Sentences with phrase «entertainment software products»

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.
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