Power-Up Report | July 2015
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Strategy Games Big Huge Games • Bruce C
04 3677_CH03 6/3/03 12:30 PM Page 67 Chapter 3 THE EXPERTS • Sid Meier, Firaxis General Game Design: • Bill Roper, Blizzard North • Brian Reynolds, Strategy Games Big Huge Games • Bruce C. Shelley, Ensemble Studios • Peter Molyneux, Do you like to use some brains along with (or instead of) brawn Lionhead Studios when gaming? This chapter is for you—how to create breathtaking • Alex Garden, strategy games. And do we have a roundtable of celebrities for you! Relic Entertainment Sid Meier, Firaxis • Louis Castle, There’s a very good reason why Sid Meier is one of the most Electronic Arts/ accomplished and respected game designers in the business. He Westwood Studios pioneered the industry with a number of unprecedented instant • Chris Sawyer, Freelance classics, such as the very first combat flight simulator, F-15 Strike Eagle; then Pirates, Railroad Tycoon, and of course, a game often • Rick Goodman, voted the number one game of all time, Civilization. Meier has con- Stainless Steel Studios tributed to a number of chapters in this book, but here he offers a • Phil Steinmeyer, few words on game inspiration. PopTop Software “Find something you as a designer are excited about,” begins • Ed Del Castillo, Meier. “If not, it will likely show through your work.” Meier also Liquid Entertainment reminds designers that this is a project that they’ll be working on for about two years, and designers have to ask themselves whether this is something they want to work on every day for that length of time. From a practical point of view, Meier says, “You probably don’t want to get into a genre that’s overly exhausted.” For me, working on SimGolf is a fine example, and Gettysburg is another—something I’ve been fascinated with all my life, and it wasn’t mainstream, but was a lot of fun to write—a fun game to put together. -
Privacy Concerns in Android Advertising Libraries
RICE UNIVERSITY Privacy Concerns in Android Advertising Libraries by Theodore Book A Thesis Submitted in Partial Fulfillment of the Requirements for the Degree Master of Science Approved, Thesis Committee: Dan S. Wallach, Chair Professor of Computer Science T. S. Eugene Ng Professor of Computer Science Lin Zhong Associate Professor of Electrical and Computer Engineering and Computer Science Houston, Texas November, 2013 ABSTRACT Privacy Concerns in Android Advertising Libraries by Theodore Book This work investigates privacy characteristics of Android advertising libraries. Taking a sample of 114,000 apps, we extract and classify their ad libraries. We then seek to understand how they make use of sensitive user data. First, we study the use of permission-protected Android API calls that provide access to user data. Here, we measure change over time by distinguishing unique versions of each library, dating them, and calculating their permission usage. We find that the use of most permis- sions has increased over the last several years, and that more libraries are able to use permissions that pose particular risks to user privacy and security. Next, we shift to the application side and consider information passed directly from the application to the ad library. We do this by reconstructing the APIs for our libraries, and examining how those APIs are used in our sample of Android applications. We find that many applications pass personal information directly to their ad libraries, without any need for the library to query the operating system directly. This behavior is most com- mon in more popular applications, suggesting that the promise of advertising dollars encourages application developers to violate users' privacy. -
Master List of Games This Is a List of Every Game on a Fully Loaded SKG Retro Box, and Which System(S) They Appear On
