Video Game Marketing: Breaking the Stalemate
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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 Mobile Games Landscape in 2015 | Newzoo
© 2015 Newzoo NEWZOO TREND REPORT The Mobile Gaming Landscape 2015 And the power users who shaped it INCLUDES CONTRIBUTIONS FROM What I believe we’ve seen in mobile gaming in 2015 is the beginning of a broader trend toward convergence. As shown by the success of FOREWORD Bethesda’s Fallout Shelter on mobile in June 2015 and Fallout 4 on PC, PS4 and Xbox One, game companies are beginning to realize that consumers desire gaming content to fit the various contexts that form It has been another big year for mobile gaming. In fact, it has been the their lives. biggest year in the history of the industry so far. With the sector generating revenues of over $30 billion and King, arguably the biggest As a result, we’ll be seeing in 2016 onward a move player in the market, valued at $6 billion, it’s fair to say that mobile gaming has reached heights in 2015 that few of us would have expected away from defining games by their platform toward a decade ago. Unfortunately, what this means for the industry now and models that allow game content to be played and, in the future has been clouded by antagonistic models of thinking. Whether deliberately or otherwise, mobile gaming’s success has tended equally important, viewed everywhere. to be framed as a battle with console or PC. Sony’s announcement that PS4 Remote Play, which allows console When I unpacked the data from this report, a different picture emerged. owners to play content without carrying the product around, comes hot In contrast to the usual narratives about mobile versus console or PC on the tail of Microsoft allowing Xbox One titles to run on Windows. -
Examining Video Game Fan Engagement Through Social Media in Indonesia
EXAMINING VIDEO GAME FAN ENGAGEMENT THROUGH SOCIAL MEDIA IN INDONESIA EXAMINING VIDEO GAME FAN ENGAGEMENT THROUGH SOCIAL MEDIA IN INDONESIA Dahlia Darmayanti and Christopher Hugo Tancho Abstract This research paper examined the factors that affect consumer online and offline behavioral intention, affected by fan engagement in video game industry. The fandom engagement contains three components of independent variables, such as; fan-to-fan, brand-to-fan, and fan co-creation. To achieve this, a quantitative study was conducted, using questionnaire that was distributed through social media. First, pilot test will be conducted first, after that pre-test will be conducted. Secondly, the data will be tested for reliability and validity, once it is reliable and valid the full test will be conducted. After that the data are analyzed using SPSS software, the testing method that this paper use is multiple regression. The findings show that 5 out of 6 hypotheses were accepted, brand-to-fan relationship with offline behavioral turned out to be insignificant. While the other hypotheses were significant. The findings suggest that brand should utilize social media to interact with fans. Allowing fans to share their co-creation process to increase fan engagement further, resulting in positive offline and online behavioral intention towards the brand. Keywords: Customer Engagement, Customer Loyalty, Customer experience, Fan Engagement, Fandom Marketing, Online and Offline Behavioral Intention, Video Game, Social Media. EXAMINING VIDEO GAME FAN ENGAGEMENT THROUGH SOCIAL MEDIA IN INDONESIA INTRODUCTION The US population in 2018 was 327.2 million of people, 66% of those population are video gamers (Gough, 2019). The population of American adults play video games on multiple platforms, such as; consoles, computer, handheld, and even mobile device (Koksal, 2019). -
Mba Canto C 2019.Pdf (3.357Mb)
The Effect of Online Reviews on the Shares of Video Game Publishing Companies Cesar Alejandro Arias Canto Dissertation submitted in partial fulfilment of the requirements for the degree of Master of Business Administration (MBA) in Finance at Dublin Business School Supervisor: Richard O’Callaghan August 2019 2 Declaration I declare that this dissertation that I have submitted to Dublin Business School for the award of Master of Business Administration (MBA) in Finance is the result of my own investigations, except where otherwise stated, where it is clearly acknowledged by references. Furthermore, this work has not been submitted for any other degree. Signed: Cesar Alejandro Arias Canto Student Number: 10377231 Date: June 10th, 2019 3 Acknowledgments I would like to thank all the lecturers whom I had the opportunity to learn from. I would like to thank my lecturer and supervisor, Richard O’Callaghan. One of the best lecturers I have had throughout my education and a great person. I would like to thank my parents and family for the support and their love. 4 Contents Table of Contents Declaration ................................................................................................................................... 2 Acknowledgments ...................................................................................................................... 3 Contents ....................................................................................................................................... 4 Tables and figures index .......................................................................................................... -
