Core Collections: Videogames for LibrariesBeth Gallaway
The document discusses advocating for video game collections in libraries. It provides an agenda for a presentation on the topic which includes introductions, discussing why games are a good fit for libraries, recommended game titles for different age groups and genres, and digital and print collection options. Evaluation criteria for selecting games and statistics on public libraries that currently circulate video games are also presented.
This document discusses circulating video game collections in public libraries. It provides statistics showing that 30% of public libraries circulate video games. It covers considerations for developing a gaming collection such as formats, breadth and depth, and budget. Examples of circulation policies from libraries are also presented, along with recommendations for purchasing, managing, and securing a video game collection.
This document contains summaries of various video games, comments about gaming platforms like PlayStation 3, and discussions around gaming. Some key games mentioned include Civilization 3, Age of Empires 2, Max Payne, Killzone 3, Battlefield 3, Resident Evil 5, God of War 3, Gran Turismo 5, World of Warcraft, Dead Island, Aliens: Colonial Marines, and Minecraft. Comments discuss gameplay experiences, tips for achievements, system requirements, and enjoying games online or with others. Platforms like PlayStation 3 are praised for their multimedia capabilities and library of exclusive titles.
The document discusses the history and evolution of video games. It mentions early games from the 1950s-60s like Tennis For Two and Spacewar. It then outlines the rise of PC, mobile, and augmented reality games. The document also provides details about the scene structure for a space-themed game, including start, how to play, rank, play, pause, and game over scenes. It includes placeholders for images, buttons, and background images. It also lists a similar mobile game for reference.
The document provides information on various technology products and news including:
1) The HTC Desire Eye smartphone with dual 13MP cameras and Android KitKat for around Rs. 40,000.
2) Details of the HTC RE camera that can take photos and video underwater and wirelessly transfer images.
3) Key highlights of Mark Zuckerberg's recent visit to India where he discussed using drones and social media for broadband access and development.
This document discusses Adobe's focus on gaming and provides an overview of their gaming tools and initiatives. It highlights that gaming is a huge industry, with the biggest platforms being browser and mobile. It promotes Adobe's gaming SDK, frameworks like Starling and Away3D, and tools like Adobe Scout and FlasCC for bringing C/C++ games to the browser. It also mentions standards-based tools like CreateJS. The document encourages developers to use Adobe's free and open-source tools to build high-performance games across platforms.
Michael will present what can Flash developers can do today, the strengths of the Flash platform and its roadmap. As the co-creator of the game “Smart Aliens”, available on iOS and developed with Starling, he will share his thoughts on the current Flash workflow and its future. He will also unveil the last features of the tools for game developers, such as Flash Pro and Adobe Scout, talk about the new inclusions in the Gaming SDK and share the roadmap of the runtimes. He will come back on several announcements made at Adobe MAX (first week of May in Los Angeles), and explain how Adobe developers can move to the Creative Cloud.
The document discusses strategies for building and managing a video game collection in a library setting. It provides guidance on evaluating and selecting games based on criteria like plot, characters and gameplay. It also covers cataloging, storing, and promoting games through reviews and magazines. Best practices are highlighted such as focusing collections on particular consoles and age groups, and using security measures and circulation policies for rented games.
Core Collections: Videogames for LibrariesBeth Gallaway
The document discusses advocating for video game collections in libraries. It provides an agenda for a presentation on the topic which includes introductions, discussing why games are a good fit for libraries, recommended game titles for different age groups and genres, and digital and print collection options. Evaluation criteria for selecting games and statistics on public libraries that currently circulate video games are also presented.
This document discusses circulating video game collections in public libraries. It provides statistics showing that 30% of public libraries circulate video games. It covers considerations for developing a gaming collection such as formats, breadth and depth, and budget. Examples of circulation policies from libraries are also presented, along with recommendations for purchasing, managing, and securing a video game collection.
This document contains summaries of various video games, comments about gaming platforms like PlayStation 3, and discussions around gaming. Some key games mentioned include Civilization 3, Age of Empires 2, Max Payne, Killzone 3, Battlefield 3, Resident Evil 5, God of War 3, Gran Turismo 5, World of Warcraft, Dead Island, Aliens: Colonial Marines, and Minecraft. Comments discuss gameplay experiences, tips for achievements, system requirements, and enjoying games online or with others. Platforms like PlayStation 3 are praised for their multimedia capabilities and library of exclusive titles.