Master List of Games This is a list of every game on a fully loaded SKG Retro Box, and which system(s) they appear on. Keep in mind that the same game on different systems may be vastly different in graphics and game play. In rare cases, such as Aladdin for the Sega Genesis and Super Nintendo, it may be a completely different game. System Abbreviations: • GB = Game Boy • GBC = Game Boy Color • GBA = Game Boy Advance • GG = Sega Game Gear • N64 = Nintendo 64 • NES = Nintendo Entertainment System • SMS = Sega Master System • SNES = Super Nintendo • TG16 = TurboGrafx16 1. '88 Games ( Arcade) 2. 007: Everything or Nothing (GBA) 3. 007: NightFire (GBA) 4. 007: The World Is Not Enough (N64, GBC) 5. 10 Pin Bowling (GBC) 6. 10-Yard Fight (NES) 7. 102 Dalmatians - Puppies to the Rescue (GBC) 8. 1080° Snowboarding (N64) 9. 1941: Counter Attack ( Arcade, TG16) 10. 1942 (NES, Arcade, GBC) 11. 1943: Kai (TG16) 12. 1943: The Battle of Midway (NES, Arcade) 13. 1944: The Loop Master ( Arcade) 14. 1999: Hore, Mitakotoka! Seikimatsu (NES) 15. 19XX: The War Against Destiny ( Arcade) 16. 2 on 2 Open Ice Challenge ( Arcade) 17. 2010: The Graphic Action Game (Colecovision) 18. 2020 Super Baseball ( Arcade, SNES) 19. 21-Emon (TG16) 20. 3 Choume no Tama: Tama and Friends: 3 Choume Obake Panic!! (GB) 21. 3 Count Bout ( Arcade) 22. 3 Ninjas Kick Back (SNES, Genesis, Sega CD) 23. 3-D Tic-Tac-Toe (Atari 2600) 24. 3-D Ultra Pinball: Thrillride (GBC) 25. 3-D WorldRunner (NES) 26. 3D Asteroids (Atari 7800) 27. -
Dissecting Mobile Offerwall Advertisements: an Explorative Study
2020 IEEE 20th International Conference on Software Quality, Reliability and Security (QRS) Dissecting Mobile Offerwall Advertisements: An Explorative Study 1 1 1 1 2 1∗ 3 1 Guosheng Xu , Yangyu Hu , Qian Guo , Ren He ,LiLi , Guoai Xu , Zhihui Han , and Haoyu Wang 1 Beijing University of Posts and Telecommunications, Beijing, China 2Monash University, Australia 3 CNCERT, Beijing, China Abstract—Mobile advertising has become the most popular monetizing way in the Android app ecosystem. Offerwall, as a new form of mobile ads, has been widely adopted by apps, and a number of ad networks have provided such services. Although new to the ecosystem, offerwall ads have been criticized for being aggressive, and the contents disseminated are prone to security issues. However, to date, our community has not proposed any studies to dissect such issues related to offerwall ads. To this end, we present the first work to fill this gap. Specifically, we first develop a robust approach to identify apps that have embedded with offerwall ads. Then, we apply the tool to 10K apps and experimentally discover 312 offerwall apps. We go one step further to characterize them from several aspects, including security issues. Our observation reveals that offerwall ads could indeed be manipulated by hackers to fulfill malicious purposes. Index Terms—Offerwall, Mobile Advertising, Android, Pay-per Install, Malware I. INTRODUCTION Mobile apps have seen widespread adoption in recent years. The number of apps in Google Play has exceeded 2.7 million 濄濕濗濟濕濛濙濍澳濣濦濛澢濫濣濣濘濦濣濝濘澢濕濠濕濦濡濡濬 濃濚濚濙濦濫濕濠濠 澵濘澔濇濘濟濍澳澵濘濫濣 mark as of August 2019 [1]. A recent study [2] suggested that the app monetization scheme evolves during the evolution Fig. -
44728820.Pdf
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2012/05/11 Appendix of Consolidated Financial Statements Year Ended
