Character Play the Use of Game Characters in Multi-Player Role-Playing Games Across Platforms
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A 2014 Study by the Entertainment Software Association (ESA)
SALE2014S, DEMOGRAPHIC, AND USAGE DATA ESSENTIAL FACTS ABOUT THE COMPUTER AND VIDEO GAME INDUSTRY [ i ] “Our industry has a remarkable upward trajectory. Computer and video games are a form of entertainment enjoyed by a diverse, worldwide consumer base that demonstrates immense energy and enthusiasm for games. With an exciting new generation of hardware, outstanding software, and unmatched creativity, technology, and content, our industry will continue to thrive in the years ahead.” —Michael D. Gallagher, president and CEO, Entertainment Software Association [ ii ] WHAT’S INSIDE WHO IS PLAYING 2 Who Plays Computer and Video Games? 4 Who Buys Computer and Video Games? AT PLAY 5 What Type of Online and Mobile Games are Played Most Often? 5 How Many Gamers Play on a Phone or Wireless Device? 6 How Many Gamers Play Games With Others? 7 Parents and Games 7 Parents Control What Their Kids Play 9 Top Reasons Parents Play With Their Kids THE BOTTOM LINE 10 What Were the Top-Selling Game Genres in 2013? 11 What Were the Top-Selling Games of 2013? 12 Sales Information: 2003–2013 13 Total Consumer Spend on Video Game Industry in 2013 WHO WE ARE 14 About ESA 14 ESA Members OTHER RESOURCES 16 ESA Partners The 2014 Essential Facts About the Computer and Video Game Industry was released by the Entertainment Software Association (ESA) in April 2014. The annual research was conducted by Ipsos MediaCT for ESA. The study is the most in-depth and targeted survey of its kind, gathering data from more than 2,200 nationally representative households. Heads of households, and the most frequent gamers within each household, were surveyed about their game play habits and attitudes. -
Emerging Markets Core Equity Portfolio-Institutional Class As of July 31, 2021 (Updated Monthly) Source: State Street Holdings Are Subject to Change
Emerging Markets Core Equity Portfolio-Institutional Class As of July 31, 2021 (Updated Monthly) Source: State Street Holdings are subject to change. The information below represents the portfolio's holdings (excluding cash and cash equivalents) as of the date indicated, and may not be representative of the current or future investments of the portfolio. The information below should not be relied upon by the reader as research or investment advice regarding any security. This listing of portfolio holdings is for informational purposes only and should not be deemed a recommendation to buy the securities. The holdings information below does not constitute an offer to sell or a solicitation of an offer to buy any security. The holdings information has not been audited. By viewing this listing of portfolio holdings, you are agreeing to not redistribute the information and to not misuse this information to the detriment of portfolio shareholders. Misuse of this information includes, but is not limited to, (i) purchasing or selling any securities listed in the portfolio holdings solely in reliance upon this information; (ii) trading against any of the portfolios or (iii) knowingly engaging in any trading practices that are damaging to Dimensional or one of the portfolios. Investors should consider the portfolio's investment objectives, risks, and charges and expenses, which are contained in the Prospectus. Investors should read it carefully before investing. Your use of this website signifies that you agree to follow and be bound by the terms -
Before the FEDERAL COMMUNICATIONS COMMISSION Washington, D.C. 20554 PETITION of the ENTERTAINMENT SOFTWARE ASSOCIATION for EXTE
