Soul and Vibe is a video game developer and publisher licensed by Microsoft, Sony, and General Mills to publish games for consoles, mobile devices, and computers. The company was founded by an industry veteran who has launched over 200 video games. Soul and Vibe has several games in development, including two new properties partnered with another studio, and plans to reach $10 million in revenues by 2015 by releasing games across multiple platforms.
Soul and Vibe Interactive Inc. is a developer and publisher of video games for consoles, mobile devices, and PCs. It has developed games based on licensed brands like General Mills cereals, and its latest game Timeless Gems is a "match-3" puzzle game. The company aims to reach profitability by 2015 through direct sales of games and related content across multiple platforms. It is led by an industry veteran and works with advisors experienced in major game franchises.
Wiem, że nic nie wiem - moja krótka analiza rynku gier na Łódź Game Summit 2014Tomek Kreczmar
Tomek Kreczmar has worked in the video game publishing industry in Poland since 1994, working for various publishers such as Magia i Miecz, ISA, and Hyper. He now works for Game Industry Trends focusing on business games and gamification. Some of the projects he has worked on include The Witcher, Thorgal CCG, and Wewnętrzne Zło. The document then provides various statistics and information on the video game industry including revenues, sales numbers, and trends.
This document discusses how graphics are important for immersing players in video games. It argues that while narrative is also important, graphics play a key role in connecting players to characters and guiding them through the story. The document traces the evolution of graphics from early 8-bit Atari games to modern high-definition games. It provides examples like Skyrim and Mario Kart to illustrate how detailed, artistic graphics can immerse players in fantastical worlds and gameplay.
The document summarizes key highlights and takeaways from the 2010 E3 gaming conference. It discusses the popularity of Nintendo's new 3DS handheld system and positive outlook for new motion control systems from Microsoft (Kinect) and Sony (Move). However, Kinect's launch lineup was seen as lackluster compared to Move's lineup targeted at hardcore gamers. The document also reviews upcoming game titles and strategies from major publishers like Activision, EA, and THQ. Overall competition in the industry is increasing and success is difficult to predict given factors like the console cycle and popularity of used and free-to-play games.
The document provides an overview of upcoming video game news, reviews, and stories from Gamereactor.co.uk's March 2014 issue. Some key highlights include:
- Rocksteady Studios' Batman: Arkham Knight is set for release later this year on PC, PS4, and Xbox One. The game will feature an expanded Gotham City and the addition of the Batmobile.
- The Last of Us is being adapted into a film, with the game's creative director writing the script.
- Bioshock Infinite's story-driven Burial at Sea Episode 2 DLC marks the end of the franchise's story as told by its original developers at Irrational Games.
- Upcoming
- September marks the beginning of autumn and a time for finding new games to stay entertained on rainy nights.
- Hello Kitty Online launched in Europe and North America, transporting players to dreamy cities like Tokyo and Paris through mini-games and character customization.
- EA Sports MMA will not be released in Denmark due to laws restricting energy drink advertising within games.
- The Bible Online MMO tasks players with guiding their tribe from Ur to Haran to Canaan using strategy gameplay similar to Age of Empires.
The document discusses several gaming companies including Activision, EA Games, and Rockstar Games. Activision develops action/adventure, sports, and strategy games targeting all ages and markets. EA Games focuses on sports games and holds licenses for FIFA and other sporting events. Rockstar Games is best known for the Grand Theft Auto series and targets both male and female gamers between ages 6 to 17.
This document provides information about Game Connection 2011, an event for the video game industry, being held in Lyon, France. It highlights new initiatives at Game Connection including Game Connection Selected Projects, which will feature 20 development studios pitching projects to publishers, and Game Connection Invest, focused on investors and companies seeking funds. It also notes sessions on business development, marketing, and support for trade organizations. The document promotes attending Game Connection to connect, network and enhance business in the video game industry.
Soul and Vibe Interactive Inc. is a developer and publisher of video games for consoles, mobile devices, and PCs. It has developed games based on licensed brands like General Mills cereals, and its latest game Timeless Gems is a "match-3" puzzle game. The company aims to reach profitability by 2015 through direct sales of games and related content across multiple platforms. It is led by an industry veteran and works with advisors experienced in major game franchises.
Wiem, że nic nie wiem - moja krótka analiza rynku gier na Łódź Game Summit 2014Tomek Kreczmar
Tomek Kreczmar has worked in the video game publishing industry in Poland since 1994, working for various publishers such as Magia i Miecz, ISA, and Hyper. He now works for Game Industry Trends focusing on business games and gamification. Some of the projects he has worked on include The Witcher, Thorgal CCG, and Wewnętrzne Zło. The document then provides various statistics and information on the video game industry including revenues, sales numbers, and trends.
This document discusses how graphics are important for immersing players in video games. It argues that while narrative is also important, graphics play a key role in connecting players to characters and guiding them through the story. The document traces the evolution of graphics from early 8-bit Atari games to modern high-definition games. It provides examples like Skyrim and Mario Kart to illustrate how detailed, artistic graphics can immerse players in fantastical worlds and gameplay.
The document summarizes key highlights and takeaways from the 2010 E3 gaming conference. It discusses the popularity of Nintendo's new 3DS handheld system and positive outlook for new motion control systems from Microsoft (Kinect) and Sony (Move). However, Kinect's launch lineup was seen as lackluster compared to Move's lineup targeted at hardcore gamers. The document also reviews upcoming game titles and strategies from major publishers like Activision, EA, and THQ. Overall competition in the industry is increasing and success is difficult to predict given factors like the console cycle and popularity of used and free-to-play games.
The document provides an overview of upcoming video game news, reviews, and stories from Gamereactor.co.uk's March 2014 issue. Some key highlights include:
- Rocksteady Studios' Batman: Arkham Knight is set for release later this year on PC, PS4, and Xbox One. The game will feature an expanded Gotham City and the addition of the Batmobile.
- The Last of Us is being adapted into a film, with the game's creative director writing the script.
