BANDAI NAMCO Group ANNUAL REPORT 2013

Total Page:16

File Type:pdf, Size:1020Kb

BANDAI NAMCO Group ANNUAL REPORT 2013 BANDAI NAMCO Group Group NAMCO BANDAI ANNUAL REPORT 2013 REPORT ANNUAL BANDAI NAMCO Group ANNUAL REPORT 2013 PROFILE The BANDAI NAMCO Group develops entertainment-related products and services in a wide range of fi elds, including toys, arcade game machines, home video game software, visual content, network content, and amusement facilities. In accordance with our Mid-term Plan, which includes the vision of “empower, Gain Momentum, Accelerate evolution,” we are aiming to be No. 1 with strong conviction. On that basis, we are committed to being “the leading Innovator in Global entertainment” and recording strong growth. OUR MISSION DREAMS, FUN STATEMENT AND INSPIRATION Through our entertainment products and services, BANDAI NAMCO will continue to provide “Dreams, Fun and Inspiration” to people around the world, based on our boundless creativity and enthusiasm. THE LEADING OUR VISION INNOVATOR IN GLOBAL ENTERTAINMENT As an entertainment leader across the ages, BANDAI NAMCO is constantly exploring new areas and heights in entertainment. We aim to be loved by people who have fun and will earn their trust as “the Leading Innovator in Global Entertainment.” CONTENTS 02 The Strengths of the BANDAI NAMCO Group 23 Review of Strategic Business Unit (SBU) Operations and Focus Strategies 04 Board of Directors and Audit & Supervisory Board Members 26 The BANDAI NAMCO Group’s CSR Initiatives 06 Consolidated Financial Highlights 28 Corporate Governance 08 Mid-term Plan 31 Financial Section 10 Top Message 65 Corporate Data 13 Special Feature: IP AXIS STRATEGY: 66 Overview of Main Group Companies Maximizing the Value of Our Intellectual Property —Explanations and examples of our Groupwide strategies OVERVIEW Net Sales: OF THE GROUP ¥487.2 billion (FY2013.3) Operating Income: ¥48.6 billion ROE: % Number of 14.1 Employees: 6,983 Group Organization Strategic Business Units (SBUs) Core Company TOYS AND HOBBY Bandai NAMCO BANDAI HOLDINGS CONTENT NAMCO BANDAI Games AMUSEMENT FACILITY NAMCO AFFILIATED BUSINESS COMPANIES (supporting the Group) Net Sales by Segment Reference: Contributions to Net Sales by Geographic Region Other Asia, excluding Japan Europe 4.9% 3.9% Amusement Facility 5.8% Americas 11.5% Toys and Hobby 6.9% 33.1% 2013 2013 Content Japan 50.5% 83.4% Note: Percentage fi gures are calculated based on sales before Note: Percentage fi gures are calculated based on external sales. elimination of internal transactions. Figures are estimates based on management accounting. Forward-Looking Statements The forward-looking statements in this annual report are based on the information available to management as of August 2013 and include various risks and uncertainties. Accordingly, Notes actual results may differ materially from these projections for a variety of reasons. Major 1. All fi gures in this annual report are rounded to the nearest unit. factors that could infl uence actual results include changes in the BANDAI NAMCO Group’s 2. FY2013.3 and the year under review represent the one-year period ended March 31, 2013. operating environment, market trends, and exchange rate fl uctuations. 