park, Abingdon, Oxon OX RN Routledge is an imprint of the Taylor & Francis Group, an Informa business © Taylor & Francis Th e right of Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman to be identifi ed as authors of this work has been asserted by them in accordance with sections and of the Copyright, Designs and Patents Act . All rights reserved. No part of this book may be reprinted or reproduced or utilised in any form or by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying and recording, or in any information storage or retrieval system, without permission in writing from the publishers. Trademark notice : Product or corporate names may be trademarks or registered trademarks, and are used only for identifi cation and explanation without intent to infringe. Library of Congress Cataloging in Publication Data Names: Ruggill, Judd Ethan, editor. | McAllister, Ken S., – editor. | Nichols, Randall K., editor. | Kaufman, Ryan, editor. Title: Inside the video game industry : game developers talk about the business of play / edited by Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman. Description: New York : Routledge is an imprint of the Taylor & Francis Group, an Informa Business, [] | Includes index. Identifi ers: LCCN | ISBN (hardback) | ISBN (pbk.) | ISBN (ebk) Subjects: LCSH: Video games industry. -
Sony Computer Entertainment Inc. Introduces Playstation®4 (Ps4™)
FOR IMMEDIATE RELEASE SONY COMPUTER ENTERTAINMENT INC. INTRODUCES PLAYSTATION®4 (PS4™) PS4’s Powerful System Architecture, Social Integration and Intelligent Personalization, Combined with PlayStation Network with Cloud Technology, Delivers Breakthrough Gaming Experiences and Completely New Ways to Play New York City, New York, February 20, 2013 –Sony Computer Entertainment Inc. (SCEI) today introduced PlayStation®4 (PS4™), its next generation computer entertainment system that redefines rich and immersive gameplay with powerful graphics and speed, intelligent personalization, deeply integrated social capabilities, and innovative second-screen features. Combined with PlayStation®Network with cloud technology, PS4 offers an expansive gaming ecosystem that is centered on gamers, enabling them to play when, where and how they want. PS4 will be available this holiday season. Gamer Focused, Developer Inspired PS4 was designed from the ground up to ensure that the very best games and the most immersive experiences reach PlayStation gamers. PS4 accomplishes this by enabling the greatest game developers in the world to unlock their creativity and push the boundaries of play through a system that is tuned specifically to their needs. PS4 also fluidly connects players to the larger world of experiences offered by PlayStation, across the console and mobile spaces, and PlayStation® Network (PSN). The PS4 system architecture is distinguished by its high performance and ease of development. PS4 is centered around a powerful custom chip that contains eight x86-64 cores and a state of the art graphics processor. The Graphics Processing Unit (GPU) has been enhanced in a number of ways, principally to allow for easier use of the GPU for general purpose computing (GPGPU) such as physics simulation. -
Motorola SBG940
Quick Installation Guide SBG940 SURFboard® Wireless Cable Modem Gateway 2 SBG940 Wireless Cable Modem Gateway A home network enables you to access information on two or more computers in your home. You can connect your home network to your cable TV system to connect to the Internet. Your SURFboard Gateway SBG940 is the central connection point between your computers and the Internet. It directs (routes) information between the computers on your home network. A built-in cable modem transmits information between your home network and the Internet. The SBG940 provides different network connection types. You can use a wireless or a wired connection (or a combination of the two) to connect your computers to the SBG940. Your network can use one or any combination of: Ethernet local area network (LAN) Wireless LAN (WLAN) with Wi-Fi® Protected Access (WPA) encryption Universal Serial Bus (USB) This guide provides information about: Optional accessories and network requirements Cable, Ethernet, USB, wireless, and printer connections Starting the Setup Program Introduction to network security and gaming configuration Troubleshooting and contact information This guide contains an overview only. For in-depth information, refer to the interactive SBG940 User Guide on the SBG940 Installation CD-ROM. If desired, you can print all or part of the user guide. For normal operation, you do not need to change most default settings. Quick Installation Guide 3 Optional Accessories Networks are composed of multiple devices. An SBG940 works with any IEEE 802.11g or 802.11b client product. Motorola supplies a range of accessories for use with the SBG940. Some examples are: For more information about Motorola cable modems, gateways, and related consumer broadband products, visit http://broadband.motorola.com/consumers. -
Left 4 Dead 2 Addon Support Cracked
Left 4 Dead 2 Addon Support Cracked 1 / 3 Left 4 Dead 2 Addon Support Cracked 2 / 3 1- Install Latest Rev-Emu Installer which includes left4dead2.exe and Setti masterserver.vdf. ... IniGen.exe from root folder and remove Name Enabler Addon. .... [includes cracked left4dead2.exe and Setti masterserver.vdf]. how to install more left 4 dead mods on a non-steam l4d ?? i tried ... the console command if you need help on 2 cr8 a offline multiplayer game just ask. 0 0 ... if you have the cracked version like me we cant have custom skins.. For Left 4 Dead 2 on the PC, a GameFAQs Answers question titled "Non steam l4d2 problem? ... Yesyerday I Extract Left 4 Dead 2 2.7z to my PC and i use crack too 2.0.0.3, but still ... steam is ... I have a problem with my L4D2 Add-On Support.. A Left 4 Dead 2 (L4D2) Skin Mod in the Survivors category, submitted by ciy93. ... Supported Games .... the folder and put on addon file Left4Dead2/left4dead2/Addon This is 1st time i upload the file please don look so bad Thx ... Cracked Egg.. Support us ... Chet Faliszek, the former Valve fella best known for his work on Left 4 Dead and ... Turtle Rock Studios, the mob who created Left 4 Dead, are revisiting their ..... 2014 would seem to be the year in which the games industry has another crack at making primarily multiplayer shooting games work all over again.. Hello HGT Here is guide how to get L4D2 For Free Or Garena if you want to play on our .. -