The document discusses the history and evolution of video games. It mentions early games from the 1950s-60s like Tennis For Two and Spacewar. It then outlines the rise of PC, mobile, and augmented reality games. The document also provides details about the scene structure for a space-themed game, including start, how to play, rank, play, pause, and game over scenes. It includes placeholders for images, buttons, and background images. It also lists a similar mobile game for reference.
The document provides information on various technology products and news including:
1) The HTC Desire Eye smartphone with dual 13MP cameras and Android KitKat for around Rs. 40,000.
2) Details of the HTC RE camera that can take photos and video underwater and wirelessly transfer images.
3) Key highlights of Mark Zuckerberg's recent visit to India where he discussed using drones and social media for broadband access and development.
This document discusses Adobe's focus on gaming and provides an overview of their gaming tools and initiatives. It highlights that gaming is a huge industry, with the biggest platforms being browser and mobile. It promotes Adobe's gaming SDK, frameworks like Starling and Away3D, and tools like Adobe Scout and FlasCC for bringing C/C++ games to the browser. It also mentions standards-based tools like CreateJS. The document encourages developers to use Adobe's free and open-source tools to build high-performance games across platforms.
Michael will present what can Flash developers can do today, the strengths of the Flash platform and its roadmap. As the co-creator of the game “Smart Aliens”, available on iOS and developed with Starling, he will share his thoughts on the current Flash workflow and its future. He will also unveil the last features of the tools for game developers, such as Flash Pro and Adobe Scout, talk about the new inclusions in the Gaming SDK and share the roadmap of the runtimes. He will come back on several announcements made at Adobe MAX (first week of May in Los Angeles), and explain how Adobe developers can move to the Creative Cloud.
The document discusses strategies for building and managing a video game collection in a library setting. It provides guidance on evaluating and selecting games based on criteria like plot, characters and gameplay. It also covers cataloging, storing, and promoting games through reviews and magazines. Best practices are highlighted such as focusing collections on particular consoles and age groups, and using security measures and circulation policies for rented games.
The document discusses differences between console and PC game development. It provides overviews of the Xbox 360 and PS3 architectures, noting their CPUs, GPUs and memory configurations. Key differences are the fixed hardware of consoles, which makes optimization easier but limits technology updates. The PS3's Cell processor uses a unique parallel processing design. Developing games for consoles within Unity presents limitations like no just-in-time compilation, different APIs and requiring animation for loading/saving. Best practices include working at 720p resolution and accounting for memory usage.
HTML5 is an evolution in web technologies and as that a great idea to write games in. The main reason is that you have all the benefits of the web and the fidelity of technology that you need. Furthermore, distribution and advertising of your products becomes dead easy.
The game Batman: Arkham Asylum was released in 2009 and was based on the DC superhero Batman. It was published by Warner Bros. and developed by Rocksteady Studios. The game features characters from the Batman films and comics and was commercially successful, selling over 2.5 billion copies worldwide. A sequel, Batman: Arkham City, was later released due to the commercial and critical success of the first game.
This document provides an overview of gaming, including the definition of a game, genres of games, the origins of gaming and consoles. It discusses early games from the 1940s and 1950s, the first home console (Magnavox Odyssey) and important consoles like Atari 2600, PlayStation 3 and Xbox 360. Mobile gaming and popular mobile games are also covered. The advantages of gaming such as improved skills are contrasted with potential disadvantages like aggressive behavior.
The document discusses developing a video game collection in public libraries. It provides information on circulation rates of games, developing policies on format, ratings and budget, purchasing options, collection management concerns like storage and security, and recommendations for core titles to include for different age groups and consoles. Sample policies and resources for reviews are also mentioned.
The document discusses developing a video game collection in public libraries. It provides information on circulation rates of games, developing policies on format, ratings and budget, purchasing options, collection management concerns like storage and security, and recommendations for core titles to include for different age groups and consoles. Sample policies and resources for reviews are also mentioned.
