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(TMIIIP) Paid Projects Through August 31, 2020 Report Created 9/29/2020
Texas Moving Image Industry Incentive Program (TMIIIP) Paid Projects through August 31, 2020 Report Created 9/29/2020 Company Project Classification Grant Amount In-State Spending Date Paid Texas Jobs Electronic Arts Inc. SWTOR 24 Video Game $ 212,241.78 $ 2,122,417.76 8/19/2020 26 Tasmanian Devil LLC Tasmanian Devil Feature Film $ 19,507.74 $ 260,103.23 8/18/2020 61 Tool of North America LLC Dick's Sporting Goods - DecembeCommercial $ 25,660.00 $ 342,133.35 8/11/2020 53 Powerhouse Animation Studios, In Seis Manos (S01) Television $ 155,480.72 $ 1,554,807.21 8/10/2020 45 FlipNMove Productions Inc. Texas Flip N Move Season 7 Reality Television $ 603,570.00 $ 4,828,560.00 8/6/2020 519 FlipNMove Productions Inc. Texas Flip N Move Season 8 (13 E Reality Television $ 305,447.00 $ 2,443,576.00 8/6/2020 293 Nametag Films Dallas County Community CollegeCommercial $ 14,800.28 $ 296,005.60 8/4/2020 92 The Lost Husband, LLC The Lost Husband Feature Film $ 252,067.71 $ 2,016,541.67 8/3/2020 325 Armature Studio LLC Scramble Video Game $ 33,603.20 $ 672,063.91 8/3/2020 19 Daisy Cutter, LLC Hobby Lobby Christmas 2019 Commercial $ 10,229.82 $ 136,397.63 7/31/2020 31 TVM Productions, Inc. Queen Of The South - Season 2 Television $ 4,059,348.19 $ 18,041,547.51 5/1/2020 1353 Boss Fight Entertainment, Inc Zombie Boss Video Game $ 268,650.81 $ 2,149,206.51 4/30/2020 17 FlipNMove Productions Inc. -
Navigating the Videogame
From above, from below: navigating the videogame A thesis presented by Daniel Golding 228306 to The School of Culture and Communication in partial fulfilment of the requirements for the degree of Bachelor of Arts (Honours) in the field of Cultural Studies in the School of Culture and Communication The University of Melbourne Supervisor: Dr. Fran Martin October 2008 ABSTRACT The study of videogames is still evolving. While many theorists have accurately described aspects of the medium, this thesis seeks to move the study of videogames away from previously formal approaches and towards a holistic method of engagement with the experience of playing videogames. Therefore, I propose that videogames are best conceptualised as navigable, spatial texts. This approach, based on Michel de Certeau’s concept of strategies and tactics, illuminates both the textual structure of videogames and the immediate experience of playing them. I also regard videogame space as paramount. My close analysis of Portal (Valve Corporation, 2007) demonstrates that a designer can choose to communicate rules and fiction, and attempt to influence the behaviour of players through strategies of space. Therefore, I aim to plot the relationship between designer and player through the power structures of the videogame, as conceived through this new lens. ii TABLE OF CONTENTS ABSTRACT ii ACKNOWLEDGEMENTS iv CHAPTER ONE: Introduction 1 AN EVOLVING FIELD 2 LUDOLOGY AND NARRATOLOGY 3 DEFINITIONS, AND THE NAVIGABLE TEXT 6 PLAYER EXPERIENCE AND VIDEOGAME SPACE 11 MARGINS OF DISCUSSION 13 CHAPTER TWO: The videogame from above: the designer as strategist 18 PSYCHOGEOGRAPHY 18 PORTAL AND THE STRATEGIES OF DESIGN 20 STRUCTURES OF POWER 27 RAILS 29 CHAPTER THREE: The videogame from below: the player as tactician 34 THE PLAYER AS NAVIGATOR 36 THE PLAYER AS SUBJECT 38 THE PLAYER AS BRICOLEUR 40 THE PLAYER AS GUERRILLA 43 CHAPTER FOUR: Conclusion 48 BIBLIOGRAPHY 50 iii ACKNOWLEDGEMENTS I would like to thank my supervisor, Dr. -
Nintendo Co., Ltd
