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Inside the Video Game Industry
Inside the Video Game Industry GameDevelopersTalkAbout theBusinessofPlay Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman Downloaded by [Pennsylvania State University] at 11:09 14 September 2017 First published by Routledge Th ird Avenue, New York, NY and by Routledge Park Square, Milton Park, Abingdon, Oxon OX RN Routledge is an imprint of the Taylor & Francis Group, an Informa business © Taylor & Francis Th e right of Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman to be identifi ed as authors of this work has been asserted by them in accordance with sections and of the Copyright, Designs and Patents Act . All rights reserved. No part of this book may be reprinted or reproduced or utilised in any form or by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying and recording, or in any information storage or retrieval system, without permission in writing from the publishers. Trademark notice : Product or corporate names may be trademarks or registered trademarks, and are used only for identifi cation and explanation without intent to infringe. Library of Congress Cataloging in Publication Data Names: Ruggill, Judd Ethan, editor. | McAllister, Ken S., – editor. | Nichols, Randall K., editor. | Kaufman, Ryan, editor. Title: Inside the video game industry : game developers talk about the business of play / edited by Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman. Description: New York : Routledge is an imprint of the Taylor & Francis Group, an Informa Business, [] | Includes index. Identifi ers: LCCN | ISBN (hardback) | ISBN (pbk.) | ISBN (ebk) Subjects: LCSH: Video games industry. -
American Broadcasting Company from Wikipedia, the Free Encyclopedia Jump To: Navigation, Search for the Australian TV Network, See Australian Broadcasting Corporation
Scholarship applications are invited for Wiki Conference India being held from 18- <="" 20 November, 2011 in Mumbai. Apply here. Last date for application is August 15, > 2011. American Broadcasting Company From Wikipedia, the free encyclopedia Jump to: navigation, search For the Australian TV network, see Australian Broadcasting Corporation. For the Philippine TV network, see Associated Broadcasting Company. For the former British ITV contractor, see Associated British Corporation. American Broadcasting Company (ABC) Radio Network Type Television Network "America's Branding Broadcasting Company" Country United States Availability National Slogan Start Here Owner Independent (divested from NBC, 1943–1953) United Paramount Theatres (1953– 1965) Independent (1965–1985) Capital Cities Communications (1985–1996) The Walt Disney Company (1997– present) Edward Noble Robert Iger Anne Sweeney Key people David Westin Paul Lee George Bodenheimer October 12, 1943 (Radio) Launch date April 19, 1948 (Television) Former NBC Blue names Network Picture 480i (16:9 SDTV) format 720p (HDTV) Official abc.go.com Website The American Broadcasting Company (ABC) is an American commercial broadcasting television network. Created in 1943 from the former NBC Blue radio network, ABC is owned by The Walt Disney Company and is part of Disney-ABC Television Group. Its first broadcast on television was in 1948. As one of the Big Three television networks, its programming has contributed to American popular culture. Corporate headquarters is in the Upper West Side of Manhattan in New York City,[1] while programming offices are in Burbank, California adjacent to the Walt Disney Studios and the corporate headquarters of The Walt Disney Company. The formal name of the operation is American Broadcasting Companies, Inc., and that name appears on copyright notices for its in-house network productions and on all official documents of the company, including paychecks and contracts. -
Game Developer Power 50 the Binding November 2012 of Isaac
