Stock Price Reactions on M&A, Dividends and Game Releases
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Asian Stereotypes in Games
ASIAN STEREOTYPES in VIDEO GAMES BY YICHEN SHOU STEREOTYPE ster·e·o·type noun a widely held but fixed and oversimplified image or idea of a particular type of person or thing. Major Asian Stereotypes 1. Charlie Chan: Emasculated, weak and obedient, characters of this “good” Asian-male stereotype are often non-threatening and exist only to foil the superiority of the protagonist. 2. Fu Manchu: Cunning, cruel and grotesque, this Asian-male stereotype embodies the fear of the “Yellow Peril” and is usually revealed to be the evil mastermind behind plots to destroy the West. 3. China Doll: Weak, submissive and hyper-sexualized, this “good” Asian-female stereotype often plays the role of romanic interests needing rescue and are easily replaced by non-Asian romantic interests. 4. KungFu Master: Despite being strong and capable, this character is often a desexualized sidekick whose martial arts expertise is only justified by their (usually Chinese) heritage. 5. Samurai/Ninja: A stereotype mainly reserved for the Japanese, these katana/ninja-star wielding characters are emotionless, fearless, fanatically loyal to their masters, and obsessed with the concept of honor. 6. Dragon Lady: The “evil” counterpart of the China Doll, these hyper-sexualized Asian-females are temptresses who use deception and sex appeal to further their evil plans. Gender Nature Characteristic Stereotype Character (Non-Playable) Character (Playable) Chen Lin Jin Jie Tong Si Hung Bo’ Rai Cho Bioshock: Innite Battleeld 4 Deus Ex: Human Revolution Mortal Kombat Cheng Lorck Raymond -
Take-Two Interactive Software, Inc. Equity Analyst Report
Merrimack College Merrimack ScholarWorks Honors Senior Capstone Projects Honors Program Spring 2016 Take-Two Interactive Software, Inc. Equity Analyst Report Brian Nelson Goncalves Merrimack College, [email protected] Follow this and additional works at: https://scholarworks.merrimack.edu/honors_capstones Part of the Finance and Financial Management Commons Recommended Citation Goncalves, Brian Nelson, "Take-Two Interactive Software, Inc. Equity Analyst Report" (2016). Honors Senior Capstone Projects. 7. https://scholarworks.merrimack.edu/honors_capstones/7 This Capstone - Open Access is brought to you for free and open access by the Honors Program at Merrimack ScholarWorks. It has been accepted for inclusion in Honors Senior Capstone Projects by an authorized administrator of Merrimack ScholarWorks. For more information, please contact [email protected]. Running Head: TAKE-TWO INTERACTIVE SOFTWARE, INC. EQUITY ANALYST REPORT 1 Take-Two Interactive Software, Inc. Equity Analyst Report Brian Nelson Goncalves Merrimack College Honors Department May 5, 2016 Author Notes Brian Nelson Goncalves, Finance Department and Honors Program, at Merrimack Collegei. Brian Nelson Goncalves is a Senior Honors student at Merrimack College. This report was created with the intent to educate investors while also serving as the students Senior Honors Capstone. Full disclosure, Brian is a long time share holder of Take-Two Interactive Software, Inc. 1 Running Head: TAKE-TWO INTERACTIVE SOFTWARE, INC. EQUITY ANALYST REPORT 2 Table of Contents -
The Development and Validation of the Game User Experience Satisfaction Scale (Guess)
THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) A Dissertation by Mikki Hoang Phan Master of Arts, Wichita State University, 2012 Bachelor of Arts, Wichita State University, 2008 Submitted to the Department of Psychology and the faculty of the Graduate School of Wichita State University in partial fulfillment of the requirements for the degree of Doctor of Philosophy May 2015 © Copyright 2015 by Mikki Phan All Rights Reserved THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) The following faculty members have examined the final copy of this dissertation for form and content, and recommend that it be accepted in partial fulfillment of the requirements for the degree of Doctor of Philosophy with a major in Psychology. _____________________________________ Barbara S. Chaparro, Committee Chair _____________________________________ Joseph Keebler, Committee Member _____________________________________ Jibo He, Committee Member _____________________________________ Darwin Dorr, Committee Member _____________________________________ Jodie Hertzog, Committee Member Accepted for the College of Liberal Arts and Sciences _____________________________________ Ronald Matson, Dean Accepted for the Graduate School _____________________________________ Abu S. Masud, Interim Dean iii DEDICATION To my parents for their love and support, and all that they have sacrificed so that my siblings and I can have a better future iv Video games open worlds. — Jon-Paul Dyson v ACKNOWLEDGEMENTS Althea Gibson once said, “No matter what accomplishments you make, somebody helped you.” Thus, completing this long and winding Ph.D. journey would not have been possible without a village of support and help. While words could not adequately sum up how thankful I am, I would like to start off by thanking my dissertation chair and advisor, Dr. -
The Effect of Dynamic Music in Video Games an Overview of Current Research
The Effect of Dynamic Music in Video Games An Overview of Current Research Department of Game Design Author: Léo F. Smith Bachelor’s Thesis in Game Design, 15 c Program: Game Design and Project Management Supervisors: Mikael Fridenfalk, Hans Svensson Examiner: Masaki Hayashi May 2020 Abstract Historically, game audio has been a peripheral feature in game development that has significantly evolved in recent years. Music as a meaningful emotional and narrative conveyor has become a central element in contemporary video games. Dynamic music, sound that is able to flexibly and smoothly adapt to the game state and interact with the player’s in-game actions, is at the forefront of a new era of music composition in games. This survey paper examines the experiential nature of games and the effect of dynamic music on the player’s audial experience. It looks at game design theory, immersion, the function of game music, sound perception, and the challenges of game music. Then, it presents compositional methods of dynamic music and practical insights on FMOD Studio as a middleware. Furthermore, current research on how dynamic music affects the player experience and future adaptations are explored. It concludes that the increasing need of dynamic music producers will precipitate innovation and research in novel domains such as biometric feedback systems and augmented/virtual reality. As dynamic music expands outside of the gaming sphere, it is likely to become a ubiquitous form of media that we will interact with in the future. Keywords: interactive music, adaptive music, dynamic music, emotion, game music, generative music, music, player experience, video games. -
Annual Report and Financial Statements
Annual Report and Financial Statements for the year ended 31 December 2019 Dimensional Funds ICVC Authorised by the Financial Conduct Authority No marketing notification has been submitted in Germany for the following Funds of Dimensional Funds ICVC: Global Short-Dated Bond Fund International Core Equity Fund International Value Fund United Kingdom Core Equity Fund United Kingdom Small Companies Fund United Kingdom Value Fund Accordingly, these Funds must not be publicly marketed in Germany. Table of Contents Dimensional Funds ICVC General Information* 2 Investment Objectives and Policies* 3 Authorised Corporate Director’s Investment Report* 5 Incorporation and Share Capital* 9 The Funds* 9 Fund Cross-Holdings* 9 Fund and Shareholder Liability* 9 Regulatory Disclosure* 9 Potential Implications of Brexit* 9 Responsibilities of the Authorised Corporate Director 10 Responsibilities of the Depositary 10 Report of the Depositary to the Shareholders 10 Directors' Statement 10 Independent Auditors’ Report to the Shareholders of Dimensional Funds ICVC 11 The Annual Report and Financial Statements for each of the below sub-funds (the “Funds”); Emerging Markets Core Equity Fund Global Short-Dated Bond Fund International Core Equity Fund International Value Fund United Kingdom Core Equity Fund United Kingdom Small Companies Fund United Kingdom Value Fund are set out in the following order: Fund Information* 13 Portfolio Statement* 30 Statement of Total Return 139 Statement of Change in Net Assets Attributable to Shareholders 139 Balance Sheet 140 Notes to the Financial Statements 141 Distribution Tables 160 Remuneration Disclosures (unaudited)* 169 Supplemental Information (unaudited)* 170 * These collectively comprise the Authorised Corporate Director’s (“ACD”) Report. Dimensional Fund Advisors Ltd. -
