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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. -
Studio Showcase
Contacts: Holly Rockwood Tricia Gugler EA Corporate Communications EA Investor Relations 650-628-7323 650-628-7327 [email protected] [email protected] EA SPOTLIGHTS SLATE OF NEW TITLES AND INITIATIVES AT ANNUAL SUMMER SHOWCASE EVENT REDWOOD CITY, Calif., August 14, 2008 -- Following an award-winning presence at E3 in July, Electronic Arts Inc. (NASDAQ: ERTS) today unveiled new games that will entertain the core and reach for more, scheduled to launch this holiday and in 2009. The new games presented on stage at a press conference during EA’s annual Studio Showcase include The Godfather® II, Need for Speed™ Undercover, SCRABBLE on the iPhone™ featuring WiFi play capability, and a brand new property, Henry Hatsworth in the Puzzling Adventure. EA Partners also announced publishing agreements with two of the world’s most creative independent studios, Epic Games and Grasshopper Manufacture. “Today’s event is a key inflection point that shows the industry the breadth and depth of EA’s portfolio,” said Jeff Karp, Senior Vice President and General Manager of North American Publishing for Electronic Arts. “We continue to raise the bar with each opportunity to show new titles throughout the summer and fall line up of global industry events. It’s been exciting to see consumer and critical reaction to our expansive slate, and we look forward to receiving feedback with the debut of today’s new titles.” The new titles and relationships unveiled on stage at today’s Studio Showcase press conference include: • Need for Speed Undercover – Need for Speed Undercover takes the franchise back to its roots and re-introduces break-neck cop chases, the world’s hottest cars and spectacular highway battles. -
Year-End Report 2019-01-01 - 2019-12-31
YEAR-END REPORT 2019-01-01 - 2019-12-31 YEAR-END REPORT AND QUARTERLY REPORT OCTOBER - DECEMBER 2019-01-01 - 2019-12-31 *Please note that this is a translation for information purposes only - in case of any discrepancies between this version and the Swedish, the Swedish version shall prevail. Paradox Interactive AB (publ) • Org.nr: 556667-4759 • Magnus Ladulåsgatan 4, 118 66 Stockholm • www.paradoxinteractive.com 1 YEAR-END REPORT 2019-01-01 - 2019-12-31 YEAR-END REPORT AND QUARTERLY REPORT OCTOBER - DECEMBER FOURTH QUARTER 2019 • Paradox convention PDXCON took place in Berlin. • Revenues amounted to SEK 381.3 (336.9) million, an increase by 13 % • The new game Crusader Kings III, developed by Paradox Development compared to the same period last year. Studio, was announced with a planned release 2020. • Operating profit amounted to SEK 163.5 (146.8) million, an increase by 11 %. • Paradox Development Studio and the publishing branch moved to new Operating profit is positively affected by a reclassification of contingent premises at Magnus Ladulåsgatan in Stockholm. considerations in connection to the acquisition of Harebrained Schemes, amounting to SEK 44.1 million. AFTER THE END OF THE PERIOD • Profit before tax amounted to SEK 156.7 (146.8) million, and profit after tax • No significant events have taken place after the end of the period. amounted to SEK 130.5 (114.3) million. • Cash flow from operating activities amounted to SEK 265.4 (151.3) million, and cash flow from investing activities amounted to SEK -135.4 (-167.9) million. • By the end of the period cash amounted to SEK 554.2 (327.0) million. -
Interim Report 2019-01-01 - 2019-06-30