Nintendo Co., Ltd. Financial Results Briefing for the Nine-Month Period Ended December 2013 (Briefing Date: 1/30/2014) Supplementary Information [Note] Forecasts announced by Nintendo Co., Ltd. herein are prepared based on management's assumptions with information available at this time and therefore involve known and unknown risks and uncertainties. Please note such risks and uncertainties may cause the actual results to be materially different from the forecasts (earnings forecast, dividend forecast and other forecasts). Nintendo Co., Ltd. Consolidated Statements of Income Transition million yen FY3/2010 FY3/2011 FY3/2012 FY3/2013 FY3/2014 Apr.-Dec.'09 Apr.-Dec.'10 Apr.-Dec.'11 Apr.-Dec.'12 Apr.-Dec.'13 Net sales 1,182,177 807,990 556,166 543,033 499,120 Cost of sales 715,575 487,575 425,064 415,781 349,825 Gross profit 466,602 320,415 131,101 127,251 149,294 (Gross profit ratio) (39.5%) (39.7%) (23.6%) (23.4%) (29.9%) Selling, general and administrative expenses 169,945 161,619 147,509 133,108 150,873 Operating income 296,656 158,795 -16,408 -5,857 -1,578 (Operating income ratio) (25.1%) (19.7%) (-3.0%) (-1.1%) (-0.3%) Non-operating income 19,918 7,327 7,369 29,602 57,570 (of which foreign exchange gains) (9,996) ( - ) ( - ) (22,225) (48,122) Non-operating expenses 2,064 85,635 56,988 989 425 (of which foreign exchange losses) ( - ) (84,403) (53,725) ( - ) ( - ) Ordinary income 314,511 80,488 -66,027 22,756 55,566 (Ordinary income ratio) (26.6%) (10.0%) (-11.9%) (4.2%) (11.1%) Extraordinary income 4,310 115 49 - 1,422 Extraordinary loss 2,284 33 72 402 53 Income before income taxes and minority interests 316,537 80,569 -66,051 22,354 56,936 Income taxes 124,063 31,019 -17,674 7,743 46,743 Income before minority interests - 49,550 -48,376 14,610 10,192 Minority interests in income -127 -7 -25 64 -3 Net income 192,601 49,557 -48,351 14,545 10,195 (Net income ratio) (16.3%) (6.1%) (-8.7%) (2.7%) (2.0%) - 1 - Nintendo Co., Ltd. -
Gaming in Libraries by Matthew Cole Introduction
Play your way to the top: Gaming in libraries By Matthew Cole Introduction Video games have come a long way since who have rarely or never played a video Atari’s suite of arcade games was released game to people who have either played on a home console. Children of the first video games for a significant portion of their video game wave have become adults lives, or had many friends who did. These themselves, and according to some counts, new researchers are uncovering deeper this population of first-wave gamers levels of impact and influence than their accounts for approximately 56 million predecessors because people who engage in members of the North American workforce an activity understand it better than those (Beck & Wade, 2004). This is important for who do not. various reasons. First, it shows that people It is important to recognize that video games who play video games are not destined to be facilitate learning rather than. General anti-social, brain-dead, basement hermits; in perception of video gaming ranges between fact, they will enter the workforce proving to those who classify it as solely recreational be as successful and resourceful as their and those who recognize the educational non-gaming counterparts. Secondly, it potential of video games. Both ends of this shows that people who play video games as spectrum touch on core principles of public children and teenagers continue to do so as libraries information and entertainment. adults. Finally, it means that the type of Therefore, this article will look at how video people who are currently researching the games can fit into the mandate and societal effects of gaming have changed from those expectations of a public library. -
Super Smash Bros. Melee) X25 - Battlefield Ver