This document provides an overview of gaming, including the definition of a game, genres of games, the origins of gaming and consoles. It discusses early games from the 1940s and 1950s. The document also describes the components and origins of different gaming consoles like the Magnavox Odyssey, Atari 2600, PlayStation 3, and Xbox 360. Mobile gaming is discussed along with popular mobile games and examples of young entrepreneurs developing mobile games. Both advantages like improved skills and disadvantages like aggressive behavior are presented.
One of the best things about Flash is it’s community, and the number of available open source frameworks. In this session we will cover a number of the frameworks that make developing Flash games easier, better, and just more fun.
Secondary Research: Batman Arkham AsylumSophieMoody1
The document summarizes information about the 2009 video game Batman: Arkham Asylum. It describes how the game was based on the Batman character and DC comics universe. It was developed by Rocksteady Studios and published by Warner Bros. Interactive Entertainment. The game featured popular Batman characters from both the films and comics and was commercially successful, selling over 2.5 billion copies worldwide. The game received widespread critical acclaim and commercial success, winning numerous awards and sparking the development of sequel games in the Arkham series.
July 2010 Game Deconstruction Group - Red Dead RedemptionJosh Green
This document provides a deconstruction of the 2010 video game Red Dead Redemption by Rockstar Games. It discusses the game's open world setting and aesthetics, cinematic storytelling techniques, gameplay mechanics, narrative structure and themes. Key points analyzed include the blending of theater and film influences, use of music, mini-map design, menu interfaces, character archetypes and lack of character development. The summary identifies both strengths like compelling control systems and weaknesses such as unfinished features and reliance on stereotypes.
Social Gaming GameIS User Group MeetingAlmog Koren
This document provides an introduction to gaming and discusses GameIS, a new social gaming platform. It begins with definitions of gaming and a brief history, and provides statistics on the gaming industry such as demographics. It then discusses common game types and new trends. Open source frameworks for game development are presented, including FlashPunk and Flixel. The Facebook AS3 API is introduced. The document concludes with tips for game development and links to additional resources.
1) Video games can be successfully incorporated into market research if the three Gs of gaming are understood: Gamers, Games, and Gaming.
2) To engage gamers in market research, the activities must be immersive, fun, and allow gamers to achieve in-game rewards and status through competition, as they would in their regular gaming activities.
3) Different types of games appeal to gamers in different ways, so it is important to understand the various genres like MMOs, FPS, RPGs and how core gaming concepts like graphics, story, gameplay and community foster engagement for different audiences.
Introduced in the mid-20th century, arcade games evolved from early coin-operated machines to include shooter and simulator games. Popular arcade franchises in the 1970s-80s included Pac-Man, Space Invaders, and Donkey Kong. Today, the most successful arcade games include StarHorse3, Sega Network Mahjong, and Sengoku Taisen. These modern games offer multiplayer experiences with large LCD displays and integration of real-world racing results.
The document discusses opportunities for distributing content on the PlayStation Portable (PSP) using Flash and Universal Media Discs (UMDs). It outlines the capabilities and limitations of playing Flash content natively on the PSP as well as using a third party engine. It also discusses the business models, pricing, and distribution channels for content owners to license and sell their UMD video, games, and other media titles to the PSP user base.
Built in Google Assistant, support voice control and search
Memory: 512MB DDR2 RAM
Storage: 4GB NAND Flash
Camera: 2.0 Megapixel camera
Battery: Rechargeable lithium battery, support 5-6 hours usage
Connectivity: WIFI 802.11 b/g, Bluetooth, USB, TF card slot
Audio: Built in speaker, support MP3/WMA/WAV/FLAC etc
Video: Support AVI, MPEG, MP4, 3GP, RM, RMVB etc
E-book: Built in iReader software, support TXT, UMD, CHM, HTML, PDB etc.
The device has a VIA MW8505 600MHz CPU, 128MB RAM, and runs Google Android 1.6. It has a 7 inch 800x480 widescreen display with full touch control and orientation sensor. Connectivity includes 802.11 b/g/n Wi-Fi and stereo speakers.
