The company distributes interactive
entertainment software products for a variety of hardware platforms including PC, wireless devices, and those manufactured by Nintendo, Microsoft and Sony Computer Entertainment Europe.
The company develops and distributes interactive
entertainment software products for a variety of hardware platforms including PC, wireless devices, and those manufactured by Nintendo, Microsoft and Sony Computer Entertainment Europe.
The company develops, publishes and distributes interactive
entertainment software products for a variety of hardware platforms including PC, wireless devices, and those manufactured by Nintendo, Microsoft and Sony Computer Entertainment Inc..
The company develops, publishes and distributes interactive
entertainment software products for a variety of hardware platforms including PC, wireless devices, and those manufactured by Nintendo, Microsoft and Sony Interactive Entertainment Inc..
Not exact matches
Microsoft's head of interactive
entertainment, Don Mattrick, has left the
software company to take the top job at social games maker Zynga, leaving his former division potentially vulnerable in the months before a major new
product launch.
Officially, it now offers «hardware,
software, consumables and services to customers in graphic arts, commercial print, publishing, packaging, electronic displays,
entertainment and commercial films, and consumer
products markets.»
Though individual
products within its lineup face competition from the likes of Adobe (ADBE) and Siemens, Autodesk (ADSK) is without a peer in the broader market for design and modeling
software for industries such as construction, engineering and
entertainment.
Before revealing his results in the current issue of Journalism Practice, Goyanes explains just what the paid online news model is up against, stating that» [This] study shows that online users were more likely to pay for those digital
products whose main value proposition consists of providing
entertainment (music) and solutions (
software and apps), but less likely to pay for those providing knowledge (such as an online newspaper).»
Skype (/ s k aɪ p /) is a telecommunications application
software product that specializes in providing video chat and voice calls between computers Today's top stories across news, weather, sport,
entertainment, lifestyle, money, cars and more - expertly curated from across top UK and global news
Students between 10 - 18 years old are participating to create
products from different sectors (engineering, geotechnics, environment, energy efficiency,
software - dimensional metric simulation, security and emergency services, video games, health biosecurity, digital
entertainment, marketing, design, and digital advertising, etc).
Apple chief executive Steve Jobs said the upgraded
software, which can be downloaded for free from online
entertainment store iTunes, «makes the iPad a completely new
product.»
After leaving the teaching profession, she worked as a
product and sales trainer for various hardware and
software companies such as 3Comm, HP and McAfee, and was the regional merchandising representative for Buena Vista
Entertainment.
- despite the new business partnership with Cygames, Nintendo is very satisfied with its mobile business - they are also happy with the various projects created in partnership with DeNA, and their relationship will continue - Nintendo is trying to expand its lineup of mobile games - Cygames had a plan for a title that was very deep and Nintendo thought it was important to develop and operate it jointly - DeNA doesn't just support Nintendo's mobile applications, but also its Nintendo Account system with tech and dev support - those areas of Nintendo's partnership will also continue - Nintendo is open to partner with other companies as well in the future - by using Nintendo IP in mobile apps, the company wants to spread awareness about Nintendo's characters - ultimately they'd like it to become synergistic with the console business - Nintendo wants to make mobile games one of the pillars of revenue - it's not enough to just expand dedicated internal development resources for this goal - this is why Nintendo is looking for possibilities to do it externally as well - Nintendo thought that Cygames» plan with Dragalia Lost was common ground for the companies, so they decided to partner - one important factor to think about when managing a company like Nintendo is that its
products aren't daily necessities - Nintendo creates
entertainment and fun, and the essence of its business will remain unchanged - Nintendo says it's a high - risk business, and there are times in which performance could be good or bad - Nintendo will continue to create specialized gaming hardware and
software for the world - the aim is to be successful every time, but sometimes it will work out, and sometimes it won't - instead of thinking «I can't do this» they'd rather think «what can we do to continuously tighten our relationship with the customers?»
We've found that they don't just like games but also toys and
entertainment software — especially as a means to differentiate the
product from others.
This programme allows companies to access Disney's creative expertise, talented staff and resources whilst developing their own
entertainment,
software, programmes or
products.
