Rules of the Cyberpunk 2077 Cosplay Contest
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November 2008
>> TOP DECK The Industry's Most Influential Players NOVEMBER 2008 THE LEADING GAME INDUSTRY MAGAZINE >> BUILDING TOOLS >> PRODUCT REVIEW >> LITTLE TOUCHES GOOD DESIGN FOR NVIDIA'S PERFHUD 6 ARTISTIC FLOURISHES INTERNAL SYSTEMS THAT SELL THE ILLUSION CERTAIN AFFINITY'S AGEOFBOOTY 00811gd_cover_vIjf.indd811gd_cover_vIjf.indd 1 110/21/080/21/08 77:01:43:01:43 PPMM “ReplayDIRECTOR rocks. I doubt we'd have found it otherwise. It turned out to be an occasional array overwrite that would cause random memory corruption…” Meilin Wong, Developer, Crystal Dynamics BUGS. PETRIFIED. RECORD. REPLAY. FIXED. ReplayDIRECTOR™ gives you Deep Recording. This is much more than just video capture. Replay records every line of code that you execute and makes certain that it will Replay with the same path of execution through your code. Every time. Instantly Replay any bug you can find. Seriously. DEEP RECORDING. NO SOURCE MODS. download today at www.replaysolutions.com email us at [email protected] REPLAY SOLUTIONS 1600 Seaport Blvd., Suite 310, Redwood City, CA, 94063 - Tel: 650-472-2208 Fax: 650-240-0403 accelerating you to market ©Replay Solutions, LLC. All rights reserved. Product features, specifications, system requirements and availability are subject to change without notice. ReplayDIRECTOR and the Replay Solutions logo are registered trademarks of Replay Solutions, LLC in the United States and/or other countries. All other trademarks contained herein are the property of their respective owners. []CONTENTS NOVEMBER 2008 VOLUME 15, NUMBER 10 FEATURES 7 GAME DEVELOPER'S TOP DECK Not all game developers are cards, but many of them are unique in their way—in Game Developer's first Top Deck feature, we name the top creatives, money makers, and innovators, highlighting both individual and company achievements. -
Modelos De Negocio En Esports: El Rol De ESL En El Desarrollo De CS:GO
Modelos de negocio en eSports: El rol de ESL en el desarrollo de CS:GO Diana Carolina Gil Silva Trabajo Final de Maestría presentado como requisito parcial para optar al título de: Magister en Administración Director (UNAL Colombia): Prof. Dr. Sebastian Robledo Co-director: Prof. Dr. Eduardo Villegas Director (EUV Alemania): Prof. Dr. Georg Stadtmann Supervisor: Philipp Barth Universidad Nacional de Colombia Facultad de Administración, Maestría en Administración Manizales, Colombia 2019 Modelos de negocio en eSports: El rol de ESL en el desarrollo de CS:GO Resumen Los deportes electrónicos se han convertido en una industria potencial para hacer negocios, para atraer jugadores, equipos y aficionados. Sin embargo, ¿cómo son los modelos de negocio en eSports? ¿Y cuál es el rol de ESL en el desarrollo de CS:GO? Esta tesis analiza el modelo de negocio del organizador de torneos ESL mediante la herramienta Business Model Canvas (BMC). El énfasis está en cuatro importantes building blocks: propuesta de valor (value proposition, VP), segmentos de clientes (customer segments, CS), socios clave (key partners, KP) y flujos de ingresos (revenue streams, R$). La autora explora los stakeholders de los eSports, y describe fuentes secundarias, literatura académica y cifras específicas de eSports orientadas al crecimiento y desarrollo de la industria. Los resultados indican que ESL tiene un papel como mediador en la industria, y además se encarga de hacer alianzas estratégicas con stakeholders de los eSports. Además se evidencia que ESL está trabajando por la estabilidad a largo plazo del modelo de negocio of CS:GO. Gracias a las ligas y torneos, CS:GO tiene una presencia activa en todo el mundo. -
「Gatewaytotomorrow」
2019/DEC 滋慶学園 COM 留学生 ODAY TCAMPUS REPORT MUSICAL 滋慶国際交流COM V O L.25 To I NDE X 「 」 P.1 Bone marrow transplant promotion campaign musical "Gateway to Tomorrow", which was first ・MUSICAL「Gateway To Tomorrow」 Gateway performed on February 1, 1994 and celebrates its 25th anniversary this year. Through the P.2 ・TOKYO GAME SHOW 2019 musical they want to convey as many people asTomorrow possible that bone marrow transplant can save more lives. This year “Gateway to Tomorrow” entered its164th performance and more than 3000 P.3 ・CORPORATE PROJECT people enjoyed the three public performances on August 30 and 31. In additional to performing ・PROSPECTIVE EMPLOYEE as dancers in the musical, many international students participated as musical production staff. Musical "Gateway to Tomorrow" Feeling accomplishment ~Performing in a HIP HOP dance scene!