... EXECUTIVE SUMMARY The Entertainment Software Association (ESA) is a U.S trade association dedicated to serving the business and public affairs needs of companies that publish computer and video games for video game consoles, personal computers, and the internet. Each year the ESA looks to find ways to highlight, and bring positive awareness to the video game industry, while also deterring negative press along the way. Our industry is fun, innovative, creative, and inspiring; and also has an enormous amount of growth potential. The ESA is directly serving the publishers of the gaming industry, by offering a range of services. Services are as follows, but not limited to; a global content protection program, business and consumer research, government relations and intellectual property protection efforts. The ESA also provided the industry with the biggest trade show, which allows our member companies to use a huge platform to bring their newest innovation, and technology to the public. The ESA measures company success from services provided video game industry is usually evident through different factors. The ultimate goal is to have every U.S. video games publishing company become a member of our company. That will happen if we continue to support, work, and build the industry through our services to our member companies. Financial success of the ESA comes from revenue growth, accurate funding and budgeting, resource allocation, maintain donations...
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...Plays Computer and Video Games? Who Buys Computer and Video Games? AT PLAY 4 4 5 5 6 6 7 What Type of Online and Mobile Games are Played Most Often? How Many Gamers Play on a Phone or Wireless Device? How Many Gamers Play Games With Others? How Long Have Gamers Been Playing? Parents and Games Do Parents Control What Their Kids Play? Top Reasons Parents Play With Their Kids THE BOTTOM LINE 8 9 10 11 What Were the Top-Selling Game Genres in 2012? What Were the Top-Selling Games of 2012? Sales Information: 2002–2012 Total Consumer Spend on Games Industry 2012 WHO WE ARE 12 12 About ESA ESA Members OTHER RESOURCES 13 ESA Partners The 2013 Essential Facts About the Computer and Video Game Industry was released by the Entertainment Software Association (ESA) at E3 2013. The annual research was conducted by Ipsos MediaCT for ESA. The study is the most in-depth and targeted survey of its kind, gathering data from more than 2,000 nationally representative households. [1] WHO IS PLAYING GAMER DEMOGRAPHICS of Americans play video games There are an average of in each game-playing U.S. household 58% TWO GAMERS The average U.S. Household dedicated game console, PC or...
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...Hayes 1 Kimberly Hayes GLS 502-800 Ashley Hudson April 23, 2013 Video Games: An Innovative Approach to Education Ten years ago, I’d have scoffed if I heard video games and education used in the same sentence, and I know a lot of other parents who would still have a similar reaction. In more recent years, however, I’ve been forced to change my opinion, and the person who influenced the change the most is, of all people, my children’s pediatrician, Dr. Jim Poole, the founder of Growing Child Pediatrics in Wake Forest, N.C. Having two children with Attention Deficit Hyperactivity Disorder (ADHD) isn’t easy in the educational environment present in schools today, and through Dr. Poole’s work with my children, I have come to understand that the reason for the difficulty is that traditional curriculums that teachers have to work with aren’t flexible enough to allow them to tailor to children with learning differences. So what does this have to do with video games? A LOT. Video games have the potential to break down educational barriers that exist in the traditional classroom by providing alternative learning approaches that cater to kids with ADHD and other learning differences, and by building cognitive skills that can help all children succeed in the classroom. When I first discovered that my oldest child might have ADHD from his eighth grade teachers, they all told me that he needed medication before entering high school. I didn’t like the idea of medicating my child, so I began...
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...MKTG 650: Strategic Marketing Management– Section E1 | Team Marketing Plan | for GameStop Box | GameStop Corp, a publicly traded company (NYSE: GME) based in Grapevine, Texas, is ranked number 255 on the Fortune 500 list of publicly traded companies. As the world’s largest retailer of video game and entertainment software, GameStop boasts 6,500 retail stores worldwide and also operates the popular websites GameStop.com and EBgames.com. Moreover, GameStop publishes a critically acclaimed monthly, Game Informer, a magazine that covers the entire gaming industry. This marketing plan presents the results of our situational, marketing and financing analysis and presents the strategies to be employed to implement a new product offering - a video and computer game rental kiosk, referred to as the GameStop Box. | | 7/29/2011 | Table of Contents 1.0 Executive Summary 3 2.0 Situation Analysis 4 2.1 Mission 4 2.2 Product or Service Description 4 2.3 Value Proposition 5 2.4 SWOT 5 2.5 Critical Issues 6 3.0 Market Analysis 7 3.1 Macro Environment 7 3.2 Market Size and Growth 8 3.3 Market Trends 8 3.4 Target Market Analysis 9 3.5 Customer/Consumer Analysis 9 3.6 Needs Analysis 9 3.7 Competitive Analysis 10 3.7.1 Direct Competitors 10 3.7.2 Indirect Competition 11 4.0 STRATEGY 11 4.1 MARKETING OBJECTIVES 11 4.2 FINANCIAL OBJECTIVES 12 4.3 SEGMENTS AND TARGET SEGMENTS WITH NEEDS OUTLINED 12 4.4 POSITIONING STRATEGY 12 4.5 PRODUCT...