BATTLEFIELD X04 - Battlefield T02 - Menu (Super Smash Bros. Melee) X25 - Battlefield Ver. 2 W21 - Battlefield (Melee) W23 - Multi-Man Melee 1 (Melee) FINAL DESTINATION X05 - Final Destination T01 - Credits (Super Smash Bros.) T03 - Multi Man Melee 2 (Melee) W25 - Final Destination (Melee) W31 - Giga Bowser (Melee) DELFINO'S SECRET A13 - Delfino's Secret A07 - Title / Ending (Super Mario World) A08 - Main Theme (New Super Mario Bros.) A14 - Ricco Harbor A15 - Main Theme (Super Mario 64) Luigi's Mansion A09 - Luigi's Mansion Theme A06 - Castle / Boss Fortress (Super Mario World / SMB3) A05 - Airship Theme (Super Mario Bros. 3) Q10 - Tetris: Type A Q11 - Tetris: Type B Metal Cavern 1-1 A01 - Metal Mario (Super Smash Bros.) A16 - Ground Theme 2 (Super Mario Bros.) A10 - Metal Cavern by MG3 1-2 A02 - Underground Theme (Super Mario Bros.) A03 - Underwater Theme (Super Mario Bros.) A04 - Underground Theme (Super Mario Land) Bowser's Castle A20 - Bowser's Castle Ver. M A21 - Luigi Circuit A22 - Waluigi Pinball A23 - Rainbow Road R05 - Mario Tennis/Mario Golf R14 - Excite Truck Q09 - Title (3D Hot Rally) RUMBLE FALLS B01 - Jungle Level Ver.2 B08 - Jungle Level B05 - King K. Rool / Ship Deck 2 B06 - Bramble Blast B07 - Battle for Storm Hill B10 - DK Jungle 1 Theme (Barrel Blast) B02 - The Map Page / Bonus Level Hyrule Castle (N64) C02 - Main Theme (The Legend of Zelda) C09 - Ocarina of Time Medley C01 - Title (The Legend of Zelda) C04 - The Dark World C05 - Hidden Mountain & Forest C08 - Hyrule Field Theme C17 - Main Theme (Twilight Princess) C18 - Hyrule Castle (Super Smash Bros.) C19 - Midna's Lament PIRATE SHIP C15 - Dragon Roost Island C16 - The Great Sea C07 - Tal Tal Heights C10 - Song of Storms C13 - Gerudo Valley C11 - Molgera Battle C12 - Village of the Blue Maiden C14 - Termina Field NORFAIR D01 - Main Theme (Metroid) D03 - Ending (Metroid) D02 - Norfair D05 - Theme of Samus Aran, Space Warrior R12 - Battle Scene / Final Boss (Golden Sun) R07 - Marionation Gear FRIGATE ORPHEON D04 - Vs. -
Nintendo Co., Ltd
Nintendo Co., Ltd. Financial Results Briefing for the Six-Month Period Ended September 2013 (Briefing Date: 10/31/2013) Supplementary Information [Note] Forecasts announced by Nintendo Co., Ltd. herein are prepared based on management's assumptions with information available at this time and therefore involve known and unknown risks and uncertainties. Please note such risks and uncertainties may cause the actual results to be materially different from the forecasts (earnings forecast, dividend forecast and other forecasts). Nintendo Co., Ltd. Semi-Annual Consolidated Statements of Income Transition million yen FY3/2010 FY3/2011 FY3/2012 FY3/2013 FY3/2014 Apr.-Sept.'09 Apr.-Sept.'10 Apr.-Sept.'11 Apr.-Sept.'12 Apr.-Sept.'13 Net sales 548,058 363,160 215,738 200,994 196,582 Cost of sales 341,759 214,369 183,721 156,648 134,539 Gross profit 206,298 148,791 32,016 44,346 62,042 (Gross profit ratio) (37.6%) (41.0%) (14.8%) (22.1%) (31.6%) Selling, general, and administrative expenses 101,937 94,558 89,363 73,506 85,321 Operating income 104,360 54,232 -57,346 -29,159 -23,278 (Operating income ratio) (19.0%) (14.9%) (-26.6%) (-14.5%) (-11.8%) Non-operating income 7,990 4,849 4,840 5,392 24,708 (of which foreign exchange gains) ( - ) ( - ) ( - ) ( - ) (18,360) Non-operating expenses 1,737 63,234 55,366 23,481 180 (of which foreign exchange losses) (664) (62,175) (52,433) (23,273) ( - ) Ordinary income 110,613 -4,152 -107,872 -47,248 1,248 (Ordinary income ratio) (20.2%) (-1.1%) (-50.0%) (-23.5%) (0.6%) Extraordinary income 4,311 190 50 - 1,421 Extraordinary loss 2,306 18 62 23 18 Income before income taxes and minority interests 112,618 -3,981 -107,884 -47,271 2,651 Income taxes 43,107 -1,960 -37,593 -19,330 2,065 Income before minority interests - -2,020 -70,290 -27,941 586 Minority interests in income 18 -9 -17 55 -13 Net income 69,492 -2,011 -70,273 -27,996 600 (Net income ratio) (12.7%) (-0.6%) (-32.6%) (-13.9%) (0.3%) - 1 - Nintendo Co., Ltd. -
Best Wishes to All of Dewey's Fifth Graders!