- Bioshock Infinite's story-driven Burial at Sea Episode 2 DLC marks the end of the franchise's story as told by its original developers at Irrational Games.
- Upcoming
- September marks the beginning of autumn and a time for finding new games to stay entertained on rainy nights.
- Hello Kitty Online launched in Europe and North America, transporting players to dreamy cities like Tokyo and Paris through mini-games and character customization.
- EA Sports MMA will not be released in Denmark due to laws restricting energy drink advertising within games.
- The Bible Online MMO tasks players with guiding their tribe from Ur to Haran to Canaan using strategy gameplay similar to Age of Empires.
The document discusses several gaming companies including Activision, EA Games, and Rockstar Games. Activision develops action/adventure, sports, and strategy games targeting all ages and markets. EA Games focuses on sports games and holds licenses for FIFA and other sporting events. Rockstar Games is best known for the Grand Theft Auto series and targets both male and female gamers between ages 6 to 17.
This document provides information about Game Connection 2011, an event for the video game industry, being held in Lyon, France. It highlights new initiatives at Game Connection including Game Connection Selected Projects, which will feature 20 development studios pitching projects to publishers, and Game Connection Invest, focused on investors and companies seeking funds. It also notes sessions on business development, marketing, and support for trade organizations. The document promotes attending Game Connection to connect, network and enhance business in the video game industry.
Music trends for gaming and the possibilities for brands Today Dj Rama
The document discusses the relationship between music and gaming, noting that early developers understood the power of music to create memorable experiences. It provides examples of iconic startup sounds and game soundtracks. More recently, popular games like Fortnite have hosted live virtual concerts with musicians like Travis Scott, attracting millions of viewers. The author argues that gaming offers unique opportunities for brands to engage audiences through creative partnerships that blend music, gaming experiences, and real-world sports.
Gamer 2.0, Exploring the use of Gaming, Community, & Social MediaChris
This document summarizes current gaming trends and the use of social media by gamers. It finds that gamers are getting older, casual gaming is growing, and games now offer social experiences. Gamers are avid social media users and want customizable, interactive gaming experiences. The use of microtransactions and digital distribution are changing revenue models in the industry. Gaming communities and social features in games are blending gaming and social media.
Challenges And Potentials for Indonesia Game Developer IndustryMarlin Sugama
As the industry grows, game developer is a promising new profession in Indonesia, this presentation was developed to give insight to potential game developer on the opportunities and challenge they will face once they enter the industry.
Zynga announced it was bringing its most popular game, CityVille, to Google+ in an effort to gain more independence from Facebook and help Google+ attract more users. CityVille had previously only been available on Facebook, so this move represented both an opportunity for Zynga to diversify its platform presence and a potential blow to Facebook. It also aimed to reinvigorate interest in CityVille, which had seen its monthly active user base decline from its peak of over 100 million. The addition of CityVille could help drive more game play on Google+ and support Zynga's planned IPO.
Activision Blizzard is a leading video game developer and publisher. The company has a strong portfolio of franchises like Call of Duty, World of Warcraft, and Skylanders that generate steady revenues. While 2015 will see lighter new releases, the company is expected to benefit from higher margins from digital distribution and expanding into free-to-play games in Asia. The analyst recommends a buy rating for Activision Blizzard due to its industry leadership and potential for 15% upside, though notes risks include potential declines in core franchises and a weak 2015 outlook.
The global interactive entertainment industry was worth $47 billion in 2008, with console games making up $27 billion. While older consoles still dominated revenue, the industry was transitioning to new systems. PC games were $9.5 billion in 2008, with most from online/MMO games. Portable games were $8.5 billion and projected to grow to $10 billion by 2012. Emerging markets included more portable devices, connected consoles, online distribution and micro-transactions. The presentation discussed trends in various markets, platforms and business models.
Launching Video Games In Casinos: Gold Rush Or Bust? | Darion LowensteinJessica Tams
Casinos all over the USA have seen steady declines in slot revenue. Revolutionizing the casino, companies like Gamblit Gaming have launched new interactive touch screen hardware on casino floors that bring skill video games and gambling together. In this metrics focused talk, 20+ year industry veteran and Gamblit Gaming CMO Darion Lowenstein will talk about what it takes to gamblify games like Into The Dead, Catapult King, Jetpack Joyride and launch it on a casino floor.
Activision Blizzard, Inc. (ATVI) Initiating Coverage ReportAustinKane8
This document provides an initiation of coverage report on Activision Blizzard (ATVI). It summarizes ATVI's business segments including Activision, Blizzard, and King which develop and publish interactive entertainment content. It notes that while ATVI's stock dropped in 4Q18, the company has leveraged growth in digital distribution, in-game sales, and mobile gaming. The report sets a price target of $53.89 as ATVI expands its mobile offerings and evolves its games and content.
Tyler Belvins, known as Ninja, became the first professional gamer on the cover of ESPN magazine. He broke Twitch's streaming record with over 628,000 viewers while playing Fortnite with Drake, Travis Scott, and Juju Smith-Schuster.
Launched in 2008, Zomato hasn't been less than a sensation, covering over 331,200 restaurants in 19 countries. It started as Foodiebay and gained international recognition within four years. In 2018, it faced controversy when a video of a delivery executive eating from a customer's box went viral.
The old logo of which company featured a multicolored apple with a bite taken out of it?
Animoca Brands corporate strategy update from May 2020 discussing how it is building the virtual asset class of the future with blockchain and games through true digital ownership
Nintendo Switch, the summary of a risky launchDynvibe
Nintendo ranks among the major players in the video game sector. While the brand was a benchmark during the golden age of home consoles and up to the 2000s, it has now been overtaken by behemoths like Sony and Microsoft. On March 3rd, 2017, in an attempt to regain control of the market, Nintendo released a new concept for consoles: a hybrid device which can be played at home as well as on-the-go.
Dynvibe, a specialist in strategic social media monitoring, has analyzed nearly 2000 conversations from France and the United States to identify the expectations and the opinions of the gaming community regarding this new hybrid device.