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...Parents and Games Parents Play Games AT PLAY 7 7 8 9 9 9 9 2009 Computer and Video Game Sales by Rating What Were the Top-Selling Game Genres in 2009? What Were the Top-Selling Games of 2009? Who Plays Games Online? How Many Gamers Play Games Online? What is the One Type of Online Game Played Most Often? How Many Americans Play Games on Wireless Devices? THE BOTTOM LINE 10 11 11 Recent Sales Information (2008 and 2009) Historical Sales Information (1996 – 2009) How Many Americans Plan to Buy Games in 2010? WHO WE ARE 12 12 About the ESA ESA Members OTHER RESOURCES 13 ESA Partners ALL DATA IN THIS DOCUMENT IS FROM THE ESA’S 2010 CONSUMER SURVEY UNLESS OTHERWISE NOTED. The Entertainment Software Association (ESA) released its 2010 Essential Facts About the Computer and Video Game Industry at the 2010 E3 Expo. The annual research was conducted by Ipsos MediaCT for the ESA. The study is the most in-depth and targeted survey of its kind, gathering data from almost 1,200 nationally representative households that have been identified as owning either or both a video game console or a personal computer used to run entertainment software. WHO IS PLAYING GAMER DEMOGRAPHICS WHO PLAYS COMPUTER AND VIDEO GAMES? 67% of American households play computer or video games. The average game player age is: 34 25% AGE of Game Players 49% 26% 25% under 18 years 49% 18-49 years 26% 50+ years In 2010, 26% of gamers were over the age of 50. [2] ...
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...Appendix A - References 17 Appendix B – Opening Day Balance Sheet 18 Appendix C – First Year’s Expenses 20 Appendix D – Pricing 22 Executive Summary After a long, hard day at work most people have only what to relax and unwind. For some people this includes getting a drink, watch a sporting event on television, or perhaps play a game with friends. What if you could go to one place to do any of these things? Look no further than 1-Up Pub; a combination gaming center, pub, and coffee shop. Grab a drink, grab a game, and make some friends, or you can just relax and watch a local sporting event on one of our flat screen televisions. 1-Up Pub is a unique destination like none that have been seen before. Customers have several options to choose from to unwind after working hard. Grab a drink and one of the many board games we have to rent for a small fee. Perhaps video games are more your style. Enjoy all the latest gaming consoles and most popular video games on one of our semi-private gaming stations. Each gaming station features comfortable seating, a 50” LCD television,...
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...Creating and Evaluating Accessible Audio-only Games First Author: Tatt Loong Hung Affiliation: CIRCUA, School of Engineering & Information Sciences, Middlesex University Address: The Burroughs, Hendon, London NW4 4BT, UK. e-mail address: t.hung@mdx.ac.uk ABSTRACT Second Author: Ray Adams (supervisor) Affiliation: CIRCUA, School of Engineering & Information Sciences, Middlesex University Address: The Burroughs, Hendon, London NW4 4BT, UK. e-mail address: adams@churchillians.net In summary, this work demonstrates the feasibility and acceptability of creating audio-only games plus new findings about the importance of the level of cognitive load, the nature of the learning curve, the different design methodologies and the different types of players for an understanding of the psychology of the player of the audio-only computer game. MOTIVATION FOR THIS RESEARCH Audio-only computer games are the primary focus of the present work. They are important for both practical and theoretical reasons. Computer games now form one of the biggest categories of software application in the world. Yet few of them are accessible for those players for whom visual displays are not appropriate, due to circumstances or visual disabilities. Equally, audio-only games provide an environment in which to investigate the psychology of the users of such games. We have deployed both existing games and those designed in collaboration with potential users, noting greater satisfaction with the latter. The...
