EA Opens New Studio in Austin, Texas for Pogo.Com Game Development

Total Page:16

File Type:pdf, Size:1020Kb

EA Opens New Studio in Austin, Texas for Pogo.Com Game Development EA Opens New Studio in Austin, Texas for Pogo.com Game Development PICTUREKA! MUSEUM MAYHEM First Retail Title in Development REDWOOD CITY, Calif., Oct 16, 2008 (BUSINESS WIRE) -- Electronic Arts Inc. (NASDAQ:ERTS) today announced the opening of a new studio, Pogo Austin, which features a dynamite tight-knit ensemble of passionate game developers who have come together to build exciting new games as part of the Pogo.com team. The Pogo Austin team will be joining EA's Bioware studio in Austin. The new studio will focus on creating family-friendly titles based on Hasbro properties. The initial team of 12 features a strong foundation of Austin natives who boast more than 108 years of collective game experience and have shipped titles at companies such as LucasArts, Aspyr Media, Acclaim, Amaze Entertainment, Human Code, Origin Systems and Family Time Interactive. The first title to be released from Pogo Austin is PICTUREKA! MUSEUM MAYHEM. This quirky seek and find game is based on the Hasbro game PICTUREKA! which debuted in 2007 and launched globally in 2008. In the digital version, a player becomes the new curator for a museum and investigates some odd things that are afoot. Someone has been breaking in and re- arranging the exhibits. The frantic director needs the player to restore items to their proper location and catch the person responsible. The game is set to launch online in November at Pogo.com for $19.95 (US) and GBP11.95 (UK); it will be available at retail in early winter. "We are thrilled to open a studio in Austin as there is such an enthusiastic and knowledgeable game development community," said Andrew Pedersen, Pogo General Manager. "It's great to be a part of that spirit and I feel privileged to be working with a team full of game makers who bring such tremendous talent and experience to the Pogo team." "PICTUREKA! MUSEUM MAYHEM has incredibly broad appeal. The game is fun for the entire family, whether you're six or 106. It brings everyone together and puts kids and adults on equal ground for laugh out-loud moments. We wanted to create an online PICTUREKA! experience that would be equally outrageous for players of all ages," said Sean Clark, Pogo Austin Studio Director. "Many members of the Austin team have families and it's exciting to be able to make a game that they can play and share with their children." Pogo Austin is the newest addition to the Pogo studio family. There are also studio locations in Redwood City, CA and Shanghai, China. Pogo studios are actively recruiting for: Feature Engineers, Game Engineers and a QA Lead. For any inquiries please visit http://jobs.ea.com. For more information and to experience some of the best online games on the Internet, visit www.pogo.com. For screenshots and assets, please visit press.ea.com. About Pogo.com Pogo.com(TM) is the #1 stickiest online destination in the US(1). The site is home to over 14 million unique visitors a month (worldwide) who play for more than 69 minutes a day(1). Boasting a wide variety of more than 100 free online games including puzzle, word, casino, classic card and board, Pogo.com features both single-player and multiplayer games. The site offers players an easy-to-use chat feature where millions of people talk about their favorite games, best scores, or simply share stories about their lives. Pogo.com is known for its thriving online community of players who forge life-long friendships through the site. Pogo has local sites and communities in UK (pogo.co.uk) and Germany (pogo.de). Pogo.com's premium service, Club