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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 -
Redeye-Gaming-Guide-2020.Pdf
REDEYE GAMING GUIDE 2020 GAMING GUIDE 2020 Senior REDEYE Redeye is the next generation equity research and investment banking company, specialized in life science and technology. We are the leading providers of corporate broking and corporate finance in these sectors. Our clients are innovative growth companies in the nordics and we use a unique rating model built on a value based investment philosophy. Redeye was founded 1999 in Stockholm and is regulated by the swedish financial authority (finansinspektionen). THE GAMING TEAM Johan Ekström Tomas Otterbeck Kristoffer Lindström Jonas Amnesten Head of Digital Senior Analyst Senior Analyst Analyst Entertainment Johan has a MSc in finance Tomas Otterbeck gained a Kristoffer Lindström has both Jonas Amnesten is an equity from Stockholm School of Master’s degree in Business a BSc and an MSc in Finance. analyst within Redeye’s tech- Economic and has studied and Economics at Stockholm He has previously worked as a nology team, with focus on e-commerce and marketing University. He also studied financial advisor, stockbroker the online gambling industry. at MBA Haas School of Busi- Computing and Systems and equity analyst at Swed- He holds a Master’s degree ness, University of California, Science at the KTH Royal bank. Kristoffer started to in Finance from Stockholm Berkeley. Johan has worked Institute of Technology. work for Redeye in early 2014, University, School of Business. as analyst and portfolio Tomas was previously respon- and today works as an equity He has more than 6 years’ manager at Swedbank Robur, sible for Redeye’s website for analyst covering companies experience from the online equity PM at Alfa Bank and six years, during which time in the tech sector with a focus gambling industry, working Gazprombank in Moscow he developed its blog and on the Gaming and Gambling in both Sweden and Malta as and as hedge fund PM at community and was editor industry. -
Blast Off Broken Sword
ALL FORMATS LIFTING THE LID ON VIDEO GAMES Broken Sword blast off Revolution’s fight Create a jetpack in for survival Unreal Engine 4 Issue 15 £3 wfmag.cc TEARAWAYS joyful nostalgia and comic adventure in knights and bikes UPGRADE TO LEGENDARY AG273QCX 2560x1440 A Call For Unionisation hat’s the first thing that comes to mind we’re going to get industry-wide change is collectively, when you think of the games industry by working together to make all companies improve. and its working conditions? So what does collective action look like? It’s workers W Is it something that benefits workers, getting together within their companies to figure out or is it something that benefits the companies? what they want their workplace to be like. It’s workers When I first started working in the games industry, AUSTIN within a region deciding what their slice of the games the way I was treated wasn’t often something I thought KELMORE industry should be like. And it’s game workers uniting about. I was making games and living the dream! Austin Kelmore is across the world to push for the games industry to But after twelve years in the industry and a lot of a programmer and become what we know it can be: an industry that horrible experiences, it’s now hard for me to stop the Chair of Game welcomes everyone, treats its workers well, and thinking about our industry’s working conditions. Workers Unite UK, allows us to make the games we all love. That’s what a a branch of the It’s not a surprise anymore when news comes out Independent Workers unionised games industry would look like. -
SKILLS for IMMERSIVE EXPERIENCE CREATION Barriers to Growth in the UK’S Immersive Economy by Prof