INTERIM REPORT 2019-01-01 - 2019-06-30 INTERIM REPORT 2019-01-01 - 2019-06-30 *Please note that this is a translation for information purposes only - in case of any discrepancies between this version and the Swedish, the Swedish version shall prevail. Paradox Interactive AB (publ) • Org.nr: 556667-4759 • Västgötagatan 5, 6th floor • S -118 27 Stockholm • www.paradoxinteractive.com 1 INTERIM REPORT 2019-01-01 - 2019-06-30 INTERIM REPORT 2019-01-01 - 2019-06-30 SECOND QUARTER 2019 • In June, the new game Empire of Sin was announced, developed by Romero • Revenues amounted to SEK 387.2 (298.8) million, an increase by 30 % compa- Games. The game is planned for release in spring 2020. red to the same period last year. • A collaboration has been initiated with publisher and developer Double • Operating profit amounted to SEK 154.2 (99.4) million, an increase by 55 %. Eleven for continued development of the game Prison Architect on PC and • Profit before tax amounted to SEK 154.0 (99.5) million, and profit after tax console. amounted to SEK 120.3 (77.9) million. • Steam Summer Sale took place June 25 to July 9. • Cash flow from operating activities amounted to SEK 232.7 (182.3) million, • At the Annual General Meeting on May 17, Mathias Hermansson was elected and cash flow from investing activities amounted to SEK -104.9 (-121.2) million. as a new board member. Cecilia Beck-Friis declined re-election. • By the end of the period cash amounted to SEK 396.4 (329.3) million. -
LES DÉFIS DE LA CRÉATIVITÉ PARTAGÉE Nicolas GAUME
http://www.ecole.org Séminaire Création organisé avec le soutien de la direction générale des Entreprises (ministère de l’Industrie) et du ministère de la LES DÉFIS DE LA CRÉATIVITÉ PARTAGÉE Culture et grâce aux parrains de l’École de Paris : Accenture par Air Liquide1 Algoé2 ANRT Arcelor Nicolas GAUME Cabinet Regimbeau1 Consultant, fondateur et ancien PDG de Kalisto Caisse des Dépôts et Consignations Caisse Nationale des Caisses d’Épargne et de Prévoyance CEA Centre de recherche en gestion Séance du 22 mars 2005 de l’École polytechnique Compte rendu rédigé par Thomas Paris Chambre de Commerce et d’Industrie de Paris CNRS Conseil Supérieur de l’Ordre des Experts Comptables En bref Danone Deloitte & Touche École des mines de Paris L’histoire de Kalisto, fulgurante réussite entrepreneuriale, est celle EDF d’une entreprise qui est née avec l’essor des jeux vidéo, s’est Entreprise & Personnel Fondation Charles Léopold Mayer appuyée sur la créativité débridée de jeunes passionnés, et a su pour le Progrès de l’Homme gérer le passage à la professionnalisation et à un univers France Télécom IBM économique très exigeant. Enjeux économiques énormes, demande IDRH imprévisible et volatile, technologies en évolution permanente, IdVectoR1 Lafarge budgets de développement colossaux dessinent le contexte d’un La Poste studio de création. Manager les équipes, dans ces conditions, Ministère de l’Industrie, direction générale des Entreprises impose de comprendre la nature profonde du jeu vidéo. La réussite PSA Peugeot Citroën de Kalisto a reposé sur la reconnaissance de l’importance de Reims Management School Renault l’alchimie entre technologie et création, et sur le développement Royal Canin Saint-Gobain d’un système de management axé sur l’équipe et la création SAP France1 collective. -
Paradox Interactive AB (Publ) • Org.Nr: 556667-4759 • Västgötagatan 5, 6Th Floor • S-118 27 Stockholm • 1 ANNUAL REPORT 2017
ANNUAL REPOR 2017 omslag Annual Report 2017 *Please note that this is a translation for information purposes only. in case of any discrepancies between this version and the Swedish, the Swedish version shall prevail. Paradox Interactive AB (publ) • Org.nr: 556667-4759 • Västgötagatan 5, 6th floor • S-118 27 Stockholm • www.paradoxinteractive.com 1 ANNUAL REPORT 2017 Annual Report 2017 TABLE OF CONTENTS 3. ABOUT PARADOX INTERACTIVE 20. FINANCIAL STATEMENTS 4. WORDS FROM THE CEO 21. ADMINISTRATION REPORT 7. THE YEAR IN BRIEF 35. INCOME STATEMENT 7. THE GAMES 36. BALANCE SHEET 8. THE PLAYERS 38. EQUITY CHANGE 9. THE PEOPLE 40. CASH FLOW STATEMENT 10. OTHER INITIATIVES 41. NOTES 11. FINANCIAL DEVELOPMENT 60. AUDITOR'S REPORT 