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TESIS: Grand Theft Auto IV. Impacto Y Contexto En Los Videojuegos Como
UNIVERSIDAD NACIONAL AUTÓNOMA DE MÉXICO FACULTAD DE ESTUDIOS SUPERIORES ACATLÁN Grand Theft Auto IV. Impacto y contexto en los videojuegos como parte de la cultura de masas Tesis para obtener el título de: Licenciado en Comunicación PRESENTA David Mendieta Velázquez ASESOR DE TESIS Mtro. José C. Botello Hernández UNAM – Dirección General de Bibliotecas Tesis Digitales Restricciones de uso DERECHOS RESERVADOS © PROHIBIDA SU REPRODUCCIÓN TOTAL O PARCIAL Todo el material contenido en esta tesis esta protegido por la Ley Federal del Derecho de Autor (LFDA) de los Estados Unidos Mexicanos (México). El uso de imágenes, fragmentos de videos, y demás material que sea objeto de protección de los derechos de autor, será exclusivamente para fines educativos e informativos y deberá citar la fuente donde la obtuvo mencionando el autor o autores. Cualquier uso distinto como el lucro, reproducción, edición o modificación, será perseguido y sancionado por el respectivo titular de los Derechos de Autor. Grand Theft Auto IV Impacto y contexto en los videojuegos como parte de la cultura de masas Agradecimientos A mis padres. Gracias, papá, por enseñarme valores y por tratar de enseñarme todo lo que sabías para que llegara a ser alguien importante. Sé que desde el cielo estás orgulloso de tu familia. Mamá, gracias por todo el apoyo en todos estos años; sé que tu esfuerzo es enorme y en este trabajo se refleja solo un poco de tus desvelos y preocupaciones. Gracias por todo tu apoyo para la terminación de este trabajo. A Ariadna Pruneda Alcántara. Gracias, mi amor, por toda tu ayuda y comprensión. Tu orientación, opiniones e interés que me has dado para la realización de cualquier proyecto que me he propuesto, así como por ser la motivación para seguir adelante siempre. -
Firm Ecologies: Life Science and Video Game Industries in Liverpool
Firm Ecologies: Life Science and Video Game Industries in Liverpool Thesis submitted in accordance with the requirements of the University of Liverpool for the degree of Doctor in Philosophy by Dane Kevan Anderton. September 2014 1 Abstract This research examines the life science and video games industries in Liverpool. Previous research on agglomerations and cities tends to focus on epicentres or high concentration places such as Silicon Valley or global cities such as London and Tokyo, neglecting the northern post-industrial cities such as Liverpool, Leeds or Newcastle. Equally, many studies tend to focus in on one particular industry, whereas this research examines two key knowledge economy sectors in one place. Petilis (2012) argues that the cluster literature has become overemphasised and lacks analytical ability in the investigation of smaller firms and highly diverse concentrations of activity. An alternative ecological perspective is used in this thesis, which is considered more reflexive and flexible to the composition of the agglomerations seen outside the epicentres of the global economy. Using the heterarchical approach, as outlined by Grabher (2001), this research investigates the emergence and organisation of Liverpool’s life science and video game industries. It reveals the changing composition of the industries in Liverpool and how firms are connected into wider production networks beyond Liverpool. Finally, the research analyses how the two industries are situated in the anatomy of the city. The key findings are generated from a mixed methodology utilizing qualitative semi-structure interviews with owner-managers, industry informants and supporting institutions. Secondary quantitative data has been used gathered from annual reports, company websites, industry association and office for national statistics. -
2019 Annual Report
