Ubisoft® Launches Environment- Friendly Packaging for Its Pc, Xbox 360 and Playstation®3 System Video Games

Total Page:16

File Type:pdf, Size:1020Kb

Ubisoft® Launches Environment- Friendly Packaging for Its Pc, Xbox 360 and Playstation®3 System Video Games UBISOFT® LAUNCHES ENVIRONMENT- FRIENDLY PACKAGING FOR ITS PC, XBOX 360 AND PLAYSTATION®3 SYSTEM VIDEO GAMES SAN FRANCISCO – April 19, 2010 – Today Ubisoft announced an environmental initiative to eliminate paper game manuals, replacing them with an in-game digital manual for all titles on PlayStation®3 (PS3™) system and Xbox 360® video game and entertainment system from Microsoft. The program, the first initiative of its kind in the video game industry, launches worldwide with Shaun White Skateboarding this holiday 2010. Ubisoft’s digital game manuals will provide multiple benefits for the player and the environment. Including the game manual directly in the game will offer the player easier and more intuitive access to game information, as well as allow Ubisoft to provide gamers with a more robust manual. Ubisoft internal data shows that producing one ton of paper used in Ubisoft’s game manuals consumes an average of two tons of wood from 13 trees, with a net energy of 28 million BTU’s (equivalent to average heating and energy for one home/year), greenhouse gases equivalent of over 6,000 lbs of CO2, and wastewater of almost 15,000 gallons. “It’s pretty cool that Ubisoft is making a conscious effort to go green with its new video game packaging,” commented Olympic Gold Medalist Shaun White. “I’m excited for my new skateboarding game to come out and stoked that it will be the very first Ubisoft game to be part of their green packaging initiatives.” In addition to Ubisoft’s efforts to decrease paper usage in its game packaging, Ubisoft has partnered with Technimark, Inc. to release the entertainment industry’s most environmentally-responsible DVD case for all of its future PC titles in North America. The 100 percent-recycled polypropylene “ecoTech” DVD case will make its debut with Ubisoft’s Tom Clancy’s Splinter Cell Conviction PC video game on April 27, 2010. Ubisoft has featured digital game manuals in its PC titles distributed in North America since March 2010. “Ubisoft is often recognized for making great games, but it’s a special privilege to be the industry leader at saving trees,” said Laurent Detoc, president of Ubisoft North America. “Eco-friendly initiatives are important to the global community and introducing in-game digital manuals on Xbox 360 and PS3 is just the latest example of Ubisoft’s ongoing commitment to being a more environmentally conscious company.” About Ubisoft: Ubisoft is a leading producer, publisher and distributor of interactive entertainment products worldwide and has grown considerably through a strong and diversified line-up of products and partnerships. Ubisoft has offices in 28 countries and sales in 55 countries around the globe. It is committed to delivering high- quality, cutting-edge video game titles to consumers. Ubisoft generated sales of €1.058 billion for the 2008-09 fiscal year. To learn more, please visit www.ubisoftgroup.com AboutTechnimark The ecoTech is a product of Technimark's Sustainable Products Group, which is focused on developing specialized proprietary goods that are cost effective, sustainable, and improve the environment. Technimark is a fully-integrated recycling and injection molding company, which has been providing solutions in the injection molding industry for leading customers around the globe since 1983. Please visit: www.technimark.com for additional information. .
