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Songs by Artist
Reil Entertainment Songs by Artist Karaoke by Artist Title Title &, Caitlin Will 12 Gauge Address In The Stars Dunkie Butt 10 Cc 12 Stones Donna We Are One Dreadlock Holiday 19 Somethin' Im Mandy Fly Me Mark Wills I'm Not In Love 1910 Fruitgum Co Rubber Bullets 1, 2, 3 Redlight Things We Do For Love Simon Says Wall Street Shuffle 1910 Fruitgum Co. 10 Years 1,2,3 Redlight Through The Iris Simon Says Wasteland 1975 10, 000 Maniacs Chocolate These Are The Days City 10,000 Maniacs Love Me Because Of The Night Sex... Because The Night Sex.... More Than This Sound These Are The Days The Sound Trouble Me UGH! 10,000 Maniacs Wvocal 1975, The Because The Night Chocolate 100 Proof Aged In Soul Sex Somebody's Been Sleeping The City 10Cc 1Barenaked Ladies Dreadlock Holiday Be My Yoko Ono I'm Not In Love Brian Wilson (2000 Version) We Do For Love Call And Answer 11) Enid OS Get In Line (Duet Version) 112 Get In Line (Solo Version) Come See Me It's All Been Done Cupid Jane Dance With Me Never Is Enough It's Over Now Old Apartment, The Only You One Week Peaches & Cream Shoe Box Peaches And Cream Straw Hat U Already Know What A Good Boy Song List Generator® Printed 11/21/2017 Page 1 of 486 Licensed to Greg Reil Reil Entertainment Songs by Artist Karaoke by Artist Title Title 1Barenaked Ladies 20 Fingers When I Fall Short Dick Man 1Beatles, The 2AM Club Come Together Not Your Boyfriend Day Tripper 2Pac Good Day Sunshine California Love (Original Version) Help! 3 Degrees I Saw Her Standing There When Will I See You Again Love Me Do Woman In Love Nowhere Man 3 Dog Night P.S. -
UPC Platform Publisher Title Price Available 730865001347
UPC Platform Publisher Title Price Available 730865001347 PlayStation 3 Atlus 3D Dot Game Heroes PS3 $16.00 52 722674110402 PlayStation 3 Namco Bandai Ace Combat: Assault Horizon PS3 $21.00 2 Other 853490002678 PlayStation 3 Air Conflicts: Secret Wars PS3 $14.00 37 Publishers 014633098587 PlayStation 3 Electronic Arts Alice: Madness Returns PS3 $16.50 60 Aliens Colonial Marines 010086690682 PlayStation 3 Sega $47.50 100+ (Portuguese) PS3 Aliens Colonial Marines (Spanish) 010086690675 PlayStation 3 Sega $47.50 100+ PS3 Aliens Colonial Marines Collector's 010086690637 PlayStation 3 Sega $76.00 9 Edition PS3 010086690170 PlayStation 3 Sega Aliens Colonial Marines PS3 $50.00 92 010086690194 PlayStation 3 Sega Alpha Protocol PS3 $14.00 14 047875843479 PlayStation 3 Activision Amazing Spider-Man PS3 $39.00 100+ 010086690545 PlayStation 3 Sega Anarchy Reigns PS3 $24.00 100+ 722674110525 PlayStation 3 Namco Bandai Armored Core V PS3 $23.00 100+ 014633157147 PlayStation 3 Electronic Arts Army of Two: The 40th Day PS3 $16.00 61 008888345343 PlayStation 3 Ubisoft Assassin's Creed II PS3 $15.00 100+ Assassin's Creed III Limited Edition 008888397717 PlayStation 3 Ubisoft $116.00 4 PS3 008888347231 PlayStation 3 Ubisoft Assassin's Creed III PS3 $47.50 100+ 008888343394 PlayStation 3 Ubisoft Assassin's Creed PS3 $14.00 100+ 008888346258 PlayStation 3 Ubisoft Assassin's Creed: Brotherhood PS3 $16.00 100+ 008888356844 PlayStation 3 Ubisoft Assassin's Creed: Revelations PS3 $22.50 100+ 013388340446 PlayStation 3 Capcom Asura's Wrath PS3 $16.00 55 008888345435 -
Can Game Companies Help America's Children?