Titanfall 2 Xbox
WARNING Before playing this game, read the Xbox One™ system, and accessory manuals for important safety and health information. www.xbox.com/support. Important Health Warning: Photosensitive Seizures A very small percentage of people may experience a seizure when exposed to certain visual images, including flashing lights or patterns that may appear in video games. Even people with no history of seizures or epilepsy may have an undiagnosed condition that can cause “photosensitive epileptic seizures” while watching video games. Symptoms can include light-headedness, altered vision, eye or face twitching, jerking or shaking of arms or legs, disorientation, confusion, momentary loss of awareness, and loss of consciousness or convulsions that can lead to injury from falling down or striking nearby objects. Immediately stop playing and consult a doctor if you experience any of these symptoms. Parents, watch for or ask children about these symptoms—children and teenagers are more likely to experience these seizures. The risk may be reduced by being farther from the screen; using a smaller screen; playing in a well-lit room, and not playing when drowsy or fatigued. If you or any relatives have a history of seizures or epilepsy, consult a doctor before playing. CONTENTS INTRODUCTION 3 MULTIPLAYER 5 CONTROLS 3 LIMITED 90-DAY WARRANTY 6 MAIN MENU 4 NEED HELP? 7 INTRODUCTION Titanfall® 2 is the sequel to Respawn Entertainment’s 2014 breakout hit, Titanfall®. In Titanfall 2 ’s Single Player campaign, you play as Jack Cooper—a Militia Rifleman who aspires to become a full-fledged Pilot. Explore the Frontier like never before, brave harsh environments, and forge a powerful bond with your Titan. -
GAMING GLOBAL a Report for British Council Nick Webber and Paul Long with Assistance from Oliver Williams and Jerome Turner
GAMING GLOBAL A report for British Council Nick Webber and Paul Long with assistance from Oliver Williams and Jerome Turner I Executive Summary The Gaming Global report explores the games environment in: five EU countries, • Finland • France • Germany • Poland • UK three non-EU countries, • Brazil • Russia • Republic of Korea and one non-European region. • East Asia It takes a culturally-focused approach, offers examples of innovative work, and makes the case for British Council’s engagement with the games sector, both as an entertainment and leisure sector, and as a culturally-productive contributor to the arts. What does the international landscape for gaming look like? In economic terms, the international video games market was worth approximately $75.5 billion in 2013, and will grow to almost $103 billion by 2017. In the UK video games are the most valuable purchased entertainment market, outstripping cinema, recorded music and DVDs. UK developers make a significant contribution in many formats and spaces, as do developers across the EU. Beyond the EU, there are established industries in a number of countries (notably Japan, Korea, Australia, New Zealand) who access international markets, with new entrants such as China and Brazil moving in that direction. Video games are almost always categorised as part of the creative economy, situating them within the scope of investment and promotion by a number of governments. Many countries draw on UK models of policy, although different countries take games either more or less seriously in terms of their cultural significance. The games industry tends to receive innovation funding, with money available through focused programmes. -
The Business, Culture and Technology of Video Games: a Review
Journal of Information and Computational Science ISSN: 1548-7741 The Business, Culture and Technology of Video Games: A Review Ajay Kumar Banaras Hindu University, Varanasi [email protected] Abstract Video games are one of the youngest addition to the popular mediums of entertainment. In its rather short span of existence, it has surpassed all other forms of entertainment in terms of revenues. It is getting increasingly influential in terms of socio- cultural impact. With increased access to better mobile devices acting as gaming platforms and cheaper internet, the once-neglected populace in India has become a lucrative market for large multinational corporations in the sector. This paper takes a look at some of the developments that establish video games as an important emerging medium of entertainment in