Activision Blizzard is the largest video game publisher and developer. It was formed in 2008 by the merger of Activision and Blizzard. In 2013, Activision accounted for 67% of revenue and Blizzard 26%. Activision focuses on console and mobile games like Call of Duty and Skylanders, while Blizzard focuses on online PC games like World of Warcraft, StarCraft, and Diablo. The company has a dominant position in the industry but also carries significant debt from its buyout from Vivendi.
Holiday Gift Guide 2010 - Newport MercuryTom Hodgson
This document provides reviews of 10 video games that would make good holiday gifts in 2010. It summarizes each game in 1-3 sentences, describing key features and the reviewer's opinion of the gameplay and quality. Several games, such as God of War 3 and Red Dead Redemption, receive praise for their graphics, gameplay, and polish. Others, like the Kinect and PlayStation Move motion controllers, receive criticism for their high prices and lack of quality launch games. The reviewer also lists retro toys and games they want for Christmas.
Good Night's Rest Distribution & Marketing PlanMarc Tejeda
The document provides a marketing and distribution plan for the video game "Good Night's Rest" created by Longshot and distributed by Fantastic 4. In year one, Fantastic 4 will self-distribute the game through local video game stores and on Steam. They aim to reach 18-25 year old male gamers in Orlando through Steam's large platform. In year two, Fantastic 4 will seek a larger publisher or distributor to expand the game's reach after initial success on Steam.
The Walt Disney Company was founded in 1923 and is now a massive entertainment conglomerate run by CEO Robert Iger. Disney owns multiple film studios, TV networks, music labels, and publishes books and games. They make money through theme parks, film distribution, licensing characters for toys and apparel. Disney uses its brands and franchises like Star Wars, Marvel and Pixar to create synergies across businesses in its "Scalable Dream Factory" model.
Shanghai Soco Software Co.,LTD is a leading mobile game developer and publisher founded in 2005 in Shanghai, China. It focuses on creating high quality mobile games across various genres for over 1200 handset models in over 40 countries. Soco aims to become one of the world's top mobile game companies through developing an extensive catalog of games, licensing renowned brands, and establishing a large global distribution network.
Rsg n° 026 2016-minedu norma para contratar acompañantes 2016 y mas (requisitos)MABEL VILLANUEVA
El documento aprueba normas para la contratación administrativa de servicios del personal para intervenciones pedagógicas en el marco de tres programas presupuestales del Ministerio de Educación para el año 2016. Establece los objetivos, alcance, base normativa y responsabilidades del proceso de contratación bajo el régimen especial de contratación administrativa de servicios. Además, aprueba las normas técnicas que orientan la implementación del proceso de contratación de manera adecuada y oportuna.
This document discusses continuous improvement in organizations. It states that continuous improvement refers to both incremental and breakthrough improvements that are embedded in how an organization functions. It involves making improvement part of daily work, seeking to eliminate problems at their source, and being driven by opportunities and inputs like employee ideas, research, customer feedback, and benchmarks. The document also discusses types of improvements, the importance of employee participation and development, challenges, the need for fast response, design quality, management by facts, developing internal and external partnerships, and creating quality statements like vision, mission, and policy statements.
San José Unified BTSA Induction: Mentoring to Retain & Recruit Quality TeachersSanJoseBTSA
The document outlines the SJUSD BTSA induction program, which aims to retain and improve teacher quality through culturally responsive mentoring. The program currently has 97 mentor teachers supporting 152 participating teachers. Mentors take on roles like classroom teachers, instructional coaches, and retired educators to guide new teachers. Through weekly meetings and trainings, mentors help develop skills like data-driven instruction, equitable classrooms, and understanding student needs. Embedded inquiry in everyday practice and risk-taking are emphasized for teacher improvement. The goal is for mentoring to be a key part of an integrated system of supports for new teachers in SJUSD.
El documento habla sobre la protección de la información en internet y las contraseñas. Recomienda usar un administrador de contraseñas para crear y almacenar contraseñas seguras de manera cifrada. También sugiere encriptar chats y correos electrónicos usando programas como GPG, PGP y Thunderbird. Finalmente, define la seguridad informática como el área que se enfoca en proteger la infraestructura computacional y la información mediante estándares, protocolos y herramientas de seguridad.
El documento habla sobre el marketing digital y sus ventajas como la interactividad y conectividad sin límites, la versatilidad, la medición de resultados y la transaccionalidad y accesibilidad. También menciona cómo el marketing digital se diferencia de los modelos tradicionales de distribución y cómo incluye el marketing en línea, las redes sociales y el comercio electrónico.
Music trends for gaming and the possibilities for brands Today Dj Rama
The document discusses the relationship between music and gaming, noting that early developers understood the power of music to create memorable experiences. It provides examples of iconic startup sounds and game soundtracks. More recently, popular games like Fortnite have hosted live virtual concerts with musicians like Travis Scott, attracting millions of viewers. The author argues that gaming offers unique opportunities for brands to engage audiences through creative partnerships that blend music, gaming experiences, and real-world sports.
Gamer 2.0, Exploring the use of Gaming, Community, & Social MediaChris
This document summarizes current gaming trends and the use of social media by gamers. It finds that gamers are getting older, casual gaming is growing, and games now offer social experiences. Gamers are avid social media users and want customizable, interactive gaming experiences. The use of microtransactions and digital distribution are changing revenue models in the industry. Gaming communities and social features in games are blending gaming and social media.
Challenges And Potentials for Indonesia Game Developer IndustryMarlin Sugama
As the industry grows, game developer is a promising new profession in Indonesia, this presentation was developed to give insight to potential game developer on the opportunities and challenge they will face once they enter the industry.
Zynga announced it was bringing its most popular game, CityVille, to Google+ in an effort to gain more independence from Facebook and help Google+ attract more users. CityVille had previously only been available on Facebook, so this move represented both an opportunity for Zynga to diversify its platform presence and a potential blow to Facebook. It also aimed to reinvigorate interest in CityVille, which had seen its monthly active user base decline from its peak of over 100 million. The addition of CityVille could help drive more game play on Google+ and support Zynga's planned IPO.