CAN GAME COMPANIES HELP AMERICA’S CHILDREN? The Case for Engagement & VirtuallyGood4Kids™ By Wendy Lazarus Founder and Co-President with Aarti Jayaraman September 2012 About The Children’s Partnership The Children's Partnership (TCP) is a national, nonprofit organization working to ensure that all children—especially those at risk of being left behind—have the resources and opportunities they need to grow up healthy and lead productive lives. Founded in 1993, The Children's Partnership focuses particular attention on the goals of securing health coverage for every child and on ensuring that the opportunities and benefits of digital technology reach all children. Consistent with that mission, we have educated the public and policymakers about how technology can measurably improve children's health, education, safety, and opportunities for success. We work at the state and national levels to provide research, build programs, and enact policies that extend opportunity to all children and their families. Santa Monica, CA Office Washington, DC Office 1351 3rd St. Promenade 2000 P Street, NW Suite 206 Suite 330 Santa Monica, CA 90401 Washington, DC 20036 t: 310.260.1220 t: 202.429.0033 f: 310.260.1921 f: 202.429.0974 E-Mail: [email protected] Web: www.childrenspartnership.org The Children’s Partnership is a project of Tides Center. ©2012, The Children's Partnership. Permission to copy, disseminate, or otherwise use this work is normally granted as long as ownership is properly attributed to The Children's Partnership. CAN GAME -
From Moments to Minutes Advertising with Social Play.Pdf
5 From Moments to Minutes Advertising with Social Play Virtual worlds are a rapidly growing social-media platform, and this is particularly true for kids. Thought of by many as 3D renditions of 2D social networks, virtual worlds supply many desirable features for the youth market still unavailable in the realm of social networks. Among these are a sense of immediacy, unparalleled media richness, and the heightened interactivity possible in the virtual space. Young consumers respond to the immediacy of communications, meaning that communica- tions occur in real time (while social networks still primarily provide asynchronous response). Real-time response adds to the sense of contact comfort participants feel. Media richness is embellished with the enhanced visual representations of virtual worlds as well as the ability to chat using instant messenger, electronic mail, and sometimes voice chat features. Lastly, social networks like MySpace are limited in what can be offered for participants in terms of entertaining and interactive pursuits within the space. It is no wonder then that young consumers are enam- ored with virtual worlds. eMarketer estimates that 24% of the 34.3 million child and teen Internet users in the United States used virtual worlds on at least a monthly basis in 2007 and this figure is expected to rise rapidly over the short term.1 76 Advertising 2.0 For marketers, social virtual worlds represent an enormous opportu- nity for branding by extending the time consumers spend with a brand’s message from moments to minutes. Indeed, the average amount of time spent per session in social virtual worlds ranges from as little as twenty minutes to more than two hours—substantially more than the typical thirty seconds of attention garnered by a television commercial. -
Programmed Moves: Race and Embodiment in Fighting and Dancing Videogames
