Dynamics of Platform-Based Networks During Architectural Shifts in Video
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Daily Eastern News: April 30, 2010 Eastern Illinois University
Eastern Illinois University The Keep April 2010 4-30-2010 Daily Eastern News: April 30, 2010 Eastern Illinois University Follow this and additional works at: http://thekeep.eiu.edu/den_2010_apr Recommended Citation Eastern Illinois University, "Daily Eastern News: April 30, 2010" (2010). April. 22. http://thekeep.eiu.edu/den_2010_apr/22 This Article is brought to you for free and open access by the 2010 at The Keep. It has been accepted for inclusion in April by an authorized administrator of The Keep. For more information, please contact [email protected]. "Tell the truth and don't be afraid." Finals bring about a The Daily Eastern News' range of emotions Top 10 sports stories Page 3 Page 12 STUDENT GOVERNMENT UNIVERSITY New speaker English professor dies f antiliar with ulty member bio on the English de freshman year, and said he was very • • Keith Spear Keith Spear partment's website, he holds the re encouraging to his students on a per English cord for having the most students sonallevel. instructor new position was diagnosed win the First-Year Essay Contest. "He's almost the reason why I de with cancer Ed Schneirs, the Coles County cided to study English and go into objectives Coroner, said although he did not writing," Schumake said. in February Spear had been on medical leave receive a report on Spear's death, he Dana Ringuette, chair of the Eng By Erica Whelan from the university this semester, and did know that Spear was on hospice lish department, said Spear died at Student Government Editor By Sarah Jean Bresnahan was named Faculty Laureate, along care. -
[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. -
ELECTRONIC ARTS INC. (Exact Name of Registrant As Speciñed in Its Charter)
UNITED STATES SECURITIES AND EXCHANGE COMMISSION Washington, D.C. 20549 FORM 10-K ≤ ANNUAL REPORT PURSUANT TO SECTION 13 OR 15 (d) OF THE SECURITIES EXCHANGE ACT OF 1934 For the Ñscal year ended March 31, 2003 OR n TRANSITION REPORT PURSUANT TO SECTION 13 OR 15 (d) OF THE SECURITIES EXCHANGE ACT OF 1934 For the transition period from to Commission File No. 0-17948 ELECTRONIC ARTS INC. (Exact name of Registrant as speciÑed in its charter) Delaware 94-2838567 (State or other jurisdiction of (I.R.S. Employer incorporation or organization) IdentiÑcation No.) 209 Redwood Shores Parkway Redwood City, California 94065 (Address of principal executive oÇces) (Zip Code) Registrant's telephone number, including area code: (650) 628-1500 Securities registered pursuant to Section 12(b) of the Act: None Securities registered pursuant to Section 12(g) of the Act: Class A Common Stock, $.01 par value (Title of class) Indicate by check mark whether the Registrant (1) has Ñled all reports required to be Ñled by Section 13 or 15(d) of the Securities Exchange Act of 1934 during the preceding 12 months (or for such shorter period that the Registrant was required to Ñle such reports), and (2) has been subject to such Ñling requirements for the past 90 days. YES ≤ NO n Indicate by check mark if disclosure of delinquent Ñlers pursuant to Item 405 of Regulation S-K is not contained herein, and will not be contained, to the best of registrant's knowledge, in deÑnitive proxy or information statements incorporated by reference in Part III of this Form 10-K or any amendment to this Form 10-K. -
How the Summer of the Spinoff Came to Be: the Branding of Characters in American Mass Media
Loyola of Los Angeles Entertainment Law Review Volume 23 Number 2 Article 3 1-1-2003 How the Summer of the Spinoff Came to Be: The Branding of Characters in American Mass Media Benjamin A. Goldberger Follow this and additional works at: https://digitalcommons.lmu.edu/elr Part of the Law Commons Recommended Citation Benjamin A. Goldberger, How the Summer of the Spinoff Came to Be: The Branding of Characters in American Mass Media, 23 Loy. L.A. Ent. L. Rev. 301 (2003). Available at: https://digitalcommons.lmu.edu/elr/vol23/iss2/3 This Article is brought to you for free and open access by the Law Reviews at Digital Commons @ Loyola Marymount University and Loyola Law School. It has been accepted for inclusion in Loyola of Los Angeles Entertainment Law Review by an authorized administrator of Digital Commons@Loyola Marymount University and Loyola Law School. For more information, please contact [email protected]. HOW THE "SUMMER OF THE SPINOFF" CAME TO BE: THE BRANDING OF CHARACTERS IN AMERICAN MASS MEDIA Benjamin A. Goldberger* I. INTRODUCTION "If in past summers Hollywood seemed to surrender its creative soul to the making of sequels, prequels, spinoffs, remakes and franchise films based on comic books, television series or video games, take a deep breath and prepare for the summer of 2002."1 With these words, the New York Times' Rick Lyman dubbed this past summer "the summer of the spinoff."2 Although it is most apparent in the movie theater, mass media art of all types in the United States is becoming increasingly derivative. -