tiger times The Voice of Dewey Elementary School • Evanston, IL • Spring 2020 Best Wishes to all of Dewey’s Fifth Graders! Guess Who!? Who are these 5th Grade Tiger Times Contributors? Answers at the bottom of this page! A B C D E F G H I J K L M N O P Q R Tiger Times is published by the Third, Fourth and Fifth grade students at Dewey Elementary School in Evanston, IL. Tiger Times is funded by participation fees and the Reading and Writing Partnership of the Dewey PTA. Emily Rauh Emily R. / Levine Ryan Q. Judah Timms Timms Judah P. / Schlack Nathan O. / Wright Jonah N. / Edwards Charlie M. / Zhu Albert L. / Green Gregory K. / Simpson Tommy J. / Duarte Chaya I. / Solar Phinny H. Murillo Chiara G. / Johnson Talula F. / Mitchell Brendan E. / Levine Jojo D. / Colledge Max C. / Hunt Henry B. / Coates Eve A. KEY: ANSWER KEY: ANSWER In the News Our World............................................page 2 Creative Corner ..................................page 8 Sports .................................................page 4 Fun Pages ...........................................page 9 Science & Technology .........................page 6 our world Dewey’s first black history month celebration was held in February. Our former principal, Dr. Khelgatti joined our current Principal, Ms. Sokolowski, our students and other artists in poetry slams, drumming, dancing and enjoying delicious soul food. Spring 2020 • page 2 our world Why Potatoes are the Most Awesome Thing on the Planet By Sadie Skeaff So you know what the most awesome thing on the planet is, right????? Good, so you know that it is a potato. And I will tell you why the most awesome thing in the world is a potato, and you will listen. -
CYCA3;4 Is a Post-Prophase Target of the APC/CCCS52A2 E3-Ligase Controlling Formative Cell 2 Divisions in Arabidopsis [W]
bioRxiv preprint doi: https://doi.org/10.1101/2020.03.17.995506; this version posted March 19, 2020. The copyright holder for this preprint (which was not certified by peer review) is the author/funder. All rights reserved. No reuse allowed without permission. 1 CYCA3;4 Is a Post-Prophase Target of the APC/CCCS52A2 E3-Ligase Controlling Formative Cell 2 Divisions in Arabidopsis [W] 3 AUTHORS: 4 Alex Willems,a,b Jefri Heyman,a,b Thomas Eekhout,a,b Ignacio Achon,a,b Jose Antonio Pedroza- 5 Garcia,a,b Tingting Zhu,a,b Lei Li,a,b Ilse Vercauteren,a,b Hilde Van den Daele,a,b Brigitte van de 6 Cotte,a,b Ive De Smet,a,b and Lieven De Veyldera,b,1 7 AFFILIATIONS: 8 aDepartment of Plant Biotechnology and Bioinformatics, Ghent University, Ghent, B-9052, 9 Belgium 10 bCenter for Plant Systems Biology, VIB, Ghent, B-9052, Belgium 11 ORCID IDs: 12 0000-0002-7211-8388 (A.W.); 0000-0003-3266-4189 (J.H.); 0000-0002-2878-1553 (T.E.); 0000- 13 0002-4553-1257 (I.A.); 0000-0001-8258-0157 (J.A.P.G); 0000-0002-0904-7636 (T.Z.); 0000- 14 0002-1820-9852 (L.L.); 0000-0001-9561-8468 (I.V.); 0000-0002-4271-6694 (H.V.d.D.); 0000- 15 0001-7236-9243 (B.v.d.C.); 0000-0003-4607-8893 (I.D.S.); 0000-0003-1150-4426 (L.D.V.) 16 RUNNING TITLE: CYCA3;4 control by APC/CCCS52A2 17 ONE-SENTENCE SUMMARY: 18 Timely post-prophase breakdown of the Arabidopsis cyclin CYCA3;4 by the Anaphase Promoting 19 Complex/Cyclosome is essential for meristem organization and development. -
Animal Crossing