THE LEADING GAME INDUSTRY MAGAZINE VOL19 NO 11 NOVEMBER 2012 INSIDE: GAME DEVELOPER POWER 50 THE BINDING NOVEMBER 2012 OF ISAAC www.unrealengine.com real Matinee extensively for Lost Planet 3. many inspirations from visionary directors Spark Unlimited Explores Sophos said these tools empower level de- such as Ridley Scott and John Carpenter. Lost Planet 3 with signers, artist, animators and sound design- Using UE3’s volumetric lighting capabilities ers to quickly prototype, iterate and polish of the engine, Spark was able to more effec- Unreal Engine 3 gameplay scenarios and cinematics. With tively create the moody atmosphere and light- multiple departments being comfortable with ing schemes to help create a sci-fi world that Capcom has enlisted Los Angeles developer Kismet and Matinee, engineers and design- shows as nicely as the reference it draws upon. Spark Unlimited to continue the adventures ers are no longer the bottleneck when it “Even though it takes place in the future, in the world of E.D.N. III. Lost Planet 3 is a comes to implementing assets, which fa- we defi nitely took a lot of inspiration from the prequel to the original game, offering fans of cilitates rapid development and leads to a Old West frontier,” said Sophos. “We also the franchise a very different experience in higher level of polish across the entire game. wanted a lived-in, retro-vibe, so high-tech the harsh, icy conditions of the unforgiving Sophos said the communication between hardware took a backseat to improvised planet. The game combines on-foot third-per- Spark and Epic has been great in its ongoing weapons and real-world fi rearms. -
Disney Channel
Early Enterprises... Walt Disney was born on December 5, 1901 in Chicago Illinois, to his father Elias Disney, and mother Flora Call Disney. Walt had very early interests in art, he would often sell drawings to neighbors to make extra money. He pursued his art career, by studying art and photography by going to McKinley High School in Chicago. Walt began to love, and appreciate nature and wildlife, and family and community, which were a large part of agrarian living. Though his father could be quite stern, and often there was little money, Walt was encouraged by his mother, and older brother, Roy to pursue his talents. Walt joined the Red Cross and was sent overseas to France, where he spent a year driving an ambulance and chauffeuring Red Cross officials. Once he returned from France, he wanted to pursue a career in commercial art, which soon lead to his experiments in animation. He began producing short animated films for local businesses, in Kansas City. By the time Walt had started to create The Alice Comedies, which was about a real girl and her adventures in an animated world, Walt ran out of money, and his company Laugh-O-Grams went bankrupted. Instead of giving up, Walt packed his suitcase and with his unfinished print of The Alice Comedies in hand, headed for Hollywood to start a new business. The early flop of The Alice Comedies inoculated Walt against fear of failure; he had risked it all three or four times in his life. Walt's brother, Roy O. Disney and Walt borrowed an additional $500, and set up shop in their uncle's garage. -
For Immediate Release the Academy of Interactive Arts & Sciences Announces Its 15Th Interactive Achievement Award Nominees
FOR IMMEDIATE RELEASE THE ACADEMY OF INTERACTIVE ARTS & SCIENCES ANNOUNCES ITS 15TH INTERACTIVE ACHIEVEMENT AWARD NOMINEES CALABASAS, Calif. – January 12, 2012 – The Academy of Interactive Arts & Sciences (AIAS) today announced the finalists for the 15th Annual Interactive Achievement Awards (IAAs). More than a hundred titles were played and evaluated by members of the Academy’s Peer Panels. These panels, one for each award category, are comprised of the game industry’s most experienced and talented men and women who are experts in their chosen fields. For 2012, the blockbuster game Uncharted 3: Drake’s Deception (Sony Computer Entertainment Company) leads the field with a total of twelve nominations. Showcasing the depth of great games introduced in the past year, several titles earned multiple nods for an IAA, including ten nominations for Portal 2 (Valve Corporation), nine nominations for L.A. Noire (Rockstar Games), and six nominations each for Batman: Arkham City (Warner Bros. Interactive Entertainment), Battlefield 3 (Electronic Arts) and The Elder Scrolls V: Skyrim (Bethesda Softworks). The awards ceremony will take place on Thursday, February 9th at the Red Rock Resort in Las Vegas during the 2012 D.I.C.E. (Design, Innovate, Communicate, Entertain) Summit. They will be hosted by comedian, actor and proud game enthusiast, Jay Mohr. This year’s IAAs will be streamed live on GameSpot.com in its entirety at 7:30pm PT / 10:30pm ET. “These games exemplify the highest standard of excellence and quality, from the breathtaking cinematics, to the bold storytelling and the innovative technology. ” said Martin Rae, president, Academy of Interactive Arts & Sciences. -
