EA REPORTS RECORD FISCAL YEAR RESULTS Net Revenue up 19 Percent to $2.96 Billion Driven by 27 Platinum Titles
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Programmed Moves: Race and Embodiment in Fighting and Dancing Videogames
UC Berkeley UC Berkeley Electronic Theses and Dissertations Title Programmed Moves: Race and Embodiment in Fighting and Dancing Videogames Permalink https://escholarship.org/uc/item/5pg3z8fg Author Chien, Irene Y. Publication Date 2015 Peer reviewed|Thesis/dissertation eScholarship.org Powered by the California Digital Library University of California Programmed Moves: Race and Embodiment in Fighting and Dancing Videogames by Irene Yi-Jiun Chien A dissertation submitted in partial satisfaction of the requirements for the degree of Doctor of Philosophy in Film and Media and the Designated Emphasis in New Media in the Graduate Division of the University of California, Berkeley Committee in charge: Professor Linda Williams, Chair Professor Kristen Whissel Professor Greg Niemeyer Professor Abigail De Kosnik Spring 2015 Abstract Programmed Moves: Race and Embodiment in Fighting and Dancing Videogames by Irene Yi-Jiun Chien Doctor of Philosophy in Film and Media Designated Emphasis in New Media University of California, Berkeley Professor Linda Williams, Chair Programmed Moves examines the intertwined history and transnational circulation of two major videogame genres, martial arts fighting games and rhythm dancing games. Fighting and dancing games both emerge from Asia, and they both foreground the body. They strip down bodily movement into elemental actions like stepping, kicking, leaping, and tapping, and make these the form and content of the game. I argue that fighting and dancing games point to a key dynamic in videogame play: the programming of the body into the algorithmic logic of the game, a logic that increasingly organizes the informatic structure of everyday work and leisure in a globally interconnected information economy. -
Than a Game: Sports-Themed Video Games and Player Narratives
CORE Metadata, citation and similar papers at core.ac.uk Provided by University of Salford Institutional Repository Sociology of Sport Journal, 2009, 26, 50-66 © 2009 Human Kinetics, Inc. More Than a Game: Sports-Themed Video Games and Player Narratives Garry Crawford and Victoria K. Gosling University of Salford This article considers the social importance of sports-themed video games, and more specifically, discusses their use and role in the construction of gaming and wider social narratives. Here, building on our own and wider sociological and video games studies, we advocate adopting an audience research perspective that allows for con- sideration of not only narratives within games but also how these narratives are used and located within the everyday lives of gamers. In particular, we argue that sports- themed games provide an illustrative example of how media texts are used in identity construction, performances, and social narratives. Cet article considère l’importance sociale des jeux vidéo sur le sport et, plus spéci- fiquement, il porte sur leur utilisation et leur rôle dans la construction des récits de jeu et des récits sociaux. À partir de nos propres études sociologiques et de jeux vidéo, nous favorisons une perspective de recherche fondée sur l’auditoire qui permet de considérer non seulement les récits au sein des jeux mais également la façon dont ces récits sont utilisés et situés dans la vie quotidienne des joueurs. En particulier, nous suggérons que les jeux à thème sportif offrent une illustration de la façon dont les textes des médias sont utilisés dans la construction de l’identité, les performances et les récits sociaux. -
Electronic Arts Inc
