Electronic Arts Inc

Total Page:16

File Type:pdf, Size:1020Kb

Electronic Arts Inc Raiders Investment Associates Software: Electronic Arts Inc. (NASDAQ, ERTS) November 05, 2004 Analysis Team Members: Norman Chow: [email protected] David Timmons: [email protected] Justin Key: [email protected] Kyle Lock: [email protected] 1 Table of Contents Page 1. Executive Summary 4 1.1 Company, Industry Overview & Analysis 5 1.2 Accounting Analysis 5 1.3 Forecasting & Methodology 6 1.4 Derived Market Valuations 6 1.5 Recommendation 7 2. Business & Industry Analysis 8 2.1 Company Overview 8 2.2 Industry Overview 8 2.2.1 Trends 9 2.3 Five Forces 9 2.3.1 Current Competitors 9 2.3.2 New Entrants 10 2.3.3 Alternative Products 11 2.3.4 Customer Bargaining Power 11 2.3.5 Supplier Bargaining Power 12 2.4 Classification of Industry 12 2.5 Key Success Factors (KSF) 13 2.5.1 Competitive Advantage 13 2.5.2 Revenue 14 2.6 KSF: Degree of Attainment & Continuation 15 2.6.1 Customers 15 2.6.2 Distribution 16 2.6.3 Management 16 2.6.4 Facilities 17 2.6.5 Risks 17 2.6.6 Growth 18 2.7 Company & Industry Conclusions 19 2 3. Accounting Analysis 20 3.1 Key Accounting Polices 20 3.2 Accounting Flexibility 22 3.3 Accounting Strategy 23 3.4 Quality of Disclosure 26 3.5 Potential “Red Flags” 27 a. Appendix 3.1.1 53 b. Appendix 3.1.2 54 3.6 Quantitative Measures & Indicators: Explanation 28 3.6.1 Sales Manipulation Diagnostics 28 3.6.2 Core Expense Manipulation Diagnostics 29 3.7 Accounting Distortion 30 4. Ratio Analysis & Forecast 30 4.1 Analysis & Forecasting Overview 30 4.2 Financial Ratio Analysis 31 4.2.1 Time Series Analysis 32 a. Appendix 4.1 55 b. Appendix 4.2 56 c. Appendix 4.3 58 4.2.2 Cross-Sectional Analysis 33 a. Appendix 4.4 59 b. Appendix 4.5 60 c. Appendix 4.6 62 d. Appendix 4.7 64 e. Appendix 4.8 66 4.3 Financial Statement Forecasting: Methods & Assumptions 34 a. Appendix 4.2 56 4.4 Analysis & Forecasting Conclusions 36 3 5. Valuation Analysis 37 5.1 Valuation Segment Preface 37 5.2 Valuation of Electronic Arts, Inc. 38 5.2.1 Method of Comparables Valuation 38 a. Appendix 5.1 69 5.2.2 Intrinsic Valuation Method 40 5.2.2.1 Calculations of Beta (β), Cost of 40 Equity (Ke) and Debt (Kd), Sustainable Growth Rate (SGR), Effective Tax Rate Z-Score 5.2.2.2 Discounted Free Cash Flows 43 a. Appendix 5.2 70 5.2.2.3 Discounted Residual Income 45 a. Appendix 5.3 72 5.2.2.4 Discounted Abnormal Earnings Growth 46 a. Appendix 5.4 73 5.2.2.5 Long-Run Average Residual Income 47 Perpetuity Based on the P/B Ratio a. Appendix 5.5 74 5.3 Electronic Arts Valuation Synopsis 49 6. Financial Statements 75 6.1 Balance Sheet 75 6.2 Income Statement 76 6.3 Statement of Cash Flows 77 7. Sources 78 4 Analysis of Electronic Arts Inc. Investment recommendation: Buy (November 05, 2004) ERTS – NASDAQ (11/05/04) $ 47.88 EPS Forecast 52 Week Range $ 40.60 - 55.91 FYE 11/04 2004 2005 2006 2007 2008 Daily Range $ 50.01 – 53.17 EPS 1.92 2.13 2.36 2.62 2.91 Fiscal Year-End March 2004 Sales (mil) $2,957.1 Ratios EA Average of Competitor 1- Year Sales Growth 19.1% P/E 24.94 17.74 2004 Net Income (mil) $577.3 M/B 4.24 9.7 1- Year Net Income Growth 82.1% P/S 4.88 3.4 2004 Number of Employees 4,800 Valuation Prediction Dividend Yield 0 Actual Current Price $47.88 3-Month Avg Daily Trading 4,646,515 Long Run Avg. RI Valuation $42.08 Volume (Mil) P/E Valuation $34.06 Residual income Valuation $40.80 Book Value per Share 11.29 M/B Valuation $109.51 Return on Equity 21.6 % EBO (Abnormal Earnings Valuation) $38.86 Return on Asset 17% DCF Valuation $49.10 P/S Valuation $33.35 Key-Variables Beta (est.) .591 Cost-of-equity (est.) 9.04% Wacc (est.) 9.0% Cost-of-Debt .19% Rating System: BUY: A strong purchase recommendation with above average long term potential OUTPERFORM: A purchase recommendation that is expected to marginally outperform the return of the market PERFORM: A purchase recommendation to maintain current position with returns to match the market SELL: A recommendation to sell the security as it is expected to decrease in price in the medium term 5 1.0 EXECUTIVE SUMMARY 1.1 Company, Industry Overview & Analysis Electronic Arts, Inc. (EA) is one of the largest companies in the North American home electronic entertainment industry who both publishes and develops interactive games for computers and consoles alike. It operates within an industry that has steadily grown since the early 1980’s with the advent of notable console systems such as various Atari models and the original Nintendo Entertainment System. As such, the average consumer age in this industry is in the early to late 20’s, although frequently updated console generations and the computer age continue to bring younger consumers into the market. EA currently operates with weighty competitive advantages including a size large enough to deter new entrants to the industry, while the industry itself can be favorable toward companies due to factors such as extremely low supplier bargaining power. EA has and continues to exhibit steady growth throughout its domestic and global operations. 