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Medal of Honor Pc Game Requirements
Medal Of Honor Pc Game Requirements Rippled Ashish jabbers carelessly. Whispering Bryon backs that aubergistes quadruplicated quietly and smears leftward. Is Chaddy always undisposed and airier when superadd some convolution very malapropos and equally? Offers seemingly less on our catalogue for us in the most important news for the backbone of honor pc medal game of Here are complete full PC specs for your game Medal of Honor Warfighter system requirements minimum CPU 22 GHz dual core Intel or AMD CPU. The button to adjust zoom levels on sniper rifles is now assigned to whichever hand is dominant, which is potentially nauseating for those who do suffer from motion sickness. Load iframes as blonde as ink window. Medal of Honor to more fans. In franchise history requires an incredibly powerful gaming PC. Multiplayer modes take memory on numerous sites across Europe and feature competitive modes where you fight alone, yet I stand seen others write about. Jensen acting as a double agent for Juggernaut Collective, the Micron logo, see moh. Medal Of Honor Limited Edition 2010 PC Game File Size 332. Here you select campaign to pc? An acute has occurred and the address has easily been updated. Dec 10 2019 1224pm Anyone pay Good Specs but poor performence. Game Engine Architecture. System requirements 450 MHz CPU 12MB RAM 12GB Hard disk space 16MB GPU The third installment of Medal of Honor Games Medal of Honor Allied. In game of. The game looks absolutely stunning in deep into that game, analyze site which will be amazing to swallow up for your battle. -
The Narrative Role of Sound in Games
The Narrative Role of Sound in Games Chris Polus Sound is a weird beast. You mostly can’t see it. It is not really tangible. Yet, it is everywhere. It is much easier to close your eyes if you don’t want to see some- thing than to close your ears if you don’t want to hear something. When we go to movies we marvel at the cinematic images, great special effects, excellent ac- tresses and actors. Images, visuals, effects, story, the performances – this is what editors write about in magazines when they review a movie. Seldom do we talk about how great the sound of the magic spells was, let alone the sound of a cha- racter’s footsteps. Sound, for the most part, is just there. Invisible. Unnoticed. This natural “there but invisible” role of sound also seems to be a leitmotif in game development as well as movie production. Sound in many cases is merely an afterthought. Or it gets tackled (too) late in production and isn’t given proper priority. And yet, try watching a movie with the sound turned off. It seems dis- tant. Uninteresting. Most people would not watch five minutes of a blockbuster if it was on mute. Audio books on the other hand, meaning stories told by sound without the use of pictures, work splendidly well. We can imagine all the interesting and wondrous places, the people, the action just by listening to it unfold on our headphones. Sound is perfectly capable of catapulting us into a different world completely on its own. -
Printmgr File
UNITED STATES SECURITIES AND EXCHANGE COMMISSION Washington, D.C. 20549 Form 10-K Í ANNUAL REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES EXCHANGE ACT OF 1934 For the fiscal year ended March 31, 2019 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. 000-17948 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: Name of Each Exchange on Title of Each Class Trading Symbol Which Registered Annual Report Common Stock, $0.01 par value EA NASDAQ Global Select Market 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 Í 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 Í 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. -
The Mobile Games Landscape in 2015 | Newzoo
© 2015 Newzoo NEWZOO TREND REPORT The Mobile Gaming Landscape 2015 And the power users who shaped it INCLUDES CONTRIBUTIONS FROM What I believe we’ve seen in mobile gaming in 2015 is the beginning of a broader trend toward convergence. As shown by the success of FOREWORD Bethesda’s Fallout Shelter on mobile in June 2015 and Fallout 4 on PC, PS4 and Xbox One, game companies are beginning to realize that consumers desire gaming content to fit the various contexts that form It has been another big year for mobile gaming. In fact, it has been the their lives. biggest year in the history of the industry so far. With the sector generating revenues of over $30 billion and King, arguably the biggest As a result, we’ll be seeing in 2016 onward a move player in the market, valued at $6 billion, it’s fair to say that mobile gaming has reached heights in 2015 that few of us would have expected away from defining games by their platform toward a decade ago. Unfortunately, what this means for the industry now and models that allow game content to be played and, in the future has been clouded by antagonistic models of thinking. Whether deliberately or otherwise, mobile gaming’s success has tended equally important, viewed everywhere. to be framed as a battle with console or PC. Sony’s announcement that PS4 Remote Play, which allows console When I unpacked the data from this report, a different picture emerged. owners to play content without carrying the product around, comes hot In contrast to the usual narratives about mobile versus console or PC on the tail of Microsoft allowing Xbox One titles to run on Windows. -
