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Alien: Isolation™ Coming to Nintendo Switch
Alien: Isolation™ coming to Nintendo Switch DATE: Wednesday, June 12th, 2019 CONTACT: Mary Musgrave at [email protected] Feral Interactive today announced that Alien: Isolation, the AAA survival horror game, is coming to Nintendo Switch. Originally developed by Creative Assembly and published by SEGA, Alien: Isolation won multiple awards, and was critically acclaimed for its tense, atmospheric gameplay and fidelity to the production values of the iconic 20th Century Fox film, Alien. In an original story set fifteen years after the events of the film, players take on the role of Ellen Ripley’s daughter Amanda, who seeks to discover the truth behind her mother’s disappearance. Marooned aboard the remote space station Sevastopol with a few desperate survivors, players must stay out of sight, and use their wits to survive as they are stalked by the ever-present, unstoppable Alien. Sevastopol Station is a labyrinthine environment that contains hundreds of hidden items that provide clues to the station’s catastrophic decline. As they explore, players will crawl through air vents, scope out hiding places, scavenge for resources, and deploy tech in a life-or-death struggle to outthink the terrifying Alien, whose unpredictable, dynamic behaviour evolves after each encounter. Alien: Isolation on Nintendo Switch will feature technologies such as gyroscopic aiming and HD rumble to immerse players in its terrifying world wherever they play. A trailer for Alien: Isolation on Switch is available now. About Feral Interactive Feral Interactive is a leading publisher of games for the macOS, Linux, iOS and Android platforms, founded in 1996 and based in London, England. -
The World in an Amusement Arcade!
contents Founded in 2005 4th year Issue 28 March 2008 Editing AMUSEMENT TIME VIA A.CRISTIANO 4 80028 GRUMO NEVANO (NA) ITALY Editor in chief Dott.ENRICO D’ANIELLO Publisher PHANTASMATA GROUP Advertising, Marketing & Communication [email protected] Contact & News [email protected] Pag.4 Subscripton Sending a free request to [email protected] Amusement NEWS Subscribed Readers : 29.651 Supplement to registration N°59 del 30 Settembre 2005 del Tribunale di Napoli. From world All rights reserved. Reproduction in whole or in part without permission of the publisher is prohibited. Amusement Time © 2008 Pag.29 amusement events Amusement news from world Soundnet - Formerly Known As DT Productions DT Productions will from now on be known exclusively as Soundnet. Soundnet was previously the name used solely for the division of DT Productions that dealt with the digital jukebox industry. However, the name will now cover all the company's business supplying audio and audio/visual content to pubs, bars, shops and clubs. Soundnet sums up the business activity of the company and with a number of new audio, video and karaoke products set for release in 2008 it makes sense to standardise the business into only one brand for recognition purposes. Soundnet specialises in bespoke music and video compilations that capture a brand's unique personality. From mainstream pop to hardcore rock, every programme is carefully compiled from the exclusive library of 50,000 audio titles, 30,000 video titles and 5,000 karaoke tracks. The programming department sources all the content directly from the record labels at the same time as it is dispatched to radio and TV. -
The Brilliant World of Two Point Hospital Is Coming to Console Late 2019!
THE BRILLIANT WORLD OF TWO POINT HOSPITAL IS COMING TO CONSOLE LATE 2019! Including two expansions and a fully revamped user experience for console gaming London, England – 23 July 2019 - SEGA® Europe Ltd. and Two Point Studios™ are thrilled to announce that after an exceedingly successful PC launch in August 2018, the critically acclaimed management sim, Two Point Hospital is coming to Sony PlayStation® 4, Microsoft Xbox® One and Nintendo™ Switch, both physically and digitally, late 2019. Celebrate this news with Dr. Clive Marmalade as he gives you a tour around Two Point County: https://youtu.be/GjIk16rGrYU In the atypical and engrossing world of Two Point Hospital you, the hospital administrator, must deal with many tricky situations on a daily basis, taking on varied challenges and demonstrating your ability to build, cure and improve in the hardest and strangest circumstances. Running a hospital empire can be – often literally – a messy business. So, make sure to train your staff and deal with their wide-ranging personality traits if you want to defeat the healthcare competition of Two Point County, and don't worry if you can't save every patient, ghost capturing janitors are here to help! Since its successful PC release, Two Point Hospital has seen a wide-range of new features added to the game thanks, in part, to a lot of great community feedback. Many of these features, such as Interior Designer, copy-paste room layouts and character customisation will all be included for the console launch later this year. Players will even be able to experience the recently added expansions ‘Bigfoot’, set in a snowy region and ‘Pebberley Island’, where you tackle new challenges in the tropics. -