July 2010 More Than Just a Game
For more than 20 years, it has been embraced by its fans, honored by critics, and envied by its rivals. It has endured the test of time and has satisfied a demanding public like no other sports video game in history. It’s been recognized as ‘the game the players play,’ ‘the benchmark in sports video gaming,’ and ‘the number one selling football video game in history.’ It is Madden NFL. Since its inception, the Madden NFL franchise has reigned supreme as the preeminent sports title in the video game industry. Sales of more than 85 million units worldwide and $3 billion in lifetime revenue along with a countless number of gaming awards have helped make Madden NFL the most critically acclaimed sports title in history. From the original John Madden Football, released by Electronic Arts in 1989, to last season’s award-winning Madden NFL 10, the franchise has found a permanent home atop the video game pedestal. With record-breaking numbers that scream off the charts, there is little doubt about Madden NFL’s effect on the consumer—sports fans love it, hardcore football fans fawn over it, and NFL players deeply respect it. What started as a simple idea many years ago has profoundly affected today’s pop culture in many ways. On the field, the game dominates the virtual gridiron. Off the field, its popularity is growing larger by the year. ™ Backed by events like the EA SPORTS Madden Bowl, EA SPORTS™ takes a look at the EA SPORTS™ Madden Challenge, Maddenoliday, Maddenpalooza, Pigskin Pro-Am, and Madden Gras, past, present and future of the Madden NFL is no longer ‘just a game.’ The Madden NFL franchise. -
Sony Playstation 2
Sony PlayStation 2 Last Updated on September 28, 2021 Title Publisher Qty Box Man Comments .hack//G.U. Vol. 1//Rebirth Namco Bandai Games .hack//G.U. Vol. 1//Rebirth: Demo Namco Bandai Games .hack//G.U. Vol. 1//Rebirth: Special Edition Bandai Namco Games .hack//G.U. Vol. 2//Reminisce Namco Bandai Games .hack//G.U. Vol. 3//Redemption Namco Bandai Games .hack//Infection Part 1: Demo Bandai .hack//Infection Part 1 Bandai .hack//Mutation Part 2 Bandai .hack//Mutation Part 2: Trade Demo Bandai .hack//Mutation Part 2: Demo Bandai .hack//Outbreak Part 3: Demo Bandai .hack//Outbreak Part 3 Bandai .hack//Quarantine Part 4 Bandai .hack//Quarantine Part 4: Demo Bandai 007: Agent Under Fire Electronic Arts 007: Agent Under Fire: Greatest Hits Electronic Arts 007: Everything or Nothing Electronic Arts 007: Everything or Nothing: Greatest Hits Electronic Arts 007: Everything or Nothing: Demo Electronic Arts 007: Nightfire Electronic Arts 007: Nightfire: Greatest Hits Electronic Arts 007: Quantum of Solace Activision 18 Wheeler: American Pro Trucker Acclaim 187 Ride or Die Ubisoft 2002 FIFA World Cup Electronic Arts 2006 FIFA World Cup EA Sports 24: The Game 2K Games 25 to Life Eidos 4x4 Evolution Godgames 50 Cent: Bulletproof Vivendi Universal Games 50 Cent: Bulletproof: Greatest Hits Vivendi Universal Games 7 Wonders of the Ancient World MumboJumbo 989 Sports 2004 Disc: Demo 989 Sports 989 Sports Sampler 2003: Demo 989 Sports AC/DC Live: Rock Band Track Pack MTV Games Ace Combat 04: Shattered Skies Namco Ace Combat 04: Shattered Skies: Greatest Hits -
Matthew Marquez the History of Video Game Design Prof
