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Take-Two Interactive Software, Inc. Reports Fourth Quarter and Fiscal 2004 Financial Results
Take-Two Interactive Software, Inc. Reports Fourth Quarter and Fiscal 2004 Financial Results December 16, 2004 4:05 PM ET NEW YORK, Dec 16, 2004 (BUSINESS WIRE) -- Take-Two Interactive Software, Inc. (NASDAQ:TTWO) today announced financial results for its fourth quarter and fiscal year ended October 31, 2004. Net sales for the fourth quarter ended October 31, 2004, which included the launch of the blockbuster title Grand Theft Auto: San Andreas for the PlayStation(R)2 computer entertainment system, were $438.0 million compared to $277.6 million for the same period a year ago. Net income for the quarter was $62.6 million, which included a $7.5 million accrual to establish a reserve in connection with the Company's SEC investigation as discussed below. Fourth quarter 2004 net income of $62.6 million and diluted net income per share of $1.36 compared to net income of $26.3 million and diluted net income per share of $0.58 the prior year. Net sales for the fiscal year ended October 31, 2004 were $1.13 billion compared to $1.03 billion for fiscal 2003. Net income of $65.4 million, including the $7.5 million accrual related to the Company's SEC investigation, compared to $98.1 million in net income last year, with diluted net income per share of $1.43 compared to $2.27 last year. Take-Two has accrued a $7.5 million expense in the fourth quarter associated with the Company's previously disclosed SEC investigation into certain accounting matters related to the Company's financial statements, periodic reporting and internal accounting controls. -
TESIS: Grand Theft Auto IV. Impacto Y Contexto En Los Videojuegos Como
UNIVERSIDAD NACIONAL AUTÓNOMA DE MÉXICO FACULTAD DE ESTUDIOS SUPERIORES ACATLÁN Grand Theft Auto IV. Impacto y contexto en los videojuegos como parte de la cultura de masas Tesis para obtener el título de: Licenciado en Comunicación PRESENTA David Mendieta Velázquez ASESOR DE TESIS Mtro. José C. Botello Hernández UNAM – Dirección General de Bibliotecas Tesis Digitales Restricciones de uso DERECHOS RESERVADOS © PROHIBIDA SU REPRODUCCIÓN TOTAL O PARCIAL Todo el material contenido en esta tesis esta protegido por la Ley Federal del Derecho de Autor (LFDA) de los Estados Unidos Mexicanos (México). El uso de imágenes, fragmentos de videos, y demás material que sea objeto de protección de los derechos de autor, será exclusivamente para fines educativos e informativos y deberá citar la fuente donde la obtuvo mencionando el autor o autores. Cualquier uso distinto como el lucro, reproducción, edición o modificación, será perseguido y sancionado por el respectivo titular de los Derechos de Autor. Grand Theft Auto IV Impacto y contexto en los videojuegos como parte de la cultura de masas Agradecimientos A mis padres. Gracias, papá, por enseñarme valores y por tratar de enseñarme todo lo que sabías para que llegara a ser alguien importante. Sé que desde el cielo estás orgulloso de tu familia. Mamá, gracias por todo el apoyo en todos estos años; sé que tu esfuerzo es enorme y en este trabajo se refleja solo un poco de tus desvelos y preocupaciones. Gracias por todo tu apoyo para la terminación de este trabajo. A Ariadna Pruneda Alcántara. Gracias, mi amor, por toda tu ayuda y comprensión. Tu orientación, opiniones e interés que me has dado para la realización de cualquier proyecto que me he propuesto, así como por ser la motivación para seguir adelante siempre. -
Chinatown Wars Kevin George
International Journal of English Literature and Social Sciences, 5(2) Mar-Apr 2020 |Available online: https://ijels.com/ The Dark Side of GTA: Chinatown Wars Kevin George Department of English, K.E College, Mannanam, Kerala, India Abstract—Released way back in 2009, Grand Theft Auto: Chinatown Wars is an action-adventure videogame, developed for a console meant for teenagers. However, the videogame drew flak for its inclusion of certain controversial mini-games and missions involving drugs like cocaine and heroin. This short essay/review will focus on the corruptive influence of something as trivial as a videogame and how it works insidiously as a lure to a world of crime, which young minds find irresistible. Keywords—Addiction,Arson, Delusions