ELECTRONIC ARTS INC. (Exact Name of Registrant As Specified in Its Charter)
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SIEA-Bulletin Marktzahlen 2009 Und Q4/2009
Marktzahlen der Interaktiven Entertainment Branche der Schweiz Inhalt SIEA-Bulletin Marktzahlen 2009 und Q4/2009 1. März 2010 Solides Weihnachtsgeschäft bremst Verkaufsrückgang .............................................................2 Marktzahlen SIEA...........................................................................................................................3 Gaming-Charts: Innovation für weiteres Wachstum: Mario ist auch 2009 der König für die Gamer. Project Natal, eine neu entwickelte Hardware zur Bedienung der Konsole. Swiss Interactive Entertainment Association SIEA Die SIEA vereinigt die führenden Hersteller und Verleger von Unterhaltungssoftware – darunter die Plattformhalter Microsoft (Xbox), Nintendo (Wii, DS) und Sony Computer Entertainment (PlayStation) sowie die offiziellen Schweizer Niederlassungen der Softwarefirmen Electronic Arts (ABC Software GmbH), Ubisoft (Ubisoft Schweiz), Take 2 (Gametime AG), Deep Silver (Koch Media AG) und Warner Bros. Interactive Entertainment. Die SIEA engagiert sich für die gesellschaftliche Akzeptanz von Computer- und Videospielen und setzt sich mit branchenrelevanten Themen wie Jugendschutz und Förderung der Medienkompetenz auseinander. Medienstelle SIEA sensus pr, Peter Kuster Tel. 043 366 55 11 [email protected] Marktzahlen 2009 und Q4/2009 der Interaktiven Entertainment Branche der Schweiz / SIEA, 1. März 2010 1 / 6 Marktzahlen der Interaktiven Entertainment Branche der Schweiz Solides Weihnachtsgeschäft bremst Verkaufsrückgang Nach Jahren ungebrochenen Wachstums hat der Markt -
ELECTRONIC ARTS INC. (Exact Name of Registrant As Speciñed in Its Charter)
UNITED STATES SECURITIES AND EXCHANGE COMMISSION Washington, D.C. 20549 FORM 10-K ≤ ANNUAL REPORT PURSUANT TO SECTION 13 OR 15 (d) OF THE SECURITIES EXCHANGE ACT OF 1934 For the Ñscal year ended March 31, 2003 OR n TRANSITION REPORT PURSUANT TO SECTION 13 OR 15 (d) OF THE SECURITIES EXCHANGE ACT OF 1934 For the transition period from to Commission File No. 0-17948 ELECTRONIC ARTS INC. (Exact name of Registrant as speciÑed in its charter) Delaware 94-2838567 (State or other jurisdiction of (I.R.S. Employer incorporation or organization) IdentiÑcation No.) 209 Redwood Shores Parkway Redwood City, California 94065 (Address of principal executive oÇces) (Zip Code) Registrant's telephone number, including area code: (650) 628-1500 Securities registered pursuant to Section 12(b) of the Act: None Securities registered pursuant to Section 12(g) of the Act: Class A Common Stock, $.01 par value (Title of class) Indicate by check mark whether the Registrant (1) has Ñled all reports required to be Ñled by Section 13 or 15(d) of the Securities Exchange Act of 1934 during the preceding 12 months (or for such shorter period that the Registrant was required to Ñle such reports), and (2) has been subject to such Ñling requirements for the past 90 days. YES ≤ NO n Indicate by check mark if disclosure of delinquent Ñlers pursuant to Item 405 of Regulation S-K is not contained herein, and will not be contained, to the best of registrant's knowledge, in deÑnitive proxy or information statements incorporated by reference in Part III of this Form 10-K or any amendment to this Form 10-K. -
NIBC First Round Case NIBC Ele Ctro N Ic Arts Contents
NIBC First Round Case NIBC Ele ctro n ic Arts Contents 1. The Scenario 2. Background Information 3. Tasks & Deliverables A. Discounted Cash Flow Analysis B. Trading Comparables Analysis C. Precedent Transactions Analysis D. LBO Analysis E. Presentation 4. Valuation & Technical Guidance A. Discounted Cash Flow Analysis B. Trading Comparables Analysis C. Precedent Transactions Analysis D. LBO Analysis 5. Rules & Regulations 6. Appendix A: Industry Overview 7. Appendix B: Precedent Transactions Legal Disclaimer: The Case and all relevant materials such as spreadsheets and presentations are a copyright of the members of the NIBC Case Committee of the National Investment Banking Competition & Conference (NIBC), and intended only to be used by competitors or signed up members of the NIBC Competitor Portal. No one may copy, republish, reproduce or redistribute in any form, including electronic reproduction by “uploading” or “downloading”, without the prior written consent of the NIBC Case Committee. Any such use or violation of copyright will be prosecuted to the full extent of the law. Need for Speed Madden NFL Electronic Arts Electronic Arts Welcome Letter Dear Competitors, Thank you for choosing to compete in the National Investment Banking Competition. This year NIBC has continued to expand globally, attracting top talent from 100 leading universities across North America, Asia, and Europe. The scale of the Competition creates a unique opportunity for students to receive recognition and measure their skills against peers on an international level. To offer a realistic investment banking experience, NIBC has gained support from a growing number of former organizing team members now on the NIBC Board, who have pursued investment banking careers in New York, Hong Kong, Toronto, and Vancouver. -
