Nintendo-Giftguide-ENG.Pdf
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. -
Playstation®4 Launches Across the United States
FOR IMMEDIATE RELEASE PLAYSTATION®4 LAUNCHES ACROSS THE UNITED STATES AND CANADA With the PS4™system, Sony Computer Entertainment Welcomes Gamers to a New Era of Rich, Immersive Gameplay Experiences TOKYO, November 15, 2013 – Sony Computer Entertainment Inc. (SCEI) today launched PlayStation®4 (PS4™), a system built for gamers and inspired by developers. The PS4 system is now available in the United States and Canada at a suggested retail price of USD $399 and CAD $399, arriving with a lineup of over 20 first- and third-party games, including exclusive titles like Knack™ and Killzone: Shadow Fall™. In total, the PS4 system will have a library of over 30 games by the end of the year. *1 “Today’s launch of PS4 represents a milestone for all of us at PlayStation, our partners in the industry, and, most importantly, all of the PlayStation fans who live and breathe gaming every day,” said Andrew House, President and Group CEO, Sony Computer Entertainment Inc. “With unprecedented power, deep social capabilities, and unique second screen features, PS4 demonstrates our unwavering commitment to delivering phenomenal play experiences that will shape the world of games for years to come.” The PS4 system enables game developers to realize their creative vision on a platform specifically tuned to their needs, making it easier to build huge, interactive worlds in smooth 1080p HD resolution.*2 Its supercharged PC architecture – including an enhanced Graphics Processing Unit (GPU) and 8GB of GDDR5 unified system memory – is designed to ease game creation and deliver a dramatic increase in the richness of content available on the platform. -
Gadgets That Too Soon
14 centre spread centre spread 15 DECEMBER 07-13, 2014 DECEMBER 07-13, 2014 APPLE NEWTON SEGA GAME GEAR It was a personal This 8-bit handheld game console was released digital assistant (PDA) GADGETS in response to Nintendo's Game Boy. It before palm and a was held lengthwise at the sides tablet before the iPad. (preventing the cramping of By modern standards, THAT hands) and had a backlit, colour it was pretty basic — it LCD screen, allowing for clearer could take notes, store and more vibrant visuals. It was ATARI LYNX contacts, and manage also praised for its processing Atari’s little handheld sported the rst colour LCD, calendars. It had a power. Its unique game library before Sega’s Game Gear, and was cheaper with stylus, and could even and price point gave it an better battery life in comparison. It ultimately lost translate handwriting edge over its competitors the game to Nintendo. It was nearly twice the into text. It could also DIED size of Game Boy's postage stamp screen be used to send a fax and oered much better graphics TOO SOON 3DO INTERACTIVE MULTIPLAYER Manufactured by Panasonic, Sanyo and GoldStar, 3DO was SEGA DREAMCAST the rst game system to use CDs for content delivery. The It was superior to most other increase in data storage led to syst ems at the time with built-in better 3D graphics. Also, the modem for Internet support and gaming machine was one of the online play as well as a controller rst entries in the 32-bit that allowed second-screen gaming. -
Nintendo Co., Ltd
Nintendo Co., Ltd. Financial Results Briefing for the Nine-Month Period Ended December 2013 (Briefing Date: 1/30/2014) Supplementary Information [Note] Forecasts announced by Nintendo Co., Ltd. herein are prepared based on management's assumptions with information available at this time and therefore involve known and unknown risks and uncertainties. Please note such risks and uncertainties may cause the actual results to be materially different from the forecasts (earnings forecast, dividend forecast and other forecasts). Nintendo Co., Ltd. Consolidated Statements of Income Transition million yen FY3/2010 FY3/2011 FY3/2012 FY3/2013 FY3/2014 Apr.