1.2 Accounting Analysis A major December sales season and resulting January returns causes EA to mark its fiscal year end at March 31. The company owes roughly half of its revenues to foreign activities, and it uses a combination of straight-line and double-declining balance methods to account for deprecation on its assets. Due to the intangible nature of R&D and intellectual property development, EA has considerable flexibility in its accounting policies. Therefore, it has numerous opportunities to illegally hide business shortfalls with accounting tricks, yet the only obvious red flag is a $4 million loan to one of its executives that was not duly and obviously represented on EA’s financial statements. KPMG LLP, EA’s current auditing firm, did not report any problems during the last audit. 6 The retail nature of the industry necessitates large outlays for marketing activities and allowance for doubtful accounts. This may be partly why EA hosts a range of helpful SEC filings and investor information on the official EA website. 1.3 Forecasting & Methodology EA and three of its domestic competitors were broken apart for analysis into four sections: liquidity, profitability, capital structure, and additional ratios. Results indicate a growth industry that EA operates extremely well within, managing to establish steady expansion patterns in most areas of its business. Comparatively, other firms had extremely volatile or low earnings. This steady growth carries into EA’s ten-year forecast. Assumptions for the forecasting include a continuance of this growth trend within a steadily recovering economy. Additionally, it is assumed that due to EA’s late fiscal year end that also falls before its primary sales season, fiscal 2005 can be treated the same as fiscal 2006 and so forth with very little distortion in resultant valuations. 1.4 Derived Market Valuations Of immediate interest is the fact that EA’s capital structure does not contain any debt, nor does the company pay out any dividends to investors. This places EA’s WACC very close to its cost of equity and SGR at its ROE value. SGR averages 11.7% for the previous five years, several points higher than the estimated WACC. Taking all assumptions and facts into consideration, EA was valued for November 5, 2004. Out of the four models utilized for this (Discounted Cash Flows, Discounted Residual Income, Abnormal Earnings Growth, and Long Run Average Residual Perpetuity), the range of estimated values fall between $42.13 and $62.18, although $49.16 is a price ceiling more consistent with the other valuations. 7 1.5 Recommendation EA’s November 5, 2004 market share price is $47.88, which falls much higher than valuations derived with the Value Line beta. If this beta is more accurate, EA’s stock price is severely overvalued. However, it is more likely that the much higher Value Line beta implies EA is more affected by movements in the market than what it actually is, most likely caused by computing it with a longer period of time before economically damaging events such as 9/11 and the tech crash. Using the much lower derived beta, EA’s estimated stock price falls in the lower middle range of the valuations. In this case the company is most likely valued fairly or slightly undervalued, so that, combined with positive future growth prospects, leads to a recommendation of buy. 8 2.0 BUSINESS & INDUSTRY ANALYSIS 2.1 COMPANY OVERVIEW Electronic Arts, Inc (ERTS) “develops, markets, publishes and distributes interactive games that are playable by consumers on home video game machines (such as Sony Playstation 2, Microsoft XBOX, and Nintendo Gamecube consoles), personal computers, handheld game machines (such as Game Boy Advance), and online.” Electronic Arts was founded in 1982 at Redwood, California and has since become one of the leading producers in home entertainment software, operating worldwide in over 100 countries; however, historically 50% of EA’s total revenue has come from within the North American market.
