Red Dead Redemption Guide
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Sites of Play: Locating Gameplace in Red Dead Redemption 2
Sites of Play: Locating Gameplace in Red Dead Redemption 2 Andrew Westerside University of Lincoln Brayford Pool, LN6 7TS United Kingdom [email protected] Jussi Holopainen University of Lincoln Brayford Pool, LN6 7TS United Kingdom [email protected] ABSTRACT In Video Game Spaces (2009), Michael Nitsche proposes three indicators of ‘placeness’ in video games: identity, self-motivated and self-organised action, and traces of memory (191-201). We read this notion of placeness as closely aligned to, or overlapping with, the understandings of place and site articulated in theatre and performance research as site-specific performance. Here, we articulate the ideas (and analyse the experiences) of placeness and sitedness in Rockstar Games’ Red Dead Redemption 2 (RDR2) through an analytical conversation between performance studies and games design research with a human-computer interaction bias. Through a close- reading of gameplay experiences (Bizzocchi and Tanenbaum, 2011), we individually experienced over 30 hours of RDR2 gameplay while taking notes, recording, and capturing screenshots. During our individual analyses, we met periodically to compare notes, discuss notable game moments and share analytical insights. At this intersection of game research and performance research, we ask to what extent the theoretical articulations of aesthetic/affective experience in physical, corporeal and material spaces can develop – and further nuance – our understanding of how place is experienced (and thus designed) in contemporary videogames. In doing so, we propose the term gameplace as a means of articulating what this article will define as the affective relationship between place, experience and play. Keywords Place, space, placeness, gameworld, gameplay, performance research, phenomenology INTRODUCTION Site-Specific Performance For scholars and practitioners in the discipline, site-specific performance refers to ‘performance conceived on the basis of a place in the real world (ergo, outside the established theatre)’ (Pavis, 1998, p.337). -
Take-Two Interactive Software, Inc. Reports First Quarter Fiscal 2009 Financial Results
Take-Two Interactive Software, Inc. Reports First Quarter Fiscal 2009 Financial Results March 10, 2009 4:01 PM ET NEW YORK NEW YORK--(BUSINESS WIRE)--Mar. 10, 2009-- Take-Two Interactive Software, Inc. (NASDAQ: TTWO) today announced financial results for its first fiscal quarter ended January 31, 2009. Net revenue for the first quarter was $256.8 million, compared to $240.4 million for the same quarter of fiscal 2008. First quarter sales were led by Grand Theft Auto IV, Carnival Games, NBA 2K9 and Midnight Club: Los Angeles. Net loss for the first quarter was $50.4 million or $0.66 per share, compared to a net loss of $38.0 million or $0.52 per share in the first quarter of fiscal 2008. The Company’s increased loss for the first quarter compared to the prior year was primarily due to higher marketing, legal, and research and development expenses. The first quarter results include $6.2 million in stock-based compensation expense ($0.08 per share) and $4.9 million in expenses related to unusual legal matters ($0.06 per share). Results for the first quarter of 2008 included $6.1 million in stock-based compensation expense ($0.08 per share) and $1.7 million in expenses related to unusual legal matters and business reorganization costs ($0.02 per share). Non-GAAP net loss was $39.3 million or $0.52 per share in the first quarter, compared to a net loss of $30.3 million or $0.41 per share in the first quarter of 2008. (Please refer to Non-GAAP Financial Measures and reconciliation tables included later in this release for additional information and details on non-GAAP items.) Business Highlights Among the significant recent business developments, Take-Two noted the following: Over 13 million units of Rockstar Games’ Grand Theft Auto IV have been shipped as of January 31, 2009. -
