Funcom Annual Report 2012 .Indd
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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. -
Funcom Secures €5 Million in Financing from Nordic Venture Partners
Funcom secures €5 million in financing from Nordic Venture Partners Durham, USA – August 25, 2005 – Funcom, a world leading developer and publisher of subscription-based online games like ‘Anarchy Online’ and ‘Age of Conan – Hyborian Adventures’, has secured a €5 million equity investment from Nordic Venture Partners (NVP). The investment is a further testament to Funcom being a world-class developer and publisher of online games, and will further aid the company in developing and publishing online games. “This is another great recognition of Funcom as Europe’s premier developer of MMOG’s (Massively Multiplayer Online Games), and serves as a tribute to the company and the quality of our games and technology” said Torleif Ahlsand, Chairman of the Board of Directors in Funcom and Partner in Northzone Ventures. ”There is a considerable market potential for subscription- based online games, and Funcom is a leader in technology and quality within the segment. We are very glad to have NVP on board to further develop one of the most exciting creative environments in the Nordic region, and we feel confident they will aid us in becoming even better at creating world-class online products.” “Being one of the leading information and communication technology investments funds in the Nordic region we are only looking for the very best technology companies, and we feel confident Funcom fits great in our portfolio” said Claus Højbjerg Andersen, Partner in NVP and new Boardmember of Funcom. “We are convinced of Funcom’s unique quality and their world-class staff and technology. Our aim is to improve the business side of Funcom even further, thus supporting the company in realizing their creative visions. -
Rise of the LEGO® Digital Creator
Rise of the LEGO® Digital Creator While you’ve always been able to build your own physical creations with a bucket of LEGO® bricks, the route to the same level of digital LEGO freedom for fans has taken a bit longer. The latest step in that effort sees the LEGO Group teaming up with Unity Technologies to create a system that doesn’t just allow anyone to make a LEGO video game, it teaches them the process. The Unity LEGO Microgame is the most recent microgame created by Unity with the purpose of getting people to design their own video game. But in this case, the interactive tutorial turns the act of creation into a sort of game in and of itself, allowing players to simply drag and drop LEGO bricks into a rendered scene and use them to populate their vision. Designers can even give their LEGO brick creations life with intelligent bricks that breath functionality into any model to which they’re attached. Users can even create LEGO models outside of the Unity platform using BrickLink Studio, and then simply drop them into their blossoming game. While this is just the beginning of this new Unity-powered toolset for LEGO fans, it’s destined to continue to grow. The biggest idea that could come to the Unity project is the potential ability for a fan to share their LEGO video game creations with one another and vote on which is the best, with an eye toward the LEGO Group officially adopting them and potentially releasing them with some of the profit going back to the creator. -
Funcom Celebrates 25 Years!
Mar 15, 2018 14:22 UTC Funcom Celebrates 25 Years! Can you believe it? It’s been twenty-five years! We’ve been making games for a quarter of a century. To celebrate this special anniversary we’ve put together a video giving you some highlights of our twenty-five year journey. Download from Funcom’s FTP | Embed from YouTube We’ve done pixel platformers on the Super Nintendo and SEGA Genesis (including Pocahontas, Casper, and Winter Gold). We’ve done racing games such as Speed Freaks for the PlayStation 1 and Racing Impact for the SEGA Saturn. We’ve made three major PC massively multiplayer online games where we’ve pioneered new gameplay mechanics such as auto-generated dungeons (Anarchy Online), dynamic combat (Age of Conan), and investigation missions (Secret World Legends). We’ve done The Longest Journey, one of the most critically acclaimed adventure games of all time. These days we’re finishing up Conan Exiles for the PC, Xbox One, and PlayStation, and we just announced that we are publishing Mutant Year Zero: Road to Eden and will be demoing it for the first time ever at GDC in San Francisco next week (you can still secure a spot for a demo: https://meetme.so/funcom2018gdc). Since those humble beginnings back in March of 1993, we’ve released over twenty-five games across a wide range of platforms. We’ve survived major shifts in the gaming industry and we’ve had to adapt to an ever-changing market. We’ve had our ups and we’ve had our downs. -
