Worksheet in 2230 CCP Games Consolidated Financial Statements
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Game Developer Magazine
>> INSIDE: 2007 AUSTIN GDC SHOW PROGRAM SEPTEMBER 2007 THE LEADING GAME INDUSTRY MAGAZINE >>SAVE EARLY, SAVE OFTEN >>THE WILL TO FIGHT >>EXCLUSIVE INTERVIEW MAKING SAVE SYSTEMS FOR CHANGING GAME STATES HARVEY SMITH ON PLAYERS, NOT DESIGNERS IN PANDEMIC’S SABOTEUR POLITICS IN GAMES POSTMORTEM: PUZZLEINFINITE INTERACTIVE’S QUEST DISPLAY UNTIL OCTOBER 11, 2007 Using Autodeskodesk® HumanIK® middle-middle- Autodesk® ware, Ubisoftoft MotionBuilder™ grounded ththee software enabled assassin inn his In Assassin’s Creed, th the assassin to 12 centuryy boots Ubisoft used and his run-time-time ® ® fl uidly jump Autodesk 3ds Max environment.nt. software to create from rooftops to a hero character so cobblestone real you can almost streets with ease. feel the coarseness of his tunic. HOW UBISOFT GAVE AN ASSASSIN HIS SOUL. autodesk.com/Games IImmagge cocouru tteesyy of Ubiisofft Autodesk, MotionBuilder, HumanIK and 3ds Max are registered trademarks of Autodesk, Inc., in the USA and/or other countries. All other brand names, product names, or trademarks belong to their respective holders. © 2007 Autodesk, Inc. All rights reserved. []CONTENTS SEPTEMBER 2007 VOLUME 14, NUMBER 8 FEATURES 7 SAVING THE DAY: SAVE SYSTEMS IN GAMES Games are designed by designers, naturally, but they’re not designed for designers. Save systems that intentionally limit the pick up and drop enjoyment of a game unnecessarily mar the player’s experience. This case study of save systems sheds some light on what could be done better. By David Sirlin 13 SABOTEUR: THE WILL TO FIGHT 7 Pandemic’s upcoming title SABOTEUR uses dynamic color changes—from vibrant and full, to black and white film noir—to indicate the state of allied resistance in-game. -
CSM Meeting Report. During the CSM‟S Recent Visit to Iceland, The
CSM meeting report. During the CSM‟s recent visit to Iceland, the delegates had 6 major meetings with CCP staff. The general purpose of the visit was to give CSM more background information on CCP processes, and develop better ways for CCP to use CSM input to improve EVE. However, in addition to this, many other topics of general interest to the EVE community were discussed in detail, planning was begun for the December Summit, and the CSM was invited to observe some Sprint Demos. The CSM was very pleased with the depth and quality of the discussions held during the meeting, as well as the marked change in “atmosphere” during the visit, which made our interactions with CCP both pleasant and extremely productive. In these meetings, there was much back-and-forth discussion, with CSM (and CCP) questions resulting in clarification of (or elaboration on) the material presented. Where appropriate, for the purposes of both brevity and clarity, many of these discussions have been folded into the main narrative. Direct quotes by individuals are quoted, and paraphrased summaries are prefaced by the name of the speaker (or CSM / CCP as appropriate). Meeting 1 - The CCP Kickoff, a.k.a. “The Hilmarathon” CCP attendance: Hilmar (CCP Hellmar), Arnar (CCP Zulu) and Eyjólfur (CCP Dr.EyjoG). The meeting began with a presentation by Hilmar of the CCP 2010 kick off video, depicting the „Deliver‟ theme and slides connected to that message, accompanied by many clarifying comments, both unsolicited and in response to CSM questions. Hilmar spoke about the past expansions and the past kickoffs and the experience accumulated from them. -
Master Thesis Marlen Komorowski
Vrije Universiteit Brussel Marlen Komorowski Faculteit Letteren en Wijsbegeerte Study Area Communication Studies Revenue and Payment Models of Digital Games The Power of Innovative Revenue Models in the Media Industry taking the Example of Massively Multiplayer Online Role-Playing Games Thesis submitted to obtain the grade of Master of Communication Studies – New Media and Society in Europe Supervisors: Dr. Valérie-Anne Bleyen & Olivier Breat Academic Year: 2012-2013 39,882 ABSTRACT Marlen Komorowski Vrije Universiteit Brussel / 2012-2013 Title: Revenue and Payment Models of Digital Games The Power of Innovative Revenue Models in the Media Industry taking the Example of Massively Multiplayer Online Role-Playing