UC Berkeley UC Berkeley Electronic Theses and Dissertations Title Programmed Moves: Race and Embodiment in Fighting and Dancing Videogames Permalink https://escholarship.org/uc/item/5pg3z8fg Author Chien, Irene Y. Publication Date 2015 Peer reviewed|Thesis/dissertation eScholarship.org Powered by the California Digital Library University of California Programmed Moves: Race and Embodiment in Fighting and Dancing Videogames by Irene Yi-Jiun Chien A dissertation submitted in partial satisfaction of the requirements for the degree of Doctor of Philosophy in Film and Media and the Designated Emphasis in New Media in the Graduate Division of the University of California, Berkeley Committee in charge: Professor Linda Williams, Chair Professor Kristen Whissel Professor Greg Niemeyer Professor Abigail De Kosnik Spring 2015 Abstract Programmed Moves: Race and Embodiment in Fighting and Dancing Videogames by Irene Yi-Jiun Chien Doctor of Philosophy in Film and Media Designated Emphasis in New Media University of California, Berkeley Professor Linda Williams, Chair Programmed Moves examines the intertwined history and transnational circulation of two major videogame genres, martial arts fighting games and rhythm dancing games. Fighting and dancing games both emerge from Asia, and they both foreground the body. They strip down bodily movement into elemental actions like stepping, kicking, leaping, and tapping, and make these the form and content of the game. I argue that fighting and dancing games point to a key dynamic in videogame play: the programming of the body into the algorithmic logic of the game, a logic that increasingly organizes the informatic structure of everyday work and leisure in a globally interconnected information economy. -
Erica Ossola 8-701 5-17 Funabashi, 156-0055 Tokyo Phone: +81-80-2020-7443 E-Mail: [email protected]
Erica Ossola 8-701 5-17 Funabashi, 156-0055 Tokyo Phone: +81-80-2020-7443 E-Mail: [email protected] PERSONAL INFO Birth: Varese, November 19, 1974 Nationality: Italian Mobile: +81-(0)80-2020-7443 E-Mail: [email protected] Web: www.ericaossola.com Networks: www.linkedin.com/in/ericaossola OBJECTIVES Growing as videogames localization specialist, able to deliver high quality content for the Italian market. Open to new work challenges in the entertainment industry. EXPERIENCE Grasshopper Manufacture, Inc. - Tokyo (Japan) 2009-2010 Localization, QA Management and linguistic testing of the following project: November 2009 — January 2010 No More Heroes 2 (Wii) Square Enix Co., Ltd. - Tokyo (Japan) 2008-2011 Localization and QA Management of the following projects: December 2007 — September 2008 The Last Remnant (Xbox 360) December 2008 — July 2009 Dissidia: Final fantasy (PSP) August 2010 — January 2011 Dissidia 012: Final fantasy (PSP) Babel Media - Hove (UK) 2006-2011 Localization and QA Management of the following projects: GodHand - Ace Combat Six - Guilty Gear - Made Man - Medieval 2 Total War - Dave Mirra Wii - Monster Madness - RailRoad - Rainy Woods - Tamagotchi Angel - Thrillville - Toon Doku - Looney Tunes: ACME Arsenal - XMen - Cake Mania Ubisoft Entertainment - Montreal (Canada) 2005 Localization and QA Management of: Principe of Persia (PSP and DS versions). Nintendo of Europe GmbH - Frankfurt (Germany) 2004 Localization of Animal Crossing, (GameCube) in the internal localization studios of Nintendo. Blue Label, Milan (Italy) -
A Case Study of the Walt Disney Company Jingwen Yang School of Economics, Hefei University of Technology, Hefei 230601, China [email protected] Abstract
Advances in Economics, Business and Management Research, volume 91 1st International Symposium on Economic Development and Management Innovation (EDMI 2019) Analysis of Business Operation Management under the Harvard Analytical Framework: A Case Study of the Walt Disney Company Jingwen Yang School of Economics, Hefei University of Technology, Hefei 230601, China [email protected] Abstract. A comprehensive analysis of financial statements can help its users to understand the production and operation situations and development prospects of enterprises thoroughly and accurately in order to make scientific and rational resolutions. This research employs the Harvard Analytical Framework to analyze the finance and operation management situations of the Walt Disney Company. Development prospects of TWDC are discussed and some suggestions are proposed in this paper. This research is aimed to deepen the understanding and application of financial statement analysis methods. Keywords: Financial analysis; operation management; Harvard Analytical Framework; the Walt Disney Company. 