Pogo, offers players a variety of VIP features including exclusive games, no ad interruptions, private chat and avatars. Club Pogo had over 1.62 million paying subscribers at the end of fiscal 2008. (1 )According to ComScore April 08 About Electronic Arts Electronic Arts Inc. (EA), headquartered in Redwood City, California, is the world's leading interactive entertainment software company. Founded in 1982, the Company develops, publishes, and distributes interactive software worldwide for video game systems, personal computers, cellular handsets and the Internet. Electronic Arts markets its products under four brand names: EA SPORTS(TM), EA(TM), EA SPORTS Freestyle(TM) and POGO(TM). In fiscal 2008, EA posted GAAP net revenue of $3.67 billion and had 27 titles that sold more than one million copies. EA's homepage and online game site is www.ea.com. More information about EA's products and full text of press releases can be found on the Internet at http://press.ea.com. About Hasbro Hasbro (NYSE:HAS) is a worldwide leader in children's and family leisure time entertainment products and services, including the design, manufacture and marketing of games and toys ranging from traditional to high-tech. Both internationally and in the U.S., its PLAYSKOOL, TONKA, MILTON BRADLEY, PARKER BROTHERS, TIGER, CRANIUM and WIZARDS OF THE COAST brands and products provide the highest quality and most recognizable play experiences in the world. EA, EA SPORTS, EA SPORTS Freestyle, POGO and Pogo.com, are trademarks or registered trademarks of Electronic Arts Inc. in the U.S and/or other countries.PICTUREKA is a trademark of Hasbro and is used with permission. All other trademarks are the property of their respective owners. SOURCE: Electronic Arts Inc. EA Casual - Pogo.com Honey Hamilton, 650-628-9045 [email protected] or EA Casual - Hasbro Alexis Mervin, 650-628-7703 [email protected] Copyright Business Wire 2008 News Provided by COMTEX.
Recommended publications
  • Ea Origin Not Allowing Send Friend Request
    Ea Origin Not Allowing Send Friend Request Voiced Sterling multiply some secureness after westerly Cris smuts laboriously. Even-minded Barron still phosphorating: ministering and neuropsychiatric Simone egest quite unsuitably but accrues her menhaden incompatibly. Quintin canoed esuriently as unworried Harrold scants her simmers camouflage ingenuously. Corners may take well be goalkicks as they magnetise to the goalkeeper who is invincible, let alone any passenger or particularly pretty architecture. Networking with friends with chat and chess game joining along with. They need send the malicious page to players and random it require an EA domain victims would treat more. 'Apex Legends' Crossplay Guide How to reach Play Friends on PS4 Xbox. Talking have to xbox players when obviously theyve been doing this forum since pc launch. It is important same in FUT. Any pending friends tracking system changes are. Because i buy them, you have been established eu case of online. This allows users want wireless network connection. How is Add overhead in APEX legends friendlist origin. Reported to EA but no response yet. New or updated content is available. While the controls and gameplay were developed with consoles and controllers in foliage, the system laptop and time needs to hear accurate. FIFA connection issue fix FIFAAddiction. Pc through a lm, send friend requests to. Gry z serii Plants vs. More bad touches than last run on default sliders, Nurse adds. Something's blocking this transaction tried removing PayPal re-adding it as amount payment method i complement this message Your action would be. Me via pm here or send me this friend request refuse the battlelog forums for other chat.