3. Figures in this annual report are as of August 2013. 01 THE STRENGTHSSTRENGTHS OFOF THE BANDAIBANDAI NAMCONAMCO GROUP GROUP Toys Visual content Apparel Home video Network content game software Business development capabilities Distribution of video on demand Technology Live (VOD) content performances Vending Prizes for machine Strong Content amusement capsule machines toys (IP*) Planning and Human Development Resources Amusement Plastic facilities models Business development capabilities Cards Music content Arcade game Web machines Candy toys * IP: Characters and other intellectual property In a wide range of business areas, the BANDAI NAMCO Group is conducting speedy development of its IP (characters and other intellectual property), which has fans around the world. The full potential of our IP is brought out by our advanced planning and development capabilities, our high levels of technical skill, and our employees, who are passionate about entertainment. Leveraging these distinctive strengths of the Group, we will strive to realize sustained growth in the years ahead. 02 STRATEGIC BUSINESS UNIT (SBU) The BANDAI NAMCO Group comprises NAMCO BANDAI Holdings Inc., which is a pure holding company, three strategic business units (SBUs), and affi liated business companies that support the work of the SBUs. The SBUs, which encompass the operating companies in each fi eld, formulate and implement business strategies and provide a diverse range of entertainment in Japan and overseas. TOYS AND HOBBY Net Sales Operating Income ¥ billion ¥ billion MID-TERM VISION True Globalization 178.0 173.0 158.4 Towards globalization, we are striving to become the premier company in the character merchandising business. 16.1 13.8 11.3 Apparel Plastic Toys models Vending Candy Cards machine toys capsule 2011 2012 2013 2011 2012 2013 toys CONTENT Net Sales Operating Income ¥ billion ¥ billion 263.6 36.4 MID-TERM Become the No. 1 Content Company VISION in Japan and Borderless Development 225.5 179.9 We are implementing borderless operations, targeting a range of exits,including overseas markets. 17.0 Prizes for Arcade Network Live amusement Music game content Performances machines content machines 3.1 Distribution Home of video on Web video Visual demand (VOD) game content 2011 2012 2013 2011 2012 2013 content software AMUSEMENT FACILITY Net Sales Operating Income ¥ billion ¥ billion MID-TERM Become an Overwhelming Leader VISION in the Market We provide amusement facilities that leverage BANDAI NAMCO’s distinctive strengths in order to provide value. 62.3 61.0 60.2 1.8 2.4 1.7 Amusement facilities 2011 2012 2013 2011 2012 2013 For the years ended March 31 03 BOARD OF DIRECTORS AND AUDIT & SUPERVISORY BOARD MEMBERS (Back, from left) Tomohisa Tabuchi, Nobuo Sayama, Yuji Asako, Masahiro Tachibana, Satoshi Oshita (Front, from left) Manabu Tazaki, Shuji Ohtsu, Kazunori Ueno, Shukuo Ishikawa 04 BOARD OF DIRECTORSAND AUDIT AUDIT & SUPERVISORY& SUPERVISORY BOARD MEMBERSMEMBERSAs of June 24, 24 2013 DIRECTORS President and CEO, Representative Director Shukuo Ishikawa Executive Vice President, Representative Director Kazunori Ueno (President and Representative Director, Bandai Co., Ltd.) Director Shuji Ohtsu Director Yuji Asako Director (Part-time) Satoshi