Games Supervisors: Dr. Valérie-Anne Bleyen & Olivier Breat Our economy had changed significantly through digitization bringing new business opportunities but also threats which especially influences the media industry. One possibility to deal with these new circumstances is to implement innovative online revenue models. In order to find successful revenue models the youngest media industry, the digital game industry, is in a position to show meaningful findings. The integrated online revenue models of representative massively multiplayer online role-playing games (MMORPGs), revealed that the subscription model and free-to-play model, based on freemium and micro- transactions, are crucial in this segment. Trends can be identified expressing a strong shift to free-to-play and the importance of accessibility and social interaction in MMORPGs. The free-to-play model seems to be the future not only for MMORPGs but also the whole media industry. Key Words: disruptive innovations, media products, digital game industry, massively multiplayer online role-playing games, revenue model, payment model, sustainability, subscription, free-to-play, accessibility Words: 39,884 I TABLE OF CONTENTS ABSTRACT I TABLE OF CONTENTS II LIST OF TABLES AND FIGURES IV ABBREVIATIONS V ACKNOWLEDGEMENT VII PREFACE VIII Chapter 1: Introduction of the Research 1 1.1. -
KARELIA UNIVERSITY of APPLIED SCIENCES Degree Programme in Business Information Technology
KARELIA UNIVERSITY OF APPLIED SCIENCES Degree Programme In Business Information Technology Teemu Kokkonen MICROTRANSACTIONS IN AN ANDROID GAME Thesis June 2014 THESIS June 2014 Degree Programme In Business Information Technology Karjalankatu 3 80220 JOENSUU FINLAND 013 260 600 Author(s) Teemu Kokkonen Title Microtransactions in an Android Game Commissioned by - Abstract The objective of this thesis is to explore the products sold within mobile applications and games, called in-app purchases or microtransactions. The thesis studies the history and nature of these microtransactions and examines their positive and negative effects on game design, as well as analyzes their usage in modern mobile games. To reinforce the research, a mobile game codenamed TownBuilder was developed alongside the thesis. The game paid attention to the designs explored in the earlier chapters and incorporated design choices that attempted to optimize the effectiveness of the microtransactions. In addition to the design, a portable code package was set to be developed to simplify the usage of the in-app purchases in conjunction with Google Play services. The game that was developed during the thesis reached an early alpha stage, with the microtransaction functionality demonstrably in place and some gameplay to go with it. The design of the game was inspired by several successful examples on the field, and even though it is not finished, the design was set a solid foundation for including microtransactions in a player-friendly way. With all its perks and disadvantages, it remains still yet to be seen if microtransactions are the way of the future for the games industry. Despite the success stories, there are a lot of alternatives, some of which yet undiscovered. -
Sigla Himinfley
Hugvísindasvið Sigla himinfley Þróun og tilurð Eve Online Ritgerð til B.A.-prófs Theódór Árni Hansson Júní 2010 Háskóli Íslands Hugvísindasvið Sagnfræði Sigla himinfley Þróun og tilurð Eve Online Ritgerð til B.A.-prófs Theódór Árni Hansson Kt.: 150182-3959 Leiðbeinandi: Eggert Þór Bernharðsson Júní 2010 2 Formáli Sérstakar þakkir Þetta verk er skrifað á áhugaverðum kafla í lífi mínu. Margir studdu mig og hjálpuðu til, hvort sem það var við yfirlestur eða benda mér í rétta átt þegar ég var rammvilltur í endalausum heimildum og textabrotum. Mér þykir rétt að nefna suma þeirra á nafn því að í gegn um mig eiga þeir hluta í þessu verki. Hulda Lárusdóttir, Hákon Örn Árnason, Helena Júnía Stefánsdóttir, Haraldur Hrafn Guðmundsson (Krummi), Fathma Nachiar, Guðmundur Kári Ágústsson, Kristín Waage, Katla Kristín Ólafsdóttir, Markús Andri Gordon Wilde, Unnur Stefanía Alfreðsdóttir, Halldóra Björk Bergmann, og Katrín Kristín Söebech. Ég vil þakka ykkur vinir mínir fyrir þá umhyggju og stuðning sem þið veittuð mér og fyrir að sparka duglega í mig ef ég villtist af réttri braut. Leiðbeinandi minn Eggert Þór Bernharðsson á skilið sérstakar þakkir fyrir að gefast aldrei upp á mér, halda mér við efnið og hvetja mig til dáða. Einnig vil ég þakka CCP fyrir veittan stuðning og endalausa þolinmæði. 17. maí, dagurinn sem ENIAC verkefninu var hrint í framkvæmd. 3 Efnisyfirlit Inngangur ..................................................................................................................... 5 1.Kafli –Tæknigrundvöllur fyrir fjölspilunartölvuleiki -
