FLUPA UX-Day 2014 - Gabe Zichermann : "UX & Gamification"Flupa
Gabe Zichermann est le président du GSummit (http://gsummit.com/ 10-13 juin 2014 à San Francicso) où les meilleurs experts en gamification de l’industrie viendront partager leurs connaissances à propos de l’engagement et la fidélité des clients et employés. Il est aussi fondateur de Gamification.Co (gamification.co) et éditeur d’EQ magazine. Il est également conférencier, entrepreneur très apprécié et auteur de son nouveau livre The Gamification Revolution (McGraw Hill, 2013 - gamrev.com) qui traite de la façon dont les dirigeants misent sur des stratégies de gamification pour écraser la concurrence. Ces livres précédents Gamification by Design (2011) et Game-Based Marketing (2010) ont aidé à définir les standards et cadres de cette industrie et continuent à être des références en la matière aujourd’hui. Gabe est co-fondateur de Dopamine (dopa.mn) où il travail avec des grandes marques et startups pour apporter de l’engagement aux quatre coins de ces entreprises. Gabe vit à New York, où il co-dirige l’accélérateur à startup The Founder Institute et où il est membre du bureau de StartOut.org.
Esports 101: Past, Present and Future of an Industry | Bill MooneyJessica Tams
This document discusses the past, present, and future of the growing eSports industry. It notes that the number of eSports enthusiasts and occasional viewers has grown significantly between 2014 and 2019. Mobile gaming is also highlighted as the future of eSports, with the mobile gaming market projected to continue growing in revenue each year. For a game to become a successful eSport, it needs good competition, fairness systems in place, and a compelling narrative to engage spectators. The document argues that mobile eSports titles have seen staggering player retention and engagement metrics, showing the potential of mobile. It concludes by stating that as consumers spend more time with eSports, brands will follow to access this growing market.
DWS16 - Game Summit - Matthieu Dallon, France eSportIDATE DigiWorld
This document discusses how eSports is becoming a game changer for the entertainment industry. It provides several facts: 1) 5 PC games make up 80% of the sustainable eSports audience; 2) Major publishers rule the largest eSports events and rights and are profitable billion dollar companies; 3) New economic agents like media groups, sports professionals, mobile game companies, and players unions are entering the eSports market. The document argues that eSports is following the traditional sports business model and has the potential to become a global market worth hundreds of millions of dollars annually.
Reagor Home listing group game for some fun, Monopoly style!Damian Bruno
The Arizona Regional Multiple Listing Service (ARMLS) has created a Monopoly-style game based on the Phoenix real estate market called ARMLS-OPOLY. In the game, players can purchase cities in the Phoenix area like Apache Junction for $60 and Fountain Hills for $320. Paradise Valley and Scottsdale are the most expensive properties like Boardwalk and Park Place in Monopoly. The game is meant to celebrate ARMLS's 30th anniversary and give members something fun to play. It has some differences from traditional Monopoly rules but is meant to more closely mirror the real estate industry.
E-sports has grown tremendously from small events in the late 1990s to selling out national stadiums today. It is now a billion dollar global industry with over 145 million enthusiasts worldwide. While some debate whether e-sports qualifies as a sport, organizations like the U.S. State Department have recognized pro gamers as athletes by issuing them athlete visas. E-sports requires training of both physical and mental abilities from gamers.
My analysis of the eSports market. If you like my research, you will probably also like my technology newsletter! Feel free to reach out at lakshman111@gmail.com if you want to be added or just have general comments on the research.