TAKE-TWO INTERACTIVE SOFTWARE, INC. 2019 ANNUAL REPORT ANNUAL INC. 2019 SOFTWARE, INTERACTIVE TAKE-TWO TAKE-TWO INTERACTIVE SOFTWARE, INC. 2019 ANNUAL REPORT Generated significant cash flow and ended the fiscal year with $1.57$1.57 BILLIONBILLION in cash and short-term investments Delivered total Net Bookings of Net Bookings from recurrent $2.93$2.93 BILLIONBILLION consumer spending grew 47% year-over-year increase 20%20% to a new record and accounted for units sold-in 39% 2424 MILLIONMILLIONto date 39% of total Net Bookings Tied with Grand Theft Auto V as the highest-rated game on PlayStation 4 and Xbox One with 97 Metacritic score One of the most critically-acclaimed and commercially successful video games of all time with nearly units sold-in 110110 MILLIONMILLIONto date Digitally-delivered Net Bookings grew Employees working in game development and 19 studios 33%33% 3,4003,400 around the world and accounted for Sold-in over 9 million units and expect lifetime Net Bookings 62%62% to be the highest ever for a 2K sports title of total Net Bookings TAKE-TWO INTERACTIVE SOFTWARE, INC. 2019 ANNUAL REPORT DEAR SHAREHOLDERS, Fiscal 2019 was a stellar year for Take-Two, highlighted by record Net Bookings, which exceeded our outlook at the start of the year, driven by the record-breaking launch of Red Dead Redemption 2, the outstanding performance of NBA 2K, and better-than- expected results from Grand Theft Auto Online and Grand Theft Auto V. Net revenue grew 49% to $2.7 billion, Net Bookings grew 47% to $2.9 billion, and we generated significant earnings growth. -
San Andreas Police Department 03 Controls: on Bicycle San Andreas
LOCAL BUSINESS ADVERTISER’S GUIDE WARNING Before playing this game, read the Xbox 360® console, Xbox 360 Kinect® Sensor, and accessory manuals for important safety and health information. www.xbox.com/support. Important Health Warning: Photosensitive Seizures A very small percentage of people may experience a seizure when exposed to WELCOME TO certain visual images, including flashing lights or patterns that may appear in video games. Even people with no history of seizures or epilepsy may have an undiagnosed condition that can cause “photosensitive epileptic seizures” while watching video games. Symptoms can include light-headedness, altered vision, eye or face twitching, jerking or shaking of arms or legs, disorientation, confusion, momentary loss of awareness, and loss of consciousness or convulsions that can lead to injury from falling down or striking nearby objects. Immediately stop playing and consult a doctor if you experience any of these symptoms. Parents, watch for or ask children about these symptoms—children and teenagers are more likely to experience these seizures. The risk may be reduced by being farther from the screen; using a smaller screen; playing in a well-lit room, and not playing when drowsy or fatigued. If you or any CONTENTS relatives have a history of seizures or epilepsy, consult a doctor before playing. 02 MOST WANTED 03 CONTROLS 05 TRAVEL SERVICES 07 FACTS + ACCOMMODATION 10 HOSPITAL + PERSONAL SAFETY SERVICES 13 MONEY + SHOPPING 14 GAMBLING 16 SPORT + EATING OUT 17 PERSONAL GROOMING SERVICES 18 PERSONALS Local -
Diseño De Productos Interactivos
GRADO UNIVERSITARIO OFICIAL Diseño de Productos Interactivos // Intruders: Hide & Seek, videojuego de alumnos de U-tad, disponible en PlayStation 4 y Steam. // Intruders: Hide & Seek, videojuego de alumnos de U-tad, disponible en PlayStation 4 y Steam. Bienvenido a CENTRO UNIVERSITARIO DE U-tad TECNOLOGÍA Y ARTE DIGITAL Bienvenido a U-tad y enhorabuena por dar tu primer paso hacia el futuro profesional con el que sueñas. Has llegado a la referencia en cuanto a formación en videojuegos. Un Centro Universitario donde los recursos tecnológicos, la calidad del profesorado y, sobre todo, el esfuerzo de los alumnos se unen para crear profesionales solventes, con la capacidad necesaria para integrarse en cualquier estudio de desarrollo del mundo. Somos el único Centro planificación y rigor de los Nuestra relación cercana con las Universitario de Europa fundado mismos. Los alumnos aprenden empresas nos permite detectar por profesionales de la industria haciendo y a lo largo del nuevas tendencias, incorporarlas digital desde la visión y el desarrollo del grado trabajan a nuestro temario, y formar así conocimiento que te aporta la en Proyectos, consolidando la a profesionales que dominen las experiencia de haber trabajado en formación recibida en cada curso tecnologías que se implantan en la industria tecnológica durante con prácticas adaptadas a su la actualidad. 30 años. nivel. Propuestas que van desde el trabajo individual creativo Nuestros alumnos están muy Entendemos la importancia de la hasta el acabado en equipo de bien valorados por la industria decisión del grado universitario un videojuego o un producto y contamos con un Servicio que eligen nuestros alumnos y la interactivo listo para de Desarrollo Profesional necesidad de desarrollar tanto su publicación. -