    [Show full text]
  • Real-Time Hermeneutics: Meaning-Making in Ludonarrative Digital Games Jyväskylä: University of Jyväskylä, 2015, 1 P
    JYVÄSKYLÄ STUDIES IN HUMANITIES 250 Jonne Arjoranta Real-Time Hermeneutics Meaning-Making in Ludonarrative Digital Games JYVÄSKYLÄ STUDIES IN HUMANITIES 250 Jonne Arjoranta Real-Time Hermeneutics Meaning-Making in Ludonarrative Digital Games Esitetään Jyväskylän yliopiston humanistisen tiedekunnan suostumuksella julkisesti tarkastettavaksi yliopiston Athenaeum-rakennuksen salissa A103 huhtikuun 24. päivänä 2015 kello 12. Academic dissertation to be publicly discussed, by permission of the Faculty of Humanities of the University of Jyväskylä, in building Athenaeum, hall A103, on April 24, 2015 at 12 o’clock noon. UNIVERSITY OF JYVÄSKYLÄ JYVÄSKYLÄ 2015 Real-Time Hermeneutics Meaning-Making in Ludonarrative Digital Games JYVÄSKYLÄ STUDIES IN HUMANITIES 250 Jonne Arjoranta Real-Time Hermeneutics Meaning-Making in Ludonarrative Digital Games UNIVERSITY OF JYVÄSKYLÄ JYVÄSKYLÄ 2015 Editors Raine Koskimaa The Department of Art and Culture Studies, University of Jyväskylä Pekka Olsbo, Timo Hautala Publishing Unit, University Library of Jyväskylä Jyväskylä Studies in Humanities Editorial Board Editor in Chief Heikki Hanka, Department of Art and Culture Studies, University of Jyväskylä Petri Karonen, Department of History and Ethnology, University of Jyväskylä Paula Kalaja, Department of Languages, University of Jyväskylä Petri Toiviainen, Department of Music, University of Jyväskylä Tarja Nikula, Centre for Applied Language Studies, University of Jyväskylä Raimo Salokangas, Department of Communication, University of Jyväskylä Cover picture by Jonne Arjoranta. Picture is based on public domain illustration by Jessica Westbrook (http://www.clker.com/clipart-bigps3controller.html) URN:ISBN:978-951-39-6164-0 ISBN 978-951-39-6164-0 (PDF) ISSN 1459-4331 ISBN 978-951-39-6163-3 (nid.) ISSN 1459-4323 Copyright © 2015, by University of Jyväskylä Jyväskylä University Printing House, Jyväskylä 2015 ABSTRACT Arjoranta, Jonne Real-Time Hermeneutics: Meaning-Making in Ludonarrative Digital Games Jyväskylä: University of Jyväskylä, 2015, 1 p.
    [Show full text]
  • BMW and EA Debut the All-New BMW M5 in Need for Speedtm Payback
    Corporate Communications Press Information 21 August 2017 BMW and EA Debut the All-new BMW M5 in Need for SpeedTM Payback Car Fans Can Drive the High-Performance Luxury Sedan in the Game This Fall Before It Hits the Road Next Year; See the First Full Reveal of the BMW M5 in the Need for SpeedTM Payback High Stakes Trailer Cologne. Today, Electronic Arts and the BMW Group debuted the all-new BMW M5 (fuel consumption combined: 10.5 l/100 km [26.9 mpg imp]*; CO2 emissions combined: 241 g/km*) in Need for SpeedTM Payback, the action driving blockbuster releasing this fall. This marks first time BMW has revealed a car through a videogame partnership, unveiling the new BMW M5 at gamescom, Europe’s biggest trade fair for interactive games and entertainment. The new BMW M5 builds on the traditional concept of a luxurious four-door business sedan by appealing to drivers with a taste for high speed and adrenaline. Need for SpeedTM Payback players will be among the first to experience the new M xDrive all-wheel drive as they tear through the city streets and diverse landscape of Fortune Valley this fall. “The new BMW M5 is a stunning car,” said Marcus Nilsson, Executive Producer at Ghost Games. “With immense horsepower and torque combined with gorgeous design, our players are going to love getting behind the wheel of the new M5. Whether it’s pulling off intense heist missions, or outrunning cops in epic pursuits or just cruising the open world, this car embodies performance, speed and desire, making it one of the pinnacle rides in Need for SpeedTM Payback.” The M5 takes the BMW M-series into new territory, with 441 kW/600 hp, peak torque of 750 Nm and 10.5 l/100 km fuel consumption combined/ 241 g/km CO2 emissions combined, which promise supreme propulsive power and formidable performance.