Red Dead Redemption 2 the Complete O
Red dead redemption 2 the complete o Continue Red Dead Redemption 2 is a West Cowboy Music Adventure, developed by Rockstar Studios and published by Rockstar Games, released on October 26, 2018 for PlayStation 4 and Xbox One, and scheduled for release in November 2019 for Google Stadia and Microsoft Windows. The third game in the Red Dead series, pre-race (post- story) and the second season of Red Dead Redemption. Set in fiction back in 1899 in the American West, the story revolves around outlaw Arthur Morgan, a member of the Van der Laine gang led by the Dutch. The gang is trying to cope with the decline of the Wild West and against the authorities, along with many other opponents. The story also follows John Marston, the main character from Red Dead Redemption.Red Dead Redemption 2 month later has a live version of Red Dead Online, a mode that many people can play together, a trial version of Red Dead Online was released in November 2018. The game bounty system is the same as the wanted system in Grand Theft Auto, which appears when players kill nPCs around them and receive criminal bonuses, after which bounty hunters will chase and catch players for their crimes. The game broke many records and received positive reviews from critics, such as character praise, plot,... Red Dead Redemption 2 sold more than $750 million and sold 17 million copies in two weeks. Игра также получила множество наград, в том числе Выбор критиков на 2018 Золотой Joystick Awards и Лучшая игра сюжетной линии на Game Awards 2018.Minimum configurationOS: Windows 7 SP1 (ver.7601) 64-bitCPU: Intel Core i5-2500K/ AMD FX-16300RAM: 1 8GBVGA: Geforce GTX 770 2GB/Radeon R9 280 3GBSung хранения: 150GB Рекомендуемая конфигурацияOS: Windows 10 64-битный (Ver.1803)CPU: Intel Core i7-4770K/AMD 1Ryzen 5 1500XRAM: 12GBVGA: Geforce GTX 1060 6GB/Radeon RX 480 4GBSl хранения: 150 ГБ MINIMUM: Требуется 64-битный процессор и операционная системаOS: Windows 7 - Сервисный пакет 1 (6. -
Red Dead Redemption 2 Achieves Entertainment’S Biggest Opening Weekend of All Time
Red Dead Redemption 2 Achieves Entertainment’s Biggest Opening Weekend of All Time October 30, 2018 8:00 AM ET NEW YORK--(BUSINESS WIRE)--Oct. 30, 2018-- Rockstar Games® is proud to announce that the critically acclaimed Red Dead Redemption 2 has achieved the single-biggest opening weekend in the history of entertainment*. With over $725 million in worldwide retail sell-through during its first three days, Red Dead Redemption 2 is the second-highest grossing entertainment launch of all time next to Rockstar Games’ previously released title, Grand Theft Auto V, which achieved over $1 billion in retail sell-through in three days.* This press release features multimedia. View the full release here: https://www.businesswire.com/news/home /20181030005459/en/ Sony Interactive Entertainment (SIE) also confirmed that Red Dead Redemption 2 set new records on the PlayStation Network Rockstar Games® is proud to announce that the critically for highest ever pre-orders, highest day one sales and highest sales acclaimed Red Dead Redemption 2 has achieved the single- biggest opening weekend in the history of entertainment*. for the first three days in market. With over $725 million in worldwide retail sell-through during its first three days, Red Dead Redemption 2 is the Rockstar Games has partnered with SIE to bring PlayStation®4 second-highest grossing entertainment launch of all time next to Rockstar Games' previously released title, Grand Theft Auto players first access to earn select online content in Red Dead V, which achieved over $1 billion in retail sell-through in three Online that is planned to release this November. -
Take-Two Interactive Software Annual Report 2020