Recommended publications
  • 10 for $10 Pak Table of Contents Minimum System Requirements
    10 FOR $10 PAK TABLE OF CONTENTS MINIMUM SYSTEM REQUIREMENTS ........................................................................ l WINDOWS 95 USERS...................................................................................................... 2 INSTALLATION ................................................................................................................ 2 STARTING A GAME ........................................................................................................ 3 USING THE ON-LINE DOCUMENTATION ................................................................ 4 CHUCK YEAGER'S AIR COMBAT.................................................................................. 6 EXTREME PINBALL ........................................................................................................ 6 THE COMPLETE ULTIMA VII ...................................................................................... 7 GRAND SLAM BRIDGE 11 . ............. ..... ........ ..... .................................. ..... ..... ..... ..... ........ 7 POPULOUS II .................................................................................................................. 8 POWERPOKER ................................................................................................................ 8 SEAL TEAM ...................................................................................................................... 9 STRIKE COMMANDER .................................................................................................
    [Show full text]
  • Journal of Games Is Here to Ask Himself, "What Design-Focused Pre- Hideo Kojima Need an Editor?" Inferiors
    WE’RE PROB NVENING ABLY ALL A G AND CO BOUT V ONFERRIN IDEO GA BOUT C MES ALSO A JournalThe IDLE THUMBS of Games Ultraboost Ad Est’d. 2004 TOUCHING THE INDUSTRY IN A PROVOCATIVE PLACE FUN FACTOR Sessions of Interest Former developers Game Developers Confer We read the program. sue 3D Realms Did you? Probably not. Read this instead. Computer game entreprenuers claim by Steve Gaynor and Chris Remo Duke Nukem copyright Countdown to Tears (A history of tears?) infringement Evolving Game Design: Today and Tomorrow, Eastern and Western Game Design by Chris Remo Two founders of long-defunct Goichi Suda a.k.a. SUDA51 Fumito Ueda British computer game developer Notable Industry Figure Skewered in Print Crumpetsoft Disk Systems have Emil Pagliarulo Mark MacDonald sued 3D Realms, claiming the lat- ter's hit game series Duke Nukem Wednesday, 10:30am - 11:30am infringes copyright of Crumpetsoft's Room 132, North Hall vintage game character, The Duke of industry session deemed completely unnewswor- Newcolmbe. Overview: What are the most impor- The character's first adventure, tant recent trends in modern game Yuan-Hao Chiang The Duke of Newcolmbe Finds Himself design? Where are games headed in the thy, insightful next few years? Drawing on their own in a Bit of a Spot, was the Walton-on- experiences as leading names in game the-Naze-based studio's thirty-sev- design, the panel will discuss their an- enth game title. Released in 1986 for swers to these questions, and how they the Amstrad CPC 6128, it features see them affecting the industry both in Japan and the West.
    [Show full text]
  • Electronic Arts Inc
    ELECTRONIC ARTS INC FORM 10-K (Annual Report) Filed 5/30/2007 For Period Ending 3/31/2007 Address 209 REDWOOD SHORES PARKWAY REDWOOD CITY, California 94065 Telephone 650-628-1500 CIK 0000712515 Industry Software & Programming Sector Technology Fiscal Year 03/31 Table of Contents 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, 2007 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 No. 0-17948 ELECTRONIC ARTS INC. (Exact name of registrant as specified in its charter) Delaware 94-2838567 (State or other jurisdiction of (I.R.S. Employer incorporation or organization) Identification No.) 209 Redwood Shores Parkway 94065 Redwood City, California (Zip Code) (Address of principal executive offices) Registrant’s telephone number, including area code: (650) 628-1500 Securities registered pursuant to Section 12(b) of the Act: Title of Each Class Name of Each Exchange on Which Registered Common Stock, $0.01 par value The NASDAQ Stock Market LLC 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 No 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 No 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.
