Multimedia refers to the integration of multiple forms of content such as text, audio, images, video, and interactive elements into a single digital platform or application. This integration allows for a more immersive and engaging experience compared to traditional single-medium content. Multimedia is utilized in various fields including education, entertainment, communication, game design, and digital art, reflecting its broad impact on modern technology and media.
143-493: Love Live! School Idol Project Series is a Japanese multimedia project created by Hajime Yatate and Sakurako Kimino and co-produced by Kadokawa through ASCII Media Works ; Bandai Namco Music Live through music label Lantis ; and animation studio Sunrise . Each of the individual titles within the franchise revolve around teenage girls who become "school idols ". Starting in June 2010 with Love Live! School Idol Project ,
286-413: A business model where users can purchase in-game virtual goods with micropayments . Microtransactions are often used in free-to-play games to provide a revenue source for the developers. While microtransactions are a staple of the mobile app market, they are also seen on PC software such as Valve 's Steam digital distribution platform, as well as console gaming. Free-to-play games that include
429-440: A " battle pass " that the player must pay for. A "battle pass" is a tiered system where the player buys the pass and must unlock the tiers on their own. By completing challenges and other missions, they earn in-game items like outfits, emotes (special animations used to taunt opponents, celebrate victories, dance, and show-off), and other cosmetics. It is about $ 9.50 (or 950 of Fortnite ' s in-game virtual currency, V-Bucks), but
572-565: A Marketplace success for Microsoft, the aforementioned in-game content remained sparse. Pete Hines asserted, "We were the first ones to do downloadable content like that – some people had done similar things, but no one had really done additions where you add new stuff to your existing game." There was no pressure from Microsoft to make the move. The horse armor content sold relatively poorly, ranking ninth out of ten in DLC sales for Oblivion by 2009. Despite this, Oblivion 's horse armor became
715-498: A bill full of microtransaction payments with college savings and even money in life savings accounts. In the Children's Commissioner 's study, children reported spending more and more money with each coming year, despite also feeling that because they are rewarded completely unknown items, they feel like they may be wasting money, too. One of the children that played FIFA in the study said that they spend anywhere from £10 ($ 12.91)
858-432: A certain amount of money (usually about 99 cents or a dollar), they can keep playing where they left off. This is another type of microtransaction and it has become increasingly common in the mobile games sphere as of late. Another psychological aspect that is used to get players to continue playing and buying microtransactions is called loss aversion . When a player continues to lose over and over again, they begin to crave
1001-497: A combination of real and virtual content, to immerse users in an interactive and lifelike experience. The aim of virtual reality is to make users feel as if they are physically present in a different environment, even though they are typically still physically located in the real world. Virtual reality finds applications across various fields, including gaming, education, healthcare, training, and entertainment. In gaming, users can be transported to fantastical worlds, experiencing games in
1144-491: A company's capabilities and performances. Audio also helps people understand the message being presented, as most modern videos are combined with audio to increase its efficiency, while animations are made to simplify things from the presenter's perspective. These technological methods allow efficient communication and understanding across a wide range of audiences (with an even wider range of abilities) throughout different fields. Multimedia games and simulations may be used in
1287-510: A company's policies or process. Commercial multimedia developers may also be hired to design for governmental services or nonprofit service applications, usually in the form of campaign websites and commercials aimed at the general public. Data mining within multimedia platforms can also allow advertisers to adjust their marketing techniques to quickly and efficiently understand the demographic of their target audience. : Recently developed techniques include digital billboards, often placed on
1430-401: A custom store interface placed inside the app for which the items are being sold. Apple and Google both provide frameworks for initiating and processing transactions, and both take 30 percent of all revenue generated by microtransactions sold through in-app purchases in their respective app stores . Initially, microtransactions in games took the form of exchanging real-life money for
1573-541: A day to upwards of £300 ($ 387.23) in one year, sometimes even buying multiple player packs at one time. Some children have also stated that they have seen friends, their siblings, and acquaintances who have mental disorders spend all of their birthday money on in-game microtransactions, all while feeling like spending that money has not been a waste despite them not receiving any valuable items. Microtransactions have become increasingly common in many types of video games. Smartphone, console, and PC games all have conformed to
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#17327878457581716-501: A great amount of criticism from gamers in the past decade. Game developing corporations, like Electronic Arts (EA) and Activision Blizzard , make billions of dollars through the purchase of their microtransactions. In FY2017, EA raked in around $ 1.68 billion and Activision Blizzard earned over $ 4 billion respectively. The aforementioned Fortnite is an example of a microtransaction model in which all purchases are solely cosmetic: players can choose to purchase "skins" (cosmetic changes to
1859-479: A large number of people will never spend money in a game, it also means that the people that do spend money could amount to a sizeable number because the game was given away for free. A later study found that over 92% of revenue generated on Android and iOS in 2013 came from free-to-play games such as Candy Crush Saga . Electronic Arts Corporate Vice-President Peter Moore speculated in June 2012 that within 5 to 10 years, all games will have transitioned to
2002-470: A microtransaction model are sometimes referred to as " freemium ". Another term, " pay-to-win ", is sometimes used pejoratively to refer to games where purchasing items in-game can give a player an advantage over other players, particularly if the items cannot be obtained through free means. The objective with a free-to-play microtransaction model is to involve more players in the game by providing desirable items or features that players can purchase if they lack
2145-659: A microtransaction without paying. Consumer organizations have criticized that some video games do not describe adequately that these purchases are made with real currency rather than virtual currency . Also, some platforms do not require passwords to finalize a microtransaction. This has resulted in consumers getting unexpectedly high bills, often referred to as a " bill shock ". In the mid and late 2010s, people became increasingly aware of how microtransactions operate in games, and they have become much more critical of their usage. The commonly cited issues of microtransactions from gamers are: The implementation of microtransactions and
2288-451: A model for many games that followed for implementing microtransactions in video games, and is considered the first primary example and often synonymous for microtransactions. In June 2008 Electronic Arts introduced an online Store for The Sims 2 . It allowed players to purchase points that can be spent on in-game items. The Store has also been a part of The Sims 3 since the game's release. In The Sims 4 Electronic Arts removed
2431-444: A more immersive way. In education, VR can provide realistic simulations for training purposes, allowing users to practice skills in a risk-free environment. Healthcare professionals use VR for therapeutic purposes and medical training. The U.S. Air Force has shown using VR for training programs for their new pilots to simulate piloting an aircraft. This allows new pilots to learn in a safe environment and get comfortable before getting in