of power,Drug-dealing, GTA: Chinatown Wars. INTRODUCTION adolescent innocence as portrayed in his novel The Lord of I was having a hard time coming to terms with the the Flies. ‘Influence’ plays a big role and so does the quarantine in India (and the world over). Usually, I would milieu. The pandemic (COVID19) which is wreaking find solace in reading philosophy and literature or I would havoc on our planet has made their lives insular and more binge on my favourite films or series. But, the headlines susceptible to ‘influence’ (at least for now) and things and podcasts made sure that my usual sangfroid was kept aren’t much different (from the novel). The teenagers who at bay. My penchant for etymology compels me to spent hours playing games like GTA: Chinatown Wars, (I mention the origins of the word ‘sangfroid’. -
El “Crunch” En La Industria De Los Videojuegos
El “crunch” en la industria de los videojuegos Autor: Jesús Moreno Calatayud Tutor: Juan Carlos Redondo Gamero Titulación: Grado en Relaciones Laborales y Recursos Humanos Curso: 2019/2020 ÍNDICE 1. ¿Por qué este trabajo de fin de grado? 2. Objetivos. 3. Marco teórico. a. Tipos de estudios. b. El equipo de desarrollo c. ¿Cuánto cuesta hacer un videojuego? d. Como se hace un videojuego. e. Calendario de lanzamientos. f. Los retrasos. g. ¿Que lleva a un estudio a hacer “crunch”? h. ¿Qué supone trabajar en un estudio de videojuegos? i. ¿Todos los estudios hacen “crunch”? 4. ¿Qué ocurre entonces? a. ¿El Crunch, por qué? b. Las consecuencias y la responsabilidad empresarial. 5. La legislación en cuanto al desarrollo de videojuegos. a. Unión Europea b. España c. Francia d. Reino Unido e. Alemania f. Estados Unidos g. Canadá h. Japón 6. Conclusiones. 7. Bibliografía. 1 2 1 ¿Por qué este trabajo de fin de grado? Desde que era pequeño he crecido en contacto con los videojuegos, siempre me he sentido interesado en el mundo de los videojuegos, he crecido con juegos y he leído de la problemática y la visión negativa que tienen los videojuegos de violentos y otros estereotipos y al mismo tiempo he podido experimentar de propia mano lo erróneo de estos estereotipos. Y ahora, gracias al grado de Relaciones Laborales y Recursos Humanos me he sentido interesado por el contexto laboral de este nuevo mercado, por eso mismo este trabajo de fin de grado es tanto la manera de poner en práctica mucho de lo aprendido como una oportunidad de aprender del mercado de los videojuegos con el que he crecido y relacionarlo con lo que he aprendido durante estos 4 años. -
Take-Two Interactive Software, Inc. Announces Formation of 2K Games Publishing Label
Take-Two Interactive Software, Inc. Announces Formation of 2K Games Publishing Label January 25, 2005 8:04 AM ET NEW YORK--(BUSINESS WIRE)--Jan. 25, 2005--Take-Two Interactive Software, Inc. (NASDAQ:TTWO) announced today that it has established a new publishing label, 2K Games. 2K Games will publish a wide variety of both internally and externally developed console, PC and handheld products, including sports titles under the 2K Sports label. Numerous new products for the 2K Games label are expected to be announced in the coming months. 2K Games will incorporate Take-Two's internally-owned development studios Visual Concepts, Kush Games, Indie Built, Venom Games, PopTop Software and Frog City Software, as well as the team at Take-Two Licensing. Paul Eibeler, Take-Two's President commented, "Consistent with our strategy to diversify Take-Two's product portfolio, the team at 2K Games is rapidly building a sweeping lineup of high-profile licensed and proprietary titles for console, PC and handheld platforms, leveraging the exceptional successes and capabilities at Take-Two. From high-profile Hollywood licenses to PC-only titles to sports titles, 2K Games will be defined by exceptional games for all genres and platforms." Certain titles previously planned for release on Take-Two's Global Star label will now be released under the 2K Games label. About Take-Two Interactive Software Headquartered in New York City, Take-Two Interactive Software, Inc. is an integrated global developer, marketer, distributor and publisher of interactive entertainment software games and accessories for the PC, PlayStation(R) game console, PlayStation (R)2 computer entertainment system, PSP(TM) handheld entertainment system, Xbox(R), Nintendo GameCube(TM) and Game Boy(R) Advance. -