Activision Blizzard is a leading video game developer and publisher. The company has a strong portfolio of franchises like Call of Duty, World of Warcraft, and Skylanders that generate steady revenues. While 2015 will see lighter new releases, the company is expected to benefit from higher margins from digital distribution and expanding into free-to-play games in Asia. The analyst recommends a buy rating for Activision Blizzard due to its industry leadership and potential for 15% upside, though notes risks include potential declines in core franchises and a weak 2015 outlook.
The global interactive entertainment industry was worth $47 billion in 2008, with console games making up $27 billion. While older consoles still dominated revenue, the industry was transitioning to new systems. PC games were $9.5 billion in 2008, with most from online/MMO games. Portable games were $8.5 billion and projected to grow to $10 billion by 2012. Emerging markets included more portable devices, connected consoles, online distribution and micro-transactions. The presentation discussed trends in various markets, platforms and business models.
Launching Video Games In Casinos: Gold Rush Or Bust? | Darion LowensteinJessica Tams
Casinos all over the USA have seen steady declines in slot revenue. Revolutionizing the casino, companies like Gamblit Gaming have launched new interactive touch screen hardware on casino floors that bring skill video games and gambling together. In this metrics focused talk, 20+ year industry veteran and Gamblit Gaming CMO Darion Lowenstein will talk about what it takes to gamblify games like Into The Dead, Catapult King, Jetpack Joyride and launch it on a casino floor.
Activision Blizzard, Inc. (ATVI) Initiating Coverage ReportAustinKane8
This document provides an initiation of coverage report on Activision Blizzard (ATVI). It summarizes ATVI's business segments including Activision, Blizzard, and King which develop and publish interactive entertainment content. It notes that while ATVI's stock dropped in 4Q18, the company has leveraged growth in digital distribution, in-game sales, and mobile gaming. The report sets a price target of $53.89 as ATVI expands its mobile offerings and evolves its games and content.
Tyler Belvins, known as Ninja, became the first professional gamer on the cover of ESPN magazine. He broke Twitch's streaming record with over 628,000 viewers while playing Fortnite with Drake, Travis Scott, and Juju Smith-Schuster.
Launched in 2008, Zomato hasn't been less than a sensation, covering over 331,200 restaurants in 19 countries. It started as Foodiebay and gained international recognition within four years. In 2018, it faced controversy when a video of a delivery executive eating from a customer's box went viral.
The old logo of which company featured a multicolored apple with a bite taken out of it?
Animoca Brands corporate strategy update from May 2020 discussing how it is building the virtual asset class of the future with blockchain and games through true digital ownership
Nintendo Switch, the summary of a risky launchDynvibe
Nintendo ranks among the major players in the video game sector. While the brand was a benchmark during the golden age of home consoles and up to the 2000s, it has now been overtaken by behemoths like Sony and Microsoft. On March 3rd, 2017, in an attempt to regain control of the market, Nintendo released a new concept for consoles: a hybrid device which can be played at home as well as on-the-go.
Dynvibe, a specialist in strategic social media monitoring, has analyzed nearly 2000 conversations from France and the United States to identify the expectations and the opinions of the gaming community regarding this new hybrid device.
Activision Blizzard is the largest video game publisher and developer. It was formed in 2008 by the merger of Activision and Blizzard. In 2013, Activision accounted for 67% of revenue and Blizzard 26%. Activision focuses on console and mobile games like Call of Duty and Skylanders, while Blizzard focuses on online PC games like World of Warcraft, StarCraft, and Diablo. The company has a dominant position in the industry but also carries significant debt from its buyout from Vivendi.
Holiday Gift Guide 2010 - Newport MercuryTom Hodgson
This document provides reviews of 10 video games that would make good holiday gifts in 2010. It summarizes each game in 1-3 sentences, describing key features and the reviewer's opinion of the gameplay and quality. Several games, such as God of War 3 and Red Dead Redemption, receive praise for their graphics, gameplay, and polish. Others, like the Kinect and PlayStation Move motion controllers, receive criticism for their high prices and lack of quality launch games. The reviewer also lists retro toys and games they want for Christmas.
Good Night's Rest Distribution & Marketing PlanMarc Tejeda
The document provides a marketing and distribution plan for the video game "Good Night's Rest" created by Longshot and distributed by Fantastic 4. In year one, Fantastic 4 will self-distribute the game through local video game stores and on Steam. They aim to reach 18-25 year old male gamers in Orlando through Steam's large platform. In year two, Fantastic 4 will seek a larger publisher or distributor to expand the game's reach after initial success on Steam.
The Walt Disney Company was founded in 1923 and is now a massive entertainment conglomerate run by CEO Robert Iger. Disney owns multiple film studios, TV networks, music labels, and publishes books and games. They make money through theme parks, film distribution, licensing characters for toys and apparel. Disney uses its brands and franchises like Star Wars, Marvel and Pixar to create synergies across businesses in its "Scalable Dream Factory" model.
Shanghai Soco Software Co.,LTD is a leading mobile game developer and publisher founded in 2005 in Shanghai, China. It focuses on creating high quality mobile games across various genres for over 1200 handset models in over 40 countries. Soco aims to become one of the world's top mobile game companies through developing an extensive catalog of games, licensing renowned brands, and establishing a large global distribution network.
Rsg n° 026 2016-minedu norma para contratar acompañantes 2016 y mas (requisitos)MABEL VILLANUEVA
El documento aprueba normas para la contratación administrativa de servicios del personal para intervenciones pedagógicas en el marco de tres programas presupuestales del Ministerio de Educación para el año 2016. Establece los objetivos, alcance, base normativa y responsabilidades del proceso de contratación bajo el régimen especial de contratación administrativa de servicios. Además, aprueba las normas técnicas que orientan la implementación del proceso de contratación de manera adecuada y oportuna.