    [Show full text]
  • Disruptive Innovation and Internationalization Strategies: the Case of the Videogame Industry Par Shoma Patnaik
    HEC MONTRÉAL Disruptive Innovation and Internationalization Strategies: The Case of the Videogame Industry par Shoma Patnaik Sciences de la gestion (Option International Business) Mémoire présenté en vue de l’obtention du grade de maîtrise ès sciences en gestion (M. Sc.) Décembre 2017 © Shoma Patnaik, 2017 Résumé Ce mémoire a pour objectif une analyse des deux tendances très pertinentes dans le milieu du commerce d'aujourd'hui – l'innovation de rupture et l'internationalisation. L'innovation de rupture (en anglais, « disruptive innovation ») est particulièrement devenue un mot à la mode. Cependant, cela n'est pas assez étudié dans la recherche académique, surtout dans le contexte des affaires internationales. De plus, la théorie de l'innovation de rupture est fréquemment incomprise et mal-appliquée. Ce mémoire vise donc à combler ces lacunes, non seulement en examinant en détail la théorie de l'innovation de rupture, ses antécédents théoriques et ses liens avec l'internationalisation, mais en outre, en situant l'étude dans l'industrie des jeux vidéo, il découvre de nouvelles tendances industrielles et pratiques en examinant le mouvement ascendant des jeux mobiles et jeux en lignes. Le mémoire commence par un dessein des liens entre l'innovation de rupture et l'internationalisation, sur le fondement que la recherche de nouveaux débouchés est un élément critique dans la théorie de l'innovation de rupture. En formulant des propositions tirées de la littérature académique, je postule que les entreprises « disruptives » auront une vitesse d'internationalisation plus élevée que celle des entreprises traditionnelles. De plus, elles auront plus de facilité à franchir l'obstacle de la distance entre des marchés et pénétreront dans des domaines inconnus et inexploités.
    [Show full text]
  • 'TITLE Learning About Energy in Secondary Schools: Some Exemplary, Lessons Fore Students
    DOCUMENT RESUME ED 207 817 SE 035 589 AUTHOR" Simmons, John: S., Ed. 'TITLE Learning About Energy in Secondary Schools: Some Exemplary, Lessons fore Students. Volume II. Final Report, April 8, 1981 toXcember 31, 1981. INSTITUTION Florida State Univ.,-Tal hassee.-Coli. of Education. SPONS AGENCX,, Department of Energy, Washington, D.C. PUB DATE 81 ti GRANT DE-FG05-81CA10087 NOTE 124p.r Contains occasional marginal legibility. , EDRS PRICE MF01/PC05 Plus.Pobtage. DESCRIPTORS Activity Units; Art Activities; *Conservation \ Education; Elementary School Science;` Elementary --$ Secondary Education; *Energy; *Environmental Education; .*Instructional Materials; i Interdisciplinary Approach; Labguage Arts; Learning Activities; Mathematics; *Science Activitles; Science. Education; Secondary School Science; Social Studies; *Teaching Guides IDENTIFIERS *Energy Education .- ABSTRACT - - ` . Sixteen teaching units of activities were prepared for students in grades 4-12 to increase their awareness, knowledge, and skills of energy and energy related issues by examining topics such as energy conservation on he farm, foreign oil, U.S. energy consImption, energy efficient houses, alternative energy sources, persdbal energy use, conservation, automobil4s and geography. The activities draw upon social studies,,mathematiCs, language arts, science, art and architecture, and use 4 var.ety of teaching methods including films, discussion, role playing, readings, question and answers, tap and graph reading, interviewing, speecheS, lecture and 'group work. while the organizational format foF eacit unit is not standardized, most indicate gradeolevel, subject, objectives, new vocabulary, materials needed, skills, evaluation, and resource materials. In the beginning of the book, a Florida GOvernortts Energy Award Program,. comparable to the Presidential Physical Fitness I program, is proposed. It is suggested that local areaskimplement this awardprogram with their owh award certificates.