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...software industry only recently, and has seen double-digit figures in growth on most IT sectors, the gaming sector not among them. Bangladesh is far behind most of its neighbors in the gaming industry. There are several reasons to this, as well as probable causes. Based on interviews and focus group discussion, we have come up with several problems and prospects, as well as reasonable solutions to the problems, of the game development sector. In the aftermath, appendices and a bibliography would assist our honorable readers to better understand our methodology and enable them to refer to and compare this study with similar pieces of work. Contents Page no. Letter of transmittal i Executive summary ii 1. Introduction 1 1.1 Origin of the Report 1 1.2 Objective 1 1.2.1 Broad Objective 1 1.2.2 Specific Objectives 1 1.3 Literature Review 1 1.4 Scope 2 1.5 Limitations 3 2. Background of the study 3 2.1 Game development industry 3 2.1.1 Popularity of games 3 2.1.2 Popularity of Virtual games 4 2.2 Types of games 4 2.2.1 Web based games 5 2.2.2 App based 5 2.2.3 Normal PC Games 5 2.3 Demand for web based, app based, and PC game. 5 2.4 The Global Gaming Industry 5 2.5 Outsourcing firms (Firms that are outsourcing in the ICT industry) 6 2.6 Bangladesh Gaming Industry 7 Gaming revolution in Bangladesh 7 Emergence of multiplayer gaming 8 2.7 Gaming Application Development sector in Bangladesh 9 Dhaka Racing 9 Chittagong Racing 9 Arunodoyer...
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...Running Head: Online Game Addiction Perception of and Addiction to Online Games as a Function of Personality Traits Searle Huh University of Southern California and Nicholas David Bowman Michigan State University Online Publication Date: April 26, 2008 Journal of Media Psychology, V 13, No. 2, Spring, 2008 Abstract With the growing popularity of online video games, there have been anecdotal reports suggesting that these games are highly addictive, with some gamers spending in excess of 40 to 50 hours per week playing. Thus, research into the individual characteristics that lead to excessive play is warranted. This paper examines two individual variables – personality and perceptions of media – and explores how they relate to online game play, specifically online game addiction. By presenting a revised metric for online game addiction, this paper explores the relationship between addiction and both personality and perception. Online addiction is presented in this paper as a process addiction with four unique factors: perceived social sanctions, excessive play, uncontrollable play, and displacement. Both personality and perception are found to be significantly associated with online game addiction. These results are interpreted and discussed, and future research direction is suggested. Keywords: online game addiction, Big Five personality traits, media perception, MMOs Perception and Addiction of Online Games as a Function of Personality Traits ...
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...distribution) equipment, including complete solution services, to its large base of customers in India and abroad. The company boasts of a global presence today. How does it keep abreast of the marketing environment? We speak to Biswaroop Ukil, General Manger–Marketing (Power Products and Solutions), to find out. stabilizes to a certain extent, the domestic demand for T&D products is expected to grow, given the picture painted by central planners and various government agencies. The Indian industry for T&D products is quite mature, with several local manufacturers and multinationals possessing the necessary technology, production facilities, and exclusive sales and service networks across the country. Apart from firms employing individual market survey techniques and tools, there are industrylevel bodies/associations that gather and compile generic industry-level information, which is then used by the members of the association to chart out the course of their businesses. This industry-level information, along with the independent sets of market research data, is then analysed to ascertain all related information, such...
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...collaborative yet independent: Information practices in the physical sciences december 2011 Acknowledgements This report was the result of a collaborative effort between the Research Information Network, the Institute of Physics, Institute of Physics Publishing and the Royal Astronomical Society. They would like to thank the study authors at the 1) Oxford Internet Institute, University of Oxford, 2) Department of Information Systems, London School of Economics, 3) UCL Centre for Digital Humanities and the Department of Information Studies, University College, London, 4) e-Humanities Group, Royal Netherlands Academy of Arts & Sciences (KNAW) and Maastricht University, and 5) Oxford e-Research Centre (OeRC), University of Oxford. The main authors for this report are: Eric T. Meyer, Monica Bulger, Avgousta Kyriakidou-Zacharoudiou, Lucy Power, Peter Williams, Will Venters, Melissa Terras, Sally Wyatt. For the full acknowledgements, please see the project website: www.rin.ac.uk/phys-sci-case contents executive summary Overview method cases Tools and practices of information Information sources 68 69 77 78 4 4 4 4 research software dissemination complexity conclusion and recommendations Information retrieval Information and data management data analysis citation practices dissemination practices collaboration Transformations in practice New questions New technologies recommendations 79 84 84 85 85 86 86 87 88 90 91 92 Glossary Information in the...