Innovation Management in the Massively Multiplayer Online Game Industry Master Thesis
Innovation management in the Massively Multiplayer Online game industry Master Thesis Copenhagen Business School 2013 CM – SOL Strategy, Organization and Leadership Hand in date: 14.10.13 STU 180.009 Pages: 85 Supervisor: Niels Bjorn Andersen Thorkell Olafur Arnason _________________________________ 1 Abstract The video game industry had its start in the 1970s where it began as few amateur programmers creating video games over the span of several weeks. Today this industry has revenues of billions of dollars in the United States alone and its projects are larger and create more revenue than the movie industry. The consumers are no longer boys in their teens but rather men and women in their 30s. One part of the video game industry is a different from the rest, with games focusing on team-work and socializing in a persistent world. This is the Massively Multiplayer Online game or MMO. Millions of people pay subscription to play these games, to access the world of the game. But as these games are ever changing the developers must continually iterate on these games and innovate in order to keep the player interested. In this industry I look for an answer to the question: “How does a Massively Multiplayer Online game company manage the innovation of a product?”. To answer this question I begin by applying Van de ven et al.’s Process Model to the innovation process of a new MMO. This new MMO is Dust 514, the latest game from CCP Games, the developers and publishers of EVE Online, an MMO that came out in 2003 and is still growing every year, with 500.000 players in 2013. -
Sindri Sigurður Jónsson Kt.: 280796-2989
Háskóli Íslands Hugvísindasvið Kínversk Fræði How CCP Shanghai Manages Diversity through Strategic Human Resource Management Ritgerð til B.A.-prófs Sindri Sigurður Jónsson Kt.: 280796-2989 Leiðbeinandi: Geir Sigurðsson Maí 2018 Executive Summary This thesis aims to examine strategic human resource management and how it can be configured to manage diversity in a transnational company. Specifically, CCP’s Shanghai office was taken as an example because it is an Icelandic company with a branch located in China, which has a diverse workforce. In order gain a better understanding of the underlying cultural values of both countries, Iceland and China were compared via Hofstede’s cultural dimensions. Those cultural values serve as a foundation towards interpreting how employees in the Chinese affiliate might perceive HRM activities differently than in the parent enterprise. A four-step process towards managing diversity was formulated by the researcher to serve as a theoretical framework for judging the performance of CCP Shanghai’s strategic HRM activities. An in-depth qualitative interview was subsequently conducted with CCP Shanghai’s HR Director Helen Hu. The information gathered from previous research and the findings of the qualitative interview were compared using the diversity management framework to gauge where CCP Shanghai excels and where they can improve. Overall, CCP Shanghai can be described according to Hofstede’s cultural dimensions as a: collectivist, feminine, and indulgent organization with low power distance, a long-term orientation and low uncertainty avoidance. The company is highly effective in managing diversity through analyzing contextual factors, facilitating learning and development, promoting inclusion and creating an organizational culture. -
The Free-To-Play Game Commodity