Here is my last newsletter: http://us8.campaign-archive1.com/?u=ff23279fa1f2286aa84dc81de&id=87cfab8a27&e=[UNIQID]
Gamingindustries 131016031512-phpapp02 new irenehaverstockmedia
This document discusses several major video game companies and the video game industry. It describes Electronic Arts (EA) as the world's third largest gaming company, known for games like The Sims. Rockstar is introduced as a video game developer and publisher owned by Take-Two Interactive. Activision is described as an American video game publisher and the world's first independent video game developer. Take-Two Interactive is outlined as a publisher and developer that wholly owns Rockstar and 2K Games. Vivendi is presented as a French media company involved in music, television, publishing, telecommunications and video games. The document also provides a brief definition and example of synergy between video games and other media like movies, toys and music to
FLUPA UX-Day 2014 - Gabe Zichermann : "UX & Gamification"Flupa
Gabe Zichermann est le président du GSummit (http://gsummit.com/ 10-13 juin 2014 à San Francicso) où les meilleurs experts en gamification de l’industrie viendront partager leurs connaissances à propos de l’engagement et la fidélité des clients et employés. Il est aussi fondateur de Gamification.Co (gamification.co) et éditeur d’EQ magazine. Il est également conférencier, entrepreneur très apprécié et auteur de son nouveau livre The Gamification Revolution (McGraw Hill, 2013 - gamrev.com) qui traite de la façon dont les dirigeants misent sur des stratégies de gamification pour écraser la concurrence. Ces livres précédents Gamification by Design (2011) et Game-Based Marketing (2010) ont aidé à définir les standards et cadres de cette industrie et continuent à être des références en la matière aujourd’hui. Gabe est co-fondateur de Dopamine (dopa.mn) où il travail avec des grandes marques et startups pour apporter de l’engagement aux quatre coins de ces entreprises. Gabe vit à New York, où il co-dirige l’accélérateur à startup The Founder Institute et où il est membre du bureau de StartOut.org.
Esports 101: Past, Present and Future of an Industry | Bill MooneyJessica Tams
This document discusses the past, present, and future of the growing eSports industry. It notes that the number of eSports enthusiasts and occasional viewers has grown significantly between 2014 and 2019. Mobile gaming is also highlighted as the future of eSports, with the mobile gaming market projected to continue growing in revenue each year. For a game to become a successful eSport, it needs good competition, fairness systems in place, and a compelling narrative to engage spectators. The document argues that mobile eSports titles have seen staggering player retention and engagement metrics, showing the potential of mobile. It concludes by stating that as consumers spend more time with eSports, brands will follow to access this growing market.
DWS16 - Game Summit - Matthieu Dallon, France eSportIDATE DigiWorld
This document discusses how eSports is becoming a game changer for the entertainment industry. It provides several facts: 1) 5 PC games make up 80% of the sustainable eSports audience; 2) Major publishers rule the largest eSports events and rights and are profitable billion dollar companies; 3) New economic agents like media groups, sports professionals, mobile game companies, and players unions are entering the eSports market. The document argues that eSports is following the traditional sports business model and has the potential to become a global market worth hundreds of millions of dollars annually.
Reagor Home listing group game for some fun, Monopoly style!Damian Bruno
The Arizona Regional Multiple Listing Service (ARMLS) has created a Monopoly-style game based on the Phoenix real estate market called ARMLS-OPOLY. In the game, players can purchase cities in the Phoenix area like Apache Junction for $60 and Fountain Hills for $320. Paradise Valley and Scottsdale are the most expensive properties like Boardwalk and Park Place in Monopoly. The game is meant to celebrate ARMLS's 30th anniversary and give members something fun to play. It has some differences from traditional Monopoly rules but is meant to more closely mirror the real estate industry.
E-sports has grown tremendously from small events in the late 1990s to selling out national stadiums today. It is now a billion dollar global industry with over 145 million enthusiasts worldwide. While some debate whether e-sports qualifies as a sport, organizations like the U.S. State Department have recognized pro gamers as athletes by issuing them athlete visas. E-sports requires training of both physical and mental abilities from gamers.
My analysis of the eSports market. If you like my research, you will probably also like my technology newsletter! Feel free to reach out at lakshman111@gmail.com if you want to be added or just have general comments on the research.
Here is my last newsletter: http://us8.campaign-archive1.com/?u=ff23279fa1f2286aa84dc81de&id=87cfab8a27&e=[UNIQID]
Gamingindustries 131016031512-phpapp02 new irenehaverstockmedia
This document discusses several major video game companies and the video game industry. It describes Electronic Arts (EA) as the world's third largest gaming company, known for games like The Sims. Rockstar is introduced as a video game developer and publisher owned by Take-Two Interactive. Activision is described as an American video game publisher and the world's first independent video game developer. Take-Two Interactive is outlined as a publisher and developer that wholly owns Rockstar and 2K Games. Vivendi is presented as a French media company involved in music, television, publishing, telecommunications and video games. The document also provides a brief definition and example of synergy between video games and other media like movies, toys and music to
Trending The Future - Gaming Beyond Realityspace150
Gaming, game mechanics, and gamification are buzzwords that marketers often mis-use and abuse. So why are games such a hot topic in ad-land? We believe the future of gaming in advertising is beyond petty points and badges. Games are successful because they enable people to experience things normally impossible in everyday life. For the future of advertising, new mobile technology will tie gaming and reality closer together allowing the creation of brand experiences that elevate reality in a new and inspiring way.
