INTERIM REPORT 2 017 2 017 Interim Report 2017 Contents
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LEYOU TECHNOLOGIES HOLDINGS LIMITED 樂遊科技控股有限公司 (Incorporated in the Cayman Islands with Limited Liability) 6WRFN &RGH
Hong Kong Exchanges and Clearing Limited and The Stock Exchange of Hong Kong Limited take no responsibility for the contents of this announcement, make no representation as to its accuracy or completeness and expressly disclaim any liability whatsoever for any loss howsoever arising from or in reliance upon the whole or any part of the contents of this announcement. LEYOU TECHNOLOGIES HOLDINGS LIMITED 樂遊科技控股有限公司 (Incorporated in the Cayman Islands with limited liability) 6WRFN &RGH INTERIM RESULTS ANNOUNCEMENT FOR THE SIX MONTHS ENDED 30 JUNE 2017 FINANCIAL HIGHLIGHTS Six months ended 30 June 2017 2016 Change RMB’000 RMB’000 % (Unaudited) (Unaudited) RESULTS HIGHLIGHTS From continuing operations Revenue 420,007 391,611 +7% Gross profit 265,241 256,360 +3% Gross profit margin (%) 63% 65% -2% Profit for the period from continuing operations 19,256 74,206 -74% From discontinued operations Profit/(loss) for the period from discontinued operations 357 (34,891) N/A Net profit for the period 19,613 39,315 -50% From continuing and discontinued operations Profit for the period attributable to the owners of the Company 16,812 796 +2,012% Basic earnings per share (RMB cents) 0.58 0.03 +1,833% Dividend per share (RMB cents) Nil Nil N/A 1 As at As at 30 June 31 December 2017 2016 Change RMB’000 RMB’000 % (Unaudited) (Audited) BALANCE SHEET HIGHLIGHTS Total assets 1,798,843 1,522,782 +18% Total interest-bearing borrowings* 37,738 295,143 -87% Net assets 1,117,295 1,036,658 +8% Net assets per share (RMB)** 0.38 0.36 +6% Current ratio 1.61 3.86 -58% -
Game Developer
>> REVIEWED MICROSOFT PROJECT 2007 AUGUST 2008 THE LEADING GAME INDUSTRY MAGAZINE >> AI! AI! AI! AI! >> ALL FIRED UP >> INTERVIEW ARTIFICIAL INTELLIGENCE THE SHOOTER AND HIROKAZU YASUHARA ON MIDDLEWARE ROUNDUP SHOOTEE DISCONNECT GAME DESIGN METHODS POSTMORTEM: PennyTHE Arcade Adventures: On the Rain-Slick LEADINGPrecipice of Darkness GAME INDUSTRY MAGAZINE DISPLAY UNTIL DECEMBER 15, 2003 0808gd_cover_vIjf.indd 1 7/17/08 12:43:51 PM ImageMetrics_Sig08Ad_HR1.pdf 7/11/08 12:58:17 PM I Am the Future of Facial Animation Meet Me at Siggraph 2008 C M Y CM Booth 1229 MY CY CMY K See How I Was Created: 8/13/08 1:00-2:30pm Room #2 Superior Facial Animation. Simplified. www.image-metrics.com US Office: +1 (310) 656 6565 UK Office: +44 (0) 161 242 1800 © 2008. Image Metrics, Inc. All rights reserved. []CONTENTS AUGUST 2008 VOLUME 15, NUMBER 7 FEATURES 7 GAME BRAINS Artificial Intelligence middleware is coming into its own as a crucial tool for modern game development. In this market overview we take a look at eight products that aim to make thinking machines a reality. By Jeffrey Fleming 15 READY, AIM, FIRE! In first person shooters, there is often a disconnect between the location of the gun on 7 the screen and the destination of an in-game bullet. Here, Adam Hunter scans different models that seek to rectify the problem, and draws a few conclusions of his own. By Adam Hunter 28 18 INTERVIEW: HIROKAZU YASUHARA 15 Hirokazu Yasuhara was the third person to join Sonic Team, even before it was so- named. -
You've Seen the Movie, Now Play The
“YOU’VE SEEN THE MOVIE, NOW PLAY THE VIDEO GAME”: RECODING THE CINEMATIC IN DIGITAL MEDIA AND VIRTUAL CULTURE Stefan Hall A Dissertation Submitted to the Graduate College of Bowling Green State University in partial fulfillment of the requirements for the degree of DOCTOR OF PHILOSOPHY May 2011 Committee: Ronald Shields, Advisor Margaret M. Yacobucci Graduate Faculty Representative Donald Callen Lisa Alexander © 2011 Stefan Hall All Rights Reserved iii ABSTRACT Ronald Shields, Advisor Although seen as an emergent area of study, the history of video games shows that the medium has had a longevity that speaks to its status as a major cultural force, not only within American society but also globally. Much of video game production has been influenced by cinema, and perhaps nowhere is this seen more directly than in the topic of games based on movies. Functioning as franchise expansion, spaces for play, and story development, film-to-game translations have been a significant component of video game titles since the early days of the medium. As the technological possibilities of hardware development continued in both the film and video game industries, issues of media convergence and divergence between film and video games have grown in importance. This dissertation looks at the ways that this connection was established and has changed by looking at the relationship between film and video games in terms of economics, aesthetics, and narrative. Beginning in the 1970s, or roughly at the time of the second generation of home gaming consoles, and continuing to the release of the most recent consoles in 2005, it traces major areas of intersection between films and video games by identifying key titles and companies to consider both how and why the prevalence of video games has happened and continues to grow in power. -
