Video Game Business Management Economics: Employing Industry-Level Data to Improve the Decision-Making Process
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
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. -
Full Version
Volume 11, Number 2 Spring 2020 Contents ARTICLES Reexploring the Esports Approach of America’s Three Major Leagues Peter A. Carfagna.................................................. 115 The NCAA’s Agent Certification Program: A Critical and Legal Analysis Marc Edelman & Richard Karcher ..................................... 155 Well-Intentioned but Counterproductive: An Analysis of the NFLPA’s Financial Advisor Registration Program Ross N. Evans ..................................................... 183 A Win Win: College Athletes Get Paid for Their Names, Images, and Likenesses, and Colleges Maintain the Primacy of Academics Jayma Meyer and Andrew Zimbalist ................................... 247 Harvard Journal of Sports & Entertainment Law Student Journals Office, Harvard Law School 1585 Massachusetts Avenue, Suite 3039 Cambridge, MA 02138 (617) 495-3146; [email protected] www.harvardjsel.com U.S. ISSN 2153-1323 The Harvard Journal of Sports & Entertainment Law is published semiannually by Harvard Law School students. Submissions: The Harvard Journal of Sports and Entertainment Law welcomes articles from professors, practitioners, and students of the sports and entertainment industries, as well as other related disciplines. Submissions should not exceed 25,000 words, including footnotes. All manuscripts should be submitted in English with both text and footnotes typed and double-spaced. Footnotes must conform with The Bluebook: A Uniform System of Citation (20th ed.), and authors should be prepared to supply any cited sources upon request. All manu- scripts submitted become the property of the JSEL and will not be returned to the author. The JSEL strongly prefers electronic submissions through the ExpressO online submission system at http://www.law.bepress.com/expresso or the Scholastica online submission system at https://harvard-journal-sports-ent-law.scholasticahq.com. -
Meaningful Choice As Expression of Creativity in Gameplay
Meaningful Choice as Expression of Creativity in Gameplay A Preliminary Typology of Creative Gameplay in Videogames Abstract Gamification guru Yu-Kai Chou positions creativity as the ultimate motivational drive as it both addresses intrinsic motivation as well as positive emotions. Creativity and play have long been linked together and, despite many attempts to grasp them, have maintained elusive concept because their expressions have an enormous variety. Yet, creative gameplay has rarely been analyzed as a whole, research often lingering on a single variant of it, mostly tangible player production in videogames. This thesis offers a framework based on Chou’s concept of meaningful choices for identifying varieties of creative gameplay and offers a preliminary typology of creative gameplay in videogames. By Wesley Smit 3781410 Supervisor Jasper van Vught TABLE OF CONTENTS INTRODUCTION .............................................................................................. 3 IN THE BEGINNING… .................................................................................... 9 CREATIVITY AND MEANINGFUL PLAY ..................................................... 14 METHODOLOGY ........................................................................................... 26 CREATIVE PLAY IN LITTLEBIGPLANET 2 ................................................. 29 CREATIVE PLAY IN NBA 2K15 ................................................................... 39 DISCUSSION ................................................................................................ -
2KSMKT NBA2K17 PS3 Onlin
GETTING STARTED PlayStation®3 system Starting a game: Before use, carefully read the instructions supplied with the PlayStation®3 computer entertainment system. The documentation contains information on setting up and using your system as well as important safety information. Check that the MAIN POWER switch (located on the system rear) is turned on. Insert the NBA 2K17 disc with the label facing up into the disc slot. Select the icon for the software title under [Game] in the PlayStation®3 system home menu, and then press the S button. Refer to this manual for information on using the software. Quitting a game: During gameplay, press and hold down the PS button on the wireless controller for at least 2 seconds. Then select [Quit Game] from the screen that is displayed. TABLE OF CONTENTS Hint To remove a disc, touch the eject button after quitting the game. 4 GETTING STARTED Trophies: Earn, compare and share trophies that you earn by making specific in-game accomplishments. Trophies access requires a Sony Entertainment Network account. 4 PRODUCT SUPPORT ® 5 CONTROLS Saved data for PlayStation 3 format software ® 5 BASIC OFFENSE Saved data for PlayStation 3 format software is saved on the system’s hard disk. 5 BASIC DEFENSE The data is displayed under [Saved Data Utility] in the Game menu. 6 ADVANCED OFFENSE 7 ADVANCED DEFENSE 8 PRO STICK™: SHOOTING 9 PRO STICK™: DRIBBLING 10 DEFENSIVE CONTROLS 11 POST MOVES 12 POST SHOTS Product Support: http://support.2k.com 13 NBA 2K17 GAME CREDITS 21 LIMITED SOFTWARE WARRANTY, LICENSE Please note that NBA 2K17 online features are scheduled to be AGREEMENT & INFORMATION USE available until December 31, 2018 though we reserve the right to DISCLOSURES modify or discontinue online features on 30-days’ notice. -
