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Atlus U.S.A., Inc. Becomes Official 3Rd Party Publisher for Xbox 360® Operation Darkness and Spectral Force 3 to Be First Releases in 2008
- - - FOR IMMEDIATE RELEASE - - - ATLUS U.S.A., INC. BECOMES OFFICIAL 3RD PARTY PUBLISHER FOR XBOX 360® OPERATION DARKNESS AND SPECTRAL FORCE 3 TO BE FIRST RELEASES IN 2008 IRVINE, CALIFORNIA — NOVEMBER 16TH, 2007 — Atlus U.S.A., Inc., a leading publisher of interactive entertainment, today announced a partnership to become an officially licensed 3rd party publisher for the Xbox 360® video game and entertainment system from Microsoft. As part of this announcement, it was revealed that a pair of strategy RPGs, Operation Darkness and Spectral Force 3, would be among the first titles Atlus will release for the Xbox 360 in 2008, demonstrating a strong commitment to the console and to the next generation of gaming. “We are very proud to pledge our support to the Xbox 360 and to officially partner with Microsoft to bring quality titles to their impressive entertainment system,” said Tim Pivnicny, Vice President Sales & Marketing of Atlus U.S.A., Inc. “Atlus is renowned for its expertise and excellence in the RPG genre with critically-acclaimed hits like Shin Megami Tensei: Persona 3 and Odin Sphere, in addition to the award-winning Trauma Center franchise. We are honored to be able to contribute to the Xbox 360 and are eager to deliver the Atlus gaming experience to its owners.” About Operation Darkness: Enter an alternate WWII-era world where history and fantasy collide! Leading an army of ruthless officers and unearthly creatures, Adolf Hitler marches through Europe, leaving behind a trail of death and destruction. With his powers on the rise and his armies on the move, it falls on you and your team of elite soldiers to cut deep into the heart of the Third Reich and strike a fatal blow to Hitler’s ever-growing legion of evil! Official Teaser Site About Spectral Force 3: Magic Era: 996. -
2016060242 C83499c0e5e9fad
ި౻жဦǺ3662 ҽԖज़Ϧљިמପࣽ ΐΜΐԃࡋ ԃ ൔ ύ҇୯ɄɄԃϖДΜВтӑ ԃൔ၌ᆛ֟ǺϦ໒ၗૻᢀෳઠǺhttp://newmops.twse.com.tw Ӝǵᙍᆀǵᖄ๎ႝ၉ϷႝηແҹߞጃǺۉΓقΓǵжวقǵว ӜǺ࢙ᑽۉΓقว ᙍᆀǺ ୍ߏ ႝ၉Ǻ(02)25232378 ႝηແҹߞጃǺ[email protected] Γقжว ӜǺླྀᑯཁۉ ᙍᆀǺዽਡ ႝ၉Ǻ(02)25232378 ႝηແҹߞጃǺ[email protected] ΒǵᕴϦљǵϩϦљǵπቷϐӦ֟Ϸႝ၉ ᕴϦљӦ֟:Ѡчѱࠄ٧ܿၡΒࢤ 53 ဦ 5 ኴ ϩϦљӦ֟:ค πቷӦ֟: ค ႝ၉:(02)25232378 Οǵᒤި౻ၸЊᐒᄬϐӜᆀǵӦ֟ǵᆛ֟Ϸႝ၉Ǻ ӜᆀǺѠཥሌՉި୍ж Ӧ ֟ǺѠчѱࡌ୯чၡࢤΐΜϤဦ B1 ᆛ֟Ǻwww.tsc.com.tw ႝ၉Ǻ(02)2504-8125 ӜᆀǵӦ֟ǵᆛ֟Ϸႝ၉Ǻ܌Ӝǵ٣୍ۉѤǵന߈ԃࡋ୍ൔᛝीৣ ӜǺઽᕜǵҸۉीৣ ܌ӜᆀǺ༇ߞᖄӝीৣ٣୍܌٣୍ Ӧ ֟ǺѠчѱ҇ғܿၡΟࢤ 156 ဦ 12 ኴ ᆛ֟Ǻwww.deloitte.com.tw ႝ၉Ǻ(02)2545-9988 ၗૻϐБԄǺچӜᆀϷ၌၀ੇѦԖሽ܌จວ፤ϐҬܰچϖǵੇѦԖሽ ค ϤǵϦљᆛ֟ǺhttpǺ//www.xpec.com Ҟᒵ ൘ǵ ठިܿϐᔼൔ …………………………………………………………… 2 ມǵ Ϧљᙁϟ………………………………………………………………………… 5 ǵ Ϧљݯൔ…………………………………………………………………… 8ୖ ……………………………………………………………………… 8سǵಔᙃ ǵӚߐϷϩЍᐒᄬЬᆅၗ 10ڐΒǵဠ٣ǵᅱჸΓǵᕴǵୋᕴǵ ΟǵϦљݯၮբ…………………………………………………………… 20 ѤǵीৣϦၗૻ……………………………………………………………… 33 ඤीৣၗૻ……………………………………………………………… 33׳ϖǵ ी٣୍ϐΓǴന߈ԃϣම܈ϤǵϦљϐဠ٣ߏǵᕴǵॄೢ୍ ᜢ߯Ҿϐ…………………… 33ځ܈܌ឦ٣୍܌ᛝीৣܭҺᙍ ຬၸٯΎǵന߈ԃࡋϷᄒԿԃൔтӑВЗǴဠ٣ǵᅱჸΓǵΓϷިК ᡂ………………………… 34ܝԭϩϐΜϐިܿި౽ᙯϷި፦ эΜεިܿ໔ϕࣁ୍ीྗ߾ϦൔಃϤဦᜢ߯Γᜢ߯ϐၗٯΖǵިК ૻ܈ࣁଛଽǵΒᒃаϣϐᒃឦᜢ߯ϐၗૻ……………………………… 35 ϐ٣ჹӕڋ໔ௗ܈ௗޔΐǵϦљǵϦљϐဠ٣ǵᅱჸΓǵΓϷϦљ 35 ……………………ٯीᆉᆕӝިКٳᙯၗ٣ϐިኧǴ٠ӝ စǵ ༅ၗ………………………………………………………………………… 36 ᖼٳǵၗҁϷިҽǵϦљǵձިǵੇѦӸૼᏧǵπᇡިᏧϷ ǵԏᖼϷϩപȑϐᒤ…………………………………… 36ٳȐхࡴӝ ΒǵၗߎၮҔीჄՉ…………………………………………………… 40 Ҵǵ ᔼၮཷݩ………………………………………………………………………… 43 ǵ୍ϣ…………………………………………………………………… 43 ΒǵѱϷౢᎍཷݩ…………………………………………………………… 48 Οǵவπ…………………………………………………………………… 61 ѤǵᕉߥЍрၗૻ……………………………………………………………… 62 ϖǵമၗᜢ߯…………………………………………………………………… 62 Ϥǵख़ाࠨऊ…………………………………………………………………… -