This document appears to be a list of company and individual names that have previously been clients of Julie Stein based on her email address of JStein@ammtv.com and phone number listed at the bottom. There are over 150 entries in the list spanning various industries like entertainment, music, sports, travel, technology, and more.
The online games industry in China is relatively new, only around 10 years old. It grew out of widespread piracy and low disposable incomes. There have been three waves of online games in China - licensing/portals, MMORPGs and communities, and web/social network games. Online games have become mainstream media for youth in China and are regulated similar to Korea. Popular genres include MMORPGs from Korea and China, which follow an 80/20 rule, as well as games from Blizzard like Warcraft and Starcraft. Major Chinese online game companies include Sohu, Sina, Netease, and Shanda. Games make money through free-to-play models with virtual
The document discusses social gaming in Europe. It provides definitions of social games and analyzes data on who plays social games. The average social game player is described as female, 40 years old, from the US, spending less than 5 cents per day playing for about an hour. Certain genres like gambling games have higher percentages of male players. Most players are located in the US. The document also examines who pays for social games and how different player segments spend varying amounts. It notes potential regulatory issues around social games that involve gambling-like elements.
The Play Ethic: lessons from play in an adverse economic climatewww.patkane.global
The slides from my presentation at The Economist's 'Opportunity in Adversity' Conference, London, June 2, 2009
See http://www.theplayethic.com for more details.
This document discusses the top 10 secrets of success for virtual goods in social games. These include limited time offers, crafting systems, crew mechanics, neighbor interactions like gifting and visits, achievements and quests, boosts from energy systems, timed appointments, cute aesthetics, daily bonuses, and consecutive login rewards. It provides an example for each category and shows how implementing these features increased player engagement and monetization for various popular social games.
The document provides an overview of the gaming industry in Iceland in 2008. It discusses the major Icelandic gaming companies, including CCP Games, Betware, and Gogogic. CCP Games employed over 400 people and was recognized as a global leader in MMOs. The gaming industry in Iceland employed over 300 people. The document also briefly discusses gaming industry funding programs in Quebec, France, and Finland that provide various subsidies and tax credits to support game development.
The document provides guidance for creating social media content in different formats and sizes for a brand, including considerations around copyright, compliance, filming, and popular topics and trends. Formats suggested include news stories, visuals, infographics, interactives, animations, games, music videos, and films. Copyrighted images must be acquired or used under a creative commons license. Language, taste, harm, and offense must comply with guidelines. Health and safety procedures apply for filmed content. Popular topics include technology, politics, sports, royals, TV and film, celebrities, and trending websites.
The game industry involves the development, marketing, and sale of video games and employs thousands worldwide. It has annual revenues over $68 billion from countries with over $1 billion in game sales as of 2012. Rockstar Games is a major game creator and publisher headquartered in New York City, known for acquiring BMG Interactive. Electronic Arts (EA) is another large game company founded in 1982, owning sports and simulation franchises that some fear it does not care about post-acquisition. Take-Two Interactive owns Rockstar and has created many of its popular games through studios like Rockstar North. The computer game industry is also linked to the music industry through game soundtracks and to television through advertising of new games.
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.
Coin-In connects players to real-world casinos through their mobile app, allowing players to engage with casinos anytime from anywhere. Traditional casino marketing is expensive and inefficient. Coin-In's solution is a social casino game integrated with a loyalty platform that provides continuous engagement with casinos when players are away in order to drive them back. A trial at one casino found that Coin-In increased key metrics like theoretical win, player sign-ups, and visits which resulted in a 10-20% increase in EBITDA and a 400% return on investment.
Electronic sports, or e-sports, refers to competitive video gaming. Popular e-sports genres include real-time strategy, fighting, first-person shooter, and racing games. E-sports can be played competitively over the internet or on a local area network. Some of the earliest e-sports include arcade games tracked by Twin Galaxies in the 1980s and multiplayer Doom games in the early 1990s. Major current e-sports include StarCraft in South Korea, FIFA games, and Warcraft III played globally with hotspots in several countries.