Recommended publications
  • 2003 Special 301 Report People’S Republic of China
    INTERNATIONAL INTELLECTUAL PROPERTY ALLIANCE 2003 SPECIAL 301 REPORT PEOPLE’S REPUBLIC OF CHINA EXECUTIVE SUMMARY Special 301 recommendation: With piracy losses at a staggering $1.85 billion in 2002, piracy rates continuing at over 90% across all copyright industries, and with no significant movement to enforce the criminal law against piracy as required by TRIPS, IIPA recommends that China remain subject to Section 306 Monitoring. Overview of key problems in China: More than one year following China’s WTO accession, piracy rates in China remain among the highest in the world. While enforcement actions throughout China continue, the apparent unwillingness of the Chinese government at the highest levels to take the actions necessary to reduce these rates, continues to be the cause of the greatest concern, particularly the failure to date to provide a truly deterrent enforcement system by imposing criminal penalties against pirates and by significantly increasing administrative fines for acts of piracy. Piracy by both unlicensed and licensed optical disc factories continues to flood the domestic market with pirate music, movies, videogames, books, and business software, making it very difficult for local Chinese creators and U.S. right holders to build viable businesses in China. Exports have diminished to a trickle, but pirate Chinese optical disc (OD) product has been found in Hong Kong, Russia and Vietnam. Piracy at the wholesale and retail level, and over the Internet, remains rampant, even though provincial and central government authorities, as well as Customs with respect to pirate imports, have undertaken numerous raids and massive seizures. The lack of deterrence in the system, the uncoordinated enforcement activities throughout China, the lack of transparency, and continued local protectionism are the primary causes of China’s inability to reduce piracy rates.
    [Show full text]
  • Openbsd Gaming Resource
    OPENBSD GAMING RESOURCE A continually updated resource for playing video games on OpenBSD. Mr. Satterly Updated August 7, 2021 P11U17A3B8 III Title: OpenBSD Gaming Resource Author: Mr. Satterly Publisher: Mr. Satterly Date: Updated August 7, 2021 Copyright: Creative Commons Zero 1.0 Universal Email: [email protected] Website: https://MrSatterly.com/ Contents 1 Introduction1 2 Ways to play the games2 2.1 Base system........................ 2 2.2 Ports/Editors........................ 3 2.3 Ports/Emulators...................... 3 Arcade emulation..................... 4 Computer emulation................... 4 Game console emulation................. 4 Operating system emulation .............. 7 2.4 Ports/Games........................ 8 Game engines....................... 8 Interactive fiction..................... 9 2.5 Ports/Math......................... 10 2.6 Ports/Net.......................... 10 2.7 Ports/Shells ........................ 12 2.8 Ports/WWW ........................ 12 3 Notable games 14 3.1 Free games ........................ 14 A-I.............................. 14 J-R.............................. 22 S-Z.............................. 26 3.2 Non-free games...................... 31 4 Getting the games 33 4.1 Games............................ 33 5 Former ways to play games 37 6 What next? 38 Appendices 39 A Clones, models, and variants 39 Index 51 IV 1 Introduction I use this document to help organize my thoughts, files, and links on how to play games on OpenBSD. It helps me to remember what I have gone through while finding new games. The biggest reason to read or at least skim this document is because how can you search for something you do not know exists? I will show you ways to play games, what free and non-free games are available, and give links to help you get started on downloading them.
    [Show full text]
  • Perspectives, Spring 2011 - Full Issue," Perspectives: Vol
    Recommended Citation (2011) "Perspectives, Spring 2011 - Full Issue," Perspectives: Vol. 3 , Article 1. Available at: https://scholars.unh.edu/perspectives/vol3/iss1/1 This Article is brought to you for free and open access by the Student Journals and Publications at University of New Hampshire Scholars' Repository. It has been accepted for inclusion in Perspectives by an authorized editor of University of New Hampshire Scholars' Repository. For more information, please contact [email protected]. Perspectives Volume 3 Spring 2011 Article 1 5-2011 Perspectives, Spring 2011 - Full Issue Follow this and additional works at: https://scholars.unh.edu/perspectives et al.: Perspectives, Spring 2011 - Full Issue Perspectives 2011 Table of Contents I. LAW AND POLITICS Jury Verdicts and Biases in the United States Valerie Barthell The Effects of the Characteristics of a Violent Crime and Its Offender on Recidivism Rates: A Literature Review Ashley Clark Do Race, Religion, or Gender Affect Death Penalty Support In the United States? Celie Morin Student Attitudes towards Male Inmate Sexual Violence: Gender Differences in Perceptions of Victimization Policy Bethany Schmidt Student Perspectives on Law Enforcement at UNH Victoria Vinciguerra and Dana Magane The Israel‐Palestine Problem: How Minimizing the Conflict Would Lower the Threat of Terrorism Against the U.S. Ashley Charron II. FAMILY AND PARENTING The Family’s Influence in Determining Adolescent Religiosity Ryan Rafford The Effects of Parenting Style on Adolescent Substance Use Samantha Story i Published by University of New Hampshire Scholars' Repository, 2011 1 Perspectives, Vol. 3 [2011], Art. 1 III. ACADEMICS AND EDUCATION How Do Social and Economic Factors Affect Academic Achievement among Adolescent Students? An Observation of Community Social Capital, Peer Relationships, and Economic Composition Kendall Clark The Effect of Socioeconomic Status, Parental Involvement and Self Esteem on the Education of African Americans Kelby M.