ELECTRONIC ARTS INC. (Exact Name of Registrant As Specified in Its Charter)
Table of Contents UNITED STATES SECURITIES AND EXCHANGE COMMISSION Washington, D.C. 20549 Form 10-K ANNUAL REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES EXCHANGE ACT OF 1934 For the fiscal year ended March 31, 2009 OR TRANSITION REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES EXCHANGE ACT OF 1934 For the transition period from to Commission File No. 0-17948 ELECTRONIC ARTS INC. (Exact name of registrant as specified in its charter) Delaware 94 -2838567 (State or other jurisdiction of (I.R.S. Employer incorporation or organization) Identification No.) 209 Redwood Shores Parkway 94065 Redwood City, California (Zip Code) (Address of principal executive offices) Registrant’s telephone number, including area code: (650) 628-1500 Securities registered pursuant to Section 12(b) of the Act: Title of Each Class Name of Each Exchange on Which Registered Common Stock, $0.01 par value NASDAQ Global Select Market Securities registered pursuant to Section 12(g) of the Act: None Indicate by check mark if the registrant is a well-known seasoned issuer, as defined in Rule 405 of the Securities Act. Yes No Indicate by check mark if the registrant is not required to file reports pursuant to Section 13 or Section 15(d) of the Act. Yes No Indicate by check mark whether the registrant (1) has filed all reports required to be filed by Section 13 or 15(d) of the Securities Exchange Act of 1934 during the preceding 12 months (or for such shorter period that the registrant was required to file such reports), and (2) has been subject to such filing requirements for the past 90 days. -
Interactive Entertainment and Internet Segments Are Converging, Entertainment Shifting the Landscape of the Traditional Video Game Market
North America TMT Internet FITT Research Company Company 31 October 2010 Fundamental, Industry, Thematic, Thought Leading Deutsche Bank’s Research Product Interactive Committee has deemed this work F.I.T.T. for investors seeking differentiated ideas. The Interactive Entertainment and Internet segments are converging, Entertainment shifting the landscape of the traditional video game market. Digital, social and mobile gaming are emerging as the next major drivers of the interactive gaming space in the US over the next several years. The social and massively multi- player segments should also offer an attractive opportunity for monetization of Extending Game Play to the virtual goods, one of the fastest-growing segments in the space. Masses... beyond the console Fundamental: Growth Driven by Penetration of the Long Tail Global Markets Research Industry: We see Nearly a $30bn US Market Opportunity by 2014 Thematic: Digital, Social and Mobile are Key Emerging Themes Thought Leading: Adoption, Engagement, and Monetization Phases We Favor Activision Blizzard for Digital Position and Google for its Android Platform for Mobile Gaming Jeetil Patel Herman Leung Matt Chesler, CFA Research Analyst Research Analyst Research Analyst (+1) 415 617-4223 (+1) 415 617-3246 (+1) 212 250-6170 [email protected] [email protected] [email protected] Deutsche Bank Securities Inc. All prices are those current at the end of the previous trading session unless otherwise indicated. Prices are sourced from local exchanges via Reuters, Bloomberg and other vendors. Data is sourced from Deutsche Bank and subject companies. Deutsche Bank does and seeks to do business with companies covered in its research reports. -
Gap Analysis”
“The research leading to these results has received funding from the European Community's Seventh Framework Programme (FP7/2007-2013) under grant agreement n° 249025” “Gap Analysis” Deliverable number D3.2 D3.2_Mobile Game Arch_Gap Analysis-V.1.0 Version: 1.0 Last Update: 02/04/2013 Distribution Level: PU Distribution level PU = Public, RE = Restricted to a group of the specified Consortium, PP = Restricted to other program participants (including Commission Services), CO= Confidential, only for members of the Mobile GameArch Consortium (including the Commission Services) Partner Name Short Name Country JCP-CONSULT JCP FR European Game Developers Federation EGDF SW NCC SARL NCC FR NORDIC GAME RESOURCES AB NGR SW Abstract: This document seeks to identify the Gaps in the European mobile games content industry, in view to use these findings in the Recommendations paper, to be published in the last months of this project (June 2013). “The research leading to these results has received funding from the European Union's Seventh Framework Programme (FP7/2007-2013) under grant agreement n° 288632” Mobile Game Arch Page: 2 of 95 FP7 – ICT– GA 288632 Document Identity Title: Gap Analysis Subject: Report Number: File name: D3.2_Mobile Game Arch_Gap Analysis-v.1.0 Registration Date: 2013.04.02 Last Update: 2013.04.02 Revision History No. Version Edition Author(s) Date 1 0 0 Erik Robertson (NGR) 27.02.2013 Comments: Initial version 2 0 2 Kristaps Dobrajs (JCP-C) 29.03.2013 Comments: Formatting and editing 3 1 0 Kristaps Dobrajs, Jean-Charles Point -