2574-404: A multimedia device can be referred to as an electronic device, such as a smartphone, a video game system, or a computer. Each and every one of these devices has a main function but also has other uses beyond their intended purpose, such as reading, writing, recording video and audio, listening to music, and playing video games. This has led them to be called "multimedia devices." While previous media
2717-511: A news conference, explained how loot boxes and microtransactions prey on children and that they are working to introduce bills into their state's house and senate. A few months later, in February 2018, they successfully put four bills onto the floor of Hawaii State Legislature. Two of those bills would make it so games containing loot boxes can not be sold to people under the age of 21, and the other two would force game publishers to put labels on
2860-601: A nominal fee ) nor were they entirely unexpected: Bethesda had previously announced their desire to support the Xbox release with downloadable Marketplace content, and other publishers had already begun to release similar packages for their games, at similar prices. A November 2005-release of a "Winter Warrior Pack" for Kameo: Elements of Power was also priced at 200 Marketplace points, and similar content additions had been scheduled for Project Gotham Racing 3 and Perfect Dark Zero . Indeed, Marketplace content additions formed
3003-888: A one-time purchase for the desired item, users may have to buy multiple boxes. This method has also been called a form of underage gambling . Items and features available by microtransaction can range from cosmetic (such as decorative character attire) to functional (such as weapons and items). Some games allow players to purchase items that can be acquired through normal means, but some games include items that can only be obtained through microtransaction. Some developers ensure that only cosmetic items are accessible this way to keep gameplay fair and stable. The reasons why people, especially children, continue to pay for microtransactions are embedded in human psychology . There has been considerable discussion over microtransactions and their effects on children, as well as regulation and legislation efforts . Microtransactions are most commonly provided through
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#17327878457583146-521: A part of the group. Peer pressure is not the only way children's social gaming experiences are altered. As noted in both the Parent Zone report and the Children's Commissioner's assessment, children who play Fortnite , explained that classism , as in discrimination against people of different economic and social classes, exists among the players of the game. Some children fear that if they have
3289-652: A physical environment with special effects, with multiple users in an online network , or locally with an offline computer, game system , simulator , virtual reality , or augmented reality . The various formats of technological or digital multimedia may be intended to enhance the users' experience, for example, to make it easier and faster to convey information. Or in entertainment or art, combine an array of artistic insights that include elements from different art forms to engage, inspire, or captivate an audience. Enhanced levels of interactivity are made possible by combining multiple forms of media content. Online multimedia
3432-483: A post made by Gabe Duverge on the Touro University Worldwide (TUW) website, impulse buying is a significant part of the psychology behind people buying microtransactions. Essentially, many games, especially in the realm of mobile games and the " free-to-play " market, force a decision from the player to keep playing or not via a limited time pop-up on the screen that tells them that if they pay
3575-488: A real aircraft. Head-mounted display (HMD): Users wear a headset that covers their eyes and ears, providing visual and auditory stimuli. These headsets are equipped with screens that display the virtual environment, and some may also have built-in speakers or headphones for audio. Motion tracking: Sensors track the user's movements, allowing them to interact with the virtual world. This can include head movements, hand gestures, and sometimes even full-body movements, enhancing
3718-688: A result of negative reactions, others, such as Electronic Arts, have contested that they do not constitute as gambling. However, EA eventually complied with the Belgian government's declaration and made it so players in Belgium can not purchase FIFA Points, the premium (obtained by buying it with real money) in-game currency used in FIFA ' s "Ultimate Team" game mode. Professional FIFA players in Belgium were disappointed because not being able to buy FIFA Points makes it harder for them to compete and succeed in
3861-664: A second season aired in 2022. A third season premiered in 2024. Another spin-off, focusing on "virtual school idols" was announced in February 2022. They began their activities in late 2022, with the six new girls referred to as the Hasunosora Girls' High School Idol Club. A teaser video in October 2022 announced the launch of a smartphone app, Link! Like! Love Live! , released in April 2023. A new project that focuses on musical theater performances titled School Idol Musical
4004-568: A significant part of a March 2006 Microsoft announcement regarding the future of Xbox Live . "Downloadable in-game content is a main focus of Microsoft's strategy heading into the next-gen console war", stated one GameSpot reporter. "With more consoles on their way to retail, 80 games available by June, and new content and experiences coming to Xbox Live all the time, there has never been a better time to own an Xbox 360", announced Peter Moore . Nonetheless, although Xbox Live Arcade games, picture packs, dashboards and profile themes continued to be
4147-565: A standard edition, both with an English dub. An anime film titled Love Live! Sunshine!! The School Idol Movie: Over the Rainbow was released on January 4, 2019 in Japan. An English dub of the film was released on February 25, 2020. The main staff and cast return to reprise their roles for the film. A trilogy of theatrical films based on the Love Live! Nijigasaki High School Idol Club project
4290-547: A tenth member was added in 2020. Unlike μ's and Aqours, they are not a traditional group, but rather individual school idols who compete with each other are referred to collectively as the Nijigasaki High School Idol Club. The idols are featured in Love Live! School Idol Festival All Stars alongside μ's and Aqours, and also appear in the main Love Live! School Idol Festival game. Lantis released
4433-403: A variety of purposes, ranging from fine arts, entertainment, commercial art, journalism , to media and software services provided for any of the industries listed below. An individual multimedia designer may cover the spectrum throughout their career. Requests for their skills range from technical to analytical to creative. Multimedia, but more impressively in the modern day, the interactivity of
Love Live! - Misplaced Pages Continue
4576-515: A virtual car, making real-world prototypes is no longer needed. In mathematical and scientific research , multimedia is mainly used for modeling and simulation with binary code. For example, a scientist can look at a molecular model of a particular substance and manipulate it to arrive at a new substance. Representative research can be found in journals such as the Journal of Multimedia . One well-known example of this being applied would be in
4719-539: Is free-to-play with an in-app purchase system. It features songs and characters across multiple Love Live! titles, along with newly introduced girls, and stories that are not included in other media. The English localization was released worldwide in 2014, and it also was localized in China , Hong Kong , Macau , Taiwan , and South Korea . An arcade version of the game developed and published by Square Enix titled Love Live! School Idol Festival: After School Activity
4862-421: Is a robust education methodology within the social work context. The five different types of multimedia that support the education process are narrative media , interactive media , communicative media, adaptive media, and productive media. Contrary to long-standing belief, multimedia technology in social work education existed before the prevalence of the internet. It takes the form of images, audio, and video into
5005-588: Is ambiguous in multimedia terminology. Video is often used to describe the file format, delivery format, or presentation format instead of " footage " which is used to distinguish motion photography from " animation " of rendered motion imagery. Multiple forms of information content are often not considered modern forms of presentation, such as audio or video. Likewise, single forms of information content with single methods of information processing (e.g., non-interactive audio) are often called multimedia, perhaps to distinguish static media from active media. In