India in the light of technological developments leading to cultural changes. Keywords: video games, entertainment media, culture, technology, media economy 1. Introduction The second half of the 20th century was marked by upheavals and disruptions, most prominent of them being technological along with economic and political. Working together, these have the capacity to alter society and culture significantly. This period saw the emergence and proliferation of a new medium of entertainment - a medium that was driven by the latest technology of the time and that went on to become a significant economic entity in a short duration - it was the video games. Video Games emerged in the early 1970s and within a short period became a huge influence on initially the American culture and subsequently most of the West. Of late, it has also made inroads in developing economies across the globe as a popular medium of entertainment. -
Esports Cafes in India the Untapped Potential Acknowledgement
ESPORTS CAFES IN INDIA THE UNTAPPED POTENTIAL ACKNOWLEDGEMENT A paper can never be prepared by a single person. It demands the help and guardianship of some conversant person actively or passively in its completion. It is a genuine pleasure to express our deep sense of gratitude to Mr. Vamsi Krishna, Head Consumer Marketing for South Asia at NVIDIA, his timely advice and overwhelming attitude has helped us to very great extent to accomplish this task. With great pleasure, we would like to thank Mr. Yogesh Nagdev, Mr. Shathananda Bhat, Mr. Naqui Ahmad, Mr. Daniel Mohan, Ms. Sana Saiyyada and the entire team at NVIDIA without their help this paper would not have been completed. Their precious suggestions and constructive guidance has been indispensable in the completion of this paper. The interaction with the passionate and enthusiastic gamers was essential for the completion of this paper to understand the demands of the industry. We would like to thank, Mr. Ishaan Arya, Mr. Ratul Sathish, Mr. Nitin Rao for all their help and time. Ayushi is a final year Operations Management student at Symbiosis Institute of Business Management, Bengaluru. During this work, the constant association with, Mr. Shravanth Reddy She has completed her B. Tech in Electronics and Tele-Communication from KIIT University, Bhubaneswar. (CEO of LXG), Mr. Deepak Thomas (CEO of RIG ESPORTS), Mr. Himanshu Jain She believes in following discipline in every aspect of life (Director of Acro Engineering Company and CEO of ANT ESPORTS) and working towards Self-development. She is a person Mr. Subramani Bn ( cafe Brand Manager of Acro Engineering Company) with a creative bent of mind, a foodie and a shopaholic, and the members of the gaming industry has been most insightful . -
Pocket Gamer Launchpad
THE BIGGEST DIGITAL EVENT TO CELEBRATE MOBILE AND SWITCH GAMES MULTI-SITE EDITORIAL - VIDEO - ADVERTISING - LIVE STREAMS - SOCIAL MEDIA - COMPETITIONS - MORE MEDIA PACK AUGUST 12-13, 2021 INTRODUCTION LAUNCHPAD NETWORK DAILY VIDEO CONTENT GETTING INVOLVED SPONSORSHIP OPTIONS CONTACT INTRODUCING EVENT LAUNCHPAD STRUCTURE Pocket Gamer LaunchPad is a series of The event breaks down into the following key elements: digital events designed to celebrate new, upcoming or updated iOS and LAUNCHPAD LIVE BROADCASTS Android games. Each one takes place 4 2 hours per day streamed on Twitch and shared across a media network of across multiple sites, streams, social Enthusiast Gaming properties to c.1M live viewers. media and other channels. It offers a brand new way for publishers and A CENTRAL ‘LIVE’ HUB OF CONTENT ON POCKETGAMER.COM developers to create buzz around their One core article with links supported by multiple articles across the 3 week on PocketGamer.com and on other partnering media channels games to a large audience, be they recent launches, upcoming titles, significant updates to existing games. DEDICATED SITE SKIN AND ADVERTISING PROMOTION We're planning four LaunchPad events Extra promotion for key partners via advertising and takeovers around in 2021. 2 this period on PocketGamer.com and selected partner channels The next live event will take place on August 12-13, and be centred around a PUBLISHER PARTNERSHIPS & PROMOTIONS dedicated content hub on 1 We will also work with selected publishers and partners to provide extra promotion www.PocketGamer.com with a daily c.2 in app and on related social media as well as bespoke competitions and offers. -
HOW to PLAY with MAPS by Ross Thorn Department of Geography, UW-Madison a Thesis Submitted in Partial Fulfillment of the Require