The Video Game Industry an Industry Analysis, from a VC Perspective
The Video Game Industry An Industry Analysis, from a VC Perspective Nik Shah T’05 MBA Fellows Project March 11, 2005 Hanover, NH The Video Game Industry An Industry Analysis, from a VC Perspective Authors: Nik Shah • The video game industry is poised for significant growth, but [email protected] many sectors have already matured. Video games are a large and Tuck Class of 2005 growing market. However, within it, there are only selected portions that contain venture capital investment opportunities. Our analysis Charles Haigh [email protected] highlights these sectors, which are interesting for reasons including Tuck Class of 2005 significant technological change, high growth rates, new product development and lack of a clear market leader. • The opportunity lies in non-core products and services. We believe that the core hardware and game software markets are fairly mature and require intensive capital investment and strong technology knowledge for success. The best markets for investment are those that provide valuable new products and services to game developers, publishers and gamers themselves. These are the areas that will build out the industry as it undergoes significant growth. A Quick Snapshot of Our Identified Areas of Interest • Online Games and Platforms. Few online games have historically been venture funded and most are subject to the same “hit or miss” market adoption as console games, but as this segment grows, an opportunity for leading technology publishers and platforms will emerge. New developers will use these technologies to enable the faster and cheaper production of online games. The developers of new online games also present an opportunity as new methods of gameplay and game genres are explored. -
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27
Case 2:18-cv-10417 Document 1 Filed 12/17/18 Page 1 of 24 Page ID #:1 1 Pierce Bainbridge Beck Price & Hecht LLP John M. Pierce (SBN 250443) 2 [email protected] 3 Carolynn Kyungwon Beck (SBN 264703) [email protected] 4 Daniel Dubin (SBN 313235) 5 [email protected] 600 Wilshire Boulevard, Suite 500 6 Los Angeles, California 90017-3212 7 (213) 262-9333 8 Attorneys for 9 Plaintiff Alfonso Ribeiro 10 THE UNITED STATES DISTRICT COURT 11 FOR THE CENTRAL DISTRICT OF CALIFORNIA 12 Alfonso Ribeiro, an Case No. 2:18-cv-10417 13 individual, 14 Complaint for: Plaintiff, 15 1. Direct Infringement of v. 16 Copyright; 17 Take-Two Interactive 2. Contributory Infringement Software, Inc.; a Delaware of Copyright; 18 corporation; 2K Sports, Inc., a 3. Violation of the Right of 19 Delaware corporation; 2K Publicity under California Games, Inc., a Delaware Common Law; 20 corporation; Visual Concepts 4. Violation of the Right of 21 Entertainment, a California Publicity under Cal. Civ. 22 Corporation; and Does 1 Code § 3344; through 50, inclusive, 5. Unfair Competition under 23 Cal. Bus. & Prof. Code § 24 Defendants. 17200, et seq.; 6. Unfair Competition under 25 15 U.S.C. § 1125(a) 26 Demand for Jury Trial 27 28 Complaint Case 2:18-cv-10417 Document 1 Filed 12/17/18 Page 2 of 24 Page ID #:2 1 Plaintiff Alfonso Ribeiro, aka Ribeiro, (“Plaintiff” or “Ribeiro”), by 2 and through his undersigned counsel, asserts the following claims 3 against Defendants Take-Two Interactive Software, Inc. (“Take-Two”), 4 2K Sports, Inc. -
Class Action Chamber)
CANADA PROVINCE OF QUEBEC SUPERIOR COURT DISTRICT OF MONTREAL (CLASS ACTION CHAMBER) No: 500-06-001132-212 GABRIEL BOURGEOIS Petitioner -vs.- ELECTRONIC ARTS INC., legal person duly constituted, having its address of service at 1209 Orange Street, Wilmington, DE 19801 USA and ELECTRONIC ARTS (Canada), INC., legal person duly constituted, having its address for service at 1800 510 West Georgia St., Vancouver, BC, V6B 0M3, Canada and ACTIVISION BLIZZARD INC., legal person duly constituted, having its address for service at 251 Little Falls Drive, Wilmington, New Castle, Delaware, 19808 and ACTIVISION PUBLISHING INC., legal person duly constituted, having its address for service at 251 Little Falls Drive, Wilmington, New Castle, Delaware, 19808 and BLIZZARD ENTERTAINMENT INC., legal person duly constituted, having its address for service at 251 Little 1 Falls Drive, Wilmington, New Castle, Delaware, 19808 and TAKE TWO INTERACTIVE SOFTWARE INC., legal person duly