Take-Two Interactive Software Annual Report 2020 Form 10-K (NASDAQ:TTWO) Published: May 22nd, 2020 PDF generated by stocklight.com UNITED STATES SECURITIES AND EXCHANGE COMMISSION WASHINGTON, D.C. 20549 FORM 10-K ☒ Annual Report Pursuant to Section 13 or 15(d) of the Securities Exchange Act of 1934 For the fiscal year ended March 31, 2020 OR ☐ Transition Report Pursuant to Section 13 or 15(d) of the Securities Exchange Act of 1934 For the transition period from to . Commission file number 001-34003 TAKE-TWO INTERACTIVE SOFTWARE, INC. (Exact name of registrant as specified in its charter) Delaware 51-0350842 (State or Other Jurisdiction of (I.R.S. Employer Incorporation or Organization) Identification No.) 110 West 44th Street New York, New York 10036 (Address of principal executive offices) (Zip Code) Registrant's Telephone Number, Including Area Code: (646) 536-2842 Securities registered pursuant to Section 12(b) of the Act: Title of each class Trading symbol Name of each exchange on which registered Common Stock, $.01 par value TTWO NASDAQ Global Select Market Securities registered pursuant to Section 12(g) of the Act: None Indicate by check mark if the registrant is a well-known seasoned issuer, as defined in Rule 405 of the Securities Act. Yes ý No o Indicate by check mark if the registrant is not required to file reports pursuant to Section 13 or Section 15(d) of the Act. Yes o No ý Indicate by check mark whether the Registrant (1) has filed all reports required to be filed by Section 13 or 15(d) of the Securities Exchange Act of 1934 during the preceding 12 months (or for such shorter period that the registrant was required to file such reports), and (2) has been subject to such filing requirements for the past 90 days. -
List of Western-Themed Games
List of Western-Themed Games Key action (A) adventure (ADV) card game (C) duel (D) first-person shooter (FPS) laser disc/multimedia (LD) other (O) pinball (PB) platform (PL) puzzle (PUZ) real-time strategy/manager (RTS) role-playing game (RPG) strategy/wargame (S) target shooting/reaction (TS) Year Games 1939 Buckaroo (PB), Ride “M” Cowboy (PB) 1941 Texas Mustang (PB) 1945 Wagon Wheels (PB) 1946 Dynamite (PB) 1947 Broncho (PB), Ranger (PB) 1948 Round Up (PB) 1949 Oklahoma (PB), Tumbleweed (PB), Utah (PB) 1950 Buffalo Bill (PB), Six Shooter (TS) 1954 Stage Coach (PB) 1955 Smoke Signal (PB), Southern Belle (PB), Wild West Gallery (TS) 1957 Arrow Head (PB) 1959 Gunsmoke (TS) 1960 Pony Express (TS), Texan (PB), Wagon Train (PB) 1961 Double Barrel (PB), Indian Scout (TS), Mr. Quick Draw (TS), Mr. Top Gun (TS), Wild West (TS) 1962 Arrowhead (PB), Flipper Cowboy (PB) 1963 Bronco (PB), Texas Ranger Gatling Gun (TS) WiderScreen 1/2015: Villin lännen uudet visiot – New Visions of the Wild West 1964 Bonanza (PB), Championship Fast Draw (TS) 1965 Buckaroo (PB) 1966 Six Shooter (PB) 1967 Rifleman (TS), Wild West Rifle Gallery (TS) 1968 Civil War (S), Dogies (PB), Gun Smoke (PB), Stage Coach (PB) 1969 Lariat (PB) 1970 Bonanza (TS), Cowboy (PB), Gun Fight (D), White Lightning (TS) 1971 Gold Rush (PB), Lawman (PB) 1972 Rodeo Shooting Gallery (TS), Texas Ranger (PB) 1974 Big Indian (PB), Cowboy (A), Wild Gunman (TS) 1975 El Dorado (PB), Fast Draw (PB), Gun Fight [Western Gun] (D) 1976 Cherokee (PB), Outlaw (TS), Plinker’s Canyon (TS), Top -
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. -
Conference Booklet
30th Oct - 1st Nov CONFERENCE BOOKLET 1 2 3 INTRO REBOOT DEVELOP RED | 2019 y Always Outnumbered, Never Outgunned Warmest welcome to first ever Reboot Develop it! And we are here to stay. Our ambition through Red conference. Welcome to breathtaking Banff the next few years is to turn Reboot Develop National Park and welcome to iconic Fairmont Red not just in one the best and biggest annual Banff Springs. It all feels a bit like history repeating games industry and game developers conferences to me. When we were starting our European older in Canada and North America, but in the world! sister, Reboot Develop Blue conference, everybody We are