acclaim
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LAST MATCHPrice0.1100Time8:30:15.375TODAY'S ACTIVITYOrders77Volume18,735
BUY ORDERSSHARESPRICE10,0000.100010,0000.10008000.10001,0000.100025,0000.08002,0000.08005,7000.06005000.056010,0000.040010,0000.02001,0000.0100SELL ORDERSSHARESPRICE3,0000.11003,3010.11002,8090.12003,3000.12001000.12004,5200.130050,0000.13004,2000.13003,5000.14002000.15005,0000.160024,0000.160010,0000.18001,0000.19902,7000.2000(41 more)CIAO
der letzten Tage.
27/08/2004
Manchester studio staff sent home, sources claim, as publisher financial woes continue
The situation at struggling publisher Acclaim took a turn for the worse this morning, as staff at the firm's UK offices reported that their salaries have not been paid - and those at the Manchester studio were allegedly sent home.
Earlier this week, the company confirmed that its credit facility with GMAC Commercial Finance has expired without a deal being struck with a new lender, despite two separate extensions which were granted by GMAC.
This morning, sources at the company told GamesIndustry.biz that staff at the UK studios in Cheltenham and Manchester have not been paid their salaries - and that while the Cheltenham studio remains open, employees in Manchester have been told to go home.
It's not clear as yet whether this represents official redundancies being made. A few days ago, staff at the firm's development studio in Austin, Texas were also told to go home after the company's landlords locked them out of the building for defaulting on rent payments.
Acclaim was delisted from the NASDAQ Small Cap stock exchange earlier this week for failing to meet the minimum market capitalisation figure required by the market; the the time, the company pledged to appeal the delisting and expressed hope that it would meet the index requirements shortly after filing its next 10-Q results statement, which is now overdue.
The publisher could not be contacted for any official comment at the time of going to press, but according to staff there, a statement from the US headquarters of the firm is expected this afternoon.
CIAO
http://www.juicedthegame.com/de/index.html
kann NFSU paroli bieten !!!
31.08.04 Acclaim melden lt. dem Branchenmagazin ign Bankrott nach Chapter 11. Ein offizielles Statement seitens des Unternehmens liegt jedoch noch nicht vor. Fakt ist aber, das alle Studios und Büros geschlossen wurden und alle Angestellten mit sofortiger Wirkung entlassen sind.
Die Aktionäre gehen leer aus.
Herzlichen Glückwunsch an die,die gekauft haben........
CIAO
Acclaim may file for Chapter 7 liquidation - reports
Previous rumours of Chapter 11 plans may have been over-optimistic
No official statement or filing has yet been made regarding the future of embattled publisher Acclaim, but sources at the company and media reports alike have indicated that the firm intends to plan for Chapter 7 liquidation.
Under the terms of Chapter 7 bankruptcy, Acclaim would cease operations, liquidate its remaining assets and use the proceeds to pay back as much of its substantial debt as possible - although creditors are unlikely to see anything close to the full amount of their debts. Investors = 0$
This is a much more final solution than the Chapter 11 bankruptcy which was being mooted by sources at the company late last week; Chapter 11 would have allowed Acclaim to continue trading while an effort was made to restructure its debts.
Employees at the company remain in the dark as to the future of their jobs, with the majority of the firm's staff being locked out of their offices and told to remain at home so far this week - but so far, while some staff claim to have been told to collect personal belongings from the offices, it's not thought that any official redundancies have been made.
The possible effects of Acclaim going into liquidation are hard to gauge at this point. Aside from the obvious impact on the 600 people directly employed by the company, it's thought that Acclaim has significant debts to a number of other firms in the industry along with its now-expired credit line with primary lender GMAC Commercial Finance, most of which will have to be written off as bad debt.
The company also has a number of complete or near-complete titles on its books, including forthcoming racer Juiced, which has had a largely positive critical reaction so far. It's likely that Juiced, along with any other titles of value, will be picked up by other publishers, but for now at least, their fate is uncertain.