ELECTRONIC ARTS INC FORM 10-K (Annual Report) Filed 5/30/2007 For Period Ending 3/31/2007 Address 209 REDWOOD SHORES PARKWAY REDWOOD CITY, California 94065 Telephone 650-628-1500 CIK 0000712515 Industry Software & Programming Sector Technology Fiscal Year 03/31 Table of Contents UNITED STATES SECURITIES AND EXCHANGE COMMISSION Washington, D.C. 20549 Form 10-K ANNUAL REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES EXCHANGE ACT OF 1934 For the fiscal year ended March 31, 2007 OR TRANSITION REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES EXCHANGE ACT OF 1934 For the transition period from to Commission File No. 0-17948 ELECTRONIC ARTS INC. (Exact name of registrant as specified in its charter) Delaware 94-2838567 (State or other jurisdiction of (I.R.S. Employer incorporation or organization) Identification No.) 209 Redwood Shores Parkway 94065 Redwood City, California (Zip Code) (Address of principal executive offices) Registrant’s telephone number, including area code: (650) 628-1500 Securities registered pursuant to Section 12(b) of the Act: Title of Each Class Name of Each Exchange on Which Registered Common Stock, $0.01 par value The NASDAQ Stock Market LLC Securities registered pursuant to Section 12(g) of the Act: None Indicate by check mark if the registrant is a well-known seasoned issuer, as defined in Rule 405 of the Securities Act. Yes No Indicate by check mark if the registrant is not required to file reports pursuant to Section 13 or Section 15(d) of the Act. Yes No Indicate by check mark whether the registrant (1) has filed all reports required to be filed by Section 13 or 15(d) of the Securities Exchange Act of 1934 during the preceding 12 months (or for such shorter period that the registrant was required to file such reports), and (2) has been subject to such filing requirements for the past 90 days. -
Tion Thomas EA Graphics Lunch Presentation
Tion Thomas EA Graphics Lunch Presentation Software Engineering Intern Central Technology Group – Apt Purdue University – MS ‘09 Mentor: Anand Kelkar Manager: Fazeel Gareeboo EA Company Overview Founded in 1982 Largest 3rd party game publisher in the world Net revenue of $3.67 billion in FY 2008 #1 mobile game publisher (acquired JAMDAT) Multi-Platform philosophy Has/owns development studios all over the globe: Bioware/Pandemic (Bioshock, Mercenaries) Criterion (Burnout, Black) Digital Illusions (Battlefield series) Tiburon (Madden) Valve (Half-Life) Crytek (Crysis) EA Company Overview cont… 4 Major Brands/Divisions: EA Sports (FIFA, Madden, NBA, NFL, Tiger Woods, NASCAR) EA Sports Freestyle (NBA Street, NFL Street, FIFA Street, SSX) EA (Medal of Honor, C&C, Need For Speed, SIMS, Spore, Dead Space) POGO (Casual web based games) Currently has 4 entries on the top selling franchises of all time list: #3 - Sims (100 million) #5 - Need For Speed (80 million) #7 – Madden (70 million) #9 - FIFA (65 million) EA Is Unique Sheer size breaks the traditional game developer paradigm Bound by multi-platform technology Long history with titles on almost every console that ever existed Most studios have annual cycles that cannot be broken Both developer and publisher with ownership in many huge studios Origin Of Tiburon Founded by 3 programmers in Longwood, FL First title was MechWarrior for SNES First Madden title was Madden 96 for Genesis, SNES Acquired by EA in 1998 How Tiburon Got Madden Originally, EA contracted Visual -
EA SPORTS Names Ayan Tariq Champion of Madden NFL 07 at Madden Challenge Finals
EA SPORTS Names Ayan Tariq Champion of Madden NFL 07 at Madden Challenge Finals Winner Takes Homes $100,000 REDWOOD CITY, Calif.--(BUSINESS WIRE)--Feb. 9, 2007--Ayan Tariq (aka Fool) from Ridgefield Park, NJ defeated 31 gamers from around the world to take home $100,000 in prize money, bragging rights and be crowned the world's best MADDEN NFL 07 player during the fifth annual EA SPORTS™ Madden Challenge Finals Tournament, presented by Best Buy, on Feb. 8 in Honolulu. Tariq, the winner of the Pittsburgh, PA tournament, defeated William Wolf (aka Secret), winner of the Minneapolis, MN competition, in a showdown at the Finals. Held every year during Pro Bowl week, the EA SPORTS Madden Challenge Finals tournament from Electronic Arts (Nasdaq:ERTS) pits the winners of international, regional and online semifinal competitions against one another in an effort to nab the title and the cash prize. "It feels great to win! I think I am going to give the money to my mom," said Tariq upon receiving the $100,000 grand prize. In addition to the competitors, this year's event saw several NFL athletes in attendance: Chad Johnson, Antonio Gates, Derrick Brooks, Marshal Faulk, DeAngelo Hall, Roy Williams and Julian Peterson were there to show their support for the competitive spirit that gripped the Sheraton Waikiki Hotel, the site of the Finals. The 2006 EA SPORTS Madden Challenge competitions ran regularly from Sept. 1 to Jan. 20 and is the only Electronic Arts sanctioned public tournament competition in the celebrated 17-year history of the EA SPORTS Madden NFL football video game franchise. -