Before the FEDERAL COMMUNICATIONS COMMISSION Washington, D.C. 20554 In the Matter of Implementation of Sections 716 and 717 of CG Docket No. 10-213 the Communications Act of 1934, as Enacted by the Twenty-First Century Communications and Video Accessibility Act of 2010 Entertainment Software Association Petition for Class Waiver of Sections 716 and 717 of the Communications Act and Part 14 of the Commission’s Rules Requiring Access to Advanced Communications Services (ACS) and Equipment by People with Disabilities PETITION OF THE ENTERTAINMENT SOFTWARE ASSOCIATION FOR EXTENSION OF WAIVER Stanley Pierre-Louis Scott Blake Harris Michael Warnecke S. Roberts Carter Delara Derakhshani HARRIS, WILTSHIRE & GRANNIS LLP ENTERTAINMENT SOFTWARE ASSOCIATION 1919 M Street NW, 8th Floor 601 Massachusetts Ave. NW, Suite 300 Washington, D.C. 20036 Washington, D.C. 20001 (202) 730-1300 Counsel for the Entertainment October 27, 2017 Software Association TABLE OF CONTENTS INTRODUCTION AND SUMMARY ....................................................................................................... 1 I. VIDEO GAME SOFTWARE CONTINUES TO BE ELIGIBLE FOR WAIVER. ..................................... 2 II. THE VIDEO GAME INDUSTRY HAS MADE PROGRESS ON ACCESSIBILITY. ............................... 8 Applying Assistive Technologies to Video Game Software ACS Continues to Present Substantial Technical Challenges. ..................................... 9 The Industry Has Made Progress on Accessibility. .................................................... 12 The -
2018 Into the Pixel Video Game Art Collection Revealed
2018 INTO THE PIXEL VIDEO GAME ART COLLECTION REVEALED ESA and AIAS Celebrate 16 Pieces for Top Honors, Available for Auction at E3 2018, June 12-14 June 5, 2018 – WASHINGTON, DC and LOS ANGELES - The Entertainment Software Association (ESA), the trade association that represents the US video game industry and owns and produces E3, and the Academy of Interactive Arts & Sciences (AIAS) today announced the official selections for the 2018 Into the Pixel (ITP, #IntoThePixel) collection. Co-produced by the ESA and AIAS, the 2018 ITP collection of 16 pieces will be displayed during E3 2018, the world’s premier trade show for computer, video, and mobile games, from June 12-14, 2018, at the Los Angeles Convention Center. Established in 2004 and reviewed by a jury panel from the video game and fine art worlds, the annual ITP art exhibit honors the best artistic works of the year from video game artists. This year’s Into the Pixel collection includes 16 pieces – 15 prints from AAA blockbusters, mobile, and indie games, and one maquette featuring the iconic Kratos and Atreus from God of War. Winners are listed below and can be found, along with images, at www.intothepixel.com. All 15 print art pieces will be auctioned off on eBay, with a 5-day auction beginning Tuesday, June 12, at Noon PDT, and concluding Saturday, June 16, at Noon PDT. All ITP bids can be made at the AIAS eBay page here. (*NOTE: ITP images will not appear on eBay until the live auction begins on June 12 at Noon PDT; God of War statue will not be auctioned off.) Commenting on the 2018 collection, Jurist Nora Dolan said, “The 2018 ITP collection demonstrates the strength of the art of the video game today. -
About the Computer and Video Game Industry
2017 SALES, DEMOGRAPHIC, AND USAGE DATA ESSENTIAL FACTS About the computer and video game industry “The video game industry excels because it anticipates demand — giving people what they want before they realize that they want it — and drives trends in entertainment and across countless other sectors.” - Michael D. Gallagher, President and CEO Entertainment Software Association “A game is an opportunity to focus our energy, with relentless optimism, at something we’re good at (or getting better at) and enjoy. In other words, gameplay is the direct emotional opposite of depression.” - Jane McGonigal “Reality is Broken: Why Games Make Us Better and How They Can Change the World” TABLE OF CONTENTS AT-A-GLANCE 4 FULL REPORT THE GAMER HOUSEHOLD 6 THE AVERAGE GAMER 7 AT PLAY 8 VIRTUAL REALITY 9 PARENTS AND VIDEO GAMES 10-11 GENRES AND TITLES 12 PURCHASING 13-15 ECONOMIC IMPACT 16 ABOUT ESA 17 ESA PARTNERS 18 MEMBER COMPANIES 19 The Entertainment Software Association (ESA) released 2017 Essential Facts About the Computer and Video Game Industry in April 2017. Ipsos Connect conducted the annual research for ESA. The study is the most in-depth and targeted survey of its kind, gathering data from more than 4,000 American households and surveying the heads of and most frequent gamers within each household about their video game playing habits and attitudes. The 2017 Essential Facts also includes data provided by the Entertainment Software Rating Board (ESRB), The NPD Group, and EEDAR. 2017 ESSENTIAL FACTS - PAGE 3 AT-A-GLANCE 67% OF US HOUSEHOLDS own a device that is used to play video games. -
