Annual Results 2020/2021
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Doom: Gráficos Avançados E Atmosfera Sombria
PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO GRANDE DO SUL PROGRAMA DE PÓS-GRADUAÇÃO EM COMUNICAÇÃO SOCIAL TECNOLOGIAS DE CONTATO: OS IMPACTOS DAS PLATAFORMAS DOS JOGOS DIGITAIS NA JOGABILIDADE SOCIAL CHRISTOPHER ROBERT KASTENSMIDT Professora Orientadora: Dra. Magda Rodrigues da Cunha Porto Alegre Dezembro/2011 CHRISTOPHER ROBERT KASTENSMIDT TECNOLOGIAS DE CONTATO: OS IMPACTOS DAS PLATAFORMAS DOS JOGOS DIGITAIS NA JOGABILIDADE SOCIAL Dissertação apresentada como requisito parcial para obtenção do grau de Mestre pelo Programa de Pós-Graduação em Comunicação Social da Pontifícia Universidade Católica do Rio Grande do Sul. Orientadora: Dra. Magda Rodrigues da Cunha PORTO ALEGRE 2011 CHRISTOPHER ROBERT KASTENSMIDT Dados Internacionais de Catalogação na Publicação (CIP) K19t Kastensmidt, Christopher Robert Tecnologias de contato: os impactos das plataformas dos jogos digitais na jogabilidade social. / Christopher Robert Kastensmidt. – Porto Alegre, 2011. 172 p. Dissertação (Mestrado) Programa de Pós-Graduação em Comunicação Social – Faculdade de Comunicação Social, PUCRS. Orientadora: Profa. Dra. Magda Rodrigues da Cunha 1. Comunicação Social. 2. Jogos Digitais. 3. Jogabilidade Social. 4. Jogos Eletrônicos. I. Cunha, Magda Rodrigues da. II. Título. CDD 794.8 Ficha elaborada pela bibliotecária Anamaria Ferreira CRB 10/1494 TECNOLOGIAS DE CONTATO: OS IMPACTOS DAS PLATAFORMAS DOS JOGOS DIGITAIS NA JOGABILIDADE SOCIAL Dissertação apresentada como requisito parcial para obtenção do grau de Mestre pelo Programa de Pós-Graduação em Comunicação Social -
The Golden Age of Video Games
The Golden Age of Video Games The Birth of a Multi-Billion Dollar Industry The Golden Age of Video Games The Birth of a Multi-Billion Dollar Industry Roberto Dillon CRC Press Taylor & Francis Group 6000 Broken Sound Parkway NW, Suite 300 Boca Raton, FL 33487-2742 © 2011 by Taylor & Francis Group, LLC CRC Press is an imprint of Taylor & Francis Group, an Informa business No claim to original U.S. Government works Version Date: 20130822 International Standard Book Number-13: 978-1-4398-7324-3 (eBook - PDF) This book contains information obtained from authentic and highly regarded sources. Reasonable efforts have been made to publish reliable data and information, but the author and publisher cannot assume responsibility for the validity of all materials or the consequences of their use. The authors and publishers have attempted to trace the copyright holders of all material reproduced in this publication and apologize to copyright holders if permission to publish in this form has not been obtained. If any copyright material has not been acknowledged please write and let us know so we may rectify in any future reprint. Except as permitted under U.S. Copyright Law, no part of this book may be reprinted, reproduced, trans- mitted, or utilized in any form by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying, microfilming, and recording, or in any information storage or retrieval system, without written permission from the publishers. For permission to photocopy or use material electronically from this work, please access www.copyright. com (http://www.copyright.com/) or contact the Copyright Clearance Center, Inc. -
Investor Presentation
Investor presentation May 2021 Disclaimer In this strategic presentation, the terms "Atari“ and/or the "Company" mean Atari. The term "Group" means the group of companies belonging to the parent Company and all companies within its consolidation’s scope. This strategic presentation contains statements relating to ongoing or future projects, future financial and operating results and other statements about Atari’s managements’ future expectations, beliefs, goals, plans or prospects that are based on current expectations, estimates, forecasts and projections about Atari, as well as company’s future performance and the industries in which Atari operate will operate, in addition to managements’ assumptions. Words such as “expects,” “anticipates,” “targets,” “goals,” “projects,” “intends,” “plans,” “believes,” “seeks,” “estimates,” variations of such words and similar expressions