SKILLS FOR IMMERSIVE EXPERIENCE CREATION Barriers to Growth in the UK’s Immersive Economy By Prof. James Bennett and Amanda Murphy SKILLS FOR IMMERSIVE EXPERIENCE CREATION © The Authors, StoryFutures Academy, copyright 2020. This project has received funding from the AHRC-UKRI Audience of the Future Programme. Grant Reference AH/S003622/1 The text of this document (this excludes, where present, logos, production stills and screen grabs) may be reproduced free of charge in any format or medium provided that it is reproduced accurately and not in a misleading context. The material must be acknowledged as The Authors’ (Bennett and Murphy) copyright and the document title specified. Where third party material has been identified, permission from the respective copyright holder must be sought. Front cover photography Jude Middleton ISBNs for Print version - ISBN 10: 1-905846-89-4. ISBN 13: 978-1-905846-894 ISBNs For Electronic version - ISBN 10 - 1-905846-90-8 ISBN - 978-1-905846-90-0 CONTENTS ABOUT 04 FOREWORD 05 INTRODUCTION 06 Scope and definitions 07 Aims 07 Methodology 08 EXECUTIVE SUMMARY AND RECOMMENDATIONS 09 CHAPTER ONE: NEW SECTOR, NEW SKILLS, NEW GAPS 11 Key roles and key skills gaps 14 Experience matters 18 CHAPTER TWO: THE VR/AR/MR/XR SOUP 22 Workflows: A shift in mindset and skillset 23 Language: Lost in translation 26 CHAPTER THREE: BUILDING CREATIVE TEAMS 30 Team building: Emergent models 31 The hybrid 33 The hub and spoke model 34 Future models 35 CHAPTER FOUR: REAL TIME GAME ENGINES: ‘THE TOOL OF THE FUTURE’ 36 What’s the fuss? 38 The great games industry raid 40 Cross sector knowledge and talent sharing 42 CHAPTER FIVE: TRAINING, FRAGILITY AND THE FUTURE 46 Professional training 47 The skills pipeline: Higher education and fused skills 48 Published January 2020 3 ABOUT This report was written by StoryFutures Authors: Academy: The National Centre for James Bennett is Director of StoryFutures Creative Cluster and Co-Director of StoryFutures Academy. -
Issn 2320-9186 1668
GSJ: Volume 8, Issue 8, August 2020 ISSN 2320-9186 1668 GSJ: Volume 8, Issue 8, August 2020, Online: ISSN 2320-9186 www.globalscientificjournal.com Theoretical overview of playing multiplayer video game using EEG device (Neuro Sky Mobile 2) DR. ASHRAF UDDIN,MD.SHAID HASAN PRANTO, ERSHADUL ALAM SEZAN,ABDUS SALAM NIHAL,MOSTAFIZ SHOVON ABSTRACT In this paper we proposed a multiplayer number picker game using brain computer interface (BCI). This game will be controlled by at least two or more people using NeuroSky MindWave Mobile 2. The users will advance through the game by choosing numbers through their brain. Our assumption is the game can be played by both able body or people with disability or both. This will be a simple game which may determine people’s impression and maybe helpful to other Electroencephalography (EEG) based brain computer interface devices to perform multi computational task from multiple users. In our paper we have examined different paper on BCI process using EEG devices that enabled us to learn more about multiplayer gaming advantages in the field of brain computer interface (BCI). 1. INTRODUCTION In brain computer interface it offers a non-invasive means of enabling a human to send messages and commands directly from his or her brain to a computer without moving or by wearing a simple scalp probe. Brain computer interface (BCI) provide the brain with the new output channels that depends on brain activity rather that on peripheral nerves and muscles. BCI can for example provide communication and control, in which the users intent is decoded from electrophysiological measures of brain activity. -
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. -
Programmers' Tool Chain
Reduce the complexity of programming multicore ++ Offload™ for PlayStation®3 | Offload™ for Cell Broadband Engine™ | Offload™ for Embedded | Custom C and C++ Compilers | Custom Shader Language Compiler www.codeplay.com It’s a risk to underestimate the complexity of programming multicore applications Software developers are now presented with a rapidly-growing range of different multi-core processors. The common feature of many of these processors is that they are difficult and error-prone to program with existing tools, give very unpredictable performance, and that incompatible, complex programming models are used. Codeplay develop compilers and programming tools with one primary goal - to make it easy for programmers to achieve big performance boosts with multi-core processors, but without needing bigger, specially-trained, expensive development teams to get there. Introducing Codeplay Based in Edinburgh, Scotland, Codeplay Software Limited was founded by veteran games developer Andrew Richards in 2002 with funding from Jez San (the founder of Argonaut Games and ARC International). Codeplay introduced their first product, VectorC, a highly optimizing compiler for x86 PC and PlayStation®2, in 2003. In 2004 Codeplay further developed their business by offering services to processor developers to provide them with compilers and programming tools for their new and unique architectures, using VectorC’s highly retargetable compiler technology. Realising the need for new multicore tools Codeplay started the development of the company’s latest product, the Offload™ C++ Multicore Programming Platform. In October 2009 Offload™: Community Edition was released as a free-to-use tool for PlayStation®3 programmers. Experience and Expertise Codeplay have developed compilers and software optimization technology since 1999. -