CIAO
Quelle : http://www.gamepro.de
Kommt Juiced noch vor dem Weihnachtsgeschäft auf den Markt? Nach der Pleite des Publishers Acclaim war die Zukunft des Rennspiels zunächst ungewiss. Take 2 soll allerdings großes Interesse an dem Spiel zeigen und hat den Rechteinhabern von Fund4Games laut neuesten Angaben 10 Millionen US-Dollar für die Vertriebsrechte geboten. Wird in nicht allzuferner Zukunft eine Einigung erzielt, dürfte Juiced noch dieses Jahr auf den Markt kommen.
werde mein behalten bis sie wieder auf 5euro ;) stehen .
irgendwas ist ja los , immerhin wurden fuer ein paar 100tsd dollar gehandelt die lettzten tage , zockerrei wird das ja wohl kaum sein , denn geld verbrennen kann man ja auch anders .
stay cool
as per costo
Round two. Ding, ding!
By Stuart Gorman: Friday 09 December 2005, 07:50
HOWARD MARKS, former Acclaim executive, is planning to put the gloves back on, and step into the ring once again.
The new Acclaim Games will focus on giving North Americans and Europeans the chance to try their hand at Asian MMOs. Marks bought the company's name last year for a cool $100K, and expects to market wares to the nearly 80 million 9 to 13 year-olds on either side of the Atlantic.
Gamespot reports, "The company will license game content from Korea, then localize and support it for Western markets."
And their first release will be B.O.U.T., which economically functions something like a collectible card game. You can play for free, but if you get more into it, you can purchase in-game items one at a time (for real live moolah) and outfit your robot character with ever-better weaponry.
Right now, B.O.U.T. is owned by Korea's NHN Corporation, which has been around since 1999, when it was called Navercom. They merged with Hangame Communications in 2000 and took on the name Next Human Network, or NHN.
If you're interested in Acclaims future projects, my guess is, you can look at NHN's current games. Just a thought for the forward-looking. µ
na dann , vielleicht wird das was , wenn Howard nur 10% von NHN`s gewinn erreicht , werden meine 5000 acclaim doch mal was wert sein
The first title to be integrated into the Massive Network is BOTS, a free action-themed multiplayer online game. One of the top games in Asia with over a million registered users, BOTS is being redesigned and launched in North America and Europe. Acclaim has registered thousands of closed beta testers on the game’s website, http://bots.acclaim.com/
and is scheduled to launch the game in several weeks.
“We are focused on providing the best online multiplayer games for free, something rare in the market. In order to do this, we are using innovative business models including adding in-game advertising, selling in-game content and offering unique subscriptions. Massive has the most established and robust in-game advertising solution, with deep experience in multiplayer games, and so were the natural choice as our partner,“ said Howard Marks, CEO of Acclaim.
"Acclaim is a great addition to the Massive Network and we’re thrilled to work with them to integrate real-world ad campaigns into their games,” said Nicholas Longano, President of New Media at Massive. “This partnership further emphasizes the growing support for the realism and revenue benefits that dynamic in-game advertising provides. This is a tremendous win for gamers – free games supported by advertising.”
The addition of Acclaim to the Massive Network bolsters Massive’s roster of partners to more than 35 publishers and developers with a total pipeline of over 100 games, representing the single largest video game advertising network.
Massive pioneered dynamic in-game advertising with the launch of the Massive Network in October 2004, and has since partnered with more than 60 blue-chip advertisers to seamlessly deliver ads into more than 50 million game sessions. Massive enables publishers and developers to capture significant new revenues through the aggregation of the video game audience which can be more effectively marketed to advertisers. Developers are able to integrate real-world ad campaigns that are timely and enhance the game environment with more realism.
About Acclaim
Based in Beverly Hills California, Acclaim Games is a revolutionary new company with a familiar name. CEO Howard Marks, a cofounder of Activision, purchased the Acclaim name in 2005, confident that the new company would surpass the former glory of its name and establish itself as one of America’s marquee brands. Today, Acclaim Games offers only the finest online games with a focus on accessibility, playability and most importantly fun. www.acclaim.com
About Massive Incorporated
Massive Incorporated is the creator of the world’s leading network for dynamic video game advertising. With 36 game publishers and more than 100 titles, the Massive Network offers advertisers the ability to reach an aggregated gaming audience in real-time across multiple platforms. Over 60 blue-chip advertisers have run campaigns across the Massive Network throughout North America and Europe. Publishers in the Massive Network generate the highest yield per title from dynamic in-game advertising, enabling them to leverage the value of their content while preserving and enhancing the game experience. Massive’s technology allows for all forms of downloadable media and advertising content to be contextually integrated into the game environment, including image, audio, video and game object formats. www.massiveincorporated.com
REDMOND, Wash. — May 4, 2006 — Today at the seventh annual MSN® Strategic Account Summit, Microsoft Corp. announced it is acquiring Massive Inc., the New York-based creator of a world-leading network for video game advertising, in a move that will help deliver dynamic, relevant ads across Microsoft’s online services, starting with Xbox Live® and MSN Games. Massive’s solution depicts brands in various forms within the game — on soft-drink cans and pizza boxes, on billboards and posters, and in images on TV screens — where gamers would expect to see them in real life, adding realism to the overall gaming experience. Massive employees will continue to work from their current locations, including their headquarters in New York and offices in London, Los Angeles, Chicago, San Francisco, Paris, Sydney, Cologne and Toronto. Financial details of the acquisition were not disclosed.