The device has a VIA MW8505 600MHz CPU, 128MB RAM, and runs Google Android 1.6. It has a 7 inch 800x480 widescreen display with full touch control and orientation sensor. Connectivity includes 802.11 b/g/n Wi-Fi and stereo speakers.
The document provides a history of video games from the 1950s to 2000s, detailing important early games such as Tennis for Two, Pong, Space Invaders, Pac-Man, Donkey Kong, and Pole Position in the 1970s-1980s. It then discusses influential games in the 1990s like Wolfenstein 3D, Doom, and Half-Life and popular 2000s games like The Sims, Halo 3, and Sky Siege. The document includes photos and references to provide context around the highlighted games and their impact.
Running Linux Desktop on Sony Playstation 4Iwan Tahari
Sony PS4 is a customized x86 machine. It is possible to run a Linux Desktop on PS4 with some condition. This will presentation will explain the requirement and obstacles of the process.
CMP Production is a development unit of CMP Group that provides outsourced game and mobile app development services. It has expertise in cross-platform development across PC, mobile, and console platforms. CMP Production has development studios in Kiev and Zhitomir and sales/support offices in multiple countries. It has developed games and apps for well-known clients and its work includes social games, mobile apps, and web applications.
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The document discusses differences between console and PC game development. It provides overviews of the Xbox 360 and PS3 architectures, noting their CPUs, GPUs and memory configurations. Key differences are the fixed hardware of consoles, which makes optimization easier but limits technology updates. The PS3's Cell processor uses a unique parallel processing design. Developing games for consoles within Unity presents limitations like no just-in-time compilation, different APIs and requiring animation for loading/saving. Best practices include working at 720p resolution and accounting for memory usage.
HTML5 is an evolution in web technologies and as that a great idea to write games in. The main reason is that you have all the benefits of the web and the fidelity of technology that you need. Furthermore, distribution and advertising of your products becomes dead easy.
The game Batman: Arkham Asylum was released in 2009 and was based on the DC superhero Batman. It was published by Warner Bros. and developed by Rocksteady Studios. The game features characters from the Batman films and comics and was commercially successful, selling over 2.5 billion copies worldwide. A sequel, Batman: Arkham City, was later released due to the commercial and critical success of the first game.
This document provides an overview of gaming, including the definition of a game, genres of games, the origins of gaming and consoles. It discusses early games from the 1940s and 1950s, the first home console (Magnavox Odyssey) and important consoles like Atari 2600, PlayStation 3 and Xbox 360. Mobile gaming and popular mobile games are also covered. The advantages of gaming such as improved skills are contrasted with potential disadvantages like aggressive behavior.
The document discusses developing a video game collection in public libraries. It provides information on circulation rates of games, developing policies on format, ratings and budget, purchasing options, collection management concerns like storage and security, and recommendations for core titles to include for different age groups and consoles. Sample policies and resources for reviews are also mentioned.
The document discusses developing a video game collection in public libraries. It provides information on circulation rates of games, developing policies on format, ratings and budget, purchasing options, collection management concerns like storage and security, and recommendations for core titles to include for different age groups and consoles. Sample policies and resources for reviews are also mentioned.
This document provides an overview of gaming, including the definition of a game, genres of games, the origins of gaming and consoles. It discusses early games from the 1940s and 1950s. The document also describes the components and origins of different gaming consoles like the Magnavox Odyssey, Atari 2600, PlayStation 3, and Xbox 360. Mobile gaming is discussed along with popular mobile games and examples of young entrepreneurs developing mobile games. Both advantages like improved skills and disadvantages like aggressive behavior are presented.
One of the best things about Flash is it’s community, and the number of available open source frameworks. In this session we will cover a number of the frameworks that make developing Flash games easier, better, and just more fun.
Secondary Research: Batman Arkham AsylumSophieMoody1
The document summarizes information about the 2009 video game Batman: Arkham Asylum. It describes how the game was based on the Batman character and DC comics universe. It was developed by Rocksteady Studios and published by Warner Bros. Interactive Entertainment. The game featured popular Batman characters from both the films and comics and was commercially successful, selling over 2.5 billion copies worldwide. The game received widespread critical acclaim and commercial success, winning numerous awards and sparking the development of sequel games in the Arkham series.