are intended to identify such forward-looking statements which are not statements of historical facts. These forward-looking statements are not guarantees of future performance and involve certain risks, uncertainties and assumptions that are difficult to assess. Therefore, actual outcomes and results may differ materially from what is expressed or forecasted in such forward-looking statements. These risks and uncertainties are based upon a number of important factors including, among others: political and economic risks of our respective global operations; changes to existing regulations or technical standards; existing and future litigation; difficulties and costs in protecting intellectual property rights and exposure to infringement claims by others summarized in chapter 5 of the company’s annual financial report for the financial year ended March 31, 2020 available on the investor relations website of Atari at www.atari- investisseurs.fr. -
Games: Atari VCS, Chiaki Quits Github (Microsoft), and More
Published on Tux Machines (http://www.tuxmachines.org) Home > content > Games: Atari VCS, Chiaki Quits GitHub (Microsoft), and More Games: Atari VCS, Chiaki Quits GitHub (Microsoft), and More By Roy Schestowitz Created 29/12/2020 - 6:19pm Submitted by Roy Schestowitz on Tuesday 29th of December 2020 06:19:47 PM Filed under Gaming [1] Atari VCS games really are just plain Linux desktop builds | GamingOnLinux[2] Now that the Atari VCS is out in the wild for plenty of IndieGoGo backers, we've seen plenty of reports of how it works and one GamingOnLinux reader gave us plenty of info. Currently, it seems like the whole thing is still in something of a Beta stage. The software seems a little on the buggy side, and there's still not much in the way of games available for it. However, it actually does sound like a reasonable good little device - which I am sure will surprise plenty of naysayers. User slaapliedje in our Forum has been going through details including how, yes, you really can load a plain Linux distribution up with Debian Buster tested working (once you do a couple small tweaks). All very interesting but even more so is how their own Atari World OS is clearly a normal Linux distribution with a fancy console interface on top. Chiaki, a free and open source PlayStation Remote Play client adds PlayStation 5 support | GamingOnLinux[3] Own a shiny new PlayStation 5 and want to stream games from it to your desktop or laptop? Or perhaps you're clinging onto your PlayStation 4 and want to do the same? Chiaki is here to help. -
International Sustainability Core 1 Portfolio As of July 31, 2021 (Updated Monthly) Source: State Street Holdings Are Subject to Change
International Sustainability Core 1 Portfolio As of July 31, 2021 (Updated Monthly) Source: State Street Holdings are subject to change. The information below represents the portfolio's holdings (excluding cash and cash equivalents) as of the date indicated, and may not be representative of the current or future investments of the portfolio. The information below should not be relied upon by the reader as research or investment advice regarding any security. This listing of portfolio holdings is for informational purposes only and should not be deemed a recommendation to buy the securities. The holdings information below does not constitute an offer to sell or a solicitation of an offer to buy any security. The holdings information has not been audited. By viewing this listing of portfolio holdings, you are agreeing to not redistribute the information and to not misuse this information to the detriment of portfolio shareholders. Misuse of this information includes, but is not limited to, (i) purchasing or selling any securities listed in the portfolio holdings solely in reliance upon this information; (ii) trading against any of the portfolios or (iii) knowingly engaging in any trading practices that are damaging to Dimensional or one of the portfolios. Investors should consider the portfolio's investment objectives, risks, and charges and expenses, which are contained in the Prospectus. Investors should read it carefully before investing. Your use of this website signifies that you agree to follow and be bound by the terms and conditions -
