...de Sony (Playstation 3) y Microsoft (Xbox360). ABSTRACT For several years now, the video game industry has been locked into what can best be described as a Red Ocean, where the focus is on beating the competition, winning market share, capturing consumers and outselling the competition. Blue Ocean Strategy2 (BOS), on the contrary, focuses on creating new demand in places where there is none, thus making the pie bigger instead of fighting over whom gets the largest slice of the pie. Since the launch of the Wii (pronounced “we”) video-game system, Nintendo has taken great steps toward making the competition irrelevant. This short article is meant to analyze the company’s strategy and understand it from the point of view of BOS. JEL Classification: L1 Keywords: Video game, strategy, Blue Ocean, competition, innovation. 1. CPA (Universidad Católica Argentina), MBA (Universidad Torcuato di Tella). Profesor del MBA de la Universidad de Palermo. E-mail: pogorm@palermo.edu 2. Blue Ocean Strategy: How to Create Uncontested Market Space and Make the Competition Irrelevant, by W. Chan Kim and Renée Mauborgne, Harvard Business School Press, 2005. Palermo Business Review | Nº 2 | 2008 |————————————————————————————————| 97 Patricio O’Gorman I. Introduction For several...
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...LITERATURE REVIEW ON SOFTWARE ENGINEERING FOR COMPUTER GAMES Name: Course: Date Page 1 Abstract Games have often been very common in the past period of time, but with the discovery of computer games, they have penetrated. In spite of the third vista to computer games which is verifiable, it pertains to investigating what characteristics those who play such games anticipate from the gaming using the computer. Permit us state the meaning of a computer game as a play which is undertaken with an aid of a computer program. This meaning still leaves behind some flexibility because it does not imply that the whole game happens in the computer. For instance, Chess may be played on the computer screen and on a true-globe board, heedless to whether the one who objects to the play is a computer application. Huizinga in his classic work defined play as ``an activity which proceeds within certain limits of time and space, in a visible order, according to rules freely accepted, and outside the sphere of necessity or material utility. The play mood is one of rapture and enthusiasm, and is sacred or festive in accordance with the occasion. A feeling of exaltation and tension accompanies the action, mirth and relaxation follow``. A lexicon likewise states the meaning of game as `‘a universal form of recreation generally including any activity engaged in for diversion or amusement and often establishing a situation that involves a contest or rivalry’`. Besides, Elliot...
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...CYBERPSYCHOLOGY, BEHAVIOR, AND SOCIAL NETWORKING Volume 15, Number 9, 2012 ª Mary Ann Liebert, Inc. DOI: 10.1089/cyber.2012.0034 Online Gaming Addiction? Motives Predict Addictive Play Behavior in Massively Multiplayer Online Role-Playing Games 1 Daria J. Kuss, M.Sc., M.A., Jorik Louws, M.Sc.,2 and Reinout W. Wiers, Ph.D. 3 Abstract Recently, there have been growing concerns about excessive online gaming. Playing Massively Multiplayer Online Role-Playing Games (MMORPGs) appears to be particularly problematic, because these games require a high degree of commitment and time investment from the players to the detriment of occupational, social, and other recreational activities and relations. A number of gaming motives have been linked to excessive online gaming in adolescents and young adults. We assessed 175 current MMORPG players and 90 nonplayers using a Web-based questionnaire regarding their gaming behavior, problems as consequences of gaming, and game motivations and tested their statistical associations. Results indicated that (a) MMORPG players are significantly more likely to experience gaming-related problems relative to nonplayers, and that (b) the gaming motivations escapism and mechanics significantly predicted excessive gaming and appeared as stronger predictors than time investment in game. The findings support the necessity of using measures that distinguish between different types of online games. In addition, this study proves useful regarding the current...
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...Travis, I enjoyed our lunch yesterday. It was good to catch up. I can’t believe it’s been five years since we last worked together! While it’s been a bit of a transition, I’m enjoying my work here at Tipstar Gaming. These guys are creative geniuses. Their goal is to be the industry leader in multi-player, online gaming, and they are really pushing the envelope. They are close to releasing a new game now that is just unbelievable. It's all very hush hush, but I've seen some early versions. Think World of Warcraft meets Farmville. As you can imagine, this is an interesting place to be the "tax guy". Steve Hagy, our CEO, has spent the last several months re-evaluating our business model. He wants to get out of the business of shipping disks. His vision is to move the delivery of our gaming software to an internet platform. There’s been a lot of discussion around how best to make this happen. The IT guys have laid out a good argument for delivery via a “cloud” solution. The Operations team believes we would have more control if we kept things “in-house”. The Product Development and Marketing folks want everything yesterday. The leadership team is looking to me to provide insights on the tax issues involved. We have a meeting in a couple of weeks and would like to hear your insights and advice. Here are the “hot button” issues as I see them: • We have a good understanding of the income and indirect tax issues surrounding the retail sale of tangible personal property as that is how...