This document discusses continuous improvement in organizations. It states that continuous improvement refers to both incremental and breakthrough improvements that are embedded in how an organization functions. It involves making improvement part of daily work, seeking to eliminate problems at their source, and being driven by opportunities and inputs like employee ideas, research, customer feedback, and benchmarks. The document also discusses types of improvements, the importance of employee participation and development, challenges, the need for fast response, design quality, management by facts, developing internal and external partnerships, and creating quality statements like vision, mission, and policy statements.
San José Unified BTSA Induction: Mentoring to Retain & Recruit Quality TeachersSanJoseBTSA
The document outlines the SJUSD BTSA induction program, which aims to retain and improve teacher quality through culturally responsive mentoring. The program currently has 97 mentor teachers supporting 152 participating teachers. Mentors take on roles like classroom teachers, instructional coaches, and retired educators to guide new teachers. Through weekly meetings and trainings, mentors help develop skills like data-driven instruction, equitable classrooms, and understanding student needs. Embedded inquiry in everyday practice and risk-taking are emphasized for teacher improvement. The goal is for mentoring to be a key part of an integrated system of supports for new teachers in SJUSD.
El documento habla sobre la protección de la información en internet y las contraseñas. Recomienda usar un administrador de contraseñas para crear y almacenar contraseñas seguras de manera cifrada. También sugiere encriptar chats y correos electrónicos usando programas como GPG, PGP y Thunderbird. Finalmente, define la seguridad informática como el área que se enfoca en proteger la infraestructura computacional y la información mediante estándares, protocolos y herramientas de seguridad.
El documento habla sobre el marketing digital y sus ventajas como la interactividad y conectividad sin límites, la versatilidad, la medición de resultados y la transaccionalidad y accesibilidad. También menciona cómo el marketing digital se diferencia de los modelos tradicionales de distribución y cómo incluye el marketing en línea, las redes sociales y el comercio electrónico.
Statement of work 2013-2016-Reunión del 28 de Enero del 2016Gonzalo Espinosa
Memoria de la primera reunión del año 2016 de la ALAPSI reforzando tener presente la Visión y la Misión de la ALAPSI, nuestra Situación Actual, los Requerimientos y los Siguientes pasos.
La Visión de la ALAPSI A.C., es una declaración orientada al largo plazo.
La Visión de la ALAPSI A.C., está relacionada con el ver, es decir con el "mirar", entender y comprender las tendencias y su evolución respecto a cómo cambiarán el estado de la Seguridad Informática en México, en Latinoamérica y en el Mundo.
La Visión de la ALAPSI A.C., aplica a una perspectiva-externa hacia las partes interesadas externas (“stakeholders” externos) con las que la ALAPSI A.C., interactúa; también incluye una perspectiva-interna con las partes interesadas internas (“stakeholders” internos) en la ALAPSI A.C.
La Visión de la ALAPSI A.C., propone el cómo se adaptará la ALAPSI A.C., a las tendencias, a las variables controlables y a las variables no controlables.
La Visión de la ALAPSI A.C., se orienta al mediano y largo plazo, en el sentido de rescatar el cómo se quiere ser identificada la ALAPSI A.C., en el futuro.
La Misión de la ALAPSI A.C. hace foco en lo “interno”, de la razón de la existencia de la Asociación, el propósito básico hacia el que apuntan sus actividades, y los valores que guían las actividades de sus voluntarios.
La Misión de la ALAPSI A.C., está vinculada con los valores centrales y código de ética. También describe cómo competir y generar valor a la membresía.
La Misión de la ALAPSI A.C., detalla en forma más concreta lo que se pretende hacer y se conecta con los objetivos y metas, y las estrategias para lograrlos.
La Misión de la ALAPSI A.C., tiene su horizonte en el mediano plazo, acentuando los aspectos que se deben cambiar.
The document provides details on an individual's qualifications and experience for the position of E&I Q.C. Inspector. It includes personal information, education history with a Bachelor's degree in Electrical Engineering, over 17 years of experience in various roles and locations, areas of expertise, and descriptions of past roles performing quality control inspections and ensuring compliance with standards and specifications on engineering projects in countries like the UAE, Qatar, Saudi Arabia, Indonesia, and the Philippines.
Trifid Research provides Excellent Forex Tips, Currency Tips and Comex Tips to enable all investors to multiply their profits. Excellent Forex tips are presented with proper risk reward ratios.
Madison Heppe is a civil engineering student at Swarthmore College seeking an internship. She has a 3.72 GPA and relevant coursework in engineering, environmental studies, and global sustainability. Her engineering experience includes internships in civil engineering, structural engineering, and laboratory assistance. She is proficient in AutoCAD Civil 3D and other engineering software. Heppe also has leadership experience as president of her college's ASCE chapter and captain of the varsity volleyball team. Her skills and interests include backpacking, skiing, and environmental sustainability.
Las marcas están aprovechando la necesidad humana de sentirse parte de un grupo al convertirse en "credos" y movilizar a sus consumidores para apoyar sus valores. Esto da lugar a fenómenos como el "crowdsourcing", donde las marcas permiten que los consumidores opinen, creen contenido y participen en la marca para hacerla suya. Algunos ejemplos incluyen a Bon Bon Kakku permitiendo que los consumidores diseñen y vendan sus propios diseños, y Sellaband donde los fans pueden invertir en nuevas band
Este documento resume los principales puntos sobre el salario en la legislación laboral venezolana. Explica que el salario es irrenunciable y debe pagarse en moneda legal. También cubre cómo se calculan los salarios por hora, bonos nocturnos y horas extras, así como el salario base para vacaciones y prestaciones. Finalmente, incluye un caso práctico para ilustrar cómo aplicar estas disposiciones.
The document discusses the video game industry and provides examples of major companies within the sector. It notes that the gaming industry employs thousands worldwide and has revenues over $1 billion in 11 countries. Rockstar Games is owned by Take-Two Interactive and known for open world games like Grand Theft Auto and Red Dead. Take-Two also owns 2K Games and publishes sports titles. Electronic Arts is a major public company and pioneer in the home computer games industry, with notable franchises like FIFA, Mass Effect, and Star Wars games.