The Platform Culture of Intellivision
Implementing Intelligence: The Platform Culture of Intellivision Tom Boellstorff The University of California, Irvine Department of Anthropology 3151 Social Science Plaza Irvine, CA 92697-5100 949-824-9944 [email protected] Braxton Soderman The University of California, Irvine Department of Film and Media Studies 2000 Humanities Gateway Irvine, California 92697-2435 949-824-3532 [email protected] Keywords Platform, Platform Studies, Intellivision, Intelligence, Artificial Intelligence, Aesthetics INTRODUCTION The Intellivision home game console, developed by Mattel Electronics in the late 1970s and early 1980s, is an understudied platform in the history of video games. The portmanteau “Intellivision” invokes the idea of an “intelligent television” while also alluding to the system’s intelligent vision as a game console. The system’s name functioned as a marketing maneuver that fought two-fronts simultaneously: elevating the system above the more popular (but less technologically sophisticated) Atari VCS while remediating the television (understood pejoratively as the idiot box). Yet, beyond these obvious implications, we argue that Mattel Electronics cultivated an aesthetics and pragmatics of intelligence that shaped the entire Intellivision platform: from the initial hardware design that sought to produce “sophisticated game play” (Chandler, 1982) to the design of the system’s unique controllers that resembled touch-button phones, from its library of games that often redefined play through notions of seriousness, strategy, education, and simulation to Mattel’s embrace of a modular and extendable platform that promoted an aesthetic of augmented intelligence through various peripheral devices. If the Intellivision did not have the processing power and memory for encoding complex artificial intelligence, then how was “intelligence” implemented into the system? This paper explores how cultural assumptions about intelligence were expressed within a platform containing severe technical limitations. -
DFA Canada Global 40EQ-60FI Portfolio - Class a As of July 31, 2021 (Updated Monthly) Source: RBC Holdings Are Subject to Change
DFA Canada Global 40EQ-60FI Portfolio - Class A As of July 31, 2021 (Updated Monthly) Source: RBC Holdings are subject to change. The information below represents the portfolio's holdings (excluding cash and cash equivalents) as of the date indicated, and may not be representative of the current or future investments of the portfolio. The information below should not be relied upon by the reader as research or investment advice regarding any security. This listing of portfolio holdings is for informational purposes only and should not be deemed a recommendation to buy the securities. The holdings information below does not constitute an offer to sell or a solicitation of an offer to buy any security. The holdings information has not been audited. By viewing this listing of portfolio holdings, you are agreeing to not redistribute the information and to not misuse this information to the detriment of portfolio shareholders. Misuse of this information includes, but is not limited to, (i) purchasing or selling any securities listed in the portfolio holdings solely in reliance upon this information; (ii) trading against any of the portfolios or (iii) knowingly engaging in any trading practices that are damaging to Dimensional or one of the portfolios. Investors should consider the portfolio's investment objectives, risks, and charges and expenses, which are contained in the Prospectus. Investors should read it carefully before investing. This fund operates as a fund-of-funds and generally allocates its assets among other mutual funds, but has the ability to invest in securities and derivatives directly. The holdings listed below contain both the investment holdings of the corresponding underlying funds as well as any direct investments of the fund. -
Infogrames Entertainment, SA