Nox Archaist Man Vs
WWW.OLDSCHOOLGAMERMAGAZINE.COM ISSUE #4 • MAY 2018 MAY 2018 • ISSUE #4 RPGS REVIEW A Selected History of RPGs Boss Fight Books 06 BY TODD FRIEDMAN 29 BY OLD SCHOOL GAMER RPGS NEWS Role Playing Games Convention Update 08 BY JASON RUSSELL 30 BY OLD SCHOOL GAMER RPGs VIDEO GAME MOVIE REVIEW Nox Archaist Man vs. Snake 10 BY BILL LANGE 36 BY BRAD FEINGOLD RPGs FEATURE Just For Qix: Cadash 45 Years of Arcade Gaming: The 1990s 12 BY MICHAEL THOMASSON 38 BY ADAM PRATT NEWS THE GAME SCHOLAR 2018 Old School Event Calendar Keyboard Creations 14 BY OLD SCHOOL GAMER 44 BY LEONARD HERMAN RPGs PUREGAMING.ORG INFO Wizardry Talk Sega 32x and Sega CD 15 BY KEVIN BUTLER 47 BY PUREGAMING.ORG RPGs Evolution of Role-Playing Games 17 In Japan BY ANTOINE CLERC-RENAUD RPGs Lord British Meetup 19 BY BILL LANGE RPGs Publisher Business Manager Issue Writers Ryan Burger Aaron Burger Todd Friedman, Jason Brett’s Old School Bargain Bin Russell, Bill Lange, 20 Dungeons and Dragons Editor Design Director Michael Thomasson, BY BRETT WEISS Brian Szarek Jacy Leopold Antoine Clerc-Renaud, Brett Weiss, Walter Day, THE WALTER DAY REPORT Editorial Board Design Assistant Jonathan Polan, Todd Dan Loosen Marc Burger Friedman, Brad Feingold, G.O.A.T.’s of the 21st Century Doc Mack Adam Pratt, Leonard 22 BY WALTER DAY Billy Mitchell Art Director Herman Walter Day Thor Thorvaldson INTERVIEW/PEOPLE A Few Minutes with Buck Stein BY OLD SCHOOL GAMER HOW TO REACH OLD SCHOOL GAMER: Postmaster – Send address changes to: 24 OSG • 222 SE Main St • Grimes IA 50111 515-986-3344 Postage paid at Grimes, IA and other mailing locations. -
3 the Seven Valleys
Spiritual Art: Evoking the Numinous using a 3D Computer Game Engine Christopher Leigh Nelson This exegesis is submitted in partial fulfilment of the requirements for the degree of Master of Arts Arts Academy University of Ballarat PO Box 663 University Drive, Mount Helen Ballarat, Victoria 3353 Australia Submitted in March 2007 Abstract The Seven Valleys is an interactive 3D installation based artwork inspired by mystical writings of the Bahá'í Faith. Created as a modification of the first- person shooter Unreal Tournament 2003 (Epic, 2003) it subverts the original paradigm of the game to create an experience of the numinous, which in spirit, is diametrically opposed to the original intent of the gameplay design. This artwork presents an exploration of, and allusion to, the often subtle and illusive concepts found in the sacred treatise The Seven Valleys (Bahá'u'lláh, 1991) in which the user engages in an experiential journey through the work. The user is faced with conditions and situations that provide motivation to question, explore and attempt to fathom the abstract sense of the numinous. Each of The Seven Valleys contains its own individual mysteries while at the same time contributing its part to the telling of a collective story. Chris Nelson ii 10/18/2007 STATEMENT OF AUTHORSHIP Except where explicit reference is made in the text of the exegesis, this exegesis contains no material published elsewhere or extracted in whole or in part from a thesis by which I have qualified for or been awarded another degree or diploma. No other person’s work has been relied upon or used without due acknowledgement in the main text and bibliography of the exegesis. -
Unreal Tournament 2004 Bring out the Big Guns PCG133.Cover Nv 2 3 20/1/2004 4:55 PM Page 2
PCG133.cover_nv 20/1/04 6:18 pm Page 13 Issue 03 THE WAY It’s Meant To Be Played Ultimate PC gaming with GeForce FX Unreal Tournament 2004 Bring out the big guns PCG133.cover_nv_2_3 20/1/2004 4:55 PM Page 2 Contents 04 06 06 07 07 08 10 10 11 12 15 What’s new in hardware 04. Unreal Tournament 2004 08. Call Of Duty 12. Forceware 15. The Future Network plc is a public company. Produced by Printed in the UK © Future Publishing 2004 All images and materials are property of their respected owners. Future Plus 30 Monmouth Street, Bath, BANES, BA1 2BW All Rights Reserved. Printed by GeForce FX GPU pictures © NVIDIA Cover picture © Unreal Tournament 2004 Cover picture Precision Colour Print, Telford Copyright 2004 Epic Games Inc. All rights reserved.” ➔ 2 PCG133.cover_nv_2_3 20/1/2004 4:55 PM Page 3 In this issue Bring the games to life NVIDIA is committed to delivering blistering performance and visuals, and making PC gaming as easy as possible. This is the way it's meant to be played… elcome to the third issue of NVIDIA’s about the very latest TWIMTBP W The Way It’s Meant To Be Played games, including an exclusive magazine, which is dedicated to showcasing interview with the creators of first- the games participating in the ‘NVIDIA®: The person shooter Unreal Tournament way it's meant to be played™ (TWIMTBP)’ 2004 on page 8, and the eagerly- programme. This collaboration between anticipated World War II epic Call Of Duty NVIDIA, NVIDIA's hardware partners, and the on page 12.