~ when the music I mixed fills the venue Osaka College of Dance and Acting Tokyo school of music and dance Professional Dance(1st year) PA Engineer(1st year) ZUO MINGXING CHOI JAE SEONG Taiwan Osaka University of Tourism Korea Cheongra High School I performed as a dancer in the musical “Gateway to Tomorrow” held at I was in charge of the audio operations during the musical of the group Symphony Hall! I came from China, and first went to a tourism university to Gospel Ensemble. It was a section that dealt with the voices and sounds of study tourism. I a lot of people in the musical, so it was rewarding and I felt a sense of liked dancing so I was doing dance a accomplishment and joy when hearing the bit, but I seriously started to learn sounds I mixed filled the hall and deliver it to the dance in this Osaka College of Dance public. -
Zalacznik Nr 2 Sprawozdanie Z
BLOOBER TEAM S.A. Sprawozdanie z działalności grupy kapitałowej za okreS 01.01.2020-31.12.2020 DATA PUBLIKACJI: 28 KWIETNIA 2021 Spis treści 1. Informacje ogólne o Spółce Dominującej 3 2. Opis organizacji grupy kapitałowej Bloober Team z uwzględnieniem Spółki dominującej, podmiotów zależnych oraz dodatkowo - podmiotów stowarzyszonych 5 3. Zdarzenia, które istotnie wpłynęły na działalność oraz wyniki finansowe Grupy Kapitałowej, jakie nastąpiły w okresie 01.01.2020-31.12.2020 13 4. Istotne zdarzenia i tendencje po zakończeniu 2020 roku 34 5. Przewidywany rozwój grupy kapitałowej 40 6. Czynniki ryzyka i zagrożeń 41 7. Ważniejsze osiągnięcia w dziedzinie badań i rozwoju 43 8. Personel i świadczenia socjalne 44 9. Sytuacja majątkowa, finansowa i dochodowa 44 10. Nabycie udziałów (akcji) własnych 45 11. Posiadane przez podmioty wchodzące w skład grupy kapitałowej oddziały (zakłady) 46 12. Stosowanie zasad ładu korporacyjnego 47 13. Instrumenty finansowe i prognozy finansowe 47 14. Wskaźniki finansowe i niefinansowe 48 SPRAWOZDANIE ZARZĄDU Z DZIAŁALNOŚCI GRUPY KAPITAŁOWEJ 2 ZA OKRES 01.01.2020–31.12.2020 Informacje ogólne o Spółce Dominującej 1. Informacje ogólne o Spółce Dominującej Firma Bloober Team Spółka Akcyjna (dalej również jako „Spółka”, „Emitent”, „Spółka Dominująca”) Skrót firmy Bloober Team S.A. Siedziba Kraków Adres siedziby ul. Cystersów 9, 31-553 Kraków Telefon + 12 35 38 555 Faks + 12 34 15 842 Adres poczty elektronicznej [email protected], [email protected] Strona internetowa blooberteam.com NIP 676-238-58-17 REGON 120794317 -
Program Promocji Branży Meblarskiej
Program promocji branży IT/ICT - informacja dla przedsiębiorców – wersja z dnia 9.03.2020 r. I. Informacje o programie promocji. Program promocji branży IT/ICT opracowany został w ramach poddziałania 3.3.2 „Promocja gospodarki w oparciu o polskie marki produktowe – Marka Polskiej Gospodarki – Brand” Programu Operacyjnego Inteligentny Rozwój (PO IR). Udział przedsiębiorców w programie promocji sfinansowany zostanie ze środków poddziałania 3.3.3 „Wsparcie MŚP w promocji marek produktowych – Go to Brand” PO IR, za którego realizację odpowiada Polska Agencja Rozwoju Przedsiębiorczości. W ramach programu opracowany został wykaz działań promocyjnych przeznaczonych dla przedsiębiorców, który uzupełniony został o tzw. działania ogólne promujące polską branżę IT/ICT. Program promocji przygotowany został w taki sposób, aby zapewnić komplementarność działań podejmowanych na rzecz promocji polskich produktów i usług IT/ICT. II. Adresaci programu promocji. 1. Program skierowany jest do Mikro, Małych i Średnich przedsiębiorców1 promujących markę produktową przedsiębiorcy, którzy prowadzą działalność gospodarczą w ramach przynajmniej jednej z poniższych kategorii działalności (PKD 2007)2: a) 26.1 – produkcja elektronicznych elementów i obwodów drukowanych b) 26.2 – produkcja komputerów i urządzeń peryferyjnych c) 26.3 – produkcja sprzętu d) 26.4 – produkcja elektronicznego sprzętu powszechnego użytku e) 26.8 – produkcja magnetycznych i optycznych niezapisanych nośników informacji f) 58.2 – działalność wydawnicza w zakresie oprogramowania g) 62.0 – działalność związana z oprogramowaniem i doradztwem w zakresie informatyki oraz działalność powiązana h) 63.1 – przetwarzanie danych; zarządzanie stronami internetowymi. 2. Termin realizacji programu – 5 kwietnia 2018 r. – 31 grudnia 2020 r. 1 Definicja Małego i Średniego przedsiębiorcy jest określona w załączniku nr I do rozporządzenia KE nr 651/2014. -
TOKYO GAME SHOW 2020 ONLINE Starts !