ABSTRACT This Paper Offers a Social History of Funfairs and Arcades In
ABSTRACT This paper offers a social history of funfairs and arcades in mid-20th century urban England. Critiquing existing histories of games for often neglecting players and the specific locales in which games are played, it draws on both new cinema history and cultural studies’ conception of ‘radical contextualism’ to outline what the paper describes as a game’s ludosity. Ludosity, the paper proposes, condition or quality of game experience as shaped by a range of agents, institutions and contexts. Utilising mass observation records, it offers a detailed analysis of the ways in which social interactions influenced ludic experiences of pinball tables and crane machines and posits that games history needs to centre players in order to fully conceptualize games in history. KEYWORDS Games history; social history; arcades; pinball; cultural studies. INTRODUCTION Fun fairs and amusement arcades mushroomed in England’s cities during the 1930s and 40s, to the extent that The Guardian described a ‘fun fair craze’ (‘The Fun Fair Craze’, 1938, p.8). The Daily Mail, the mouthpiece of middle-England, breathlessly portrayed the sights and sounds of these new spaces: Click, click, click! The ball runs down the table, bounces against springs, falls into a slot, is shot back again. Bells ring. Lights appears. On a picturesque background figures dance to the evolutions of a rising score . A crowd gathers round, for the games as fascinating to watch as to play. (Crofton, 1939, p.10) In blending the mechanical and electrical systems with the social experiences specific to the English urban milieus, this description hints at the overarching and interconnected arguments 1 presented in this paper. -
Bird's Eye View
DETERMINATION Bird’s eye view SEGA SAMMY Group in the Entertainment Industry Billions of yen Billions of yen % Net Sales 1 Operating Income 1 Operating Margin 1 Nintendo 1,434.3 Nintendo 356.5 SANKYO 25.0 SEGA SAMMY 384.6 SANKYO 55.7 Nintendo 24.9 NAMCO BANDAI 378.5 SEGA SAMMY 36.7 SQUARE ENIX 14.7 KONAMI 262.1 SQUARE ENIX 28.2 SEGA SAMMY 9.5 SANKYO 222.6 KONAMI 18.6 CAPCOM 8.4 SQUARE ENIX 192.2 CAPCOM 5.5 KONAMI 7.1 CAPCOM 66.8 Heiwa 3.7 Heiwa 5.9 Heiwa 63.3 NAMCO BANDAI 1.8 NAMCO BANDAI 0.5 % % Billions of yen ROE 1 ROA 1, 2 Market Capitalization 4 Nintendo 17.7 Nintendo 20.4 Nintendo 4,434.2 Heiwa 13.0 SANKYO 12.4 SANKYO 451.3 SANKYO 9.1 SQUARE ENIX 11.5 SEGA SAMMY 320.6 SEGA SAMMY 8.8 Heiwa 9.1 KONAMI 258.7 KONAMI 7.3 SEGA SAMMY 8.5 SQUARE ENIX 235.8 SQUARE ENIX 6.3 CAPCOM 5.7 NAMCO BANDAI 227.7 CAPCOM 3.8 KONAMI 3 5.7 CAPCOM 119.5 NAMCO BANDAI –12.4 NAMCO BANDAI 0.6 Heiwa 95.9 % % Billions of yen Share of Pachinko Machine Unit Sales 5 Share of Pachislot Machine Unit Sales 5 Amusement Machine Unit Sales 1 Company S 18.0 SEGA SAMMY 21.3 SEGA SAMMY 45.1 Company S 17.2 Company S 13.6 NAMCO BANDAI 44.0 Company K 12.8 Company U 13.1 KONAMI 32.8 Company N 11.9 Company Y 9.5 CAPCOM 2.2 SEGA SAMMY 10.8 Company K 7.8 Company H 5.1 Company H 5.7 Company D 5.0 Company D 4.6 Company F 4.7 Company A 3.9 Billions of yen Millions of units Amusement Center Operation Sales 1 Unit Sales of Home Video Game Software (Global) ROUND ONE 82.1 SEGA SAMMY 26.7 NAMCO BANDAI 65.3 SQUARE ENIX 26.6 SEGA SAMMY 54.7 NAMCO BANDAI 22.7 SQUARE ENIX 6 52.2 KONAMI 20.2 AEON Fantasy 43.7 CAPCOM 12.5 ADORES 7 19.5 TECMO KOEI 5.7 CAPCOM 11.9 TECMO KOEI 3.3 Note: The above is intended to give an idea of the Group’s position in the industry and only covers companies for which information can be obtained from published documents, such as listed companies or over-the-counter (OTC) companies. -
Annual Review
