Videojuegos Y Ocio Digital Interactivo
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NIER's Rejection of the Heteronormative in Fairy
Cerri !1 “This Is Hardly the Happy Ending I Was Expecting”: NIER’s Rejection of the Heteronormative in Fairy Tales Video games are popularly viewed as a form of escapist entertainment with no real meaning or message. They are often considered as unnecessarily violent forms of recreation that possibly incite aggressive tendencies in their players. Overall, they are generally condemned as having no value. However, these beliefs are fallacious, as there is enormous potential in video games as not just learning tools but also as a source of literary criticism. Games have the capacity to generate criticisms that challenge established narratives through content and form. Thus, video games should be viewed as a new medium that demands serious analysis. Furthermore, the analysis generated by video games can benefit from being read through existing literary forms of critique. For example, the game NIER (2010, Cavia) can be read through a critical lens to evaluate its use of the fairy tale genre. More specifically, NIER can be analyzed using queer theory for the game’s reimagining and queering of the fairy tale genre. Queer theory, which grew prominent in the 1990s, is a critical theory that proposes a new way to approach identity and normativity. It distinguishes gender from biological sex, deconstructs the notion of gender as a male-female binary, and addresses the importance of performance in gender identification. That is, historically and culturally assigned mannerisms establish gender identity, and in order to present oneself with a certain gender one must align their actions with the expected mannerisms of that history and culture. -
Roll 2D6 to Kill
1 Roll 2d6 to kill Neoliberal design and its affect in traditional and digital role-playing games Ruben Ferdinand Brunings August 15th, 2017 Table of contents 2 Introduction: Why we play 3. Part 1 – The history and neoliberalism of play & table-top role-playing games 4. Rules and fiction: play, interplay, and interstice 5. Heroes at play: Quantification, power fantasies, and individualism 7. From wargame to warrior: The transformation of violence as play 9. Risky play: chance, the entrepreneurial self, and empowerment 13. It’s ‘just’ a game: interactive fiction and the plausible deniability of play 16. Changing the rules, changing the game, changing the player 18. Part 2 – Technics of the digital game: hubristic design and industry reaction 21. Traditional vs. digital: a collaborative imagination and a tangible real 21. Camera, action: The digitalisation of the self and the representation of bodies 23. The silent protagonist: Narrative hubris and affective severing in Drakengard 25. Drakengard 3: The spectacle of violence and player helplessness 29. Conclusion: Games, conventionality, and the affective power of un-reward 32. References 36. Bibliography 38. Introduction: Why we play 3 The approach of violence or taboo in game design is a discussion that has historically been a controversial one. The Columbine shooting caused a moral panic for violent shooter video games1, the 2007 game Mass Effect made FOX News headlines for featuring scenes of partial nudity2, and the FBI kept tabs on Dungeons & Dragons hobbyists for being potential threats after the Unabomber attacks.3 The question ‘Do video games make people violent?’ does not occur within this thesis. -
Holdings Inc
Annual Report 2011 NAMCO BANDAI Holdings Inc. The BANDAI NAMCO Group develops entertainment products and services in a wide range of fields, including toys, arcade game machines, game software, visual and music software, and amusement facilities. By building a strong operational foundation in the domestic market, as well as aggressively developing operations in overseas markets to secure future growth, we aim to be a “Globally Recognized Entertainment Group.” Our Mission Statement Dreams, Fun and Inspiration “Dreams, Fun and Inspiration” are the Engine of Happiness. Through our entertainment products and services, BANDAI NAMCO will