Montreal International Games Summit
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Montreal International Games Summit
The Montreal International Games Summit (MIGS), also known as Le Sommet International du jeu de Montréal (SIJM), is a conference on Video game, video games. The first summit was held in 2004 and usually takes place in November at Le Palais des Congrès de Montreal, in Canada. Its mission is to expand the exposure of the video game community in Quebec, and to improve the Quebec video game industry. MIGS is currently the leading professional gaming summit of the East Coast. The overall aim of MIGS is to promote, train, network, and hire potential developers in the gaming industry. Professionals attending the summit partake in Lecture, lectures and Presentation, presentations largely oriented around how to improve specific aspects of the industry, such as art, Vfx, VFX, and design. Currently, MIGS has partnered with many of the leading electronic and Video game development, game development companies in Canada, including Ubisoft and Warner Bros. Games. The Montreal International Gamin ...
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Conference
A conference is a meeting of two or more experts to discuss and exchange opinions or new information about a particular topic. Conferences can be used as a form of group decision-making, although discussion, not always decisions, are the main purpose of conferences. History The first known use of "conference" appears in 1527, meaning "a meeting of two or more persons for discussing matters of common concern". It came from the word "confer", which means "to compare views or take counsel". However the idea of a conference far predates the word. Arguably, as long as there have been people, there have been meetings and discussions between people. Evidence of ancient forms of conference can be seen in archaeological ruins of common areas where people would gather to discuss shared interests such as "hunting plans, wartime activities, negotiations for peace or the organisation of tribal celebrations". Since the 1960s, conferences have become a lucrative sector of the tourism ind ...
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22cans
22cans Ltd is a British video game developer based in Guildford. It was founded in February 2012 by Peter Molyneux, previously of Bullfrog Productions and Lionhead Studios. History Peter Molyneux, who had previously founded Bullfrog Productions and Lionhead Studios, established 22cans on 20 February 2012 in Farnborough. To do so, he left Lionhead and partnered with Tim Rance and Peter Murphy, Lionhead's former chief technology officer and company director, respectively. Molyneux first announced the establishment on 7 March. By April that year, he had received more than 1,000 applications. Significant hires were Jack Attridge in July 2012 and Jamie Stowe in April 2013. 22cans' first game was '' Curiosity: What's Inside the Cube?'', which was released for Android and iOS on 6 November 2012. In 2015, following the troubled launch of ''Godus'', Simon Phillips was hired as the company's chief executive officer, replacing Molyneux, who would henceforth focus on game design. A ...
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Video Gaming In Canada
Canada's video game industry consists of approximately 32,300 employees across 937 companies. In 2021, the industry generated an estimated US$ 3.4 billion in revenue, having grown by 20% since 2019. Video game development is beginning to rival the film and television production industry as a major contributor to the Canadian economy. History The first documented commercial Canadian video game release was ''Les Têtards'' published by Logidisque in 1982. However, ''Evolution'' and '' BC's Quest for Tires'', both were released in 1983, and also were the first video games developed in Canada that gained substantial commercial success. Chris Gray and Peter Liepa, from Toronto and Ottawa respectively, together created Boulder Dash in 1983 which was later acquired and published by First Star Software. In the past decade, more companies are moving from the West Coast to Ontario and Quebec, where there is more government support for studios and the cost of living is lower. For example, ...
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Gaming Conventions
Gaming may refer to: Games and sports The act of playing games, as in: * Legalized gambling, playing games of chance for money, often referred to in law as "gaming" * Playing a role-playing game, in which players assume fictional roles * Playing a tabletop game, any game played on a flat surface * Playing a video game, an electronic game with a video interface ** Esports, competing in eSports ** Video game culture Other uses *Gaming, Austria, an Austrian market town and municipality * Gaming the system, manipulating a system's rules to achieve a desired outcome See also * Gamble (other) * Game (other) * Gamer, a person who plays games, especially video games * History of games * Online gaming (other) Online gaming may refer to: * Online game, a game played over a computer network * Online gambling, gambling using the Internet See also * Gamble (other) * Game (other) * Gamer, a person who plays games, especially video ga ...
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Square Enix
is a Japanese Multinational corporation, multinational holding company, production enterprise and entertainment conglomerate, best known for its ''Final Fantasy'', ''Dragon Quest'', ''Star Ocean'' and ''Kingdom Hearts'' role-playing video game franchises, among numerous others. Outside of video game publishing and development, it is also in the business of merchandise, Arcade game, arcade facilities, and manga publication under its Gangan Comics brand. The original Square Enix Co., Ltd. was formed in April 2003 from a mergers and acquisitions, merger between Square (video game company), Square and Enix, with the latter as the surviving company. Each share of Square's common stock was stock swap, exchanged for 0.85 shares of Enix's common stock. At the time, 80% of Square Enix staff were made up of former Square employees. As part of the merger, former Square president Yoichi Wada was appointed the president of the new corporation, while former Enix president Keiji Honda was name ...
