Cd Projekt Capital Group Activities Between 1 January and 30 June 2018 2
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Social Media Marketing in Creative Industries: How to Use Social Media Marketing to Promote Computer Games?
information Article Social Media Marketing in Creative Industries: How to Use Social Media Marketing to Promote Computer Games? Bartosz Wawrowski and Iwona Otola * Faulty of Management, Czestochowa University of Technology, D ˛abrowskiego 69, 42-201 Cz˛estochowa,Poland; [email protected] * Correspondence: [email protected] Received: 27 March 2020; Accepted: 28 April 2020; Published: 30 April 2020 Abstract: Currently, almost every business entity has one or more social media accounts. This statement is true for companies operating in creative areas as well. Social media make it possible to perform widely understood marketing-oriented undertakings. They allow for toll-free presentation of a particular company, its history, products, achievements, as well as for encouraging prospective customers to visit its websites. Social media marketing plays an important role in the satisfactory advertising of creative brands, companies, and products. The aim of this article is to discuss the possibilities of utilizing social media marketing by a creative company dealing with the production of computer games. The authors have attempted to analyze selected elements of computer game promotion opted for by the CD Projekt Capital Group. As of currently, The Witcher game is a product that is well known and highly appreciated all over the world. Nevertheless, its promotion has required the utilization of a proper marketing strategy, based on social media-specific tools. Keywords: computer games; creative companies; social media marketing 1. Introduction Up until recently, the “creative sector” term has been rarely used. Its importance for companies has increased as a result of notable changes of business specificity. When it comes to the widely understood creative industry, growth factors have been, inter alia, the emergence of the B+R sector, human capital intellectual changes, as well as, the increase in demand for the offered products. -
Gamified Social Platform for Worldwide Gamers Whitepaper
Gamified Social Platform for Worldwide Gamers Whitepaper ENG Ver 2.0 Last updated July 2021 Whitepaper | Gamified Social Platform for Worldwide Gamers White Paper Ludena Protocol provides a gamified social platform for worldwide gamers The LDN token rewards users for platform engagement with fellow participants. Our 3 million strong commu- nity boasts the ultimate gamer-focused social ecosystem and offers the three major segments of the gaming industry exclusive benefits: Players Discover or upload helpful game strategies, hints and tricks and receive fair rewards for all kinds of engagement; Can easily find or sell rare and special game items in the world’s first fee-free virtual goods marketplace; Get matched with new friends to play fun and simple games with on Ludena’s 1:1 hyper casual gaming platform. Game Publishers Marketing dollars are targeted, no longer wasted, and result in real ROI effectiveness, through in-game purchases and driven player growth, due to our accumulated 1TB+ of user analytics and our 7 years of proven marketing successes. Indie Game Developers Our platform is an ideal solution for indie game developers, who want to reach a large audience, without paying exuberant commission fees, and who want to drive in-game spend, as our token economy design encourages. 1/47 ludenaprotocol.io | Copyright©2021. All rights reserved. Executive Summary | Gamified Social Platform for Worldwide Gamers Executive Summary Ludena Protocol is the first comprehensive gamified social platform, connecting gamers, from around the world, to a single application where they can play, trade and share all things gaming with one another. The Ludena Protocol team is made up of a group of professionals, who have been operating the 3 million user strong gaming social media application, 'GameTalkTalk,' for 7 years. -
Steam-Alustan Kannattavuus Pienien Kehittäjien Näkökulmasta