FUTURE-PROOFING the VIDEO GAME INDUSTRY in CALIFORNIA 1 in the U.S., Competition in the Video Game Industry Is Fierce
Future-Proofi ng the Video Game Industry in California Rebecca Simon with Kevin Klowden and Carolyn Karo Schulman I MILKEN INSTITUTE DOCUMENT TITLE About the Milken Institute We are a nonprofit, nonpartisan think tank determined to increase global prosperity by advancing collaborative solutions that widen access to capital, create jobs, and improve health. We do this through independent, data-driven research, action-oriented meetings, and meaningful policy initiatives. Acknowledgments The authors would like to thank the Milken Institute’s Geoffrey Baum, Heather Fields, Lauren Klausen, Arpita Sharma, and Hanna Watkins for their contributions to research, stakeholder outreach, and editing. We also would like to thank the industry professionals and experts as well as local elected officials who provided invaluable feedback through stakeholder interviews. Finally, we wish to recognize the Entertainment Software Association, without whom this report would not have been possible. ©2018 Milken Institute This work is made available under the terms of the Creative Commons Attribution-NonCommercial-NoDerivs 3.0 Unported License, available at creativecommons.org/licenses/by-nc-nd/3.0/ TABLE OF CONTENTS EXECUTIVE SUMMARY 3 INTRODUCTION 8 INDUSTRY OVERVIEW 10 Ecosystem 10 Trends 11 Mobile Video Games 11 Self-Publishing 13 Virtual/Augmented/Mixed Reality 14 Esports 16 Beyond Entertainment 16 Game Education 19 VIDEO GAMES IN THE UNITED STATES 20 VIDEO GAMES IN CALIFORNIA 23 Economic Impact 26 COMPETITION 35 Case Studies 38 Texas 38 Georgia 39 Washington 41 New York 41 Canada 42 Policy Analysis 45 RECOMMENDATIONS 53 APPENDIX: STAKEHOLDERS 55 ABOUT THE AUTHORS 57 ENDNOTES 59 MILKEN INSTITUTE FUTURE-PROOFING THE VIDEO GAME INDUSTRY IN CALIFORNIA 1 In the U.S., competition in the video game industry is fierce. -
Entertainment Software Association
entertainment" software 9 association Via Electronic Mail November 9, 2018 National Telecommunications and Information Administration (NTIA) U.S. Department of Commerce ATTN: Privacy RFC 1401 Constitution Avenue NW Room 4725 Washington, DC 20230 [email protected] Re: Request for Public Comments: Developing the Administration's Approach to Consumer Privacy To Whom It May Concern: The Entertainment SoftwareAssociation (ESA) welcomes the opportunity to provide comments in response to the National Telecommunications and InformationAdministration's (NTIA's) proposed framework for developing the Administration's approach to consumer privacy. ESA is the U.S. trade association for more than 30 companies that publish interactive entertainment software forvideo game consoles, handheld devices, personal computers, and the internet.1 Our members not only create some of the world's most engaging online experiences for consumers, but also are at the cutting edge of developing innovative new technologies, such as virtual reality (VR), augmented reality (AR), and mixed reality (MR) headsets and the latest console and handheld video gaming devices. Given the wide range of devices and platformsthrough which consumers experience our members' products and services, ESA agrees with the NTIA's focuson flexibleoutcomes and risks, rather than prescriptive mandates, to ensure that the privacy of consumers' personal information is protected. Below we comment on some of the key privacy outcomes, goals for federal action, and key terms contained in NTIA's proposed framework. Privacy Outcomes ESA agrees that the Administration's approach to privacy should be based on privacy outcomes, while giving organizations the flexibilityto determine how best to operationalize those outcomes based on their unique products, resources, and risks. -