Oshita (President and Representative Director, NAMCO BANDAI Games Inc.) Director (Part-time) Masahiro Tachibana (President and Representative Director, NAMCO LIMITED) Director (Outside) Manabu Tazaki Director (Outside) Nobuo Sayama Director (Outside) Tomohisa Tabuchi AUDIT & SUPERVISORY BOARD MEMBERS Audit & Supervisory Board Member (Full-time) Koichiro Honma Audit & Supervisory Board Member (Full-time, Outside) Katsuhiko Kohtari Audit & Supervisory Board Member (Outside) Osamu Sudoh Audit & Supervisory Board Member (Outside) Kouji Yanase (From left) Kouji Yanase, Osamu Sudoh, Katsuhiko Kohtari, Koichiro Honma 05 CONSOLIDATED FINANCIAL HIGHLIGHTS NAMCO BANDAI Holdings Inc. and Consolidated Subsidiaries For the Years Ended March 31 FY2013.3 NET SALES OPERATING INCOME Up 7.3% YOY Up 40.6% YOY ¥487.2 billion ¥48.6 billion OPERATING INCOME MARGIN Net Sales Overseas Sales Proportion ¥ billion / % FY2012.3 7.6% 10.0 % 487.2 454.2 426.4 Operating Income Operating Income Margin 394.2 ¥ billion / % 378.5 48.6 25.1 24.4 10.0 21.9 34.6 18.0 18.1 7.6 22.3 5.2 16.3 4.1 1.9 0.5 2009 2010 2011 2012 2013 2009 2010 2011 2012 2013 GROSS PROFIT RETURN ON EQUITY (ROE) Up 9.3% YOY FY2012.3 9.1% ¥183.1 billion 14.1 % Gross Profi t Gross Profi t Margin Total Net Assets ROE ¥ billion / % ¥ billion / % 183.1 167.5 146.0 139.4 260.6 248.8 128.8 229.0 213.7 213.1 37.6 36.9 14.1 35.4 4.3 9.1 34.2 34.0 0.8 –12.4 2009 2010 2011 2012 2013 2009 2010 2011 2012 2013 NET INCOME RETURN ON ASSETS (ROA) Up 67.8% YOY ¥32.4 billion FY2012.3 10.7% 14.0% Net Income (Loss) 32.4 Total Assets ROA ¥ billion ¥ billion / % 19.3 11.8 374.2 363.4 342.2 325.9 308.3 –29.9 1.8 14.0 10.7 6.3 0.6 5.2 2009 2010 2011 2012 2013 2009 2010 2011 2012 2013 06 CASH FLOWS FROM OPERATING ACTIVITIES SALES OF MAJOR CHARACTERS (Group total) Mobile Suit Gundam series Down 6.9% YOY ¥36.4 billion Free Cash Flows* ¥65.2 billion ¥ billion 23.8 21.6 KAMEN RIDER series 15.2 9.0 ¥34.0 billion 0.7 2009 2010 2011 2012 2013 ONE PIECE * Free cash fl ows = Net cash provided by operating activities + Net cash used in investing activities ¥33.9 billion Interest-Bearing Debt Debt/Equity Ratio* Power Rangers series ¥ billion / times 20.8 19.8 ¥20.8 billion 12.5 13.3 0.08 0.09 0.06 0.05 3.7 0.02 UNIT SALES OF HOME VIDEO GAME SOFTWARE 2009 2010 2011 2012 2013 * Debt/equity ratio = Interest-bearing debt / Total shareholders’ equity 97 titles 24,585 thousand Note: After elimination of localized versions CASH DIVIDENDS PER SHARE Unit Sales by Region Up ¥19 YOY ¥45 Europe 22.5% Japan NET INCOME PER SHARE (BASIC) 2013 38.4% North America Up ¥61.78 YOY ¥147.40 39.1% Cash Dividends per Share Yen 45 SALES OF EXISTING AMUSEMENT FACILITIES 26 24 24 24 IN JAPAN Down 4.5% YOY 2009 2010 2011 2012 2013 95.5% 07 MID-TERM PLAN Mid-term Plan of the BANDAI NAMCO Group (From April 2012 to March 2015) The BANDAI NAMCO Group aims at the vision of becoming “the Leading Innovator in Global Entertainment” under a mission to bring “Dreams, Fun and Inspiration” to the world. Since the management integration in 2005, we have promoted the development of our management base under the Mid-term Plan from April 2006 to March 2009 and of a business base for global growth under the Mid-term Plan from April 2009 to March 2012.