The gaming industry involves the development, marketing, and sales of video games and employs thousands worldwide. It has annual revenues over $1 billion in 11 countries and $68 billion globally, making it one of the fastest growing sectors. Major companies in the industry include Rockstar Games, known for open world games like Grand Theft Auto, Take-Two Interactive which owns Rockstar and publishes games like the NBA 2K series, and Electronic Arts, a pioneer in home computer games and producer of franchises like FIFA, Mass Effect, and Star Wars games.
Here are three companies that illustrate different types in the games industry:
Rockstar Games:
- Developer and publisher with main office in NYC and studios worldwide
- Employs over 2,000 people
- Earned $725 million in revenue in 2018 primarily from game sales
- Develop open world action-adventure games like Grand Theft Auto and Red Dead Redemption for consoles and PC
Frontier Developments:
- Independent developer with 230 employees across offices in Cambridge, UK and Halifax, Canada
- Earned $45 million in revenue in 2018 from self-publishing and partnerships
- Produces simulation and space games across consoles, PC and mobile like Elite: Dangerous and Planet
The gaming industry involves the development, marketing, and sales of video games. It employs thousands of people worldwide in jobs like game art, design, development, production, and testing. In 2012, the $68 billion industry made it the fastest growing component of the international media sector. Major gaming companies include Rockstar Games, Take-Two Interactive, and Electronic Arts. The gaming industry relates to other creative industries like photography, which aids in game design, and film, as games are sometimes adapted into films.
The gaming industry revolves around marketing, developing, and selling video games worldwide. It employs thousands of people across many countries. Since the mid-1970s, the computer and video game industries have grown from niche markets into mainstream. In 1994, the total US gaming market was worth $14 billion, while the worldwide market was worth $20.8 billion, equivalent to over $32 billion today. Major gaming companies that originated in the US include Treyarch, Rockstar, Electronic Arts, and Naughty Dog. These companies develop popular game franchises and distribute games globally. The gaming industry earns money primarily through game sales and additional revenue streams like downloadable content and microtransactions.
The gaming industry revolves around developing and marketing video games worldwide. It employs thousands globally and has grown from niche markets in the 1970s to mainstream. In 1994, the total US gaming market was worth $14 billion including $7 billion from home console games and $7 billion from arcade games. Worldwide the market was worth $20.8 billion equivalent to over $32 billion today. Major gaming companies like Treyarch, Rockstar, Electronic Arts, Ubisoft, and Naughty Dog develop and distribute popular game franchises globally. The industry earns money primarily from game sales but also in-game purchases and add-ons.
The gaming industry revolves around marketing, developing, and selling video games worldwide. It employs thousands of people across many countries. Since the mid-1970s, the computer and video game industries have grown from niche markets into mainstream. In 1994, the total US gaming market was worth $14 billion, while the worldwide market was worth $20.8 billion, equivalent to over $32 billion today. Major gaming companies that originated in the US include Treyarch, Rockstar, Electronic Arts, and Naughty Dog. These companies develop popular game franchises and distribute games globally. The gaming industry earns money primarily through game sales and additional revenue streams like downloadable content and microtransactions.
The gaming industry revolves around the marketing, development, and sales of video games worldwide. It employs thousands across countries and has grown from niche markets to mainstream since the 1970s. In 1994, the US home video game market was worth $7 billion, while arcades generated $7 billion, totaling $14 billion for the US market. The worldwide market that year was worth $20.8 billion equivalent to over $32 billion today. Major gaming companies like Treyarch, Rockstar, Electronic Arts, Ubisoft, and Naughty Dog develop and distribute popular video game franchises worldwide. The gaming industry earns money primarily through game sales and in-game purchases.
The gaming industry revolves around the marketing, development, and sales of video games worldwide. It employs thousands across countries and has grown from niche markets to mainstream since the 1970s. In the 1990s, the US home video game market was worth $7 billion and the total worldwide market was worth $20.8 billion, equivalent to over $32 billion today. The industry earns money primarily through game sales and additional purchases like downloadable content. There is also competition between similar games in the same genre from different developers and publishers.
The gaming industry summary is as follows:
The gaming industry revolves around the marketing, development and sales of video games worldwide, employing thousands. In the mid-1970s, the computer and video game industries grew from niche to mainstream markets. In 1994, the total US gaming market was worth $14 billion including $7 billion from home games and $7 billion from arcade games, while the worldwide market was worth $20.8 billion, equivalent to over $32 billion today.
The gaming industry revolves around the marketing, development and sales of video games worldwide. It employs thousands across countries and has grown from niche markets to mainstream since the 1970s. In 1994, the total US gaming market was worth $14 billion including $7 billion from home video games and $7 billion from arcades. The worldwide market that year was worth $20.8 billion equivalent to over $32 billion today. Major gaming companies include Treyarch, Rockstar, Electronic Arts, Ubisoft, and Naughty Dog. The industry earns money primarily from game sales but also through in-game purchases and add-ons.
The video game industry is a global, multi-billion dollar industry that encompasses many jobs and disciplines. It employs thousands worldwide and continues to grow annually at 5% through 2015, appealing to a broad market led by companies like PlayStation 3, Nintendo, Xbox, Rockstar Games, Take-Two Interactive, Sega, and Microsoft. The size of the gaming industry in 2012 was $78.5 billion.
The video game industry is a global, multi-billion dollar industry that encompasses many jobs and disciplines. It employs thousands worldwide and continues to grow annually at 5% through 2015, appealing to a broad market led by companies like PlayStation 3, Nintendo, Xbox, Rockstar Games, Take-Two Interactive, Sega, and Microsoft. The size of the gaming industry in 2012 was $78.5 billion.
Forbes digital gaming report_spring 2021_finalSara Cody
The document discusses an upcoming panel event on the rise and relevance of video games hosted by Forbes M+A. The panel will feature leaders from across the gaming industry including representatives from a venture capital firm, game studio, esports organization, and game development company. It provides background information on the panelists and details about the event including date, time and RSVP information.