continue to provide “Dreams, Fun and Inspiration” to people around the world, based on our boundless creativity and enthusiasm. Our Vision The Leading Innovator in Global Entertainment As an entertainment leader across the ages, BANDAI NAMCO is constantly exploring new areas and heights in entertainment. We aim to be loved by people who have fun and will earn their trust as “the Leading Innovator in Global Entertainment.” The Point BANDAI NAMCO Group Annual Report 2011: Key Points This annual report explains the initiatives implemented by the Group in FY 2011.3 and the Group’s management policies and business strategies in FY 2012.3. Progress with the Restart Plan The Restart Plan was launched in April 2010 with the objective of bolstering the Group’s operational foundation to support the implementation of the current Mid-term Business Plan. This section describes the progress that has been made with the Restart Plan. Page 14: Message from the President Second Year of the Current Mid-term Business Plan Targeting the preparation of a foundation for global growth, the Group advanced the Restart Plan and implemented a range of initiatives. -
Publication DILA
o Quarante-quatrième année. – N 94 B ISSN 0298-2978 Samedi 15 et dimanche 16 mai 2010 BODACCBULLETIN OFFICIEL DES ANNONCES CIVILES ET COMMERCIALES ANNEXÉ AU JOURNAL OFFICIEL DE LA RÉPUBLIQUE FRANÇAISE DIRECTION DE L’INFORMATION Standard......................................... 01-40-58-75-00 LÉGALE ET ADMINISTRATIVE Annonces....................................... 01-40-58-77-56 Accueil commercial....................... 01-40-15-70-10 26, rue Desaix, 75727 PARIS CEDEX 15 Abonnements................................. 01-40-15-67-77 www.dila.premier-ministre.gouv.fr (8h30à 12h30) www.bodacc.fr Télécopie........................................ 01-40-15-72-75 BODACC “B” Modifications diverses - Radiations Avis aux lecteurs Les autres catégories d’insertions sont publiées dans deux autres éditions séparées selon la répartition suivante Ventes et cessions .......................................... Créations d’établissements ............................ @ Procédures collectives .................................... ! BODACC “A” Procédures de rétablissement personnel .... Avis relatifs aux successions ......................... * Avis de dépôt des comptes des sociétés .... BODACC “C” Banque de données BODACC servie par les sociétés : Altares-D&B, EDD, Extelia, Questel, Tessi Informatique, Jurismedia, Pouey International, Scores et Décisions, Les Echos, Creditsafe, Coface services, Cartegie, La Base Marketing, Infolegale, France Telecom Orange, Telino et Maxisoft. Conformément à l’article 4 de l’arrêté du 17 mai 1984 relatif à la constitution et à -
DRAKENGARD JUMP- 0.1 by Valeria You're in for a Rather Miserable Ride
DRAKENGARD JUMP- 0.1 By Valeria You're in for a rather miserable ride jumper. This is a world much like our own, in the times of knights and castles, all it would take is a flip of the map to see no difference. At one point in time, in fact, it was identical to our world, but a catastrophe happened in the year 856 and magic was introduced to this world by force. This magic did not come alone, as alongside it was the Dragons and the Watchers. The Dragons are terrible beasts, in both sheer power and their surprising intelligence. The Watchers are grotesque abominations, who take the form of gigantic infants. Something else snuck through alongside these two races, though what it is is unknown even to them. The world continued on however, adapting to magic and monsters as best it could to these new challenges. Three times await you, all with their own dangers and all are linked closely to both the Dragons and the Watchers. Whether you deal with these struggles yourself, or simply allow events to take their natural course, the choice is open. You have 1000cp. Spend it well. Age & Gender Your starting age is 18+1d8 years. If you chose Monster as your origin, roll 10+2d8 centuries. You remain the same gender as your previous jump, though you may change this and your age freely for 100cp. Locations- 1 & 2- Drakengard 1 The world is locked in a war, between the Empire and the Union. The Empire, backed by strange magicks and horrible creatures is pushing back the Union more and more, driving them to extinction at the behest of the mad Cult of the Watchers. -