Alice in Wonderland Harry Potter & the Deathly Hallows Adventures of Tintin Part 2 Destroy All Humans: Big Willy Alien Syndrome Harry Potter & the Order of the Unleashed Alvin & the Chipmunks Phoenix Dirt 2 Amazing Spider-Man Harvest Moon: Tree of Tranquility Disney Epic Mickey AMF Bowling Pinbusters Hasbro Family Game Night Disney’s Planes And Then There Were None Hasbro Family Game Night 2 Dodgeball: Pirates vs. Ninjas Angry Birds Star Wars Hasbro Family Game Night 3 Dog Island Animal Crossing: City Folk Heatseeker Donkey Kong Country Returns Ant Bully High School Musical Donkey Kong: Jungle beat Avatar :The Last Airbender Incredible Hulk Dragon Ball Z Budokai Tenkaichi 2 Avatar :The Last Airbender: The Indiana Jones and the Staff of Kings Dragon Quest Swords burning earth Iron Man Dreamworks Super Star Kartz Backyard Baseball 2009 Jenga Driver : San Francisco Backyard Football Jeopardy Elebits Bakugan Battle Brawlers: Defenders of Just Dance Emergency Mayhem the Core Just Dance Summer Party Endless Ocean Barnyard Just Dance 2 Endless Ocean Blue World Battalion Wars 2 Just Dance 3 Epic Mickey 2:Power of Two Battleship Just Dance 4 Excitebots: Trick Racing Beatles Rockband Just Dance 2014 Family Feud 2010 Edition Ben 10 Omniverse Just Dance 2015 Family Game Night 4 Big Brain Academy Just Dance 2017 Fantastic Four: Rise of the Silver Surfer Bigs King of Fighters collection: Orochi FIFA Soccer 09 All-Play Bionicle Heroes Saga FIFA Soccer 12 Black Eyed Peas Experience Kirby’s Epic Yarn FIFA Soccer 13 Blazing Angels Kirby’s Return to Dream -
From Girlfriend to Gamer: Negotiating Place in the Hardcore/Casual Divide of Online Video Game Communities
FROM GIRLFRIEND TO GAMER: NEGOTIATING PLACE IN THE HARDCORE/CASUAL DIVIDE OF ONLINE VIDEO GAME COMMUNITIES Erica Kubik A Dissertation Submitted to the Graduate College of Bowling Green State University in partial fulfillment of the requirements for the degree of DOCTOR OF PHILOSOPHY May 2010 Committee: Radhika Gajjala, Advisor Amy Robinson Graduate Faculty Representative Kristine Blair Donald McQuarie ii ABSTRACT Radhika Gajjala, Advisor The stereotypical video gamer has traditionally been seen as a young, white, male; even though female gamers have also always been part of video game cultures. Recent changes in the landscape of video games, especially game marketers’ increasing interest in expanding the market, have made the subject of women in gaming more noticeable than ever. This dissertation asked how gender, especially females as a troubling demographic marking difference, shaped video game cultures in the recent past. This dissertation focused primarily on cultures found on the Internet as they related to video game consoles as they took shape during the beginning of the seventh generation of consoles, between 2005 and 2009. Using discourse analysis, this dissertation analyzed the ways gendered speech was used by cultural members to define not only the limits and values of a generalizable video game culture, but also to define the idealized gamer. This dissertation found that video game cultures exhibited the same biases against women that many other cyber/digital cultures employed, as evidenced by feminist scholars of technology. Specifically, female gamers were often perceived as less authoritative of technology than male gamers. This was especially true when the concept “hardcore” was employed to describe the ideals of gaming culture. -
Nintendo Co., Ltd