1. Research Background With the constant development of capital market, the diversification of investment entities, and the complexity of investment and financing methods, investment and financing activities become increasingly important for enterprises, but at the same time, they are also led to the increasing uncertainties and risks of business operations. An accurate assessment of business operation and management situations can hardly be conducted without the financial analysis (Yin, 2012). However, Li (2015) finds that the current traditional financial analysis mode solely based on financial statements have its inherent flaws, for today’s market economy is developing rapidly, the market operation is getting mature, the world economic exchanges are becoming more frequent, and the subject and object of financial analysis are increasingly diversified. -
Radio Essentials 2012
Artist Song Series Issue Track 44 When Your Heart Stops BeatingHitz Radio Issue 81 14 112 Dance With Me Hitz Radio Issue 19 12 112 Peaches & Cream Hitz Radio Issue 13 11 311 Don't Tread On Me Hitz Radio Issue 64 8 311 Love Song Hitz Radio Issue 48 5 - Happy Birthday To You Radio Essential IssueSeries 40 Disc 40 21 - Wedding Processional Radio Essential IssueSeries 40 Disc 40 22 - Wedding Recessional Radio Essential IssueSeries 40 Disc 40 23 10 Years Beautiful Hitz Radio Issue 99 6 10 Years Burnout Modern Rock RadioJul-18 10 10 Years Wasteland Hitz Radio Issue 68 4 10,000 Maniacs Because The Night Radio Essential IssueSeries 44 Disc 44 4 1975, The Chocolate Modern Rock RadioDec-13 12 1975, The Girls Mainstream RadioNov-14 8 1975, The Give Yourself A Try Modern Rock RadioSep-18 20 1975, The Love It If We Made It Modern Rock RadioJan-19 16 1975, The Love Me Modern Rock RadioJan-16 10 1975, The Sex Modern Rock RadioMar-14 18 1975, The Somebody Else Modern Rock RadioOct-16 21 1975, The The City Modern Rock RadioFeb-14 12 1975, The The Sound Modern Rock RadioJun-16 10 2 Pac Feat. Dr. Dre California Love Radio Essential IssueSeries 22 Disc 22 4 2 Pistols She Got It Hitz Radio Issue 96 16 2 Unlimited Get Ready For This Radio Essential IssueSeries 23 Disc 23 3 2 Unlimited Twilight Zone Radio Essential IssueSeries 22 Disc 22 16 21 Savage Feat. J. Cole a lot Mainstream RadioMay-19 11 3 Deep Can't Get Over You Hitz Radio Issue 16 6 3 Doors Down Away From The Sun Hitz Radio Issue 46 6 3 Doors Down Be Like That Hitz Radio Issue 16 2 3 Doors Down Behind Those Eyes Hitz Radio Issue 62 16 3 Doors Down Duck And Run Hitz Radio Issue 12 15 3 Doors Down Here Without You Hitz Radio Issue 41 14 3 Doors Down In The Dark Modern Rock RadioMar-16 10 3 Doors Down It's Not My Time Hitz Radio Issue 95 3 3 Doors Down Kryptonite Hitz Radio Issue 3 9 3 Doors Down Let Me Go Hitz Radio Issue 57 15 3 Doors Down One Light Modern Rock RadioJan-13 6 3 Doors Down When I'm Gone Hitz Radio Issue 31 2 3 Doors Down Feat. -
An Embeddable, High-Performance Scripting Language and Its Applications
Lua an embeddable, high-performance scripting language and its applications Hisham Muhammad [email protected] PUC-Rio, Rio de Janeiro, Brazil IntroductionsIntroductions ● Hisham Muhammad ● PUC-Rio – University in Rio de Janeiro, Brazil ● LabLua research laboratory – founded by Roberto Ierusalimschy, Lua's chief architect ● lead developer of LuaRocks – Lua's package manager ● other open source projects: – GoboLinux, htop process monitor WhatWhat wewe willwill covercover todaytoday ● The Lua programming language – what's cool about it – how to make good uses of it ● Real-world case study – an M2M gateway and energy analytics system – making a production system highly adaptable ● Other high-profile uses of Lua – from Adobe and Angry Birds to World of Warcraft and Wikipedia Lua?Lua? ● ...is what we tend to call a "scripting language" – dynamically-typed, bytecode-compiled, garbage-collected – like Perl, Python, PHP, Ruby, JavaScript... ● What sets Lua apart? – Extremely portable: pure ANSI C – Very small: embeddable, about 180 kiB – Great for both embedded systems and for embedding into applications LuaLua isis fullyfully featuredfeatured ● All you expect from the core of a modern language – First-class functions (proper closures with lexical scoping) – Coroutines for concurrency management (also called "fibers" elsewhere) – Meta-programming mechanisms ● object-oriented ● functional programming ● procedural, "quick scripts" ToTo getget licensinglicensing outout ofof thethe wayway ● MIT License ● You are free to use it anywhere ● Free software -