    [Show full text]
  • Backgrounder: AIIDE 07 Invited Speakers
    Association for the Advancement of Artificial Intelligence 445 Burgess Drive Menlo Park, CA 94025 (650) 328-3123 www.aaai.org For press inquiries only, contact: Sara Hedberg (206) 232-1657 (office) [email protected] Backgrounder: AIIDE 07 Invited Speakers 1 of 6 AiLive's LiveMove and LiveCombat Wolff Daniel Dobson and John Funge (AiLive Inc.) This talk describes the successfully productization of the state-of-the-art statistical machine learning technology to create LiveMove and LiveCombat. LiveMove is a groundbreaking artificial intelligence product that enables the Wii Remote to learn. Instead of complicated programming, developers need only take a few minutes to train Wii controllers through examples. Nintendo now sublicenses and promotes LiveMove to Wii developers around the world. Our other product, LiveCombat, gives developers and players the power to build AI characters that learn how to behave by observing the actions of human players. AI characters learn in seconds to be trusted companions or deadly foes. The talk will include many anecdotes and observations from lessons learned (often the hard way) along the way. Wolff Daniel Dobson received his PhD in computer science from Northwestern University, specializing in artificial intelligence and intelligent user interfaces. At Visual Concepts Entertainment, he constructed emotional behavior on NBA2K for Dreamcast, and then became colead for artificial intelligence on NBA2K1 (garnering a Metacritic.com score of 93). For the past 5 years he has worked for AiLive Inc., a startup devoted to next-generation artificial intelligence in games. Working as a designer, producer, engineer, and artist Wolff has been instrumental in developing two commercial products, LiveMove and LiveCombat, that bring groundbreaking real-time machine learning technology to the computer entertainment industry.
    [Show full text]
  • Modelos De Negocios En La Industria Del Videojuego : Análisis De Caso De
    Universidad de San Andrés Escuela de Negocios Maestría en Gestión de Servicios Tecnológicos y Telecomunicaciones Modelos de negocios en la industria del videojuego : análisis de caso de Electronics Arts Autor: Weller, Alejandro Legajo : 26116804 Director/Mentor de Tesis: Neumann, Javier Junio 2017 Maestría en Servicios Tecnológicos y Telecomunicaciones Trabajo de Graduación Modelos de negocios en la industria del videojuego Análisis de caso de Electronics Arts Alumno: Alejandro Weller Mentor: Javier Neumann Firma del mentor: Victoria, Provincia de Buenos Aires, 30 de Junio de 2017 Modelos de negocios en la Industria del videojuego Abstracto Con perfil bajo, tímida y sin apariencia de llegar a destacarse algún día, la industria del videojuego ha revolucionado a muchos de los grandes participantes del mercado de medios instalados cómodamente y sin preocupaciones durante muchos años. Los mismos nunca se imaginaron que en tan poco tiempo iban a tener que complementarse, acompañar y hasta temer en muchísimos aspectos a este nuevo actor. Este nuevo partícipe ha generado en solamente unas décadas de vida, una profunda revolución con implicancias sociales, culturales y económicas, creando nuevos e interesantes modelos de negocio los cuales van cambiando en períodos cada vez más cortos. A diferencia del crecimiento lento y progresivo de la radio, el cine y luego la televisión, el videojuego ha alcanzado en apenas medio siglo de vida ser objeto de gran interés e inversión de diferentes rubros, y semejante logro ha ido creciendo a través de transformaciones, aceptación general y evoluciones constantes del concepto mismo de videojuego. Los videojuegos, como indica Provenzo, E. (1991), son algo más que un producto informático, son además un negocio para quienes los manufacturan y los venden, y una empresa comercial sujeta, como todas, a las fluctuaciones del mercado.