committed to stay at this beautiful venue was full of doubts on why somebody would ever and in this incredible nature and astonishing choose a beautiful yet a bit remote place to host surroundings for the next few forthcoming years one of the biggest worldwide gatherings of the and make it THE annual key gathering spot of the international games industry. In the end, it turned international games industry. We will need all of into one of the biggest and highest-rated games your help and support on the way! industry conferences in the world. And here we are yet again at the beginning, in one of the most Thank you from the bottom of the heart for all beautiful and serene places on Earth, at one of the the support shown so far, and even more for the most unique and luxurious venues as well, and in forthcoming one! the company of some of the greatest minds that the games industry has to offer! _Damir Durovic -
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ii Copyright 2016 By Susan Forsyth iii Funding Acknowledgement This dissertation was supported by: • The University of California, San Francisco Graduate Dean’s Health Science Fellowship • The Eugene Cota Robles Doctoral Fellowship • Dissertation award from the Tobacco-Related Disease Research Program (TRDRP), grant #22DT-0003. iv Acknowledgments I would first like to thank the participants who gave freely of their time and stories. Without them this dissertation would never have been written. I knew almost nothing about video games before I started this and their patient explanations of things most obvious was greatly appreciated. I would also like to thank my advisor, Dr. Ruth Malone. In 2008, when I sat in my first graduate class, I was not sure if I even belonged. Dr. Malone encouraged me and helped me believe in myself as a person and as a scholar. She opened doors for me that I did not know even existed. Ruth has mentored me for the last eight years, and for this I am honored and grateful. I would also like to thank my dissertation committee, Dr. Ruth Malone (chair), Dr. Kit Chesla and Dr. Roberta Rehm. Their gentle and careful guidance has seen me safely through one of the most challenging journeys of my life. I would like to thank my qualifying exam committee, Dr. Christine Kennedy (chair), Dr. Ruth Malone, Dr. Roberta Rehm and Dr. Susan Kools. Through your expertise and direction this project was shaped into what it is today. I would also like to thank Dr. Lisa Bero and Dr. Donna Odierna. I joined their reasearch group for ten weeks and stayed five years. -
Music Games Rock: Rhythm Gaming's Greatest Hits of All Time
“Cementing gaming’s role in music’s evolution, Steinberg has done pop culture a laudable service.” – Nick Catucci, Rolling Stone RHYTHM GAMING’S GREATEST HITS OF ALL TIME By SCOTT STEINBERG Author of Get Rich Playing Games Feat. Martin Mathers and Nadia Oxford Foreword By ALEX RIGOPULOS Co-Creator, Guitar Hero and Rock Band Praise for Music Games Rock “Hits all the right notes—and some you don’t expect. A great account of the music game story so far!” – Mike Snider, Entertainment Reporter, USA Today “An exhaustive compendia. Chocked full of fascinating detail...” – Alex Pham, Technology Reporter, Los Angeles Times “It’ll make you want to celebrate by trashing a gaming unit the way Pete Townshend destroys a guitar.” –Jason Pettigrew, Editor-in-Chief, ALTERNATIVE PRESS “I’ve never seen such a well-collected reference... it serves an important role in letting readers consider all sides of the music and rhythm game debate.” –Masaya Matsuura, Creator, PaRappa the Rapper “A must read for the game-obsessed...” –Jermaine Hall, Editor-in-Chief, VIBE MUSIC GAMES ROCK RHYTHM GAMING’S GREATEST HITS OF ALL TIME SCOTT STEINBERG DEDICATION MUSIC GAMES ROCK: RHYTHM GAMING’S GREATEST HITS OF ALL TIME All Rights Reserved © 2011 by Scott Steinberg “Behind the Music: The Making of Sex ‘N Drugs ‘N Rock ‘N Roll” © 2009 Jon Hare No part of this book may be reproduced or transmitted in any form or by any means – graphic, electronic or mechanical – including photocopying, recording, taping or by any information storage retrieval system, without the written permission of the publisher. -