BANDAI NAMCO Group FACT BOOK 2019 BANDAI NAMCO Group FACT BOOK 2019
BANDAI NAMCO Group FACT BOOK 2019 BANDAI NAMCO Group FACT BOOK 2019 TABLE OF CONTENTS 1 BANDAI NAMCO Group Outline 3 Related Market Data Group Organization Toys and Hobby 01 Overview of Group Organization 20 Toy Market 21 Plastic Model Market Results of Operations Figure Market 02 Consolidated Business Performance Capsule Toy Market Management Indicators Card Product Market 03 Sales by Category 22 Candy Toy Market Children’s Lifestyle (Sundries) Market Products / Service Data Babies’ / Children’s Clothing Market 04 Sales of IPs Toys and Hobby Unit Network Entertainment 06 Network Entertainment Unit 22 Game App Market 07 Real Entertainment Unit Top Publishers in the Global App Market Visual and Music Production Unit 23 Home Video Game Market IP Creation Unit Real Entertainment 23 Amusement Machine Market 2 BANDAI NAMCO Group’s History Amusement Facility Market History 08 BANDAI’s History Visual and Music Production NAMCO’s History 24 Visual Software Market 16 BANDAI NAMCO Group’s History Music Content Market IP Creation 24 Animation Market Notes: 1. Figures in this report have been rounded down. 2. This English-language fact book is based on a translation of the Japanese-language fact book. 1 BANDAI NAMCO Group Outline GROUP ORGANIZATION OVERVIEW OF GROUP ORGANIZATION Units Core Company Toys and Hobby BANDAI CO., LTD. Network Entertainment BANDAI NAMCO Entertainment Inc. BANDAI NAMCO Holdings Inc. Real Entertainment BANDAI NAMCO Amusement Inc. Visual and Music Production BANDAI NAMCO Arts Inc. IP Creation SUNRISE INC. Affiliated Business -
Ubisoft and Square Enix Deliver Drakengard 2 To
UBISOFT AND SQUARE ENIX™ DELIVER DRAKENGARD® 2 TO NORTH AMERICA AND EUROPE RPG Sequel to Hit Stores in March 2006 Paris, FRANCE œ NOVEMBER 16, 2005 œ Today Ubisoft, one of the world‘s largest video game publishers, announced that it has signed an exclusive publishing deal with Square Enix ™ to bring DRAKENGARD ® 2 to North America and Europe. Under the agreement, Ubisoft will distribute DRAKENGARD ® 2 for the PlayStation®2 computer entertainment system. Ubisoft is expanding its prior collaboration with Square Enix. Last year Ubisoft published Star Ocean ™ Till the End of Time ™ for PlayStation 2 and distributed the Massively Multiplayer Online Role-Playing Game (MMORPG) FINAL FANTASY® XI for Windows® throughout Europe. DRAKENGARD ® 2 is a role-playing action game featuring knights and dragons that builds on the scenario of the original title. Released in Japan last June, DRAKENGARD ® 2 became an immediate success, topping Japanese sales charts and selling more than 100,000 copies in its first week of release. —We are very excited to be working with Square Enix to publish this highly anticipated RPG in North America and Europe,“ said Jay Cohen, vice president of publishing at Ubisoft. — DRAKENGARD ® 2 is a hit in the Japanese market, and we are sure that North American and European gamers will also be thrilled by this fantastic adventure title.“ DRAKENGARD ® 2 will be available in Europe, North America and Australia in March 2006. For more information and updates on the game, visit www.ubi.com or http://www.square-enix.co.jp/games/ps2/dod2/contents.html. ©2005 cavia / SQUARE ENIX CO., LTD. -
Ludic Dysnarrativa: How Can Fictional Inconsistency in Games Be Reduced? by Rory Keir Summerley