The Future Touches Gaming First. Press Release September 24, 2020 TOKYO GAME SHOW 2020 ONLINE Starts ! Official Program Streaming from 20:00, September 24 in JST/UTC+9 Computer Entertainment Supplier’s Association Computer Entertainment Supplier’s Association (CESA, Chairman: Hideki Hayakawa) announces that TOKYO GAME SHOW 2020 ONLINE (TGS2020 ONLINE: https://tgs.cesa.or.jp/) has opened for the five- day period from September 23 (Wed.) to 27 (Sun.), 2020. Online business matching started yesterday, and official program streaming will kick off with the Opening Event from 20:00, Thursday, September 24 (JST/ UTC+9) featuring the Official Supporter Hajime Syacho and other popular figures. The Official Program page offers 35 Exhibitor Programs delivering the latest news and 16 Organizer’s Projects including Keynote Speech, four competitions of e-Sports X, the indie game presentation event SENSE of WONDER NIGHT (SOWN), and the announcement and awarding for each category of Japan Game Awards. No pre-registration or log-in is required to enjoy viewing the programs for free of charge. Keynote Speech, Grand Award of Japan Game Awards 2020 and SOWN will be streamed in English as well as Japanese for global audience in Asia and other parts of the world. In TGS2020 ONLINE, 424 companies and organizations from 34 countries and regions exhibit in a virtual space, providing the updates on newly-released titles and services through streaming and each exhibitor’s page. By region, more companies and organizations from overseas (221) exhibit in this year’s TGS than those from Japan (203). Ten or more exhibitors participate from South Korea (46), China (22), Canada (20), Taiwan (19), the United States (17), Poland (13), and Colombia (10). -
Bachelorarbeit
BACHELORARBEIT Frau Katsiaryna Zherko Marketingstrategien auf dem Videospielmarkt Mittweida, 2016 Fakultät Wirtschaftsingenieurwesen BACHELORARBEIT Marketingstrategien auf dem Video- spielmarkt Autor: Frau Katsiaryna Zherko Studiengang: Betriebswirtschaft Seminargruppe: BW13w-AA Erstprüfer: Prof. Dr. rer. oec. Serge Velesco Zweitprüfer: Prof. Dr. rer. oec. Volker Tolkmitt Einreichung: Mittweida, 13.08.2016 Verteidigung/Bewertung: Mittweida, 2016 Faculty Industrial Engineering BACHELOR THESIS Marketing Strategies in the Video- games Market author: Ms. Katsiaryna Zherko course of studies: Business Administration seminar group: BW13w-AA first examiner: Prof. Dr. rer. oec. Serge Velesco second examiner: Prof. Dr. rer. oec. Volker Tolkmitt submission: Mittweida, 13.08.2016 defence/ evaluation: Mittweida, 2016 Bibliografische Beschreibung: Zherko, Katsiaryna: Marketingstrategien auf dem Videospielmarkt. - 2016. - VI, 62 S. Mittweida, Hochschule Mittweida, Fakultät Wirtschaftsingenieurwesen, Ba- chelorarbeit, 2016 Referat: In der vorliegenden Arbeit werden der aktuelle Zustand des globalen Video- spielmarktes und die Grundlagen des Videospielmarketings beschrieben, sowie die Marketingstrategien von weißrussischen Videospielentwickler analysiert. Der Autor sammelt die Erfahrungen des realen Videospielentwicklers bei dem Eintritt in den Markt und formuliert Hinweise über das Videospielmarketing für unabhängige Teams, sowie arbeitet Vorschläge aus. Inhalt I Inhalt Inhalt ........................................................................................................................ -
Producing Original Content
Gamescom is arguably the world’s largest gaming event that normally attracts over 250,000 visitors to Germany. But due to the global pandemic this year Gamescom was all virtual. I spent countless hours watching new game demos and then downloading PressKits of those new Triple-A and indie games. I will be dropping my top 25 list of Gamescom games soon after this article is posted. And when I am reviewing or promoting newly released games featured at Gamescom, Devcom, E3, IndieCade or USC Game Expo, I always make sure to look out for new Black game designers and any games with Black or POC game characters. I will write up my top 10 of POC games being