Playing with Race: the Ethics of Racialized Representations in E-Games
University of Wollongong Research Online Faculty of Arts - Papers (Archive) Faculty of Arts, Social Sciences & Humanities 2005 Playing with Race: The Ethics of Racialized Representations in E-Games Dean Chan University of Wollongong, [email protected] Follow this and additional works at: https://ro.uow.edu.au/artspapers Part of the Arts and Humanities Commons, and the Social and Behavioral Sciences Commons Recommended Citation Chan, Dean, Playing with Race: The Ethics of Racialized Representations in E-Games 2005. https://ro.uow.edu.au/artspapers/1858 Research Online is the open access institutional repository for the University of Wollongong. For further information contact the UOW Library: [email protected] IRIE International Review of Information Ethics Vol. 4 (12/2005) Dean Chan Playing with Race: The Ethics of Racialized Representations in E-Games Abstract: Questions about the meanings of racialized representations must be included as part of developing an ethical game design practice. This paper examines the various ways in which race and racial contexts are repre- sented in a selected range of commercially available e-games, namely war, sports and action-adventure games. The analysis focuses on the use of racial slurs and the contingencies of historical re-representation in war games; the limited representation of black masculinity in sports games and the romanticization of ‘ghetto play’ in urban street games; and the pathologization and fetishization of race in ‘crime sim’ action-adventure games such as True Crime: Streets of LA. This paper argues for, firstly, a continuous critical engagement with these dominant representations in all their evolving forms; secondly, the necessary inclusion of reflexive precepts in e-games development contexts; and thirdly, the importance of advocating for more diverse and equitable racialized representations in commercial e-games. -
The Power of Play: the Portrayal and Performance of Race in Video Games." the Ecology of Games: Connecting Youth, Games, and Learning.Edited by Katie Salen
Citation: Everett, Anna, and Craig Watkins. “The Power of Play: The Portrayal and Performance of Race in Video Games." The Ecology of Games: Connecting Youth, Games, and Learning.Edited by Katie Salen. The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning. Cambridge, MA: The MIT Press, 2008. 141–166. doi: 10.1162/dmal.9780262693646.141 Copyright: c 2008 Massachusetts Institute of Technology. Published under Creative Commons Attribution-Noncommercial-No Derivative Works Unported 3.0 license. The Power of Play: The Portrayal and Performance of Race in Video Games Anna Everett University of California, Santa Barbara, Department of Film Studies S. Craig Watkins The University of Texas at Austin, Department of Radio-Television-Film Introduction: Young People, Games, and Learning The growing presence of games in the lives of young people creates perils and possibilities. Games have been a constant source of criticism and alarm among parents, researchers, child advocacy groups, and elected officials. The potential harmful effects of gaming have been linked to society’s understandable concerns about the increasingly sedentary lifestyles of youth and childhood obesity, addiction, gender socialization, poor academic performance, and aggressive behavior.1 An area of growing concern is the role of games in the learning experiences and environments of youth.2 While there is growing consensus that learning takes place in games, the question we ask is: “What kinds of learning?” In this chapter we shift the focus on youth, learning, and video games generally to consider the extremely significant but often overlooked matter of race. Specifically, we address the following question: In what ways do young people’s interactions with video games influence how and what they learn about race? We present a critical framework for thinking about how popular game titles and the professionals who design them reflect, influence, reproduce, and thereby teach dominant ideas about race in America. -
Sports Questionnaires from Anderson & Carnagey, 2009