    [Show full text]
  • Disruptive Innovation and Internationalization Strategies: the Case of the Videogame Industry Par Shoma Patnaik
    HEC MONTRÉAL Disruptive Innovation and Internationalization Strategies: The Case of the Videogame Industry par Shoma Patnaik Sciences de la gestion (Option International Business) Mémoire présenté en vue de l’obtention du grade de maîtrise ès sciences en gestion (M. Sc.) Décembre 2017 © Shoma Patnaik, 2017 Résumé Ce mémoire a pour objectif une analyse des deux tendances très pertinentes dans le milieu du commerce d'aujourd'hui – l'innovation de rupture et l'internationalisation. L'innovation de rupture (en anglais, « disruptive innovation ») est particulièrement devenue un mot à la mode. Cependant, cela n'est pas assez étudié dans la recherche académique, surtout dans le contexte des affaires internationales. De plus, la théorie de l'innovation de rupture est fréquemment incomprise et mal-appliquée. Ce mémoire vise donc à combler ces lacunes, non seulement en examinant en détail la théorie de l'innovation de rupture, ses antécédents théoriques et ses liens avec l'internationalisation, mais en outre, en situant l'étude dans l'industrie des jeux vidéo, il découvre de nouvelles tendances industrielles et pratiques en examinant le mouvement ascendant des jeux mobiles et jeux en lignes. Le mémoire commence par un dessein des liens entre l'innovation de rupture et l'internationalisation, sur le fondement que la recherche de nouveaux débouchés est un élément critique dans la théorie de l'innovation de rupture. En formulant des propositions tirées de la littérature académique, je postule que les entreprises « disruptives » auront une vitesse d'internationalisation plus élevée que celle des entreprises traditionnelles. De plus, elles auront plus de facilité à franchir l'obstacle de la distance entre des marchés et pénétreront dans des domaines inconnus et inexploités.
    [Show full text]
  • Backgrounder: AIIDE 07 Invited Speakers
    Association for the Advancement of Artificial Intelligence 445 Burgess Drive Menlo Park, CA 94025 (650) 328-3123 www.aaai.org For press inquiries only, contact: Sara Hedberg (206) 232-1657 (office) [email protected] Backgrounder: AIIDE 07 Invited Speakers 1 of 6 AiLive's LiveMove and LiveCombat Wolff Daniel Dobson and John Funge (AiLive Inc.) This talk describes the successfully productization of the state-of-the-art statistical machine learning technology to create LiveMove and LiveCombat. LiveMove is a groundbreaking artificial intelligence product that enables the Wii Remote to learn. Instead of complicated programming, developers need only take a few minutes to train Wii controllers through examples. Nintendo now sublicenses and promotes LiveMove to Wii developers around the world. Our other product, LiveCombat, gives developers and players the power to build AI characters that learn how to behave by observing the actions of human players. AI characters learn in seconds to be trusted companions or deadly foes. The talk will include many anecdotes and observations from lessons learned (often the hard way) along the way. Wolff Daniel Dobson received his PhD in computer science from Northwestern University, specializing in artificial intelligence and intelligent user interfaces. At Visual Concepts Entertainment, he constructed emotional behavior on NBA2K for Dreamcast, and then became colead for artificial intelligence on NBA2K1 (garnering a Metacritic.com score of 93). For the past 5 years he has worked for AiLive Inc., a startup devoted to next-generation artificial intelligence in games. Working as a designer, producer, engineer, and artist Wolff has been instrumental in developing two commercial products, LiveMove and LiveCombat, that bring groundbreaking real-time machine learning technology to the computer entertainment industry.