Developing a Video Game Metadata Schema for the Seattle Interactive Media Museum
Syracuse University SURFACE School of Information Studies - Faculty Scholarship School of Information Studies (iSchool) 3-2013 Developing a Video Game Metadata Schema for the Seattle Interactive Media Museum Rachel I. Clarke Syracuse University Jin Ha Lee University of Washington Joseph T. Tennis University of Washington Michael Carpenter University of Washington Follow this and additional works at: https://surface.syr.edu/istpub Part of the Cataloging and Metadata Commons Recommended Citation Clarke, Rachel I.; Lee, Jin Ha; Tennis, Joseph T.; and Carpenter, Michael, "Developing a Video Game Metadata Schema for the Seattle Interactive Media Museum" (2013). School of Information Studies - Faculty Scholarship. 169. https://surface.syr.edu/istpub/169 This Article is brought to you for free and open access by the School of Information Studies (iSchool) at SURFACE. It has been accepted for inclusion in School of Information Studies - Faculty Scholarship by an authorized administrator of SURFACE. For more information, please contact [email protected]. Developing a Video Game Metadata Schema for the Seattle Interactive Media Museum Jin Ha Lee, Joseph T. Tennis, Rachel Ivy Clarke, Michael Carpenter Information School, University of Washington, Mary Gates Hall, Ste 370, Seattle, WA 98195, USA Phone: 206.685.0153 Fax: 206.616.3152 E-mail: [email protected]; [email protected]; [email protected]; [email protected] URL: http://ischool.uw.edu/ Abstract: As interest in video games increases, so does the need for intelligent access to them. However, traditional organizational systems and standards fall short. In order to fill this gap, we are collaborating with the Seattle Interactive Media Museum to develop a formal metadata schema for video games. -
Korea Stock Exchange Cfds List
Security Code Description Margin % Allow Short AllowBuy Lot Size Currency 000250.KOS SCD 20 N Y 1 KRW 000440.KOS JA Enervis 40 N Y 1 KRW 001000.KOS SillaTextile 100 N Y 1 KRW 001540.KOS AHN-GOOK PHA 40 N Y 1 KRW 001810.KOS M.S 40 N Y 1 KRW 001840.KOS Eehwa 40 N Y 1 KRW 002230.KOS PSTEC 40 N Y 1 KRW 002290.KOS SAMIL ENTERPRISE 40 N Y 1 KRW 002680.KOS Hantop 60 N Y 1 KRW 002800.KOS SINSIN PHARM 40 N Y 1 KRW 003100.KOS SUN KWANG 40 N Y 1 KRW 003310.KOS Daejoo 40 N Y 1 KRW 003380.KOS Harim Holdings 10 N Y 1 KRW 003800.KOS AceBed 40 N Y 1 KRW 004590.KOS KoreaFurni 40 N Y 1 KRW 004650.KOS Changhae Ethanol 40 N Y 1 KRW 004780.KOS Daeryuk 40 N Y 1 KRW 005160.KOS DONGKUK 40 N Y 1 KRW 005290.KOS DONGJIN 20 N Y 1 KRW 005670.KOS FOODWELL 40 N Y 1 KRW 005710.KOS Daewonsanup 40 N Y 1 KRW 005860.KOS HanilFeed 40 N Y 1 KRW 005990.KOS MAEIL HOLDINGS 40 N Y 1 KRW 006050.KOS KUKYOUNGG&M 30 N Y 1 KRW 006140.KOS PJ Electro 70 N Y 1 KRW 006580.KOS DaeyangPaper 40 N Y 1 KRW 006620.KOS DongKoo Bio & Pharma 40 N Y 1 KRW 006730.KOS Seobu T&D 10 N Y 1 KRW 006910.KOS BOSUNG POWER 40 N Y 1 KRW 006920.KOS Mohenz 40 N Y 1 KRW 007330.KOS PUREUN S.BK. -
Localization: Fans, the New Frontier
University of Massachusetts Amherst ScholarWorks@UMass Amherst Masters Theses Dissertations and Theses August 2019 Localization: Fans, the New Frontier Caitlin Maroney University of Massachusetts Amherst Follow this and additional works at: https://scholarworks.umass.edu/masters_theses_2 Recommended Citation Maroney, Caitlin, "Localization: Fans, the New Frontier" (2019). Masters Theses. 