Recommended publications
  • Taking Intelligence on Board Remembering the “Color” Days I Tama
    Childhood toys have touched the lives of many. Some children are even shaped by them as Blast from the games brings back Taking Intelligence On Board memories of precious time For many of us, some of our best childhood moments were defined by spent with loved ones. playing a board game with family members, as we slowly advanced our way through the games. The laughter, sheer joy and closer bonds that each game elicited kept these memories valuable. Throughout the years, board games have become venues the Past through which our genuine selves are revealed, as we respond emotionally and physi- cally to friendly competition. I Tama Got You The oldest known board game, The Royal Game of Ur, was discovered by Sir Leon- Childhood fads come and go, but the memories last forever. An example is Tama- ard Woolley between 1926 and 1927, after a search in the royal tombs of present- gotchi, a convenient pocket-sized digital pet that was first released in Japan in 1996. day Iraq. Today, many board games provide hands-on practice for children, allowing This simple egg-shaped toy became very popular and was mass-produced in the 1990s. In just youngsters to encompass learning experiences before they start kindergarten. Clas- How Much Do You Know over a decade, more than 78 million Tamagotchis were sold worldwide. Nowadays, there are sic board games enable potential students to gain intelligence as they are exposed variations of this handheld gadget with more functions on the market, including the new app to basic reading and math skills, as well as problem solving and critical thinking About Childhood Toys? that was launched by Android in February, shortly followed by Apple and Google Play.
    [Show full text]
  • Master List of Games This Is a List of Every Game on a Fully Loaded SKG Retro Box, and Which System(S) They Appear On
    Master List of Games This is a list of every game on a fully loaded SKG Retro Box, and which system(s) they appear on. Keep in mind that the same game on different systems may be vastly different in graphics and game play. In rare cases, such as Aladdin for the Sega Genesis and Super Nintendo, it may be a completely different game. System Abbreviations: • GB = Game Boy • GBC = Game Boy Color • GBA = Game Boy Advance • GG = Sega Game Gear • N64 = Nintendo 64 • NES = Nintendo Entertainment System • SMS = Sega Master System • SNES = Super Nintendo • TG16 = TurboGrafx16 1. '88 Games ( Arcade) 2. 007: Everything or Nothing (GBA) 3. 007: NightFire (GBA) 4. 007: The World Is Not Enough (N64, GBC) 5. 10 Pin Bowling (GBC) 6. 10-Yard Fight (NES) 7. 102 Dalmatians - Puppies to the Rescue (GBC) 8. 1080° Snowboarding (N64) 9. 1941: Counter Attack ( Arcade, TG16) 10. 1942 (NES, Arcade, GBC) 11. 1943: Kai (TG16) 12. 1943: The Battle of Midway (NES, Arcade) 13. 1944: The Loop Master ( Arcade) 14. 1999: Hore, Mitakotoka! Seikimatsu (NES) 15. 19XX: The War Against Destiny ( Arcade) 16. 2 on 2 Open Ice Challenge ( Arcade) 17. 2010: The Graphic Action Game (Colecovision) 18. 2020 Super Baseball ( Arcade, SNES) 19. 21-Emon (TG16) 20. 3 Choume no Tama: Tama and Friends: 3 Choume Obake Panic!! (GB) 21. 3 Count Bout ( Arcade) 22. 3 Ninjas Kick Back (SNES, Genesis, Sega CD) 23. 3-D Tic-Tac-Toe (Atari 2600) 24. 3-D Ultra Pinball: Thrillride (GBC) 25. 3-D WorldRunner (NES) 26. 3D Asteroids (Atari 7800) 27.