게임시장 동향··································· 1
2012년 6월 제2호 1 2012년 6월 제2호 2012. 6. 29 1. 글로벌 게임시장 동향··································· 1 • 글로벌 게임 소프트웨어 매출, 2017년 700억 달러 돌파 • 게임 가격 결정권, 유통업체에서 개발업체로 이전 • 게임화(Gamification), 신규 비즈니스로 각광 • 크라우드 펀딩을 통한 게임 개발의 필요충분조건 • 고전게임, 실시간 웹 서비스 기술로 MMO게임으로 변신 • 글로벌 게임 HW&SW 판매 순위 2. 북미 게임시장 동향······································ 13 • 미국 ESA, 게임산업 보고서 발표 • 미국 소셜 게임시장 ARPPU, 37.59달러 기록 • 모바일게임 컨퍼런스 "The Mobile Gaming USA" 개최 • MS, 멀티플랫폼 애플리케이션 'Xbox SmartGlass' 공개 • EA, 새로운 '멀티플랫폼' 기술에 콘솔게임 사업 사활 걸어 • 미국 게임 HW&SW 판매 순위 • 미국 MMO게임 순위 • 미국 App Store 게임 순위 • 미국 Google Play 게임 순위 3. 아시아 게임시장 동향··································· 25 중국 게임시장 동향············································ 26 • 2012년 1분기 중국 웹 게임시장 규모 23억 위안 • 중국 5대 포털 사이트의 2012년 1분기 실적 비교 • 2011년 베이징 애니메이션∙게임산업 생산액 130억 위안 • 중국 온라인게임, 향후 3년간 2D가 주류 • 중국 온라인게임 순위 • 중국 MMO게임 순위 • 중국 캐주얼게임 순위 ⓒKOCCA 2012, All Rights Reserved 일본 게임시장 동향············································ 34 • 일본 소셜게임 5개 기업의 2011 회계년도 실적 비교 • 만화 캐릭터 및 위치정보 기반 게임, 소비 활성화에 기여 • Nintendo의 신규 게임콘솔 Wii U, 가족형 콘솔 지향 • Capcom, 새로운 유료 DLC 방식 도입 • 콘솔게임 명가 Konami, 소셜게임 성공 비결은 '장수' • 일본 게임 HW&SW 판매 순위 • 일본 모바일게임 플랫폼별 게임 순위 기타 게임시장 동향············································ 44 • 대만 정부, 새로운 게임 등급분류 제도 발표 • 베트남 정부, 온라인게임 라이선스 발급 정책 변화 시도 • 대만, 글로벌 게임행사 'GDC Taipei Summit' 개최 • 게임 판매 체인 GAME Australia, 소매점 60개 폐쇄 5. 유럽 게임시장 동향······································ 51 • ISFE, 유럽 게임시장 조사보고서 발표 • 2011년 러시아 소셜 게임시장 규모, 2억 3,600만 달러 • Vivendi, Activision Blizzard 매각 논의 • G-cluster, 프랑스 게임 퍼블리셔 Ubisoft와 제휴 • GAME Scandinavia, Nordic Games에 매각 • 유럽 게임 SW 판매 순위 6. -
Officlal REPORT GAMES:Limitless Evolution
GAMES:Limitless Evolution OFFIClAL REPORT Organizer: Computer Entertainment Supplier's Association(CESA) Co-Organizer: Nikkei Business Publications, Inc.(Nikkei BP) Supporter: Ministry of Economy, Trade and Industry(METI) Period: Sep.19(Thursday)-22(Sunday), 2013 Venue: Makuhari Messe TOKYO GAME SHOW 2013 Official Report 1.Outline of the Show/Number of Visitors Name : TOKYO GAME SHOW 2013 Theme : GAMES : Limitless Evolution Organizer : Computer Entertainment Supplier's Association(CESA) Co-Organizer : Nikkei Business Publications, Inc(. Nikkei BP) Supporter : Ministry of Economy, Trade and Industry(METI) Period : Business Days Sep. 19(Thursday) - Sep. 20(Friday) From 10:00 a.m. to 5:00 p.m. Public Days Sep. 21(Saturday) - Sep. 22(Sunday) From 9:30 a.m. to 5:00 p.m. Venue: Makuhari Messe(Mihama-ku, Chiba-shi, Chiba) Exhibition Halls 1-9(exhibition area : about 63,000 square meters) International Conference Halls Event Hall Number of exhibitors : 352〈Domestic :190,Overseas : 162〉(209 in 2012〈Domestic :126,Overseas : 83〉) Exhibiting countries and regions 33(19 in 2012) Asia(16 countries and regions)Brunei Darussalam*, Cambodia*, China, Hong Kong, Indonesia, Japan, Macau*,Malaysia, Myanmar*, Philippines*, Singapore*, South Korea, Taiwan, Thailand*, Vietnam, Laos* North and Latin America(4 countries)Canada*, Mexico*, United States, Venezuela* Europe( 13 countries)Denmark, Finland, Germany*, Holland*, Ireland, Israel*, Luxembourg*, Poland, Russia, Spain*, Sweden, Switzerland*, United Kingdom( Alphabetical order)*New for 2013 Number of booths -