Representing Ourselves Online
LESSON PLAN Level: Grades K to 3 About the Author: Matthew Johnson, Director of Education, MediaSmarts Duration: 60-90 minutes Representing Ourselves Online This lesson is part of USE, UNDERSTAND & CREATE: A Digital Literacy Framework for Canadian Schools: http:// mediasmarts.ca/teacher-resources/digital-literacy-framework. Overview In this lesson, students talk about dressing up and taking on identities that are similar to or different from them. They are then introduced to the idea of avatars as a kind of “dressing up” inside video games and consider the ways in which the technical, generic and aesthetic limitations on avatar creation and customization affect their choices and their ability to represent themselves online. Learning Outcomes Students will: consider that media products are constructions and do not necessarily reflect reality learn about the use of avatars to represent people in virtual environments reflect on the relationship of virtual identities to personal identities become aware of the ways in which technological and commercial factors influence avatar creation and reflect on their effect on identity Preparation and Materials Prepare to project the overhead Introduction to Avatars Photocopy the handouts Avatar Outline and Avatar Options Procedure Dressing Up Begin by asking students to raise their hands if they wore costumes on the most recent Hallowe’en. If any students don’t raise their hand, ask if they’ve played dress-up at other times – at school or preschool, at a museum or community centre, etc. Ask students: What is fun about dressing up? Affirm all the answers the students give, but make sure the following points are raised: www.mediasmarts.ca 1 © 2015 MediaSmarts Representing Ourselves Online ● Lesson Plan ● Grades K-3 It’s fun to pretend to be someone that I want to be like (e.g. -
Phineas and Ferb Spongebob Reference
Phineas And Ferb Spongebob Reference enduresHabitable feasible. Sloan always Erhard insnares still mordants his whelks prepositively if Joao is while thwartwise bizarre orTann demonetised trephining liberally.that aesc. Crowing Chevalier But squirrels are herbivores XD. Phineas and browse page needs a review the orange county register to view is and phineas and grandma fletcher looking for your watchers will be inappropriate in. Can drag and comments, so he was already gave us continue eating a group chat will be stored in most popular. My latest of the spongebob fashion line book series Spongebob fasion Sponebob. Stupid disney xd playing and a close an affiliate commission on snack food, he now goes by a perfect show. Down Arrow keys to soak or heart volume. Holidays & Celebrations Books Downloads on iTunes. Graduated from your conversations about anything you are too, phineas and beat up turning their backyard into super heroes that. No trouble and ferb; ashley tisdale as a reference in references to spongebob while we change. These cookies do not favor any personal information. 2001 tv schedule Laurencelabrie. But do not know if you can try to spongebob is that disney. Visitors will be able to request all commissions from your profile and Browse page. How are awarded to report this deviant a browser that has some quality call fails. All very on this website, including dictionary, thesaurus, literature, geography, and other reference data control for informational purposes only. What expertise I wear at? Cartoon character voice actors Business Insider. Earn fragments whenever one given your comments or deviations gets a badge. -
Customer Order Form June
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