May 11, 2012 SEGA SAMMY HOLDINGS INC. Appendix of Consolidated Financial Statements Year Ended March 31, 2012 Consolidated Income Statements (JPY Billion) FY Ended March 2011 FY Ended March 2012 FY Ending March 2013 Results Full Year Results Full Year YoY Forecasts YoY Full Year YoY Through 2Q Results Through 2Q Results Change Through 2Q Change Forecasts Change Net Sales 217.8 396.7 152.6 395.5 -0.3% 163.0 +6.8% 470.0 +18.8% Pachislot and Pachinko Machines 134.2 212.0 74.8 212.1 - 83.5 +11.6% 286.5 +35.1% Amusement Machine Sales 19.6 47.2 19.3 49.9 +5.7% 19.0 -1.6% 40.5 -18.8% Amusement Center Operations 23.6 45.6 23.2 44.6 -2.2% 23.0 -0.9% 44.5 -0.2% Consumer Business 38.7 88.8 33.4 85.6 -3.6% 31.0 -7.2% 85.0 -0.7% Other 1.5 2.8 1.6 3.0 +7.1% 6.5 +306.3% 13.5 +350.0% Operating Income 46.8 68.7 15.1 58.3 -15.1% 2.5 -83.4% 66.0 +13.2% Pachislot and Pachinko Machines 47.6 64.2 20.6 71.0 +10.6% 11.7 -43.2% 70.0 -1.4% Amusement Machine Sales 1.9 7.3 1.5 7.4 +1.4% -0.7 - 1.3 -82.4% Amusement Center Operations 1.1 0.3 1.6 0.3 - 1.5 -6.3% 1.0 +233.3% Consumer Business -1.3 1.9 -6.0 -15.1 --6.0-0.5- Other 0.1 0.0 0.2 0.2 --0.5--0.5- Eliminations -2.7 -5.1 -2.9 -5.4 --3.5--6.3- Operating Margin 21.5% 17.3% 9.9% 14.7% -2.6pt 1.5% -8.4pt 14.0% -0.7pt Ordinary Income 46.0 68.1 14.7 58.1 -14.7% 2.0 -86.4% 65.0 +11.9% Ordinary Income Margin 21.1% 17.2% 9.6% 14.7% -2.5pt 1.2% -8.4pt 13.8% -0.9pt Extraordinary Gain 2.8 3.7 1.1 3.3 ----- Extraordinary Loss 3.6 14.3 5.3 18.5 ----- Net Income 24.3 41.5 3.9 21.8 -47.5% 3.5 -10.3% 40.0 +83.5% Net Income Margin -
Does This App Really Need My Location? Context-Aware Privacy Management for Smartphones 42
Does this App Really Need My Location? Context-Aware Privacy Management for Smartphones 42 SAKSHAM CHITKARA, Carnegie Mellon University, USA NISHAD GOTHOSKAR, Carnegie Mellon University, USA SUHAS HARISH, Carnegie Mellon University, USA JASON I. HONG, Carnegie Mellon University, USA YUVRAJ AGARWAL, Carnegie Mellon University, USA The enormous popularity of smartphones, their rich sensing capabilities, and the data they have about their users have lead to millions of apps being developed and used. However, these capabilities have also led to numerous privacy concerns. Platform manufacturers, as well as researchers, have proposed numerous ways of mitigating these concerns, primarily by providing fine-grained visibility and privacy controls to the user on a per-app basis. In this paper, we show that this per-app permission approach is suboptimal for many apps, primarily because most data accesses occur due to a small set of popular third-party libraries which are common across multiple apps. To address this problem, we present the design and implementation of ProtectMyPrivacy (PmP) for Android, which can detect critical contextual information at runtime when privacy-sensitive data accesses occur. In particular, PmP infers the purpose of the data access, i.e. whether the data access is by a third-party library or by the app itself for its functionality. Based on crowdsourced data, we show that there are in fact a set of 30 libraries which are responsible for more than half of private data accesses. Controlling sensitive data accessed by these libraries can therefore be an effective mechanism for managing their privacy. We deployed our PmP app to 1,321 real users, showingthat the number of privacy decisions that users have to make are significantly reduced. -
The Political Economy of the App
Nieborg, D. (2016). From premium to freemium: The political economy of the app. In T. Leaver & M. Willson (Eds.), Social, Casual and Mobile Games: The Changing Gaming Landscape (pp. 225–240). London and New York: Bloomsbury Academic. Released under a Creative Commons BY-NC-ND license http://creativecommons.org/licenses/by-nc-nd/4.0/. Your rights under the License are in addition to any fair use or fair dealing rights which you have. 16 From premium to freemium: The political economy of the app David Nieborg or decades, the game industry has been dominated, if only in terms of F revenue and mindshare, by a tandem of globally operating game publish- ers and game console platform holders. Historically, these two small groups of industrial actors, primarily located in North America and Japan, have been ‘dominant forces’ in the game industry (Consalvo 2007, 123). Similarly, Johns (2006) notes that power relationships in the game hardware and software production networks are uneven and are affected by