View Annual Report
UNITED STATES SECURITIES AND EXCHANGE COMMISSION WASHINGTON, D. C. 20549 FORM 20-F ☐ ANNUAL REPORT PURSUANT TO SECTION 13 OR 15(D) OF THE SECURITIES EXCHANGE ACT OF 1934 For the fiscal year ended December 31, 2016 Commission File Number: 000-30540 GIGAMEDIA LIMITED (Exact name of registrant as specified in its charter) REPUBLIC OF SINGAPORE (Jurisdiction of incorporation or organization) 8 TH FLOOR, NO. 22, LANE 407, SECTION 2 TIDING BOULEVARD, TAIPEI, TAIWAN, R.O.C. (Address of principal executive offices) COLLIN HWANG, Chief Executive Officer 8 TH FLOOR, NO. 22, LANE 407, SECTION 2 TIDING BOULEVARD, TAIPEI, TAIWAN, R.O.C. Tel: 886-2-2656-8000; Fax: 886-2-2656-8003 Securities registered or to be registered pursuant to Section 12(b) of the Exchange Act: Title of Each Class Name of Each Exchange on Which Registered Ordinary Shares The NASDAQ Stock Market LLC Securities registered or to be registered pursuant to Section 12(g) of the Exchange Act: None Securities for which there is a reporting obligation pursuant to Section 15(d) of the Act: None Indicate the number of outstanding shares of each of the issuer’s classes of capital or common stock as of the close of the period covered by the annual report: 11,052,235 ordinary shares Indicate by check mark if the registrant is a well-known seasoned issuer, as defined in Rule 405 of the Securities Act. Yes ☐ No ☒ If this annual report is an annual or transition report, indicate by check mark if the registrant is not required to file reports pursuant to Section 13 or 15(d) of the Securities Exchange Act of 1934. -
The Evolving Heroine in Nintendo Adventure Games
The Princess and the Platformer: The Evolving Heroine in Nintendo Adventure Games Katharine Phelps Humanities 497W December 15, 2007 Just remember that my being a woman doesn't make me any less important! --Faris Final Fantasy V 1 The Princess and the Platformer: The Evolving Heroine in Nintendo Adventure Games Female characters, even as a token love interest, have been a mainstay in adventure games ever since Nintendo became a household name. One of the oldest and most famous is the princess of the Super Mario games, whose only role is to be kidnapped and rescued again and again, ad infinitum. Such a character is hardly emblematic of feminism and female empowerment. Yet much has changed in video games since the early 1980s, when Mario was born. Have female characters, too, changed fundamentally? How much has feminism and changing ideas of women in Japan and the US impacted their portrayal in console games? To address these questions, I will discuss three popular female characters in Nintendo adventure game series. By examining the changes in portrayal of these characters through time and new incarnations, I hope to find a kind of evolution of treatment of women and their gender roles. With such a small sample of games, this study cannot be considered definitive of adventure gaming as a whole. But by selecting several long-lasting, iconic female figures, it becomes possible to show a pertinent and specific example of how some of the ideas of women in this medium have changed over time. A premise of this paper is the idea that focusing on characters that are all created within one company can show a clearer line of evolution in the portrayal of the characters, as each heroine had her starting point in the same basic place—within Nintendo. -
Embodying the Game