12. PORTFOLIO 12. ACTIVE BRANDS 13. RELEASES DURING 2017 17. COMING RELEASES 18. MARKET 18. THE GLOBAL GAME MARKET 19. THE GAME INDUSTRY VALUE CHAIN Paradox Interactive AB (publ) • Org.nr: 556667-4759 • Västgötagatan 5, 6th floor • S-118 27 Stockholm • www.paradoxinteractive.com 2 ANNUAL REPORT 2017 About Paradox Interactive PUBLISHER, DEVELOPER OCH LICENSING The Paradox Interactive group includes publishing and internal development of arm. The development platform is primarily PC, but the company has released games and licensing of White Wolf’s brands. The publishing operation publishes games on console and mobile platforms as well. The largest markets today both internally developed titles and titles developed by independent studios as include the US, UK, Germany, France, Russia and Scandinavia. Today, over 2 well as music and books. The game portfolio includes more than 100 titles and million gamers play a Paradox game each month and the number of Paradox Paradox Interactive owns the most important brands, including Stellaris, Europa registered users exceeds seven million. -
Game Developer Index 2019
Game Developer Index 2019 Second edition October 2019 Published by the Swedish Games Industry Research: Nayomi Arvell Layout: Kim Persson Illustration, cover: Pontus Ullbors Text & analysis: Johanna Nylander The Swedish Games Industry is a collaboration between trade organizations ANGI and Spelplan-ASGD. ANGI represents publishers and distributors and Spelplan-ASGD represents developers and producers. Dataspelsbranschen Swedish Games Industry Magnus Ladulåsgatan 3, SE-116 35 Stockholm www.swedishgamesindustry.com Contact: [email protected] Key Figures KEY FIGURES 2018 2017 2016 2015 2014 2013 Number of companies 384 (+12%) 343 (+22%) 282 (+19%) 236 (+11%) 213 (25+%) 170 (+17%) Revenue EUR M 1 872 (+33%) 1 403 (+6%) 1 325 (+6%) 1 248 (+21%) 1 028 (+36%) 757 (+77%) Profit EUR M 335 (-25%) 446 (-49%) 872 (+65%) 525 (+43%) 369 (29+%) 287 (+639%) Employees 7 924 (+48%) 5 338 (+24%) 4 291 (+16%) 3 709 (+19%) 3 117 (+23%) 2 534 (+29%) Employees based in 5 320 (+14%) 4 670 (+25%) 3 750 No data No data No data Sweden Men 6 224 (79%) 4 297 (80%) 3 491 (81%) 3 060 (82%) 2 601 (83%) 2 128 (84%) Women 1 699 (21%) 1 041 (20%) 800 (19%) 651 (18%) 516 (17%) 405 (16%) Tom Clancy’s The Division 2, Ubisoft Massive Entertainment Index Preface Art and social impact – the next level for Swedish digital games 4 Preface 6 Summary The game developers just keep breaking records. What once was a sensation making news headlines 8 Revenue – “Swedish video games succeed internationally” 9 Revenue & Profit – is now the established order and every year new records are expected from the Game Developer 12 Employees Index. -
The Sidney Effect: Competitive Youth Hockey and Fantasy Relationships
The Sidney Effect: Competitive Youth Hockey and Fantasy Relationships by Matthew John Ross Theoret A thesis presented to the University of Waterloo in fulfillment of the thesis requirement for the degree of Master of Arts in Public Issues Anthropology Waterloo, Ontario, Canada, 2009 © Matthew John Ross Theoret 2009 Author’s Declaration I hereby declare that I am the sole author of this thesis. This is a true copy of the thesis, including any required final revisions, as accepted by my examiners. I understand that my thesis may be made electronically available to the public. ii Abstract This thesis explores how a group of 17 male youth athletes, and their families, experience competitive hockey. Many of the youths seem to forge fantasy relationships with hockey celebrities, heroes, and stars – e.g. Sidney Crosby – emulating them with regard to the “best” attitudes, equipment, and styles of play to have or use. Their parents invest considerable amounts of money and time into their sons’ participation in hockey, not because they necessarily share their