Infogrames Entertainment, SA Infogrames Entertainment, SA (IESA)(French pronun- more than $500 million; the objective was to become ciation: [ɛ̃fɔɡʁam]) was an international French holding the world’s leading interactive entertainment publisher.[6] company headquartered in Lyon, France. It was the While the company’s debt increased from $55 million in owner of Atari, Inc., headquartered in New York City, 1999 to $493 million in 2002, the company’s revenue also U.S. and Atari Europe. It was founded in 1983 by increased from $246 million to $650 million during the Bruno Bonnell and Christophe Sapet using the proceeds same period.[7] from an introductory computer book. Through its sub- In 1996 IESA bought Ocean Software for about $100 sidiaries, Infogrames produced, published and distributed million,[8] renaming the company as Infogrames UK.[9] interactive games for all major video game consoles and In 1997 Philips Media BV was purchased. computer game platforms. In 1998 IESA acquired a majority share of 62.5% in the game distributor OziSoft, which became Infogrames Australia,[10] and in 2002 IESA bought the remaining 1 History shares of Infogrames Australia from Sega and other share holders[11] for $3.7 million.[7] In this same year 1.1 Early history the distributors ABS Multimedia, Arcadia and the Swiss Gamecity GmbH were acquired.[12][13] The founders wanted to christen the company Zboub Sys- In 1999 IESA bought Gremlin Interactive for $40 mil- tème (which can be approximatively translated by Dick lion, renaming it to Infogrames Sheffield House but it was [4] System), but were dissuaded by their legal counsel. -
United States Bankruptcy Court SUMMARY of SCHEDULES
13-10176-jmp Doc 119 Filed 03/06/13 Entered 03/06/13 20:14:12 Main Document Pg 1 of 110 B6 Summary (Official Form 6 - Summary) (12/07) }bk1{Form 6.Suayfchedls United States Bankruptcy Court Southern District of New York In re Atari Interactive, Inc. Case No. 13-10177 , Debtor Chapter 11 SUMMARY OF SCHEDULES Indicate as to each schedule whether that schedule is attached and state the number of pages in each. Report the totals from Schedules A, B, D, E, F, I, and J in the boxes provided. Add the amounts from Schedules A and B to determine the total amount of the debtor’s assets. Add the amounts of all claims from Schedules D, E, and F to determine the total amount of the debtor’s liabilities. Individual debtors must also complete the "Statistical Summary of Certain Liabilities and Related Data" if they file a case under chapter 7, 11, or 13. NAME OF SCHEDULEATTACHED NO. OF ASSETS LIABILITIES OTHER (YES/NO) SHEETS A - Real Property Yes 10.00 B - Personal Property Yes 4 21,238,150.00 C - Property Claimed as Exempt No 0 D - Creditors Holding Secured Claims Yes 1 0.00 E - Creditors Holding Unsecured Yes 1 0.00 Priority Claims (Total of Claims on Schedule E) F - Creditors Holding Unsecured Yes 1 266,183,594.00 Nonpriority Claims G - Executory Contracts and Yes 1 Unexpired Leases H - Codebtors Yes 1 I - Current Income of Individual No 0 N/A Debtor(s) J - Current Expenditures of Individual No 0 N/A Debtor(s) Total Number of Sheets of ALL Schedules 10 Total Assets 21,238,150.00 Total Liabilities 266,183,594.00 Software Copyright (c) 1996-2013 - CCH INCORPORATED - www.bestcase.com Best Case Bankruptcy 13-10176-jmp Doc 119 Filed 03/06/13 Entered 03/06/13 20:14:12 Main Document Pg 2 of 110 B6A (Official Form 6A) (12/07) }bk1{Schedul A-RaPropty In re Atari Interactive, Inc. -
of Video Games IND - Survey of Peers on Interactive Entertainment I
Games for Education 14 Article: Peppler, K., & Ka/ai, Y. (n. d.) . What videogame GRP Genre Power Point making can teach us about literacy and learning: Alternative pathways into participatOlY culture. Final Project and Team due during finals week Retrievedfrom hllp:/lwww.digra.org/dlldbl073/1.335 76.pd( WeekI History of Gaming ,http://en.wikipedia.org/wiki/History of video games IND - Survey of peers on Interactive Entertainment I This link covers the history of video gaming Read: http://en.wikipedia.org/wiki/History of video games The Entertainment Software Association (ESA) reported that video gaming is the fastest growing form of entertainment. The Entertainment Retailers Association (ERA) announced in 2008 that sales of video games have surpassed music sales. According to the PEW Internet project "Nearly all American teens (97%), and more than half of adults age 18+ (53%) say they play video games, and about one-in-five adults (21 %) plays video games every day or almost every day". Although deemed unstoppable, NPD market research announced that the recession in 2009 put a dent in video game sales with sales falling 17% from the previous year in March 2009 (Modine, 2009). However, NPD notices that one must take into account that during March 2008 the video game Super Smash Bros. was released on the Wii which became the fourth best selling game that year (Modine, 2009). Research shows that playing an interactive game is an interactive social activity that can develop knowledge and also improve social and communication skills (Vorderer & Bryant, 2006). Robert Kotick, chairman and chief executive of Activision Inc. -
