Chiffre D'affaires Q4 2000-2001
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GTA San Andreas
jg. 9, H. 1,2009 NAVI "".,.""", ~ GATION EN ........................ ... ,.. Zeitschrift für Medien· und Kulturwissenschaften Benjamin Beil! Sascha Si mons ! jürgen Sorg! jochen Venus (Hrsg.) "It's all in the Game" - Computerspiele zwischen Spiel und Erzählung r NAVI ················~ GATIONEN ...........................~ Zeitschrift für Medien- und Kulturwissenschaften IMPRESSUM HERAUSGEBER: REDAKTIONSADRESSE: Peter Gendolta Universität Siegen Sprecher des Kulturwissenschaftlichen SFB/FK 615 .. Medienumbrüche" Forschungskollegs 615 "Medienumbrüche" 5706B Siegen Tel. : 0271 /74049 32 WISSENSCHAFTLICHER BEIRAT: [email protected]·siegen.de Knut Hickethier, Klaus Kreimeier, Rainer Leschke. Joachim Paech Schüren Verlag GmbH Universitätsstraße 55 REDAKTION: 35037 Marburg Nicola Glaubitz, Christoph Meibom. Georg Rademacher Erscheinungsweise zweimal jährlich UMSCHLAGGESTALTUNG UND Preis des Einzelheftes: 13,- LAYOUT: Preis des Doppelheftes: 22,· Christoph Meibom, Susanne Pütz Jahresabonnement: 20.- Jahresabonnement TITELBILD: für Studierende: 14,- Screenshot aus dem Computerspiel 'Grand Theft Auto IV' Mit freundlicher Erlaubnis von Take-Two ISSN 1619· 1641 Interactive Deutschland ISBN 978·3-89472-551·8 DRUCK: Majuskel Medienproduktion, Wetzlar / Diese Arbeit ist im Kulturwissenschaftlichen Forschungskolleg 615 der Universität Siegen entstanden und wurde auf seine Veranlassung unter Verwendung der von der Deutschen Forschungsgemeinschaft zur Verfügung gestellten Mittel gedruckt. Benjamin Beil / Sascha Si mons / Jürgen Sorg / Jochen Venus (Hrsg.) -
Joëlle CAROLINE – UBISOFT MOTION PICTURES PARTIE 2
Should all future kids contents be interactive? What are the best games and TV coproduction models? Global Kids Media Congress – March 10, 2016 Joëlle CAROLINE – UBISOFT MOTION PICTURES PARTIE 2 UBISOFT AT A GLANCE KEY FACTS & FIGURES 3 rd INDEPENDENT PUBLISHER WORLDWIDE €1.463 BILLION +15 FRANCHISES In Sales CREATED IN THAT HAVE SOLD MORE THAN ONE MILLION UNITS in 2014-15 50 +10 000 TEAM MEMBERS IN 30 COUNTRIES BWAAAAHS 1986 per second INTERNATIONAL PRESENCE 96 NATIONALITIES SPREAD ACROSS 6 CONTINENTS MORE THAN 10 000 TEAM MEMBERS OVER 80% STUDIOS OF TEAMS BUSINESS OFFICES DEDICATED TO VIDEO GAME STUDIO + BUSINESS OFFICE DEVELOPMENT THE VIDEO GAME MARKET IN 3 KEY FIGURES Global video Over game market expected to value: Digital game & downloadable 14 content sales $83 million are growing at rate of new-gen consoles billion sold 33% in less than a year by 2016 * Year-on-Year ** * PwC, Global Entertainment & Media Outlook: 2012-2016 ** Research analysis from NPD, iResearch and Digi-Capital presented at GDC 2013 MARKET SEGMENTATION HIGH-END Console & PC games +14 MILLION PS4 AND XBOX ONE IN LESS THAN ONE YEAR DIGITAL Free-to-Play and social 1.86 BILLION ACTIVE SOCIAL NETWORK USERS MOBILE games OVER A BILLION SMARTPHONES IN THE WORLD 792 APPS DOWNLOADED EVERY SECOND* * Source : Federal Communications Commission (2013) WHO’S PLAYING? 53% 58% 48% 62% of players of Americans of players of gamers play games with others, play on smartphones play video games. are female. either in person or online. * Data from Entertainment Software Association -
It's Meant to Be Played
Issue 10 $3.99 (where sold) THE WAY It’s meant to be played Ultimate PC Gaming with GeForce All the best holiday games with the power of NVIDIA Far Cry’s creators outclass its already jaw-dropping technology Battlefi eld 2142 with an epic new sci-fi battle World of Warcraft: Company of Heroes Warhammer: The Burning Crusade Mark of Chaos THE NEWS Notebooks are set to transform Welcome... PC gaming Welcome to the 10th issue of The Way It’s Meant To Be Played, the he latest must-have gaming system is… T magazine dedicated to the very best in a notebook PC. Until recently considered mainly PC gaming. In this issue, we showcase a means for working on the move or for portable 30 games, all participants in NVIDIA’s presentations, laptops complete with dedicated graphic The Way It’s Meant To Be Played processing units (GPUs) such as the NVIDIA® GeForce® program. In this program, NVIDIA’s Go 7 series are making a real impact in the gaming world. Latest thing: Laptops developer technology engineers work complete with dedicated The advantages are obvious – gamers need no longer be graphic processing units with development teams to get the are making an impact in very best graphics and effects into tied to their desktop set-up. the gaming world. their new titles. The games are then The new NVIDIA® GeForce® Go 7900 notebook rigorously tested by three different labs GPUs are designed for extreme HD gaming, and gaming at NVIDIA for compatibility, stability, and hardware specialists such as Alienware and Asus have performance to ensure that any game seen the potential of the portable platform. -