Computer games are electronic games that use human interaction via devices like joysticks and keypads to provide visual feedback on video displays. The UK has one of the largest video game markets in the world, generating $5.2 billion in revenues in 2012 and employing over 7,000 people in the gaming industry. Electronic Arts is one of the largest gaming companies and is known for games like The Sims. Rockstar is a video game developer and publisher founded in 1998 and now owned by Take-Two Interactive. Activision is a major video game publisher founded in 1979 and now a subsidiary of Vivendi, one of the largest media companies in the world with interests in music, television, publishing, telecommunications and video games.
The document lists popular video games available on multiple gaming platforms for the holidays, including the Play Station 3, Nintendo Wii, Xbox 360, Nintendo 3DS, Nintendo DS, and PSP. Games mentioned span various genres and franchises such as Call of Duty, The Elder Scrolls, Batman, Mario, Pokemon, Kirby, and more.
Roblox allows users to create and play 3D games. The document proposes an integrated marketing campaign (IMC) for Roblox to increase sales and player experience. It includes a SWOT analysis, target audience details, customer profile, marketing goals and strategies. The marketing strategies proposed are billboard ads, TV ads, and email marketing to promote Roblox at amusement parks, on TV, and through emails with special offers. The goal is to make Roblox the best company and help players by improving marketing efforts.
The gaming industry has expanded vastly due to technological developments and the removal of age restrictions on games. Gaming companies typically release sequels of their most successful games to increase sales. Treyarch is known for the Call of Duty series and is owned by Activision, which also owns the Guitar Hero franchise. Rockstar Games earns billions annually from games like Grand Theft Auto and Red Dead Redemption. The gaming industry partners with other creative industries through synergistic relationships, such as featuring popular music in games.
This document discusses the evolution of technology over time, focusing on computers, games, and phones. It talks about how computers have evolved from home PCs to portable devices. For games, it describes how graphics have improved dramatically from early pixelated games to modern 3D CGI games. It also notes that gaming is now a social experience with multiplayer online games. The document examines how violence is now normalized in many games and how the representation of women in games has changed over the years.
This document discusses the evolution of technology over time, focusing on computers, games, and phones. It talks about how computers have evolved from home PCs to portable devices. For games, it describes how graphics have improved dramatically from early pixelated games to modern 3D CGI games. It also notes that gaming is now a social experience with multiplayer online games connecting players worldwide. The document then examines how games have increasingly included violence as the norm and how the portrayal of women in games has shifted from being sexualized objects to taking on more empowered roles.
This document discusses Riot Games and their popular game League of Legends. It provides information on the company history starting in 2006, key figures, business model of selling skins, and competition from other games. League of Legends has over 100 million monthly players and generated over $1.75 billion in revenue in 2019 alone. The document predicts the continued success of Riot Games and League of Legends.
Caso 1 violencia entre causas de migración juvenilEliseo Garay
La violencia es una de las principales causas de la migración juvenil de El Salvador a Estados Unidos. El caso de Sofía muestra cómo las amenazas de pandillas forzaron a sus hijos a migrar para salvar sus vidas. La violencia motiva directamente el 21.5% de la migración al causar amenazas a la integridad física y forzar el reclutamiento. Sofía prefiere que sus hijos permanezcan en Estados Unidos para evitar que las amenazas de muerte se cumplan si regresan. La pobreza y falta de desar
Mohzam Malik is applying for a position in the internal audit or finance department. He has qualifications including being an ACCA Affiliate and having a Bachelor's in Commerce. He has experience working as a finance intern at non-profits and teaching accounting. As a new professional seeking his first practical experience, he is looking for an organization where he can continue learning and applying his skills for mutual benefit.
La tecnología se define como el conjunto de conocimientos técnicos y científicos que permiten diseñar bienes y servicios para facilitar la adaptación humana al medio ambiente y satisfacer las necesidades y deseos de las personas.
Trending The Future - Gaming Beyond Realityspace150
Gaming, game mechanics, and gamification are buzzwords that marketers often mis-use and abuse. So why are games such a hot topic in ad-land? We believe the future of gaming in advertising is beyond petty points and badges. Games are successful because they enable people to experience things normally impossible in everyday life. For the future of advertising, new mobile technology will tie gaming and reality closer together allowing the creation of brand experiences that elevate reality in a new and inspiring way.
This document appears to be a list of company and individual names that have previously been clients of Julie Stein based on her email address of JStein@ammtv.com and phone number listed at the bottom. There are over 150 entries in the list spanning various industries like entertainment, music, sports, travel, technology, and more.