Sony Computer
Entertainment America (SCEA) markets the PlayStationA ® family of products and develops, publishes, markets, and distributes software for the PS one console, the PlayStation 2 and PlayStation 3 computer entertainment systems and the PlayStation Portable
Entertainment America (SCEA) markets the PlayStationA ® family of
products and develops, publishes, markets, and distributes
software for the PS one console, the PlayStation 2 and PlayStation 3 computer
entertainment systems and the PlayStation Portable
entertainment systems and the PlayStation Portable (PSP).»
Factors that could cause Blizzard
Entertainment's actual future results to differ materially from those expressed in the forward - looking statements set forth in this release include, but are not limited to, sales of Blizzard
Entertainment's titles, shifts in consumer spending trends, the seasonal and cyclical nature of the interactive game market, Blizzard
Entertainment's ability to predict consumer preferences among competing hardware platforms (including next - generation hardware), declines in
software pricing,
product returns and price protection,
product delays, retail acceptance of Blizzard
Entertainment's
products, adoption rate and availability of new hardware and related
software, industry competition, rapid changes in technology and industry standards, protection of proprietary rights, litigation against Blizzard
Entertainment, maintenance of relationships with key personnel, customers, vendors and third - party developers, domestic and international economic, financial and political conditions and policies, foreign exchange rates, integration of recent acquisitions and the identification of suitable future acquisition opportunities, Activision Blizzard's success in integrating the operations of Activision Publishing and Vivendi Games in a timely manner, or at all, and the combined company's ability to realize the anticipated benefits and synergies of the transaction to the extent, or in the timeframe, anticipated.
In addition, the company engages in creating original film and television content; and provides warehousing, logistics, and sales distribution services to third - party publishers of interactive
entertainment software, as well as manufacturers of interactive
entertainment hardware
products.
The company develops, publishes, and sells interactive
software products and
entertainment content for the console and PC platforms through retail and digital channels, including subscription, full - game, and in - game sales, as well as by licensing
software to third - party or related - party companies; and offers downloadable content.
Saying a lack of
software variety at E3 was «a revelation of creative immaturity on our part as creators in the video game industry,» Miyamoto referred to former Nintendo president Hiroshi Yamauchi's belief «that in the
entertainment business, only one can become strong and all of the others will become weak,» because «if you create something unprecedented... consumers do not think it is necessary to purchase
products from others.»
He has handled intellectual property matters involving a wide range of industries and technologies, including aerospace, biotechnology, computers and
software, consumer goods, electronics,
entertainment, gaming, lighting, medical devices, pharmaceuticals, semiconductors, sports
products, and telecommunications.
Melanie represents clients in many industries including: automotive aftermarket, cleantech, e-commerce, energy, interactive
entertainment, manufacturing, mining, retail and consumer
products and
software and other Web - based businesses.
She has assisted clients in a wide variety of industries, including, most significantly, technology, medical devices,
entertainment software, manufacturing and distribution, oil and gas, consumer
products and venture funds.
We are skilled at negotiating and drafting various types of intellectual property licensing agreements (including
product,
software, technology, merchandising licensing, artwork licensing, services agreements, broadcast television licensing and distribution deals, distribution agreements, broadcast and television programming license agreements, online and e-commerce agreements and confidentiality agreements and other corporate / commercial agreements in the media and
entertainment industries.
Gaurav Nigam, the
Product Head of Lava International said, «With Lava Z50, powered by Android Oreo (Go edition), we are giving our first time smartphone users an impeccable
software designed for faster processing, more memory at hand vs. non - Android Oreo (Go edition) phones, and the possibility to get
entertainment through YouTube Go, to help users control their data.
American e-commerce giant Amazon is paying more and more attention to foreign markets with its ever - expanding portfolio of
software and hardware
products, clearly aiming to become a global
entertainment and consumer electronics force.
«Valve Corporation («Valve», «We», «Us» or «our») has developed and produced prototypes of
entertainment system hardware and
software, including a set - top box running custom
software and a game controller (collectively: «Beta
Products»),» it states.
Cryptocurrency can be used to pay for home appliances,
entertainment, books, music,
software, restaurants and beauty
products in Japan.
The groups of
products, manufactured by GE are: appliances, aviation, consumer electronics, electrical distribution, energy,
entertainment, finance, gas, health care, lighting, locomotives, oil,
software, water and weapons.