constituted, having its address for service at 251 Little Falls Drive, Wilmington, Delaware, 19808 and TAKE TWO INTERACTIVE CANADA HOLDINGS INC., legal person duly constituted, having its address for service at 5770 Hutontario St, Mississauga, Ontario, L5R 3G5 and 2K GAMES INC., legal person duly constituted, having its address for service at 251 Little Falls Drive, Wilmington, Delaware, 19808 and ROCKSTAR GAMES INC, legal person duly constituted, having its address for service at 251 Little Falls Drive, Wilmington, Delaware, 19808 and WARNER BROS. ENTERTAINMENT INC., legal person duly constituted, having its address for service at 1209 Orange St., Wilmington, DE 19801 and WARNER BROS ENTERTAINMENT CANADA INC., legal person duly constituted, having its address for service at Suite 1600, 5000 Yonge Street, Toronto, Ontario, M2N 6P1 and 2 WARNER BROS. -
Cahier Des Nouveautés Le Rendez-Vous De La Planète Jeu Vidéo
PRÉSENTE CAHIER DES NOUVEAUTÉS LE RENDEZ-VOUS DE LA PLANÈTE JEU VIDÉO 28 OCTOBRE 2015 01 NOVEMBRE PAVILLONS PARIS EXPO - PORTE DE VERSAILLES 1 & 2.1 E NTRÉE FAMILLE EN DIRECT SUR PAVILLON 2.1 WWW.PARISGAMESWEEK.COM ACTION AVENTURE Mighty N°9 Dans la peau du robot Beck, seul rescapé d’un virus informatique, tu dois combattre tes anciens amis devenus de dangereux ennemis. Il va donc falloir sauter, courir, tirer et te transformer pour venir à bout des 12 niveaux du jeu à l’action en 2D particulièrement intense. Bonne nouvelle : tu peux aussi jouer en compagnie d’un ami en ligne à travers des missions spécifiques. Un petit voyage rétro et mouvementé au pays des Méchas, ça te dit ? Editeur : Deep Silver PEGI : 7 Date de sortie : Février 2016 Plateformes : PS4, Xbox One, Wii U, PS3, Xbox 360, PC et Nintendo 3DS PLANTS VS ZOMBIESTM GARDEN WARFARE 2 Prenez le contrôle de Suburbia et participez à des combats plus délirants que jamais dans Plants vs. Zombies™ Garden Warfare 2. Pour la première fois dans l’histoire de la franchise, les zombies se sont emparés de Suburbia et doivent défendre leur territoire contre les plantes. Nouveaux personnages, modes de jeu inédits et cartes originales immersives : Plants vs. Zombies™ Garden Warfare 2 reprend les éléments qui ont fait le succès du premier épisode et pousse le délire encore plus loin pour créer le jeu de tir le plus fou de l’Histoire ! Editeur : Electronic Arts PEGI : 7 Date de sortie : 2016 Plateformes : PS4, Xbox One et PC ACTION / AVENTURE Arslan The Warriors of Legend Arslan: the Warriors of Legend est un jeu d’action tactique inspiré du roman, du manga et de l’anime « The Heroic Legend of Arslan ». -
Cyber Athletes: Identification, Competition, and Affect Implications
CYBER ATHLETES: IDENTIFICATION, COMPETITION, AND AFFECT IMPLICATIONS DISSERTATION Presented in Partial Fulfillment of the Requirements for the Degree Doctor of Philosophy in the Graduate School of The Ohio State University By Robert Peter Griffiths, M.A. ***** The Ohio State University 2007 Dissertation Committee: Approved by Professor Matthew S. Eastin, Advisor Professor Osei Appiah ____________________________________ Professor Artemio Ramirez Advisor Graduate Program in Communication ABSTRACT Previous research has shown video games afford learning experiences, thus what occurs within the gaming realm is applicable to the real-world and vice-versa. Therefore, this study extends the video game effects literature by exposing the complexity of competitive gaming situations. In that spirit, this study incorporated a college football game to enact identification processes and direct competition to determine how player membership, opponent membership, and competition outcomes impact media effects variables such as enjoyment, presence, and state hostility. Two-hundred ninety four subjects participated in the 3 (opponent membership—main rival, conference opponent, other opponent) x 2 (player membership—identifier, non-identifier) x 2 (competitive outcome—win, loss) design. Overall, competition outcome significantly predicts levels of enjoyment and state hostility. Moreover, who the gamer plays as and against also influences these responses. Beating an emotionally relevant opponent solicited greater enjoyment than an irrelevant team. Further, losing while playing as an emotionally relevant team produced greater state hostility levels than losing as an emotionally irrelevant team. Similarly, losing to an emotionally relevant opponent generated higher state hostility levels than losing to an emotionally irrelevant team. ii DEDICATION Dedicated to my wife, Rachel, and my family and friends Καλεπα Τα Καλα iii ACKNOWLEDGMENTS This, the culmination of arduous graduate work, would not be possible without the help from so many family members, friends, and mentors. -
Buy Madden 17 Pc Download Madden NFL 17 PC Download