annual review 2017 our board Ukie Annual Review 2016/17 contents 02 foreword 04 Noirin Carmody - Chair Harvey Eagle chair’s report Owner and COO Xbox UK Marketing Director Our initiatives Revolution Software Microsoft 06 ceo’s report Ian Livingstone CBE - Vice Chair Miles Jacobson OBE Chairman Studio Director Playmob Sports Interactive 08 a year in westminster and brussels askaboutgames Dave Gould - Treasurer Veronique Lallier askaboutgames.com Snr Director of Sales UK & Export European Managing Director 12 Take 2 Interactive Hi-Rez Studios research and analysis Without house background Simon Barratt Warwick Light 16 Director UK Managing Director and Vice President ukie’s year in numbers Sony Interactive Entertainment Barog Game Labs INSPIRATIONAL COMPUTING 18 Katherine Bidwell Phil Mansell Digital Schoolhouse acting locally thinking globally Co-Founder CEO digitalschoolhouse.org.ukWith house background State of Play Games Jagex 20 ukie’s global trade programme Neil Boyd Andy Payne OBE INSPIRATIONAL COMPUTING European Anti-Piracy Counsel CEO Nintendo Europe AppyNation 22 the digital schoolhouse Shaun Campbell Kirsty Rigden Games London UK Country Manager Operations Director games.london 24 Electronic Arts FuturLab inspiring talent John Clark Ella Romanos 26 Senior Vice President, Commercial Director promoting a positive image Publishing Rocket Lolly Games SEGA Europe Students 27 Rob Cooper Roy Stackhouse making the most of your IP Managing Director Northern Europe and Vice President - UK, Ireland & Benelux Ukie Students Export Territories -
Football Manager Classic for Ps Vita… the Wait Is Almost Over
FOOTBALL MANAGER CLASSIC FOR PS VITA… THE WAIT IS ALMOST OVER Fully-featured handheld version of Football Manager Classic, with cross-platform compatibility and 3D match engine, to be available worldwide from Friday, April 11th March 26th 2014 Sports Interactive™ and SEGA® Europe Ltd. are delighted to announce that the release date for Football Manager™ Classic 2014 (FMC 2014) for PlayStation Vita has been set as Friday, April 11th. FMC 2014 for PS Vita is the first game in the series’ long and successful history to allow fans to carry on a single continuous game, whether they’re at home using their computer or out and about with their PlayStation Vita (or vice versa). In addition, FMC 2014 for PS Vita is also the first ever mobile game to feature FM’s acclaimed 3D Match Engine, adding an extra layer of realism and immersion that’s been unavailable in previous Football Manager Handheld games, alongside a pretty much identical feature set to Football Manager Classic on home computers. Produced with considerable support from Sony Computer Entertainment Europe (SCEE), FMC 2014 for PS Vita has been co-developed by Sports Interactive, its sister development studio Hardlight™ (responsible for Sonic Dash™ and Sonic Jump™) and Sheffield-based Little Stone Software. “It’s great to finally be able to release FMC Vita. This game has been the most technically challenging that we’ve ever worked on – we’ve essentially fit a PC game that needs loads of memory, a mouse and a keyboard into Sony’s wonderful handheld with a touch screen – and the help we’ve had from all of our partners has been wonderful,” says Miles Jacobson, Studio Director at Sports Interactive. -
Massively Multiplayer Online Games Industry: a Review and Comparison
Massively Multiplayer Online Games Industry: A Review and Comparison From Middleware to Publishing By Almuntaser Alhindawi Javed Rafiq Sim Boon Seong 2007 A Management project presented in part consideration for the degree of "General and Financial MBA". CONFIDENTIALITY STATEMENT This project has been agreed as confidential between the students, university and sponsoring organisation. This agreement runs for five years from September, 14 th , 2007. ii Acknowledgements We would like to acknowledge Monumental Games management for giving us this opportunity to gain an insight of this interesting industry. Special thanks for Sarah Davis, Thomas Chesney and the University of Nottingham Business School MBA office personnel (Elaine, Kathleen and Christinne) for their assistance and support throughout this project. We would also like to thank our families for their constant support and patience; - Abdula Alhindawi - Fatima Alhindawi - Shatha Bilbeisi - Michelle Law Seow Cha - Sim Hock Soon - Yow Lee Yong - Mohamed Rafiq - Salma Rafiq - Shama Hamid Last but not least, our project supervisor Duncan Shaw for his support and guidance throughout the duration of this management project. i Contents Executive Summary iv Terms and Definition vi 1.0 Introduction 1 1.1 Methodology 1 1.1.1 Primary Data Capture 1 1.1.2 Secondary Data Capture 2 1.2 Literature Review 4 1.2.1 Introduction 4 1.2.2 Competitive Advantage 15 1.2.3 Business Model 22 1.2.4 Strategic Market Planning Process 27 1.2.5 Value Net 32 2.0 Middleware Industry 42 2.1 Industry Overview 42 2.2 -
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. -
A Whole Different Ball Game: Playing Through 60 Years of Sports Video Games