Firm Ecologies: Life Science and Video Game Industries in Liverpool
Firm Ecologies: Life Science and Video Game Industries in Liverpool Thesis submitted in accordance with the requirements of the University of Liverpool for the degree of Doctor in Philosophy by Dane Kevan Anderton. September 2014 1 Abstract This research examines the life science and video games industries in Liverpool. Previous research on agglomerations and cities tends to focus on epicentres or high concentration places such as Silicon Valley or global cities such as London and Tokyo, neglecting the northern post-industrial cities such as Liverpool, Leeds or Newcastle. Equally, many studies tend to focus in on one particular industry, whereas this research examines two key knowledge economy sectors in one place. Petilis (2012) argues that the cluster literature has become overemphasised and lacks analytical ability in the investigation of smaller firms and highly diverse concentrations of activity. An alternative ecological perspective is used in this thesis, which is considered more reflexive and flexible to the composition of the agglomerations seen outside the epicentres of the global economy. Using the heterarchical approach, as outlined by Grabher (2001), this research investigates the emergence and organisation of Liverpool’s life science and video game industries. It reveals the changing composition of the industries in Liverpool and how firms are connected into wider production networks beyond Liverpool. Finally, the research analyses how the two industries are situated in the anatomy of the city. The key findings are generated from a mixed methodology utilizing qualitative semi-structure interviews with owner-managers, industry informants and supporting institutions. Secondary quantitative data has been used gathered from annual reports, company websites, industry association and office for national statistics. -
On Liberty It’S Our Best Best Of
On Liberty It’s Our Best Best of... Issue Ever A guide to the city’s top Sights Entertainment Restaurants Bars Important Health Warning About Playing Video Games Table of Contents Photosensitive Seizures A very small percentage of people may experience a seizure when exposed to certain 02 Installation visual images, including flashing lights or patterns that may appear in video games. 04 Game Controls Even people who have no history of seizures or epilepsy may have an undiagnosed condition that can cause these “photosensitive epileptic seizures” while watching 08 Letter from the Editor video games. 10 Places Best Sights These seizures may have a variety of symptoms, including lightheadedness, altered vision, eye or face twitching, jerking or shaking of arms or legs, disorientation, 12 Entertainment Best Place to Chill confusion, or momentary loss of awareness. Seizures may also cause loss of consciousness or convulsions that can lead to injury from falling down or striking 14 Restaurants Best Burger nearby objects. 16 Bars Best Brew Immediately stop playing and consult a doctor if you experience any of these 18 Feature Dating in the City symptoms. Parents should watch for or ask their children about the above symptoms—children and teenagers are more likely than adults to experience these 20 Technology Top Gadgets seizures. The risk of photosensitive epileptic seizures may be reduced by taking the following precautions: Sit farther from the screen; use a smaller screen; play in a well- 22 Credits lit room; and do not play when you are drowsy or fatigued. 32 Warranty If you or any of your relatives have a history of seizures or epilepsy, consult a doctor before playing. -
Sites of Play: Locating Gameplace in Red Dead Redemption 2