The online games industry in China is relatively new, only around 10 years old. It grew out of widespread piracy and low disposable incomes. There have been three waves of online games in China - licensing/portals, MMORPGs and communities, and web/social network games. Online games have become mainstream media for youth in China and are regulated similar to Korea. Popular genres include MMORPGs from Korea and China, which follow an 80/20 rule, as well as games from Blizzard like Warcraft and Starcraft. Major Chinese online game companies include Sohu, Sina, Netease, and Shanda. Games make money through free-to-play models with virtual
The document discusses social gaming in Europe. It provides definitions of social games and analyzes data on who plays social games. The average social game player is described as female, 40 years old, from the US, spending less than 5 cents per day playing for about an hour. Certain genres like gambling games have higher percentages of male players. Most players are located in the US. The document also examines who pays for social games and how different player segments spend varying amounts. It notes potential regulatory issues around social games that involve gambling-like elements.
The Play Ethic: lessons from play in an adverse economic climatewww.patkane.global
The slides from my presentation at The Economist's 'Opportunity in Adversity' Conference, London, June 2, 2009
See http://www.theplayethic.com for more details.
This document discusses the top 10 secrets of success for virtual goods in social games. These include limited time offers, crafting systems, crew mechanics, neighbor interactions like gifting and visits, achievements and quests, boosts from energy systems, timed appointments, cute aesthetics, daily bonuses, and consecutive login rewards. It provides an example for each category and shows how implementing these features increased player engagement and monetization for various popular social games.
The document provides an overview of the gaming industry in Iceland in 2008. It discusses the major Icelandic gaming companies, including CCP Games, Betware, and Gogogic. CCP Games employed over 400 people and was recognized as a global leader in MMOs. The gaming industry in Iceland employed over 300 people. The document also briefly discusses gaming industry funding programs in Quebec, France, and Finland that provide various subsidies and tax credits to support game development.
The document provides guidance for creating social media content in different formats and sizes for a brand, including considerations around copyright, compliance, filming, and popular topics and trends. Formats suggested include news stories, visuals, infographics, interactives, animations, games, music videos, and films. Copyrighted images must be acquired or used under a creative commons license. Language, taste, harm, and offense must comply with guidelines. Health and safety procedures apply for filmed content. Popular topics include technology, politics, sports, royals, TV and film, celebrities, and trending websites.
The game industry involves the development, marketing, and sale of video games and employs thousands worldwide. It has annual revenues over $68 billion from countries with over $1 billion in game sales as of 2012. Rockstar Games is a major game creator and publisher headquartered in New York City, known for acquiring BMG Interactive. Electronic Arts (EA) is another large game company founded in 1982, owning sports and simulation franchises that some fear it does not care about post-acquisition. Take-Two Interactive owns Rockstar and has created many of its popular games through studios like Rockstar North. The computer game industry is also linked to the music industry through game soundtracks and to television through advertising of new games.
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.
Coin-In connects players to real-world casinos through their mobile app, allowing players to engage with casinos anytime from anywhere. Traditional casino marketing is expensive and inefficient. Coin-In's solution is a social casino game integrated with a loyalty platform that provides continuous engagement with casinos when players are away in order to drive them back. A trial at one casino found that Coin-In increased key metrics like theoretical win, player sign-ups, and visits which resulted in a 10-20% increase in EBITDA and a 400% return on investment.
Electronic sports, or e-sports, refers to competitive video gaming. Popular e-sports genres include real-time strategy, fighting, first-person shooter, and racing games. E-sports can be played competitively over the internet or on a local area network. Some of the earliest e-sports include arcade games tracked by Twin Galaxies in the 1980s and multiplayer Doom games in the early 1990s. Major current e-sports include StarCraft in South Korea, FIFA games, and Warcraft III played globally with hotspots in several countries.
Computer games are electronic games that use human interaction via devices like joysticks and keypads to provide visual feedback on video displays. The UK has one of the largest video game markets in the world, generating $5.2 billion in revenues in 2012 and employing over 7,000 people in the gaming industry. Electronic Arts is one of the largest gaming companies and is known for games like The Sims. Rockstar is a video game developer and publisher founded in 1998 and now owned by Take-Two Interactive. Activision is a major video game publisher founded in 1979 and now a subsidiary of Vivendi, one of the largest media companies in the world with interests in music, television, publishing, telecommunications and video games.
The document lists popular video games available on multiple gaming platforms for the holidays, including the Play Station 3, Nintendo Wii, Xbox 360, Nintendo 3DS, Nintendo DS, and PSP. Games mentioned span various genres and franchises such as Call of Duty, The Elder Scrolls, Batman, Mario, Pokemon, Kirby, and more.