Transcoding Action: Embodying the game Pedro Cardoso & Miguel Carvalhais ID+, Faculty of Fine Arts, University of Porto, Portugal. [email protected] / [email protected] Abstract this performance that is monitored and interpreted by the While playing a video game, the player-machine interaction is not game system, registering very specific data that is solely characterised by constraints determined by which sensors subordinated to the diverse kinds of input devices that are and actuators are embedded in both parties, but also by how their in current use. actions are transcoded. This paper is focused on that transcoding, By operating those input devices the player interacts with on understanding the nuances found in the articulation between the game world. In some games, for the player to be able to the player's and the system's actions, that enable a communication feedback loop to be established through acts of gameplay. This act in the game world, she needs to control an actor, an communication process is established in two directions: 1) player agent that serves as her proxy. This proxy is her actions directed at the system and, 2) system actions aimed at the representation in the game world. It is not necessarily her player. For each of these we propose four modes of transcoding representation in the story of the game. The player’s proxy that portray how the player becomes increasingly embodied in the is the game element she directly controls, and with which system, up to the moment when the player's representation in the she puts her actions into effect. -
Electronic Arts Reports Q4 and FY21 Financial Results
Electronic Arts Reports Q4 and FY21 Financial Results Results Above Expectations, Record Annual Operating Cash Flow Driven by Successful New Games, Live Services Engagement, and Network Growth REDWOOD CITY, CA – May 11, 2021 – Electronic Arts Inc. (NASDAQ: EA) today announced preliminary financial results for its fiscal fourth quarter and full year ended March 31, 2021. “Our teams have done incredible work over the last year to deliver amazing experiences during a very challenging time for everyone around the world,” said Andrew Wilson, CEO of Electronic Arts. “With tremendous engagement across our portfolio, we delivered a record year for Electronic Arts. We’re now accelerating in FY22, powered by expansion of our blockbuster franchises to more platforms and geographies, a deep pipeline of new content, and recent acquisitions that will be catalysts for further growth.” “EA delivered a strong quarter, driven by live services and Apex Legends’ extraordinary performance. Apex steadily grew through the last year, driven by the games team and the content they are delivering,” said COO and CFO Blake Jorgensen. “Looking forward, the momentum in our existing live services provides a solid foundation for FY22. Combined with a new Battlefield and our recent acquisitions, we expect net bookings growth in the high teens.” Selected Operating Highlights and Metrics • Net bookings1 for fiscal 2021 was $6.190 billion, up 15% year-over-year, and over $600 million above original expectations. • Delivered 13 new games and had more than 42 million new players join our network during the fiscal year. • FIFA 21, life to date, has more than 25 million console/PC players. -
A Nintendo 3DS™ XL Or Nintendo 3DS™
Claim a FREE download of if you register ™ a Nintendo 3DS XL ™ or Nintendo 3DS and one of these 15 games: or + Registration open between November 27th 2013 and January 13th 2014. How it works: 1 2 3 Register a Nintendo 3DS XL or Nintendo 3DS system and one of 15 eligible games Log in to Club Nintendo Use your download code at www.club-nintendo.com by 22:59 (UK time) on January 13th 2014. 24 hours later and in Nintendo eShop check the promotional banners before 22:59 (UK time) Eligible games: for your free download code on March 13th, 2014 • Mario & Luigi™: Dream Team Bros. • Sonic Lost World™ to download ™ • Animal Crossing™: New Leaf • Monster Hunter™ 3 Ultimate SUPER MARIO 3D LAND for free! • The Legend of Zelda™: • Pokémon™ X A Link Between Worlds • Pokémon™ Y ™ • Donkey Kong Country Returns 3D • Bravely Default™ ™ • Fire Emblem : Awakening • New Super Mario Bros.™ 2 ™ • Luigi’s Mansion 2 • Mario Kart™ 7 ® • LEGO CITY Undercover: • Professor Layton The Chase Begins and the Azran Legacy™ Please note: Club Nintendo Terms and Conditions apply. For the use of Nintendo eShop the acceptance of the Nintendo 3DS Service User Agreement and Privacy Policy is required. You must have registered two products: (i) a Nintendo 3DS or Nintendo 3DS XL system (European version; Nintendo 2DS excluded) and (ii) one out of fi fteen eligible games in Club Nintendo at www.club-nintendo.com between 27th November 2013, 15:01 UK time and 13th January 2014, 22:59 UK time. Any packaged or downloadable version of eligible software is eligible for this promotion. -