July 2010 Game Deconstruction Group - Red Dead RedemptionJosh Green
This document provides a deconstruction of the 2010 video game Red Dead Redemption by Rockstar Games. It discusses the game's open world setting and aesthetics, cinematic storytelling techniques, gameplay mechanics, narrative structure and themes. Key points analyzed include the blending of theater and film influences, use of music, mini-map design, menu interfaces, character archetypes and lack of character development. The summary identifies both strengths like compelling control systems and weaknesses such as unfinished features and reliance on stereotypes.
Social Gaming GameIS User Group MeetingAlmog Koren
This document provides an introduction to gaming and discusses GameIS, a new social gaming platform. It begins with definitions of gaming and a brief history, and provides statistics on the gaming industry such as demographics. It then discusses common game types and new trends. Open source frameworks for game development are presented, including FlashPunk and Flixel. The Facebook AS3 API is introduced. The document concludes with tips for game development and links to additional resources.
1) Video games can be successfully incorporated into market research if the three Gs of gaming are understood: Gamers, Games, and Gaming.
2) To engage gamers in market research, the activities must be immersive, fun, and allow gamers to achieve in-game rewards and status through competition, as they would in their regular gaming activities.
3) Different types of games appeal to gamers in different ways, so it is important to understand the various genres like MMOs, FPS, RPGs and how core gaming concepts like graphics, story, gameplay and community foster engagement for different audiences.
Introduced in the mid-20th century, arcade games evolved from early coin-operated machines to include shooter and simulator games. Popular arcade franchises in the 1970s-80s included Pac-Man, Space Invaders, and Donkey Kong. Today, the most successful arcade games include StarHorse3, Sega Network Mahjong, and Sengoku Taisen. These modern games offer multiplayer experiences with large LCD displays and integration of real-world racing results.
The document discusses opportunities for distributing content on the PlayStation Portable (PSP) using Flash and Universal Media Discs (UMDs). It outlines the capabilities and limitations of playing Flash content natively on the PSP as well as using a third party engine. It also discusses the business models, pricing, and distribution channels for content owners to license and sell their UMD video, games, and other media titles to the PSP user base.
Built in Google Assistant, support voice control and search
Memory: 512MB DDR2 RAM
Storage: 4GB NAND Flash
Camera: 2.0 Megapixel camera
Battery: Rechargeable lithium battery, support 5-6 hours usage
Connectivity: WIFI 802.11 b/g, Bluetooth, USB, TF card slot
Audio: Built in speaker, support MP3/WMA/WAV/FLAC etc
Video: Support AVI, MPEG, MP4, 3GP, RM, RMVB etc
E-book: Built in iReader software, support TXT, UMD, CHM, HTML, PDB etc.
The device has a VIA MW8505 600MHz CPU, 128MB RAM, and runs Google Android 1.6. It has a 7 inch 800x480 widescreen display with full touch control and orientation sensor. Connectivity includes 802.11 b/g/n Wi-Fi and stereo speakers.
The device has a VIA MW8505 600MHz CPU, 128MB RAM, and runs Google Android 1.6. It has a 7 inch 800x480 widescreen display with full touch control and orientation sensor. Connectivity includes 802.11 b/g/n Wi-Fi and stereo speakers.
The document provides a history of video games from the 1950s to 2000s, detailing important early games such as Tennis for Two, Pong, Space Invaders, Pac-Man, Donkey Kong, and Pole Position in the 1970s-1980s. It then discusses influential games in the 1990s like Wolfenstein 3D, Doom, and Half-Life and popular 2000s games like The Sims, Halo 3, and Sky Siege. The document includes photos and references to provide context around the highlighted games and their impact.
Running Linux Desktop on Sony Playstation 4Iwan Tahari
Sony PS4 is a customized x86 machine. It is possible to run a Linux Desktop on PS4 with some condition. This will presentation will explain the requirement and obstacles of the process.
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CMP Production is a development unit of CMP Group that provides outsourced game and mobile app development services. It has expertise in cross-platform development across PC, mobile, and console platforms. CMP Production has development studios in Kiev and Zhitomir and sales/support offices in multiple countries. It has developed games and apps for well-known clients and its work includes social games, mobile apps, and web applications.