THE FREE-TO-PLAY GAME COMMODITY A SHIFT IN DIGITAL GAME PRODUCTION AND GAME DESIGN Master Thesis: New Media & Digital Culture Utrecht University: December 2013 Author: Bob Hollanders Supervisior: René Glas Second Reader: Joost Raessens Abstract: Over the last couple of years the free-to-play digital game has become a real phenomenon in the games industry; game publishers are releasing their games for free, without consumers necessarily paying for it. The concept of a free-to-play game has a different business model than the more traditional digital game, which also results in a different game commodity. This thesis investigates the shift from a traditional flat-fee or monthly subscription game commodity, towards a free-to-play game commodity. By exploring the shift towards a free-to-play game commodity, from a political economy approach, this thesis critically engages with its industry structures, business models, production and game design. This thesis is divided in three levels of analysis, it will start with a macro approach and look at the overarching level of freeconomics in digital culture, thereafter it will zoom into digital game production and free-to-play game production, and finally, it will take a micro approach and investigate free-to-play game design. Taken together, these three levels will critically analyze the free-to-play commodity form a political economy perspective. Compared to the traditional digital game commodity, this thesis will show how the free-to-play commodity uses audience labor to add surplus value and, in some form, control the monetization process through an extensive focus on post-development. -
2009 2010 2011 2012 by the End of 2012 There Were 136,000
Foreword There is no doubt that China has deservedly This report covers some basic information earned its reputation as a dynamic, large on demographics, politics and cultural and fast growing games market. It has context, as well as brief descriptions of the become an important constituent of the media, entertainment, telecoms and global games industry and what happens in internet sectors. It also contains short China is increasingly relevant to many profiles of the key local players in these executives outside of China. However, the sectors, including the leading local Chinese games market is in many respects AppStores, Search Engines and Social very different from other markets, in Networks. particular the main Western ones. To understand the Chinese games market it In the second part of this report, we helps to have a basic understanding of the describe the games market in more detail, broader cultural, economic and incorporating data from the recently technological context. released official China Game Publishers Association Publications Committee report, At Newzoo we have always promoted a our own research findings as well as some global perspective on the games market. In third party data. 2010, we started covering the Chinese market and completed our first large We also provide brief profiles of the key proprietary primary consumer survey in public and private game companies, some 2011. We since have developed extensive of the most popular client games and the knowledge of the Chinese market and its key game media companies that offer news main players, allowing us to assist our and information about games and the clients with access to, and interpretation of, games market. -
Toward Visualization for Games: Theory, Design Space, and Patterns Brian Bowman, Niklas Elmqvist, Member, IEEE, and T.J
IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS, VOL. XX, NO. Y, MONTH 2012 1 Toward Visualization for Games: Theory, Design Space, and Patterns Brian Bowman, Niklas Elmqvist, Member, IEEE, and T.J. Jankun-Kelly, Member, IEEE Abstract—Electronic games are starting to incorporate in-game telemetry that collects data about player, team, and community performance on a massive scale, and as data begins to accumulate, so does the demand for effectively analyzing this data. In this paper, we use examples from both old and new games of different genres to explore the theory and design space of visualization for games. Drawing on these examples, we define a design space for this novel research topic and use it to formulate design patterns for how to best apply visualization technology to games. We then discuss the implications that this new framework will potentially have on the design and development of game and visualization technology in the future. Index Terms—Computer games, video games, interactive entertainment, entertainment, visualization, game analytics. F 1 INTRODUCTION and use