Saku Syngelmä Steam-alustan kannattavuus pienien kehittäjien näkökulmasta Tradenomi Tietojenkäsittelyn koulutus Kevät 2020 Tiivistelmä Tekijä(t): Saku Syngelmä Työn nimi: Steam-alustan kannattavuus pienien kehittäjien näkökulmasta Tutkintonimike: Tradenomi Asiasanat: Kannattavuus, indie-kehittäjä, julkaisualusta, peliala, kilpailija-analyysi Tämän opinnäytetyön aiheena on pelien digitaalisen jakelu- ja julkaisualusta Steamin kannattavuus tänä päivänä pienien pelinkehittäjien näkökulmasta. Työssä syvennytään Steamin historiaan ja kehitysvaiheisiin sekä erityisesti sen nykyiseen asemaan markki- noiden suurimpana PC-pelaamisen alustana. Sen lisäksi perehdytään myös sen suurimpiin kilpailijoihin ja niiden heikkouksiin ja vahvuuksiin Steamiin verrattuna. Näihin kilpailijoihin kuuluu muun muassa Epic Game Store, Origin, Good Old Games, Uplay sekä Itch.io. Joitain vähemmän merkittäviä kilpailijoita on myös otettu huomioon tässä tutkielmassa, mutta aiempiin verrattuna vähemmän yksityiskohtaisesti. Tulokset paljastavat, että Steamilla ei ole enää nykypäivänä vastaavanlaista monopolia, joka sillä on aika- naan ollut. Steam oli vuosia selkeästi paras vaihtoehto pienille kehittäjille, mutta ajan myötä tämä tilanne on alkanut muuttumaan. Pelien määrän valtava kasvu Steam Directin myötä ja sen aiheuttamat näkyvyys- ongelmat ovat vaikuttaneet alustan kannattavuuteen monien kehittäjien silmissä. Kilpailu on myös aggres- siivisempaa kuin koskaan ennen, ja suurimpana vaikuttajana tähän on ollut Epic Game Store, joka on on- nistunut lyhyessä ajassa muuttamaan -
CD PROJEKT RED and NVIDIA Partner to Bring Ray Tracing to ‘Cyberpunk 2077’
CD PROJEKT RED and NVIDIA Partner to Bring Ray Tracing to ‘Cyberpunk 2077’ Highly Acclaimed, Highly Anticipated Game Uses Real-Time Ray Tracing E3--NVIDIA and CD PROJEKT RED today announced that NVIDIA® GeForce RTX™ is an official technology partner for Cyberpunk 2077 and that the companies are working together to bring real-time ray tracing to the game. Cyberpunk 2077 won over 100 awards at E3 2018 and Gamespot calls it “one of the most anticipated games of the decade.'' The game is the next project from CD PROJEKT RED, makers of the highly acclaimed The Witcher 3: Wild Hunt, which has won numerous “Game of the Year'' awards. NVIDIA and CD PROJEKT RED have a long history of technology collaboration that spans more than a decade. “Cyberpunk 2077 is an incredibly ambitious game, mixing first-person perspective and deep role-playing, while also creating an intricate and immersive world in which to tell its story,'' said Matt Wuebbling, head of GeForce marketing at NVIDIA. “We think the world of Cyberpunk will greatly benefit from the realistic lighting that ray tracing delivers.'' Ray tracing is the advanced graphics technique used to give movies their ultra-realistic visual effects. NVIDIA GeForce RTX GPUs contain specialized processor cores designed specifically to accelerate ray tracing so the visual effects in games can be rendered in real time. “Ray tracing allows us to realistically portray how light behaves in a crowded urban environment,'' says Adam Badowski, head of Studio at CD PROJEKT RED. “Thanks to this technology, we can add another layer of depth and verticality to the already impressive megacity the game takes place in.'' Cyberpunk 2077 is an open-world, action-adventure story set in Night City, a megalopolis obsessed with power, glamour and body modification. -
Digital Distribution
HOW DIGITAL DISTRIBUTION AND EVALUATION IS IMPACTING PUBLIC SERVICE ADVERTISING Aggressive Promotion Yields Significant Results By Bill Goodwill & James Baumann It is no surprise to see that digital distribution of all media products is fast becoming the de facto standard for distribution of media content, particularly for shorter videos such as PSA messages. First let’s define the terms. Digital distribution (also called digital content delivery, online distribution, or electronic distribution), is the delivery of media content online, thus bypassing physical distribution methods, such as video tapes, CDs and DVDs. In additional to saving money on tapes and disks, digital distribution eliminates the need to print collateral materials such as storyboards, newsletters, bounce-back cards, etc. Finally, it provides the opportunity to preview messages online, and offers media high- quality files for download. The “Pull” Distribution Model In the pre-digital world, the media was spoiled because they had all the PSA messages they could ever use delivered right to their desktop, along with promotional materials explaining the importance of the campaigns. Today, the standard way for stations to get PSAs in the digital world is to go to a site created by the digital distribution company and download them from the “cloud.” Using a dashboard that has been created for PSAs, the media can preview the spots and download both the PSAs, as well as digital collateral materials such as storyboards, a newsletter and traffic instructions. This schematic shows the overall process flow for digital distribution. To provide more control over digital distribution, Goodwill Communications has its own digital distribution download site called PSA Digital™, and to see how we handle both TV and radio digital files, go to: http://www.goodwillcommunications.com/PSADigital.aspx. -
Blast Off Broken Sword
ALL FORMATS LIFTING THE LID ON VIDEO GAMES Broken Sword blast off Revolution’s fight Create a jetpack in for survival Unreal Engine 4 Issue 15 £3 wfmag.cc TEARAWAYS joyful nostalgia and comic adventure in knights and bikes UPGRADE TO LEGENDARY AG273QCX 2560x1440 A Call For Unionisation hat’s the first thing that comes to mind we’re going to get industry-wide change is collectively, when you think of the games industry by working together to make all companies improve. and its working conditions? So what does collective action look like? It’s workers W Is it something that benefits workers, getting together within their companies to figure out or is it something that benefits the companies? what they want their workplace to be like. It’s workers When I first started working in the games industry, AUSTIN within a region deciding what their slice of the games the way I was treated wasn’t often something I thought KELMORE industry should be like. And it’s game workers uniting about. I was making games and living the dream! Austin Kelmore is across the world to push for the games industry to But after twelve years in the industry and a lot of a programmer and become what we know it can be: an industry that horrible experiences, it’s now hard for me to stop the Chair of Game welcomes everyone, treats its workers well, and thinking about our industry’s working conditions. Workers Unite UK, allows us to make the games we all love. That’s what a a branch of the It’s not a surprise anymore when news comes out Independent Workers unionised games industry would look like. -
The Effects of Digital Music Distribution" (2012)
Southern Illinois University Carbondale OpenSIUC Research Papers Graduate School Spring 4-5-2012 The ffecE ts of Digital Music Distribution Rama A. Dechsakda [email protected] Follow this and additional works at: http://opensiuc.lib.siu.edu/gs_rp The er search paper was a study of how digital music distribution has affected the music industry by researching different views and aspects. I believe this topic was vital to research because it give us insight on were the music industry is headed in the future. Two main research questions proposed were; “How is digital music distribution affecting the music industry?” and “In what way does the piracy industry affect the digital music industry?” The methodology used for this research was performing case studies, researching prospective and retrospective data, and analyzing sales figures and graphs. Case studies were performed on one independent artist and two major artists whom changed the digital music industry in different ways. Another pair of case studies were performed on an independent label and a major label on how changes of the digital music industry effected their business model and how piracy effected those new business models as well. I analyzed sales figures and graphs of digital music sales and physical sales to show the differences in the formats. I researched prospective data on how consumers adjusted to the digital music advancements and how piracy industry has affected them. Last I concluded all the data found during this research to show that digital music distribution is growing and could possibly be the dominant format for obtaining music, and the battle with piracy will be an ongoing process that will be hard to end anytime soon. -