temporal and spatial dimensions. Driven by the cyclical introduction of new hardware platforms, the platform/publisher duo served a relatively stable, highly lucrative niche market (Williams 2002; Kerr 2006). Every fi ve to seven years, development and marketing budgets increase and, as a result, so do fi nancial risks and the distribution of capital and power (Schilling 2003). Geographically, the main centers for console game development have been North America, Western Europe and the Asia Pacifi c (Johns 2006). That is to say, the majority of the billions of dollars of value generated by the sale of video game hardware and software has been captured by a small number of globally operating fi rms who have a high rate of incumbency. -
Nexon Group Announces Dominations, Developed by Big Huge Games Is Launched Globally
April 3, 2015 NEXON Co., Ltd. Nexon Group Announces DomiNations, Developed by Big Huge Games is Launched Globally First Launched Title of Nexon’s western partnerships Debut Title from Reborn Studio Headed by Civilization II Lead Designer Brian Reynolds TOKYO – April 3, 2015 – NEXON Co., Ltd. (“Nexon”) (3659.TO), a worldwide leader in free- to-play online games, today announced that its mobile game publishing subsidiary, NEXON M Inc. (“NEXON M”) and its partner game developing company, Big Huge Games (“Big Huge Games”) announced global launch for a mobile strategy game DomiNations. Big Huge Games is an independent game development studio co-founded by 24-year industry veterans Brian Reynolds and Tim Train. Big Huge Games’ debut title DomiNations is now available globally, for iPhone, iPod touch, iPad, and Android mobile devices. “We’ve built DomiNations from the ground up to combine the in-depth strategy gameplay we’ve been creating for over 20 years with a fast, fun, and tactical experience customized for mobile devices,” said Brian Reynolds, Creative Director for DomiNations. DomiNations is a mobile game challenging players to lead their own civilization from the Stone Age to the Space Age through advancement, exploration, and conquest. DomiNations is a base- building strategy game where players will choose to lead one of the world’s greatest nations including Britain, Rome, China, Germany, France, Japan, and Greece. The timeline of DomiNations unfolds across the expanse of human history, where players must research landmark technological developments, leverage unique strategic civilization abilities, and build Wonders of the World in order to pave their way to victory. -
Effects of Micro Transactions on Video Games Industry
Nenad Tomić*1 UDC 004.42:794]:004.738.5:339 Pregledni naučni članak Primljen 08.03.2017. Odobren 19.04.2017. EFFECTS OF MICRO TRANSACTIONS ON VIDEO GAMES INDUSTRY During the twentieth century, the entertainment industry recorded a steady revenue growth. The progress of information and communication technology (ICT) influenced the creation of a new segment in the industry at the beginning of the 80s, known as the video game industry. During the first two decades, the dominant model of earning for video games publishers was sale of a full game, which means that users were obliged to pay in order to play the game (pay-to-play concept). In the past ten years, publishers have developed a new approach, which instead of selling entire game content at once tends to decompose the sale into several smaller transactions. The prices of these supplements are often calculated in the virtual currency that is considered to be the currency of video game, and not in one of convertible currencies, which creates additional confusion. The subject of the paper is to explain the essence of microtransactions as type of electronic payments created in the video games industry and to observe their role in the process of industry transformation. Keywords: microtransactions, freemium, mobile games, pay-to-win, virtual money * Teaching Assistant, University of Kragujevac, Faculty of Economics, [email protected] Vol. 14, № 3, 2017: 239-258 240 Nenad Tomić 1. Introduction The video game industry flourished in the ’80s of XX century, under the influence of the great innovations in iCt. with the change of the computer architecture an increase of processing power was achieved, while the size and price of the computers was reduced. -