File.Magzdb.Org
№ 06-07 ИЮЛЬ–АВГУСТ 2009 № 06-0706 070 Июль–августИюль юл авгуса уст 20092009 Stuff TRAVEL Выходные Вот в Стамбуле это с Nokia жизнь! N86 8MP THE SIMS 3 150+ НОВИНОК В НОМЕРЕ STUFF- РАЗДАЧА ЛЕГЧЕ ВЫИГРАЙ! ВОЗДУХА Ноутбук MSI X340 САМЫЕ МЕЛКИЕ ГАДГАД ЖЕТЫЖЕТЫ СУПЕРСИЛАСУПЕРССИЛА LADY В ТВОЕМ КАРМАНЕ GAGA ЛЕТНИЙ Берет ЭКСТРЕМИЗМ фанатов Кайтвинг за живое… и маунтинбординг STUFF STUFF Staff БЛОГ РЕДАКТОРА Павел Ломакин, редактор специальных Руководитель проекта Денис Самсонов [email protected] проектов Шеф-редактор STUFFik [email protected] Редакция [email protected] Главный редактор Кирилл Прохоцкий Редактор новостей Алексей Корнеев Редактор специальных проектов Павел Ломакин Арт-директор Василий Ярошенко Отдел рекламы [email protected] Катерина Милешина, Лия Скворцова Литературный редактор Анна Макарова Корректор Оксана Крылова Переводчик Алексей Плахотников Корреспондент Ольга Чурина Адрес редакции: Россия, 127254, Москва, ул. Руставели, д. 12а, стр. 2, Stuff Реклама: ООО «Рекламное агентство «Чемпионс» (495) 253-9228 (прямой), 725-4780 Распространение: ООО «ОСП-Курьер» (495) 725-4785 Телефоны редакции: (495) 725-4780/4781/4782 Факс: (495) 725-4783, 253-9204 За что боролись! Сайт: http://stuff.osp.ru Недавно поспорил с одним приятелем о том, зачем вообще нужны социальные сети. По его мне- Учредитель и издатель ЗАО «Издательство «Открытые Системы» нию, это бесполезная зараза. Я, напротив, высказывался в их пользу, настаивал, что с ними жить Адрес: 109072, г. Москва, намного удобнее, и в том числе приводил такой аргумент: «Ну смотри, сейчас все уезжают в отпу- ул. Серафимовича, д. 2, ком. 3. Журнал зарегистрирован Министерством ска, большинство берут с собой ноуты или телефоны. Общаться через социальные сети ничего Российской Федерации по делам печати, не стоит, а звонить в роуминге — денег не соберешь!». -
View the Revised S2018 Advance Program
PLAN YOUR EXPERIENCE ADVANCE PROGRAM The 45th International Conference & Exhibition on Computer Graphics and Interactive Techniques TABLE OF CONTENTS SCHEDULE AT A GLANCE ................................................... 3 CURATED CONTENT REASONS TO ATTEND ......................................................... 6 SIGGRAPH 2018 offers several events and sessions that are individually chosen by program chairs to CONFERENCE OVERVIEW ...................................................7 address specific topics in computer graphics and interactive techniques. CONFERENCE SCHEDULE ................................................ 10 Curated content is not selected through the regular APPY HOUR ..........................................................................19 channels of a comprehensive jury. ART GALLERY ......................................................................20 ART PAPERS........................................................................23 INTEREST AREAS SIGGRAPH brings together a wide variety of BUSINESS SYMPOSIUM ...................................................25 professionals who approach computer graphics and COMPUTER ANIMATION FESTIVAL: interactive techniques from different perspectives. ELECTONIC THEATER ........................................................26 Our programs and events align with five broad interest areas (listed below). Use these interest areas to help COMPUTER ANIMATION FESTIVAL: VR THEATER ........ 27 guide you through the content at SIGGRAPH 2018. COURSES .............................................................................28 -
Fortnite (2017) GCSE Media Studies – Set Product Fact Sheet Fortnite (2017)