Tymoshenko N.L. The characteristics of diplomatic and business protocol and etiquette of Netherlands / Diplomatic Academy of Ukraine, Ministry of Foreign Affairs of Ukraine.
The paper describes the features of the diplomatic, business protocol and etiquette of the Netherlands. It determines the factors of Dutch historical development and cultural practices that have caused them. The specific etiquette advices for co-operation with the Dutch counterparts are given in the article.
Keywords: diplomatic protocol and etiquette, national characteristics, the Netherlands.
Тимошенко Н.Л. Особенности дипломатического, делового протокола и этикета Нидерландов / Диплома- тическая академия Украины при Министерстве иностранных дел Украины.
For Small and Medium-sized companies export sales not only opens up new opportunities helps to become more innovative and productive and is hence a chance to grow and prosper. But despite the opportunities, only a relatively small number of our SMEs currently engage in cross-border activities and an even smaller number report they are considering it. Obviously SMEs that go global gain strategic competitive advantage over majority of their competitors.
Presentation 'Esports strategies of sport clubs' by
Ivan Bulavka, Head of Dynamo Kyiv Esports (en.efcdk.com) and general manager (cnp-esports.com) at v4 Future Sports Festival (v4futuresports.eu), March, 2018.
Content
1) Sport clubs presence in esports
2) Esports spin-offs of leagues & federations
3) Cooperation with game publishers
4) Key drivers to enter esports
5) Strategic choices
6) Takeaways
Профессиональные спортивные клубы на рынке киберспорта
https://www.linkedin.com/in/bulavka
https://en.efcdk.com/
http://cnp-esports.com/
Сезон-2017/2018: вызовы и достижения 4
Обзор инфраструктуры клубов РФПЛ 8
Коммерческая деятельность клубов РФПЛ 18
Финансовые аспекты деятельности
клубов РФПЛ 28
Посещаемость матчей РФПЛ 34
Кадровый резерв клубов РФПЛ 38
Развитие детского и юношеского футбола 40
Сравнение РФПЛ с ведущими
европейскими лигами 42
This document provides an overview of the esports industry, including key points about its rapid revenue and spectator growth expected through 2021, consolidation and vertical integration among major gaming companies, and a brief history of esports highlighting the role of South Korea in its rise. It also outlines some of the most popular esports game genres like fighting, strategy, and multiplayer online battle arena games.
Global sports' top-line metrics like sponsorship and media rights spending continued growing in 2016, but it was also a year of rapid change. Two significant shifts underway were China emerging as a major force in football through team and agency acquisitions, and OTT/direct-to-consumer services like DAZN gaining traction as the future of sports content distribution. Be it broadcast rights, digital assets or intellectual property, sports content has never been more valuable as seen in multi-billion dollar transactions like the Formula One and UFC sales.
During Euro 2016, 142 brands advertised across TV and social media platforms. While TV advertising was still dominant, only one-third of TV ads were related to football, missing an opportunity to engage fans. On social media, three-quarters of brands posted football-related videos, especially to Twitter and Facebook. However, many brands did not fully leverage multiple platforms or create unique content tailored to each. Overall, brands could better capitalize on major sporting events by developing more topical, platform-specific video strategies.
Regulations of the UEFA Champions League 2015-18 Cycle 2015/16 Season EXTRACT...GM BBI research & liaison
This document outlines regulations for media matters in the UEFA Champions League for the 2015-18 cycle.
It specifies requirements for clubs to provide media facilities and access, including opening training sessions to media, holding pre-match press conferences, and making coaches and players available for interviews. It also details matchday media activities like flash interviews and mixed zones. Additional provisions are specified for the final.
Call it a platform, call it a content management system, call it an “umbrella of interconnected services” — the set of tools the Post has built for itself is now being licensed to other publishers, who might find it more useful than their alternatives.
This document discusses using virtual reality (VR) for marketing purposes. It provides examples of companies that have used VR for promotional campaigns, product demonstrations, and other applications. VR can be implemented through mobile apps, 360-degree photos and videos, and interactive 3D games. The Tribe VR offers VR consulting and development services, with in-house expertise in game development, mobile apps, web design, and 3D modeling. They can help companies develop and integrate VR content and applications for marketing campaigns.