HOW TO PLAY WITH MAPS by Ross Thorn Department of Geography, UW-Madison A thesis submitted in partial fulfillment of the requirements for the degree of Master of Science (Geographic Information Science and Cartography) at the UNIVERSITY OF WISCONSIN–MADISON 2018 i Acknowledgments I have so many people to thank for helping me through the process of creating this thesis and my personal development throughout my time at UW-Madison. First, I would like to thank my advisor Rob Roth for supporting this seemingly crazy project and working with me despite his limited knowledge about games released after 1998. Your words of encouragement and excitement for this project were invaluable to keep this project moving. I also want to thank my ‘second advisor’ Ian Muehlenhaus for not only offering expert guidance in cartography, but also your addictive passion for games and their connection to maps. You provided endless inspiration and this research would not have been possible without your support and enthusiasm. I would like to thank Leanne Abraham and Alicia Iverson for reveling and commiserating with me through the ups and downs of grad school. You both are incredibly inspirational to me and I look forward to seeing the amazing things that you will undoubtedly accomplish in life. I would also like to thank Meghan Kelly, Nick Lally, Daniel Huffman, and Tanya Buckingham for creating a supportive and fun atmosphere in the Cartography Lab. I could not have succeeded without your encouragement and reminder that we all deserve to be here even if we feel inadequate. You made my academic experience unforgettable and I love you all. -
Titanfall 2 Is Now Available Worldwide
October 28, 2016 Titanfall 2 is Now Available Worldwide Respawn Entertainment Delivers Critically Acclaimed Action-Packed Single Player, Backed by Fast, Fluid Multiplayer in an Experience that is Unmatched LOS ANGELES--(BUSINESS WIRE)-- Respawn Entertainment and Electronic Arts Inc. (NASDAQ:EA) today announced that the highly anticipated Titanfall® 2 is now available in stores worldwide on Xbox One, the all-in-one games and entertainment system from Microsoft, Origin™ for PC, and for the first time in the franchise, the PlayStation®4 computer entertainment system. Winner of the Official Game Critics' Award for Best Online Multiplayer at the Electronic Entertainment Expo (E3) in June, Titanfall 2 builds on the signature Pilot and Titan combat the series is known for and provides a deeper, more robust experience that once again delivers innovative, unique, and exciting gameplay. Titanfall 2 is receiving universal praise from critics around the world, with Giant Bomb giving it a perfect 5 out of 5, calling it "fantastic", while Game Informer stated Titanfall 2 is a "must play", on their way to scoring it a 9.5 out of 10. This Smart News Release features multimedia. View the full release here: http://www.businesswire.com/news/home/20161028005199/en/ "With Titanfall 2, we built on the dynamic Pilot and Titan gameplay established with the first Titanfall to deliver an experience that is deeper, more refined, yet still as fun as ever," said Vince Zampella, CEO of Respawn Entertainment. "In single player, we've crafted something that is unlike any other campaign out there, and in multiplayer, we once again deliver gameplay that feels, plays, and looks great." Featuring the first single player campaign in the series' history, Titanfall 2 delivers a carefully crafted action-adventure experience that provides a vibrant mix of exciting, innovative gameplay that brings fresh ideas and mechanics to the shooter Titanfall 2 is Now Available Worldwide (Graphic: Business Wire) genre. -
Keymander 2 Keyboard/Mouse Adapter Plus Controller Crossover
GE1337P2 KeyMander 2 Keyboard/Mouse Adapter Plus Controller Crossover All-new KeyMander 2 is up to 8Xs faster for increased accuracy & smoother mouse response Use a keyboard & mouse in place of your controller on Xbox One, PS4 & Nintendo Switch game systems Crossover function lets you swap controllers between PS4, Xbox One and Nintendo Switch Play First Person Shooter games like PUBG & Call of Duty with increased speed & accuracy Android/iOS apps provide custom key mapping, mouse sensitivity, macro functions & more Dominate With Keyboard & Mouse on Xbox One, PS4 & Nintendo Switch KeyMander® 2, the next generation controller adapter from Kaliber Gaming by IOGEAR, brings the unmatched speed and precision of a keyboard and mouse to Xbox One, Xbox 360, PS3, PS4 and Nintendo Switch game consoles. Use your keyboard and mouse skills to dominate all your favorite First-Person Shooter (FPS), Role Playing Games (RPG) and Real-Time Strategy (RTS) games. Playing on a console has never been this much fun! KeyMander 2 Save profiles in the app and backup your library to the cloud Customize button layouts in Controller Crossover Mode when using other controllers • All-new KeyMander 2 is up to 8Xs faster for increased accuracy & Share custom game profiles with friends smoother mouse response • Use a keyboard & mouse in place of your controller on Xbox One, PS4 & Pre-Made Profiles Available for: Nintendo Switch game systems • Crossover function lets you swap controllers between PS4, Xbox One and XBox One Nintendo Switch • Play First Person Shooter games