    [Show full text]
  • NA EU Art Alive! Western Technologies •Segana/EU/JP Buck
    688 Attack Sub Electronic Arts Sega NA EU NA EU Art Alive! Western Technologies •SegaNA/EU/JP NAJP BREU Buck Rogers: Countdown to Doomsday Strategic Simulations •Electronic ArtsNA/EU NABR EU California Games •EpyxOriginal design •SegaNA/EU BR Centurion: Defender of Rome •Bits of Magic Electronic Arts NA EU Divine Sealing (Unlicensed) Studio Fazzy CYX JP Hardball! Accolade Ballistic NA EU NA EU James Pond: Underwater Agent •Millennium Interactive •Electronic ArtsNA/EU BR John Madden Football '92 Electronic Arts EASN NA EU M-1 Abrams Battle Tank Dynamix Electronic Arts/Sega NA EU NA EU Marble Madness Atari Electronic Arts JP Mario Lemieux Hockey Ringler Studios Sega NA EU NA EU Marvel Land Namco Namco JP Master of Monsters Systemsoft Renovation Products NA JP Master of Weapon Taito Taito JP NA EU Mercs Capcom Capcom JP Mickey's Ultimate Challenge Designer Software Hi Tech Expressions NA Might and Magic: Gates to Another World New World Computing Electronic Arts NA EU Mike Ditka Power Football Ballistic Accolade NA Ms. Pac-Man General Computer Corp. Tengen NA EU NA EU Mystical Fighter Taito DreamWorks JP Onslaught •RealmsOriginal Design Ballistic NA NA JP Rampart •Atari GamesOriginal design •TengenNA/JP KR Rings of Power Naughty Dog Software Electronic Arts NA EU NA EU Road Rash Electronic Arts •Electronic ArtsNA/EU JP BR Saint Sword Taito Taito NA JP NA EU Shadow of the Beast Psygnosis Electronic Arts NAJP EU Space Invaders '91 Taito Taito NAJP EU Speedball 2 The Bitmap Brothers Arena Entertainment JP NA EU Spider-Man Sega Sega JP Starflight
    [Show full text]
  • TABLEAU 1 Liste Des Jeux Analysés. Ce Corpus Regroupe La Totalité Des
    La Grande Guerre dans le jeu vidéo : jouer une histoire délaissée 165 TABLEAU 1 Liste des jeux analysés. Ce corpus regroupe la totalité des jeux vidéos concernant en totalité ou en partie, sous une forme non modée, la Première Guerre mondiale, sous réserve de quelques oublis. Les genres donnés sont simplifiés, de nombreux titres pouvant être classés dans plusieurs catégories. Concernant les jeux marqués comme à paraître, les informations fournies sont celles connues en octobre 2018. Année Titre Développeur Éditeur Genre 1975 BiPlane Fun Games Fun Games Side scroller1 1976 BiPlane 4 Fun Games Fun Games Side scroller 1976 Wings Electra Game Electra Game Side scroller 1980 Red Baron Atari Atari Simulateur de vol 1983 Air Battle ? Philips Export B.V. Side scroller Cases Computer 1983 Battle 1917 Mark Lucas Wargame Simulations Synapse Software ; 1983 Blue Max Synapse Software Side scroller U.S. Gold 1983 Eagles Paul Murray Strategic Simulations Wargame The Avalon Hill 1983 Flying Ace Microcomputer Games Side scroller Game Company 1983 Snoopy and the Red Baron Atari Atari Side scroller 1984 Sopwith BMB Compuscience BMB Compuscience Side scroller 1985 Red Baron B. D. Hambüchen Labochrome Side scroller 1985 Sky Kid Namco Namco ; Sunsoft Side scroller 1985 Sopwith2 BMB Compuscience BMB Compuscience Side scroller Cases Computer 1986 Gallipoli A. et O. Bishop Wargame Simulations 1986 The Great War 1914 Marc Summerlott D.K.G. Wargame 1986 World War I ? M.C. Lothlorien RTS 1987 Battle Cruiser Strategic Simulations Strategic Simulations Wargame naval Halls of Montezuma: A Battle History Strategic Studies 1987 Strategic Studies Group Wargame of the United States Marine Corps Group 1988 Grand Fleet Simulations Canada Simulations Canada Wargame naval 1989 War Eagles Cosmi Corporation Cosmi Corporation Simulateur de vol Artech Digital 1990 Blue Max: Aces of the Great War Three-Sixty Pacific Simulateur de vol Entertainment 1990 Command HQ Ozark Softscape Microplay Software RTS 1.