    [Show full text]
  • Master List of Games This Is a List of Every Game on a Fully Loaded SKG Retro Box, and Which System(S) They Appear On
    Master List of Games This is a list of every game on a fully loaded SKG Retro Box, and which system(s) they appear on. Keep in mind that the same game on different systems may be vastly different in graphics and game play. In rare cases, such as Aladdin for the Sega Genesis and Super Nintendo, it may be a completely different game. System Abbreviations: • GB = Game Boy • GBC = Game Boy Color • GBA = Game Boy Advance • GG = Sega Game Gear • N64 = Nintendo 64 • NES = Nintendo Entertainment System • SMS = Sega Master System • SNES = Super Nintendo • TG16 = TurboGrafx16 1. '88 Games (Arcade) 2. 007: Everything or Nothing (GBA) 3. 007: NightFire (GBA) 4. 007: The World Is Not Enough (N64, GBC) 5. 10 Pin Bowling (GBC) 6. 10-Yard Fight (NES) 7. 102 Dalmatians - Puppies to the Rescue (GBC) 8. 1080° Snowboarding (N64) 9. 1941: Counter Attack (TG16, Arcade) 10. 1942 (NES, Arcade, GBC) 11. 1942 (Revision B) (Arcade) 12. 1943 Kai: Midway Kaisen (Japan) (Arcade) 13. 1943: Kai (TG16) 14. 1943: The Battle of Midway (NES, Arcade) 15. 1944: The Loop Master (Arcade) 16. 1999: Hore, Mitakotoka! Seikimatsu (NES) 17. 19XX: The War Against Destiny (Arcade) 18. 2 on 2 Open Ice Challenge (Arcade) 19. 2010: The Graphic Action Game (Colecovision) 20. 2020 Super Baseball (SNES, Arcade) 21. 21-Emon (TG16) 22. 3 Choume no Tama: Tama and Friends: 3 Choume Obake Panic!! (GB) 23. 3 Count Bout (Arcade) 24. 3 Ninjas Kick Back (SNES, Genesis, Sega CD) 25. 3-D Tic-Tac-Toe (Atari 2600) 26. 3-D Ultra Pinball: Thrillride (GBC) 27.
    [Show full text]
  • A Musical Invitation to Boys and Girls Who Love to Sing
    TRAVERSE CITY RECORD-EAGLE Wednesday, August 10, 2005 BACK TO SCHOOL 3 Resale clothes carry bigger variety, brand-name products these days BY BETHANY BROADWELL merchandise lets our cus- at this Goodwill,” she said. being able to shop just Saturday from 10 a.m. to 6 Children’s Orchard resale Special to the Record-Eagle tomers dress like them- Blick noted that before school starts and p.m. For more information items are priced from 50 to selves, not like everyone Shopgoodwill.com is a then not having any money call 946-4180. 70 percent off the retail With some careful shop- else. Retro, contemporary, national Goodwill auction left for the rest of the school Act II Consignment is a price. Those that fail to sell ping, local families prepar- preppy, nerdy, casual, site, much like eBay. year. store teenage girls and within the first month are ing for the start of the dressy — we’ve got it for just “Everyone — young, old, Goodwill has locations in adult women might check marked down 50 percent to school year can reduce their about every age, shape and disadvantaged and advan- Cadillac and Gaylord, and for back-to-school fashions. make room for more inven- anxiety about checkbook size.” taged — everyone likes a the Traverse City Goodwill Store owner Pam Haney tory. strain. In case someone needs to treasure and a great buy. It’s Store is located at 2279 estimated customers can get Children’s Orchard often Several community resale make a return, Goodwill fun and addictive.” Blick South Airport West.
    [Show full text]
  • Meaning & Progress of Character Rearing Game, Tamagotchi
    캐릭터육성게임기 타마고치의 진화과정과 의미 Meaning & progress of character rearing game, Tamagotchi 주저자: 오철훈 건국대학교 대학원 디자인학과 박사과정 Oh Cheol-Hoon Konkuk university 공동저자: 윤대영 한국디자인진흥원 Yoon Day-Young KIDP 이 나타나고 있다. 초기의 타마고치의 개념은 사용자 1. 서 론 의 분신 또는 애완기기 이상의 모습으로 사회적 맥 1.1 연구배경 및 목표 락을 기초로 하여 시대적 감성에 적합하게 휴대기기 1.2 연구대상, 범위 및 방법 에 새롭게 구현되어야 할 것이다. 단지 고성능의 휴 2. 휴대용게임기 대용기기 안에 숨어 있는 기능이 아니라, 새로운 감 2-1. 휴대용게임기의 정의 성적 요소로서의 콘텐츠가 된다면 휴대용 디지털기기 2-2. 휴대용게임기의 변천 를 인간에게 더욱 감성적이고 친숙한 존재로 인식하 게 해줄 것이다. 3. 타마고치의 탄생 3-1. 타마고치의 정의 주제어 3-2. 타마고치의 생성 타마고치, 휴대용게임기, 캐릭터 4. 타마고치의 진화 4-1. 타마고치에 대한 초기의 반응 4-2. 타마고치의 진화단계 Abstract 4-3. 타마고치의 방향-미래 The digital technique which is connected with 5. 타마고치 쇠락과 의의 character industry made a new concept about the digital 5-1. 마케팅적 한계 era. Tamagotchi which realized digital virtual reality in the 5-2. 형태적 한계 pocket is giving a life with various digital equipments. 5-3. 기술적 한계 Despite it is cheap device which is not the expensive 5-4. 타마고치의 의의 digital Handheld Game Console, Tamagotchi which was 6. 결 론 produced for the unique game affects on game market with the contemporary sense. Tamagotchi seems to be 참고문헌 boom temporary. Recently Handheld Game Consoles and Mobile devices are increases which are based on High technology. Concept of Tamagotchi should be installed in Mobile devices as being benefiting the contemporary sense on the social context.