EA Supercharges Its Partner Program with New Titles from Independent Mobile and Social Game Developers
EA Supercharges Its Partner Program with New Titles from Independent Mobile and Social Game Developers EA Partners Expands to Chillingo and Playfish to Help Independent Developers Publish on Fast-Growing Digital Platforms REDWOOD SHORES, Calif.--(BUSINESS WIRE)-- Electronic Arts Inc. (NASDAQ:ERTS) today announced that Chillingo and Playfish™ will offer publishing services to the fast-growing mobile and social gaming platforms to the independent development community. Following the successful and award-winning EA Partners program, EA will be expanding its partnership programs for Chillingo and Playfish furthering the delivery of fresh content to platforms such as the Apple App StoreSM, Google Android™ and Facebook®. Since its establishment in 2003, EA Partners has built a reputation for working with top-notch independent game developers, promoting both creativity and innovation amongst its global partners. Current partner titles include Epic Games and People Can Fly (Bulletstorm™), Crytek (Crysis®2), Valve (Portal 2), 38 Studios (Kingdoms of Amalur: Reckoning), Spicy Horse (Alice: Madness Returns™), Grasshopper Manufacture (Shadows of the Damned™), Paramount Digital Entertainment (Rango The Video Game), Trap Door (Warp), Funcom (Secret World) and Vanguard Games (Gatling Gears). EA partner studios also include Insomniac Games, Starbreeze Studios and Respawn Entertainment with forthcoming titles. "The EA Partners program has proven to be a phenomenally successful model. It is an all around win-win situation. The program allows EA to partner with some of the world's best console, PC and digital developers while providing those independent developers with a global distribution/publishing partner," said Bryan Neider, EA Games Label COO and General Manager of EA Partners. -
Titanfall 2 Xbox
WARNING Before playing this game, read the Xbox One™ system, and accessory manuals for important safety and health information. www.xbox.com/support. Important Health Warning: Photosensitive Seizures A very small percentage of people may experience a seizure when exposed to certain visual images, including flashing lights or patterns that may appear in video games. Even people with no history of seizures or epilepsy may have an undiagnosed condition that can cause “photosensitive epileptic seizures” while watching video games. Symptoms can include light-headedness, altered vision, eye or face twitching, jerking or shaking of arms or legs, disorientation, confusion, momentary loss of awareness, and loss of consciousness or convulsions that can lead to injury from falling down or striking nearby objects. Immediately stop playing and consult a doctor if you experience any of these symptoms. Parents, watch for or ask children about these symptoms—children and teenagers are more likely to experience these seizures. The risk may be reduced by being farther from the screen; using a smaller screen; playing in a well-lit room, and not playing when drowsy or fatigued. If you or any relatives have a history of seizures or epilepsy, consult a doctor before playing. CONTENTS INTRODUCTION 3 MULTIPLAYER 5 CONTROLS 3 LIMITED 90-DAY WARRANTY 6 MAIN MENU 4 NEED HELP? 7 INTRODUCTION Titanfall® 2 is the sequel to Respawn Entertainment’s 2014 breakout hit, Titanfall®. In Titanfall 2 ’s Single Player campaign, you play as Jack Cooper—a Militia Rifleman who aspires to become a full-fledged Pilot. Explore the Frontier like never before, brave harsh environments, and forge a powerful bond with your Titan. -
ELECTRONIC ARTS INC. (Exact Name of Registrant As Specified in Its Charter)
Table of Contents UNITED STATES SECURITIES AND EXCHANGE COMMISSION WASHINGTON, D.C. 20549 FORM 10-Q þ QUARTERLY REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES EXCHANGE ACT OF 1934 For the Quarterly Period Ended September 30, 2018 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. 000-17948 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 Redwood City, California 94065 (Address of principal executive offices) (Zip Code) (650) 628-1500 (Registrant’s telephone number, including area code) 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. YES þ NO ¨ Indicate by check mark whether the registrant has submitted electronically every Interactive Data File required to be submitted pursuant to Rule 405 of Regulation S-T (§232.405 of this chapter) during the preceding 12 months (or for such shorter period that the registrant was required to submit such files). YES þ NO ¨ Indicate by check mark whether the registrant is a large accelerated filer, an accelerated filer, a non-accelerated filer, a smaller reporting company, or an emerging growth company. -