Playstation 4
PLAYSTATION 4 7 DAYS TO DIE DRAGONBALL XENOVERSE 2 LEGO DC SUPERVILLAINS A WAY OUT DRAGONS DAWN OF NEW RID LEGO MARVEL AVENGERS AC EZIO COLLECTION DYNASTY WARRIORS 8 XTRE LEGO MARVEL SUPERHERO 2 AC ODYSSEY DYNASTY WARRIORS 9 LEGO MOVIE 2 ACCEL WORLD VS SWORD AR EARTH DEFENSE FORCE 4.1 LEGO THE INCREDIBLES ACE COMBAT 7 EARTHFALL DE LOST SPHEAR AIR CONFLICTS SECRET ELEX MEGADIMENSION NEPTU VII AKIBAS TRIP UNDEAD & UN ELITE DANGEROUS METRO EXODUS ALL STAR FRUIT RACING F1 18 MONSTER ENERGY SUPERC 2 AMAZING SPIDERMAN 2 FAIRY FENCER F ADF MONSTER ENERGY SUPERCRO ANTHEM FAR CRY NEW DAWN MONSTER HUNTER WORLD AO INTERNATIONAL TENNIS FATE EXTELLA LINK MORTAL KOMBAT XL ARK SURVIVAL EVOLVED FIFA 19 MOTO GP 18 ASSASSINS CREED 3 REMAS FINAL FANTASY X/X MX VS ATV ALL OUT ASSETTO CORSA UE FIRE PRO WRESTLING WORL MXGP PRO ASTROBOT RESCUE MISSION VR FISHING SIM WORLD MY HERO ONES JUSTICE ATELIER SOPHIE ALCHEMIS FIST OF THE NORTH STAR NARUTO SUNS TRILOGY ATTACK ON TITAN 2 FLAT OUT 4 TI NARUTO TO BORUTO SHIN S ATTACK ON TITAN GALGUN 2 NBA LIVE 18 BATTLEFIELD 5 GENERATION ZERO NELKE & THE LEG ALCHEM BLAZBLUE CROSS TAG BATT GENERATION ZERO XB1 NHL 19 BLOODBORNE GOTY GENESIS ALPHA ONE NIER AUTOMATA CALL OF CTHULHU GHOSTBUSTERS NIOH CARS 3 DRIVEN GOAT SIMULATOR NO HEROES ALLOWED VR COD BLACK OPS 4 GOD EATER 3 ODIN SPHERE LEIFTH COD MW REMASTERED GOD OF WAR OMEGA LABYRINTH Z CONSTRUCTOR HD GOD WARS FUTURE PAST ONE PIECE BURNING CRASH BANDICO NSANE TRI GRAND AGES MEDIEVAL ONE PIECE WORLD SEEKER CYBERDIMENSION NEPTUN 4 GRIP OUTLAST TRINITY DAKAR 18 GUILTY GEAR -
Especial Starfox a Través De Foros, Del Blog Y De Nuestra Página De Facebook
por Skullo ...............................................................03 .................................................04 Prince of Persia por Alf ...................................................... 05 Action Fighter por Skullo .................................................... 08 Battletoads por NesBeer..................................................... 11 Ren & Stimpy Quest for the Shaven Yak por Valveider ..... 15 Hybrid Heaven por El Mestre .............................................. 17 por Skullo ............................................. 20 Entrevista a Multitap.es por Skullo ................................... 21 32X por Skullo ..................................................................... 23 Double Dragon por Skullo .................................................. 27 Tails por Skullo ................................................................... 32 La prostituta de los chinos (parte 2) por NesBeer ............ 36 Starfox por Skullo ............................................................... 41 Maquetación: Skullo Todas las imágenes y nombres que aparecen en esta revista son propiedad de sus respectivas marcas, y se usan simplemente a modo informativo. Las opiniones mostradas en esta revista pertenecen al redactor de cada artículo. Bienvenidos a Bonus Stage Magazine número 16, un número que esperamos os ayude a pasar los días de vacaciones que muchos de vosotros tendréis. Como habréis observado el especial de este número está centrado en la saga Starfox, de manera que le hemos dedicado unas -
Massively Multiplayer Online Role Playing Game Chat Project