Executive Summary
This year’s key developments will centre on online video, mobile apps and further moves towards
distributed content. Mounting problems around online display advertising will lead to a burst of
innovation around journalism business models.
More specifically …
· Facebook/Google/Apple battle intensifies over the future of mobile and the discovery of content
· Messaging apps continue to drive the next phase of the social revolution
· Mobile browsing speeds up thanks to initiatives by platforms and publishers
· Ad-blocker/publisher wars move to mobile - they rage through 2016
· Fraud and fake traffic further undermine faith in online advertising
· Renewed focus on paid content of different flavours (given above) including crowd funding,
membership and micropayment
· Explosion of 360° video, auto-play video and vertical video (get used to it!)
· Growth of identified web (sign in and registration will be critical to delivering cross platform
personal content and notifications)
· Breakthrough year for Robo-journalism– strikes in newsrooms over job losses
· Another year of spectacular cyber attacks and privacy breaches
· More measurement of attention/impact, less measurement of clicks
· Messaging apps go mainstream at work (eg Slack, Hipchat, FB at work)
· Scheduled TV viewing on the slide as more viewing shifts to on-demand
· Rebirth of audio driven by internet delivery to mobile devices
Technology to watch for
· Virtual Reality (VR) hype goes into overdrive; leaves non-gamers cold
· Artificial intelligence (AI) and messaging bots
· Bendy and flexible phones; wireless charging finally takes off
· Drones go mainstream with registration required in most countries
· Smart mirrors just one example of growing visibility of the Internet of Things
Everywhere we will see the growth of analytics and data-informed decision-making in technology,
marketing and even publishing. In a few years’ time, it will seem extraordinary how uninformed we once
were.
2. MAIN INFO
Title: Stickman Trials
Categories: Racing, Arcade, Simulator
Developer: The Tribe Games, Ukraine, Kiev, http://thetribegames.com/
Platforms: Current: Android, iOS Future: Amazon
Minimum phone specification (Android): Android: v2.3.3 or later, Samsung Galaxy S3 or better; iOS: iPhone 4s
Languages: English, Russian, German, French, Spanish, Italian, Chinese, Japanese
File size: 198MB
Game link (198 MB): https://play.google.com/store/apps/details?id=com.cmff.stickman&hl=ru
https://itunes.apple.com/ua/app/stickman-trials/id1042289164?mt=8
Game trailer video link (15.6 Mb): https://youtu.be/bqYnjoe_hHU
Game Screenshots: https://mega.nz/#F!TFtUhbCa!74K7-qx7zA_HShVxZR_SKQ
Press-kit
3. FEATUTERS
150+ different tracks on 5 unique terrains: Forest, Desert, Volcano,
Arctic and Space!
11 bicycles and motorcycles with 5 levels of upgrades
Physics-based obstacles, gravity platforms and realistic bike models
3 game modes: Daily Challenge, Competitions and Multiplayer
Customizable bikes and various stickman outfits
Amazing colorful graphics and special effects
Realistic physical model of environment and all objects
Game has been featured on Google Play Home Page in France,
Bangladesh and more than 40 times in Google Play Apps
5. MULTIPLAYER
Turn based competitions
PvP with friends and players from whole world
Facebook friends invite
Possibility to bet and win x2 coins
Chance to show your skill, bike and outfit
Multiplayer statistics
150+ tracks for multiplayer competitions
6. MARKETING SUPPORT AND CONTACTS
CONTACTS:
MARKETING SUPPORT
Installs 1,5 mio +
Promotions Different promotions for the social network’s followers and players
Game reviews in the most popular mass media More than 500 reviewers on the popular game web-sites and groups
Support from YouTube and Twitch bloggers Video reviews, Let’s plays and other!
Full Press-Kit on website
All game info, media data, videos and screenshots available on website for
downloading
Fast competent support
Prompt replies on the player’s questions and requests on digital stores and through
support e-mails
Name: Ivan Bulavka
E-mail: ib@cnp-production.com