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Uila Supported Apps
Uila Supported Applications and Protocols updated Oct 2020 Application/Protocol Name Full Description 01net.com 01net website, a French high-tech news site. 050 plus is a Japanese embedded smartphone application dedicated to 050 plus audio-conferencing. 0zz0.com 0zz0 is an online solution to store, send and share files 10050.net China Railcom group web portal. This protocol plug-in classifies the http traffic to the host 10086.cn. It also 10086.cn classifies the ssl traffic to the Common Name 10086.cn. 104.com Web site dedicated to job research. 1111.com.tw Website dedicated to job research in Taiwan. 114la.com Chinese web portal operated by YLMF Computer Technology Co. Chinese cloud storing system of the 115 website. It is operated by YLMF 115.com Computer Technology Co. 118114.cn Chinese booking and reservation portal. 11st.co.kr Korean shopping website 11st. It is operated by SK Planet Co. 1337x.org Bittorrent tracker search engine 139mail 139mail is a chinese webmail powered by China Mobile. 15min.lt Lithuanian news portal Chinese web portal 163. It is operated by NetEase, a company which 163.com pioneered the development of Internet in China. 17173.com Website distributing Chinese games. 17u.com Chinese online travel booking website. 20 minutes is a free, daily newspaper available in France, Spain and 20minutes Switzerland. This plugin classifies websites. 24h.com.vn Vietnamese news portal 24ora.com Aruban news portal 24sata.hr Croatian news portal 24SevenOffice 24SevenOffice is a web-based Enterprise resource planning (ERP) systems. 24ur.com Slovenian news portal 2ch.net Japanese adult videos web site 2Shared 2shared is an online space for sharing and storage. -
The State of Mobile 2019 Executive Summary
1 Table of Contents 07 Macro Trends 19 Gaming 25 Retail 31 Restaurant & Food Delivery 36 Banking & Finance 41 Video Streaming 46 Social Networking & Messaging 50 Travel 54 Other Industries Embracing Mobile Disruption 57 Mobile Marketing 61 2019 Predictions 67 Ranking Tables — Top Companies & Apps 155 Ranking Tables — Top Countries & Categories 158 Further Reading on the Mobile Market 2 COPYRIGHT 2019 The State of Mobile 2019 Executive Summary 194B $101B 3 Hrs 360% 30% Worldwide Worldwide App Store Per day spent in Higher average IPO Higher engagement Downloads in 2018 Consumer Spend in mobile by the valuation (USD) for in non-gaming apps 2018 average user in companies with for Gen Z vs. older 2018 mobile as a core demographics in focus in 2018 2018 3 COPYRIGHT 2019 The Most Complete Offering to Confidently Grow Businesses Through Mobile D I S C O V E R S T R A T E G I Z E A C Q U I R E E N G A G E M O N E T I Z E Understand the Develop a mobile Increase app visibility Better understand Accelerate revenue opportunity, competition strategy to drive market, and optimize user targeted users and drive through mobile and discover key drivers corp dev or global acquisition deeper engagement of success objectives 4 COPYRIGHT 2019 Our 1000+ Enterprise Customers Span Industries & the Globe 5 COPYRIGHT 2019 Grow Your Business With Us We deliver the most trusted mobile data and insights for your business to succeed in the global mobile economy. App Annie Intelligence App Annie Connect Provides accurate mobile market data and insights Gives you a full view of your app performance. -
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Case 2:17-cv-04986 Document 1 Filed 07/06/17 Page 1 of 44 Page ID #:1 1 MARC E. MAYER (SBN 190969) [email protected] 2 MATTHEW S. BEASLEY (SBN 288070) [email protected] 3 MITCHELL SILBERBERG & KNUPP LLP 11377 West Olympic Boulevard 4 Los Angeles, California 90064-1683 Telephone: (310) 312-2000 5 Facsimile: (310) 312-3100 6 Attorneys for Plaintiff Riot Games, Inc. 7 8 UNITED STATES DISTRICT COURT 9 CENTRAL DISTRICT OF CALIFORNIA 10 11 RIOT GAMES, INC., a Delaware CASE NO. 2:17-cv-4986 corporation, 12 COMPLAINT FOR: Plaintiff, 13 (1) COPYRIGHT INFRINGEMENT v. (2) TRADEMARK INFRINGEMENT 14 (3) FALSE DESIGNATION OF SHANGHAI MOONTON ORIGIN 15 TECHNOLOGY CO., LTD., and DEMAND FOR JURY TRIAL 16 DOES 1-10, inclusive, 17 Defendants. 