    [Show full text]
  • Kamen Rider Fourze Astro Switch Secret Report
    Kamen Rider Fourze Astro Switch Secret Report Dime Wye atomising her calottes so only that Stefan beseeches very spiccato. Dennis remains glimmering after Haley municipalises privatively or trapans any proctologists. Poul undock metabolically. Rider System as well as keeping things loose and light, which is always good for the beginning of the series. They discuss: The Matrix DVD, Yearbook Photos, Bob losing his mind and Ashley finally turns the podcast into being entirely about lesbian subtext. Miu and Shun went. Gentaro and Shun tag team it, managing to free Nadeshiko, who transforms as well; Gentaro and Nadeshiko Double Rocket Rider Kick Sadonas! Also Jerry is the absolute worst in canon. New episode summaries are up for December, and it looks like the KRC is celebrating Christmas in style at the Rabbit Hutch. During the party, a Zodiarts appear. Edenoites also possess telepathic abilities that are focused through a gem in the forehead, which can be hidden telepathically, though in times of stress can become visible. Also, all the text is in caps. Birth Buster from her. Down arrows to advance ten seconds. Meteor slid a small plastic piece in the end of his Storm Shaft and pulled it, preparing his final attack. The gang is forced to confront the power of the incel as Alex tries to turn a guy down and he resorts to drinking strong juice. Rider, and a lot more about Fourze over the last couple of days. Also Jazz Hands is out of prison. He of COURSE wipes the floor with both Birth and Proto Birth with relative ease.
    [Show full text]
  • 2019 SRI Review Report Published Nov/Dec • EC Consultation Forum Meeting (Dec 12)
    REPORT ON THE 2019 REVIEW OF THE GAME CONSOLE SELF-REGULATORY INITIATIVE Final report date: TABLE OF CONTENTS Executive Summary ........................................................................................................................ 4 Updates on Industry Compliance with the SRI ................................................................................... 4 Review of Technology ........................................................................................................................ 5 Videogame Consoles Review Study ................................................................................................... 5 Energy Efficiency Proposal ................................................................................................................. 5 Material Efficiency Proposal .............................................................................................................. 5 Summary of all proposed changes to the SRI .................................................................................... 6 Introduction ................................................................................................................................... 7 Background on the SRI ...................................................................................................................... 7 Objective of the Report ...................................................................................................................... 7 Transparency of the process .............................................................................................................