GCSE Media Studies – Set Product Fact Sheet Fortnite (2017) GCSE Media Studies – Set Product Fact Sheet Fortnite (2017) Component 1: Exploring the Media PART 1: STARTING POINTS – Media industries Social and cultural contexts: Focus areas: Media industries The global videogame industry has been growing since the early days of Atari home entertainment Audiences in the 1980s. In recent years, the diversity of game genres and platforms on which they can be played PRODUCT CONTEXT has meant an explosion in the gaming industry. • Produced by Epic Games, the Fortnite Based on a 2015 economic forecast videogame franchise is a series of multiplayer free- sales are expected to reach $90 billion by 2020. to-play battleground games available on a number of platforms and devices. It was launched in July 2017 In 2014, it was calculated there were 1.8 billion • The franchise includes Fortnite: Battle Royale, gamers in the world - 25% of the global population. Fortnite: Save The World, and Fortnite: Creative This challenges the stereotype of gamers as young geeky men. In 2018 in the USA, 28% of gamers • Fortnite: Battle Royale is the most successful were under 18, but 23% were over 50 years old. free-to-play videogame ever, making $1.2 There was a 66/44% male/female gender split. billion in the first 10 months of release. Initially, players had to buy ‘battle passes’ to play, but in September 2018 the Battle The range of genres - from first-person- Royale version was offered for free. shooters to puzzles and learning tools - has • The Fortnite franchise had revenue varied the demographic for gamers. -
Media Terminology (AM) ACTION CODE
Media Terminology (A-M) FAN - An enthusiast or aficionado of a particular media form or product. ACTION CODE - Something that happens in the narrative that tells the audience that some action will follow FEATURE - In magazine terms, the main, or one of the main, stories in an edition. Features are generally located in the middle of the magazine, and cover more than one or two pages. ACTIVE AUDIENCE - Audiences who actively engage in selecting media products to consume and interpret their meanings. FRANCHISE - An entire series of, for example, a film including the original film and all those that follow. ANCHORAGE - The words that accompany an image (still or moving) give the meaning associated with that image. If GATEKEEPERS - The people responsible for deciding the most appropriate stories to appear in newspapers. the caption or voiceover is changed, then so may be the way in which the audience interprets the image. An image They may be the owner, editor or senior journalists. They will only let the stories most appropriate for the with an anchor is a closed text; the audience are given a preferred reading. A text without an anchor is an open text as ideology of the paper 'through the gate'. the audience can interpret it as they wish. GENRE: Media texts can be grouped into genres that all share similar conventions. Science fiction is a APPEAL - The way in which products attract and interest an audience e.g. through the use of stars, familiar genre genre, as are teenage magazines, etc. conventions etc. HOUSE STYLE - What makes the magazine recognisable to its readers every issue. -
Disney Channel Reinforces Our Belief That Digital Distribution Can Broaden Audiences
MARCH 2007 Q1 FY07 SELECTED EARNINGS REMARKS “The keys to Disney’s success are the quality of our content, consumer affinity for our brands and our ability to leverage creative success across the scope of our businesses. Our company-wide focus on these competencies has resulted in the earnings growth, strong cash flow and improving returns you’ve seen us deliver for four straight years now and will, we believe, always remain at the core of Disney’s success.” For further detail, continue to page 3… DISNEY ANNOUNCES EXPANSION OF CRUISE BUSINEss Disney plans to expand its cruise business by adding two new ocean liners. Scheduled to launch in 2011 and 2012, the ships will more than double the passenger capacity for Disney Cruise Line. For further detail, continue to page 7… BRAND NEW DISNEY.COM RELEASED Disney.com, the number one online entertainment destination for kids and parents, has launched an updated version with exciting new features for Disney fans of all ages. The new Disney.com is a result of a company-wide effort to create a broadband-centric, category-breaking