Sites of Play: Locating Gameplace in Red Dead Redemption 2 Andrew Westerside University of Lincoln Brayford Pool, LN6 7TS United Kingdom [email protected] Jussi Holopainen University of Lincoln Brayford Pool, LN6 7TS United Kingdom [email protected] ABSTRACT In Video Game Spaces (2009), Michael Nitsche proposes three indicators of ‘placeness’ in video games: identity, self-motivated and self-organised action, and traces of memory (191-201). We read this notion of placeness as closely aligned to, or overlapping with, the understandings of place and site articulated in theatre and performance research as site-specific performance. Here, we articulate the ideas (and analyse the experiences) of placeness and sitedness in Rockstar Games’ Red Dead Redemption 2 (RDR2) through an analytical conversation between performance studies and games design research with a human-computer interaction bias. Through a close- reading of gameplay experiences (Bizzocchi and Tanenbaum, 2011), we individually experienced over 30 hours of RDR2 gameplay while taking notes, recording, and capturing screenshots. During our individual analyses, we met periodically to compare notes, discuss notable game moments and share analytical insights. At this intersection of game research and performance research, we ask to what extent the theoretical articulations of aesthetic/affective experience in physical, corporeal and material spaces can develop – and further nuance – our understanding of how place is experienced (and thus designed) in contemporary videogames. In doing so, we propose the term gameplace as a means of articulating what this article will define as the affective relationship between place, experience and play. Keywords Place, space, placeness, gameworld, gameplay, performance research, phenomenology INTRODUCTION Site-Specific Performance For scholars and practitioners in the discipline, site-specific performance refers to ‘performance conceived on the basis of a place in the real world (ergo, outside the established theatre)’ (Pavis, 1998, p.337). -
Pdf (Accessed 2.10.14)
Notes 1 Introduction: Video Games and Storytelling 1. It must be noted that the term ‘Narratological’ is a rather loose application by the Ludologists and the implications of this are pointed out later in this chapter. 2. Roland Barthes states that the ‘infinity of the signifier refers not to some idea of the ineffable (the unnameable signified) but to that of a playing [ ...] theText is plural’. Source: Barthes, R., 1977. Image, Music, Text, in: Heath,S.(Tran.), Fontana Communications Series. Fontana, London. pp. 158–159. 3.In Gaming Globally: Production, Play, and Place (Huntemann and Aslinger, 2012),theeditors acknowledgethat ‘while gaming maybe global, gaming cultures and practices vary widely depending on the power and voice of var- ious stakeholders’ (p. 27). The paucity of games studies scholarship coming from some of the largest consumers of video games, such as South Korea, China and India, to name a few, is markedly noticeable. The lack of represen- tation of non-Western conceptions of play culture and storytelling traditions is similarly problematic. 4. Chapter 8 will engage with this issue in more detail. 5. ‘(W)reading’ is preferred over the more commonly used neologism ‘wread- ing’toemphasise the supplementarity of the reading and writingprocesses and also to differentiate it from earlier usage that might claim that the two processes are the same thing. 3 (W)Reading the Machinic Game-Narrative 6. For whichhe is criticisedby Hayles (see Chapter 2). 7. Landow respondstothis by rightly stating that Aarseth misreads his original comment where heclaims that ‘the reader whochooses among linksortakes advantage of Storyspace’s hypertext capabilities shares some of the power of theauthor’(Landow, p. -
Take-Two Interactive Software, Inc. Reports First Quarter Fiscal 2009 Financial Results
Take-Two Interactive Software, Inc. Reports First Quarter Fiscal 2009 Financial Results March 10, 2009 4:01 PM ET NEW YORK NEW YORK--(BUSINESS WIRE)--Mar. 10, 2009-- Take-Two Interactive Software, Inc. (NASDAQ: TTWO) today announced financial results for its first fiscal quarter ended January 31, 2009. Net revenue for the first quarter was $256.8 million, compared to $240.4 million for the same quarter of fiscal 2008. First quarter sales were led by Grand Theft Auto IV, Carnival Games, NBA 2K9 and Midnight Club: Los Angeles. Net loss for the first quarter was $50.4 million or $0.66 per share, compared to a net loss of $38.0 million or $0.52 per share in the first quarter of fiscal 2008. The Company’s increased loss for the first quarter compared to the prior year was primarily due to higher marketing, legal, and research and development expenses. The first quarter results include $6.2 million in stock-based compensation