The document outlines a marketing plan for the Nintendo Wii video game console, including establishing a mission and vision to appeal to all ages by providing fun entertainment for individuals or groups, and a competitive analysis of the Wii versus the Xbox 360 and PlayStation 3. Strategies are proposed to target all age groups and achieve sales objectives through accessible pricing, a constant stream of new game types, and advertisements showcasing the Wii's ability to bring people together.
The gaming industry involves the development, marketing, and sales of video games. It employs thousands of people worldwide in jobs like game design, development, art, and testing (paragraph 1). In 2012, the $68 billion industry was the fastest growing component of the international media sector, with 11 countries having gaming revenues over $1 billion (paragraph 2). Major game companies include Rockstar Games, known for Grand Theft Auto, Take-Two Interactive which owns Rockstar, and Electronic Arts, the third largest gaming company worldwide known for FIFA and Battlefield (paragraphs 3-5). The gaming industry also relates to the music and film industries by using songs to promote games and adapting games into films (paragraphs 6-7).
This document provides an introduction to the game development industry. It discusses the key players in the industry such as hardware manufacturers, publishers, developers and gamers. It also outlines the business models and how money is generated. The document highlights how the industry has evolved from coin-operated arcade games to the current era of online and mobile games. Main Studios is introduced as a game and animation developer.
The video game industry is the economic sector involved in the development, marketing, and sale of video games. It encompasses many job disciplines and employs thousands worldwide. Computer games are interactive games operated by computer circuitry that are played using a mouse, joystick, or keyboard in response to graphics on a screen. The US video game industry took in $9.5 billion in 2007, $11.7 billion in 2008, and $25.1 billion in 2010. The UK employs a total of 7,000 people in the industry and has the largest video game market in Europe and the third largest in the world.
The gaming industry has changed dramatically over the last few decades. In the 1990s, the industry generated $19.8 billion in sales from video game, console, and arcade sales. Major players included Nintendo, Sony, Sega, and Atari. The industry has since shifted to online subscriptions, free-to-play games, mobile gaming, and live streaming on platforms like Twitch. Today, the global gaming market is worth over $150 billion annually, with mobile gaming making up 47% of the market. The industry continues to evolve with new business models and platforms.
The computer games industry comprises around 485 businesses that are primarily involved in the development, marketing, and sales of computer games. These businesses employ a total of 7,000 people in the UK. Some major game developers and publishers include Rockstar Games, known for the Grand Theft Auto series, and Electronic Arts, the world's third largest gaming company. EA owns several major game development studios and publishes franchises such as Battlefield, The Sims, and Star Wars: Knights of the Old Republic. The computer games industry is linked to other industries such as advertising, marketing, and music.
Similar to Soul and Vibe Interactive Inc. Company Fact Sheet (January 2014) (20)
Soul and Vibe Interactive Inc. Company Fact Sheet (January 2014)
1. Soul and Vibe Interactive Inc.
1660 South Hwy. 100, Suite 500
St. Louis Park, MN 55416
(888) 399-3757
www.soulandvibe.com
Executive Summary
Soul and Vibe is a developer and publisher of video and computer games for consoles including the Xbox 360® video
game and entertainment system from Microsoft (NASDAQ:MSFT) and the PlayStation®3 computer entertainment system
from Sony (NYSE:SNE), mobile devices running on Apple iOS, Android, and Windows platforms, and on computers
including PCs and Macs. Consumer spending on console, mobile, and computer games topped $56 B in 2010 and is
projected to reach $82 B by 2015. The Company has several strategic and valuable contractual agreements, including a
licensing agreement with General Mills (NYSE:GIS) to publish sports games based on the Wheaties cereal brand and
games-related content based on cereal and food-product mascots such as Lucky the Leprechaun, the Trix Rabbit, Count
Chocula, Frankenberry, and more. Soul and Vibe is one of only an estimated 60 companies in the world licensed by
Microsoft to publish content on Xbox 360. Sony has also licensed Soul and Vibe to publish content on PlayStation 3 and
PlayStation Vita. Soul and Vibe was founded, and is led, by an industry veteran who has launched over 200 video games.
Investm ent Catalysts
$56 Billion Digital Game Market
Company Statistics
Ticker: SOUL (OTCQB)
State of Incorporation: Nevada
Price (01/10/14): $.53
52 Week Range: $.17 - $4.89
Avg. Volume (90 day): 306,370
PricewaterhouseCoopers (“PwC”) reports consumer spending on console, mobile,
and personal computer game software topped $56 billion in 2010 and is projected to
reach $82 billion by 2015. This revenue represents more than 2X the size of the
music industry and nearly 3/5 the size of the entire film industry. Sales channels are
expanding and opening to new entrants, as direct-to-consumer digital downloads and
digital-aggregation methods are augmenting traditional retail sales. DFC Intelligence
estimates worldwide revenue from online games will reach $35 billion by 2017.
Shares Outstanding: 15.83 M
Market Cap: $8.3 M
Licensed Publisher for Xbox 360 and PlayStation Branded Hardware
Information compiled from Yahoo Finance
Soul and Vibe is one of only an estimated 60 companies in the world approved by
Microsoft as a publisher of content for Xbox 360. As of September 2012, there have
been 910 Xbox 360 games published since the console launched in November 2005.
These games have cumulatively sold 284 million copies at an average price of $60
each, yielding roughly $17 billion worth of Xbox 360 games sold to date. The
Company is licensed to develop and publish games, companion “apps,” and content
on other Microsoft platforms including Windows 8, Windows Live, and Windows
Phone. Soul and Vibe is also approved by Sony as a licensed developer and
publisher for the PlayStation 3 and PlayStation Vita consoles. As of March 2012,
there have been 595 million games sold for the PlayStation 3, at an average price of
$60 each. This represents $35.7 billion worth of games sold over the past six years.