Hidemyapp : Hiding the Presence of Sensitive Apps on Android
HideMyApp : Hiding the Presence of Sensitive Apps on Android Anh Pham Italo Dacosta Eleonora Losiouk John Stephan EPFL, Switzerland EPFL, Switzerland University of Padova, Italy EPFL, Switzerland Kévin Huguenin Jean-Pierre Hubaux University of Lausanne, Switzerland EPFL, Switzerland Abstract patients [23], and there are around 325,000 mHealth apps available in major mobile app stores.2 Millions of users rely on mobile health (mHealth) apps to Given the sensitivity of medical data, the threats of pri- manage their wellness and medical conditions. Although the vacy leakage are one of the main hindrances to the success of popularity of such apps continues to grow, several privacy and mHealth technologies [37]. In this area, a serious and often security challenges can hinder their potential. In particular, overlooked threat is that an adversary can infer sensitive infor- the simple fact that an mHealth app is installed on a user’s mation simply from the presence of an app on a user’s phone. phone can reveal sensitive information about the user’s health. Previous studies have shown that private information, such as Due to Android’s open design, any app, even without per- age, gender, race, and religion, can be inferred from the list of missions, can easily check for the presence of a specific app installed apps [22,29,47]. With the increasing popularity of or collect the entire list of installed apps on the phone. Our mHealth apps, an adversary can now infer even more sensitive analysis shows that Android apps expose a significant amount information. For example, learning that a user has a diabetes of metadata, which facilitates fingerprinting them. -
CD Projekt Bloomberg: CDR PW Equity, Reuters: CDR.WA
CD Projekt Bloomberg: CDR PW Equity, Reuters: CDR.WA Kupuj, 106,00 PLN 11 września 2017 r., 07:30 Podtrzymana Kampania dla inwestorów Wyniki 1H 17 udowodniły dobrą monetyzację Gwinta. Co najważniejsze, bardzo podoba Informacje nam się naszkicowana przez firmę ścieżka rozwoju gry. Tak jak przewidywaliśmy w Kurs akcji (PLN) 94,65 poprzedniej rekomendacji CD Projekt zaczął już działać na dwóch silnikach. Starszy silnik Upside 12% – Wiedźmin 3 ciągle sprzedają się fenomenalnie (powyżej oczekiwań). Jednocześnie Liczba akcji (mn) 96,12 najlepsze, konkurencyjne firmy na rynku gier przeżywają boom. W związku z tym Kapitalizacja (mln PLN) 9 097,76 podnosimy naszą wycenę CD Projekt do PLN 106, utrzymując rekomendację Kupuj. Free float 67% Free float (mln PLN) 6 060,02 Choć Gwint przeżywa lepsze i gorsze momenty na swojej ścieżce wzrostu, trzeba przyznać, Free float (mln USD) 1 714,58 że całościowy obraz i monetyzacja projektu wygląda bardzo dobrze. Największe wrażenie EV (mln PLN) 8 411,15 robi na nas projekt dodatku do gry (kampania dla jednego gracza), który naszym zdaniem Dług netto (mln PLN) -686,61 będzie mocno przypominał samodzielną grę dla jednego gracza. To może bardzo poszerzyć jego sprzedaż i później zwiększyć bazę graczy internetowych. Dywidenda Stopa dywidendy (%) 1,1% Wydaje nam się również, że niedługo pojawi się na horyzoncie mobilna wersja gry Gwinta – Odcięcie dywidendy 29.05.2017 będzie to bardzo mocnym impulsem dla projektu. Taki ruch w przeszłości więcej niż podwoił lidera tej niższy (grę Hearthstone). W przypadku Gwinta wydawał się dość trudny Akcjonariusze % Akcji technicznie i obarczony pewnym ryzykiem, ale sądzimy, że jego prawdopodobieństwo Marcin Iwiński 12,64 wyraźnie się zwiększa. -
An Exploration of Trends in Loot Boxes, Pay to Win, and Cosmetic