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...Chapter 1 INTRODUCTION This study is divided into several chapters. The beginning chapter presents a detailed background of the study conducted among a group of secondary schools pupils in The Netherlands. The study focuses on new Media and whether its’ usage has any effect on academic performance. This is explored from the context of HAVO Dutch youths in Rotterdam aged 14-16 years in two schools; Calvijn and Comenius colleges particularly from their peer solidarity and socialization processes. HAVO is one of the four streams of secondary education in Holland referred to as Senior general secondary education (HAVO). The stream takes five years and qualifies students to enter higher vocational education (HBO). Some students can also choose to enter pre-university secondary education VWO or MBO education (Dutch Education Journal, 2007). The analysis is based on both qualitative and quantitative findings from Focus Group Discussions (FDGs), structured and semistructured interviews, drawings, observations and questionnaires. This study considers both the advantages and disadvantages of youth engagement in new media. The study also attempt to contribute to the wider development discourses in the field of children and youth. The conclusion for this book highlights how new media has played a role in the youth cultures in structuring their peer relationships. Throughout the study, pseudo names are used for ethical reasons. BACKGROUND OF THE STUDY Before delving deeper...
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...Dictionary of Travel, Tourism and Hospitality By the same author Britain – Workshop or Service Centre to the World? The British Hotel and Catering Industry The Business of Hotels (with H. Ingram) Europeans on Holiday Higher Education and Research in Tourism in Western Europe Historical Development of Tourism (with A.J. Burkart) Holiday Surveys Examined The Management of Tourism (with A.J. Burkart eds) Managing Tourism (ed.) A Manual of Hotel Reception (with J.R.S. Beavis) Paying Guests Profile of the Hotel and Catering Industry (with D.W. Airey) Tourism and Hospitality in the 21st Century (with A. Lockwood eds) Tourism and Productivity Tourism Council of the South Pacific Corporate Plan Tourism Employment in Wales Tourism: Past, Present and Future (with A.J. Burkart) Trends in Tourism: World Experience and England’s Prospects Trends in World Tourism Understanding Tourism Your Manpower (with J. Denton) Dictionary of Travel, Tourism and Hospitality S. Medlik Third edition OXFORD AMSTERDAM BOSTON LONDON NEW YORK PARIS SAN DIEGO SAN FRANCISCO SINGAPORE SYDNEY TOKYO Butterworth-Heinemann An imprint of Elsevier Science Linacre House, Jordan Hill, Oxford OX2 8DP 200 Wheeler Road, Burlington MA 01803 First published 1993 Reprinted (with amendments) 1994 Second edition 1996 Third edition 2003 Copyright © 1993, 1996, 2003, S. Medlik. All rights reserved The right of S. Medlik to be identified as the author of this work has been asserted...
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...SUMMER BUDGET 2015 HC 264 July 2015 SUMMER BUDGET 2015 Return to an order of the House of Commons dated 8 July 2015 Copy of the Summer Budget Report – July 2015 as laid before the House of Commons by the Chancellor of the Exchequer when opening the Budget. David Gauke Her Majesty’s Treasury 8 July 2015 Ordered by the House of Commons to be printed 8 July 2015 HC 264 © Crown copyright 2015 This publication is licensed under the terms of the Open Government Licence v3.0 except where otherwise stated. To view this licence, visit nationalarchives.gov.uk/doc/open-government-licence/version/3 or write to the Information Policy Team, The National Archives, Kew, London TW9 4DU, or email: psi@nationalarchives.gsi.gov.uk. Where we have identified any third party copyright information you will need to obtain permission from the copyright holders concerned. This publication is available at www.gov.uk/government/publications Any enquiries regarding this publication should be sent to us at public.enquiries@hmtreasury.gsi.gov.uk Print ISBN 9781474122733 Web ISBN 9781474122740 ID 25061566 07/15 PU1820 Printed on paper containing 75% recycled fibre content minimum Printed in the UK by the Williams Lea Group on behalf of the Controller of Her Majesty’s Stationery Office The Budget report is presented pursuant to section 2 of the Budget Responsibility and National Audit Act 2011 and in accordance with the Charter for Budget Responsibility...
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...STARS WITHOUT NUMBER For Eden, who gave me a reason. TABLE OF CONTENTS Introduction ..............................................................................................................5 Character Creation ....................................................................................................7 Psionics ...................................................................................................................25 Equipment ..............................................................................................................33 Systems ...................................................................................................................59 The History of Space ...............................................................................................71 Game Master’s Guide ..............................................................................................78 World Generation ...................................................................................................87 Factions .................................................................................................................113 Adventure Creation ...............................................................................................128 Alien Creation .......................................................................................................138 Xenobestiary ........................................................................
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