Agreements for Game Content with Globally Recognized Brands
Pro Forma Revenues
•
•
•
Reaching profitability by 2014
$10 M in revenues by 2015
Based on select line-up of Company
titles (games & games-related content)
Pro Forma Revenues in Millions
Soul and Vibe negotiated and executed a cross-promotional license agreement with
General Mills and is currently in negotiations with other globally recognized brands for
similar agreements. The General Mills license is the first of its kind in the industry;
rd
General Mills properties have not been previously licensed to 3 parties for video and
computer games. The Company will create Wheaties branded sports-themed games.
The Company is also licensed to develop and publish game-related content that
includes virtual apparel and costumes for Avatars based on General Mills mascots
such as Lucky the Leprechaun, the Trix Rabbit, Count Chocula, Frankenberry, Boo
Berry, the Green Giant, the Honey Nut Cheerios Bee, the Pillsbury Dough Boy, and
more.
Developing Proprietary Games and Copyrighted IP
The Company currently has several proprietary games at various stages of
development, each of which can generate copyrighted intellectual property (IP) assets
and additional revenue streams beyond games sales. Franchise opportunities exist in
creating characters and story lines that can be leveraged into merchandising and
licensing opportunities.
$8
$3
-‐$2
2013
Revenues
2014
Gross
Pro5it
2015
Net
Pro5it
Proven Track Record in the Game Industry
CEO Peter Anthony Chiodo has over 22 years of experience in the video and
computer games industry. After having launched 200 games and worked in every
aspect of the game industry, Soul and Vibe’s founder is executing a multi-billion dollar
business opportunity. The CEO is responsible for negotiating and executing the
Company’s key agreements with Microsoft, Sony, and General Mills.
2. Management & Advisors
Peter Anthony Chiodo
CEO | President
Peter Anthony Chiodo (“Tony”) is an award-winning
23-year veteran of the video and computer game
industry. He has released over 200 games. He
produced/co-designed the critically acclaimed
Stoked: Big Air snowboarding series for Xbox 360
and the 1,000,000 unit-selling Summer Sports:
Paradise Island for Wii. He has served as Director
of Product Development for Destineer Games
where he developed commercial games as well as
"serious games" training tools and simulations for
the U. S. Marine Corps and various branches of the
U.S. Federal Government. He was also a Program
Manager at Microsoft Corporation, where he led
internal teams from engine and game prototype to
project green light and release for the original Xbox.
Jamie King, Advisor
Co-Founder and VP of Product Development at
Rockstar Games, the video game developer and
publisher best known for the multi-million unit
selling game franchises such as Grand Theft Auto,
Max Payne, Red Dead and Manhunt. King was also
Director of Development at Take Two Interactive,
one of the largest publicly traded video game
publishers.
Michael Bolden, Advisor
A strategy-oriented executive, currently serving as
Development Director at Larva Game Studios
where he leads a team of 50 artists and
programmers and manages the development of
original intellectual property (IP). Bolden was
behind the launch of Beyond Digital, a multimedia
studio that launched Critical Moves USA, one of the
largest motion capture stages in the Midwest.
Erik Stein, Advisor
Co-Founder of Gameblend Studios, former Hasbro
Interactive Producer and technical expert. Stein has
an extensive background in design and production
management and has produced video games
based on top-tier licensed-brands that include Star
Wars, Lord of the Rings, Playskool, and Trivial
Pursuit.
Scott Balaban, Advisor
Co-Founder of Gameblend Studios and former
Hasbro Interactive Senior Game and Toy Designer,
who has expertise integrating software-based digital
game play with physical toys. Balaban has created
immersive experiences around proprietary IP and
top-tier licensed brands that include Star Wars,
Harry Potter, Lord of the Rings, Princess Bride and
several Nickelodeon and Disney properties.
Investor Relations Contact:
Andrew Haag
IRTH Communications
Phone: +1-866-976-IRTH (4784)
soul@irthcommunications.com
Disclaimer: This fact sheet contains forward-looking statements
within the meaning of Section 27A of the Securities Act of 1933
and Section 21E of the Securities Exchange Act of 1934. Such
statements are valid only as of today, and we disclaim any
obligation to update this information. Actual results may differ
significantly from management’s expectations.
M ultiple Products, Platform s & Revenues Stream s
Soul and Vibe releases cross-platform compatible games and games-related
content on consoles, mobile devices, and computers. The Company’s mobile
games are revenue generating marketing vehicles for its console and computer
releases. Soul and Vibe increases its revenue opportunities, broadens
awareness and customers for each game franchise, amortizes development and
marketing expenses, and reduces risk by releasing games across multiple
platforms. The Company’s diverse product mix includes broad-appeal genres:
sports, action, puzzle, virtual pet, hunting, and battle.
Gam es in Developm ent
“Last Day on Earth” and “Grimwhiskers” with Larva Game Studios
Soul and Vibe has established a partnership agreement with Larva Game
Studios to develop two new video game properties for the Soul and Vibe label.
The games include Soul and Vibe's original intellectual property (IP)
Grimwhiskers, and Larva Game Studios' original IP Last Day On Earth, both
targeting teen and older audiences. Larva Game Studios is one of the largest and
fastest growing game developers in Mexico, and specializes in console and PC
game development, mobile game and app development, and art outsourcing.
Soul and Vibe will produce, publish, market, and manage distribution of the titles.
Last Day On Earth is set in the year
2022, and the Earth as a whole faces a
looming catastrophe. Last Day On
Earth blends the gripping action of a
third-person shooter with the strategic
building and defending gameplay of a
tower defense game.
Grimwhiskers takes players into the heart
of the Caribbean with a band of misfit
pirates on a quest to recover their most
prized possession. Set against a backdrop
of voodoo and magical lore, Grimwhiskers
will be developed for consoles, mobile
devices, and personal computers.
Distribution
Most of Soul and Vibe’s games will be digitally distributed. This lowers the cost of
bringing products to market. It directs sales, marketing, and promotional efforts
toward the consumer, and encourages “impulse buy” consumer tendencies.
Games Launched by CEO Over Past 4 Years