THQ Nordic AB (Publ) Acquires Koch Media
THQ Nordic AB (publ) acquires Koch Media Investor Presentation February 14, 2018 Acquisition rationale AAA intellectual property rights Saints Row and Dead Island Long-term exclusive licence within Games for “Metro” based on books by Dmitry Glukhovsky 4 AAA titles in production including announced Metro Exodus and Dead Island 2 2 AAA studios Deep Silver Volition (Champaign, IL) and Deep Silver Dambuster Studios (Nottingham, UK) #1 Publishing partner in Europe for 50+ companies Complementary business models and entrepreneurial cultural fit Potential revenue synergy and strong platform for further acquisitions EPS accretive acquisition to THQ Nordic shareholders 2 Creating a European player of great scale Internal development studios1 7 3 10 External development studios1 18 8 26 Number of IPs1 91 15 106 Announced 12 5 17 Development projects1 Unannounced 24 9 33 Headcount (internal and external)1 462 1,181 1,643 Net sales 2017 9m, Apr-Dec SEK 426m SEK 2,548m SEK 2,933m2 Adj. EBIT 2017 9m, Apr-Dec SEK 156m SEK 296m3 SEK 505m2,3 1) December 31, 2017. 2) Pro forma. 3) Adjusted for write-downs of SEK 552m. Source: Koch Media, THQ Nordic 3 High level transaction structure THQ Nordic AB (publ) Koch Media Holding GmbH, seller (Sweden) (Germany) Purchase price EUR 91.5m 100% 100% SALEM einhundertste Koch Media GmbH, Operations Holding GmbH operative company (Austria) 100% (Austria) Pre-transaction Transaction Transaction information . Purchase price of EUR 91.5m – EUR 66m in cash paid at closing – EUR 16m in cash paid no later than August 14, 2018 – EUR 9.5m in shares paid no later than June 15, 2018 . -
[Japan] SALA GIOCHI ARCADE 1000 Miglia
SCHEDA NEW PLATINUM PI4 EDITION La seguente lista elenca la maggior parte dei titoli emulati dalla scheda NEW PLATINUM Pi4 (20.000). - I giochi per computer (Amiga, Commodore, Pc, etc) richiedono una tastiera per computer e talvolta un mouse USB da collegare alla console (in quanto tali sistemi funzionavano con mouse e tastiera). - I giochi che richiedono spinner (es. Arkanoid), volanti (giochi di corse), pistole (es. Duck Hunt) potrebbero non essere controllabili con joystick, ma richiedono periferiche ad hoc, al momento non configurabili. - I giochi che richiedono controller analogici (Playstation, Nintendo 64, etc etc) potrebbero non essere controllabili con plance a levetta singola, ma richiedono, appunto, un joypad con analogici (venduto separatamente). - Questo elenco è relativo alla scheda NEW PLATINUM EDITION basata su Raspberry Pi4. - Gli emulatori di sistemi 3D (Playstation, Nintendo64, Dreamcast) e PC (Amiga, Commodore) sono presenti SOLO nella NEW PLATINUM Pi4 e non sulle versioni Pi3 Plus e Gold. - Gli emulatori Atomiswave, Sega Naomi (Virtua Tennis, Virtua Striker, etc.) sono presenti SOLO nelle schede Pi4. - La versione PLUS Pi3B+ emula solo 550 titoli ARCADE, generati casualmente al momento dell'acquisto e non modificabile. Ultimo aggiornamento 2 Settembre 2020 NOME GIOCO EMULATORE 005 SALA GIOCHI ARCADE 1 On 1 Government [Japan] SALA GIOCHI ARCADE 1000 Miglia: Great 1000 Miles Rally SALA GIOCHI ARCADE 10-Yard Fight SALA GIOCHI ARCADE 18 Holes Pro Golf SALA GIOCHI ARCADE 1941: Counter Attack SALA GIOCHI ARCADE 1942 SALA GIOCHI ARCADE 1943 Kai: Midway Kaisen SALA GIOCHI ARCADE 1943: The Battle of Midway [Europe] SALA GIOCHI ARCADE 1944 : The Loop Master [USA] SALA GIOCHI ARCADE 1945k III SALA GIOCHI ARCADE 19XX : The War Against Destiny [USA] SALA GIOCHI ARCADE 2 On 2 Open Ice Challenge SALA GIOCHI ARCADE 4-D Warriors SALA GIOCHI ARCADE 64th. -
Getting Past Pay to Win