online experience that delivers highly personalized entertainment offerings that appeal to a broad audience of kids, parents and Disney fans. For further detail, continue to page 13… DISNEY RENAMES VIDEO GAME BUSINEss UNIT At its investor conference, Disney recently announced the renaming of its video game business unit to Disney Interactive Studios. For further detail, continue to page 14… TOUCHSTONE TELEVISION NOW ABC TELEVISION STUDIO The Disney-ABC Television Group will rename its in-house production company, Touchstone Television, as the ABC Television Studio, it was announced recently at the 2007 Disney Investor Conference by Anne Sweeney, co-chair, Disney Media Networks and president, Disney-ABC Television Group. -
E N Te Rta in M E N T: S O Ftw a Re
Equity Research L O S ANGELES | S A N FRANCISCO | NEW Y O R K | B O S T O N | SEATTLE | MINNEAPOLIS | M I L W A U K E E Entertainment: Software February 11, 2014 Michael Pachter Nick McKay Nick Citrin (213) 688-4474 (213) 688-4343 (213) 688-4495 [email protected] [email protected] [email protected] Post Hoc Ergo Propter Hoc; Why the Next Generation Will Be as Big as Ever Wedbush Securities does and seeks to do business with companies covered in its research reports. Thus, investors should be aware that the firm may have a conflict of interest that could affect the objectivity of this report. Investors Entertainment: Software should consider this report as only a single factor in making their investment decision. Please see page 172 of this report for analyst certification and important disclosure information . ACKNOWLEDGEMENT We thank our good friend, Junkwaffle, for the fabulous cover art and for demonstrating that there are many misperceptions about the past and the likelihood the past will repeat itself. We also thank the many viewers of Pach-Attack! at GameTrailers.com and our many Twitter followers for giving us many of the ideas discussed in this report. It is important to acknowledge the contribution from media sites Edge-Online, The Verge, Kotaku.com, Giant Bomb, VentureBeat.com, gamesindustry.biz, eurogamer.net and gamasutra.com for keeping us on our toes and always asking us to think about the industry in real time. Finally, we feel we must give a shout out to NeoGAF.com and its members, for challenging virtually everything we say as being wrong, and for making us re-think many positions over the years. -
India's Digital Future
India’s digital future Mass of niches KPMG in India’s Media and Entertainment report 2019 August 2019 home.kpmg/in 2 Thought leadership title © 2019© KPMG, 2019 KPMG, an Indian an Indian Registered Registered Partnership Partnership and anda member a member firm firm of ofthe the KPMG KPMG network network of of independent independent membermember firmsfirms affiliated affiliated with with KPMG KPMG International International Cooperative Cooperative (“KPMG (“KPMG International”), International”), a Swiss aentity. Swiss All entity. rights All reserved. rights reserved. © 2019 KPMG, an Indian Registered Partnership and a member firm of the KPMG network of independent member firms affiliated with KPMG International Cooperative (“KPMG International”), a Swiss entity. All rights reserved. Thought leadership title 3 India’s digital future Mass of niches We would like to thank all those who have contributed and shared their valuable domain insights in helping us put this report together. • The information contained in this TL report ‘India’s digital future – Mass of niches’ is of a general nature and is not intended to address the circumstances of any particular individual or entity. No one should act on such information without appropriate professional advice after a thorough examination of the particular situation. • Although we have attempted to provide correct and timely information, there can be no guarantee that such information is correct as of the date it is received or that it will continue to be correct in the future. • The report contains information obtained from the public domain or external sources which have not been verified for authenticity, accuracy or completeness. • Use of companies’ names in the report is only to exemplify the trends in the industry.