sons’ dreams of athletic stardom, but because they hope that it will help instill community-defined “positive” values into their sons—tools needed to become “successful” youths and, eventually, adults. iii Acknowledgements First and foremost, I want to thank the anthropology department’s faculty and staff at the University of Waterloo for two great years. I am particularly grateful to my primary supervisor, Dr. Harriet Lyons. Taking her advice to switch thesis topics was one of the best decisions I’ve ever made. The dedication and support that she gives to her students is second to none. -
New Game Physics Added Value for Transdisciplinary Teams Andreas Schiffler
. New Game Physics Added Value for Transdisciplinary Teams Andreas Schiffler A dissertation in partial satisfaction of the requirements for the degree of Doctor of Philosophy (Ph.D.) University of Plymouth Supplemented by: Proof of Practice: 1 DVD video documentation, 1 DVD appendices, source code, game executable, and supporting files Wordcount: 76,970 Committee in Charge: Supervisor: 2nd Supervisor: Prof. Jill Scott Dr. Daniel Bisig Zurich University of the Arts (ICS) Zurich University of the Arts (ICST) University of Plymouth University of Zurich (AIL) March 11, 2012 Abstract Andreas Schiffler (2011), `New Game Physics: Added Value for Transdisciplinary Teams', Ph.D. University of Plymouth, UK. This study focused on game physics, an area of computer game design where physics is applied in interactive computer software. The purpose of the re- search was a fresh analysis of game physics in order to prove that its current usage is limited and requires advancement. The investigations presented in this dissertation establish constructive principles to advance game physics design. The main premise was that transdisciplinary approaches provide sig- nificant value. The resulting designs reflected combined goals of game devel- opers, artists and physicists and provide novel ways to incorporate physics into games. The applicability and user impact of such new game physics across several target audiences was thoroughly examined. In order to explore the transdisciplinary nature of the premise, valid evidence was gathered using a broad range of theoretical and practical methodologies. The research established a clear definition of game physics within the context of historical, technological, practical, scientific, and artistic considerations. Game analysis, literature reviews and seminal surveys of game players, game developers and scientists were conducted. -
Playstation Games
The Video Game Guy, Booths Corner Farmers Market - Garnet Valley, PA 19060 (302) 897-8115 www.thevideogameguy.com System Game Genre Playstation Games Playstation 007 Racing Racing Playstation 101 Dalmatians II Patch's London Adventure Action & Adventure Playstation 102 Dalmatians Puppies to the Rescue Action & Adventure Playstation 1Xtreme Extreme Sports Playstation 2Xtreme Extreme Sports Playstation 3D Baseball Baseball Playstation 3Xtreme Extreme Sports Playstation 40 Winks Action & Adventure Playstation Ace Combat 2 Action & Adventure Playstation Ace Combat 3 Electrosphere Other Playstation Aces of the Air Other Playstation Action Bass Sports Playstation Action Man Operation EXtreme Action & Adventure Playstation Activision Classics Arcade Playstation Adidas Power Soccer Soccer Playstation Adidas Power Soccer 98 Soccer Playstation Advanced Dungeons and Dragons Iron and Blood RPG Playstation Adventures of Lomax Action & Adventure Playstation Agile Warrior F-111X Action & Adventure Playstation Air Combat Action & Adventure Playstation Air Hockey Sports Playstation Akuji the Heartless Action & Adventure Playstation Aladdin in Nasiras Revenge Action & Adventure Playstation Alexi Lalas International Soccer Soccer Playstation Alien Resurrection Action & Adventure Playstation Alien Trilogy Action & Adventure Playstation Allied General Action & Adventure Playstation All-Star Racing Racing Playstation All-Star Racing 2 Racing Playstation All-Star Slammin D-Ball Sports Playstation Alone In The Dark One Eyed Jack's Revenge Action & Adventure -