The copyright on all materials in this document is held by Nicholas L. Carnagey and Craig A. Anderson © 2006. The first published use of these Sports Questionnaires was in: Anderson, C. A., & Carnagey, N. L. (2009). Causal effects of violent sports video games on aggression: Is it competitiveness or violent content? Journal of Experimental Social Psychology, 45, Researchers may use these materials free of charge for research purposes. You may download this and other scales from my web site. My home page is at: http://www.psychology.iastate.edu/faculty/caa/index.html. My page listing other scales available for downloading is at: http://www.psychology.iastate.edu/faculty/caa/Scales/Scales.html. Please be sure to give appropriate citation credit for any of my materials that you use in your work. We hope that you find these materials useful in your research. I would love to see copies of your research papers that use them. Electronic copies can be sent to me at: [email protected]. Paper copies can be sent to me at: Craig A. Anderson, Ph.D. W112 Lagomarcino Hall Department of Psychology Iowa State University Ames, IA 50011-3180 104 Sports Video Game Exposure Questionnaire Video Game Use Please rate how often you play each of the following video games according to the scale provided. 1 2 3 4 5 6 7 Never Occasionally Often _____1. EA Sports Madden Football _____2. EA Sports NHL _____3. EA Sports MVP Baseball _____4. EA Sports FIFA Soccer _____5. ESPN Basketball _____6. Midway NFL Blitz _____7. Midway NHL Hitz _____8. -
Copyright by Samuel Ellis Ginsburg 2018
Copyright by Samuel Ellis Ginsburg 2018 The Dissertation Committee for Samuel Ellis Ginsburg Certifies that this is the approved version of the following dissertation: The Cyborg Caribbean: Bodies, Technology, and the Struggle for (Post)Humanity in 21st-Century Cuban, Dominican, and Puerto Rican Science Fiction Committee: Jossianna Arroyo- Martínez, Co-Supervisor César Salgado, Co-Supervisor Luís Cárcamo Huechante John Morán González The Cyborg Caribbean: Bodies, Technology and the Struggle for (Post)Humanity in 21st-Century Cuban, Dominican, and Puerto Rican Science Fiction By Samuel Ellis Ginsburg Dissertation Presented to the Faculty of the Graduate School of The University of Texas at Austin in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy The University of Texas at Austin May 2018 Acknowledgements I would first like to acknowledge my dissertation committee for their support of this project: Co-Supervisors Jossianna Arroyo-Martínez and César Salgado, and committee members Luís Cárcamo Huechante and John Morán Gonazález. Each one has helped shape my academic and personal trajectory. Thank you for not kicking me out of your offices when I proposed this project. So many of my colleagues have provided me with scholarly and emotional support throughout this process: María Cristina Monsalve, Melissa González Contreras, Ginette Eldridge, James Staig, Valeria Rey de Castro, José Ignacio Carvajal, Sam Cannon, Ruth Rubio, Ana Cecilia Calle, Ana Almar, Stephanie Malak, and Min Suk Kim. I’d also like to thank Laura Rodríguez for making everything possible. My family has been incredibly supportive and have believed in me at every step along the way. Thank you, Mom, Dad, and Ruthie. -
1 Before the U.S. COPYRIGHT OFFICE, LIBRARY of CONGRESS
Before the U.S. COPYRIGHT OFFICE, LIBRARY OF CONGRESS In the Matter of Exemption to Prohibition on Circumvention of Copyright Protection Systems for Access Control Technologies Docket No. 2014-07 Reply Comments of the Electronic Frontier Foundation 1. Commenter Information Mitchell Stoltz Kendra Albert Corynne McSherry (203) 424-0382 Kit Walsh [email protected] Electronic Frontier Foundation 815 Eddy St San Francisco, CA 94109 (415) 436-9333 [email protected] The Electronic Frontier Foundation (EFF) is a member-supported, nonprofit public interest organization devoted to maintaining the traditional balance that copyright law strikes between the interests of copyright owners and the interests of the public. Founded in 1990, EFF represents over 25,000 dues-paying members, including consumers, hobbyists, artists, writers, computer programmers, entrepreneurs, students, teachers, and researchers, who are united in their reliance on a balanced copyright system that ensures adequate incentives for creative work while facilitating innovation and broad access to information in the digital age. In filing these reply comments, EFF represents the interests of gaming communities, archivists, and researchers who seek to preserve the functionality of video games abandoned by their manufacturers. 