5148-451: Is an example of this type of multimedia journalism production. Multimedia reporters who are mobile (usually driving around a community with cameras, audio and video recorders, and laptop computers) are often referred to as mojos , or mobile journalists. Software engineers may use multimedia in computer simulations for anything from entertainment to training , such as military or industrial training. Multimedia for software interfaces
5291-422: Is as strong as any traditional medium. In education , multimedia is used to produce computer-based training courses (popularly called CBTs) and reference books like encyclopedias and almanacs. A CBT lets the user go through a series of presentations, text about a particular topic, and associated illustrations in various information formats. Learning theory in the past decade has expanded dramatically because of
5434-514: Is delivered by computer. When you allow the user – the viewer of the project – to control what and when these elements are delivered, it is interactive multimedia . When you provide a structure of linked elements through which the user can navigate, interactive multimedia becomes hypermedia ." This book contained the Tempra Show software. This was a later, rebranded version of the 1985 DOS multimedia software VirtulVideo Producer, about which
5577-438: Is increasingly becoming object-oriented and data-driven, enabling applications with collaborative end-user innovation and personalization on multiple forms of content over time. Examples of these range from multiple forms of content on Web sites like photo galleries with both images (pictures) and titles (text) user-updated to simulations whose coefficients, events, illustrations, animations, or videos are modifiable, allowing
5720-482: Is often done as a collaboration between creative professionals and software engineers. Multimedia helps expand the teaching practices that can be found in engineering to allow for more innovative methods to not only educate future engineers but to help evolve the scope of understanding of where multimedia can be used in specialized engineer careers like software engineers. Multimedia is also allowing major car manufacturers, such as Ford and General Motors , to expand
5863-457: Is rapidly changing the curriculum in universities all over the world. Higher education has been implementing the use of social media applications such as Twitter, YouTube, Facebook, etc. to increase student collaboration and develop new processes in how information can be conveyed to students. Multimedia provides students with an alternate means of acquiring knowledge designed to enhance teaching and learning through various media and platforms. In
Love Live! - Misplaced Pages Continue
6006-440: Is slated to release in the future, with the first film set to release in 2024. A dedicated Love Live! magazine launched on July 1, 2019 as a spin-off of Dengeki G's Magazine published by ASCII Media Works . Initially untitled, the magazine offered readers the chance to suggest names for the magazine and vote on them, leading to the magazine's title of Love Live! Days starting with volume 3. The magazine offers information on
6149-466: Is still present in the fields of multimedia and social work. With the spread and development of the English language around the world, multimedia has become an important way of communicating between different people and cultures. Multimedia technology creates a platform where language can be taught. The traditional form of teaching English as a Second Language in classrooms has drastically changed with
6292-427: Is the mobile game Dead Trigger switching to a free-to-play model due to a high rate of piracy. While microtransactions are considered a more robust and difficult to circumnavigate than digital rights management , in some cases they can be circumvented. In 2012, a server was created by a Russian developer, which provided falsified authentication for iOS in-app purchases. This allowed users to obtain features requiring
6435-500: Is very addictive to them. Opening these random boxes without knowing what is inside, to them, is the same as opening a present. The excitement and suspense is amplified when the experience is felt alongside friends. In the UK Children's Commissioner's report, the children who played FIFA feel that opening player packs are a game within the game. To them, opening packs creates variety because they can play some football games in
6578-653: The FIFA Global Series and the EA-sponsored e-sports competition for FIFA games, showing just how "pay-to-win" they feel FIFA Ultimate Team is. In the United States, there have been some calls to introduce legislation to regulate microtransactions in video games, whether on mobile, consoles , or PC, and numerous attempts have been made recently to pass such legislation. In November 2017, Hawaii representatives Chris Lee and Sean Quinlan, during
6721-465: The Children's Online Privacy Protection Act . The bill received some bi-partisan support in the form of two co-sponsors from Democrats Richard Blumenthal of Connecticut and Ed Markey of Massachusetts . The United Kingdom has also been closely observing microtransactions, especially loot boxes, and their effects on children. A major report by the UK Parliament 's House of Commons and
6864-542: The Digital, Culture, Media, and Sport Committee , released in September 2019, called for the banning or regulation of microtransactions and loot boxes to children as well as having the games industry to take up more responsibility with regards to protecting players from the harms of microtransactions that simulate gambling. Specifically, the committee's conclusion is that microtransactions should be classified as gambling in
7007-546: The Ultimate Team game mode and then open some packs when they get bored of playing normal football matches. Children might want to fit-in by paying for microtransactions and loot boxes and obtaining very rare items in front of their friends, creating a lot of hype and excitement among them. This makes paying for microtransactions a very positive experience for them. However, when children buy items in front of their friends, peer pressure often set in. Friends pressuring
7150-421: The fine arts , for example, Leda Luss Luyken 's ModulArt brings two key elements of musical composition and film into the world of painting: variation of a theme and movement of and within a picture, making ModulArt an interactive multimedia form of art. Performing arts may also be considered multimedia, considering that performers and props are multiple forms of both content and media. In modern times,
7293-500: The virtual currency used in the game that the user was playing. The arcade game Double Dragon 3: The Rosetta Stone (1990) was infamous for its use of microtransactions to purchase items in the game. It had shops where players would insert coins into arcade machines to purchase upgrades, power-ups , health, weapons, special moves, and player characters . The microtransaction revenue model gained popularity in South Korea with
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#17327878457587436-447: The 1960s, technology began to expand into classrooms through devices such as screens and telewriters. This technology allows students to learn at their own pace and gives teachers the ability to observe the individual needs of each student. The capacity for multimedia to be used in multi-disciplinary settings is structured around the idea of creating a hands-on learning environment through the use of technology. Lessons can be tailored to
7579-606: The Amiga 1000, which could produce 4096 colors (12-bit color), outputs for TVs and VCRs, and four-voice stereo audio. Changes in removable storage technology during this time were also important, as the standard CD-ROM can hold on average 700 megabytes of data, while the maximum amount of data a 3.5-inch floppy disk can hold is 2.8 megabytes, with an average of 1.44 megabytes. Greater storage allowed for larger digital media files and therefore more complex multimedia. The term "video", if not used exclusively to describe motion photography,
7722-471: The August 2010 issue of Dengeki G's Magazine , which introduced the story, characters, and a more detailed explanation of the project. The original plan for the story was written by Sakurako Kimino , who also writes short stories and light novels for Love Live! . Yūhei Murota created the original character designs. Starting in August 2010, online mobile phone popularity contests were periodically held to rank