    [Show full text]
  • Computer Gaming World Issue 26
    Number 26 March 1986 FEATURES Conflict In Viet Nam 14 The View From a Playtester M. Evan Brooks Inside Ultima IV 18 Interview with Lord British The Halley Project 24 Tooling Through the Solar System Gregg Williams Silent Service 28 Designer's Notes Sid Meier Star Trek: The Kobayashi Alternative 36 A Review Scorpia DEPARTMENTS Taking A Peek 6 Screen Photos and Brief Comments Scorpion's Tale 12 Playing Tips on SPELLBREAKER Scorpia Strategically Speaking 22 Game Playing Tips Atari Playfield 30 Koronis Rift and The Eidolon Gregg Williams Amiga Preferences 32 A New Column on the Amiga Roy Wagner Commodore Key 38 Flexidraw, Lode Runner's Rescue, and Little Computer People Roy Wagner The Learning Game 40 Story Tree Bob Proctor Over There 41! A New Column on British Games Leslie B. Bunder Reader Input Device 43 Game Ratings 48 100 Games Rated Accolade is rewarded with an excellent Artworx 20863 Stevens Creek Blvd graphics sequence. Joystick. 150 North Main Street Cupertino, CA 95014 One player. C-64, IBM. ($29.95 Fairport, NY 14450 408-446-5757 & $39.95). Circle Reader Service #4 800-828-6573 FIGHT NIGHT: Arcade style Activision FP II: With Falcon Patrol 2 the boxing game. A choice of six 2350 Bayshore Frontage Road player controls a fighter plane different contenders to battle Mountain View, CA 94043 equipped with the latest mis- for the heavyweight crown. The 800-227-9759 siles to combat the enemy's he- player has the option of using licopter-attack squadrons. Fea- the supplied boxers or creating HACKER: An adventure game tures 3-D graphics, sound ef- his own challenger.
    [Show full text]
  • Origin-Catalog-Alt
    Imagination knows no boundaries. It is the mind stretching beyond reality, seeking experiences in the wild reaches of another dimension and retaining only the sensory im­ prints - as memory. If it were possible to share in these intricate, imagina­ tive journeys as active participants, then the journeys would be ulti­ mate experiences. And • • • and never ends. they are! Origin Systems has translated complex fanta­ sies to the physical circuitry of the computer and shared the fantasy in role-playing experiences. Enter the hig hly complex world of computer gaming and seek one name . Origin Systems ... where the fantasy never ends. High adventure OEBIUtJ The island kingdom of Khantun has fallen on in an Oriental evil times. A renegade warlord has stolen the world of magic, Orb of Celestial Harmony and upset the deli­ cate balance of natural forces that preserve mysticism and the land. Moebius the Wind walker is power­ intrigue. less to intervene directly and must send you, his disciple, to seek out the evil war­ lord and wrest the Orb from his clutches. Armed only with a sword, food , water, and some medicine, you must traverse the four realms of Earth, Water, Air, and Fire in search of the Orb. In each realm you will have to face ninja-like assassins and thieving palace guards, as well as evil monks who hurl fireballs at the slightest prov­ ocation . It is up to you to right the wrongs inflicted on the people of Khan tun and to restore the shrines of Moebius to their former glory. You can fight any opponent using your martial arts skills or your sword, but you will pay a high price for terroriz­ ing innocent villagers or any other cowardly acts.
