United Games May 2003
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GTA San Andreas
jg. 9, H. 1,2009 NAVI "".,.""", ~ GATION EN ........................ ... ,.. Zeitschrift für Medien· und Kulturwissenschaften Benjamin Beil! Sascha Si mons ! jürgen Sorg! jochen Venus (Hrsg.) "It's all in the Game" - Computerspiele zwischen Spiel und Erzählung r NAVI ················~ GATIONEN ...........................~ Zeitschrift für Medien- und Kulturwissenschaften IMPRESSUM HERAUSGEBER: REDAKTIONSADRESSE: Peter Gendolta Universität Siegen Sprecher des Kulturwissenschaftlichen SFB/FK 615 .. Medienumbrüche" Forschungskollegs 615 "Medienumbrüche" 5706B Siegen Tel. : 0271 /74049 32 WISSENSCHAFTLICHER BEIRAT: [email protected]·siegen.de Knut Hickethier, Klaus Kreimeier, Rainer Leschke. Joachim Paech Schüren Verlag GmbH Universitätsstraße 55 REDAKTION: 35037 Marburg Nicola Glaubitz, Christoph Meibom. Georg Rademacher Erscheinungsweise zweimal jährlich UMSCHLAGGESTALTUNG UND Preis des Einzelheftes: 13,- LAYOUT: Preis des Doppelheftes: 22,· Christoph Meibom, Susanne Pütz Jahresabonnement: 20.- Jahresabonnement TITELBILD: für Studierende: 14,- Screenshot aus dem Computerspiel 'Grand Theft Auto IV' Mit freundlicher Erlaubnis von Take-Two ISSN 1619· 1641 Interactive Deutschland ISBN 978·3-89472-551·8 DRUCK: Majuskel Medienproduktion, Wetzlar / Diese Arbeit ist im Kulturwissenschaftlichen Forschungskolleg 615 der Universität Siegen entstanden und wurde auf seine Veranlassung unter Verwendung der von der Deutschen Forschungsgemeinschaft zur Verfügung gestellten Mittel gedruckt. Benjamin Beil / Sascha Si mons / Jürgen Sorg / Jochen Venus (Hrsg.) -
Read Book Archaeological Theory in a Nutshell
ARCHAEOLOGICAL THEORY IN A NUTSHELL Author: Adrian Praetzellis Number of Pages: 344 pages Published Date: 21 Dec 2016 Publisher: Left Coast Press Inc Publication Country: Walnut Creek, United States Language: English ISBN: 9781629581590 DOWNLOAD: ARCHAEOLOGICAL THEORY IN A NUTSHELL Archaeological Theory in a Nutshell PDF Book In-depth case studies by partner organizations of Oxfam and Novib as well as by some Oxfam staff show how a variety of approaches to impact assessment - qualitative, quantitative, and participatory - in a range of situations from large-scale integrated development programs to projects involving only one community. Its three sections, Classical and Early Modern Ideas of Memory; Enlightenment and Romantic Memory, and Memory and Late Modernity lay out the key psychological, rhetorical, and cultural concepts of memory in the work of a range of thinkers from Plato to Walter Benjamin. Un Monton de Regalos 6pkAn engaging Maths activity book to really help boost your child's progress at every stage of their learning. If you are copying these guys, you aren't learning from them. Vaginal Birth After Caesarean: The VBAC HandbookInterest in natural ways to improve fertility is soaring. Containing over 8,000 names, from Aachen to Zyrardow, this is a unique and fascinating guide for geographers, travellers, and all with an interest in current world affairs. Cesarsky, France; A. The Company publishes and develops products through various wholly owned subsidiaries including: Rockstar Games, Rockstar North, Gotham Games, Gathering -
THQ Nordic AB (Publ) Acquires Koch Media
THQ Nordic AB (publ) acquires Koch Media Investor Presentation February 14, 2018 Acquisition rationale AAA intellectual property rights Saints Row and Dead Island Long-term exclusive licence within Games for “Metro” based on books by Dmitry Glukhovsky 4 AAA titles in production including announced Metro Exodus and Dead Island 2 2 AAA studios Deep Silver Volition (Champaign, IL) and Deep Silver Dambuster Studios (Nottingham, UK) #1 Publishing partner in Europe for 50+ companies Complementary business models and entrepreneurial cultural fit Potential revenue synergy and strong platform for further acquisitions EPS accretive acquisition to THQ Nordic shareholders 2 Creating a European player of great scale Internal development studios1 7 3 10 External development studios1 18 8 26 Number of IPs1 91 15 106 Announced 12 5 17 Development projects1 Unannounced 24 9 33 Headcount (internal and external)1 462 1,181 1,643 Net sales 2017 9m, Apr-Dec SEK 426m SEK 2,548m SEK 2,933m2 Adj. EBIT 2017 9m, Apr-Dec SEK 156m SEK 296m3 SEK 505m2,3 1) December 31, 2017. 