18 19 20 21 22 23 24 25 26 27 Mitchell 28 Silberberg & Knupp LLP Case 2:17-cv-04986 Document 1 Filed 07/06/17 Page 2 of 44 Page ID #:2 1 Plaintiff Riot Games, Inc. (“Riot”) alleges as follows: 2 3 PRELIMINARY STATEMENT 4 1. Riot develops, publishes, distributes, and maintains the immensely 5 popular game titled “League of Legends” (“LoL”). Riot owns the copyright and 6 all related rights in LoL. Riot also owns registered trademarks in the word mark 7 “LEAGUE OF LEGENDS” and in LoL’s distinctive and original logo. 8 2. This lawsuit involves the ongoing, willful and bad faith infringement 9 of Riot’s intellectual property rights, including its copyrights and trademarks, by 10 Shanghai Moonton Technology Co, Ltd. (“Moonton”) and those working in 11 concert with it. -
1 CHAPTER 1 BACKGROUND 1.1 Background Living in a World That Has the Fastest Development of Its Technology, Will Make People
CHAPTER 1 BACKGROUND 1.1 Background Living in a world that has the fastest development of its technology, will make people tried to follow it. The technology has changed the behavior of a human’s life, like help people’s daily activities such as studying, working, social interaction, refreshing, and also as the assistant. Technology has changed them all and made everyone in the world rely on technology. One of the greatest development of technology is a mobile device. Where the mobile devices already exist in era 1990s, but it has changed of the way we used it. Mobile devices were only used for making a call, but now people can do lots of things and the human called it smartphone. According to the latest statistic by Statista, in 2018 smartphone users in the world approximately reach 2.53 billion users. Whereas, according to Katadata, in Indonesia there are 83.5 million smartphone users in 2018. The number of smartphone user will keep rising up and estimated in 2019 will be around 92 million users. It means, the appearance of smartphone in human’s life is really important, people rely on smartphone a lot. The evolution of mobile phone also followed by the development of the internet. Some survey done by (Katadata, 2016), it said that around 32% of people in Indonesia using smartphone more than 8 hours per day. The new design of mobile devices offers lots of features that makes people easy to use it. Such as the touch screen phone, higher quality of the screen display, larger storage, and also camera. -
Downloaded Directly to the Computer and Some Are Even F2P [Free to Play]) and Begin My Entry in the Virtual World
FANTASTIC REALITIES: SOLID AND VIRTUAL RESONANCE IN MMORPGS by ZEK CYPRESS VALKYRIE B.A., University of Colorado at Colorado Springs, 2004 M.A., University of Colorado at Colorado Springs, 2005 A thesis submitted to the Faculty of the Graduate School of the University of Colorado in partial fulfillment of the requirement for the degree of Doctor of Philosophy Department of Sociology 2011 This thesis entitled: Fantastic Realities: Solid and Virtual Resonance in MMORPGs Written by Zek Cypress Valkyrie has been approved for the Department of Sociology ____________________________________________ Joanne Belknap, Ph.D. Chair, Dissertation Committee ____________________________________________ Jane Menken, Ph.D. Member, Dissertation Committee ________________________________________________ Heather Albanesi, Ph.D. Member, Dissertation Committee _________________________________________________ Matthew C. Brown, Ph.D. Member, Dissertation Committee ____________________________________________ Scott Bruce, Ph.D. Member, Dissertation Committee _________________________________________________ Stefanie Mollborn, Ph.D. Member, Dissertation Committee Date: __________ The final copy of this thesis has been examined by the signatories, and we find that both the content and the form meet acceptable presentation standards of scholarly work in the