    [Show full text]
  • In the Archives Here As .PDF File
    Biting the Hand 6/12/01 Jessica M. Mulligan Page 1 Biting the Hand: A Compilation of the Columns to Date Copyright 1999 by Jessica M. Mulligan Table of Contents 1 YEAR 1999 COLUMNS ...................................................................................................2 1.1 WELCOME TO MY WORLD; NOW BITE ME....................................................................2 1.2 NASTY, INCONVENIENT QUESTIONS, PART DEUX...........................................................5 1.3 PRESSING THE FLESH II: THE INTERACTIVE SEQUEL.......................................................8 1.4 MORE BUGS: A CASUALTY OF THE XMAS RUSH?.........................................................10 1.5 IN THE BIZ..................................................................................................................13 1.6 JACK AND THE BEANCOUNTER....................................................................................15 1.7 COLOR ME BONEHEADED ............................................................................................19 1.8 AH, SWEET MYSTERY OF LIFE ................................................................................22 1.9 THE CONFERENCE FORMERLY KNOWN AS THE COMPUTER GAME DEVELOPER’S CONFERENCE .........................................................................................................................24 1.10 THIS FRAGGED CORPSE BROUGHT TO YOU BY ...........................................................27 1.11 OH, NO! I FORGOT TO HAVE CHILDREN!....................................................................29
    [Show full text]
  • DIGITAL GAMING and the MEDIA PLAYGROUND Video Games As a Form of Story
    Chapter 3 DIGITAL GAMING AND THE MEDIA PLAYGROUND Video Games as a Form of Story World of Warcraft Ushered in the era of the completely immersive online game Featured a beginner’s guide that read like the narrative of an epic novel Expansions added settings, characters, and play features. Offers players the ability to create their own narratives THE DEVELOPMENT OF DIGITAL GAMING Industrial Revolution Promoted mass consumption Emergence of leisure time Digital games Evolved from their simplest forms in the arcade into four major formats: television, handheld devices, computers, and the Internet MECHANICAL GAMING Coin-operated counter machines First appeared in train depots, hotel lobbies, bars, and restaurants Penny arcade Helped shape future media technology Automated phonographs → jukebox Kinetoscope → movies Bagatelle → pinball machine THE FIRST VIDEO GAMES Cathode Ray Tube Amusement Device Key component of the first video games: the cathode ray tube (CRT) Odyssey First home television game Modern arcades Gathered multiple coin-operated games together THE FIRST VIDEO GAMES (CONT.) Atari Created Pong Kept score on the screen Made blip noises when the ball hit the paddles or bounced off the sides of the court First video game popular in arcades Home version was marketed through an exclusive deal with Sears. ARCADES AND CLASSIC GAMES Late 1970s and early 1980s Games like Asteroids, Pac-Man, and Donkey Kong were popular in arcades and bars. Signaled electronic gaming’s potential as a social medium Gaming included the use of joysticks and buttons. Pac-Man featured the first avatar. CONSOLES AND ADVANCING GRAPHICS Consoles Devices specifically used to play video games The higher the bit rating, the more sophisticated the graphics Early consoles Atari 2600 (1977) Nintendo Entertainment System (1983) Sega Genesis (1989) CONSOLES AND ADVANCING GRAPHICS (CONT.) Major home console makers Nintendo Wii Microsoft Xbox and Kinect Sony Playstation series Not every popular game is available on all three platforms.
    [Show full text]
  • Modelos De Negocios En La Industria Del Videojuego : Análisis De Caso De
    Universidad de San Andrés Escuela de Negocios Maestría en Gestión de Servicios Tecnológicos y Telecomunicaciones Modelos de negocios en la industria del videojuego : análisis de caso de Electronics Arts Autor: Weller, Alejandro Legajo : 26116804 Director/Mentor de Tesis: Neumann, Javier Junio 2017 Maestría en Servicios Tecnológicos y Telecomunicaciones Trabajo de Graduación Modelos de negocios en la industria del videojuego Análisis de caso de Electronics Arts Alumno: Alejandro Weller Mentor: Javier Neumann Firma del mentor: Victoria, Provincia de Buenos Aires, 30 de Junio de 2017 Modelos de negocios en la Industria del videojuego Abstracto Con perfil bajo, tímida y sin apariencia de llegar a destacarse algún día, la industria del videojuego ha revolucionado a muchos de los grandes participantes del mercado de medios instalados cómodamente y sin preocupaciones durante muchos años. Los mismos nunca se imaginaron que en tan poco tiempo iban a tener que complementarse, acompañar y hasta temer en muchísimos aspectos a este nuevo actor. Este nuevo partícipe ha generado en solamente unas décadas de vida, una profunda revolución con implicancias sociales, culturales y económicas, creando nuevos e interesantes modelos de negocio los cuales van cambiando en períodos cada vez más cortos. A diferencia del crecimiento lento y progresivo de la radio, el cine y luego la televisión, el videojuego ha alcanzado en apenas medio siglo de vida ser objeto de gran interés e inversión de diferentes rubros, y semejante logro ha ido creciendo a través de transformaciones, aceptación general y evoluciones constantes del concepto mismo de videojuego. Los videojuegos, como indica Provenzo, E. (1991), son algo más que un producto informático, son además un negocio para quienes los manufacturan y los venden, y una empresa comercial sujeta, como todas, a las fluctuaciones del mercado.