GAME DEVELOPERS BUTT HEADS T: 800.250.2429 F: 847.763.9606 DEK E: [email protected]
SPECIAL FEATURE: TOP DEVELOPERS OF 2009 VOL17 NO6 JUNE/JULY2010 THE LEADING GAME INDUSTRY MAGAZINE sf_gd_june10.pdf 1 4/29/2010 5:46:05 PM C M Y CM MY CY CMY K Create animated 3D interfaces using Scaleform GFx 3.2 CONTENTS.0610 VOLUME 17 NUMBER 6 POSTMORTEM DEPARTMENTS 20 VIGIL GAMES' DARKSIDERS 2 GAME PLAN By Brandon Sheffield [EDITORIAL] Four developers with a cracked laptop monitor and a dream—that's Players Vs. Users the legend of DARKSIDERS' creation. How the team went from there to over 120 people and a completed game under THQ is the reality, and 4 HEADS UP DISPLAY [NEWS] the team shares some very honest moments here, from concept art First quarter console trends, Canada Video Game Awards, trouble to lessons from playtesting. IGF hires new chairman, and more. By Timothy Bell 32 TOOL BOX By Adam May [REVIEW] FEATURES Pixologic's Zbrush 3.5 r3 6 TOP 30 DEVELOPERS 35 THE INNER PRODUCT By Bill Bilodeau [PROGRAMMING] 2009 was an interesting year, with social shakeups and mid- Decal Tessellation lifecycle consoles. Though the money was down a bit in 2009, the professionalism, quality, and innovation had never been higher. 42 PIXEL PUSHER By Steve Theodore [ART] In this non-empirical list, we share our choices for the best game The Real World developers of the year. By Brandon Sheffield and Jeffrey Fleming 44 DESIGN OF THE TIMES By Soren Johnson [DESIGN] The Social Revolution 13 AN ARTIST'S EYE Does the Golden Ratio have application in game design? These two 46 AURAL FIXATION By Jesse Harlin [SOUND] trained artists say so. -
Modelos De Negocios En La Industria Del Videojuego : Análisis De Caso De
Universidad de San Andrés Escuela de Negocios Maestría en Gestión de Servicios Tecnológicos y Telecomunicaciones Modelos de negocios en la industria del videojuego : análisis de caso de Electronics Arts Autor: Weller, Alejandro Legajo : 26116804 Director/Mentor de Tesis: Neumann, Javier Junio 2017 Maestría en Servicios Tecnológicos y Telecomunicaciones Trabajo de Graduación Modelos de negocios en la industria del videojuego Análisis de caso de Electronics Arts Alumno: Alejandro Weller Mentor: Javier Neumann Firma del mentor: Victoria, Provincia de Buenos Aires, 30 de Junio de 2017 Modelos de negocios en la Industria del videojuego Abstracto Con perfil bajo, tímida y sin apariencia de llegar a destacarse algún día, la industria del videojuego ha revolucionado a muchos de los grandes participantes del mercado de medios instalados cómodamente y sin preocupaciones durante muchos años. Los mismos nunca se imaginaron que en tan poco tiempo iban a tener que complementarse, acompañar y hasta temer en muchísimos aspectos a este nuevo actor. Este nuevo partícipe ha generado en solamente unas décadas de vida, una profunda revolución con implicancias sociales, culturales y económicas, creando nuevos e interesantes modelos de negocio los cuales van cambiando en períodos cada vez más cortos. A diferencia del crecimiento lento y progresivo de la radio, el cine y luego la televisión, el videojuego ha alcanzado en apenas medio siglo de vida ser objeto de gran interés e inversión de diferentes rubros, y semejante logro ha ido creciendo a través de transformaciones, aceptación general y evoluciones constantes del concepto mismo de videojuego. Los videojuegos, como indica Provenzo, E. (1991), son algo más que un producto informático, son además un negocio para quienes los manufacturan y los venden, y una empresa comercial sujeta, como todas, a las fluctuaciones del mercado. -
Introducing Our CBU Faculty We’Ve Got a Great Line-Up of Talent Teaching and Mentoring Our CBU Fall Session Developers