expense ($0.08 per share) and $4.9 million in expenses related to unusual legal matters ($0.06 per share). Results for the first quarter of 2008 included $6.1 million in stock-based compensation expense ($0.08 per share) and $1.7 million in expenses related to unusual legal matters and business reorganization costs ($0.02 per share). Non-GAAP net loss was $39.3 million or $0.52 per share in the first quarter, compared to a net loss of $30.3 million or $0.41 per share in the first quarter of 2008. (Please refer to Non-GAAP Financial Measures and reconciliation tables included later in this release for additional information and details on non-GAAP items.) Business Highlights Among the significant recent business developments, Take-Two noted the following: Over 13 million units of Rockstar Games’ Grand Theft Auto IV have been shipped as of January 31, 2009. -
Red Dead Redemption 2 Achieves Entertainment’S Biggest Opening Weekend of All Time
Red Dead Redemption 2 Achieves Entertainment’s Biggest Opening Weekend of All Time October 30, 2018 8:00 AM ET NEW YORK--(BUSINESS WIRE)--Oct. 30, 2018-- Rockstar Games® is proud to announce that the critically acclaimed Red Dead Redemption 2 has achieved the single-biggest opening weekend in the history of entertainment*. With over $725 million in worldwide retail sell-through during its first three days, Red Dead Redemption 2 is the second-highest grossing entertainment launch of all time next to Rockstar Games’ previously released title, Grand Theft Auto V, which achieved over $1 billion in retail sell-through in three days.* This press release features multimedia. View the full release here: https://www.businesswire.com/news/home /20181030005459/en/ Sony Interactive Entertainment (SIE) also confirmed that Red Dead Redemption 2 set new records on the PlayStation Network Rockstar Games® is proud to announce that the critically for highest ever pre-orders, highest day one sales and highest sales acclaimed Red Dead Redemption 2 has achieved the single- biggest opening weekend in the history of entertainment*. for the first three days in market. With over $725 million in worldwide retail sell-through during its first three days, Red Dead Redemption 2 is the Rockstar Games has partnered with SIE to bring PlayStation®4 second-highest grossing entertainment launch of all time next to Rockstar Games' previously released title, Grand Theft Auto players first access to earn select online content in Red Dead V, which achieved over $1 billion in retail sell-through in three Online that is planned to release this November. -
Abstract the Goal of This Project Is Primarily to Establish a Collection of Video Games Developed by Companies Based Here In
Abstract The goal of this project is primarily to establish a collection of video games developed by companies based here in Massachusetts. In preparation for a proposal to the companies, information was collected from each company concerning how, when, where, and why they were founded. A proposal was then written and submitted to each company requesting copies of their games. With this special collection, both students and staff will be able to use them as tools for the IMGD program. 1 Introduction WPI has established relationships with Massachusetts game companies since the Interactive Media and Game Development (IMGD) program’s beginning in 2005. With the growing popularity of game development, and the ever increasing numbers of companies, it is difficult to establish and maintain solid relationships for each and every company. As part of this project, new relationships will be founded with a number of greater-Boston area companies in order to establish a repository of local video games. This project will not only bolster any previous relationships with companies, but establish new ones as well. With these donated materials, a special collection will be established at the WPI Library, and will include a number of retail video games. This collection should inspire more people to be interested in the IMGD program here at WPI. Knowing that there are many opportunities locally for graduates is an important part of deciding one’s major. I knew I wanted to do something with the library for this IQP, but I was not sure exactly what I wanted when I first went to establish a project.