2) Pro forma. 3) Adjusted for write-downs of SEK 552m. Source: Koch Media, THQ Nordic 3 High level transaction structure THQ Nordic AB (publ) Koch Media Holding GmbH, seller (Sweden) (Germany) Purchase price EUR 91.5m 100% 100% SALEM einhundertste Koch Media GmbH, Operations Holding GmbH operative company (Austria) 100% (Austria) Pre-transaction Transaction Transaction information . Purchase price of EUR 91.5m – EUR 66m in cash paid at closing – EUR 16m in cash paid no later than August 14, 2018 – EUR 9.5m in shares paid no later than June 15, 2018 . -
Gotham Games Ships the Great Escape for Playstation 2, Xbox and PC
Gotham Games Ships The Great Escape for PlayStation 2, Xbox and PC July 23, 2003 8:34 AM ET NEW YORK--(BUSINESS WIRE)--July 23, 2003-- Featuring The Virtual Return of Steve McQueen, Gotham Games and MGM Interactive Deliver the Classic Title of the Summer Gotham Games, a publishing label of Take-Two Interactive Software, Inc. (NASDAQ:TTWO), announced today that The Great Escape, based on the classic 1963 Metro-Goldwyn-Mayer Studios Film, has shipped to retail outlets nationwide for the PlayStation(R)2 computer entertainment system, Xbox(TM) video game system from Microsoft(TM) and PC. One of the most celebrated tough-guys of American cinema, Steve McQueen makes a triumphant return as he is digitally recreated to reprise his unforgettable role as Captain Virgil "the Cooler King" Hilts in The Great Escape. Utilizing McQueen's likeness, The Great Escape puts gamers in control of Hilts and his band of POWs as they break free from the notorious Stalag Luft III prison camp and battle the Nazis throughout WWII. Gamers will combat the evil Third Reich in fistfights, shootouts and high-speed chases through 18 unique levels of adrenaline-filled stealth and combat-based gameplay. Throughout The Great Escape, players will control multiple characters, each with their own individual strengths and abilities, through a variety of levels. McQueen's character Hilts, "The Cooler King," has a knack for picking locks. MacDonald, known as "Intelligence," can speak German to impersonate Nazi soldiers, and Hendley, "The Scrounger," is a master pickpocket. The diverse and beautifully rendered levels include a German POW camp, a mountaintop castle-fortress, a moving train and an active Luftwaffe airfield. -
View Annual Report
TO OUR STOCKHOLDERS: Chairman’s Letter Chairman’s Fiscal year 2006 signaled the beginning of profound change in our industry Ì change in the way consumers purchase and play EA games, the platforms they play on, and the approach we take to develop and publish our products. It was a year that challenged us to think diÅerently about navigating technology transitions and to invest in new opportunities with potentially richer margins. It was a year that marked the introduction of new titles and new services that improve the game experience and generate incremental revenue. Most of all, it was a year that convinced us that the artistic and economic opportunities in our business are much greater than we could have imagined just Ñve years ago. Transition is never easy and the combination of new technology, new platforms and new markets makes this one particularly complex. Today, EA is investing ahead of revenue in what we believe will be another period of strong and sustained growth for the interactive entertainment industry. No other company is investing in as many strategic areas; no other company has as much opportunity. Our commitment of Ñnancial and creative resources is signiÑcant, but so is the potential for long-term growth. Our net revenue for Ñscal 2006 was $2.951 billion, down six percent. Operating income was $325 million or 11 percent of revenue. Operating cash Öow was $596 million and we ended the year with $2.272 billion in cash and short term investments. Our return on invested capital was 21 percent and diluted earnings per share were $0.75. -