333-36986 Take-Two Interactive Software, Inc. Common Stock This
Rule 424(b)(3) 333-36986 Take-Two Interactive Software, Inc. Common Stock This Prospectus relates to the resale of up to 1,839,600 shares of common stock by certain stockholders. The selling stockholders may sell these shares from time to time through ordinary brokerage transactions in the over-the-counter markets, in negotiated transactions or otherwise, at market prices prevailing at the time of sale, at negotiated prices and in certain other ways, as described under "Plan of Distribution" on page 19. We will not receive any of the proceeds from the sale of these shares. Our common stock is traded on the Nasdaq National Market under the symbol TTWO. On June 2, 2000, the closing sale price of our common stock as reported by Nasdaq was $11.6875. Investing in our common stock is speculative and involves a high degree of risk. See "Risk Factors" beginning on page 5. Neither the Securities and Exchange Commission nor any state securities commission has approved or disapproved of these securities or passed upon the adequacy or accuracy of this prospectus. Any representation to the contrary is a criminal offense. The date of this prospectus is June 5, 2000. WHERE YOU CAN FIND MORE INFORMATION We file annual, quarterly and current reports, proxy statements and other financial and business information with the SEC. Our SEC filings are available on the SEC's web site at http://www.sec.gov. You also may read and copy any document we file at the SEC's public reference rooms in Washington, D.C., New York, New York and Chicago, Illinois. -
Page 1/3 Smuggler's Run: Smuggler's Run Has Achieved the Honor of Inclusion Into Sony's "Greatest Hits" Lineup of Top Selling Playstation 2 Games
Take-Two Interactive Software, Inc. "Exposes" Its Electronic Entertainment Expo Lineup; Publisher of Number-One Selling Video Game of 2001 Ups-the-Ante in 2002 May 17, 2002 9:54 AM ET NEW YORK, May 17, 2002 (BUSINESS WIRE) -- Take-Two Interactive Software, Inc. (NASDAQ: TTWO) is pleased to reveal its 2002 lineup at the Electronic Entertainment Expo (E3) in Los Angeles on May 22-24, 2002. Take-Two will display its products in Booth #524 of the South Hall, spanning all next generation consoles including the PC, PlayStation(R)2 computer entertainment system, the Xbox(TM) videogame system from Microsoft, Nintendo Game Boy(R) Advance, Nintendo GameCube(TM) and the PlayStation (R) game console. "Take-Two's titles have taken the world by storm and in the process we have successfully built some of the industry's most successful franchises," said Kelly Sumner, CEO of Take-Two Interactive Software. "We pride ourselves on knowing what our audience wants and we are certain that we have brought to E3 a diverse, exciting and above all, fun lineup." Rockstar Games' Lineup: Grand Theft Auto 3: Grand Theft Auto 3 for the PlayStation 2 was the number-one selling game of 2001 and is now headed for the PC. Featuring a fully three-dimensional, living city, a combination of narrative driven and non-linear gameplay and a completely open environment, the game represents a revolutionary leap forward in interactive entertainment. Players are put at the heart of their very own gangster movie and let loose in a city in which anything can happen and probably will. -
Grand Theft Auto