above mentioned discipline. HRC Protocol # 1007.4 Valkyrie, Zek Cypress (Ph.D., Sociology) Fantastic Realities: Solid and Virtual Resonance in MMORPGs Thesis directed by Professor Joanne Belknap This dissertation is a qualitative study that examines how game worlds and positive game experiences are neither equally accessible nor equally enjoyable to many who wish to participate in them. Newer research on games argues that those who master them are fulfilled socially, are highly productive, are motivated, and are invigorated by participation in grand narratives. Using a mixed methods approach, I drew on seventy in-depth interviews with gamers coupled with observational data from my membership role in several virtual worlds. -
Flyff and Rappelz Launched in New Regions
Flyff and Rappelz Launched in New Regions Tokyo, Japan – June 2, 2009 – Gala Inc. today announced that the open beta test for the Brazil service of Flyff, an online game developed by Seoul-based consolidated subsidiary Aeonsoft Inc was launched today June 2, 2009. The open beta test for the Thailand service of Rappelz, an online game developed by Seoul-based consolidated subsidiary nFlavor Corp., was also launched on the same date. 1. Size of Brazilian and Thai markets The number of broadband internet users in Brazil in 2007 was about 6.7 million, a 40% increase over 2006. While Thailand has only 913 thousand, the growth rate is about 870%. Number of broadband users and penetration rate, Brazil Number of broadband users and penetration rate, Thailand Gala Group games are experiencing dramatic growth in Germany and France, which have 19.6 million and 15.55 million broadband users respectively (growth rates are 31% and 22% respectively). As such, it can be said that the growth rate in Brazil and Thailand bode well for the success of these games. 2. Overview of Flyff Online Flyff is currently provided in Korea, Japan, the United States, Taiwan, Europe, Thailand, the Philippines, some South American countries including Chile, and China. Chilean publisher Inversiones y Servicios El Boldo, S.A. currently provides Flyff in Chile, Peru, Argentina, and other South American countries, but the Brazil service will be run by Gala-Net Inc., a consolidated subsidiary of Gala Inc. 3. Overview of Rappelz Rappelz is currently being in Korea, Japan, Taiwan, Hong-Kong, China, Europe, Russia, the United States, and various Arabic-speaking countries. -
An Analysis of Mobile Gaming Market Trends and Top Titles in the US
The State of Mobile Gaming 2021 — An Analysis of Mobile Gaming Market Trends and Top Titles in the U.S., Europe, and Asia © 2021 Sensor Tower Inc. - All Rights Reserved Table of Contents 03 - Market Overview: Worldwide 15 - Market Overview: United States 21 - Market Overview: Europe 32 - Market Overview: Asia 43 - Market Forecast 49 - Game Genre Trends 57 - Monetization Trends 64 - Advertising Trends 73 - Conclusion Market Overview: Worldwide — An Overview of Mobile Gaming Worldwide © 2021 Sensor Tower Inc. - All Rights Reserved Global Game Revenue Surged During the Pandemic Worldwide quarterly consumer spending in mobile games on the App Store and Google Play App Store Google Play $25B Mobile game revenue spiked during the start of the COVID-19 pandemic, seeing its largest year- +25% over-year growth in Q2 2020 at 33 percent. Games earned more than $20 billion globally for $20B the first time that quarter. +18% $9.2B $8.4B $8.6B $8.1B Strong revenue growth continued in the +16% $15B following quarters. The 25 percent Y/Y growth in $7.0B Q1 2021 easily outpaced the growth during the $6.5B $6.5B $6.0B $6.1B prior two years. $5.7B $5.4B $5.2B $5.3B $10B $13.0B $12.1B $12.4B $12.4B $10.8B $5B $10.0B $9.9B $9.0B $9.1B $7.9B $7.8B $8.2B $8.4B Note: $0 Revenue figures are gross revenue (including the cut taken by Apple or Google). Q1 2018 Q2 2018 Q3 2018 Q4 2018 Q1 2019 Q2 2019 Q3 2019 Q4 2019 Q1 2020 Q2 2020 Q3 2020 Q4 2020 Q1 2021 Market Overview: Worldwide 4 © 2021 Sensor Tower Inc. -
China & Hong Kong Trend Report H1 2021