    [Show full text]
  • The Cultural Aspect of Video Game Regulation Practices
    The Cultural Aspect of Video Game Regulation Practices «A comparative study of the differences in video game rating practices between Europe and Japan» Marita Eriksen Haugland Master’s thesis in Nordic Media Department of Media and Communication THE UNIVERSITY OF OSLO Fall 2018 The Cultural Aspect of Video Game Regulation Practices «A comparative study of the differences in video game rating practices between Europe and Japan» Marita Eriksen Haugland Master’s thesis in Nordic Media II Department of Media and Communication THE UNIVERSITY OF OSLO Fall 2018 III © Marita Eriksen Haugland 2018 The Cultural Aspect of Video Game Regulation Practices: A comparative study of the differences in video game rating practices between Europe and Japan Marita Eriksen Haugland http://www.duo.uio.no/ Print: Reprosentralen, Universitetet i Oslo IV Abstract Video games have become a large part of media consumption, both for adults and children. This study contributes to the field of children and media by looking into the perceptions and construction of risk by self-regulatory organizations, as well as into self-regulatory effectiveness. The thesis also discusses the struggle and the compromises between child safety, cultural differences and freedom of expression. It takes up the question of how the cultural differences affect the age ratings and content descriptors. All video games rated in Europe and Japan between 2010-2016 are analyzed to show the differences between the regions. Also, content analyses are performed on 24 video games with emblematic differences in age ratings or content descriptors. The findings suggest that cultural differences in how the two systems view crime, non-realistic violence, realistic blood, non-sexual nudity, romantic behavior, and sexualized behavior is responsible for some of the differences in age ratings and content descriptors.
    [Show full text]
  • Intellivision 20Th Birthday
    Contact: Amelia Edgar/Jo Hunt FOR IMMEDIATE RELEASE DeLyon-Hunt & Associates 1444 Aviation Blvd., Suite 101 Redondo Beach, CA 90278 310/374-6893 [email protected] INTELLIVISION CELEBRATES ITS 20TH BIRTHDAY AT THE 2000 CLASSIC GAMING EXPO Join In the “Mature” Celebration of the Classic Console System and Games With Silly Antics, Party Hats, Cake and Noisemakers LAS VEGAS (July 29, 2000) – Bam! Ka-Pow! Boom! Whoosh! Whoosh? It’s not Batman reruns…It’s video game karaoke. Designed for those who cannot play a video game without humming – or booming or whizzing – along, video game karaoke allows the contestant to use his “noisemaker” to mimic or recreate the sound effects of a video game. Also for those who always thought they could do better than the often insipid noises games make, the karaoke contest is just part of the 20th birthday celebration that will take place in the Intellivision Productions booth at the Classic Gaming Expo in Las Vegas July 29-30. Intellivision Productions will hold several birthday-related events in its booth at the Expo, including the video game karaoke contest on Saturday the 29th at noon and a birthday cake cutting ceremony on Sunday the 30th at 3 p.m. In between, there will be games to play, prizes to win and the chance to speak with some of the people who designed the classic games you know and love, the Blue Sky Rangers. The Rangers will also serve as the panel of judges for the karaoke contest, and prizes will be awarded based on creativity.