Inside the Video Game Industry
Inside the Video Game Industry GameDevelopersTalkAbout theBusinessofPlay Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman Downloaded by [Pennsylvania State University] at 11:09 14 September 2017 First published by Routledge Th ird Avenue, New York, NY and by Routledge Park Square, Milton Park, Abingdon, Oxon OX RN Routledge is an imprint of the Taylor & Francis Group, an Informa business © Taylor & Francis Th e right of Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman to be identifi ed as authors of this work has been asserted by them in accordance with sections and of the Copyright, Designs and Patents Act . All rights reserved. No part of this book may be reprinted or reproduced or utilised in any form or by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying and recording, or in any information storage or retrieval system, without permission in writing from the publishers. Trademark notice : Product or corporate names may be trademarks or registered trademarks, and are used only for identifi cation and explanation without intent to infringe. Library of Congress Cataloging in Publication Data Names: Ruggill, Judd Ethan, editor. | McAllister, Ken S., – editor. | Nichols, Randall K., editor. | Kaufman, Ryan, editor. Title: Inside the video game industry : game developers talk about the business of play / edited by Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman. Description: New York : Routledge is an imprint of the Taylor & Francis Group, an Informa Business, [] | Includes index. Identifi ers: LCCN | ISBN (hardback) | ISBN (pbk.) | ISBN (ebk) Subjects: LCSH: Video games industry. -
Tom Clancy Endwar
ANNUAL REPORT 2007 2007 ANNUAL REPORT 2007 ANNUAL UBISOFT • table of contents table O1 PROFILE 02 > CORPORATE MILESTONES: 1986 – 2007 04 > CHAIRMAN AND CEO’S STATEMENT 06 > TOP MANAGEMENT 08 > KEY FIGURES Ubisoft’s cult character since 1995, Rayman has been helping to rid the world of raving 1995, Rayman has been since cult character Ubisoft’s opponents. formidable again against these once off and in 2007 he will face rabbids, 10 > AN ORGANIZATION WITH A GLOBAL REACH ® 12 > A DYNAMIC MARKET AT THE HEART OF ENTERTAINMENT TODAY 02 STRATEGY RAYMAN 16 > CLOSE TO THE CONSUMER 18 > TALENTED PEOPLE 20 > A PASSION FOR INNOVATION 03 BRANDS 24 > CREATING STRONG BRANDS 26 > SOMETHING FOR EVERYONE 28 > BRANDS: FRONT AND CENTER 31 > FINANCIAL REPORT 1 0 PROFILE MORE THAN 20 YEARS OF GROWTH AND PROFILE ENTERTAINMENT leading developer, Apublisher and distributor of video games, ubisoft has grown at an astonishing pace. From start-up distributor to industry trendsetter, the group’s success can be attributed to the consistent application of a long-term strategy centered upon strong brands, worldwide direct distribution, talented people and innovation. This year, Ubisoft’s audacious next-gen strategy translated into concrete gains with annual sales totaling €680 million and an increased market share in key territories, all of which enabled the group to hold fast to its position of 4th independent publisher worldwide.* With the second largest internal creative workforce in the industry, Ubisoft has the means to bring great games to life and to continue enchanting -
Chiffre D'affaires Q4 2000-2001