FY Ending March 2013 3 Quarter Results Presentation
FY Ending March 2013 3rd Quarter Results Presentation February 6th, 2013 SEGA SAMMY HOLDINGS INC. [Disclaimer] The contents of this material and comments made during the questions and answers etc of this briefing session are the judgment and forecasts of the Company’s management based on currently available information. These contents involve risk and uncertainty and the actual results may differ materially from these contents/comments. © SEGA SAMMY HOLDINGS INC. All Rights Reserved. Contents 【FY Ending March 2013 3rd Quarter Results/ Full Year Forecast】 Results Highlight 2 Major Business Measures 3 Consolidated Income Statements (Summary) 4 Costs and Expenses Results 5 Consolidated Balance Sheet (Summary) 6 Segment Results Segment results: Pachislot and Pachinko Machines 7 Segment results: Amusement Machine Sales 10 Segment results: Amusement Center Operations 12 Segment results: Consumer Business 14 Appendix 18 -1- © SEGA SAMMY HOLDINGS INC. All Rights Reserved. Results Highlight ・Net sales 207 billion yen, Operating income 7 billion yen, Net Income 3 billion yen Net Sales / Profits ・Year-on-year, sales and profits decreased Other ・Downward adjustment of full year forecast on February 5th ・Year-on-year, sales and profits decreased Pachislot and ・Pachislot unit sales decreased compared to the previous fiscal year Pachinko Machines ・Pachinko unit sales decreased compared to the previous fiscal year Segment breakdown Amusement ・Year-on-year, sales and profits decreased Machine Sales ・Stable distribution of earnings due to the utilization of revenue sharing model Amusement Center ・Year-on-year, sales and profits decreased Operations ・SEGA domestic same-store sales dropped compared to the previous fiscal year ・Sales decreased year-on-year but returning to profit Consumer Business ・Unit of the game software decreased year-on-year due to the reduction of the number of titles. -
10Th IAA FINALISTS ANNOUNCED
10th Annual Interactive Achievement Awards Finalists GAME TITLE PUBLISHER DEVELOPER CREDITS Outstanding Achievement in Animation ANIMATION DIRECTOR LEAD ANIMATOR Gears of War Microsoft Game Studios Epic Games Aaron Herzog & Jay Hosfelt Jerry O'Flaherty Daxter Sony Computer Entertainment ReadyatDawn Art Director: Ru Weerasuriya Jerome de Menou Lego Star Wars II: The Original Trilogy LucasArts Traveller's Tales Jeremy Pardon Jeremy Pardon Rayman Raving Rabbids Ubisoft Ubisoft Montpellier Patrick Bodard Patrick Bodard Fight Night Round 3 Electronic Arts EA Sports Alan Cruz Andy Konieczny Outstanding Achievement in Art Direction VISUAL ART DIRECTOR TECHNICAL ART DIRECTOR Gears of War Microsoft Game Studios Epic Games Jerry O'Flaherty Chris Perna Final Fantasy XII Square Enix Square Enix Akihiko Yoshida Hideo Minaba Call of Duty 3 Activison Treyarch Treyarch Treyarch Tom Clancy's Rainbow Six: Vegas Ubisoft Ubisoft Montreal Olivier Leonardi Jeffrey Giles Viva Piñata Microsoft Game Studios Rare Outstanding Achievement in Soundtrack MUSIC SUPERVISOR Guitar Hero 2 Activision/Red Octane Harmonix Eric Brosius SingStar Rocks! Sony Computer Entertainment SCE London Studio Alex Hackford & Sergio Pimentel FIFA 07 Electronic Arts Electronic Arts Canada Joe Nickolls Marc Ecko's Getting Up Atari The Collective Marc Ecko, Sean "Diddy" Combs Scarface Sierra Entertainment Radical Entertainment Sound Director: Rob Bridgett Outstanding Achievement in Original Music Composition COMPOSER Call of Duty 3 Activison Treyarch Joel Goldsmith LocoRoco Sony Computer