7865-493: The Belgian government. As such, they are highly regulated by the Belgian government under their gambling laws. Games would have to remove their microtransactions in order for it to be sold in their country. If the game companies don't comply, then Belgium's government said that it will enact "a prison sentence of up to 5 years and a fine of up to 800,000 euros". While most game publishers agreed to modify their games' loot boxes in accordance with governmental laws, or otherwise as
8008-465: The Linden Dollar (L$ ) is the virtual currency used to power the game's internal economy. L$ can be bought with real money through a marketplace developed by Linden Lab themselves, LindeX. Second Life in particular has generated massive amounts of economic activity and profits for both Linden Lab and Second Life ' s users. In September 2005, $ 3,596,674 worth of transactions were processed on
8151-652: The Parhelion: Sunshine in the Mirror , a fantasy spinoff featuring the cast of Love Live! Sunshine!! , was announced on June 26, 2022. It aired for 13 episodes from July 2 to September 24, 2023. An animated film titled Love Live! The School Idol Movie was released in theaters on June 13, 2015. The film was released theatrically in South Korea on September 3, 2015, in the United States on September 11, 2015 and in Indonesia on October 21. As of December 2015,
8294-519: The Smithsonian declared, "It is one of the first, if not the first, multi-media authoring systems on the market." The German language society Gesellschaft für deutsche Sprache recognized the word's significance and ubiquitousness in the 1990s by awarding it the title of German 'Word of the Year' in 1995. The institute summed up its rationale by stating, "[Multimedia] has become a central word in
8437-575: The UK and therefore subject to current gambling and age-restriction laws. In October 2019, the Children's Commissioner for England , which promotes and protects children's rights, released a report describing the experiences, thoughts, and effects, positive and negative, of gaming on children ages 10–16. Within the report, some of the children directly stated to the interviewers that the microtransactions and loot boxes that they encounter and subsequently buy, are just like gambling. The report concludes that showing
8580-501: The United Kingdom have played video games, with many playing games that utilize an Internet connection. Many online games targeting younger audiences may have the presence of microtransactions. The primary items bought by children in these games are largely cosmetic items, specifically "skins", which modify the appearance of the in-game player. In the case of Fortnite , many of the outfits and other cosmetics are locked behind
8723-676: The World Wide Web, and streaming services became more common. The term multimedia was coined by singer and artist Bob Goldstein (later ' Bobb Goldsteinn ') to promote the July 1966 opening of his "Lightworks at L'Oursin" show in Southampton, New York , Long Island. Goldstein was perhaps aware of an American artist named Dick Higgins , who had two years previously discussed a new approach to art-making he called " intermedia ". On August 10, 1966, Richard Albarino of Variety borrowed
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#17327878457588866-569: The ability to buy single items, instead downloadable content is provided exclusively via expansion packs. In the late 2000s and early 2010s, games like Facebook 's FarmVille (2009), Electronic Arts 's The Simpsons: Tapped Out (2012) and Supercell 's Clash of Clans (2012) pioneered a new approach to implanting microtransactions into games. In conjunction with having virtual currency be used to purchase items, tools, furniture, and animals, These mobile games made it so users can purchase currency and then use that currency to reduce or eliminate
9009-484: The annual content revenue from Love Live! media in Japan, as reported by market research firm Hakuhodo . Multimedia Multimedia encompasses various types of content, each serving different purposes: Multimedia can be recorded for playback on computers, laptops , smartphones , and other electronic devices. In the early years of multimedia, the term "rich media" was synonymous with interactive multimedia . Over time, hypermedia extensions brought multimedia to
9152-408: The best groups in Japan is called Love Live, and entry into the competition is determined by the popularity of each group. The size of these groups can range anywhere from solo idols to groups with nine or more members. Due to the highly competitive nature of the Love Live competition, some school idols opt not to attempt entry and simply take part in performing at other events. However, participation in
9295-640: The case of their games that have loot boxes in them, as well as make them be transparent about the item drop rates for the rewards in their game's loot boxes. However, all four bills failed to pass through the Hawaii State Legislature in March 2018. In May 2019, Republican Senator Josh Hawley of Missouri introduced a bill named "The Protecting Children from Abusive Games Act" to ban loot boxes and pay-to-win microtransactions in games played by minors, using similar conditions previously outlined in
9438-588: The changing world of multimedia, journalistic practices are adopting and utilizing different multimedia functions through the inclusion of visuals such as varying audio, video, text, etc. in their writings. News reporting is not limited to traditional media outlets. Freelance journalists can use different new media to produce multimedia pieces for their news stories. It engages global audiences and tells stories with technology, which develops new communication techniques for both media producers and consumers. The Common Language Project, later renamed The Seattle Globalist ,
9581-431: The characters, which influenced the positions of the idols in the anime music videos produced by Sunrise. For example, the idol who ranked first in a given contest would be in the center position in the front row in the music video that followed. Other polls were used to determine different aspects of the idols, such as hairstyles and costumes. Fans also determined the name of the initial school idol group, ultimately choosing
9724-417: The children who played a game with loot boxes in them paid for one, too. Overall, the report stated that of the children who were generally unhappy with the games they paid for or were gifted, 18% felt that way because certain features had to be bought after paying for the game already, effectively making is so they had to pay more than the normal, full-price of the game in order to play the full game. The game
9867-415: The children. Out of the 60% of children that know about loot boxes, a majority (91%) stated that the online games they play contain loot boxes in them, 59% of them would rather pay for in-game content individually and directly instead of through a collective and randomized loot box, and 44% believe that if loot boxes were eliminated from their online games the games would actually be a lot better. Plus, 40% of
10010-438: The clothing and style of their characters; buy and collect furniture; and purchase special, "flashy" animations to show off to others using some type of virtual currency. Habbo Hotel uses three different kinds of currency: Credits (or coins), Duckets (which are earned through accomplishing specific achievements during gameplay), and Diamonds. Diamonds are only obtained through buying Credits with real-life money. In Second Life ,
10153-454: The consumer better overall, making business models for gaming companies safer and more profitable. With microtransactions under a negative spotlight from the gaming community, there may be displeasure from those who are aware that their data is being shared to make microtransactions possible. Data from a variety of sources show that microtransactions can vastly increase a companies' profits. Three free-to-play mobile games that made heavy use of
10296-590: The curriculum. First introduced to social work education by Seabury & Maple in 1993, multimedia technology is utilized to teach social work practice skills, including interviewing, crisis intervention, and group work. In comparison with conventional teaching methods, including face-to-face courses, multimedia education shortens transportation time, increases knowledge and confidence in a richer and more authentic context for learning, generates interaction between online users, and enhances understanding of conceptual materials for novice students. In an attempt to examine
10439-472: The debut album for Nijigasaki High School Idol Club in 2018, and this was followed by two more albums and several singles over the course of the next two years, including performing their first concert in 2018 at DiverCity Tokyo Plaza Festival Square. An anime television series premiered in 2020, with a second season which premiered in 2022. In January 2020, a franchise-wide concert, titled Love Live! Fest , were held at Saitama Super Arena , in commemoration for