Measuring Player Perceptions of Advertising in Online Games Ben Lewis Louisiana State University and Agricultural and Mechanical College, [email protected]
Louisiana State University LSU Digital Commons LSU Master's Theses Graduate School 2006 Measuring player perceptions of advertising in online games Ben Lewis Louisiana State University and Agricultural and Mechanical College, [email protected] Follow this and additional works at: https://digitalcommons.lsu.edu/gradschool_theses Part of the Mass Communication Commons Recommended Citation Lewis, Ben, "Measuring player perceptions of advertising in online games" (2006). LSU Master's Theses. 793. https://digitalcommons.lsu.edu/gradschool_theses/793 This Thesis is brought to you for free and open access by the Graduate School at LSU Digital Commons. It has been accepted for inclusion in LSU Master's Theses by an authorized graduate school editor of LSU Digital Commons. For more information, please contact [email protected]. MEASURING PLAYER PERCEPTIONS OF ADVERTISING IN ONLINE GAMES A Thesis Submitted to the Graduate Faculty of the Louisiana State University and Agricultural and Mechanical College in partial fulfillment of the requirements for the degree of Master of Mass Communication in The Manship School of Mass Communication by Ben Lewis B.A., Louisiana State University, 2003 December 2006 ACKNOWLEDGMENTS I must thank Dr. Lance Porter for his outstanding guidance, vast experience, and fantastic sense of humor throughout the past year. Without his supervision, I may never have made it past the research phase of this project. Credit also goes to my other committee members: Dr. Anne Osborne for her helpful insight and suggestions along the way, and Dr. Margaret DeFleur for her willingness to join my committee on such short notice. I must express my gratitude to Dr. -
PROPHET Without Honour Anarchy Online Book One
PROPHET Without Honour Anarchy Online Book One Ragnar Tørnquist Prophet Without Honour Anarchy Online Book One by Ragnar Tørnquist Prophet Without Honour © FUNCOM 2001 Prophet Without Honour Anarchy Online original storyline created by Gaute Godager, Tommy Strand, and Ragnar Tørnquist Prophet Without Honour: Anarchy Online Book One written by Ragnar Tørnquist www.ragnartornquist.com Play the game www.anarchy-online.com Prophet Without Honour “And he dreamed, and behold a ladder set up on the earth, and the top of it reached to heaven: and behold the angels of God ascending and descending on it.” - Genesis 28:12 “All that we see or seem Is but a dream within a dream.” - Edgar Allan Poe Prophet Without Honour Prologue Rubi-Ka, 29475 AD The gleaming towers of Omni-1 reflected the fiery maroon light of twin suns succumbing to distant sandstorms, red dust stirred up by incessant winds along the arched horizon hundreds of miles due north. Large flotillas of ships passed north and west, rising slowly like grey whales drifting to the ocean surface, seeking to avoid the storms by crossing over them. To the east, there was the faint silvery gleam of another flotilla returning from the mines. While the storms were still much too remote to be heard – even with the most sensitive of implants – Philip Ross felt them. Rubi-Ka was, after all, his world. Not a sparrow would fall to the ground without him knowing. Figuratively speaking, of course. There were no sparrows on this planet. Ross focused. The windows darkened, and the panorama before him grew dim, leaving his office in a comfortable gloom. -
Downloaded Directly to the Computer and Some Are Even F2P [Free to Play]) and Begin My Entry in the Virtual World
FANTASTIC REALITIES: SOLID AND VIRTUAL RESONANCE IN MMORPGS by ZEK CYPRESS VALKYRIE B.A., University of Colorado at Colorado Springs, 2004 M.A., University of Colorado at Colorado Springs, 2005 A thesis submitted to the Faculty of the Graduate School of the University of Colorado in partial fulfillment of the requirement for the degree of Doctor of Philosophy Department of Sociology 2011 This thesis entitled: Fantastic Realities: Solid and Virtual Resonance in MMORPGs Written by Zek Cypress Valkyrie has been approved for the Department of Sociology ____________________________________________ Joanne Belknap, Ph.D. Chair, Dissertation Committee ____________________________________________ Jane Menken, Ph.D. Member, Dissertation Committee ________________________________________________ Heather Albanesi, Ph.D. Member, Dissertation Committee _________________________________________________ Matthew C. Brown, Ph.D. Member, Dissertation