An Acuris Company Regional Overview China & Hong Kong Trend Report In association with H1 2021 mergermarket.com Mergermarket Regional Trend Report China & Hong Kong 2 US$296bn +41% +59% Increase in number of energy, Increase in tech M&A value mining & utilities (115 deals, to US$45.8bn Value of China and Hong Kong M&A US$19.8bn) deals versus H1 2020, in H1 2021, up 88.5% on H1 2020 the largest sector increase this half US$39bn US$27bn Private equity (PE) investment 4 in H1 2021. China and Hong Number of quarters in which China China and Hong Kong outbound Kong have now seen at least and Hong Kong has seen at least M&A, only 17.5% behind the US$100bn in M&A activity full-year 2020 value US$10bn worth of PE investment for five successive quarters mergermarket.com Mergermarket.com Mergermarket Regional Trend Report China & Hong Kong 3 Amid international angst, dealmakers look to domestic successes The economies of China and Hong Kong are between Chinese infrastructure companies China & Hong Kong M&A activity bouncing back following the impact of the Sichuan Railway Investment Group and 2016-H1 2021 COVID-19 pandemic. With growth of 2.3%, Sichuan Transportation Investment Group – China was the only major economy to have the largest deal of the year by far. expanded in 2020 and is expected to see The second largest deal through the first six growth of 8.1% in 2021, according to the 500 months of this year – Xinjiang Tianshan Cement 2,500 Asian Development Bank. -
Supplemental Material
Supplemental Material A. Mulsemedia Rendering Devices Table 1 contains a list of rendering devices, categorized by function and type and sorted in release year. Note that the following list of devices is by no means exhaustive to provide various rendering function. Table 1. List of Mulsemedia Rendering devices. Product Year Sensation Type Notation Glove GloveOne6 2014 Vibrotactile feedback Mood Glove1 2016 Vibrotactile feedback Include vibration and temperature Senso Glove2 2016 Haptic display fluctuation Manus VR5 2016 Vibrotactile feedback Avatar VR7 2017 Vibrotactile feedback Hi5 VR Glove3 2018 Vibrotactile feedback Plexus4 2018 Vibrotactile feedback Cynteract9 2018 Force feedback Under Hands Omni8 Force feedback development Exoskeleton Dexmo10 2016 Force feedback HGlove11 2017 Force feedback Include realistic touch and force HaptX12 2017 Haptic display feedback VRgluv13 2017 Force feedback SenseGlove14 2018 Force feedback CyberGlove15 2009 Force feedback Thimble VRTouch16 2017 Force feedback Tactai Touch17 2017 Force feedback Chair Emoti-chair19 2009 Haptic display MMOne VR Chair21 2015 Haptic display Telepod22 2016 Vibrotactile Roto VR Chair18 2017 Haptic display Provide sense of weightlessness Voyage20 2017 Haptic display Provide sense of weightlessness Yaw VR Motion 2018 Haptic display Include locomotion and vibrotactile Simulator23 Under Feel Three24 Haptic display Include locomotion and vibrotactile development Vest Interactor Vest26 1994 Vibrotactile feedback 3RD Space Vest27 2007 Vibrotactile feedback Tactile Gaming Vest28 -
Tom Apperley Gaming Rhythms: Play and Counterplay from the Situated to the Global
TOM APPERLEY GAMING RHYTHMS: PLAY AND COUNTERPLAY FROM THE SITUATED TO THE GLOBAL A SERIES OF READERS PUBLISHED BY THE INSTITUTE OF NETWORK CULTURES ISSUE NO.: 6 TOM APPERLEY GAMING RHYTHMS: PLAY AND COUNTERPLAY FROM THE SITUATED TO THE GLOBAL Theory on Demand #6 Gaming Rhythms: Play and Counterplay from the Situated to the Global Author: Thomas Apperley Design: Katja van Stiphout DTP: Margreet Riphagen Printer: ‘Print on Demand’ Publisher: Institute of Network Cultures, Amsterdam 2010 ISBN: 978-90-816021-1-2 Contact Institute of Network Cultures phone: +3120 5951863 fax: +3120 5951840 email: [email protected] web: http://www.networkcultures.org This publication is available through various print on demand services. For more information, and a freely downloadable pdf: http://networkcultures.org/theoryondemand. This publication is licensed under the Creative Commons Attribution Noncommercial No Derivative Works 3.0 Netherlands License. No article in this book may be reproduced in any form by any electronic or mechanical means without permission in writing from the author. GAMING RHYTHMS 3 For Raina J. León 4 THEORY ON DEMAND CONTENTS Acknowledgements 6 Introduction 7 Chapter One - Digital Game Ecologies 11 Mapping the Digital Game Ecology 12 Media Ecologies 13 Interactive Circuits 14 Global Industry? 