10582-428: The design and safety standards of their cars. By using a game engine and virtual reality glasses, these companies are able to test the safety features and the design of the car before a prototype is even made. Building a car virtually reduces the time it takes to produce new vehicles, cutting down on the time needed to test designs and allowing the designers to make changes in real time. It also reduces expenses since, with
10725-481: The design of these online games, as well as other outside influences, have made spending money for in-game content an essential aspect of the game itself. In the UK, different cases of children unknowingly spending money from their parents and their own in order to get what they want or need to progress through the game have surfaced. In one instance, the father of a family with four children all under 10 years old, bought an £8 FIFA Ultimate Team player pack for them. In
10868-403: The dopamine-filled, positive feelings that they feel when they win. As such, they become more inclined to spend money for items that will help them achieve that elusive win. Then when they do win, the player attributes their win with the item that they just bought, making it more likely that they will spend money whenever the player gets on a losing streak, and so the cycle continues on. During
11011-490: The entire Love Live! franchise including the latest information on school idol groups, media adaptations, and also includes serialized Love Live! manga. The magazine also gives fans the ability to influence the franchise by voting on ideas for songs and costumes. Love Live! was ranked No. 1 in top-selling physical media franchises in Japan for 2016 and ranked No. 4 in 2015. The franchise's physical media earned over ¥8 billion in 2016 and over ¥5 billion in 2015. This includes
11154-461: The epidiascope and slide projectors, were introduced into classrooms around the 1960s. With the growing use of computers, the medical field has begun to incorporate new devices and procedures to assist in teaching students, performing procedures, and analyzing patient data. As well as providing that data in a meaningful way to the patients. Virtual reality is a technology that creates a simulated environment, often using computer-generated imagery or
11297-410: The event is very prestigious, and any group that wins the competition is afforded legendary status . Love Live! School Idol Project was first announced in the July 2010 issue of ASCII Media Works ' Dengeki G's Magazine , which revealed that the magazine would be collaborating with the anime studio Sunrise and the music label Lantis to co-produce the project. The project officially began with
11440-572: The family's financial situation. There have been other situations where UK children spent £700 ($ 903.53), £1,000 ($ 1290.75), £2,000 ($ 2581.50), and even £3,160 ($ 4078.77) on microtransactions in various mobile games, usually as a result of them getting tricked by the game to pay for something in-game or just not understanding that real money was being taken out of their, or their parents', bank accounts when they bought items in-game. Spending such large amounts of money on microtransactions have devastated some families financially, including some who had to pay
11583-438: The fifth anniversary of Ultimate Team and shared statistics showing the explosive growth in popularity of the game mode. By the late 2010s, Ultimate Team was generating billions of dollars every year. From around 2017, another major transition in how microtransactions are implemented in games occurred. " Live-service " games, like Epic Games 's Fortnite , with constantly changing and updating content, became more prevalent in
11726-593: The film had been shown in several other countries, including Australia, Brunei, Hong Kong, Malaysia, New Zealand, the Philippines, Singapore, Taiwan, Thailand and Vietnam, and was also scheduled to be released in Canada at the start of 2016. It was released on Blu-ray in Japan on December 15, 2015. The film was released in North America by NIS America on June 28, 2016 in a premium edition, and July 26, 2016 in
11869-548: The first season in the United Kingdom on July 27, 2015 on DVD , with plans to release it on Blu-ray Disc in 2016 with an English dub. MVM Entertainment also released the second season in 2016. Madman Entertainment released the first season in Australia and New Zealand on June 10, 2015 on DVD. A 13-episode anime television series of Love Live! Sunshine!! produced by Sunrise, directed by Kazuo Sakai, and written by Jukki Hanada aired between July 2 and September 24, 2016 and
12012-899: The franchise has seen multiple anime television series, three anime films, light novels , manga , and video games. The rhythm game series Love Live! School Idol Festival features characters across multiple Love Live! titles. Each title in the Love Live! franchise focuses on groups of teenage schoolgirls who become "school idols " as an extracurricular activity , and their main activities involve singing and choreographed dancing to self- written songs they perform at concerts or other music events. Other activities include designing their own costumes, as well as filming promotional videos and music videos . Top-class groups are very popular among fans of school idols, aided in part by exposure in magazines and other media, in addition to merchandise of school idols sold in shops catering to otaku -related items. The ultimate school idol competition featuring
12155-459: The franchise's ninth anniversary. All three groups at the time performed at this concert, including μ's, which was their first performance after a three-year hiatus since their "final" concert in April 2016. Another spin-off titled Love Live! Superstar!! was announced in 2020 as an anime television series. Fans also chose the name of the idol group for Superstar , deciding on Liella! ( / l iː ɛ l ɑː / ). The anime series premiered in 2021;
12298-614: The free 'default' skin in Fortnite , no one, friends nor random strangers, will want to play with them as the default skin is seen as a symbol of a player being bad at the game. The default skin is used as judgement and an insult against the player whose in-game avatar wears it, too. Players wearing default skins are considered 'financially poor' and very 'uncool' by their peers and the game's community, so children spend money on microtransactions in order to avoid having that 'tag' or target on them. The media that children consume outside of
12441-443: The game and for Parliament to change their current gambling laws to declare loot boxes as gambling and subject to gambling laws. Alongside questioning the legality of the extensive use of microtransactions, some gamers have also questioned the morality and ethics of selling microtransactions, especially to children. Researchers have studied the natural psychology behind both the selling and purchase of microtransactions. According to
12584-548: The game can also affect their social interactions and in-game spending. A popular mode of entertainment for children is watching YouTube videos of other people playing their favorite games. In the case of FIFA , children may watch a popular YouTubers constantly open player packs in the Ultimate Team game mode; unlike the children, the said content creators have the money to pay for the packs, due to YouTube being their major source of income. The amount of money that children spend on microtransactions has continued to grow because
12727-516: The game. About half of the children expressed that they need to spend money on the game in order for it to be fun to them; this is due to many of these games' features, which are modes that the children want to play and experience, being locked behind microtransaction paywalls . As such, there is a large gap between the gaming experiences that non-paying players have and the experiences that paying players have. Some other statistics and thoughts regarding loot boxes specifically were also collected from
12870-1082: The impact of multimedia technology on students' studies, A. Elizabeth Cauble & Linda P. Thurston conducted research in which Building Family Foundations (BFF), an interactive multimedia training platform, was utilized to assess social work students' reactions to multimedia technology on variables of knowledge, attitudes, and self-efficacy . The results state that respondents show a substantial increase in academic knowledge, confidence, and attitude. Multimedia also benefits students because it brings experts online, fits students' schedule, and allows students to choose courses that suit them. Mayer's Cognitive Theory of Multimedia Learning suggests that "people learn more from words and pictures than from words alone." According to Mayer and other scholars, multimedia technology stimulates people's brains by implementing visual and auditory effects and thereby assists online users to learn efficiently. Researchers suggest that when users establish dual channels while learning, they tend to understand and memorize better. The mixed literature of this theory