Committee ____________________________________________ Scott Bruce, Ph.D. Member, Dissertation Committee _________________________________________________ Stefanie Mollborn, Ph.D. Member, Dissertation Committee Date: __________ The final copy of this thesis has been examined by the signatories, and we find that both the content and the form meet acceptable presentation standards of scholarly work in the above mentioned discipline. HRC Protocol # 1007.4 Valkyrie, Zek Cypress (Ph.D., Sociology) Fantastic Realities: Solid and Virtual Resonance in MMORPGs Thesis directed by Professor Joanne Belknap This dissertation is a qualitative study that examines how game worlds and positive game experiences are neither equally accessible nor equally enjoyable to many who wish to participate in them. Newer research on games argues that those who master them are fulfilled socially, are highly productive, are motivated, and are invigorated by participation in grand narratives. Using a mixed methods approach, I drew on seventy in-depth interviews with gamers coupled with observational data from my membership role in several virtual worlds. -
Bits N' Bricks Season 2 Episode 27 Feature and Transcript
Roblox Meets Minecraft™ in China’s LEGO® Cube In many ways, LEGO Cube is the ultimate realization of what the LEGO Group is trying to achieve with its games. It delivers a fully explorable LEGO brick world where fans can explore, interact, and – perhaps most importantly – create. The only problem is that the mobile game is currently stuck in a sort of release limbo as it awaits approval from the Chinese government. The companies involved – The LEGO Group, Tencent, and NExT Studios – are weighing next steps, even as they continue to support the beta-locked title. At a minimum, the LEGO Group’s Sean McEvoy says that the company has learned a lot from creating the mobile-first title. “I think one thing that has really been evident to us as a team, and via our partnership with Tencent, is that there are tremendous learnings in terms of play experiences that could be broadly extensible worldwide to an audience of fans of LEGO play anywhere in the world,” he said. “Those learnings do not have to stay exclusive to Mainland China, they're extensible worldwide, and so even if the game stays within the borders of Mainland China, we really feel like there are global benefits to that experience in social creative play, and in bringing world class experiences of child safety, and structures for fair and transparent monetization.” LEGO Cube started out about six years ago as a loose idea to publish a game in China, developed by a Chinese developer for a Chinese market. That eventually led to the LEGO Group setting up shop in China and – after an extensive search that included speaking with 15 companies – partnering with Tencent and its developer NExT Studios to make a game. -
Advertising: Video Games
Advertising: Video Games Recent Articles on Ads and Video games October 2008 Advertising Strategists Target Video Games April 21, 2006 10:33AM Visa isn’t the only brand getting into the virtual action. In-game advertising is expected to double to nearly $350 million by next year, and hit well over $700 million by 2010, according to a report released this week by research firm the Yankee Group. Advertisers are getting into the game — the video game. Increasingly, big-name marketers are turning to game developers to woo consumers more interested in the game controller than the remote control. “The fact is you aren’t able to reach consumers the same way you could 20 years ago, 10 years ago or maybe even five years ago,” said Jon Raj, vice president of advertising and emerging media platform for Visa USA. Visa ingrained itself into Ubisoft’s PC title “CSI 3” by making the credit card company’s identity theft protection part of the game’s plot. “We didn’t just want to throw our billboard or put our Visa logo out there,” Raj said. Visa isn’t the only brand getting into the virtual action. In-game advertising is expected to double to nearly $350 million by next year, and hit well over $700 million by 2010, according to a report released this week by research firm the Yankee Group. Bay State game creators are already reporting an uptick in interest from marketers wanting to roll real-life ads into fantasy worlds. “I’ve seen increased interest here and throughout the industry,” said Joe Brisbois, vice president of business development for Cambridge-based Harmonix Music Systems. -
Live Games Privacy