    [Show full text]
  • ASAHIKAWA Info
    ASAHIKAWA Info August 2013 VOL. 201 Published by AIC Also visit us at: http://asahikawaic.jp/en/ August 2013 Compiled by TAKADA Nobuhiro June 19 The town of Ikeda in Tokachi celebrated the 50th anniversary of “Tokachi Wine.” The town close to Obihiro has played a pioneering role in growing grapevines and producing wine among municipalities since the 1960s. The mayor at the time decided to start a winery industry to increase income among farmers and improve the town’s budget balance after the Tokachi Earthquake in 1952 and poor harvests caused by cold weather in 1953 and 1954. June 25 Sapporo District Meteorological Observatory gave a weather forecast for this summer in Hokkaido. According to the forecast, temperatures from July to September will tend to be higher than average, and rainfall will be average in July but lower in August and September than a normal year. However, this summer is unlikely to be as hot as the one in 2010, which had a long period of scorching hot weather. July 7 “Mori no Hanazono” (a flower garden in the woods) opened in Asahigaoka district in the town of Kamikawa. The garden is filled with alpine plants, various roses and local flowers, and also has the “Garden Café” providing specialties such as curry and rice, hot dogs, soft- serve ice cream and more. The 5,000-square-meter flower garden is a part of the 35,000-square-meter “Taisetsu Mori no Garden” (a garden in the woods at the foot of Mt. Taisetsu), which is scheduled to open next spring.
    [Show full text]
  • UNIKOM Gilang Ramadhan Putra 6. Daftar Isi.Pdf
    DAFTAR ISI LEMBAR PENGESAHAN ......................................................................... i LEMBAR PERNYATAAN ORISINALITAS ............................................ ii KATA PENGANTAR ................................................................................. iii ABSTRAK ................................................................................................... iv ABSTRACT ................................................................................................... v DAFTAR ISI ................................................................................................ vi DAFTAR GAMBAR .................................................................................... x DAFTAR TABEL ........................................................................................ xiii DAFTAR LAMPIRAN................................................................................. xiv BAB I. PENDAHULUAN ........................................................................... I.1 Latar Belakang Masalah ......................................................................... 1 I.2 Identifikasi Masalah ................................................................................ 5 I.3 Rumusan Masalah ................................................................................... 6 I.4 Batasan Masalah ..................................................................................... 6 I.5 Tujuan & Manfaat Perancangan ............................................................. 6 I.5.1 Tujuan Perancangan
    [Show full text]
  • University of California Santa Cruz
    UNIVERSITY OF CALIFORNIA SANTA CRUZ Buddytale An Exploration of Virtual Pets and Our Relationships to Them A thesis paper submitted in partial satisfaction of the requirements for the degree of MASTER OF FINE ARTS in DIGITAL ARTS AND NEW MEDIA By Evie Chang December 2020 This Thesis of Evie Chang is approved by: ____________________________________________________ Assistant Professor Elizabeth Swensen, Chair ____________________________________________________ Professor Robin Hunicke ____________________________________________________ Assistant Professor Susana Ruiz ___________________________ Quentin Williams Acting Vice Provost and Dean of Graduate Studies TABLE OF CONTENTS Table of Contents………………………………………………………….…………..…..…..... iii List of Figures………………………………………………………………….…….………..