13013-433: The intervening forty years, the word has taken on different meanings. In the late 1970s, the term referred to presentations consisting of multi-projector slide shows timed to an audio track. However, by the 1990s, 'multimedia' had taken on its current meaning. In the 1993 first edition of Multimedia: Making It Work , Tay Vaughan declared, "Multimedia is any combination of text, graphic art, sound, animation, and video that
13156-563: The introduction of multimedia. Several lines of research have evolved, e.g., cognitive load and multimedia learning . From multimedia learning (MML) theory, David Roberts has developed a large group lecture practice using PowerPoint and based on the use of full-slide images in conjunction with a reduction of visible text (all text can be placed in the notes view' section of PowerPoint). The method has been applied and evaluated in 9 disciplines. In each experiment, students' engagement and active learning have been approximately 66% greater than with
13299-448: The language. One of the studies, carried out by Izquierdo, Simard and Pulido, presented the correlation between "Multimedia Instruction (MI) and learners' second language (L2)" and its effects on learning behavior. Their findings, based on Gardner 's theory of the " socio-educational model of learner motivation and attitudes," show that there is easier access to language learning materials as well as increased motivation with MI along with
13442-411: The microtransaction model. Tommy Palm of King ( Candy Crush Saga ) expressed in 2014 his belief that all games will eventually be free-to-play. According to Ex- BioWare developer Manveer Heir in a 2017 interview, microtransactions have become a factor in what types of games are planned for production. Free-to-play coupled with microtransactions may be used as a response to piracy. An example of this
13585-495: The microtransactions in these games have affected them (and/or their parents) socially and financially. A growing number of parents of children aged 5 to 15 years old are now concerned that their children could be pressured to perform microtransactions online. According to the Parent Zone study, in the United Kingdom, 97% of males and 90% of females aged 10–16 years old play video games. About 93% of people 10–16 years old in
13728-405: The movie Interstellar , where Executive Director Kip Thorne helped create one of the most realistic depictions of a black hole in film. The visual effects team under Paul Franklin took Kip Thorne's mathematical data and applied it into their own visual effects engine called "Double Negative Gravitational Renderer," a.k.a. "Gargantua," to create a "real" black hole used in the final cut. Later on,
13871-720: The multimedia "experience" to be altered without reprogramming. In addition to seeing and hearing, haptic technology enables virtual objects to be felt. Emerging technology involving illusions of taste and smell may also enhance the multimedia experience. Multimedia may be broadly divided into linear and non-linear categories: Multimedia presentations can be live or recorded: Multimedia finds its application in various areas, including, but not limited to, advertisements , art , education , entertainment , engineering , medicine , mathematics , business , scientific research , and spatial temporal applications . Several examples are as follows: Creative industries use multimedia for
14014-713: The multimedia created forms the foundation for which most creative endeavors that take place online. Microsoft is one of the biggest computer industries in the world, and a core foundation of its success relies on the ability of multimedia designers to optimize user experience through interacting with their products. Marketing and commercial practices are becoming increasingly reliant on interactive multimedia, allowing more sophisticated tactics and increased customer retention. Advertising companies heavily utilize social media, online interfaces and television to promote products, while ads and websites that utilize pop-ups need shorter, more concise methods to be as efficient and pleasing to
14157-537: The name Aqours ( / ˈ æ k w ə / , aqua). Similarly to Love Live! School Idol Project , Lantis released the group's first single in October 2015, releasing several more singles into the following year. This was followed by an anime television series that aired from 2016 to 2017, and an anime film in 2019. In March 2017, the official website of Love Live School Idol Festival launched the "Perfect Dream Project", which featured nine new girls that would be incorporated into Love Live! Nijigasaki High School Idol Club ;
14300-643: The name μ's ( / m j u z / , muse). Lantis released the group's first single in August 2010, and they continued to release several more singles and albums over the course of the next two years, including performing their first concert in 2012 at Yokohama Blitz in Yokohama , Japan. This was soon followed by an anime television series that aired from 2013 to 2014, and an anime film in 2015. The rhythm game series Love Live! School Idol Festival developed by KLab and published by Bushiroad 's Bushimo for Android and iOS platforms launched in 2013. The initial game
14443-552: The odds and percentages of certain microtransactions to players does not go far enough and does not actually solve the problem. Instead, they suggest that certain new features to protect children should be implemented in all games featuring microtransactions, like showing the all-time spending on a child's in-game account and having limits on the amount someone can spend daily. Additionally, they push for game developers and publishers to stop pressuring children to spend money on microtransactions in their games in order to progress through
14586-469: The overall learning experience for students. Within education, video games, specifically fast-paced action games, are able to play a big role in improving cognitive abilities involving attention, task switching, and resistance to distractors. Research also shows that, though video games may take time away from schoolwork, implementing games into the school curriculum has an increased probability of moving attention from games to curricular goals. Multimedia
14729-399: The past two decades, gaming has emerged as one of the top options children go to as a means of alleviating boredom. In an August 2019 report conducted by Parent Zone in the UK, they studied and gathered data directly from children between the ages of 10–16 years old about their experiences with online gaming and the microtransactions that the games that they play hold, as well as ask about how
14872-501: The platform. Both games are still active today. The Elder Scrolls IV: Oblivion was released in March 2006 by Bethesda Softworks . From April 2006 onwards, Bethesda began releasing small, downloadable packages of content from their website and over the Xbox Live Marketplace , for the equivalent of between one and three US dollars . The first package, a set of horse armor ( barding ) for Oblivion ' s steeds,
15015-493: The player an immersive experience. While video games can vary in terms of animation style or audio type, the element of interactivity makes them a striking example of interactive multimedia . Interactive multimedia refers to multimedia applications that allow users to actively participate instead of just sitting by as passive recipients of information. In the arts , there are multimedia artists who blend techniques using different media that in some way incorporate interaction with
15158-423: The player can also pay about $ 28 (or 2,800 V-Bucks) instead to unlock the battle pass and they automatically complete the first 25 tiers (out of 100 tiers) of it. A majority of the children surveyed feel that these kinds of microtransaction systems in their online games are complete rip-offs. 76% of them also believe that these online games purposely try to squeeze as much money as possible from them when they play
15301-420: The player to continue buying packs hoping that they will be able to see them get a rare item can cause the player to spend more than they may actually be able to. The pressure to spend money on in-game content also stems from children seeing their friends have these special, rare items, and them wanting to have it themselves. Essentially, when everyone around them has it, they will want it too in order to feel like