    [Show full text]
  • All Fun and (Mind) Games? Protecting Consumers
    ALL FUN AND (MIND) GAMES? PROTECTING CONSUMERS FROM THE MANIPULATIVE HARMS OF INTERACTIVE VIRTUAL REALITY 2019 UILJLTP 299 | Yusef Al-Jarani | University of Illinois Journal of Law, Technology and Policy Document Details All Citations: 2019 U. Ill. J.L. Tech. & Pol'y 299 Search Details Jurisdiction: National Delivery Details Date: March 3, 2020 at 7:50 PM Delivered By: kiip kiip Client ID: KIIPIP Status Icons: © 2020 Thomson Reuters. No claim to original U.S. Government Works. ALL FUN AND (MIND) GAMES? PROTECTING..., 2019 U. Ill. J.L. Tech.... 2019 U. Ill. J.L. Tech. & Pol'y 299 University of Illinois Journal of Law, Technology and Policy Fall, 2019 Article Yusef Al-Jarani d1 Copyright © 2019 by The Board of Trustees of the University of Illinois; Yusef Al-Jarani ALL FUN AND (MIND) GAMES? PROTECTING CONSUMERS FROM THE MANIPULATIVE HARMS OF INTERACTIVE VIRTUAL REALITY Abstract Information technologies increasingly influence our daily lives. While mostly benign, revolutionarily affective technologies are emerging that pose potential autonomy, economic, and privacy harms to consumers. Interactive virtual reality, or VR gaming, is arguably chief among them. But despite its rapid adoption by consumers (often for use by children) and its demonstrable power to manipulate human cognition and behavior, the law is ill-equipped to curtail its harms. This is owed to a general incognizance of the now-extensive research on the technology's manipulative effects and the consequent lack of discussion in public forums on how best to constrain them, both doctrinally and practically. This Article aims to enlighten lawmakers, jurists, and the general public about the effects of interactive VR, demonstrate how First Amendment doctrine permits the constraint of its manipulative harms, and illustrate what those constraints might look like in practice.
    [Show full text]
  • EA SPORTS Announces NCAA Football 09 for the Wii
    EA SPORTS Announces NCAA Football 09 for the Wii NCAA Football 09 Cover Contest Lets College Fans Choose their Favorite Mascot REDWOOD CITY, Calif.--(BUSINESS WIRE)--Feb. 14, 2008--Electronic Arts Inc. (NASDAQ: ERTS) opens the polls today for voters to cast their ballots in the NCAA® Football 09 Cover Mascot Challenge. To commemorate the first NCAA Football video game on Wii™, the video game's packaging will feature a platform exclusive NCAA college team mascot. Fans will be able to choose their favorite NCAA FBS (formally known as Division 1-A) college team mascot, and will ultimately decide which college mascot will represent this year's NCAA Football 09 Wii cover. "Nintendo is excited to have NCAA Football 09 available for Wii. In my family, NCAA Football has always been a family event," said Steve Singer, Nintendo of America's vice president of Licensing. "Now with the Family Play mode from EA we can share the football experience all year long." NCAA Football 09 for Wii will feature EA SPORTS Family Play, as seen in NBA Live, Madden NFL and FIFA. EA SPORTS Family Play is a multiplayer, social experience that allows novice users to compete against advanced players and still enjoy success. Regardless of the gamer's ability or skill level, EA SPORTS Family Play creates an accessible and rewarding gaming interaction for all to enjoy. In this new style of play, users are given the option to choose Advanced or Family Play when entering a game. Advanced users take complete control of all aspects of gameplay, while players who choose Family Play are given control of key actions on the Wii Remote™ - such as passing, snapping, and kicking - while letting the game's AI control player movement.