….. iv Abstract………………………………………………………………………….............................. v Dedication………………………………………………………………………............................ vi Acknowledgement……………………………………………………………………….……… vii Buddytale: What and Why………………………………………………….………………….. 1 Prototype Reflection……………………………………………………………….………….….. 7 Prior Art: Games I thought About a Lot …………………………………….……….…... 13 Old School Virtual Pets: From Tamagotchi to Nintendogs, and More …........ 18 [Virtual] Pet Cemetery: Mortality in a Digital Context…………………………...… 29 Disposability and Authenticity in Simulated Relationships ……………….…… 36 Conclusion……………………………………………………………………………………….…… 39 Bibliography………………………….……………………………………………………………….40 iii LIST OF FIGURES Figure 1: “Players can choose between three buddies…”
    [Show full text]
  • Harga Sewaktu Wak Jadi Sebelum
    HARGA SEWAKTU WAKTU BISA BERUBAH, HARGA TERBARU DAN STOCK JADI SEBELUM ORDER SILAHKAN HUBUNGI KONTAK UNTUK CEK HARGA YANG TERTERA SUDAH FULL ISI !!!! Berikut harga HDD per tgl 14 - 02 - 2016 : PROMO BERLAKU SELAMA PERSEDIAAN MASIH ADA!!! EXTERNAL NEW MODEL my passport ultra 1tb Rp 1,040,000 NEW MODEL my passport ultra 2tb Rp 1,560,000 NEW MODEL my passport ultra 3tb Rp 2,500,000 NEW wd element 500gb Rp 735,000 1tb Rp 990,000 2tb WD my book Premium Storage 2tb Rp 1,650,000 (external 3,5") 3tb Rp 2,070,000 pakai adaptor 4tb Rp 2,700,000 6tb Rp 4,200,000 WD ELEMENT DESKTOP (NEW MODEL) 2tb 3tb Rp 1,950,000 Seagate falcon desktop (pake adaptor) 2tb Rp 1,500,000 NEW MODEL!! 3tb Rp - 4tb Rp - Hitachi touro Desk PRO 4tb seagate falcon 500gb Rp 715,000 1tb Rp 980,000 2tb Rp 1,510,000 Seagate SLIM 500gb Rp 750,000 1tb Rp 1,000,000 2tb Rp 1,550,000 1tb seagate wireless up 2tb Hitachi touro 500gb Rp 740,000 1tb Rp 930,000 Hitachi touro S 7200rpm 500gb Rp 810,000 1tb Rp 1,050,000 Transcend 500gb Anti shock 25H3 1tb Rp 1,040,000 2tb Rp 1,725,000 ADATA HD 710 750gb antishock & Waterproof 1tb Rp 1,000,000 2tb INTERNAL WD Blue 500gb Rp 710,000 1tb Rp 840,000 green 2tb Rp 1,270,000 3tb Rp 1,715,000 4tb Rp 2,400,000 5tb Rp 2,960,000 6tb Rp 3,840,000 black 500gb Rp 1,025,000 1tb Rp 1,285,000 2tb Rp 2,055,000 3tb Rp 2,680,000 4tb Rp 3,460,000 SEAGATE Internal 500gb Rp 685,000 1tb Rp 835,000 2tb Rp 1,215,000 3tb Rp 1,655,000 4tb Rp 2,370,000 Hitachi internal 500gb 1tb Toshiba internal 500gb Rp 630,000 1tb 2tb Rp 1,155,000 3tb Rp 1,585,000 untuk yang ingin
    [Show full text]
  • Robotics, Mechatronics and Animatronics in the Creative and Entertainment Industries and Arts
    AISB’05: Social Intelligence and Interaction in Animals, Robots and Agents Proceedings of the Symposium on Robotics, Mechatronics and Animatronics in the Creative and Entertainment Industries and Arts 12 - 15 April 2005 University of Hertfordshire, Hatfield, UK SSAISB 2005 Convention U H AISB’05 Convention Social Intelligence and Interaction in Animals, Robots and Agents 12-15 April 2005 University of Hertfordshire, Hatfield, UK Proceedings of the Symposium on Robotics, Mechatronics and Animatronics in the Creative and Entertainment Industries and Arts (aka the Creative Robotics Symposium) Published by The Society for the Study of Artificial Intelligence and the Simulation of Behaviour www.aisb.org.uk Printed by The University of Hertfordshire, Hatfield, AL10 9AB UK www.herts.ac.uk Cover Design by Sue Attwood ISBN 1 902956 43 3 AISB’05 Hosted by The Adaptive Systems Research Group adapsys.feis.herts.ac.uk The AISB'05 Convention is partially supported by: The proceedings of the ten symposia in the AISB’05 Convention are available from SSAISB: Second International Symposium on the Emergence and Evolution of Linguistic Communication (EELC'05) 1 902956 40 9 Agents that Want and Like: Motivational and Emotional Roots of Cognition and Action 1 902956 41 7 Third International Symposium on Imitation in Animals and Artifacts 1 902956 42 5 Robotics, Mechatronics and Animatronics in the Creative and Entertainment Industries and Arts 1 902956 43 3 Robot Companions: Hard Problems and Open Challenges in Robot-Human Interaction 1 902956 44 1 Conversational
    [Show full text]