-Dec.'09 Apr.-Dec.'10 Apr.-Dec.'11 Apr.-Dec.'12 Apr.-Dec.'13 Net sales 1,182,177 807,990 556,166 543,033 499,120 Cost of sales 715,575 487,575 425,064 415,781 349,825 Gross profit 466,602 320,415 131,101 127,251 149,294 (Gross profit ratio) (39.5%) (39.7%) (23.6%) (23.4%) (29.9%) Selling, general and administrative expenses 169,945 161,619 147,509 133,108 150,873 Operating income 296,656 158,795 -16,408 -5,857 -1,578 (Operating income ratio) (25.1%) (19.7%) (-3.0%) (-1.1%) (-0.3%) Non-operating income 19,918 7,327 7,369 29,602 57,570 (of which foreign exchange gains) (9,996) ( - ) ( - ) (22,225) (48,122) Non-operating expenses 2,064 85,635 56,988 989 425 (of which foreign exchange losses) ( - ) (84,403) (53,725) ( - ) ( - ) Ordinary income 314,511 80,488 -66,027 22,756 55,566 (Ordinary income ratio) (26.6%) (10.0%) (-11.9%) (4.2%) (11.1%) Extraordinary income 4,310 115 49 - 1,422 Extraordinary loss 2,284 33 72 402 53 Income before income taxes and minority interests 316,537 80,569 -66,051 22,354 56,936 Income taxes 124,063 31,019 -17,674 7,743 46,743 Income before minority interests - 49,550 -48,376 14,610 10,192 Minority interests in income -127 -7 -25 64 -3 Net income 192,601 49,557 -48,351 14,545 10,195 (Net income ratio) (16.3%) (6.1%) (-8.7%) (2.7%) (2.0%) - 1 - Nintendo Co., Ltd. -
Second Screen Interaction in the Cinema: Experimenting with Transmedia Narratives and Commercialising User Participation
. Volume 14, Issue 2 November 2017 Second Screen interaction in the cinema: Experimenting with transmedia narratives and commercialising user participation James Blake, Edinburgh Napier University, UK Abstract: In its relatively short life, second screen interaction has evolved into a variety of forms of viewer engagement. The practice of using two screens concurrently has become common in domestic TV viewing but remains a relatively specialist and niche experience in movie theatres. For this paper, three case studies explore the motivations and challenges involved in such projects. The film Late Shift (Weber, 2016) pulls together conventional cinematic narrative techniques and combines them with the interactivity of Full Motion Video games. An earlier film, App (Boermans, 2015) innovated with the second screen as a vehicle for transmedia content to enhance an affective response within the horror genre. The release of the film Angry Birds (Rovio, 2016) involved a symbiotic second screen play-along element which began in advance of the screening and continued after the movie concluded. This study also analyses other interactive projects within this context, including Disney’s short- lived ‘Second Screen Live’ that accompanied the release of The Little Mermaid (Disney, 1993) and commercial platforms including CiniMe and TimePlay. Mobile devices are being used as platforms for interactive gameplay, social participation and commercial opportunities. However, this landscape has implications on the culture of audience etiquette and the notion of user agency within an environment of immersive storytelling. Keywords: Interaction; Immersion; Transmedia (Narratives); Agency; Distraction; Paratext Introduction The concept of the ‘second screen’ is a relatively recent addition in the lexicon of audience reception studies and media analysis. -
Animal Crossing
Alice in Wonderland Harry Potter & the Deathly Hallows Adventures of Tintin Part 2 Destroy All Humans: Big Willy Alien Syndrome Harry Potter & the Order of the Unleashed Alvin & the Chipmunks Phoenix Dirt 2 Amazing Spider-Man Harvest Moon: Tree of Tranquility Disney Epic Mickey AMF Bowling Pinbusters Hasbro Family Game Night Disney’s Planes And Then There Were None Hasbro Family Game Night 2 Dodgeball: Pirates vs. Ninjas Angry Birds Star Wars Hasbro Family Game Night 3 Dog Island Animal Crossing: City Folk Heatseeker Donkey Kong Country Returns Ant Bully High School Musical Donkey Kong: Jungle beat Avatar :The Last Airbender Incredible Hulk Dragon