811. https://doi.org/10.7275/14369440 https://scholarworks.umass.edu/masters_theses_2/811 This Open Access Thesis is brought to you for free and open access by the Dissertations and Theses at ScholarWorks@UMass Amherst. It has been accepted for inclusion in Masters Theses by an authorized administrator of ScholarWorks@UMass Amherst. For more information, please contact [email protected]. Localization: Fans, the New Frontier A Thesis Presented By CAITLIN CLAIRE MARONEY Submitted to the Graduate School of the University of Massachusetts Amherst in partial fulfillment of the requirements for the degree of MASTER OF ARTS MAY 2019 Japanese LOCALIZATION: FANS, THE NEW FRONTIER A Thesis Presented by CAITLIN CLAIRE MARONEY Approved as to style and content by: ___________________________________________ Bruce Baird, Chair ___________________________________________ Stephen Forrest, Member _______________________________ David K. Schneider, Unit Director East Asian Languages and Cultures Program Department of Languages, Literatures and Cultures ________________________________________ Robert Sullivan, Chair Department of Languages, Literatures and Cultures DEDICATION To my family, friends, and especially my cat. ACKNOWLEDGEMENTS I’d like to take the opportunity to thank all everyone who helped me with this project over the last two years. To my chair, Professor Bruce Baird for his helpful advice and push to help me finish. Additionally, to the East Asian Language Librarian, Sharon Domier, for helping me find sources in places I would have never looked. -
American Century Investments® Quarterly Portfolio Holdings Avantis
American Century Investments® Quarterly Portfolio Holdings Avantis® Emerging Markets Equity Fund November 30, 2020 Avantis Emerging Markets Equity Fund - Schedule of Investments NOVEMBER 30, 2020 (UNAUDITED) Shares/ Principal Amount ($) Value ($) COMMON STOCKS — 98.3% Brazil — 5.5% AES Tiete Energia SA 7,800 23,295 Aliansce Sonae Shopping Centers SA(1) 2,200 10,874 Alpargatas SA, Preference Shares 1,200 9,161 Alupar Investimento SA 1,700 7,765 Ambev SA, ADR 11,695 31,109 Anima Holding SA(1) 200 1,331 Arezzo Industria e Comercio SA 900 11,675 Atacadao SA 1,700 6,321 Azul SA, ADR(1)(2) 455 9,678 B2W Cia Digital(1) 900 11,919 B3 SA - Brasil Bolsa Balcao 8,300 86,960 Banco ABC Brasil SA, Preference Shares 2,400 6,581 Banco Bradesco SA 5,060 20,590 Banco Bradesco SA, ADR 18,231 82,769 Banco BTG Pactual SA 2,100 30,943 Banco do Brasil SA 6,960 44,327 Banco do Estado do Rio Grande do Sul SA, Class B Preference Shares 6,900 17,155 Banco Inter SA 500 6,804 Banco Inter SA, Preference Shares 2,300 10,475 Banco Mercantil do Brasil SA, Preference Shares 400 1,224 Banco Pan SA, Preference Shares 4,400 7,679 Banco Santander Brasil SA, ADR(2) 2,143 15,601 BB Seguridade Participacoes SA 5,300 28,679 BR Malls Participacoes SA(1) 7,800 14,283 BR Properties SA 5,500 10,728 BrasilAgro - Co. Brasileira de Propriedades Agricolas 300 1,532 Braskem SA, ADR(2) 1,253 10,550 BRF SA, ADR(1) 5,697 23,415 C&A Modas Ltda 2,200 5,429 Camil Alimentos SA 600 1,261 CCR SA 16,700 40,679 Centrais Eletricas Brasileiras SA, ADR(2) 194 1,125 Centrais Eletricas Brasileiras SA, -
STOXX ASIA 1200 Selection List
STOXX ASIA 1200 Last Updated: 20210401 ISIN Sedol RIC Int.Key Company Name Country Currency Component FF Mcap (BEUR) Rank (FINAL)Rank (PREVIOUS) TW0002330008 6889106 2330.TW TW001Q TSMC TW TWD Y 424.9 1 1 KR7005930003 6771720 005930.KS KR002D Samsung Electronics Co Ltd KR KRW Y 314.8 2 2 JP3633400001 6900643 7203.T 690064 Toyota Motor Corp. JP JPY Y 169.7 3 3 HK0000069689 B4TX8S1 1299.HK HK1013 AIA GROUP HK HKD Y 124.8 4 4 JP3435000009 6821506 6758.T 682150 Sony Corp. JP JPY Y 112.6 5 5 JP3436100006 6770620 9984.T 677062 Softbank Group Corp. JP JPY Y 94.6 6 6 INE002A01018 6099626 RELI.BO IN0027 Reliance Industries Ltd IN INR Y 77.4 7 9 INE040A01034 BK1N461 HDBK.BO IN00CH HDFC Bank Ltd IN INR Y 75.5 8 8 JP3236200006 6490995 6861.T 649099 Keyence Corp. JP JPY Y 74.1 9 7 JP3970300004 BQRRZ00 6098.T JP503G RECRUIT HOLDINGS JP JPY Y 70.5 10 10 CNE1000002H1 B0LMTQ3 0939.HK CN0010 CHINA CONSTRUCTION BANK CORPCN H HKD Y 70 11 11 INE009A01021 6205122 INFY.BO IN006B Infosys Ltd IN INR Y 63.8 12 17 CNE1000003X6 B01FLR7 2318.HK CN0076 PING AN INSUR GP CO. OF CN 'H' CN HKD Y 61.1 13 13 HK0388045442 6267359 0388.HK 626735 Hong Kong Exchanges & Clearing HK HKD Y 59.7 14 14 JP3371200001 6804585 4063.T 680458 Shin-Etsu Chemical Co. Ltd. JP JPY Y 59.7 15 18 JP3902900004 6335171 8306.T 659668 Mitsubishi UFJ Financial Group JP JPY Y 58.5 16 20 JP3756600007 6639550 7974.T 663955 Nintendo Co.