Generated significant cash flow and ended the fiscal year with nearly in cash and short-term investments Delivered record digitally-delivered net revenue of nearly Generated highest revenues ever from recurrent consumer spending – 53% year-over-year increase of digitally-delivered net revenue and Series with at least one five-million unit selling release; and 50 individual multi-million unit selling titles of total net revenue One of the most critically-acclaimed and commercially successful video games of all time with over units sold-in to date Sold-in nearly 7.5 million units to date and remains the top-selling and top-rated NBA simulation Employees working in game development and 15 studios around the world TAKE-TWO INTERACTIVE SOFTWARE, INC. 2016 ANNUAL REPORT Fiscal 2016 marked another year in which Take-Two delivered strong results, driven principally by positive momentum in our core offerings. We generated record digitally- delivered net revenue, including our highest-ever recurrent consumer spending, and significant cash flow. Today, Take-Two is a global leader in the interactive entertainment business, with some of the industry’s most commercially successful and critically acclaimed series that engage and excite audiences around the world across all relevant platforms. OUR KEY ACHIEVEMENTS • Grand Theft Auto V and Grand Theft Auto Online have exceeded our expectations in every quarter since their release, and continue to expand their audience nearly three years after their initial launch. Grand Theft Auto V remains the highest-rated title on PlayStation 4 and Xbox One, and is the “must- have” experience for gamers, especially as the installed base of new-generation consoles continues to grow. -
Lan Ps4 Digital Manual E
PHOTOSENSITIVITY/EPILEPSY/SEIZURES A very small percentage of individuals may experience epileptic seizures or blackouts when exposed to certain light patterns or flashing lights. Exposure to certain patterns or backgrounds on a television screen or when playing video games may trigger epileptic seizures or blackouts in these individuals. These conditions may trigger previously undetected epileptic symptoms or seizures in persons who have no history of prior seizures or epilepsy. If you, or anyone in your family, has an epileptic condition or has had seizures of any kind, consult your doctor before playing. IMMEDIATELY DISCONTINUE use and consult your doctor before resuming gameplay if you or your child experience any of the following health problems or symptoms: • dizziness, • eye or muscle twitches, • disorientation, • any involuntary • altered vision, • loss of awareness, • seizures, or movement or convulsion. RESUME GAMEPLAY ONLY ON APPROVAL OF YOUR DOCTOR. Use and handling of video games to reduce the likelihood of a seizure • Use in a well-lit area and keep as far away as possible from the television screen. • Avoid large screen televisions. Use the smallest television screen available. • Avoid prolonged use of the PlayStation®4 system. Take a 15-minute break during each hour of play. • Avoid playing when you are tired or need sleep. 3D images Some people may experience discomfort (such as eye strain, eye fatigue, or nausea) while watching 3D video images or playing stereoscopic 3D games on 3D televisions. If you experience such discomfort you should immediately discontinue use of your television until the discomfort subsides. SIE recommends that all viewers take regular breaks while watching 3D video, or playing stereoscopic 3D games. -
Spilling Hot Coffee? Grand Theft Auto As Contested Cultural Product
Aphra Kerr/IGTA book/2006 Spilling Hot Coffee? Grand Theft Auto as contested cultural product Dr. Aphra Kerr National University of Ireland Maynooth, Maynooth, Co. Kildare, Ireland. [email protected] Grand Theft Auto (GTA) games are highly successful, in terms of sales, and their content is part of an explicit business strategy which aims to exploit the latest technologies and platforms to develop content aimed at adult game players in certain markets. By all accounts this has been a highly successful strategy with the GTA franchise selling more than 30 million units across platforms by 2004, even before Grand Theft Auto: San Andreas (GTA SA) was launched in late 2004 (Take Two Interactive 2004). The latter was the