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...Electronic Arts Case Group D Monday and Wednesday 11:00-12:15 Anthony Allen, Laura Blakeman, Daniel DeMaiolo, Carla Hill, and Mason Shattuck Industry Analysis: Dominant Economic Features Definition of Software Publishers Industry According to the United States Census Bureau, Electronic Arts would fall under the Software Publishers Industry (NAICS code 511210, SIC 7372). The definition of this industry is as follows in the North American Industry Classification System: “This industry comprises establishments primarily engaged in computer software publishing or publishing and reproduction. Establishments in this industry carry out operations necessary for producing and distributing computer software, such as designing, providing documentation, assisting in installation, and providing support services to software purchasers. These establishments may design, develop, and publish, or publish only” (United States Census Bureau, Software Publishers Definition). Electronic Arts (EA) does, in fact, make up one of the world’s largest independent developers, publishers, and marketers of video games. Market Size, Growth Rate, and Industry Life Cycle According to research provided by Thompson, author of the EA case, in 2005, the video game industry made up a $35 billion global market (Thompson 2007). In 2005, the United States alone made up $7 billion in sales out of the $35 billion. The United States also had 228.5 million unit sales which included video games played on...
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...Electronic Arts Case Group D Monday and Wednesday 11:00-12:15 Anthony Allen, Laura Blakeman, Daniel DeMaiolo, Carla Hill, and Mason Shattuck Industry Analysis: Dominant Economic Features Definition of Software Publishers Industry According to the United States Census Bureau, Electronic Arts would fall under the Software Publishers Industry (NAICS code 511210, SIC 7372). The definition of this industry is as follows in the North American Industry Classification System: “This industry comprises establishments primarily engaged in computer software publishing or publishing and reproduction. Establishments in this industry carry out operations necessary for producing and distributing computer software, such as designing, providing documentation, assisting in installation, and providing support services to software purchasers. These establishments may design, develop, and publish, or publish only” (United States Census Bureau, Software Publishers Definition). Electronic Arts (EA) does, in fact, make up one of the world’s largest independent developers, publishers, and marketers of video games. Market Size, Growth Rate, and Industry Life Cycle According to research provided by Thompson, author of the EA case, in 2005, the video game industry made up a $35 billion global market (Thompson 2007). In 2005, the United States alone made up $7 billion in sales out of the $35 billion. The United States also had 228.5 million unit sales which included video games played on...
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...CONTENTS Chapter Page No. 1. Computer Graphics 2.1. Overview 1 2.2. History 1 2.3. Image Types 2 2.4. Computer Animation 4 2.5. Applications Of Computer Graphics 4 2. OpenGL 3.6. What is OpenGL? 5 3.7. Rendering Pipeline 5 3.8. Libraries 7 3.9. Header Files 7 3. System Requirements 4.10. Software Requirements 8 4.11. Hardware Requirements 8 4. Project Details 5.12. Overview of Games 9 5.13. Genres 9 5.14. Classification 10 5. Implementation 6.15. Header Files Used 11 6.16. Functions Used 12 6. Source Code 17 7. Snap Shots 27 8. Conclusion 31 9. Bibliography 32 COMPUTER GRAPHICS Overview The term computer graphics includes almost everything on computers that is not text or sound. Today nearly all computers use some graphics and users expect to control their computer through icons and pictures rather than just by typing. Computer graphics is the field of visual computing, where one utilizes computers both to generate visual images synthetically and to integrate or alter visual and spatial information sampled from the real world. The term Computer Graphics has several meanings: * The representation and manipulation...