Getting past Pay to Win Teut Weidemann Senior Online Game Supervisor Ubisoft Blue Byte Who am I: § Working on Games since the 80’ (yes I mean 1980) § Over 100 titles on C64, Amiga, Atari ST, PC, Consoles, Online … § Jobs: Graphic Artist, Programmer, Designer, Development Director, CEO of own studio for 10y, CTO § Rainbow Arts, Softgold, Lucasfilm Games, Apple, Microsoft, Wings Simulations, Psygnosis, Jowood, CDV, Ubisoft § Also teaching “games” at Universities § Most popular titles: Katakis, R-Type, Turrican, MUDS, Panzer Elite, Settlers Online Going Online f2p since 2008 TheSettlersOnline.com All free to play MMO’s Running in all internet browses Technology: Adobe Flash Ubisoft: “The Settlers Online is set to make more money in four years than the Settlers brand did on PC over nine years …” Pay to Win What is it? Scott Miller (Apogee/3d Realms): … you can buy coins (hence, pay-to-win) to reduce the number of mindless play-throughs that end in unavoidable failure. The Supercell games fall into the same category. Pay to win refers to games that are purposely designed to encourage monetary investment to propel the player to greater success. George Broussard (Apogee/3D Realms) When you see "pay to win" just realize it means many things: - pay to win - the dev is milking you of $ by putting up paywalls - the game design is incentivized to milk you of money. Pay to Win is imo, just a generic phrase to indicate paywalls now. It's been adopted by the masses, so that's how it is now. Unknown: Making the game suck unless I spend money. -
Settler Stories
9/24/2015 M/C Journal Settler Stories: Representational Ideologies in Computer Strategy Gaming Nick Caldwell Respond To This Article Volume 3 Issue 5 Oct, 2000 1 The computer game is perhaps the fastest growing and most quickly evolving cultural leisure technology in the western world. Invented as a form just under 40 years ago with the creation of Space War at MIT, computer and video games collectively account for hundreds of billions of dollars in sales across the world. And yet critical analysis of this cultural form is still in its infancy. Perhaps the sheer speed of the development of games may account for this. Thirty years ago, strategy games were screens of text instructions and a prompt where you could type a weather forecast. Today pretty much all games are flawlessly shaded and rendered polygons. The technology of film has barely changed at all in the same period. In any case, the critical study of games began in the eighties. The focus initially was on the psychology of the gamer. Most game players were children and teenagers during this period, and the focussing of their leisure time on this new and strange computer technology became a source of extreme moral panic for educators, parents and researchers alike. Later, research into the cultures of gaming would become more nuanced, and begin to detail the semiotics and narrative structures of games. It is in that kind of frame that this article is positioned. I want to look closely at a particular strategy game series, The Settlers. 2 Firstly, however, a description of the strategy game genre. -
Ubisoft GT Pro Series 8 1
UBISOFT TAKES A RIDE ON THE Wii SIDE WITH GT PRO SERIES Intense Car-Racing Game Immerses Players with New Wii Remote CITY, COUNTRY – August 3 rd , 2006 – Today Ubisoft, one of the world’s largest video game publishers, announced that it has completed a licensing agreement with Japanese developer MTO Co., Ltd. to distribute GT Pro Series worldwide except in Japan. GT Pro Series is an exclusive car-racing game for Nintendo’s new-generation gaming console entitled Wii™ and will hit shelves in time for the new console’s launch. With more than 80 licensed cars, tons of tuning options and its fluid drift-style controls and physics, GT Pro Series perfectly fits the Wii’s unique gameplay approach. It’s a fast-paced racing game that takes full advantage of the Wii Remote. © 2006 Ubisoft Entertainment. All Rights Reserved. Ubisoft, Ubi.com, and the Ubisoft logo are trademarks Ubisoft Entertainment in the U.S. and/or other countries. © 2006 MTO Inc. All Rights Reserved. Published and distributed by Ubisoft Entertainment under license from MTO. Wii™ and Wii logo are trademarks of Nintendo About MTO: Japanese development studio MTO was founded in 1996 and was behind many major racing games including "GT Advance" series for Nintendo Gameboy Advance. MTO's main development staff are serious car fans and they take passion in developing fun racing games for all markets across the world. About Ubisoft Ubisoft is a leading producer, publisher and distributor of interactive entertainment products worldwide and has grown considerably through its strong and diversified lineup of products and partnerships. -