Premiere Issue Monkeying Around Game Reviews: Special Report
Atari Coleco Intellivision Computers Vectrex Arcade ClassicClassic GamerGamer Premiere Issue MagazineMagazine Fall 1999 www.classicgamer.com U.S. “Because Newer Isn’t Necessarily Better!” Special Report: Classic Videogames at E3 Monkeying Around Revisiting Donkey Kong Game Reviews: Atari, Intellivision, etc... Lost Arcade Classic: Warp Warp Deep Thaw Chris Lion Rediscovers His Atari Plus! · Latest News · Guide to Halloween Games · Win the book, “Phoenix” “As long as you enjoy the system you own and the software made for it, there’s no reason to mothball your equipment just because its manufacturer’s stock dropped.” - Arnie Katz, Editor of Electronic Games Magazine, 1984 Classic Gamer Magazine Fall 1999 3 Volume 1, Version 1.2 Fall 1999 PUBLISHER/EDITOR-IN-CHIEF Chris Cavanaugh - [email protected] ASSOCIATE EDITOR Sarah Thomas - [email protected] STAFF WRITERS Kyle Snyder- [email protected] Reset! 5 Chris Lion - [email protected] Patrick Wong - [email protected] Raves ‘N Rants — Letters from our readers 6 Darryl Guenther - [email protected] Mike Genova - [email protected] Classic Gamer Newswire — All the latest news 8 Damien Quicksilver [email protected] Frank Traut - [email protected] Lee Seitz - [email protected] Book Bytes - Joystick Nation 12 LAYOUT/DESIGN Classic Advertisement — Arcadia Supercharger 14 Chris Cavanaugh PHOTO CREDITS Atari 5200 15 Sarah Thomas - Staff Photographer Pong Machine scan (page 3) courtesy The “New” Classic Gamer — Opinion Column 16 Sean Kelly - Digital Press CD-ROM BIRA BIRA Photos courtesy Robert Batina Lost Arcade Classics — ”Warp Warp” 17 CONTACT INFORMATION Classic Gamer Magazine Focus on Intellivision Cartridge Reviews 18 7770 Regents Road #113-293 San Diego, Ca 92122 Doin’ The Donkey Kong — A closer look at our 20 e-mail: [email protected] on the web: favorite monkey http://www.classicgamer.com Atari 2600 Cartridge Reviews 23 SPECIAL THANKS To Sarah. -
History of Video Games-Wikipedia
History of video games From Wikipedia, the free encyclopedia The Atari VCS was a popular home video game console in the late 1970s and early 1980s. Pictured is the four-switch model from 1980–1982. An Atari CX40 joystick controller, with a single button The history of video games goes as far back as the early 1950s, when academic computer scientists began designing simple games and simulations as part of their research or just for fun. At M.I.T. in the 1960s, professors and students played games such as 3D tic-tac-toe and Moon Landing. These games were played on computer such as the IBM 1560, and moves were made by means of punch cards. Video gaming did not reach mainstream popularity until the 1970s and 1980s, when video arcade games and gaming consoles using joysticks, buttons, and other controllers, along with graphics on computer screens and home computer games were introduced to the general public. Since the 1980s, video gaming has become a popular form of entertainment and a part of modern popular culture in most parts of the world. One of the early games was Spacewar!, which was developed by computer scientists. Early arcade video games developed from 1972 to 1978. During the 1970s, the first generation of home consoles emerged, including the popular game Pong and various "clones". The 1970s was also the era of mainframe computer games. The golden age of arcade video games was from 1978 to 1982. Video arcades with large, graphics- decorated coin-operated machines were common at malls and popular, affordable home consoles such as the Atari 2600 and Intellivision enabled people to play games on their home TVs.