it to mark special achievements and unlock new content. For example, the multiplayer version IDEO and computer games have a long history of the recent Call of Duty: Black Ops [57] first-person of using visual representations of data to convey V shooter collects vast amounts of statistics about player information to the player; for example, colored bars performance, and not only uses this to award special are routinely used to present vitals—health, energy, titles, emblems, and equipment to players as they play and magical power—of the player character and are the game, but also to aggregate all statistics (such as accordingly often called “healthbars” (Figure 1(a)), the number of shots fired worldwide, the number of and many games use overhead maps to show the cumulative feet fallen by all players, or the number locations of entities in the game world. -
The Gordon Gekko Issue Eino Joas Works at CCP As a DUST 514 Game Designer
VOLUME 1, MAY 2011 CCP The Gordon Gekko Issue Eino Joas works at CCP as a DUST 514 Game Designer. He holds a Master’s degree in Economics and takes pride in P 04 being a connoisseur of all things microtransactional. While Main story: What does CCP sell? Surprised with the cover? he enjoys the many delights of Shanghai living, where he is currently based, he says what he misses the most about P 06 his native Finland are the wolves and snow. Wait till you see the contents. Argument: Are virtual goods sales in EVE a good thing? Known at times as The Good Doctor or, more properly, Dr. Eyjo, Eyjólfur Guðmundsson is CCP´s Director of P 08 Research and Statistics, heading a team of nine, all Virtual goods feature: Incarna responsible for in-game (and, at times, out of game – Based on the assumption that as a loyal, clever CCPer, you cue Iceland during October 2008) economies. Eyjo flies must have read previous Fearless issues, you know that this P 10 gliders in his spare time on the occasions when Icelandic new one (the first one this year) is looking kind of different. Virtual goods feature: DUST We’ve changed things: the way you hold it, the tone of what skies permit him, saying that it’s often more dangerous on land in the country than it is in the air. you read in it, the way it makes you feel. Fearless is getting P 12 more, well, fearless. It’s asking some tough questions, its Virtual goods feature: World of writers are experts in what they write about and it’s one of the best Part Icelandic, part French, all physics, Kjartan Emilsson Darkness issues I have had the pleasure of producing. -
Eve Online Is Not for Everyone: Exceptionalism in Online Gaming Cultures
ISSN: 1795-6889 www.humantechnology.jyu.fi Volume 15(3), November 2019, 304–325 EVE ONLINE IS NOT FOR EVERYONE: EXCEPTIONALISM IN ONLINE GAMING CULTURES Kelly Bergstrom School of Communications University of Hawai‘i at Mānoa USA Abstract: EVE Online is a space-themed massively multiplayer online game that has developed a reputation for being difficult and unwelcoming to new players. In this article, I explore how an emphasis on exceptionalism is present throughout discussions about EVE by its developer, the enthusiast gaming press, and survey responses of current players (N = 647). Taken together, information from these sources reinforces a public perception that EVE is a game that is of interest only to a very specific kind of player. In turn, these findings add further evidence to the long-argued position of feminist game scholars: Not all gaming communities are open to all players. Rather, who plays, what they play, when they play, and/or how often they play is shaped by the larger social context in which play occurs. Keywords: EVE Online, MMOGs, players, exceptionalism. ©2019 Kelly Bergstrom and the Open Science Centre, University of Jyväskylä DOI: https://doi.org/10.17011/ht/urn.201911265022 This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License. 304 Exceptionalism in Online Gaming Cultures INTRODUCTION Massively multiplayer online games (MMOGs) represent a genre of digital games in which thousands of players participate simultaneously in a shared, persistent online world. Research to date has remained overwhelmingly focused on the activities, decision making, in-game behaviors, and interactions among players while they participate in the gameworld of a MMOG.