top selling console game in the USA and in the top ten in the UK in 2005. At the same time the GTA series are arguably the most maligned of game products in many markets attracting much negative commentary and numerous legal actions in the USA. This chapter argues that the GTA case demonstrates a key tension within the cultural industries between the need to maximise sales globally and the need to conform to, or be seen to conform to, local distribution, social and moral systems. At the same time the story demonstrates that despite the widespread rhetoric of free trade and the dismantling of state sanctioned censorship systems in the USA, most parts of Europe and Australia, the censorship of cultural products continues and is perhaps a less overt, but nonetheless, highly political, socially negotiated and nationally specific process. GTA games are produced by a network of companies in the UK and in the USA. -
Massively Multiplayer Online Games Industry: a Review and Comparison
Massively Multiplayer Online Games Industry: A Review and Comparison From Middleware to Publishing By Almuntaser Alhindawi Javed Rafiq Sim Boon Seong 2007 A Management project presented in part consideration for the degree of "General and Financial MBA". CONFIDENTIALITY STATEMENT This project has been agreed as confidential between the students, university and sponsoring organisation. This agreement runs for five years from September, 14 th , 2007. ii Acknowledgements We would like to acknowledge Monumental Games management for giving us this opportunity to gain an insight of this interesting industry. Special thanks for Sarah Davis, Thomas Chesney and the University of Nottingham Business School MBA office personnel (Elaine, Kathleen and Christinne) for their assistance and support throughout this project. We would also like to thank our families for their constant support and patience; - Abdula Alhindawi - Fatima Alhindawi - Shatha Bilbeisi - Michelle Law Seow Cha - Sim Hock Soon - Yow Lee Yong - Mohamed Rafiq - Salma Rafiq - Shama Hamid Last but not least, our project supervisor Duncan Shaw for his support and guidance throughout the duration of this management project. i Contents Executive Summary iv Terms and Definition vi 1.0 Introduction 1 1.1 Methodology 1 1.1.1 Primary Data Capture 1 1.1.2 Secondary Data Capture 2 1.2 Literature Review 4 1.2.1 Introduction 4 1.2.2 Competitive Advantage 15 1.2.3 Business Model 22 1.2.4 Strategic Market Planning Process 27 1.2.5 Value Net 32 2.0 Middleware Industry 42 2.1 Industry Overview 42 2.2 -
2020 Annual Report
TAKE-TWO INTERACTIVE SOFTWARE, INC. 2020 ANNUAL REPORT 3 Generated significant cash flow and ended the year with $2.00 BILLION in cash and short-term investments Delivered record Net Bookings of Net Bookings from recurrent $2.99 BILLION consumer spending grew exceeded original FY20 outlook by nearly 20% 34% to a new record and accounted for units sold-in 51% 10 MILLION to date of total Net Bookings Up over 50% over Borderlands 2 in the same period One of the most critically-acclaimed and commercially successful video games of all time with over units sold-in 130 MILLION to date Digitally-delivered Net Bookings grew Developers working in game development and 35% 4,300 23 studios around the world to a new record and accounted for Sold-in over 12 million units and expect lifetime units, recurrent consumer spending and Net Bookings to be 82% the highest ever for a 2K sports title of total Net Bookings TAKE-TWO INTERACTIVE SOFTWARE, INC. 2020 ANNUAL REPORT DEAR SHAREHOLDERS, Fiscal 2020 was another extraordinary year for Take-Two, during which we achieved numerous milestones, including record Net Bookings of nearly $3 billion, as well as record digitally-delivered Net Bookings, Net Bookings from recurrent consumer spending and earnings. Our stellar results were driven by the outstanding performance of NBA 2K20 and NBA 2K19, Grand Theft Auto Online and Grand Theft Auto V, Borderlands 3, Red Dead Redemption 2 and Red Dead Online, The Outer Worlds, WWE 2K20, WWE SuperCard and WWE 2K19, Social Point’s mobile games and Sid Meier’s Civilization VI.