Australian and North American Game Industries Report 2013
CCI Report on Australian and North American Game Industries1 Key points 1. Industry background Australia Canada US 2. Consumer base Australia Canada US 3. Cultural policy and regulation Policy background Tax incentives Free Speech vs. Classification – US & Australia Intellectual property and piracy Virtual world governance and taxation 4. Labour strategies 5. Social impact of games Australia US Canada 6 Business strategies Cross-platform development Shift in focus towards mobile Monetization strategies Distribution and marketing 7. Creative clusters 8. Interest in Asia/China 1 The research is commissioned by The Research Grant Council Hong Kong Special Administration Region. The project code is 4001-SPPR-09 1 Product distribution and localization Conduits to China Overview The document provides background contextual material on the games industry in Australia and identifies key challenges and opportunities confronting Australian developers. Comparisons with the United States and Canada will also be provided. This report focuses on companies (games developers), the policy environments in which they operate and markets for their products. Australian information comes from a 2009 report on the video game industry as well as a 2012 report focusing on consumers; US and Canadian information is extracted from ESA reports dating from 2011. The first part of the paper provides comparative data; the second part examines key issues. Key points: Australia is primarily an importer of video games and associated technology; export revenue is primarily game and accessory developer income derived from intellectual property; While Australian developers’ share of the US market is minimal, the impact of US business on the viability of the Australian industry is critical; Traditionally Australian game companies adhered to the fee-for-service model of working for overseas companies, mainly U.S. -
OFFICIAL REPORT Organizer: Computer Entertainment Supplier’S Association (CESA) Co-Organizers: Nikkei Business Publications, Inc
Outline of the TOKYO GAME SHOW 2008 http://tgs.cesa.or.jp/english/ Period: Business Day* Oct. 9 (Thursday) – Oct. 10 (Friday), 2008** Open to the public Oct. 11 (Saturday) – Oct. 12 (Sunday), 2008** From 10:00 a.m. to 5:00 p.m. *Admission is limited to industry participants and those with invitations. **Planned Venue: Makuhari Messe 2-1 Nakase, Mihama-ku, Chiba City, Chiba Prefecture Organizer: Computer Entertainment Supplier's Association (CESA) http://www.cesa.or.jp/english/ Co-organizers: Nikkei Business Publications, Inc. (Nikkei BP) http://www.nikkeibp.com/ Ministry of Economy, Trade and Industry (International Business