The Opportunity for Advertisers
The acquisition of Massive broadens Microsoft’s commitment to providing advertisers with a highly effective means of reaching specific demographic groups of consumers in the rapidly growing and interactive medium of online gaming.
“Advertisers are having a tough time connecting with the elusive 18- to 34-year-old male demographic because this group continues to spend less time watching TV and more time playing video games,” said Joanne Bradford, corporate vice president of Global Sales and Marketing and chief media revenue officer at Microsoft. “Massive and Microsoft can help lead with our shared vision of delivering more targeted, measurable and effective opportunities for advertisers to reach today’s youth audience in a largely untapped market.”
The Commitment to Gamers
Massive and Microsoft will continue to prioritize gamer satisfaction, applying very rigorous standards to ads before they can be included in a game. These standards allow for only those ads that add realism and entertainment value to the overall game experience, not those that might detract from gameplay. Xbox has worked with Massive for more than a year and found that Massive’s technology, innovations and global gaming ecosystem are designed to ensure that in-game advertising is implemented effectively. According to research by Nielsen Interactive Entertainment, the majority of gamers find that relevant advertising enhances the realism of games.
The ad-funded model supported by Massive helps game developers deliver high quality and push the creative boundaries of video games to deliver the best gaming experience. It helps publishers offset the skyrocketing costs of video game development, which can in turn benefit gamers, keeping game prices affordable and opening the door to free gameplay, free content, tournaments and other possibilities.
Within the casual gaming space, Microsoft plans to implement Massive’s solution to extend in-game advertising capabilities to games on MSN and within MSN Messenger, delivering advertising solutions for the casual gaming audience of females 35 years old and up.
Taking Dynamic Ads Beyond Games
Microsoft also has begun exploring how to apply Massive technology to incorporate dynamic advertising into other online environments, such as Windows Live™ and MSN, and to make it available on the adCenter advertising platform. “We are committed to building an advertiser network that serves a wide spectrum of needs,” said Kevin Johnson, co-president of the Platforms & Services Division at Microsoft. “Our acquisition of Massive will expand opportunities for advertisers and enable connection to a broader audience of digital consumers.”
“Joining forces with Microsoft will allow Massive to deliver even greater benefits for advertisers, game developers and gamers through one of the world’s largest, most comprehensive online networks,” said Mitchell Davis, CEO of Massive Inc. “While our current business relationships will remain in place, with Microsoft we have the prospect of extending our technology into a vast array of new markets and online environments.”
About MSN and Windows Live
MSN attracts more than 465 million unique users worldwide per month. With localized versions available globally in 42 markets and 21 languages, MSN is a world leader in delivering compelling programmed content experiences to consumers and online advertising opportunities to businesses worldwide. Windows Live, a new set of personal Internet services and software, is designed to bring together in one place all the relationships, information and interests people care about most, with enhanced safety and security features across their PC, devices and the Web. MSN and Windows Live will be offered alongside each other as complementary services. Some Windows Live services entered an early beta phase on Nov. 1, 2005; these and future beta updates can be found at http://ideas.live.com. Windows Live is available at http://www.live.com. MSN is located on the Web at http://www.msn.com. MSN worldwide sites are located at http://www.msn.com/worldwide.ashx.
About Microsoft
Founded in 1975, Microsoft (Nasdaq “MSFT”) is the worldwide leader in software, services and solutions that help people and businesses realize their full potential.
wenn das stimmt dass die jungs wieder auf konsole gehn , sehn wir 1 euro auf basis von 12 monaten !!
mfg