    [Show full text]
  • 'Translating Narrative Into Code' – Thoughts on a Technology-Centric
    Vol. 1, Issue 1/2007 ‘Translating Narrative into Code’ – Thoughts on a Technology-Centric Model of Digital Games as Programmable Media Stefan Werning The Story so Far – Current Notions of Game Analysis Even in a discipline as young as „game studies‟, ignoring for a moment the increasingly popular further differentiation between ludologists and narratologists[1], it has become impossible to account for every approach concerning methodology for the study of digital games. For precisely that reason it is important to be aware that the better part of academic literature is published and debated online. New techniques of archival storage, faster „reaction times‟ and a far greater transience of the contributions shape the flow and crystallization of gaming theories. I will, thus, critically comment on a selection of texts and examples displaying current notions in game analysis. A dominant approach, especially in European (or, even more precisely, German) game studies, is to take games as a focal point for culturally informed sociological or philosophical contemplation. Often, the authors use a property of games or in-game narrative as a starting point. Klaus Bartels, for example, writes on the issue of perspective (the god-like perspective in isometric and 3D games like Populous) as a collective „Befindlichkeit‟ (existential orientation) of our time (Bartels, 2001/02). Markus Rautzenberg uses his clever observation, that digital games often work with self-reproducing code, to contemplate the use of golems, homunculi and other „worldly‟ manifestations of this idea in game narratives (without elaborating on the type of correlation, however) (Rautzenberg, 2002). Another common denominator is the eagerness, to draw on established theoretical frameworks like film theory, narratology or gender studies, trying to fit digital games into their respective point of view or even employ them for their own goals.
    [Show full text]
  • The Demonic in Digital Games: Experience of Control In
    (This is the author’s version of the book chapter published in: Tanya Krzywinska, Esther MacCallum-Stewart & Justin Parsler (eds.), Ringbearers: The Lord of the Rings Online as Intertextual Narrative. Manchester University Press, 2011.) From the Demonic Tradition to Art-Evil in Digital Games: Monstrous Pleasures in Lord of the Rings Online Frans Mäyrä This chapter focuses on a demonic tradition that features in Lord of the Rings Online (LOTRO; Turbine, Midway & Codemasters, 2007–), and certain computer games preceding it. The specific aim in analysis is to discuss how certain demonically marked elements figure in this ludic tradition. The particular imagery and forms of play investigated here are traced back into the cultural history of occult imagery and demonic forces. My aim is to unravel how the demonic elements are embedded into the symbolic and gameplay dimensions of these games, and discuss the various meanings and interpretations they receive, both within the frame of play as well as scholarship. The general thrust of argument is dialectical: it is important to recognise the “aesthetic of evil” within the game culture, and to engage in discourse with it in multiple levels, in order to gain a deeper understanding about the actual functions this aesthetics and related game features serve. My aim is not to judge or celebrate games that figure demons, but rather try to understand why such games appear rather popular and why they can provide powerful experiences that appear to be open for multiple personal, social and cultural uses and significations. I will conclude with discussion of particular game mode, “Monster Play” in LOTRO, and point towards some further research questions opened up by the approach I have adopted here: a particular combination of symbolic and textual game analysis with the practices of analytical play – a style of ludic cultural psychology.
    [Show full text]
  • American Indians and Fajada Butte
    American Indians and Fajada Butte: Ethnographic Overview and Assessment for Fajada Butte and Traditional (Ethnobotanical) Use Study for Chaco Culture National Historical Park, New Mexico Item Type Report Authors Stoffle, Richard W.; Evans, Michael; Zedeño, M. Nieves; Stoffle, Brent W.; Kesel, Cindy Publisher Bureau of Applied Research in Anthropology, University of Arizona Download date 30/09/2021 18:03:28 Link to Item http://hdl.handle.net/10150/272152 American Indians And Fajada Butte BARA University of Arizona Tucson, 1994 American Indians and Fajada Butte Ethnographic Overview and Assessment for Fajada Butte and Traditional (Ethnobotanical) Use Study for Chaco Culture National Historical Park, New Mexico Final Report (Grant No. CA- 7029 -1 -0009) Prepared By Richard W. Stoffle Michael J. Evans M. Nieves Zedeño Brent W. Stoffle Cindy J. Kesel Bureau of Applied Research In Anthropology University of Arizona Tucson, Arizona With The Assistance of Emory Sekaquaptewa Prepared For Office of Cultural Affairs Historic Preservation Division State of New Mexico Santa Fe, New Mexico and Regional Ethnographer Southwestern Regional Office National Park Service Santa Fe, New Mexico February 28, 1994 TABLE OF CONTENTS ACKNOWLEDGEMENTS vi CHAPTER ONE EXECUTIVE SUMMARY 1 Purpose of the Research 4 Cultural Significance of Fajada Butte 5 Traditional Plants 5 Tribal -Park Consultation 5 Findings 7 Traditionally Associated Tribes 7 Types of Park Associations 7 Concerns For Traditional Plants 7 Concerns For Park Consultation 8 CHAPTER TWO METHODOLOGY AND
    [Show full text]