Section) Expected number of exhibitors: 220 Invited number of booths: 1,550 Expected visitors: 180,000 Link up, Reach out, To the world. OFFICIAL REPORT Organizer: Computer Entertainment Supplier’s Association (CESA) Co-organizers: Nikkei Business Publications, Inc. (Nikkei BP) Ministry of Economy, Trade and Industry (International Business Section) Period: Sept. 20 (Thursday) - Sept. 23 (Sunday), 2007 TOKYO GAME SHOW 2008 Official Report Venue: Makuhari Messe Publisher: Computer Entertainment Supplier's Association (CESA) Nikkei Business Publications, Inc. (Nikkei BP) Ministry of Economy, Editor: TOKYO GAME SHOW Overseas Management Office, Nikkei BP Trade and Industry General inquiries: TOKYO GAME SHOW Overseas Management Office, Nikkei BP E-mail: [email protected] Tel: +81-3-3514-0611 Fax: +81-3-3514-0614 Printed in Japan TG08-52 07TGS OR E.indd 11-12 08.1.21 6:25:27 PM I. Outline of the Show II. Visitors Report Name: TOKYO GAME SHOW 2007 1. Number of Visitors on Each Day Theme: Link up, Reach out, To the world. -
Stock Price Reactions on M&A, Dividends and Game Releases
Lappeenranta University of Technology Business School Master’s Programme in Strategic Finance Tatiana Abramova Stock Price Reactions on M&A, Dividends and Game Releases. Evidence from Gaming Industry. Supervisor/Examiner: Associate Professor Sheraz Ahmed Examiner: Professor Mikael Collan ABSTRACT Author: Abramova, Tatiana Title of thesis: Stock Price Reactions on M&A, Dividends and Game Releases. Evidence from Gaming Industry. Faculty: School of Business Major subject/Master’s programme: Corporate Finance / Master’s Programme in Strategic Finance Year: 2013 Master’s thesis: Lappeenranta University of Technology 75 pages, 15 figures, 9 tables and 6 appendices Supervisor/Examiner: Associate Professor Sheraz Ahmed Examiner: Professor Mikael Collan Key words: gaming industry, stock price reactions, M&A, dividends, game releases A rapidly growing gaming industry, which specializes on PC, console, online and other games, attracts attention of investors and analysts, who try to understand what drives changes of the gaming industry companies’ stock prices. This master thesis shows the evidence that, besides long-established types of events (M&A and dividend payments), the companies’ stock price changes depend on industry-specific events. I analyzed specific for gaming industry events - game releases with respect to its subdivisions: new games-sequels, games ratings and subdivision according to a developer of a game (self-developed by publisher or outsourced). The master thesis analyzes stock prices of 55 companies from gaming industry from all over the world. The research period covers 5 year, spreading from April 2008 to April 2013. Executed with an event study method, results of the research show that all the analyzed events types have significant influence on the stock prices of the gaming industry companies. -
BP8-6Web.Pdf