    [Show full text]
  • Game After : a Cultural Study of Video Game Afterlife / by Raiford Guins
    Game After Game After A Cultural Study of Video Game Afterlife Raiford Guins The MIT Press Cambridge, Massachusetts London, England © 2014 Massachusetts Institute of Technology All rights reserved. No part of this book may be reproduced in any form by any electronic or mechanical means (including photocopying, recording, or information storage and retrieval) without permission in writing from the publisher. MIT Press books may be purchased at special quantity discounts for business or sales promotional use. For information, please email [email protected]. This book was set in Stone Sans and Stone Serif by Toppan Best-set Premedia Limited, Hong Kong. Printed and bound in the United States of America. Library of Congress Cataloging-in-Publication Data Guins, Raiford. Game after : a cultural study of video game afterlife / by Raiford Guins. pages cm Includes bibliographical references and index. ISBN 978-0-262-01998-9 (hardcover : alk. paper) 1. Video games — Social aspects. I. Title. GV1469.34.S63G85 2014 794.8 — dc23 2013017731 10 9 8 7 6 5 4 3 2 1 Game After is for Deckard Bergren Guins, my son, who generously dedicated the first two years of his life to the writing of this book. Contents Foreword ix Acknowledgments xi Introduction: Persistent Games 1 Ex-Game 1 Afterlife and the Culture of Materiality 5 Where Is History in Game Studies? 18 Now Boarding 26 1 Museified 31 Object Lessened? 31 Artifact — Activity 35 Slips 52 Iconic Object 58 2006.0102.04 64 2 Thinking Inside the (Archival) Box 75 Chronicled 75 Era of Collection 81 Collection of No-Things: Mr.
    [Show full text]
  • Issues in Arabic Video Game Localization: a Descriptive Study
    Issues in Arabic video game localization: A descriptive study The International Journal for Translation & Interpreting Mohammed Al-Batineh Research trans-int.org Yarmouk University, Jordan [email protected] DOI: 10.12807/ti.113202.2021.a03 Abstract: Because Arabic video game localization is a relatively new area of study, little in-depth research has been done on the topic within Arabic translation studies. The few articles that address video game localization in Arabic remain limited, either due to examining a single video game and its various localization issues, or examining various games but considering the transfer of their linguistic assets only. This paper aims to address the existing gaps in Arabic video game localization studies by delving into multiple video games localized into Arabic, and analysing the technical, linguistic, and cultural issues found within them. Technical issues are related to the Arabic script, video game variables, and subtitling conventions. Linguistic issues, on the other hand, include Arabic video game terminology and acronyms as well as the translation of proper names and NPCs’ titles into Arabic. Lastly, the paper discusses cultural challenges that arise when localizing video games into Arabic, such as how to navigate nudity, profanity, and alcohol. The paper concludes by calling for more research into the area of video game localization. Such research should not only flag linguistic, cultural, and technical issues but also establish a body of literature that would help practitioners and video game developers provide a more authentic, unique gaming experience for Arab gamers. Keywords: Localization; video games; Arabic video game localization; localization quality; localization issues.
    [Show full text]
  • University of Alberta
    University of Alberta The Null Game: Feature-Specific Player Enjoyment in Massively Multiplayer Online Role Playing Games by Matthew Bouchard A thesis submitted to the Faculty of Graduate Studies and Research in partial fulfillment of the requirements for the degree of Master of Arts Department of Humanities Computing ©Matthew Bouchard Spring 2010 Edmonton, Alberta Permission is hereby granted to the University of Alberta Libraries to reproduce single copies of this thesis and to lend or sell such copies for private, scholarly or scientific research purposes only. Where the thesis is converted to, or otherwise made available in digital form, the University of Alberta will advise potential users of the thesis of these terms. The author reserves all other publication and other rights in association with the copyright in the thesis and, except as herein before provided, neither the thesis nor any substantial portion thereof may be printed or otherwise reproduced in any material form whatsoever without the author's prior written permission. Library and Archives Bibliothèque et Canada Archives Canada Published Heritage Direction du Branch Patrimoine de l’édition 395 Wellington Street 395, rue Wellington Ottawa ON K1A 0N4 Ottawa ON K1A 0N4 Canada Canada Your file Votre référence ISBN: 978-0-494-60541-7 Our file Notre référence ISBN: 978-0-494-60541-7 NOTICE: AVIS: The author has granted a non- L’auteur a accordé une licence non exclusive exclusive license allowing Library and permettant à la Bibliothèque et Archives Archives Canada to reproduce, Canada de reproduire, publier, archiver, publish, archive, preserve, conserve, sauvegarder, conserver, transmettre au public communicate to the public by par télécommunication ou par l’Internet, prêter, telecommunication or on the Internet, distribuer et vendre des thèses partout dans le loan, distribute and sell theses monde, à des fins commerciales ou autres, sur worldwide, for commercial or non- support microforme, papier, électronique et/ou commercial purposes, in microform, autres formats.