Matthew Marquez The History of Video Game Design Prof. Henry Lowood March 18, 2003 If it’s in the game, it’s in the game! The Evolution of Madden Football: Electronic Arts Sports is the current leader in football video games with an 85% share of the market [gameinfowire.com], largely due to the continued success of the John Madden Football Series. Since it’s first release in 1989 on the Apple II, Madden Football has consistently topped competitors on every gaming platform. Last year’s edition, Madden NFL 2002, sold over 4 million units on seven different platforms while the entire series has sold over 25 million units since 1989 [EA Press Release 236]. Madden Football has achieved a reputation and market share few video game franchises can ever hope to attain, and has spawned numerous competitors at every step of its evolution. How has Madden remained so competitive 14 years after its initial release? Obviously Madden Football has consistently brought innovative new features and gaming concepts onto the virtual playing field, and by looking at the sometimes gradual and sometimes drastic changes in the series, a clear trend towards increased realism emerges. Madden games have pushed the designs of realistic player animations and behavior, NFL based play calling systems, and most recently and certainly most exciting is the now ubiquitous franchise mode where gamers can take their chosen team through dozens of seasons - cutting, trading, and drafting players to their hearts’ content. In addition to its own innovations, perhaps the Madden series owes its continued popularity to the successful integration of its competitors’ greatest advances. -
Games in the Football Subnre Give the User the Virtual Experience Of
Tolu Thomas March 18, 2002 Professor Henry Lowood Case History: The History of Football Games In the last 25 years, video games have skyrocketed in popularity and cultural significance, and the genre of sports games has been a large part of that. While adventure games such as “Super Mario Bros.” and fantasy games such as “The Legend of Zelda” have enjoyed widespread popularity, sports simulations have had their own large fan base for decades. Within the sports genre, football games have been at the forefront in terms of visibility, popularity and game quality. Football games have been a part of the console gaming industry from its early days, and over the last two decades, the games have evolved along with the platforms on which they are played. From the Atari to NES to the Sega Genesis to the Microsoft XBox, football games have utilized the full potential of the speed and graphic capabilities of the system to give the user the most realistic experience possible. In addition to technological advancements, the growth of the console football video game has been about business. With the gaming industry being such a lucrative enterprise (“sales of game consoles and software in Europe and the United States will generate over $17 billion worth of business a year by 2003,” (Poole)), sales potential has shaped what kinds of kinds of football titles are designed and what features are included in the games. Electronic Arts is one of the companies that has played a major role in the development of football games with their EA Sports division. -
Game Boy Color Games
Game Boy Color Games Title: Licensee Released 10 Pin Bowling Majesco August 1999 1942 Capcom May 2000 3D Ultra Thrillride Pinball Havas Interactinve December 2000 Action Man: Search For Base X THQ February 2001 Airforce Delta Konami November 2000 Aliens: Thanatos Encounter THQ March 2001 All-Star Baseball 2000 Acclaim May 1999 All-Star Baseball 2001 Acclaim June 2000 Alone in the Dark Infogrames June 2001 Animorphs Ubi Soft November 2000 Antz Racing Acclaim June 2001 Armada FX Racers Metro 3D Studios September 2000 Armorines Acclaim December 1999 Army Men 3DO February 2000 Army Men: Air Combat 3DO November 2000 Army Men: Portal Runner 3DO September 2001 Army Men: Sarge's Heroes 2 3DO November 2000 Aurthur's Absolutely Fun Day Mattel September 2000 Austin Powers: Oh Behave Take 2 Interactive September 2000 Austin Powers: Welcome to my Underground Lair Take 2 Interactive September 2000 Barbie Kelly Club Mattel Barbie Magic Genie Mattel November 2000 Barbie Pet Rescue Mattel September 2001 Batman Beyond: Return of the Joker Kemco November 2000 Batman: Chaos in Gotham City Ubi Soft March 2001 Battletanx 3DO March 2000 Billy Bob's Huntin' and Fishing Midway November 1999 Bionic Commando: Elite Forces Nintendo January 2000 Blade Activision December 2000 Blue's Clues Alphabet Book Mattel January 2001 Bob the Builder THQ September 2001 Bomberman Max: Blue Champion Vatical Entertainment May 2000 Bomberman Max: Red Chamion Vatical Entertainment May 2000 Buffy the Vampire Slayer THQ September 2000 Bugs Bunny Crazy Castle 4 Kemco July 2000 Bust A -
Infinite Lives Canonvorming Bij Videogames