Take-Two Interactive Software, Inc. Reports Fourth Quarter Fiscal 2009 Financial Results December 17, 2009 4:04 PM ET NEW YORK
Take-Two Interactive Software, Inc. Reports Fourth Quarter Fiscal 2009 Financial Results December 17, 2009 4:04 PM ET NEW YORK, Dec 17, 2009 (BUSINESS WIRE) -- Take-Two Interactive Software, Inc. (NASDAQ:TTWO) today announced financial results for its fourth quarter and fiscal year ended October 31, 2009. Net revenue for the fourth fiscal quarter was $343.4 million, compared to $323.4 million for the same quarter of fiscal 2008. Fourth quarter fiscal 2009 sales were led by Borderlands(TM), NBA(R)2K10, Grand Theft Auto: Episodes from Liberty City, Grand Theft Auto: The Ballad of Gay Tony, and Grand Theft Auto IV. Net loss for the fourth quarter was $22.0 million or $0.28 per share, compared to net loss of $15.0 million or $0.20 per share in the fourth quarter of fiscal 2008. The fourth quarter 2009 results included $14.8 million in non-cash goodwill and intangible impairment charges on its distribution segment in connection with the Company's annual assessment of goodwill ($0.19 per share); $9.8 million in stock-based compensation expense ($0.13 per share); and $4.3 million in non-cash tax expense for the cumulative impact of deferred tax liabilities associated with tax deductible amortization of goodwill ($0.06 per share). Results for the fourth quarter of 2008 included $9.3 million in stock-based compensation expense ($0.12 per share); and $7.2 million in professional fees and expenses related to unusual matters, as well as business reorganization costs ($0.09 per share). Non-GAAP net income was $7.0 million or $0.09 per share in the fourth quarter of fiscal 2009, compared to non-GAAP net income of $1.6 million or $0.02 per share in the fourth quarter of 2008. -
An Interpretive Phenomenological Study of the Meaning of Video Games In
1 “It feels more real”: An Interpretive Phenomenological Study of the Meaning of Video Games in Adolescent Lives Susan R. Forsyth, PhD, RN Assistant Adjunct Professor, Social & Behavioral Sciences University of California, San Francisco Assistant Professor School of Nursing, Samuel Merritt University, Oakland, CA Catherine A. Chesla, RN, PhD, FAAN Professor and Interim Chair, Family Health Care Nursing University of California, San Francisco Roberta S. Rehm, PhD, RN, FAAN Professor, Family Health Care Nursing University of California, San Francisco Ruth E. Malone, PhD, RN, FAAN Professor and Chair, Department of Social & Behavioral Sciences School of Nursing University of California, San Francisco Corresponding author: Susan R. Forsyth Department of Social and Behavioral Sciences 3333 California Street, LHts-455, Box 0612 San Francisco, CA 94118 [email protected] 2 510.512-8290 Acknowledgements: We thank Quinn Grundy, Kate Horton and Leslie Dubbin for their invaluable feedback. Declarations of Conflicting Interests The authors declare no potential conflicts of interest with respect to the research, authorship and/or publication of this article. Funding The authors disclosed the receipt of the following financial support for the research, authorship and/or publication of this article. Susan Forsyth is funded by a dissertation award from the Tobacco-Related Disease Research Program (TRDRP), grant #22DT- 0003. Published in Advances in Nursing Science, October 4, 2017 http://journals.lww.com/advancesinnursingscience/toc/publishahead 3 Abstract The pervasiveness of video gaming among adolescents today suggests a need to understand how gaming affects identity formation. We interviewed 20 adolescents about their experiences of playing, asking them to describe how they used games and how game playing affected their real-world selves.