[Massively Multiplayer Online Role Playing Game Chat] 175 Lakeside Ave, Room 300A Phone: (802)865-5744 Fax: (802)865-6446 1/21/2016 http://www.lcdi.champlain.edu Disclaimer: This document contains information based on research that has been gathered by employee(s) of The Senator Patrick Leahy Center for Digital Investigation (LCDI). The data contained in this project is submitted voluntarily and is unaudited. Every effort has been made by LCDI to assure the accuracy and reliability of the data contained in this report. However, LCDI nor any of our employees make no representation, warranty or guarantee in connection with this report and hereby expressly disclaims any liability or responsibility for loss or damage resulting from use of this data. Information in this report can be downloaded and redistributed by any person or persons. Any redistribution must maintain the LCDI logo and any references from this report must be properly annotated. Contents Introduction ............................................................................................................................................................................ 2 Background: ........................................................................................................................................................................ 2 Purpose and Scope: ............................................................................................................................................................. 3 Research Questions: ........................................................................................................................................................... -
Electronic Arts Reports Q4 and FY21 Financial Results
Electronic Arts Reports Q4 and FY21 Financial Results Results Above Expectations, Record Annual Operating Cash Flow Driven by Successful New Games, Live Services Engagement, and Network Growth REDWOOD CITY, CA – May 11, 2021 – Electronic Arts Inc. (NASDAQ: EA) today announced preliminary financial results for its fiscal fourth quarter and full year ended March 31, 2021. “Our teams have done incredible work over the last year to deliver amazing experiences during a very challenging time for everyone around the world,” said Andrew Wilson, CEO of Electronic Arts. “With tremendous engagement across our portfolio, we delivered a record year for Electronic Arts. We’re now accelerating in FY22, powered by expansion of our blockbuster franchises to more platforms and geographies, a deep pipeline of new content, and recent acquisitions that will be catalysts for further growth.” “EA delivered a strong quarter, driven by live services and Apex Legends’ extraordinary performance. Apex steadily grew through the last year, driven by the games team and the content they are delivering,” said COO and CFO Blake Jorgensen. “Looking forward, the momentum in our existing live services provides a solid foundation for FY22. Combined with a new Battlefield and our recent acquisitions, we expect net bookings growth in the high teens.” Selected Operating Highlights and Metrics • Net bookings1 for fiscal 2021 was $6.190 billion, up 15% year-over-year, and over $600 million above original expectations. • Delivered 13 new games and had more than 42 million new players join our network during the fiscal year. • FIFA 21, life to date, has more than 25 million console/PC players. -
A Vision for the Industry in 2020
A VISION FOR THE INDUSTRY IN 2020 tiga.org 20/20 VISION TIGA’S MANIFESTO FOR THE UK VIDEO GAMES DEVELOPMENT INDUSTRY 03 ‘Total War: SHOGUN 2’, developed by Realtime UK P.4 Forewords P.10 Introduction P.12 TIGA and the games industry P.16 Summary of proposals P.20 Power up small firms P.23 Build world winning games businesses P.32 Promote games clusters to boost regional growth P.36 Enhance skills and education, promote measured migration P.42 Footnotes ‘Split Second’, developed by Realtime UK 20/20 VISION TIGA’S MANIFESTO FOR THE UK VIDEO GAMES DEVELOPMENT INDUSTRY 05 FOREWORDs THE UK VIDEO GAME INDUSTRY DAMIAN COLLINS MP “In my role as an MP I come across many “Representing numerous small businesses trade associations. TIGA is distinctive in its and comprising an industry of the future, focus, professionalism, and tenacity. TIGA TIGA’s is a voice which deserves to be IS IMPORTANT has campaigned relentlessly for Games heard. I welcome the publication of this Tax Relief over many years and played manifesto as one which I believe will shape a critical role in convincing first the UK the debate about how to sustain growth in ECONOMICALLY, Government to adopt this measure and the video games and creative industries in then enabling the Government to make the years to come.” CULTURALLY AND a successful case for Games Tax Relief to the EU Commission. TIGA’s successful campaign for Games Tax Relief will benefit INCREASINGLY both the games industry and the wider economy and I am glad to have been able EDUCATIONALLY.