Ubisoft reports fourth-quarter 2006/2007 sales • Fourth quarter sales up 37.4% to €197 million, outstripping targets. • Full-year sales up 24.4% to €680 million. • Forecasts revised upwards for 2006/2007 current operating income1 and net cash position, as well as for 2007/2008 sales. Paris, April 26, 2007 – Today, Ubisoft, one of the world’s largest video game publishers, reported its sales for the fourth fiscal quarter ended March 31, 2007. Sales Sales for the fourth quarter of 2006-07 came to €197 million, up 37.4%, or 41.7% at constant exchange rates, compared with the €144 million recorded for the same period of 2005-06. Full-year sales for fiscal 2006-07 totaled €680 million, versus €547 million for fiscal 2005-06, representing an increase of 24.4%, or 27.2% at constant exchange rates. Fourth-quarter sales beat the €152 million minimum target Ubisoft projected in its third- quarter sales figures announcement by €45 million. This superior performance was fueled by the following factors: • Robust performances of two key games launched during the quarter : o Tom Clancy's Ghost Recon Advanced Warfighter® 2 got off to an excellent start with 1 million units sold on the Xbox 360™ video game and entertainment system from Microsoft. Launched just one year after the first game, this success highlights the proven strength of the Tom Clancy's Ghost Recon® franchise. o Teenage Mutant Ninja Turtles® also turned in a good showing with more than 1.1 million units sold for its launch on eight platforms. • Continued success of games launched in previous quarters, including: o Tom Clancy’s Rainbow Six® Vegas (1.7 million units sold since the game was launched). -
The End Game How Top Developers Sold Their Studios
The End Game How Top Developers Sold Their Studios In November 2002 Angel Studios was purchased by Take Two for $28 million dollars in cash and 235,000 shares of stock. A month earlier Activision purchased Luxoflux for $9 million dollars and 110,000 shares of stock. That same year Infogrames (now Atari) purchased Shiny for a surprising $47 million dollars, and who can forget Microsoft’s purchase of Rare for a whopping $375 million? And the list goes on: Massive Entertainement, Rainbow Studios, Barking Dog, Black Box, Shaba Games, Gray Matter, Treyarch, Outrage, Volition, Digital Anvil, Westwood Studios, and more. All have been purchased by a major publisher and experienced the thrill of the end game. For many developers, selling their studio is the final prize for a race well run. But what do you really know about how a deal goes down and whether or not you are a good prospect? What is it that will make your studio attractive? How will your company be valued? And perhaps most importantly, what can you do to prepare? The information presented in this lecture is based on interviews with key executives from both sides of an acquisition transaction: independent game studios who have been purchased and the publishers who purchased them. Interviews were also conducted with attorneys and investment firms that deal in mergers and acquisitions within the video game and software industries. And finally, research was conducted to quantify specific transactions and acquisition details. DISCLAIMER Mergers and acquisitions are complex business relationships that require the help of legal and accounting professionals. -
Marketing Violent Entertainment to Children: a Review of Self-Regulation and Industry Practices in the Motion Picture, Music Recording & Electronic Game Industries
Marketing Violent Entertainment to Children: A Fourth Follow-up Review of Industry Practices in the Motion Picture, Music Recording & Electronic Game Industries A Report to Congress Federal Trade Commission July 2004 FEDERAL TRADE COMMISSION Timothy J. Muris, Chairman Mozelle W. Thompson, Commissioner Orson Swindle, Commissioner Thomas B. Leary, Commissioner Pamela Jones Harbour, Commissioner Report Contributors Richard F. Kelly, Bureau of Consumer Protection, Division of Advertising Practices Elizabeth Delaney, Bureau of Consumer Protection, Division of Advertising Practices Kial Young, Bureau of Consumer Protection, Division of Advertising Practices Mark Eichorn, Bureau of Consumer Protection, Division of Advertising Practices Lesley A. Fair, Bureau of Consumer Protection, Division of Advertising Practices Mary K. Engle, Associate Director, Bureau