The changing face of desktop video game monetisation: An exploration of trends in loot boxes, pay to win, and cosmetic microtransactions in the most- played Steam games of 2010- 2019 David Zendle*, Rachel Meyer, Nick Ballou Corresponding author: [email protected] Abstract It is now common practice for video game companies to not just sell copies of games themselves, but to also sell in-game bonuses or items for a small real-world fee. These purchases may be purely aesthetic (cosmetic microtransactions); confer in-game advantages (pay to win microtransactions), or contain randomised contents of uncertain value (loot boxes). The growth of microtransactions has attracted substantial interest from both gamers, academics, and policymakers. However, it is not clear either how prevalent these features are in desktop games, or when any growth in prevalence occurred. In order to address this, we analysed the play history of the 463 most-played Steam desktop games from 2010 to 2019. Results of exploratory joinpoint analyses suggested that cosmetic microtransactions and loot boxes experienced rapid growth during 2012-2014, leading to high levels of prevalence by April 2019: 71.28% of the sample played games with loot boxes at this point, and 85.89% played games with cosmetic microtransactions. By contrast, pay to win microtransactions did not appear to experience similar growth in desktop games during the period, rising gradually to a prevalence of 17.38% by November 2015, at which point growth decelerated significantly (p<0.001) to the point where it was not significantly different from zero (p=0.32). Introduction The way that the video game industry makes money has undergone important changes in recent decades. -
Links to the Past User Research Rage 2
ALL FORMATS LIFTING THE LID ON VIDEO GAMES User Research Links to Game design’s the past best-kept secret? The art of making great Zelda-likes Issue 9 £3 wfmag.cc 09 Rage 2 72000 Playtesting the 16 neon apocalypse 7263 97 Sea Change Rhianna Pratchett rewrites the adventure game in Lost Words Subscribe today 12 weeks for £12* Visit: wfmag.cc/12weeks to order UK Price. 6 issue introductory offer The future of games: subscription-based? ow many subscription services are you upfront, would be devastating for video games. Triple-A shelling out for each month? Spotify and titles still dominate the market in terms of raw sales and Apple Music provide the tunes while we player numbers, so while the largest publishers may H work; perhaps a bit of TV drama on the prosper in a Spotify world, all your favourite indie and lunch break via Now TV or ITV Player; then back home mid-tier developers would no doubt ounder. to watch a movie in the evening, courtesy of etix, MIKE ROSE Put it this way: if Spotify is currently paying artists 1 Amazon Video, Hulu… per 20,000 listens, what sort of terrible deal are game Mike Rose is the The way we consume entertainment has shifted developers working from their bedroom going to get? founder of No More dramatically in the last several years, and it’s becoming Robots, the publishing And before you think to yourself, “This would never increasingly the case that the average person doesn’t label behind titles happen – it already is. -
Best Game of 2020 #1 Animal Crossing: New Horizons #2 Hades #3 Ghost of Tsushima
2020 Game Recommendations The best games from the worst year BEST GAME OF 2020 #1 ANIMAL CROSSING: NEW HORIZONS #2 HADES #3 GHOST OF TSUSHIMA Honorable Mentions: Crusader Kings 3, World of Warcraft: Shadowlands, Factorio, Doom Eternal, Cyberpunk 2077 BEST STORY BEST ART & VISUALS HADES HADES Art and Art Direction: Jen Zee Written by: Greg Kasavin Environmental Art: Joanne Tran 3D Art: Paige Carter Honorable Mentions: Final Fantasy VII Remake, Yakuza: Like a Dragon, 13 Sentinels: Aegis Rim, The Last of Us II, Ori and the Will of the Wisps, Crusader Kings 3, Cyberpunk 2077 Did you know The FRIENDZONE server celebrated its 4th birthday this year? It was created Sunday, Honorable Mentions: Ghost of Tsushima, April 24th, 2016 at 5:10 pm PST Genshin Impact, Ori and the Will of the Wisps, Animal Crossing: New Horizons, Outer Wilds, Cyberpunk 2077 WHERE HAVE YOU BEEN ALL MY LIFE? The best games released prior to 2020 that we discovered this year. HIDDEN GEMS OF 2020 Shine a light on some of the best games that few people paid attention to! Fitz Rachel Nullied Fox Myras Tau Leader Cobalt theStellarB raspbeary Fitret Ophainim Vaash Solanis Nando BEST DLC / NEW CONTENT / EXPANSION #1 World of Warcraft Shadowlands #2 Teamfight Tactics Fates Honorable Mentions: Rainbow Six Siege Operation Neon Dawn, Darkest Dungeon: The Butcher’s Circus, Hearthstone Battlegrounds, Monster Train DLC, Shovel Knight: King of Cards, PC Building Simulator E-Sports Expansion BEST TV SERIES BEST MOVIES #1 Schitt’s Creek Not too many movies this year but if you’re looking