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...TO OUR SHAREHOLDERS, CUSTOMERS, PARTNERS AND EMPLOYEES: This is a unique letter for me – the last shareholder letter I will write as the CEO of the company I love. We have always believed that technology will unleash human potential and that is why I have come to work every day with a heart full of passion for more than 30 years. Fiscal Year 2013 was a pivotal year for Microsoft in every sense of the word. Last year in my letter to you I declared a fundamental shift in our business to a devices and services company. This transformation impacts how we run the company, how we develop new experiences, and how we take products to market for both consumers and businesses. This past year we took the first big bold steps forward in our transformation and we did it while growing revenue to $77.8 billion (up 6 percent). In addition, we returned $12.3 billion (up 15 percent) to shareholders through dividends and stock repurchases. While we were able to grow revenue to a record level, our earnings results reflect investments as well as some of the challenges of undertaking a transformation of this magnitude. With this as backdrop, I’d like to summarize where we are now and where we’re headed, because it helps explain why I’m so enthusiastic about the opportunity ahead. Our strategy: High-value activities enabled by a family of devices and services We are still in the early days of our transformation, yet we made strong progress in the past year launching devices and services...
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...Computer A computer is a programmable machine that receives input, stores and manipulates data, and provides output in a useful format. A computer can process data, pictures, sound and graphics. They can solve highly complicated problems quickly and accurately. Block Diagram Input Unit: Computers need to receive data and instruction in order to solve any problem. Therefore we need to input the data and instructions into the computers. The input unit consists of one or more input devices. Keyboard is the one of the most commonly used input device. Other commonly used input devices are the mouse, floppy disk drive, magnetic tape, etc. All the input devices perform the following functions. Accept the data and instructions from the outside world. Convert it to a form that the computer can understand. Supply the converted data to the computer system for further processing. Storage Unit: The storage unit of the computer holds data and instructions that are entered through the input unit, before they are processed. It preserves the intermediate and final results before these are sent to the output devices. It also saves the data for the later use. Memory Size: All digital computers use the binary system, i.e. 0’s and 1’s. Each character or a number is represented by an 8 bit code. The set of 8 bits is called a byte. A character occupies 1 byte space. A numeric occupies 2 byte space. Byte is the space occupied in the memory. The size of the primary storage...
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...Managing the Talent Crisis in Global Manufacturing Strategies to Attract and Engage Generation Y A Deloitte Research Global Manufacturing Study Table of Contents Introduction................................................................................... 1 The Talent Paradox in Global Manufacturing: Survival of the Skilled................................................................... 2 The Depleting Talent Pipeline in Global Manufacturing ............ 3 The Challenge and Opportunity of Talent Mangement in Emerging Markets......................................................................... 5 China: Plenty of oysters, few pearls ............................................. 5 Southeast Asia: Dangers of a short-term view ............................. 6 India: Fighting off the competition .............................................. 6 Latin America: Middle management blues, technical skills shortage .............................................................. 7 Eastern Europe: The perils of accelerating wages ........................ 7 Connecting to Generation Y ........................................................ 8 Characteristics of Generation Y ................................................... 8 New strategies aligning with the needs of Generation Y ............. 9 Shortcomings of current approaches to managing talent ......... 10 The Develop-Deploy-Connect talent management model .......... 11 What Does the Develop-Deploy-Connect Model Mean for...
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...Table of Contents UNITED STATES SECURITIES AND EXCHANGE COMMISSION Washington, D.C. 20549 FORM 10-K x |ANNUAL REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES EXCHANGE ACT OF 1934| For the Fiscal Year Ended June 30, 2011 OR ¨ |TRANSITION REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES EXCHANGE ACT OF 1934| For the Transition Period From to Commission File Number 0-14278 MICROSOFT CORPORATION ||| WASHINGTON| |91-1144442| (STATE OF INCORPORATION)| |(I.R.S. ID)| ONE MICROSOFT WAY, REDMOND, WASHINGTON 98052-6399 (425) 882-8080 www.microsoft.com/investor Securities registered pursuant to Section 12(b) of the Act: COMMON STOCK, $0.00000625 par value per share NASDAQ Securities registered pursuant to Section 12(g) of the Act: NONE Indicate by check mark if the registrant is a well-known seasoned issuer, as defined in Rule 405 of the Securities Act. Yes x No ¨ Indicate by check mark if the registrant is not required to file reports pursuant to Section 13 or Section 15(d) of the Exchange Act. Yes ¨ No x Indicate by check mark whether the registrant (1) has filed all reports required to be filed 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 file such reports), and (2) has been subject to such filing requirements for...