2. Proposed Class Addressed Proposed Class 23: Abandoned Software—video games requiring server communication Literary works in the form of computer programs, where circumvention is undertaken for the purpose of restoring access to single-player or multiplayer video gaming on consoles, personal computers or personal handheld gaming devices when the developer and its agents have ceased to support such gaming. We propose an exemption to 17 U.S.C. § 1201(a)(1) for users who wish to modify lawfully acquired copies of computer programs for the purpose of continuing to play videogames that are no longer supported by the developer, and that require communication with a server. -
Playstation Games
The Video Game Guy, Booths Corner Farmers Market - Garnet Valley, PA 19060 (302) 897-8115 www.thevideogameguy.com System Game Genre Playstation Games Playstation 007 Racing Racing Playstation 101 Dalmatians II Patch's London Adventure Action & Adventure Playstation 102 Dalmatians Puppies to the Rescue Action & Adventure Playstation 1Xtreme Extreme Sports Playstation 2Xtreme Extreme Sports Playstation 3D Baseball Baseball Playstation 3Xtreme Extreme Sports Playstation 40 Winks Action & Adventure Playstation Ace Combat 2 Action & Adventure Playstation Ace Combat 3 Electrosphere Other Playstation Aces of the Air Other Playstation Action Bass Sports Playstation Action Man Operation EXtreme Action & Adventure Playstation Activision Classics Arcade Playstation Adidas Power Soccer Soccer Playstation Adidas Power Soccer 98 Soccer Playstation Advanced Dungeons and Dragons Iron and Blood RPG Playstation Adventures of Lomax Action & Adventure Playstation Agile Warrior F-111X Action & Adventure Playstation Air Combat Action & Adventure Playstation Air Hockey Sports Playstation Akuji the Heartless Action & Adventure Playstation Aladdin in Nasiras Revenge Action & Adventure Playstation Alexi Lalas International Soccer Soccer Playstation Alien Resurrection Action & Adventure Playstation Alien Trilogy Action & Adventure Playstation Allied General Action & Adventure Playstation All-Star Racing Racing Playstation All-Star Racing 2 Racing Playstation All-Star Slammin D-Ball Sports Playstation Alone In The Dark One Eyed Jack's Revenge Action & Adventure -
Earnings Conference Call First Quarter Fiscal 2006 – Ended June 30, 2005
Earnings Conference Call First Quarter Fiscal 2006 – Ended June 30, 2005 EA Conference Call – July 26, 2005 – First Quarter Ended June 30, 2005 1 See Safe Harbor Statements (pages 3-4, 25) Today’s Call Table of Contents Page Welcome and Safe Harbor Statement 3 Highlights – Our Performance 5 Agenda 7 First Quarter Results 8 Outlook 17 Industry Update 18 Financial Guidance 19 Summary 24 Safe Harbor Statement 25 Supplemental Information 26 EA Conference Call – July 26, 2005 – First Quarter Ended June 30, 2005 2 See Safe Harbor Statements (pages 3-4, 25) EA Conference Call Welcome and Safe Harbor Good afternoon and welcome to our first quarter fiscal 2006 earnings call. Today on the call we have: Larry Probst – Chairman and Chief Executive Officer and Warren Jenson – Chief Financial and Administrative Officer Before we begin – I’d like to remind you that: 1. You may find copies of our SEC filings, our earnings release and a replay of the webcast on our web site at http://investor.ea.com. Shortly after the call – we will post a copy of Warren’s remarks on our website. 2. Throughout this call – we will present both GAAP and non-GAAP financial results. Non- GAAP results exclude charges associated with restructuring, asset impairment, other- than-temporary impairment of investments in affiliates, acquired in-process technology, amortization of intangibles, employee stock-based compensation and certain non- recurring litigation expenses – and their related tax effects. A supplemental schedule to our earnings release provides a reconciliation of non-GAAP to GAAP measures. In addition, a supplemental schedule demonstrating how we calculate ROIC will be included with the copy of Warren’s remarks we post on our website.