Roblox allows users to create and play 3D games. The document proposes an integrated marketing campaign (IMC) for Roblox to increase sales and player experience. It includes a SWOT analysis, target audience details, customer profile, marketing goals and strategies. The marketing strategies proposed are billboard ads, TV ads, and email marketing to promote Roblox at amusement parks, on TV, and through emails with special offers. The goal is to make Roblox the best company and help players by improving marketing efforts.
The gaming industry has expanded vastly due to technological developments and the removal of age restrictions on games. Gaming companies typically release sequels of their most successful games to increase sales. Treyarch is known for the Call of Duty series and is owned by Activision, which also owns the Guitar Hero franchise. Rockstar Games earns billions annually from games like Grand Theft Auto and Red Dead Redemption. The gaming industry partners with other creative industries through synergistic relationships, such as featuring popular music in games.
This document discusses the evolution of technology over time, focusing on computers, games, and phones. It talks about how computers have evolved from home PCs to portable devices. For games, it describes how graphics have improved dramatically from early pixelated games to modern 3D CGI games. It also notes that gaming is now a social experience with multiplayer online games. The document examines how violence is now normalized in many games and how the representation of women in games has changed over the years.
This document discusses the evolution of technology over time, focusing on computers, games, and phones. It talks about how computers have evolved from home PCs to portable devices. For games, it describes how graphics have improved dramatically from early pixelated games to modern 3D CGI games. It also notes that gaming is now a social experience with multiplayer online games connecting players worldwide. The document then examines how games have increasingly included violence as the norm and how the portrayal of women in games has shifted from being sexualized objects to taking on more empowered roles.
This document discusses Riot Games and their popular game League of Legends. It provides information on the company history starting in 2006, key figures, business model of selling skins, and competition from other games. League of Legends has over 100 million monthly players and generated over $1.75 billion in revenue in 2019 alone. The document predicts the continued success of Riot Games and League of Legends.
Caso 1 violencia entre causas de migración juvenilEliseo Garay
La violencia es una de las principales causas de la migración juvenil de El Salvador a Estados Unidos. El caso de Sofía muestra cómo las amenazas de pandillas forzaron a sus hijos a migrar para salvar sus vidas. La violencia motiva directamente el 21.5% de la migración al causar amenazas a la integridad física y forzar el reclutamiento. Sofía prefiere que sus hijos permanezcan en Estados Unidos para evitar que las amenazas de muerte se cumplan si regresan. La pobreza y falta de desar
Mohzam Malik is applying for a position in the internal audit or finance department. He has qualifications including being an ACCA Affiliate and having a Bachelor's in Commerce. He has experience working as a finance intern at non-profits and teaching accounting. As a new professional seeking his first practical experience, he is looking for an organization where he can continue learning and applying his skills for mutual benefit.
La tecnología se define como el conjunto de conocimientos técnicos y científicos que permiten diseñar bienes y servicios para facilitar la adaptación humana al medio ambiente y satisfacer las necesidades y deseos de las personas.
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El documento describe cómo la investigación de Apolo Zeus Escudero Uribe en bioelectrónica condujo al desarrollo de la primera prótesis de codo en el mundo con cuatro grados de libertad activos. Esto permitió agregar el movimiento de rotación humeral, mejorando significativamente la funcionalidad de la prótesis para actividades cotidianas. Después de más de cinco años de investigación, Apolo cumplió con el objetivo de su tesis de diseñar y construir esta innovadora prótesis de codo.
O documento discute algoritmos de encaminhamento em redes IP, incluindo vetor de distância, link state e híbrido balanceado. Descreve o algoritmo vetor de distância, que determina a direção e distância para cada link, e exemplos como RIP e IGRP. Também discute como as tabelas de encaminhamento são calculadas e atualizadas.
En este documento encontrarán una manera explicativa e ilustrativa de las herramientas tecnológicas más comunes dentro de las comunidades virtuales de aprendizaje
Protocolos de encaminhamento-link_stateescolaporto
Os protocolos de encaminhamento link state foram criados para superar as limitações dos protocolos de distance vector. Os protocolos link state mantêm uma base de dados completa da topologia da rede e cada roteador calcula as rotas usando o algoritmo SPF.