Privacy Policy Effective date: 28 January 2020 Funcom Oslo AS and its subsidiaries and affiliates including Funcom Inc ("us", "we", or "our") operates the https://www.funcom.com/privacy-policy/ website (hereinafter referred to as the "Service") as well as the following websites: funcom.com secretworldlegends.com anarchy-online.com ageofconan.com theparkgame.com longestjourney.com mutantyearzero.com conanexiles.com hideandshriekgame.com moonsofmadness.com conanchopchop.com https://www.metalhellsinger.com/ and services for the following “live” games: Age of Conan Unchained,Conan Exiles, Anarchy Online and Secret World Legends This page informs you of our policies regarding the collection, use and disclosure of personal data when you use our Service and the choices you have associated with that data. We use your data to provide and improve the Service. By using the Service, you agree to the collection and use of information in accordance with this policy. Definitions Service Service is the website operated by Funcom Oslo AS and the “live games” as listed above. Personal Data Personal Data means data about a living individual who can be identified from those data (or from those and other information either in our possession or likely to come into our possession). Usage Data Usage Data is data collected automatically either generated by the use of the Service or from the Service infrastructure itself (for example, the duration of a page visit). Cookies Cookies are small files stored on your device (computer or mobile device). Data Controller Data Controller means the natural or legal person who (either alone or jointly or in common with other persons) determines the purposes for which and the manner in which any personal information are, or are to be, processed. -
Roblox Hack Download
ROBLOX HACK DOWNLOAD Over the years, ROBLOX has used advertising to generate revenue for their company, which they generate through in-game purchases (microtransactions) or advertisements (which can be annoying for the players). In addition to this, they also generate revenue through selling virtual items (like the aforementioned Builders Club and ROBLOX Credit). The company has also released several games like their top grossing game "Build a Buddy". ROBLOX has been criticized for its lack of funding from advertisers as well as allowing other companies to make games on ROBLOX. The company has been criticized for their children friendly ads which are designed to be easily visible by children but are very inappropriate for them which is seen as a breach of the COPPA (Children's Online Privacy Protection Act) and their end user license agreement, although ROBLOX has since changed its policy. The company also uses an "Ads on the Web" program where they can serve certain types of ads depending upon a player's age and location. get free robux 2021 The 100Robux app has been designed for the people who are looking to make money and earn in-game currencies, such as Robux, through online ads and offers. This would be a way for gamers to make money off their skills by building up their game and having other users purchase in-game currency. free robux generator com roblox hack In April 2021, Roblox announced that it would be taking steps to address issues such as hate speech and violence. They issued a statement saying they would be working with the National Center for Missing and Exploited Children (NCMEC) to remove violent content. -
2Q 2018 Report
2018 Third Quarter Financial Report The Funcom® Group Funcom N.V. and subsidiaries “We’re happy to report that the Third Quarter of 2018 has the highest quarterly EBITDA margin in the Company’s history, and after this quarter we have already beaten last year’s profitability record. So, while there are always stronger and weaker quarters throughout a year, this is one of the stronger ones. Conan Exiles was the main driver of the results, with a very successful release on PlayStation 4 in Japan together with our partner Spike Chunsoft, the inclusion of the game in the Humble Monthly subscription service and the release of paid DLCs (Downloadable Content). Our pipeline of games is also very promising with six projects in various stages of production, the first to launch being “Mutant Year Zero: Road to Eden”, to be released 4 December on multiple platforms and has had very positive press reception.” - Rui Casais, CEO 1 Highlights • 3Q18 revenues were USD 7.5 million (+25% vs 3Q17) and EBITDA was USD 4.6 million (+160% vs 3Q17). The EBITDA margin of 62% is the highest in Funcom’s history • The year to date EBITDA, EBIT and cash flow from operations all beat last year’s full year numbers which were the best in Funcom’s history. YTD EBITDA was USD 13.0 million (+38% vs YTD 3Q17), EBIT was USD 8.7 million (+23%) and cash flow from operations was USD 14.2 million (+72%) • The Company is free of any interest-bearing debt as of 4 October 2018, for the first time since 2009.