Nintendo Co., Ltd. Financial Results Briefing for the Six-Month Period Ended September 2010 (Briefing Date: 2010/10/29) Supplementary Information [Note] Forecasts announced by Nintendo Co., Ltd. herein are prepared based on management's assumptions with information available at this time and therefore involve known and unknown risks and uncertainties. Please note such risks and uncertainties may cause the actual results to be materially different from the forecasts (earnings forecast, dividend forecast and other forecasts). Nintendo Co., Ltd. Semi-Annual Consolidated Statements of Income Transition million yen FY3/2007 FY3/2008 FY3/2009 FY3/2010 FY3/2011 Apr.-Sept.'06 Apr.-Sept.'07 Apr.-Sept.'08 Apr.-Sept.'09 Apr.-Sept.'10 Net sales 298,817 694,803 836,879 548,058 363,160 Cost of sales 162,974 413,048 469,831 341,759 214,369 Gross profit 135,842 281,754 367,048 206,298 148,791 (Gross profit ratio) (45.5%) (40.6%) (43.9%) (37.6%) (41.0%) Selling, general, and administrative expenses 68,730 92,969 114,864 101,937 94,558 Operating income 67,111 188,784 252,183 104,360 54,232 (Operating income ratio) (22.5%) (27.2%) (30.1%) (19.0%) (14.9%) Non-operating income 27,958 27,259 20,528 7,990 4,849 (of which foreign exchange gains) (10,057) (2,149) ( - ) ( - ) ( - ) Non-operating expenses 393 666 35,404 1,737 63,234 (of which foreign exchange losses) ( - ) ( - ) (33,584) (664) (62,175) Ordinary income 94,676 215,376 237,306 110,613 -4,152 (Ordinary income ratio) (31.7%) (31.0%) (28.4%) (20.2%) (-1.1%) Extraordinary income 253 3,885 1,959 4,311 190 Extraordinary loss 1 1,623 92 2,306 18 Income before income taxes and minority interests 94,929 217,639 239,172 112,618 -3,981 Income taxes 40,602 85,294 94,329 43,107 -1,960 Income before minority interests - - - - -2,020 Minority interests in income -18 -76 15 18 -9 Net income 54,345 132,421 144,828 69,492 -2,011 (Net income ratio) (18.2%) (19.1%) (17.3%) (12.7%) (-0.6%) - 1 - Nintendo Co., Ltd. -
The Hegemony of Play
The Hegemony of Play Janine Fron Tracy Fullerton Jacquelyn Ford Morie Celia Pearce Ludica USC School of Cinematic Arts USC Institute for Creative Georgia Institute of Technology, Interactive Media Program Technologies School of Literature, [email protected] Communication & Culture [email protected] [email protected] [email protected] ABSTRACT We have adopted the term “Hegemony of Play” in a non- In this paper, we introduce the concept of a “Hegemony of ironic fashion to refer to the way in which the digital game Play,” to critique the way in which a complex layering of industry has influenced the global culture of play in much technological, commercial and cultural power structures the same way that hegemonic nations, such as the British have dominated the development of the digital game Empire or post-WWII America, have, in their times of industry over the past 35 years, creating an entrenched influence, dominated global culture. Today’s hegemonic status quo which ignores the needs and desires of game industry has infused both individuals’ and societies’ “minority” players such as women and “non-gamers,” Who experiences of games with values and norms that reinforce in fact represent the majority of the population. Drawing that industry’s technological, commercial and cultural from the history of pre-digital games, we demonstrate that investments in a particular definition of games and play, these practices have “narrowed the playing field,” and creating a cyclical system of supply and demand in which contrary to conventional wisdom, have actually hindered, alternate products of play are marginalized and devalued.