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...THE PLAYER Good game design is player-centric. That means that above all else, the player and her desires are truly considered. Rather than demanding that she do something via the rules, the gameplay itself should inherently motivate the player in the direction the designer wants her to go. Telling players they must travel around the board or advance to the next level is one thing. If they don’t have a reason and a desire to do it, then it becomes torture. In creating a game, designers take a step back and think from the player’s viewpoint: What’s this game about? How do I play? How do I win? Why do I want to play? What things do I need to do? MEANINGFUL DECISIONS Distilled down to its essence, game design is about creating opportunities for players to make meaningful decisions that affect the outcome of the game. Consider a game like a boxing match. So many decisions lead up to the ultimate victory. How long will I train? Will I block or will I swing? What is my opponent going to do? Where is his weakness? Jab left or right? Even those few, brief questions don’t come close to the myriad decisions a fighter must make as he progresses through a match. Games invite players into similar mental spaces. Games like Tetris and Chess keep our minds busy by forcing us to consider which one of several possible moves we want to take next. In taking these paths, we know that we may be prolonging or completely screwing up our entire game. The Sims games and those in...
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...geographically uneven impacts of globalization processes. In particular, three key notions of value, power and embeddedness are used to reveal the most powerful actors in the production network, how they maintain and exercise their power, and how the organization of production is manipulated as a result. It is argued that while hardware production is organized by console manufacturers using truly global sourcing strategies, the production of software is far more complex. In fact, software production networks are bounded within three major economic regions: Western Europe, North America and Asia Pacific. This paper seeks to explain how and why this has occurred. Keywords: video games, global production networks, value, power, embeddedness JEL classifications: L14, L23, L82 Date submitted: 4 October 2004 Date accepted: 12 April 2005 1. Introduction The video games industry1 was born during the early 1960s and has rapidly, and almost continuously, grown in size and scope ever since. It is estimated that the industry was worth around $23.2 billion in 2003, and is predicted to reach $33.4 billion in 2008 (DFC Intelligence, 2004). Despite now being comparable in size to the global film industry, and having a pervasive impact upon popular culture, the video games industry has received relatively little...
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...references. Praha 20 November, 2012 Petra Vondráčková Acknowledgements I would like to thank my supervisor David Šmahel for his invaluable help and guidance, and also for the opportunity to get the valuable experience in doing the research in psychology. Many thanks also to my colleague Jaroslav Vacek for inspiring discussions that we have had on this topic. I would also like to thank the co-authors of presented texts. In addition, special thanks are due to the people who were willing to participate and shared their own experience with Internet use and addictive behaviour on the Internet. Content 1. Introduction 8 2. Theoretical background 10 2.1. Behavioural addiction 10 2.1.1. Defining the concept 11 2.1.2. Classification of behaviour addictions 12 2.1.3. Behavioural addiction in the context of diagnostic manuals of mental disorders 13 2.1.4. Similar traits of behavioural and substance addictions 15 2.2. Internet addiction 24 2.2.1. Historical background and main research areas 26 2.2.3. Identification of Internet addiction 28 2.2.4. Prevalence rates of Internet addiction 32 2.2.5. Correlates of Internet Addiction 35 2.2.6. Treatment of Internet addiction 37 2.2.7. Future research directions 39 3. Comparing Addictive Behaviour on the Internet in the Czech Republic, Chile and Sweden 51 3.1. Introduction 51 3.2. Country profiles 53 3.3. Methods 54 3.4. Sample description 56 3.5. Two dimensions of addictive behaviour on the...
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...references. Praha 20 November, 2012 Petra Vondráčková Acknowledgements I would like to thank my supervisor David Šmahel for his invaluable help and guidance, and also for the opportunity to get the valuable experience in doing the research in psychology. Many thanks also to my colleague Jaroslav Vacek for inspiring discussions that we have had on this topic. I would also like to thank the co-authors of presented texts. In addition, special thanks are due to the people who were willing to participate and shared their own experience with Internet use and addictive behaviour on the Internet. Content 1. Introduction 8 2. Theoretical background 10 2.1. Behavioural addiction 10 2.1.1. Defining the concept 11 2.1.2. Classification of behaviour addictions 12 2.1.3. Behavioural addiction in the context of diagnostic manuals of mental disorders 13 2.1.4. Similar traits of behavioural and substance addictions 15 2.2. Internet addiction 24 2.2.1. Historical background and main research areas 26 2.2.3. Identification of Internet addiction 28 2.2.4. Prevalence rates of Internet addiction 32 2.2.5. Correlates of Internet Addiction 35 2.2.6. Treatment of Internet addiction 37 2.2.7. Future research directions 39 3. Comparing Addictive Behaviour on the Internet in the Czech Republic, Chile and Sweden 51 3.1. Introduction 51 3.2. Country profiles 53 3.3. Methods 54 3.4. Sample description 56 3.5. Two dimensions of addictive behaviour on the...
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