V2.21 Patch Notes |
IMAGE: WALL STREET JOURNAL STREET WALL IMAGE: V2.21 PATCH NOTES | NOTES V2.21 PATCH FEBRUARY 2021 REPORT REDDIT, TIKTOK AND MORE BIG TAKEAWAYS PAGE 3 A quick summary of what stood out to us TABLE OF TRENDING PAGE 4 Trends we saw in the past month and the impact we expect them to have BRAND ACTIVATIONS PAGE 9 Interesting activations from some nonendemic brands OTHER IMPORTANTS PAGE 12 A hodgepodge of information from data to missteps PAGE 2 BIG TAKEAWAYS GameStop fans show up in unprecedented ways during Wall Street showdown. TikTok content creators are giving games tremendous exposure and, as a result, new users. Gaming brands are finding new ways to help gamers beyond the worlds of gaming. FEB 2021 Large companies continue to gobble up smaller game FEB 2021 creators in search of exclusive content. IMAGE: WALL STREET JOURNAL FEB 2021 FEB 2021 PAGE 3 TRENDING NO.001 SECTION WHAT’S INCLUDED A collection of new and interesting things that caught our attention last month. IMAGE: MAX-O-MATIC GAMESTOP GOES TO THE MOON IMAGE: CNBC WHAT HAPPENED The subreddit r/WallStreetBets started a rollercoaster of retail WHY IT MATTERS investing in GameStop stock. The initial excitement behind GameStop The rise of GameStop's stock dominated the conversation on social media started with a small group of investors who viewed the stock as for well over 48 hours. Reports are suggesting that 9% of Americans bought undervalued, citing many of the moves GameStop was making like shares of GameStop during the surge. In a matter of days we saw 001 the Tulsa test stores, a new focus on omnichannel offerings and new celebrities commenting on the situation, congresspeople discussing it on NO. -
Atlus U.S.A., Inc. Becomes Official 3Rd Party Publisher for Xbox 360® Operation Darkness and Spectral Force 3 to Be First Releases in 2008
- - - FOR IMMEDIATE RELEASE - - - ATLUS U.S.A., INC. BECOMES OFFICIAL 3RD PARTY PUBLISHER FOR XBOX 360® OPERATION DARKNESS AND SPECTRAL FORCE 3 TO BE FIRST RELEASES IN 2008 IRVINE, CALIFORNIA — NOVEMBER 16TH, 2007 — Atlus U.S.A., Inc., a leading publisher of interactive entertainment, today announced a partnership to become an officially licensed 3rd party publisher for the Xbox 360® video game and entertainment system from Microsoft. As part of this announcement, it was revealed that a pair of strategy RPGs, Operation Darkness and Spectral Force 3, would be among the first titles Atlus will release for the Xbox 360 in 2008, demonstrating a strong commitment to the console and to the next generation of gaming. “We are very proud to pledge our support to the Xbox 360 and to officially partner with Microsoft to bring quality titles to their impressive entertainment system,” said Tim Pivnicny, Vice President Sales & Marketing of Atlus U.S.A., Inc. “Atlus is renowned for its expertise and excellence in the RPG genre with critically-acclaimed hits like Shin Megami Tensei: Persona 3 and Odin Sphere, in addition to the award-winning Trauma Center franchise. We are honored to be able to contribute to the Xbox 360 and are eager to deliver the Atlus gaming experience to its owners.” About Operation Darkness: Enter an alternate WWII-era world where history and fantasy collide! Leading an army of ruthless officers and unearthly creatures, Adolf Hitler marches through Europe, leaving behind a trail of death and destruction. With his powers on the rise and his armies on the move, it falls on you and your team of elite soldiers to cut deep into the heart of the Third Reich and strike a fatal blow to Hitler’s ever-growing legion of evil! Official Teaser Site About Spectral Force 3: Magic Era: 996.