Ball Z Budokai Tenkaichi 2 Avatar :The Last Airbender: The Indiana Jones and the Staff of Kings Dragon Quest Swords burning earth Iron Man Dreamworks Super Star Kartz Backyard Baseball 2009 Jenga Driver : San Francisco Backyard Football Jeopardy Elebits Bakugan Battle Brawlers: Defenders of Just Dance Emergency Mayhem the Core Just Dance Summer Party Endless Ocean Barnyard Just Dance 2 Endless Ocean Blue World Battalion Wars 2 Just Dance 3 Epic Mickey 2:Power of Two Battleship Just Dance 4 Excitebots: Trick Racing Beatles Rockband Just Dance 2014 Family Feud 2010 Edition Ben 10 Omniverse Just Dance 2015 Family Game Night 4 Big Brain Academy Just Dance 2017 Fantastic Four: Rise of the Silver Surfer Bigs King of Fighters collection: Orochi FIFA Soccer 09 All-Play Bionicle Heroes Saga FIFA Soccer 12 Black Eyed Peas Experience Kirby’s Epic Yarn FIFA Soccer 13 Blazing Angels Kirby’s Return to Dream -
New Joysticks Available for Your Atari 2600
May Your Holiday Season Be a Classic One Classic Gamer Magazine Classic Gamer Magazine December 2000 3 The Xonox List 27 Teach Your Children Well 28 Games of Blame 29 Mit’s Revenge 31 The Odyssey Challenger Series 34 Interview With Bob Rosha 38 Atari Arcade Hits Review 41 Jaguar: Straight From the Cat’s 43 Mouth 6 Homebrew Review 44 24 Dear Santa 46 CGM Online Reset 5 22 So, what’s Happening with CGM Newswire 6 our website? Upcoming Releases 8 In the coming months we’ll Book Review: The First Quarter 9 be expanding our web pres- Classic Ad: “Fonz” from 1976 10 ence with more articles, games and classic gaming merchan- Lost Arcade Classic: Guzzler 11 dise. Right now we’re even The Games We Love to Hate 12 shilling Classic Gamer Maga- zine merchandise such as The X-Games 14 t-shirts and coffee mugs. Are These Games Unplayable? 16 So be sure to check online with us for all the latest and My Favorite Hedgehog 18 greatest in classic gaming news Ode to Arcade Art 20 and fun. Roland’s Rat Race for the C-64 22 www.classicgamer.com Survival Island 24 Head ‘em Off at the Past 48 Classic Ad: “K.C. Munchkin” 1982 49 My .025 50 Make it So, Mr. Borf! Dragon’s Lair 52 and Space Ace DVD Review How I Tapped Out on Tapper 54 Classifieds 55 Poetry Contest Winners 55 CVG 101: What I Learned Over 56 Summer Vacation Atari’s Misplays and Bogey’s 58 46 Deep Thaw 62 38 Classic Gamer Magazine December 2000 4 “Those who cannot remember the past are condemned to Issue 5 repeat it” - George Santayana December 2000 Editor-in-Chief “Unfortunately, those of us who do remember the past are Chris Cavanaugh condemned to repeat it with them." - unaccredited [email protected] Managing Editor -Box, Dreamcast, Play- and the X-Box? Well, much to Sarah Thomas [email protected] Station, PlayStation 2, the chagrin of Microsoft bashers Gamecube, Nintendo 64, everywhere, there is one rule of Contributing Writers Indrema, Nuon, Game business that should never be X Mark Androvich Boy Advance, and the home forgotten: Never bet against Bill. -
Playstation App for Mac
Playstation App For Mac 1 / 4 Playstation App For Mac 2 / 4 You can also stream a wide range of PlayStation games with a PS Now subscription on a PC.. Download Playstation App For MacPlaystation Remote App For MacPlaystation App For MacPlaystation App For MacQuick NavigationThe Remote Play app for PC and Mac lets you stream games from your PS4 to your laptop or desktop computer.. Even if you don’t have your PS4’s control, you can use a phone or a tablet as a controller. 