buy madden 17 pc download Madden NFL 17 PC Download. In this version, we have the most complete and best-balanced match mechanics, introduced a new control model player ball, allows us to glamorous washed away defenders, was also added improved artificial intelligence defensive formation somewhat improve difficulty game. In the game you will find many teams as well as detailed statistics for each player that will be updated up to date by the system 365. Madden Producers in Madden NFL 17 PC Download focused primarily on developing and refining the extensive career mode, in which as a manager run your team through the seasons answering for its full functioning. Madden 16 also offers the traditional game modes, multiplayer and single-version. The game is based on a modern engine Ignite, prepared by the company Elecronic Arts designed for next-generation platforms. There is also a multiplayer split screen, change all the settings from the PC Installer . The program that we offer allows us to play Madden NFL 17 PC Download without unnecessary software, the program will first download the game and later automatically run installation process. For proper operation of PC Installer program is required net framework 4.0 or higher and Windows 7 or higher. The program connects to the network and downloading the game takes place, it’s important to complete the installation process by computer connected to the network. The game was released in the console version, the team reworkedgames.eu remade the full version of the game from the console version on a computer platform. -
2KSMKT NBA2K17 PS4 Onlin
See important health and safety warnings in the system Settings menu. TABLE OF CONTENTS 3 GETTING STARTED 6 CONTROLLER LAYOUT GETTING STARTED 7 PRODUCT SUPPORT PlayStation®4 system 7 CONTROLS 7 BASIC OFFENSE Starting a game: Before use, carefully read the instructions supplied with the PS4™ 7 BASIC DEFENSE computer entertainment system. The documentation contains information on setting up and using 8 ADVANCED OFFENSE your system as well as important safety information. 9 ADVANCED DEFENSE Touch the (power) button of the PS4™ system to turn the system on. The power indicator blinks 10 PRO STICK™ in blue, and then lights up in white. Insert the NBA 2K17 disc with the label facing up into the disc 10 PRO STICK™: SHOOTING slot. The game appears in the content area of the home screen. Select the software title in the 11 PRO STICK™: DRIBBLING PS4™ system’s home screen, and then press the S button. Refer to this manual for information 12 POST SHOTS on using the software. 12 POST MOVES 13 DEFENSIVE CONTROLS Quitting a game: Press and hold the p button, and then select [Close Application] on the screen that is displayed. 14 OFFBALL CONTROLS 14 OFFENSE Returning to the home screen from a game: To return to the home screen without 15 DEFENSE quitting a game, press the p button. To resume playing the game, select it from the content area. 16 NBA 2K17 GAME CREDITS Removing a disc: Touch the [eject] button after quitting the game. 23 LIMITED SOFTWARE WARRANTY, LICENSE Trophies: Earn, compare and share trophies that you earn by making specific in-game AGREEMENT & INFORMATION USE accomplishments. -
Virtual Muscularity: a Content Analysis of Male Video Game Characters
Body Image 8 (2011) 43–51 Contents lists available at ScienceDirect Body Image journal homepage: www.elsevier.com/locate/bodyimage Virtual muscularity: A content analysis of male video game characters Nicole Martins a,∗, Dmitri C. Williams b, Rabindra A. Ratan b, Kristen Harrison c a Indiana University, United States b University of Southern California, United States c University of Illinois, Urbana-Champaign, United States article info abstract Article history: The 150 top-selling video games were content analyzed to study representations of male bodies. Human Received 1 April 2010 males in the games were captured via screenshot and body parts measured. These measurements were Received in revised form 4 October 2010 then compared to anthropometric data drawn from a representative sample of 1120 North American Accepted 4 October 2010 men. Characters at high levels of photorealism were larger than the average American male, but these characters did not mirror the V-shaped ideal found in mainstream media. Characters at low levels of Key words: photorealism were also larger than the average American male, but these characters were so much Video games larger that they appeared cartoonish. Idealized male characters were more likely to be found in games Body imagery Cultivation for children than in games for adults. Implications for cultivation theory are discussed. Content analysis © 2010 Elsevier Ltd. All rights reserved. Muscularity Introduction Moore, 1986). This media-driven ideal highlights a lean, muscular physique and a mesomorphic (“V-shaped”) body type (Stanford Much has been written about the sociocultural pressures put & McCabe, 2002). The research in this arena demonstrates that on women to attain unrealistic ideals of physical perfection (Botta, exposure to the male body ideal results in men evaluating their 1999; Grabe, Hyde, & Ward, 2008; Smolak, 2004).