    [Show full text]
  • Video Game Music: Where It Came From, How It Is Being Used Today, and Where It Is Heading Tomorrow
    Vanderbilt Journal of Entertainment & Technology Law Volume 8 Issue 2 Issue 2 - Spring 2006 Article 2 2006 Video Game Music: Where it Came From, How it is Being Used Today, and Where it is Heading Tomorrow Michael Cerrati Follow this and additional works at: https://scholarship.law.vanderbilt.edu/jetlaw Part of the Intellectual Property Law Commons Recommended Citation Michael Cerrati, Video Game Music: Where it Came From, How it is Being Used Today, and Where it is Heading Tomorrow, 8 Vanderbilt Journal of Entertainment and Technology Law 293 (2020) Available at: https://scholarship.law.vanderbilt.edu/jetlaw/vol8/iss2/2 This Article is brought to you for free and open access by Scholarship@Vanderbilt Law. It has been accepted for inclusion in Vanderbilt Journal of Entertainment & Technology Law by an authorized editor of Scholarship@Vanderbilt Law. For more information, please contact [email protected]. Video Game Music: Where it Came From, How it is Being Used Today, and Where it is Heading Tomorrow Michael Cerrati* 1. CHARTING MUSIC'S ROLE THROUGHOUT THE EVOLUTION OF VIDEO GAMES .................................. ...................... 296 A . In the B eginning............................................................. 297 B. The 8-Bit Generation of Games ...................................... 297 C. The Shift to 16-Bit Processors........................................ 299 D. The Introduction of 32 and 64-bit Game Systems ......... 300 E . The 128-B it E ra .............................................................. 302 F. Current Industry Statistics and Projections ................. 303 II. SECURING MUSIC FOR USE IN VIDEO GAMES ............................. 305 A. Relevant Parties to the Transaction .............................. 305 B. Licensing Procedures and Commissioning the Creation of OriginalMusic for Video Games ................ 306 1. Licensing Pre-Existing Music for Video Games ....
    [Show full text]
  • Print and Video Games
    and Video rintGames P by Rochelle Reyes Graphic Communication Department College of Liberal Arts California Polytechnic State University 2010 Rochelle Reyes PrintGraphic Communicationand Video Department, GamesJune 2010 Advisor: Lorraine Donegan The purpose of this study is to learn about and show the impact of downloadable games on the printing industry. With new technology comes time-saving convenience; however, the increase in “going digital” decreases a need for what would otherwise have been a point of sale purchase. This study investigated the current trend of video game use and purchases and how much of a factor print, such as the game’s packaging, played in aiding with the game’s purchase. The study was conducted by creating a survey on SurveyMonkey.com and disseminating it via the Graphic Communication department at California Polytechnic State University, San Luis Obispo, and Facebook.com. The results of this study show that to consumers who already value the printing industry, the quality and style of the packaging is highly important to the eventual purchase of the video game. To the serious, “hardcore” gamers, however, print aspects associated with video games may play a more minor, if not insignificant role in association with the game’s purchase; the game itself is of utmost importance. In order to better target serious video gamers, the print industry will need to take on a different approach, focusing more on limited and collector’s editions and on special promotional gifts coupled with the video games. 2 Table ofI. ContentsIntroduction … 4 II. Literature Review … 7 III. Research Methods and Procedures … 13 IV.
    [Show full text]