Prohlášení o autorství Prohlašuji, že tato práce je mým původním autorským dílem, které jsem vypracoval samostatně. Všechny zdroje, prameny a literaturu, které jsem při vypracování používal nebo z nich čerpal, v práci řádně cituji s uvedením úplného odkazu na příslušný zdroj. Vedoucí práce: Mgr. Jiří Chmelík, Ph.D. Poděkování Chtěl bych tímto způsobem poděkovat Mgr. Jiřímu Chmelíkovi, Ph.D. za to, že v dobách hledání, strádání a nejistoty nejen, že odhodlaně přijal pozici garanta této práce, ale hlavně plně projevil svou benevolenci a shovívavost týkající se mého přístupu v průběhu celého procesu. Dále bych chtěl poděkovat MgA. Heleně Lukášové v pozici konzultanta za její nadšení a optimismus, ale i za hlas, který mne neustále motivoval k tomu, abych všechny tyto a veškeré následující řádky doopravdy sepsal. První kapitolu bych jen těžko koncipoval nebýt serveru www.root.cz a jeho seriálu Historie vývoje počítačových her, který výtečně zdokumentoval nejdůležitější milníky herního průmyslu a nesmírně mi pomohl nastínit a představit vývoj vlasů u her vytvořených během sedmdesátých a osmdesátých let. Bc. Rudolfu Burdovi patří zvláštní dík za poskytnutí své scény při převodu do herního enginu Unreal Engine 4 a následné kontrole možného poklesu výkonu během vykreslování v reálném čase. V neposlední řadě bych chtěl poděkovat svým rodičům, svým relativně silným nervům a vlastně i všem svatým za to, že jsem se vůbec narodil, zvládl vyrůst po téměř všech stránkách s důstojností sobě vlastní a dokázal se relativně ve zdraví dožít tohoto vzácného okamžiku. Shrnutí Tato práce analyzuje historii a moderní principy tvorby a následného vykreslování vousů, vlasů a účesů v počítačových hrách a přináší nový postup využívající bodových a polygonových modifikátorů. -
Feb 5, 2018 Final Fantasy XI Online
RETAIL COUNT: 475 DIGITAL COUNT: 260 TOTAL COUNT: 735 LAST UPDATE: Feb 5, 2018 Final Fantasy XI Online – 2007 Edition Square Enix 2007 EUR | CiB Final Fantasy XI Online – Starter Pack Square Enix 2007 EUR | CiB Nox Westwood Studios 2000 EUR | L Worms 2 Team17 Software 1997 EUR | L Amnesia: The Dark Descent Frictional Games 2010 EUR Baldur's Gate – Enhanced Edition BioWare / Overhaul Games 2012 EUR Dota 2 Valve 2013 EUR Final Fantasy VII Square Enix 2012 EUR Portal Valve 2007 EUR Tom Clancy's Splinter Cell: Chaos Theory Ubisoft Montréal 2005 EUR Beneath a Steel Sky Revolution Software 1994 EUR Fallout InterplayInterplay ProductionsProductions 1997 EUR Fallout 2 Black Isle Studios 1998 EUR Lure of the Temptress Revolution Software 1992 EUR Machinarium [Collector's Edition] Amanita Design 2009 EUR SimCity Maxis Software 1989 EUR Supaplex Think!Ware Development 1991 EUR The Elder Scrolls: Arena Bethesda Softworks 1994 EUR The Elder Scrolls: Chapter II – Daggerfall Bethesda Softworks 1996 EUR Star Wars: The Old Republic BioWare Austin 2011 EUR 8 Eyes Thinking Rabbit 1988 USA | L Adventures in the Magic Kingdom Capcom 1990 SCN | L Astérix New Frontier / Bit Managers S.L. 1993 FRA | L Batman – The Video Game Sunsoft 1989 EEC | L The Battle of Olympus InfinityInfinity 1988 NOE | CiB Bionic Commando Capcom 1988 EEC | L Bubble Bobble Taito 1987 UKV | CiB Castlevania Konami 1986 USA | L Castlevania II: Simon's Quest Konami 1987 EEC | L Castlevania III: Dracula's Curse Konami 1989 USA | L Chip 'n Dale – Rescue Rangers Capcom 1990 NOE | L Darkwing