Ludic Dysnarrativa: How Can Fictional Inconsistency In Games Be Reduced? by Rory Keir Summerley A Thesis submitted in partial fulfilment of the requirements for the Degree of Doctor of Philosophy (PhD) at the University of the Arts London In Collaboration with Falmouth University December 2017 Abstract The experience of fictional inconsistencies in games is surprisingly common. The goal was to determine if solutions exist for this problem and if there are inherent limitations to games as a medium that make storytelling uncommonly difficult. Termed ‘ludic dysnarrativa’, this phenomenon can cause a loss of immersion in the fictional world of a game and lead to greater difficulty in intuitively understanding a game’s rules. Through close textual analysis of The Stanley Parable and other games, common trends are identified that lead a player to experience dysnarrativa. Contemporary cognitive theory is examined alongside how other media deal with fictional inconsistency to develop a model of how information (fictional and otherwise) is structured in media generally. After determining that gaps in information are largely the cause of a player feeling dysnarrativa, it is proposed that a game must encourage imaginative acts from the player to prevent these gaps being perceived. Thus a property of games, termed ‘imaginability’, was determined desirable for fictionally consistent game worlds. Many specific case studies are cited to refine a list of principles that serve as guidelines for achieving imaginability. To further refine these models and principles, multiplayer games such as Dungeons and Dragons were analysed specifically for how multiple players navigate fictional inconsistencies within them. While they operate very differently to most single-player games in terms of their fiction, multiplayer games still provide useful clarifications and principles for reducing fictional inconsistencies in all games. -
NAMCO BANDAI Holdings Inc
NAMCO BANDAI Holdings Inc. Annual Report NAMCO BANDAI Holdings Inc. 2010 www.bandainamco.co.jp/ Annual Report 2010 NAMCO BANDAI Holdings Inc. Printed in Japan Profile The BANDAI NAMCO Group develops entertainment-related products and services in a wide range of fields, including toys, game software, arcade game machines, visual content, music content, and amuse- ment facilities. We aim to become a “Globally Recognized Entertainment Group” by establishing a strong operational foundation in Japan while aggressively developing operations in overseas markets to secure future growth. Our Mission Statement Dreams, Fun and Inspiration “Dreams, Fun and Inspiration” are the Engine of Happiness. Through our entertainment products and services, BANDAI NAMCO will continue to provide “Dreams, Fun and Inspiration” to people around the world, based on our boundless creativity and enthusiasm. Our Vision The Leading Innovator in Global Entertainment As an entertainment leader across the ages, BANDAI NAMCO is constantly exploring new areas and heights in entertainment. We aim to be loved by people who have fun and will earn their trust as the “Leading Innovator in Global Entertainment.” RESTART In April 2010, the BANDAI NAMCO Group launched the Restart Plan to counter the lengthening economic slump and the Group’s declining performance. Under the Restart Plan, the Group will work to bolster its operational foundation to support the implementation of the current Mid-term Business Plan. Goals of the Restart Plan • Transforming into a speedy group • Improving -
NAMCO BANDAI Holdings Inc. Printed in Japan Annual Report 2009 AC Adiholdings Inc
NAMCO BANDAINAMCO Inc. Holdings Aiming to be a “Globally Recognized Annual Report 2009 Entertainment Group” Globally Recognized The BANDAI NAMCO Group develops entertainment-related products and services in a wide range of fields, including toys, video game software, arcade game machines, visual and music products, and amusement facilities. We aim to be a “Globally Recognized Entertainment Group” by establishing a strong operational Entertainment foundation in the domestic market, while aggressively developing operations in overseas markets to secure future growth. Moving forward, the BANDAI NAMCO Group will continue to provide “Dreams, Fun and Inspiration” to people around the Group world through entertainment based on creativity and boundless enthusiasm. NAMCO BANDAI Holdings Inc. www.bandainamco.co.jp Printed in Japan Annual Report 2009 NAMCO BANDAINAMCO Inc. Holdings Aiming to be a “Globally Recognized Annual Report 2009 Entertainment Group” Globally Recognized The BANDAI NAMCO Group develops entertainment-related products and services in a wide range of