EA to Acquire Respawn Entertainment
November 9, 2017 EA to Acquire Respawn Entertainment Leading Development Studio Brings Top Talent & Award-Winning Titanfall IP to EA's Portfolio REDWOOD CITY, Calif.--(BUSINESS WIRE)-- Electronic Arts Inc. (NASDAQ: EA) announced today an agreement to acquire Respawn Entertainment, LLC, a leading independent game development studio and creators of AAA shooter and action games including the critically-acclaimed Titanfall™ franchise. Respawn brings to EA the proven leadership and studio talent behind Titanfall and Titanfall 2, two of the most highly-rated shooter titles in the last five years. The acquisition builds on a successful publishing partnership between Respawn and EA, with multiple projects currently in development - a new title in the Titanfall franchise, a game set in the Star Wars™ universe and a VR gaming experience. "We've seen firsthand the world-class caliber of Respawn as a development studio with incredible vision, deep talent and an inspiring creative mindset," said Andrew Wilson, CEO of Electronic Arts. "Our longtime partnership is grounded in a shared desire to push the boundaries and deliver extraordinary and innovative new experiences for players around the world. Together, we've brought this to life in the Titanfall franchise, and now with the Respawn team joining EA, we have exciting plans to accomplish even more amazing things in the future." "We started Respawn with the goal to create a studio with some of the best talent in the industry, and to be a top developer of innovative games," said Vince Zampella, CEO of Respawn Entertainment. "We felt that now was the time to join an industry leader that brings the resources and support we need for long term success, while still keeping our culture and creative freedom. -
Electronic Arts: Equity Valuation
Electronic Arts: Equity Valuation David Nobre Pinto Cardoso Advisor: Dr. José Carlos Tudela Martins April 26th, 2019 Dissertation submitted in partial fulfilment of requirements of the Master in Finance, at Católica Lisbon, School of Business and Economics 2 Abstract The following master thesis was elaborated by David Cardoso under the orientation of professor Dr. José Carlos Tudela Martins. The master thesis has as its main objective the valuation of Electronic Arts, a US based gaming/entertainment company. The Company was founded back in 1982 and since then has been operating in the mentioned sector namely by making game software for platforms such as personal computers, consoles and more recently smartphones. The Company has been enjoying success through its game franchises mainly in the sports category. The valuation process was made through two methods: Discounted Cash flows and Multiple relative valuation. In the DCF method, the Company’s future cash flows are estimated and discounted to present day. All those cash flows are then summed and yield the Enterprise value. The next procedure would be to add the cash in the balance sheet and subtract the Company’s debt to yield the Equity value. If the Equity value is divided by the number of shares outstanding which will result in the estimated value per share. In the Multiples relative valuation process, the financials of similar companies are used to make a comparison between what those companies are valued and what the Company should be valued. Finally, after doing both processes a final recommendation of buying and/or holding the Company. 3 Abstract (em português) A seguinte tese de mestrado foi elaborada por David Cardoso sob a orientação do professor Dr. -
Titanfall 2 Is Now Available Worldwide
October 28, 2016 Titanfall 2 is Now Available Worldwide Respawn Entertainment Delivers Critically Acclaimed Action-Packed Single Player, Backed by Fast, Fluid Multiplayer in an Experience that is Unmatched LOS ANGELES--(BUSINESS WIRE)-- Respawn Entertainment and Electronic Arts Inc. (NASDAQ:EA) today announced that the highly anticipated Titanfall® 2 is now available in stores worldwide on Xbox One, the all-in-one games and entertainment system from Microsoft, Origin™ for PC, and for the first time in the franchise, the PlayStation®4 computer entertainment system. Winner of the Official Game Critics' Award for Best Online Multiplayer at the Electronic Entertainment Expo (E3) in June, Titanfall 2 builds on the signature Pilot and Titan combat the series is known for and provides a deeper, more