1. playstation store 2. playstation 4 3. playstation support Please Note: PS Now does not support Macintosh computers at this time Download the PS Now app, connect a controller and start streaming hundreds of games on demand.. If any of these is your requirement, you should get the PS4 Second Screen right away.. 4 FAQsThis is the tutorial to download PS4 Second Screen PC on Windows 10 and macOS-powered computers.. I wish they release it soon, I don't really like switching to bootcamp for an hour just to play the games. playstation store playstation store, playstation 4, playstation 5, playstation network, playstation, playstation support, playstation 2, playstation login, playstation 1, playstation now, playstation 3 Asian Riddles Free Download PS4 Second Screen also allows adding text or writing in any text area using the connected device. Avervision Cp135 Software download free software Episode 6.5 User Guide For Mac playstation 4 Pengolahan Limbah Stream the entire PS Now game collection to your Windows PC – more than 700 games, on.. My brand new Macbook Pro with 8GB of RAM was running the fan like crazy and couldn't even keep websites loaded. -
Nintendo Co., Ltd
Nintendo Co., Ltd. Financial Results Briefing for Fiscal Year Ended March 2014 (Briefing Date: 5/8/2014) Supplementary Information [Note] Forecasts announced by Nintendo Co., Ltd. herein are prepared based on management's assumptions with information available at this time and therefore involve known and unknown risks and uncertainties. Please note such risks and uncertainties may cause the actual results to be materially different from the forecasts (earnings forecast, dividend forecast and other forecasts). Nintendo Co., Ltd. Consolidated Statements of Income Transition million yen FY3/2010 FY3/2011 FY3/2012 FY3/2013 FY3/2014 Net sales 1,434,365 1,014,345 647,652 635,422 571,726 Cost of sales 859,131 626,379 493,997 495,068 408,506 Gross profit 575,234 387,965 153,654 140,354 163,219 (Gross profit ratio) (40.1%) (38.2%) (23.7%) (22.1%) (28.5%) Selling, general and administrative expenses 218,666 216,889 190,975 176,764 209,645 Operating income 356,567 171,076 -37,320 -36,410 -46,425 (Operating income ratio) (24.9%) (16.9%) (-5.8%) (-5.7%) (-8.1%) Non-operating income 11,082 8,602 9,825 48,485 53,136 (of which foreign exchange gains) ( - ) ( - ) ( - ) (39,506) (39,287) Non-operating expenses 3,325 51,577 33,368 1,592 624 (of which foreign exchange losses) (204) (49,429) (27,768) ( - ) ( - ) Ordinary income 364,324 128,101 -60,863 10,482 6,086 (Ordinary income ratio) (25.4%) (12.6%) (-9.4%) (1.6%) (1.1%) Extraordinary income 5,399 186 84 2,957 4,922 Extraordinary loss 2,282 353 98 3,243 79 Income before income taxes and minority interests 367,442 127,934 -60,877 10,197 10,929 Income taxes 138,896 50,262 -17,659 3,029 34,132 Income before minority interests - 77,671 -43,217 7,168 -23,202 Minority interests in income -89 50 -13 68 20 Net income 228,635 77,621 -43,204 7,099 -23,222 (Net income ratio) (15.9%) (7.7%) (-6.7%) (1.1%) (-4.1%) - 1 - Nintendo Co., Ltd. -
Wii Party U Wii U - Game Code Coupon Card
Wii Party U Wii U - Game Code coupon card 15% discount Just get the deals to save your money and save your time! Hurry! ~ CLICK HERE TO ACTIVE COUPON CODE ~ This deals code will expire on October 11 (6 days left) (It may be a lifetime coupon also) Wii Party U Wii U - Game Code coupon discount Listed price: $28.39 Current price: $24.13 Link to get coupon discount: https://www.trackedcoupon.com/buy-with-discount/200277217-27000/p_dis This Wii Party U Wii U - Game Code coupon code may be limit by date, by transaction, order, or mount of times the coupon can be used. So, if you can not get Wii Party U Wii U - Game Code discount with above link, please check the price chart of Wii Party U Wii U - Game Code tracked to get the newest discount code offered from Cdkeys. Get more discount coupon from Cdkeys HERE. How to buy Wii Party U Wii U - Game Code with coupon code Step 1: Click on [~ CLICK HERE TO ACTIVE COUPON CODE ~] link at the first page of this Wii Party U Wii U - Game Code promotion PDF document. Step 2: At your cart, re-check the product name and discounted price. Fill your information then click to place order. Step 3: Purchased linense will be delivered to your mailbox by Cdkeys.com, immediately! You can get the coupon by scan QR codes below: To claim this Wii Party U Wii U - Game Code discount now To view the price chart of Wii Party U Wii U - Game Code by the time Powered by TTTH (www.trungtamtinhoc.edu.vn). -