Infinite Lives Canonvorming bij videogames Bjorn Schrijen (S4134281) Masterscriptie Letterkunde Onder begeleiding van prof. dr. Jos Joosten en dr. Martijn Stevens 2015 Abstract As with most other forms of culture, an implicit canon exists for video games. Though most players and video game scholars will have a general idea about which titles constitute this canon, there has been no academic research yet about the exact contents of it, or – more importantly – about the processes that lead to canonization. This knowledge could however be very interesting, as it would not only give insight in the way the game industry works, but possibly also in processes of canon formation for other media. This thesis therefore tries to gain insight in the way an implicit video game canon is formed. In order to do this, the game industry is observed from a theoretical framework based on the works of Pierre Bourdieu. Canonical games are defined as games that retain a high amount of both symbolic and economic capital over a long time, and the different parties within the game industry are seen as actors that can allocate these forms of capital to specific games. By systematically studying the different actors and existing writings about them, several hypotheses are drawn about the influence of each actor on canonization. These hypotheses are then tested using a dataset containing 77 games that can be considered canonical. This set was created by combining ten very diverse lists with the best 100 games ever made. As most of these lists are already the result of multiple people’s votes, and only the games are selected that appear in a majority of the lists, this dataset gives a fairly good impression of the implicit game canon. -
Matt Davis Master's Thesis
Matt Davis Master’s Thesis 2 Since the inception of a computerized table tennis game called Pong in 1972, the near four-decade history of interactive computer games (ICG)1 has been marked by rapid growth (Colwell & Payne, 2000) in both technological capability and consumer adoption. Dill and Dill (1998, p. 408) indicate that Nintendo posted an astounding average sales rate of “three games every second of the 12 years from 1983 to 1995.” A recent industry report by the Interactive Digital Software Association (IDSA) reported annual sales of video and computer games for the year 2000 at $6.02 billion (State of the Industry Report, 2000-2001). The same study also reveals that 60% of all Americans, a total of about 145 million people, play ICG on a regular basis. The proliferation of internet- based games as well as the introduction of new higher-powered home video game consoles (i.e. Sony’s Playstation 2, Microsoft’s X-box, & Nintendo’s Game Cube) will undoubtedly aid in further expansion of ICG use. Recent trends not only indicate growth in interactive computer game use on the whole, but also reveal a notable increase in the adult audience for ICG. Pastore (1999) summarized results from a recent Yankee Group survey that indicates that adults are the primary video game user in 40% of video game households (i.e., households that own a video game console) and that adults who play video games spend an average of 3 hours and 17 minutes playing video games each week. The same study also found that video game households spend an average of more than $200 annually on video games. -
View Annual Report
EL E L ECTRONIC E C T R O N I ’ E L E C T R O N I C A R T S C ItIt s allall aboabout the games. 209 REDWOOD SHORES PARKWAY, REDWOOD CITY, CA 94065-1175 www.ea.com ART A R T S 20 2 0 02 0 2 AR A R E L E C T R O N I ’ E L E C T R O N I C A R T S C ItIt s allall aboutabout tthehe ggames.ames. 209 REDWOOD SHORES PARKWAY, REDWOOD CITY, CA 94065-1175 www.ea.com A R T S 2 0 0 2 A R ™ Madden NFL™ 2002 ™ 2002 FIFA World Cup World 2002 FIFA Harry Potter and the Sorcerer’s Stone and the Sorcerer’s Harry Potter Need For Speed™ Hot Pursuit 2 The Lord of the Rings™, The Two Towers™ ™ Hot Date ™ NBA Street The Sims James Bond 007 in... Agent Under Fire James Bond 007 in... ™ Madden NFL™ 2002 ™ 2002 FIFA World Cup World 2002 FIFA Harry Potter and the Sorcerer’s Stone and the Sorcerer’s Harry Potter Need For Speed™ Hot Pursuit 2 The Lord of the Rings™, The Two Towers™ ™ Hot Date ™ NBA Street The Sims James Bond 007 in... Agent Under Fire James Bond 007 in... 16 Harry Potter and the Sorcerer’s Stone™ (Over 9 million units sold) 15 In Fiscal 2002, Madden NFL™ 2002 14 14 EA had 16 titles sell FIFA Soccer 2002 over one million units. The Sims™ We sold more games, 12 captured more market The Sims™ Hot Date share and generated James Bond 007 in..