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Eidos-Montréal
Eidos-Montréal is a Canadian video game developer based in Montreal and part of Embracer Group. The studio was founded by Stéphane D'Astous in 2007 under SCi Entertainment. It became part of Square Enix Europe in 2009 and CDE Entertainment in 2022. History Eidos Interactive announced plans to open a Montreal-based subsidiary studio in February 2007. Eidos-Montréal formally opened with general manager Stéphane D'Astous on 26 November 2007. According to D'Astous, unlike other video game development studios, Eidos-Montréal's development cycle as characterized by smaller teams (totalling to 350) working over a longer period. The same year as its founding, the studio announced to work on a ''Deus Ex'' project. In May 2009, the studio announced to work on the fourth installment of the ''Thief'' series. D'Astous resigned from Eidos-Montréal on 19 July 2013, citing irreconcilable differences with parent company Square Enix. In an 2022 interview, he retroactively called Eidos g ...
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China Cultural Industry Association
The China Cultural Industry Association is an umbrella trade association and cultural institution led by Zhang Bin. Description The China Cultural Industry Association is a Chinese umbrella media organisation that also works to build “the soft power of Chinese culture.” Organisation The China Cultural Industry Association website states that it is an independent organisation registered with the Ministry of Civil Affairs. The organisation is led by billionaire political strategist and business person Zhang Bin and is noted for is proximity to the Government of China. History The China Cultural Industry Association website states that it was founded on Jun 29, 2013. The organisation previously operated as a media company. Established in 2003, the Liaoning Folk Art Ensemble later became the Bensham Media Company before being renamed as the China Cultural Industry Association in 2011.Ling Yang, Wanning Sun (editors) ''Love Stories in China: The Politics of Intimacy in th ...
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B2B E-commerce
B2B e-commerce, short for business-to-business electronic commerce, is the sale of goods or services between businesses via an online sales portal. In general, it is used to improve the efficiency and effectiveness of a company's sales efforts. Instead of receiving orders using human assets (sales reps) manually – by telephone or e-mail – orders are received digitally, reducing overhead costs. Definition The differences between business-to-consumer (B2C) and business-to-business (B2B) B2B and B2C e-commerce may look the same, they are quite different. Business buyers and retail consumers have different purchasing needs. The differences can be: * Buying Impulsively vs. Buying Rationally - B2C buyers will buy on impulse and make one-off purchases, B2B buyers plan for purchases and make recurring purchases * Single Decision Maker vs. Multiple Decision Makers - B2C purchases are decided upon by the buyer, B2B purchases often involve several layers of approval and may involve ...
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Canadians
Canadians (french: Canadiens) are people identified with the country of Canada. This connection may be residential, legal, historical or cultural. For most Canadians, many (or all) of these connections exist and are collectively the source of their being ''Canadian''. Canada is a multilingual and Multiculturalism, multicultural society home to people of groups of many different ethnic, religious, and national origins, with the majority of the population made up of Old World Immigration to Canada, immigrants and their descendants. Following the initial period of New France, French and then the much larger British colonization of the Americas, British colonization, different waves (or peaks) of immigration and settlement of non-indigenous peoples took place over the course of nearly two centuries and continue today. Elements of Indigenous, French, British, and more recent immigrant customs, languages, and religions have combined to form the culture of Canada, and thus a Canadian ...
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Trade Commissioner Service
Part of Global Affairs Canada, the Canadian Trade Commissioner Service (TCS) is a network of more than 1000 trade professionals working in Canadian embassies, high commissions, and consulates located in 161 cities around the world and with offices across Canada. Role The Trade Commissioner Services helps companies that are looking to export, invest abroad, attract investment abroad or develop innovation and R&D partnerships. They provide advice on marketing strategies and up to date market and sector information to help smooth a Canadian company's path to doing business abroad. Services for Canadian businesses The Canadian Trade Commissioner Service offers four key services which are designed to support the growth of Canadian companies internationally. The four key services are: * Preparing Canadian companies for international markets * Providing an assessment of the company's potential in a target market through the use of market intelligence and providing advice on market stra ...
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Peter Molyneux
Peter Douglas Molyneux (; born 5 May 1959) is an English video game designer and programmer. He created the god games '' Populous'', ''Dungeon Keeper'', and '' Black & White'', as well as ''Theme Park'', the ''Fable'' series, '' Curiosity: What's Inside the Cube?'', and ''Godus''. He currently works at 22cans. Career Early career Peter Molyneux began his career in 1982 by distributing and selling floppy disks which contained video games for Atari and the Commodore 64. He believed that including games on the disks would improve sales, and later concluded that the games were the main selling point. He created ''The Entrepreneur'', a text-based business simulation game about running a fledgling company. "In those days you could literally call a game 'Space Blob Attacks Mars' and sell about 50 million copies. So what did I do? I did a business simulation", Molyneux later said. Molyneux published the game himself in 1984 by duplicating hundreds of tapes on two Tandy Corporation ...
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Video Game
Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, controller, keyboard, or motion sensing device to generate visual feedback. This feedback mostly commonly is shown on a video display device, such as a TV set, monitor, touchscreen, or virtual reality headset. Some computer games do not always depend on a graphics display, for example text adventure games and computer chess can be played through teletype printers. Video games are often augmented with audio feedback delivered through speakers or headphones, and sometimes with other types of feedback, including haptic technology. Video games are defined based on their platform, which include arcade video games, console games, and personal computer (PC) games. More recently, the industry has expanded onto mobile gaming through smartphones and tablet computers, virtual and augmented reality systems, and remote c ...
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