The Second Screen Fallacy What It All Really Means September 2013 Executive Summary
The Second Screen Fallacy What It All Really Means September 2013 Executive Summary Second screen is an artifact of total mediation, and specifically refers to the act of using a computer device while the TV is on, which is true of the majority of consumers who own smartphones and tablets. Occasionally, viewers are using their second screen as a companion or complementary media device for what is happening on the “first screen”—the TV. In fact, second screen is probably the best method we currently have for personalizing the TV experience. Of course, the trick lies in turning something that is often a distraction from the TV set into an enhanced viewing experience. IPG Media Lab + Magna Global. © 2013 Proprietary and Confidential 2 Key Takeaways Here’s what you can expect to learn in the following pages: • Second screen is an industry coping mechanism for the consumer attention crisis • Second screen is helping marketers recapture consumer attention in the living room • Second screen is creating more targeted television • Second screen as an industry is in its infancy, but that doesn’t stop marketers from profiting • Social media & TV are better together • Second screen is [finally] turning TV into an interactive, participatory medium • Second screen is not “one size fits all,” you must think about your audience’s behaviors and desires • For content creators and marketers, ignoring the second screen is a big mistake • Brands can (and should!) contribute to the story-telling • Participation is enabled in multiple ways; gameplay is one, but note that badges are dead • As robust commerce solutions emerge, second screen can help brands “seal the deal” • For some, the “second screen” will become the first screen IPG Media Lab + Magna Global. -
Evaluating Classification Schemes for Second Screen Interactions
2015 International Conference on Computing, Networking and Communications, Social Computing and Semantic Data Mining Evaluating Classification Schemes for Second Screen Interactions Partha Mukherjee Bernard J. Jansen College of Information Science and Technology College of Information Science and Technology Pennsylvania State University Pennsylvania State University University Park, PA, USA University Park, PA, USA [email protected] [email protected] Abstract— We analyze the performance of classification quantification of information interchange within the groups. schemes on information collected from social conversation posted The quantification of information is expressed in terms of in Twitter among audiences of a popular US based TV show. In social, temporal, and second screen device features of the this research, we consider entropy as a measure of information conversation. exchange in a group conversation that is related to social, temporal, and second screen device features. The group This research is important, as degree of second screen conversations are identified by hashtags present in tweets where interaction will eventually determine the predominant group the number of members in the group interacting is at least two. conversations with high information content. This insight will We apply different classification schemes to more than 4,900 lead to the emergence of popular topics, which in turn can groups identified from 318,000 tweets. The result shows that 5-nn facilitate the personalization of TV content and advertising. algorithm outperformed the other procedures in terms of The channel owners and advertisers need to correctly identify misclassification error to identify the informed groups. the paramount groups that corroborate the show or ad-related information with higher probabilities in order to prioritize their Keywords— entropy; informed groups; misclassification; PCA; personalization efforts.