II-SDV 2012 Text Mining, Term Mining and Visualization - Improving the Impac...Dr. Haxel Consult
The document discusses text and term mining and visualization techniques to analyze scholarly publications. It covers:
- The basics of term and text mining to find patterns in text and controlled vocabularies.
- How visualization can show trends, relationships, and conceptual distances more effectively than raw data.
- Case studies where taxonomies were applied to publications and related data to map relationships and identify potential areas for expansion.
- Different visualization strategies like matrices, maps, and radial diagrams to view results from text and term mining.
O documento descreve os conceitos básicos de endereços IP, incluindo: 1) A estrutura de um endereço IP v4 com 32 bits divididos em 4 octetos; 2) As classes de endereços IP (A, B, C, D e E) e suas características; 3) A diferença entre redes públicas e privadas.
Este documento describe la prevención de úlceras por presión. Explica que son lesiones de la piel causadas por presión prolongada que reducen el flujo sanguíneo. Detalla factores de riesgo como la inmovilidad y falta de cuidados, así como grados de gravedad. Recomienda medidas como reducir la presión, cambios posturales, apósitos y tratamientos dependiendo del grado de la úlcera. Además, destaca la importancia de la higiene de la piel, ropa adecuada y almohadas para
Presentasi teks negosiasi b.indo Kelompok 5andrynskyy21
Teks tersebut membahas tentang pengertian, struktur, dan cara negosiasi. Negosiasi adalah bentuk interaksi sosial antara dua pihak atau lebih untuk mencapai kesepakatan melalui diskusi. Struktur negosiasi pada umumnya terdiri dari orientasi, isi, dan penutup. Tujuan negosiasi adalah untuk menyatukan perbedaan pendapat dan mendapatkan kesepakatan.
INDICADOR DE CALIDAD No. 2.- VIGILANCIA Y CONTROL DE LA VENOCLISIS INSTALADAErika Sandoval Gonzalez
Este documento describe los procedimientos para el monitoreo y control de una venoclisis instalada. Las enfermeras usarán indicadores para evaluar los servicios, tomar decisiones e implementar procesos de mejora. Se debe verificar que la solución parenteral tenga menos de 24 horas, cuente con la información requerida, y que el equipo y área de punción no muestren signos de infección.
This document provides contact information for Rock Fall UK, including their name, address, and telephone number. Rock Fall UK is located at Unit 1/3, Major House on Wimsey Way in Alfreton, Derbyshire, United Kingdom. Their telephone number is +44 (0)1773 608616.
This document outlines exercises for 7th grade English language recovery and reinforcement. It provides performance standards related to describing present activities, daily routines and preferences using adverbs of frequency and past tense verbs. The activities aim to develop skills with present and past tenses, adjectives, writing about family members and abilities using structures like can/cannot. Students are asked to write sentences using connectors and frequency adverbs studied from provided references. The work is to be completed individually in cursive writing on letter-sized paper by November 19, avoiding copying or plagiarism.
O documento anuncia um Complexo Pedagógico sobre Petróleo e Gás na Universidade Eduardo Mondlane em Moçambique de 9 a 18 de Julho de 2014, com especialistas moçambicanos, sul-africanos e holandeses. Os tópicos incluem mercados de gás natural, incubadoras de negócios em petróleo e gás, e os efeitos do petróleo e gás no desenvolvimento socioeconômico de Moçambique. As candidaturas devem ser submetidas até 14 de Junho de 2014.
Este documento apresenta o planejamento anual para o curso de Língua Portuguesa para a 9a série. O curso visa que os alunos adquiram a norma padrão da língua portuguesa e a empreguem corretamente na fala e escrita. Serão abordados diversos gêneros textuais e períodos literários, além de aspectos gramaticais. A avaliação dos alunos será contínua ao longo do ano letivo considerando escrita, avaliações, oralidade e produtividade.
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 document discusses the history and future of advertising in video games. It argues that as games continue to connect to the internet and be played by over 160 million people, in-game advertising has massive potential to reach consumers. Several companies are experimenting with strategies to place ads in games, but the approach remains underdeveloped. The document also provides statistics on gamers and discusses both positive and negative ways that advertising could impact the gaming experience.
I made this presentation at the beginning of 2007 when I had my intern at the Belgian communication agency These Days.
The goal of this presentation was to give a brief overview of the evolution the gaming and advertising scene had gone through up til then (2007). It is my personal view on the things and I am the first to admit that my opinion is not king.
In the future I will make a new presentation because some opinions and conclusions need steering.
I thank you for your comments.