15444-426: The potential customers as possible. These platforms can be used by commercial businesses to specifically target their desired audience with a message, advertisement or promotion. External and internal office communications are often developed by hired creative service firms to display information in a variety of situations. This can range from providing more engaging presentations to educating trainees or new workers on
15587-425: The practice, Clash Royale , Clash of Clans , and Game of War , were all in the top five most profitable mobile games of 2016. Microtransactions are also used in larger budget games as well, such as Grand Theft Auto V (2013) generating more revenue through them than retail sales by the end of 2017. This trend was consistent with many other popular games at the time, leading to the practice being widespread in
15730-403: The presenter's ideas. They are commonly used among education and many other industries to benefit students and workers, as they effectively retain chunks of information in a limited amount of time and can be stored easily. Another example is charts and graphs, as the presenters can show their audience the trends using data associated with their researches. This provides the audience a visual idea of
15873-440: The prevalence of new media and social media . Technology has impacted multimedia as it is largely associated with the use of computers or other electronic devices and digital media due to its capabilities concerning research, communication, problem-solving through simulations, and feedback opportunities. The innovation of technology in education through the use of multimedia allows for diversification among classrooms to enhance
16016-606: The prevalence of technology, making it easier for students to obtain language learning skills. Multimedia motivates students to learn more languages through audio, visual, and animation support. It also helps create English contexts since an important aspect of learning a language is developing their grammar, vocabulary, and knowledge of pragmatics and genres. In addition, cultural connections in terms of forms, contexts, meanings, and ideologies have to be constructed. By improving thought patterns, multimedia develops students' communicative competence by improving their capacity to understand
16159-490: The raw yen totals of Blu-ray Discs, DVDs, music CDs, novels, and manga, but not video games, film tickets, digital downloads, and other forms of media sales. In 2013, physical media sales generated ¥2,516.3 million ( $ 26 million ) in Japan. DVD and Blu-ray sales of the anime's second season in 2014 sold ¥2,917.5 million ( $ 24 million ) in Japan. The franchise's physical media sales generated ¥23 billion ( $ 209 million ) in Japan between 2015 and 2018. The following table lists
16302-547: The real world using media such as audio, animation, and text. Augmented reality became widely popular only in the 21st century; however, some of the earlier versions of such were things like the Sega Genesis Activator Controller back in 1992, which allowed users to literally stand in an octagon and control in-game movement with physical movement, or to stretch back even further, the R.O.B. NES Robot back in 1984, which, with its array of accessories,
16445-517: The revenue from free-to-play games had overtaken revenue from premium games that earn revenue through traditional means in Apple's App Store, for the top 100 grossing games when comparing the results for the months of January and June 2011. It used data that it analyzed through 90,000 apps that installed the company's software in order to roughly determine the amount of revenue generated by other popular apps. They discovered that free games represented 39% of
16588-476: The same material being delivered using bullet points, text, and speech, corroborating a range of theories presented by multimedia learning scholars like Sweller and Mayer . The idea of media convergence is also becoming a major factor in education, particularly higher education. Defined as separate technologies such as voice (and telephony features), data (and productivity applications), and video that now share resources and interact with each other, media convergence
16731-490: The sense of immersion. Input devices: Controllers or other input devices are used to interact with the virtual environment. These devices can simulate hands or tools, enabling users to manipulate objects or navigate within the virtual space. Computer processing: Powerful computers or gaming consoles are often required to generate and render the complex graphics and simulations needed for a convincing virtual experience. Augmented reality overlays digital content or output onto
16874-567: The side of buildings and wrapped around the edge or corner. Clips can then be added at differing angles to create a three-dimensional optical illusion , which is more likely to draw the attention of an observer. Multimedia is heavily used in the entertainment industry, especially to develop special effects in movies and animations (VFX, 3D animation, etc.). Multimedia games are a popular pastime and are software programs available either as CD-ROMs or online. Video games are considered multimedia, as they meld animation, audio, and interactivity to give
17017-451: The skill or available time to earn these through regular game play. Also, presumably the game developer's marketing strategy is that in the long term, the revenue from a micro transaction system will outweigh the revenue from a one-time-purchase game. Loot boxes are another form of microtransactions. Through purchasing a loot box, the player acquires a seemingly random assortment of items. Loot boxes result in high revenues because instead of
17160-406: The span of three weeks, the children kept spending money on packs, eventually spending £550 ($ 709.91) altogether, completely emptying their parents' bank account, but never receiving one of the best players in the game as well as the children's favorite player: Lionel Messi . The children apologized to their parents and explained that at the time they did not understand how much they were impacting
17303-402: The subject matter as well as personalized to the students' varying levels of knowledge on the topic. Learning content can be managed through activities that utilize and take advantage of multimedia platforms. This kind of usage of modern multimedia encourages interactive communication between students and teachers and opens feedback channels, introducing an active learning process, especially with
17446-1006: The subsequent backlash from gamers and the gaming media have caused governments from all around the world to look into these games and their microtransaction mechanics. In April 2018, the Netherlands and Belgium banned the sale of microtransactions in games sold in their countries. The specific games Belgium looked closer at were EA's Star Wars Battlefront II (2017) and FIFA 18 , Overwatch , and Counter-Strike: Global Offensive developed by Valve. All of those game's microtransactions, except for Star Wars Battlefront II which removed their gameplay-altering microtransactions in March 2018 (but kept cosmetic microtransactions) due to players calculating that it would take over 48 hours of playing to obtain Luke Skywalker and then complaining about this extreme threshold to unlock popular characters to EA, have been determined to be "games of chance" by
17589-526: The success of Nexon 's online free-to-play games, starting with QuizQuiz (1999), followed by games such as MapleStory (2003), Mabinogi (2004), and Dungeon Fighter Online (2004). Notable examples of games that used this model in the early 2000s include the social networking site Habbo Hotel (2001), developed by the Finnish company Sulake , and Linden Lab 's 2003 virtual world game Second Life . Both free games allow users to customize
17732-399: The terminology, reporting: "Brainchild of song scribe-comic Bob (' Washington Square ') Goldstein, the 'Lightworks' is the latest multi-media music-cum-visuals to debut as discothèque fare." Two years later, in 1968, the term "multimedia" was re-appropriated to describe the work of a political consultant, David Sawyer, the husband of Iris Sawyer—one of Goldstein's producers at L'Oursin. In
17875-447: The total revenue from January, and that the number jumped to 65% by June, helped in part by the fact that over 75% of the 100 top grossing apps are games. This makes free-to-play the single most dominant business model in the mobile apps industry. They also learned that the number of people that spend money on in-game items in free-to-play games ranges from 0.5% to 6%, depending on a game's quality and mechanics . Even though this means that