Dukenukemforever.Com
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EA and Crytek Launches Crysis Warhead in North America and Europe
EA and Crytek Launches Crysis Warhead in North America and Europe The Next Installment of the Award-Winning Crysis Franchise Arrives at Retail Stores This Week REDWOOD CITY, Calif., Sep 16, 2008 (BUSINESS WIRE) -- Electronic Arts Inc. (NASDAQ:ERTS) and Crytek GmbH announced today that Crysis Warhead(R), the next installment in the award-winning Crysis(R) franchise, has shipped to retailers in North America and Europe and will hit store shelves and participating digital download services starting September 18, 2008 exclusively for the PC. Containing a new single player campaign featuring Crytek's trademark open-ended gameplay and stunning visuals along with Crysis Wars(R), the exciting new multiplayer suite for the Crysis universe, Crysis Warhead is a tremendous value at only $29.99 and does not require the original Crysis to play. "The launch of Crysis Warhead marks a significant milestone for the entire Crytek family," said Cevat Yerli, CEO and President of Crytek. "The team at Crytek Hungary has delivered a dynamic and intense single player experience more than worthy of the Crysis franchise, while the multiplayer team in Frankfurt has revisited and extended multiplayer in the Crysis universe with Crysis Wars. They are both great representations of our studio's core values of technical excellence, craftsmanship and quality." "Crytek is a world-class partner and quickly becoming one of the most formidable independent developers in the industry," said David DeMartini, Senior Vice President and General Manager of EA Partners. "Crysis was one of the best games of last year and we are thrilled to have the opportunity to bring Crysis Warhead, a game that actually improves upon Crysis' core experience, to the largest possible audience on a global stage." Crysis Warhead takes place alongside the events of last year's critical hit, with players experiencing the explosive battles against waves of challenging enemies on the other side of the island through the eyes and nanosuit of the bold and aggressive Sergeant "Psycho" Sykes. -
View Annual Report
TO OUR STOCKHOLDERS: Chairman’s Letter Chairman’s Fiscal year 2006 signaled the beginning of profound change in our industry Ì change in the way consumers purchase and play EA games, the platforms they play on, and the approach we take to develop and publish our products. It was a year that challenged us to think diÅerently about navigating technology transitions and to invest in new opportunities with potentially richer margins. It was a year that marked the introduction of new titles and new services that improve the game experience and generate incremental revenue. Most of all, it was a year that convinced us that the artistic and economic opportunities in our business are much greater than we could have imagined just Ñve years ago. Transition is never easy and the combination of new technology, new platforms and new markets makes this one particularly complex. Today, EA is investing ahead of revenue in what we believe will be another period of strong and sustained growth for the interactive entertainment industry. No other company is investing in as many strategic areas; no other company has as much opportunity. Our commitment of Ñnancial and creative resources is signiÑcant, but so is the potential for long-term growth. Our net revenue for Ñscal 2006 was $2.951 billion, down six percent. Operating income was $325 million or 11 percent of revenue. Operating cash Öow was $596 million and we ended the year with $2.272 billion in cash and short term investments. Our return on invested capital was 21 percent and diluted earnings per share were $0.75. -
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.