The document discusses the history and controversy around violent video games. It explores how video games started as simple, non-violent games like Pong but as graphics advanced, more violent games emerged. This sparked debate around whether violent games negatively influence children and could lead to real-world aggression or violence. Studies have shown both increased aggression in young teens and no clear links to school shootings. The argument remains inconclusive with no absolute answers.
The computer and video game industry has grown substantially over the past few decades from a niche market to a mainstream, $67 billion industry in the United States alone in 2011. The average gamer is now 37 years old, and nearly half of all gamers are women. The industry employs over 120,000 people and has experienced significant growth rates even as the overall economy struggled in recent years. Mobile gaming, an older demographic of gamers, and more female gamers represent opportunities for continued growth in the gaming market.
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 has become highly lucrative due to intense competition between industry leaders like Sony and Microsoft to develop the most advanced consoles. This arms race drives innovation in graphics and technology while also lowering prices. Both companies hope to earn profits through game and online membership sales after initially losing money on consoles. The key innovation that transformed the industry was online multiplayer gaming, which allowed people to play together worldwide and led to massive online games and new sources of revenue from online access fees.
This document provides an introduction to a term paper analyzing changes in the video game industry over the past 10 years. It discusses the growth of mobile gaming and free-to-play pricing models. It also examines trends like vertical integration, where publishers develop and market their own games, and the transition to digital distribution through platforms like Steam.
This document proposes developing mobile video games based on NBC television shows to engage audiences and generate profits. It discusses the growth of the mobile gaming industry and provides examples of educational and health-focused games. The document recommends creating a specialized team to develop games connected to NBC programming through hidden codes requiring viewership. The games would feature competitions for players. Developing these games could increase engagement across generations and open new revenue streams through advertising and data collection.
Mortal Kombat (1992) was one of the first violent video games to raise concerns about violence in video games. This led to the U.S. Senate holding hearings on video game violence and helped lead to the establishment of video game rating systems. Doom (1993) was also notorious for its graphic violence and satanic imagery and was linked to real-world violence. Grand Theft Auto (1997) was controversial from the beginning for allowing players to commit violent acts like killing police officers. There is ongoing debate about whether violent video games can promote real-world violence with studies producing inconclusive results so far.
The document provides information on video game demographics, the history of gaming, debates around whether games make kids violent, and a conclusion. It notes that 62% of gamers are male, the average gamer age is 33, and 69% of US households play games. Key events in gaming history include the release of Pong in 1958, the Odyssey home console in 1972, Pac-Man in 1980, and the introduction of first-person shooters in the 1990s. Studies have shown mixed results on links between violence and aggression, but gaming may provide benefits like improved problem-solving skills. The conclusion is that games are here to stay and can have educational value when used appropriately.
1. Video Game Addiction
You exercise your cardiovascular system with aerobics You reinforce your muscular system with
weight training. A 2005 resolution by the American Psychological Association called for the
reduction of violence in video games marketed to youth because of possible connections between
video games and aggression towards girls.
Following the controversy affecting hidden sexually explicit content in Grand Theft Auto: San
Andreas, then-Senator of New York Hillary Clinton introduced a bill in 2005 to criminalize selling
"Mature" or "Adults Only" rated video gamesminors, arguing that video games were a "silent
epidemic of desensitization." The Family Entertainment Protection Act expired at the end of the
109th Congress and was referred to the Senate Committee on Commerce, Science and
Transportation without becoming law.
Now's video games provide abundant, engaging entertainment across all platforms and have evolved
into a real mass market with 59 percent of Americans actively playing along, according to a report
released by the Entertainment Software Association (ESA), owners of E3. In a sign of the continuing
maturation of the sector, the typical gamer is a 31-year-old adult who is been playing for at least 14
years.
Instead, online media and advertising companies have stepped into the business first, building the
relationships and teams required to succeed. Sony (SNE) and Microsoft (MSFT) have really different
operations and their video game systems only compose a tiny portion of sales. Nintendo (NTDOY)
nevertheless, suffers less from this muddying, since it not as large a company as its adversaries, and
2. its main focus is video games.
Cree, produit et presente par le celebre Tommy Tallarico, vous plongerez avec Video Games Live
dans l'univers incroyable des musiques de jeux video les plus connues (Super Smash Bros., Final
Fantasy et beaucoup d'autres), jouees par un orchestre, des choeurs et des musiciens dont la
reputation n'est plus a faire sur net.
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