of Consumer Protection, Division of Advertising Practices. Assistants Sallie Schools, Bureau of Consumer Protection, Division of Advertising Practices Katherine Zownir, Bureau of Consumer Protection, Division of Advertising Practices Kerry Constabile, Bureau of Consumer Protection Stefano Sciolli, Bureau of Economics Interns Chadwick Crutchfield, Bureau of Consumer Protection, Division of Advertising Practices Jamie Gentry, Bureau of Consumer Protection, Division of Advertising Practices Nicholas A. James, Bureau of Consumer Protection, Division of Advertising Practices Jonathan Longobardi, Bureau of Consumer Protection, Division of Advertising Practices Marketing Violent Entertainment to Children: -
Sony Playstation 2
Sony PlayStation 2 Last Updated on September 28, 2021 Title Publisher Qty Box Man Comments .hack//G.U. Vol. 1//Rebirth Namco Bandai Games .hack//G.U. Vol. 1//Rebirth: Demo Namco Bandai Games .hack//G.U. Vol. 1//Rebirth: Special Edition Bandai Namco Games .hack//G.U. Vol. 2//Reminisce Namco Bandai Games .hack//G.U. Vol. 3//Redemption Namco Bandai Games .hack//Infection Part 1: Demo Bandai .hack//Infection Part 1 Bandai .hack//Mutation Part 2 Bandai .hack//Mutation Part 2: Trade Demo Bandai .hack//Mutation Part 2: Demo Bandai .hack//Outbreak Part 3: Demo Bandai .hack//Outbreak Part 3 Bandai .hack//Quarantine Part 4 Bandai .hack//Quarantine Part 4: Demo Bandai 007: Agent Under Fire Electronic Arts 007: Agent Under Fire: Greatest Hits Electronic Arts 007: Everything or Nothing Electronic Arts 007: Everything or Nothing: Greatest Hits Electronic Arts 007: Everything or Nothing: Demo Electronic Arts 007: Nightfire Electronic Arts 007: Nightfire: Greatest Hits Electronic Arts 007: Quantum of Solace Activision 18 Wheeler: American Pro Trucker Acclaim 187 Ride or Die Ubisoft 2002 FIFA World Cup Electronic Arts 2006 FIFA World Cup EA Sports 24: The Game 2K Games 25 to Life Eidos 4x4 Evolution Godgames 50 Cent: Bulletproof Vivendi Universal Games 50 Cent: Bulletproof: Greatest Hits Vivendi Universal Games 7 Wonders of the Ancient World MumboJumbo 989 Sports 2004 Disc: Demo 989 Sports 989 Sports Sampler 2003: Demo 989 Sports AC/DC Live: Rock Band Track Pack MTV Games Ace Combat 04: Shattered Skies Namco Ace Combat 04: Shattered Skies: Greatest Hits -
Electronic Arts Inc. Notice of 2005 Annual Meeting Proxy Statement and 2005 Annual Report
Electronic Arts Inc. Notice of 2005 Annual Meeting Proxy Statement and 2005 Annual Report TO OUR STOCKHOLDERS: Chairman’s Letter Chairman’s EA's Ñscal year 2005 was highlighted by exciting new games from our creative teams and important initiatives for extending our leadership into the next generation. We invested in people and processes, forged long-term agreements with strategic partners, introduced new franchise properties and extended our portfolio onto promising new platforms. Our net revenue was $3.1 billion Ì up six percent and gross margin was 61.8 percent. Operating income was down 14 percent to $669 million. Operating margin was 21 percent. Operating cash Öow was $634 million, our return on invested capital was 60 percent and diluted earnings per share were $1.59. In the third quarter we announced a $750 million stock repurchase program which is now in process. This year, EA published 31 titles that sold more than a million copies worldwide Ì four more than last year Ì and the average score critics gave our games positioned us among the industry's elite developers. Despite renewed competitive pressure, EA SPORTSTM titles increased their share of the sports category to a record 63 percent, and we successfully launched two new sports properties Ì FIFA Street and Fight Night. Our Club PogoTM online site continues to grow with more than 840,000 active players, including 780,000 paying members, at the end of our Ñscal year Ì the majority of whom are women. The Club Pogo subscription site maintains a strong growth curve toward what we expect will be more than one million subscribers.