EXHIBITION OVERVIEW A Whole Different Ball Game: Playing through 60 Years of Sports Video Games Exhibition dates: September 14, 2018–March 10, 2019 Location: Museum of the Moving Image, 36-01 35 Ave, Astoria (Queens), NY 11106 Summary: Ever since the first video game, Tennis for Two, debuted at the Brookhaven National Laboratory’s public exhibition in 1958, video games have sought to recreate, adapt, and build upon the games Americans most regularly encounter: sports. A Whole Different Ball Game presents a selection of 44 playable sports video games spanning the last six decades, examining the complex relationships between game, sport, media, and culture. The exhibition considers what it means for full-body sports to be transposed to screens and controllers in the service of realism, who is or is not represented in sports video games, the ways broadcast sports and video games reflect one another, and the primacy of statistics in professional sports and sports simulators. Contents: The exhibition is organized in seven sections (see below for details and game list) plus a new video installation, an interactive experience, and a video screening area with bleachers. There are 44 playable games, including hand-held devices, arcade games, console and PC games played on monitors and wall projections. Additional games that are not playable are included for historical context. In addition, there is video content in the exhibition for documentation of game play and comparison to televised sports. Curators: Curator of Digital Media Jason Eppink and John Sharp (Associate Professor in the School of Art, Media, and Technology at Parsons School of Design at The New School). -
Designing Facility Layout Using Business Intelligence Approach: a Case Study in an Amusement Arcade
Proceedings of the International Conference on Industrial Engineering and Operations Management Sao Paulo, Brazil, April 5 - 8, 2021 Designing Facility Layout Using Business Intelligence Approach: A Case Study in an Amusement Arcade Tanti Octavia, Siana Halim and Christian Alianto Industrial Engineering Department Petra Christian University Surabaya, Indonesia [email protected], [email protected], [email protected] Abstract This paper discus a facility layout design in an amusement arcade in Surabaya. In this arcade, there are many idle game machines, since the customers only play in certain games. This problem is difficult to resolve since playing patterns and game categories have not been acknowledged. Business intelligence are used to analyze play patterns so that the game machines layout could be proposed. The proposed layout of game machines also applies the concept of store’s layout. The purpose of this study is to propose game machine layout considering the playing patterns and categories. The results of this study are to develop a new layout design with considering age. The new layout design is to juxtapose the game machine which has the biggest revenue in a category with game machine which has the smallest revenue from other categories. These juxtapositions do not cost any money because they are done during working hours and using manpower. The proposed layout attracts customers spend their money to play. Keywords Business Intelligence, Data Mining, Facility Layout, Power BI 1. Introduction Traditionally, the main objective of facility layout problem is to minimize the total material flow cost. Facilities layout design refers to the arrangement of all equipment, machinery and furnishings within a building envelope after considering various objectives of the facility (Riedel 2011). -
Fiscal 2019 Business Report (From April 1, 2018 to March 31, 2019)
Fiscal 2019 Business Report (From April 1, 2018 to March 31, 2019) “Summer Sky Fireworks” at Phoenix Seagaia Resort Stock Code: 6460 HEADLINES Consolidated Business Highlights Up Down 2% 27% year on year year on year Net sales Operating income ¥331.6billion ¥13.0billion Down Down 1.6 pts. 1.2 pts. Operating income margin year on year ROA* year on year 3.9% 0.6% Results by Business Segment *ROA = Profit attributable to owners of parent ÷ Total assets Pachislot and Entertainment Contents Business Resort Business Pachinko Machines Business Net sales Net sales Net sales ¥101.4billion ¥219.6billion ¥10.5billion Down 4% year on year Up 6% year on year Up 6% year on year Operating income Operating income Operating loss ¥13.4billion ¥9.8billion ¥2.4billion Up 13% year on year Down 34% year on year — year on year 1 | SEGA SAMMY HOLDINGS INC. 遊技機事業におけるマルチブランド展開 パチンコ・パチスロの販売台数 Topics ■ パチスロ遊技機 ■ パチンコ遊技機 Launched Pachislot Football Manager 万台 SOUTEN-NO-KEN PONYOU 2019 Arrives 40 Sammy’s second No. 6 model machine, November 2, 2018, saw the latest installment in our football Pachislot SOUTEN-NO-KEN PONYOU, management simulation game series, which has been meet- 30 has arrived in pachinko halls. For the ing fans’ expectations every year since debuting in 2005. first time, this series is using a ZEEG Our latest game is the first title with an official license from machine cabinet, featuring an exterior the Bundesliga, Germany’s premier football league. 20 design that adds even more excite- ment to the world of SOUTEN-NO- KEN. As well as fully resurrecting the 10 legendary BATTLE BONUS feature— which the previous No.