released in 2020 and 2021 as well. But before I digress, I just happened to follow up with Gregor Ebert who is the PR Manager at Dueren, Germany’s Headup Games about their Gamescom 2020 new games White Shadows and Bridge Constructor: The Walking Dead. GAMESCOM 2020 – NEIL JONES INTERVIEW: 9-25-2020 - Written By: David L. $Money Train$ Watts – Journalist/Web Host/Editor – FuTurXTV/Metacafe.com, Rattle Radio & HHBMedia.com – David Velo Stewart – Journalist/Editor – HHBMedia.com Aerial Knight’s Never Yield Reveal Trailer Link: https://www.metacafe.com/watch/12118965/aerial-knight-s-never-yield-trailer- developer-neil-jones-publisher-headup-games-gamescom-2020-devcom-2020-e3- gdc-tokyo-game-show-brazil-game-show/ or https://tinyurl.com/y6s5225o Gamescom 2020 • Neil Jones Interview • David L. $Money Train$ Watts • @MoneyTrain • FuTurXTV • Metacafe.com • www.hhbmeedia.com Survive a Tokyo style Detroit in this 3D runner that tells the story of Wally who has uncovered the evidence that can change his city forever. -
DIGITAL GAMING and the MEDIA PLAYGROUND Video Games As a Form of Story
Chapter 3 DIGITAL GAMING AND THE MEDIA PLAYGROUND Video Games as a Form of Story World of Warcraft Ushered in the era of the completely immersive online game Featured a beginner’s guide that read like the narrative of an epic novel Expansions added settings, characters, and play features. Offers players the ability to create their own narratives THE DEVELOPMENT OF DIGITAL GAMING Industrial Revolution Promoted mass consumption Emergence of leisure time Digital games Evolved from their simplest forms in the arcade into four major formats: television, handheld devices, computers, and the Internet MECHANICAL GAMING Coin-operated counter machines First appeared in train depots, hotel lobbies, bars, and restaurants Penny arcade Helped shape future media technology Automated phonographs → jukebox Kinetoscope → movies Bagatelle → pinball machine THE FIRST VIDEO GAMES Cathode Ray Tube Amusement Device Key component of the first video games: the cathode ray tube (CRT) Odyssey First home television game Modern arcades Gathered multiple coin-operated games together THE FIRST VIDEO GAMES (CONT.) Atari Created Pong Kept score on the screen Made blip noises when the ball hit the paddles or bounced off the sides of the court First video game popular in arcades Home version was marketed through an exclusive deal with Sears. ARCADES AND CLASSIC GAMES Late 1970s and early 1980s Games like Asteroids, Pac-Man, and Donkey Kong were popular in arcades and bars. Signaled electronic gaming’s potential as a social medium Gaming included the use of joysticks and buttons. Pac-Man featured the first avatar. CONSOLES AND ADVANCING GRAPHICS Consoles Devices specifically used to play video games The higher the bit rating, the more sophisticated the graphics Early consoles Atari 2600 (1977) Nintendo Entertainment System (1983) Sega Genesis (1989) CONSOLES AND ADVANCING GRAPHICS (CONT.) Major home console makers Nintendo Wii Microsoft Xbox and Kinect Sony Playstation series Not every popular game is available on all three platforms. -
A Practical Guide to Marketing Your Indie Game
GET READY GET NOTICED GET BIG A Practical Guide to Marketing Your Indie Game Patrick DeFreitas and Garret Romaine CONTENTS Preface viii Chapter 1: Overview of Indie Game Marketing 1 Why Marketing Matters 4 The Right Time is Now 6 How to Start Getting Noticed 6 Where to Start: Irresistible Promotional Materials 9 Trailer Video 9 Screenshots 10 Press Releases 11 Fact Sheets 11 Landing Page 11 Start a Developer’s Blog 12 Reach Out to the Press 13 Following Up 14 Convert Visitors into Active Fans 14 Maintain Your Marketing Momentum 15 Common Mistakes and Pitfalls to Avoid 16 What Makes You Unique? 