Interim Report 2019-01-01 - 2019-09-30
INTERIM REPORT 2019-01-01 - 2019-09-30 INTERIM REPORT 2019-01-01 - 2019-09-30 *Please note that this is a translation for information purposes only - in case of any discrepancies between this version and the Swedish, the Swedish version shall prevail. Paradox Interactive AB (publ) • Org.nr: 556667-4759 • Magnus Ladulåsgatan 4, 118 66 Stockholm • www.paradoxinteractive.com 1 INTERIM REPORT 2019-01-01 - 2019-09-30 INTERIM REPORT 2019-01-01 - 2019-09-30 THIRD QUARTER 2019 AFTER THE END OF THE PERIOD • Revenues amounted to SEK 282.6 (225.0) million, an increase by 26 % compa- • The new game Crusader Kings III, developed by Paradox Development Stu- red to the same period last year. dio, was announced with a planned release 2020. • Operating profit amounted to SEK 93.1 (68.3) million, an increase by 36 %. • The new game Surviving the Aftermath developed by Iceflake Studios was • Profit before tax amounted to SEK 92.9 (68.3) million, and profit after tax announced and released in early access in October 2019. amounted to SEK 74.0 (52.9) million. • Paradox convention PDXCon took place in Berlin. • Cash flow from operating activities amounted to SEK 73.4 (97.4) million, and • Paradox Development Studio and the publishing branch moved to new pre- cash flow from investing activities amounted to SEK -32.5 (-82.4) million. mises at Magnus Ladulåsgatan in Stockholm. • By the end of the period cash amounted to SEK 434.6 (344.1) million. • Earnings per share amounted to SEK 0.70 (0.50) per share. -
Sports and the Rhetorical Construction of the Citizen-Consumer
THE SPORTS MALL OF AMERICA: SPORTS AND THE RHETORICAL CONSTRUCTION OF THE CITIZEN-CONSUMER Cory Hillman A Dissertation Submitted to the Graduate College of Bowling Green State University in partial fulfillment of the requirements for the degree of DOCTOR OF PHILOSOPHY August 2012 Committee: Dr. Michael Butterworth, Advisor Dr. David Tobar Graduate Faculty Representative Dr. Clayton Rosati Dr. Joshua Atkinson © 2010 Cory Hillman All Rights Reserved iii ABSTRACT Dr. Michael Butterworth, Advisor The purpose of this dissertation was to investigate from a rhetorical perspective how contemporary sports both reflect and influence a preferred definition of democracy that has been narrowly conflated with consumption in the cultural imaginary. I argue that the relationship between fans and sports has become mediated by rituals of consumption in order to affirm a particular identity, similar to the ways that citizenship in America has become defined by one’s ability to consume under conditions of neoliberal capitalism. In this study, I examine how new sports stadiums are architecturally designed to attract upper income fans through the mobilization of spectacle and surveillance-based strategies such as Fan Code of Conducts. I also investigate the “sports gaming culture” that addresses advertising in sports video games and fantasy sports participation that both reinforce the burgeoning commercialism of sports while normalizing capitalism’s worldview. I also explore the area of licensed merchandise which is often used to seduce fans into consuming the sports brand by speaking the terms of consumer capitalism often naturalized in fan’s expectations in their engagement with sports. Finally, I address potential strategies of resistance that rely on a reassessment of the value of sports in American culture, predicated upon restoring citizens’ faith in public institutions that would simultaneously reclaim control of the sporting landscape from commercial entities exploiting them for profit.