16 Gaming and Everyday Life 18 Rhythmanalysis 19 Resonances 21 Rhythms of Control 23 Cybernetic Subjectivity 23 Allegories for the Control Society 25 From Protocol to Algorithm 27 Conclusion 28 Chapter Two - Bodies, Computers and Other -
A Game Design Analysis of Female Engagement in MOBA Games Gege Gao Indiana University Bloomington Bloomington, IN, 47408, USA [email protected]
Does Platform Matter? A Game Design Analysis of Female Engagement in MOBA Games Gege Gao Indiana University Bloomington Bloomington, IN, 47408, USA [email protected] Patrick C. Shih Indiana University Bloomington Bloomington, IN, 47408, USA [email protected] ABSTRACT Previous research shows that female players participate less in competitive games than male players. However, it is reported that there are more female players are than male players in King of Glory (KoG), one of the most popular multiplayer online battle arena (MOBA) games on the mobile platform in China. This study aims to investigate how can KoG capture the interest of female players. We compared the game design of KoG with League of Legends (LoL), one of the most popular MOBA games on the PC platform. We followed up with a semi-structured interview study with 20 participants about their gameplay experiences on the two different platforms. Our analysis indicates that mobility, sociability, and lower barrier to entry are the main factors that drove female players to participate in KoG. Keywords Multiplayer Online Battle Arena Games, MOBA Games, Competitive Games, Game Design, Gender Differences, Game Control, Game platform. INTRODUCTION In recent years, female participation is gradually increasing in the gaming industry. Based on the Entertainment Software Association (ESA) 2016 annual report, 41% of the US gamers are women (ESA, 2016). However, female players prefer to play games with non-violent games such as social games, puzzle games, board games, etc., while male players prefer violent games and competitive games (Hartmann & Klimmt, 2006; Inkpen et al. 1994; Lucas & Sherry, 2004; Phan et al. -
1 CHAPTER I INTRODUCTION 1.1 Research Background Mobile
CHAPTER I INTRODUCTION 1.1 Research Background Mobile legend is created by China developer is Moonton Technology Co. Ltd and shanghai mulong network and technology Co.,ltd. July 11, 2016. Mobile legend bang bang is a game designed which only for phone, this game has two opposing teams to defend the fort so as not taken over by the opponent. Besides, mobile legend is very popular and in demand from various circles from teenagers to adults. This game is very popular in Asian as many as ten million accounts are known to have downloaded this game on the Google Play Store. The role is there are two group fights to reach and destroy the enemy’s castle while defending their own castle to defend the castle they have to control the path they pass through. There are three lines the first is “Upper”, “Lower” , “Middle”. Those lines connect the road to the castle. Someone who only plays the game is called player, one of developer online games www.steam.com said if there are 12.675.696 players who download that online game and the players are dominated by teenagers and early adults aged 15-25 years. In online games especially is Mobile legend the player can interact with the other player to communicate and give ideas. There are features to support their communication which are called chat room. In chat room, the player can chat with team or enemy, Therefore, they are usually 1 using a lot of emerging special languages that are used in mobile legend game, called as register.