fields, including toys, video game software, arcade game machines, visual and music products, and amusement facilities. We aim to be a “Globally Recognized Entertainment Group” by establishing a strong operational Entertainment foundation in the domestic market, while aggressively developing operations in overseas markets to secure future growth. Moving forward, the BANDAI NAMCO Group will continue to provide “Dreams, Fun and Inspiration” to people around the Group world through entertainment based on creativity and boundless enthusiasm. NAMCO BANDAI Holdings Inc. www.bandainamco.co.jp Printed in Japan Annual Report 2009 Our Mission Statement Our Vision Corporate Data 70 71 As of March 31,2009 NAMCO BANDAI Holdings Inc. -
Brochure2106e.Pdf
President Shuichi Motoda 2 MARVELOUS COMPANY PROFILE For games, video, music and stage. Excitement has no borders. After food, clothing and shelter comes fun. To have fun is to live. The more we keep our hearts entertained, the more fulfilling our lives will be. Marvelous Inc. is an all-round entertainment company that produces fun. We create interesting and original intellectual property (IP) for games, video, music and stage. Leveraging our strength in “multi-content, multi-use and multi-device,” we transcend changes in the times to consistently create fresh entertainment. We strive to deliver wonder and excitement never seen before to the people of the world. Before you know it, we will be one of Japan’s leading content providers. And we will be an entertainment company that offers a multitude of challenges and thrills and leaves people wondering, “What’s coming next from this company?” Personally, I’m really looking forward to what lies ahead at Marvelous. President Shuichi Motoda MARVELOUS COMPANY PROFILE 3 Comprehensive entertainment company NE GAM NLI E that produce O multi-content "Various entertainment contents" in multi-use Various entertainment "Various business areas" for contents Various business areas "Various devices" C L O A N U S Managing policy S U I V Creating new entertainment M & E to provide R IO G “ Wonder ”and“ Excitement ” A multi-device D M AU to the world E Various devices 4 MARVELOUS COMPANY PROFILE In the Online Game Business, we are engaged in the planning, development, and operation of online games for App Store, Google Play, and SNS platforms. -
1 July 2, 2009 Name of Listed Company: NAMCO BANDAI
July 2, 2009 Name of listed company: NAMCO BANDAI Holdings Inc. Name of representative: Shukuo Ishikawa, President and Representative Director (Code Number: 7832 TSE 1st section) Contact: Yuji Asako, Executive Officer, Corporate Planning Division Notice Regarding the Acquisition of Shares in a Subsidiary (Additional Announcement) As announced in the “Notice of making Distribution Partners subsidiary by acquiring its shares” on March 25, 2009, the BANDAI NAMCO Group received advance notice from Atari Europe SAS (FRANCE / Represented by David GARDNER; hereafter “Atari Europe”), a subsidiary of Atari SA (FRANCE / Represented by David GARDNER), that it would elect to exercise put options and sell 66% of the shares of Distribution Partners S.A.S. (FRANCE / Represented by Patrick STAAR; hereafter “Distribution Partners”) held by Atari Europe to the BANDAI NAMCO Group in accordance with the Share Purchase Agreement. Following the subsequent negotiations between the BANDAI NAMCO Group and Atari Europe, the Company resolved at a meeting of the Board of Directors held on June 22, 2009 to amend the Share Purchase Agreement and acquire 66% of the shares of Distribution Partners, subject to the approval of Atari Europe based on a future resolution. Consequently, the Company announces that NAMCO BANDAI Games Europe S.A.S. (FRANCE / Represented by Shusuke TAKAHARA), the Company’s subsidiary, and Atari Europe agreed in France to amend the Share Purchase Agreement on July 1, 2009. The Company also announces that, upon the share transfer, Distribution Partners will become the Company’s wholly owned subsidiary. 1. Purpose The BANDAI NAMCO Group aims to strengthen its overseas operations as one of its medium to long-term business strategies.