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. -
In the Digital Games Medium
Georgia State University ScholarWorks @ Georgia State University Communication Theses Department of Communication 7-15-2009 L337 Soccer Moms: Conceptions of "Hardcore" and "Casual" in the Digital Games Medium Steven Andrew Boyer Follow this and additional works at: https://scholarworks.gsu.edu/communication_theses Recommended Citation Boyer, Steven Andrew, "L337 Soccer Moms: Conceptions of "Hardcore" and "Casual" in the Digital Games Medium." Thesis, Georgia State University, 2009. https://scholarworks.gsu.edu/communication_theses/53 This Thesis is brought to you for free and open access by the Department of Communication at ScholarWorks @ Georgia State University. It has been accepted for inclusion in Communication Theses by an authorized administrator of ScholarWorks @ Georgia State University. For more information, please contact [email protected]. L337 SOCCER MOMS CONCEPTIONS OF “HARDCORE” AND “CASUAL” IN THE DIGITAL GAMES MEDIUM by STEVEN BOYER Under the Direction of Ted Friedman ABSTRACT As digital games have become increasingly significant in the entertainment media landscape, the terms “casual” and “hardcore” have become the primary ways to describe gaming audiences, genres, and gameplay. However, these terms are saturated with outdated stereotypes involving gender, age, and class. Focusing on industrial discourse, this thesis examines this dichotomy, emphasizing areas of discontinuity and overlap to question why these terms have become so ubiquitous in gaming discourse and what functions they fulfill for a variety of groups including the industry, advertisers, and audience members. Ultimately, I suggest that these terms need to be replaced in order to move beyond restrictive stereotypes, proposing a new framework for digital games that takes into consideration user motivation, personal investment, and historical specificity. -
Scott Austin Group Manager MSN Games Agenda
Scott Austin Group Manager MSN Games Agenda MSN Games Overview Site Redesign Advertising Revenue Share Vista Enhanced Games Getting Your Games on MSN Games MSN Games Overview History of MSN Games A trip down memory lane. Demographics Majority of female players Male 29% 52% of the respondents are 45 or Female 71% older 25% 21% 19% 18% 8% 8% 2% 13 to 17 18 to 24 25 to 34 35 to 44 45 to 54 55 to 64 65 and better Why do they play? Entertainment 67% A break at home 49% To keep my mind sharp 40% 67% of the respondents play A break from w ork 31% for entertainment I like the competition 21% I like to collect badges/rew ards 20% 80% play for a break, either Hobby 19% from work or at home Social activity 9% Weekend activity 8% Other 3% Watch Television 67% of respondents prefer 34% Play Games playing games on MSN on MSN Games to watching TV Games 67% Top Web Games of 2006 1. Bejeweled 2 11. Backgammon 2. Mah Jong Tiles 12. Solitaire 3. Bejeweled 13. Collapse 4. Cubis 2 14. Hearts 5. Scrabble Blast 15. Jewel Quest 6. Zuma 16. Hexic 7. Spades 17. Wheel of Fortune 8. Texas Hold ‘Em 18. Bridge 9. Text Twist 19. Bankshot Billiards 10. Luxor 20. Chuzzle Top – measured by game hours Green – also a top 20 download game Game Populations – Single Player Web Games Normalized Game Population Game Normalized Months since launch of game Game Populations – Multi-Player Web Games Normalized Game Population Game Normalized Days Do badges make a difference to web populations? Yes ! 16 14 12 10 8 6 Population 4 2 0 Top Downloads of 2006 1. -
Set up Your PC for Gaming
WINDOWS® GUIDE Set Up Your PC for Gaming IN THIS GUIDE Optimizing for Graphics and Speed Page 2 Instant Messaging While Gaming Page 11 Great Games and Accessories Page 12 What You’ll Need n Windows Live™ Messenger and a Windows Live ID n A computer with Windows Vista® Windows Guides is a library of easy-to-use guides that show you how to get more from your Windows experience. Share these guides with your friends and family. © 2008 Microsoft. All rights reserved. WINDOWS GUIDE Set Up Your PC For Gaming Optimizing for Graphics and Speed With more family-friendly features, a huge catalog of games, lots of new titles, and more powerful graphics technology than ever before, Windows Vista makes gaming on your PC easier and more fun. New enhancements make it easier to access, play, and manage your computer games while also experiencing next generation gaming graphics. UPDatE SOFtwaRE AND DRIVERS You can optimize your Windows Vista PC for gaming by making sure that you’re running the latest software and drivers, and that your PC hardware meets the demands of the games you play. Update Microsoft DirectX DirectX® is a Windows® software program that enables higher performance in graphics and sound when you’re playing games on your PC. Make sure that you have the latest version of DirectX so that you can take advantage of all of the new features. On a computer running Windows Vista, you should have DirectX 10 or later. Here’s how to check which version of DirectX is on your computer: 1. -
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.