17 Demographics 18 Personas: Mythical Prototypes 21 Competitive Analysis 23 Strategy and Goals 25 Marketing Goals 27 Lead Generation 28 Creating a Brand 30 Working Without Deep Pockets 31 ii | A Practical Guide to Marketing Your Indie Game Cost-Benefit Analysis 32 Metrics: In Data We Trust 33 Analytics 35 Marketing Channels 37 Shows and Events 37 Jams and Meet-ups 38 Closed Alpha Exposure 39 Contests 39 Don’t Tweet That 40 Pricing and Monetization Strategies 40 PR and Self-Promotion 42 Get Ready 44 Chapter 2: The Four Ps of Marketing for Indie Game Developers 45 The Four Ps Marketing Framework 46 Using the Four Ps 47 Mutually Dependent Variables 48 Yes, Your Game is a Product 48 Price 51 Setting the Right Price 53 Discounting Dos and Don’ts 54 Free to Play 55 Promotion 55 Assets 56 Ongoing Activities 57 Events 57 What About Advertising 58 Relationship-Based Promotion 58 Partner with Established Brands 59 Public Relations (PR)—Should You Hire a Pro, -
Euro Fair Statistics
Euro Fair Statistics Certified Key Figures of Exhibitions Euro Fair Statistics in Europe Austria Belgium Bulgaria Croatia Czech Republic Finland France Germany Hungary Italy Luxembourg Facts about Euro Fair Statistics 4 Moldavia Introduction 5 Monaco UFI message 6 Poland Definitions 8 Portugal Location of events 12 Romania Lists of used codes 13 Russia Event data by city 22 Slovenia Spain Sweden Switzerland The Netherlands Turkey Ukraine FACTS ABOUT EURO FAIR STATISTICS The 2018 edition contains the certified statistics of 2 673 exhibitions from the Rented space Number of events Industry sector (UFI code) following 24 countries: sqm % % Leisure, Hobby, Entertainment (3) 4 306 150 15% 548 21% Austria (AT) ..................................21 Monaco (MC) ..................................1 Belgium (BE) .............................. 72* Poland (PL).................................200 Construction, Infrastructure (5) 2 949 110 11% 204 8% Bulgaria (BG) ..................................5 Portugal (P) ..................................23 Engineering, Industrial, Manufacturing, Machines, Instruments, Hardware (19) 2 741 057 10% 182 7% Croatia (HR) ...................................4 Romania (RO) ................................3 Czech Republic (CZ) ....................29 Russia (RU) ................................120 Agriculture, Forestry, Fishery (1) 2 552 570 9% 196 7% Finland (SF) ..................................78 Slovenia (SLO) ...............................1 Food and Beverage, Hospitality (2) 2 409 078 9% 245 9% France (F) ...................................623 -
Cyber Tournaments and Tourism
University of South Bohemia Faculty of Economics Department of Trade and Tourism BACHELOR THESIS Cyber tournaments and tourism Written by: Dmitriy Medvedev Supervisor: prof. JUDr. Ludmila Novacká, Ph.D. České Budějovice 2017 Prohlašuji, že svoji bakalářskou práci jsem vypracoval samostatně pouze s použitím pramenů a literatury uvedených v seznamu citované literatury. Prohlašuji, že v souladu s § 47 zákona č. 111/1998 Sb. v platném znění souhlasím se zveřejněním své bakalářské práce, a to v nezkrácené podobě elektronickou cestou ve veřejně přístupné části databáze STAG provozované Jihočeskou univerzitou v Českých Budějovicích na jejích internetových stránkách, a to se zachováním mého autorského práva k odevzdanému textu této kvalifikační práce. Souhlasím dále s tím, aby toutéž elektronickou cestou byly v souladu s uvedeným ustanovením zákona č. 111/1998 Sb. zveřejněny posudky školitele a oponentů práce i záznam o průběhu a výsledku obhajoby kvalifikační práce. Rovněž souhlasím s porovnáním textu mé kvalifikační práce s databází kvalifikač- ních prací Theses.cz provozovanou Národním registrem vysokoškolských kvalifikačních prací a systémem na odhalování plagiátů. V Českých Budějovicích 15. 4. 2017 …………………………………. Medvedev Dmitriy Acknowledgement First and foremost, I would like to thank my supervisor prof. JUDr. Ludmila Novacká, Ph.D. for her guidance and valuable advice that she offered me. She believed in my idea and gave me a chance to write this bachelor thesis. I would also like to thank Jiřina Juřenová and Švecová Eva, Ing. for the help they provided me. They are people, who greatly supported and encouraged me. I would also like to thank RNDr. Renata Klufová, Ph.D. and Viktor Vojtko, Ing., Ph.D.