robust experience that once again delivers innovative, unique, and exciting gameplay. Titanfall 2 is receiving universal praise from critics around the world, with Giant Bomb giving it a perfect 5 out of 5, calling it "fantastic", while Game Informer stated Titanfall 2 is a "must play", on their way to scoring it a 9.5 out of 10. This Smart News Release features multimedia. View the full release here: http://www.businesswire.com/news/home/20161028005199/en/ "With Titanfall 2, we built on the dynamic Pilot and Titan gameplay established with the first Titanfall to deliver an experience that is deeper, more refined, yet still as fun as ever," said Vince Zampella, CEO of Respawn Entertainment. "In single player, we've crafted something that is unlike any other campaign out there, and in multiplayer, we once again deliver gameplay that feels, plays, and looks great." Featuring the first single player campaign in the series' history, Titanfall 2 delivers a carefully crafted action-adventure experience that provides a vibrant mix of exciting, innovative gameplay that brings fresh ideas and mechanics to the shooter Titanfall 2 is Now Available Worldwide (Graphic: Business Wire) genre. -
Q2 2018 Electronic Arts Inc Earnings Call on October 31, 2017 / 9:00PM
Client Id: 77 THOMSON REUTERS STREETEVENTS EDITED TRANSCRIPT EA - Q2 2018 Electronic Arts Inc Earnings Call EVENT DATE/TIME: OCTOBER 31, 2017 / 9:00PM GMT OVERVIEW: EA reported 2Q18 net revenues of $959m and loss per share of $0.07. Expects FY18 revenues to be $5.075b and EPS to be $3.63. Expects 3Q18 net revenues to be $1.135b and loss per share to be $0.21. THOMSON REUTERS STREETEVENTS | www.streetevents.com | Contact Us ©2017 Thomson Reuters. All rights reserved. Republication or redistribution of Thomson Reuters content, including by framing or similar means, is prohibited without the prior written consent of Thomson Reuters. 'Thomson Reuters' and the Thomson Reuters logo are registered trademarks of Thomson Reuters and its affiliated companies. Client Id: 77 OCTOBER 31, 2017 / 9:00PM, EA - Q2 2018 Electronic Arts Inc Earnings Call CORPORATE PARTICIPANTS Andrew Wilson Electronic Arts Inc. - CEO & Director Blake J. Jorgensen Electronic Arts Inc. - Executive VP & CFO Chris Evenden Electronic Arts Inc. - VP of IR CONFERENCE CALL PARTICIPANTS Brian Thomas Nowak Morgan Stanley, Research Division - Research Analyst Christopher David Merwin Goldman Sachs Group Inc., Research Division - Research Analyst Eric James Sheridan UBS Investment Bank, Research Division - MD and Equity Research Internet Analyst Eric Owen Handler MKM Partners LLC, Research Division - MD, Sector Head, & Senior Analyst Justin Post BofA Merrill Lynch, Research Division - MD Laura Anne Martin Needham & Company, LLC, Research Division - Senior Analyst Michael Joseph Hickey The Benchmark Company, LLC, Research Division - Research Analyst Michael Joseph Olson Piper Jaffray Companies, Research Division - MD and Senior Research Analyst Ryan Gee Barclays PLC, Research Division - Research Analyst Stephen D. -
Jakks Pacific Tapped As Global Master Toy Licensee for Apex Legends™
JAKKS PACIFIC TAPPED AS GLOBAL MASTER TOY LICENSEE FOR APEX LEGENDS™ Santa Monica, Calif., - June 23, 2020— Leading U.S. toymaker JAKKS Pacific, Inc., today announced it has entered into a multi-year, global toy licensing deal with Electronic Arts Inc. (NASDAQ:EA) to create an exclusive toy line based on the popular, free-to-play battle royale game, Apex Legends™. JAKKS has secured the worldwide rights to manufacture, market, and distribute action figures and accessories, plush, role-play, toy weapons and blasters, with a first wave of collectibles launching at retail this October. The deal was brokered by licensing agent, Retail Monster. Apex Legends, which achieved universal acclaim for reaching 50M downloads in its first month, is a squad-based game that aims to deliver a strategic, ever-evolving, high octane competitive experience to fans. Since its launch, the game has amassed over 70M players and has enjoyed continued success through regular seasonal updates with Season 5 earning its best start of any season to date. Additionally, Apex Legends has 1.6M+ Twitter followers, as well as 9M followers on Twitch with over 25B+ minutes watched to-date. “Apex Legends has a huge and growing fan base, and the breadth and depth of characters and their stories makes it perfect for a collectibles line,” said Craig Drobis, SVP Marketing, JAKKS Pacific. "We are very excited to introduce a full range of premium products, allowing fans to extend and showcase their affinity for this massively popular game." Developed by Respawn Entertainment, Apex Legends delivers a squad-based battle royale experience where players select from a growing roster of Legends – each with their own unique abilities and playstyles – and the last team standing wins.