18018-422: The use of computer-assisted language learning . Newspaper companies all over the world are trying to embrace the new phenomenon by implementing its practices in their work. While some have been slow to come around, other major newspapers like The New York Times , USA Today , and The Washington Post are setting a precedent for the positioning of the newspaper industry in a globalized world. To keep up with
18161-563: The use of microtransactions due to its high profitability. Many companies and games, especially smartphone games, have taken on a business model that offer their games for free and then relying purely on the success of microtransactions to turn a profit. The collection of this data on consumers, although technically legal in the United States, or outside the EU , can be considered unethical. Companies can sell data about consumers, involving their spending, bank information, and preferences, to understand
18304-554: The video game market. These types of games heavily employ the use of the loot box microtransaction type. According to the September 2019 report by the UK Parliament 's House of Commons and the Digital, Culture, Media and Sport Committee , they define loot boxes as "... items in video games that may be bought for real-world money, but which provide players with a randomised reward of uncertain value." The widespread usage of loot boxes by game developers and publishers have garnered
18447-406: The viewer. Another approach entails the creation of multimedia that can be displayed in a traditional fine arts arena, such as an art gallery . Video has become an intrinsic part of many concerts and theatrical productions in the modern era and has spawned content creation opportunities for many media professionals. Although multimedia display material may be volatile, the survivability of the content
18590-422: The visual effects team went on to publish a black hole study. Medical professionals and students have a wide variety of ways to learn new techniques and procedures through interactive media, online courses, and lectures. The methods of conveying information to students have drastically evolved with the help of multimedia. From the 1800s to today, lessons are commonly taught using chalkboards. Projected aids, such as
18733-606: The wait times attached to certain actions, like planting and growing carrots or collecting taxes from the townspeople. In March 2009 the Ultimate Team game mode was introduced in FIFA 09 in which gamers can buy "packs" containing items such as players, stadiums and contract extensions with currency earned by playing the game or real world money. EA followed this success by introducing the game mode to Madden NFL beginning with Madden NFL 10 in January 2010. In March 2014 EA marked
18876-733: The way characters, weapons, and vehicles look) to show off to other players. However, a player can experience all the content of the game and be on an even playing field without purchasing any microtransactions because no feature or gameplay-affecting piece of content is locked behind a payment. These games still occasionally take accusations of being "pay-to-win" as combat-focused video games, such as Apex Legends or Call of Duty: Warzone , offer skins that are inspired by real-world military equipment – often including camouflage – which technically can give players an advantage by obscuring them to human opponents. Mobile web analytics company Flurry reported on July 7, 2011, that based on its research,
19019-485: The wonderful new media world". In common usage, multimedia refers to the usage of multiple media of communication, including video, still images, animation, audio, and text, in such a way that they can be accessed interactively. Video, still images, animation, audio, and written text are the building blocks on which multimedia takes shape. In the 1990s, some computers were called "multimedia computers" because they represented advances in graphical and audio quality, such as
19162-468: Was able to also provide users with the sensation of holding a firearm. These multimedia input devices are among the earliest of the augmented reality devices, allowing users to input commands to facilitate a different user experience. A more modern example of augmented reality is Pokémon GO , a mobile game released on July 6, 2016, which allows users to see a Pokémon in a real-world environment. In-app purchase Microtransactions ( mtx ) refers to
19305-707: Was also streamed live through the Bandai Channel, Line Live, and YouTube Live. A second season aired between April 2 and June 25, 2022. Nijiyon Animation , an adaptation of the spin-off four-panel manga Nijiyon: Love Live! Nijigasaki Gakuen School Idol Dōkōkai Yon-Koma , was announced on September 18, 2022. It aired between January 6 and March 24, 2023. Love Live! Superstar!! was announced in 2020 as an anime television series, and aired for 12 episodes between July 11 and October 17, 2021 on NHK Educational TV . A second season aired between July 17 and October 9, 2022. A third season premiered on October 6, 2024. Yohane
19448-493: Was always local, many are now handled through web-based solutions, particularly streaming. Multimedia presentations are presentations featuring multiple types of media. The different types of media can include text , graphics , audio , video and animations . These different types of media convey information to their target audience and effectively communicate with them. Videos are a great visual example to use in multimedia presentations because they can create visual aids to
19591-592: Was announced on September 26, 2022. It features 10 girls, five of each who are students of two "legendary schools" located in Osaka and Hyogo . ( Manaka Iwami ) ( Kaede Hondo ) ( Sayaka Senbongi ) (Kana Motomiya) ( Natsumi Hioka ) ( Nichika Ōmori ) ( Reina Kondō ) ( Saki Yamakita ) ( Aimi ) A 13-episode anime television series of Love Live! School Idol Project produced by Sunrise , directed by Takahiko Kyōgoku, and written by Jukki Hanada aired in Japan on Tokyo MX from January 6 to March 31, 2013 and
19734-493: Was released in Japan in 2016, and a PlayStation 4 port was released in North America , Japan, and Southeast Asia in 2021. Another spin-off game titled Love Live! School Idol Festival All Stars was released in 2019 in Japan and 2020 worldwide. The next major installment in the franchise was the spin-off Love Live! Sunshine!! announced in 2015. Fans also chose the name of the idol group for Sunshine , deciding on
19877-399: Was released on April 3, 2006, costing 200 Marketplace points , equivalent to US$ 2.50 or £1.50; the corresponding PC release cost was US$ 1.99. Bethesda offered no rationale for the price discrepancy. These were not the first Oblivion -related Marketplace releases (the first was a series of dashboard themes and picture packs released prior to Oblivion 's publication, in February 2006, for
20020-420: Was released with the standard edition of the first season, along with the premium edition of the second season, on February 14, 2016, as well as the standard edition of the second season on April 12, 2016. The Blu-ray set for season one has since gone out of print and season one was removed from Crunchyroll in 2020, although it has been returned to the streaming service as of March 2023. MVM Entertainment released
20163-431: Was simply just not worth paying for to 35% of the unsatisfied children and 18% of them also felt that in-game microtransactions were not worth paying for either. Ultimately, children feel that spending money on microtransactions has become the norm and an expectation when playing modern video games. For many children, the excitement that they feel when they open loot boxes, packs, and obtain items through microtransactions
20306-602: Was simulcast by Crunchyroll . A 13-episode second season aired between October 7 and December 30, 2017. The series is licensed in North America by Funimation , in the United Kingdom by Anime Limited , and in Australia by Madman Entertainment . An English dub by Funimation began streaming from July 30, 2016. A 13-episode anime television series of Love Live! Nijigasaki High School Idol Club produced by Bandai Namco Filmworks, directed by Tomoyuki Kawamura, and written by Jin Tanaka , aired between October 3 and December 26, 2020. It
20449-432: Was simulcast by Crunchyroll . An original video animation episode was released on November 27, 2013. A second season aired on Tokyo MX from April 6 to June 29, 2014, also airing on TV Aichi , Yomiuri TV , and BS11 , and was simulcast by Crunchyroll. Both seasons are licensed in North America by NIS America , who released the premium edition of the first season on Blu-ray on September 2, 2014 and an English dubbed version
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