Chartboost University Fall 2013 Introducing our CBU Faculty We’ve got a great line-up of talent teaching and mentoring our CBU Fall Session developers. A wide range of topics will be cov- ered, including game design, PR, community management, backend infrastructure, art and monetization. Our indie dev teams will also have access to office hours, or 1-on-1 consulting time with select CBU staff to get personalized advice. They’re Players, Not Users Joe Wagner, Community at SuperCell Learn how to build a comprehensive community strategy to support a growing player base! This talk will challenge the way you think about your players and provide you with tools and tactics you can take away to improve your community relations. Into the Wild: Be Prepared for Going Live Roger Royce, Producer, DeNA As game development deadlines near, teams often focus exclusively on completing their game, which can lead to other auxiliary oversights that can derail all of the team’s hard work. In this presentation, DeNA Producer Roger Royce shares tips and tools for going live with a game release. Be prepared to enter the wild with confidence. Perfecting the Pitch Dan “Shoe” Hsu, Editor-in-Chief, GamesBeat The media receives hundreds of pitches a day. How can you make sure your game gets the attention that it deserves? GamesBeat editor-in-chief Dan “Shoe” Hsu offers insight into what journalists look for and how to make your product stand out. Sustainable Systems Chelsea Howe, Senior Game Designer, TinyCo Learn fun phrases like, “See It, Get It, Need It, Keep It” to understand sustainable game mechanics, complete with examples from successful live games that avoid transparent F2P tropes. -
Electronic Arts Inc. Fiscal Year 2011 Proxy Statement and Annual Report
Electronic Arts Inc. Fiscal Year 2011 Proxy Statement and Annual Report Proxy Statement Notice of 2011 Annual Meeting and Proxy Statement [THIS PAGE INTENTIONALLY LEFT BLANK] June 10, 2011 DEAR FELLOW STOCKHOLDERS: You are cordially invited to join us at our 2011 Annual Meeting of Stockholders on July 28, 2011 at 2:00 p.m. The meeting will be held at the headquarters campus of Electronic Arts in Building 250 (please note that the street address for Building 250 is 250 Shoreline Drive, Redwood City, California). For your convenience, we are also pleased to offer a live webcast of our Annual Meeting on the Investor Relations section of our web site at http://investor.ea.com. At this meeting, we are asking the stockholders to: Proxy Statement • Elect Leonard S. Coleman, Jeffrey T. Huber, Geraldine B. Laybourne, Gregory B. Maffei, Vivek Paul, Lawrence F. Probst III, John S. Riccitiello, Richard A. Simonson, Linda J. Srere and Luis A. Ubiñas to the Board of Directors to hold office for a one-year term; • Approve an amendment to our 2000 Equity Incentive Plan and our 2000 Employee Stock Purchase Plan; • Cast an advisory vote on the compensation of the named executive officers; • Cast an advisory vote on the frequency of holding future advisory votes on the compensation of the named executive officers; and • Ratify the appointment of KPMG LLP as our independent registered public accounting firm for fiscal 2012. After the meeting, we will report on our recent performance and answer your questions. Details regarding admission to the meeting and the business to be conducted are described in the Notice of Internet Availability of Proxy Materials you received in the mail and in this proxy statement. -
Digital Educational Game Development Methodology) and IDEALLY (Digital Educational Game Software Quality Evaluation Methodology)
Digital Educational Games: Methodologies for Development and Software Quality by Serdar Aslan Dissertation submitted to the Faculty of the Virginia Polytechnic Institute and State University in partial fulfillment of the requirements for the degree of Doctor of Philosophy in Computer Science and Applications Osman Balci, Chair James D. Arthur Reza Barkhi Mat Grove Anderson Norton Eli Tilevich September 30th, 2016 Blacksburg, Virginia Key words: Digital game development, educational game development, game development life cycle, game development methodology, game development processes, game development workflows, game software quality evaluation, and game-based learning. Digital Educational Games: Methodologies for Development and Software Quality by Serdar Aslan ABSTRACT Development of a game in the form of software for game-based learning poses significant technical challenges for educators, researchers, game designers, and software engineers. The game development consists of a set of complex processes requiring multi-faceted knowledge in multiple disciplines such as digital graphic design, education, gaming, instructional design, modeling and simulation, psychology, software engineering, visual arts, and the learning subject area. Planning and managing such a complex multidisciplinary development project require unifying methodologies for development and software quality evaluation and should not be performed in an ad hoc manner. This dissertation presents such methodologies named: GAMED (diGital educAtional gaMe dEvelopment methoDology) and IDEALLY (dIgital eDucational gamE softwAre quaLity evaLuation methodologY). GAMED consists of a body of methods, rules, and postulates and is embedded within a digital educational game life cycle. The life cycle describes a framework for organization of the phases, processes, work products, quality assurance activities, and project management activities required to develop, use, maintain, and evolve a digital educational game from birth to retirement. -
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