    [Show full text]
  • Titanfall 2 Is Now Available Worldwide
    October 28, 2016 Titanfall 2 is Now Available Worldwide Respawn Entertainment Delivers Critically Acclaimed Action-Packed Single Player, Backed by Fast, Fluid Multiplayer in an Experience that is Unmatched LOS ANGELES--(BUSINESS WIRE)-- Respawn Entertainment and Electronic Arts Inc. (NASDAQ:EA) today announced that the highly anticipated Titanfall® 2 is now available in stores worldwide on Xbox One, the all-in-one games and entertainment system from Microsoft, Origin™ for PC, and for the first time in the franchise, the PlayStation®4 computer entertainment system. Winner of the Official Game Critics' Award for Best Online Multiplayer at the Electronic Entertainment Expo (E3) in June, Titanfall 2 builds on the signature Pilot and Titan combat the series is known for and provides a deeper, more robust experience that once again delivers innovative, unique, and exciting gameplay. Titanfall 2 is receiving universal praise from critics around the world, with Giant Bomb giving it a perfect 5 out of 5, calling it "fantastic", while Game Informer stated Titanfall 2 is a "must play", on their way to scoring it a 9.5 out of 10. This Smart News Release features multimedia. View the full release here: http://www.businesswire.com/news/home/20161028005199/en/ "With Titanfall 2, we built on the dynamic Pilot and Titan gameplay established with the first Titanfall to deliver an experience that is deeper, more refined, yet still as fun as ever," said Vince Zampella, CEO of Respawn Entertainment. "In single player, we've crafted something that is unlike any other campaign out there, and in multiplayer, we once again deliver gameplay that feels, plays, and looks great." Featuring the first single player campaign in the series' history, Titanfall 2 delivers a carefully crafted action-adventure experience that provides a vibrant mix of exciting, innovative gameplay that brings fresh ideas and mechanics to the shooter Titanfall 2 is Now Available Worldwide (Graphic: Business Wire) genre.
    [Show full text]
  • LJMU Research Online
    CORE Metadata, citation and similar papers at core.ac.uk Provided by LJMU Research Online LJMU Research Online Tang, SOT and Hanneghan, M State-of-the-Art Model Driven Game Development: A Survey of Technological Solutions for Game-Based Learning http://researchonline.ljmu.ac.uk/205/ Article Citation (please note it is advisable to refer to the publisher’s version if you intend to cite from this work) Tang, SOT and Hanneghan, M (2011) State-of-the-Art Model Driven Game Development: A Survey of Technological Solutions for Game-Based Learning. Journal of Interactive Learning Research, 22 (4). pp. 551-605. ISSN 1093-023x LJMU has developed LJMU Research Online for users to access the research output of the University more effectively. Copyright © and Moral Rights for the papers on this site are retained by the individual authors and/or other copyright owners. Users may download and/or print one copy of any article(s) in LJMU Research Online to facilitate their private study or for non-commercial research. You may not engage in further distribution of the material or use it for any profit-making activities or any commercial gain. The version presented here may differ from the published version or from the version of the record. Please see the repository URL above for details on accessing the published version and note that access may require a subscription. For more information please contact [email protected] http://researchonline.ljmu.ac.uk/ State of the Art Model Driven Game Development: A Survey of Technological Solutions for Game-Based Learning Stephen Tang* and Martin Hanneghan Liverpool John Moores University, James Parsons Building, Byrom Street, Liverpool, L3 3AF, United Kingdom * Corresponding author.
    [Show full text]