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Firaxis Games

Company

7 documents in the library are about Firaxis Games, from writers such as Take-Two Interactive, DiGRA and Breda University of Applied Sciences. Each has a summary and key insights with the page they come from.

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Each row is a game or company named alongside Firaxis Games, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.

Documents about Firaxis Games

Cover of "It's Just a Hoax": Climate Change Denial in Civilization VI's Reddit Communities
Article

"It's Just a Hoax": Climate Change Denial in Civilization VI's Reddit Communities

This paper examines climate change denial within online communities surrounding Civilization VI: Gathering Storm, focusing on Reddit discussions that respond to the game's modelling of anthropogenic CO₂ emissions and their consequences.

  • The study analysed 32,612 Reddit comments posted between 2013 and 2026 across three Civilization-related subreddits and one general Civ thread, using semantic network analysis and inductive thematic analysis.
  • Climate change denial in these communities is strongly polarised, with dominant frames treating climate change as a hoax or conspiracy linked to taxation and institutional control, and contrasting anthropogenic explanations with natural-cycle accounts.
  • A prominent cluster of distrust draws on the 2009 "Climategate" episode and alleged data manipulation by climate scientists to undermine the credibility of climate science.
DiGRAJun 2026
Cover of "Shut Up, I'm Having a Mental Break!": The Strange Design Space of Characters You Command but Don't Control
Article

"Shut Up, I'm Having a Mental Break!": The Strange Design Space of Characters You Command but Don't Control

This essay argues that video game characters such as RimWorld's colonists, XCOM's soldiers, and Baldur's Gate 3's companions occupy a distinct design category that sits between player characters and non-player characters.

  • The essay proposes "crew characters" as a distinct design category: entities the player directs and develops but does not fully control, sitting between NPCs (differing in gameplay role) and player characters (differing in autonomy and individuality).
  • Crew characters are placed on a spectrum running from bots and avatars through NPCs and crew to fully independent player characters, illustrated with examples such as Kratos, GLaDOS, and Doomguy.
  • Designing for a community of characters rather than a single scripted protagonist creates a fundamentally different challenge, and the author argues designers who recognize crew-character properties can build stronger emotional bonds with them.
Breda University of Applied SciencesMar 2026
Cover of Take-Two Interactive Q1 Fiscal Year 2026 Earnings Results
Financial report6 pages

Take-Two Interactive Q1 Fiscal Year 2026 Earnings Results

Take-Two Interactive’s first-quarter fiscal year 2026 earnings results demonstrate strong financial momentum, characterized by net bookings exceeding $1.42 billion and outperforming initial guidance.

  • Take-Two Interactive reported Q1 fiscal year 2026 net bookings of $1.42 billion, exceeding initial guidance.
  • Recurrent consumer spending remains the primary revenue driver, accounting for 83% of total net bookings for the quarter.
  • The company raised its full-year fiscal 2026 net bookings outlook to between $6.05 billion and $6.15 billion, representing an 8% growth projection over the previous year.
Take-Two InteractiveAug 2025
Cover of The Evolution of Liberalism in the XCOM Franchise Reboot
Article

The Evolution of Liberalism in the XCOM Franchise Reboot

This paper examines the XCOM franchise reboot, comprising XCOM: Enemy Unknown (2012), XCOM 2 (2016), and XCOM: Chimera Squad (2020), as a case study in how games engage international relations theory, with particular attention to liberal internationalism.

  • The paper argues the XCOM reboot trilogy (Enemy Unknown 2012, XCOM 2 2016, Chimera Squad 2020) traces a liberal arc: global cooperation against an external threat, collapse into authoritarian rule, liberation, and then domestic vigilance for a pluralist society.
  • Using John Mearsheimer's distinction between liberal optimism and realist pessimism as its theoretical frame, the study contends the franchise departs from the realist logic its turn-based strategy mechanics might suggest.
  • Enemy Unknown depicts sixteen major powers uniting under a council against an alien invasion, substituting generalized global threats such as climate change for the colonial anxieties common in alien-invasion fiction.
DiGRAJun 2025
Cover of High Resolution Pixel Art and Animation
29 min
Game Developers Conference29 min

High Resolution Pixel Art and Animation

This presentation outlines a professional workflow for creating high-resolution, fluid pixel art animations, emphasizing the integration of traditional animation principles into the digital medium.

  • Integrate traditional animation principles—such as silhouette clarity, frame spacing, and smears—into pixel art to achieve fluid motion within limited-frame constraints.
  • Leverage existing skill sets like 3D modeling and vector-based planning to inform pixel art, using vector software for initial rotation and scaling before final pixel-level refinement.
  • Optimize production efficiency by 'cheating' through asset reuse, such as 360-degree turnarounds and motion blur, to avoid the labor-intensive process of drawing every frame from scratch.
Game Developers ConferenceJul 2020
Financial report1 page

Take-Two Interactive Form 10-Q: Q2 2007

Take-Two Interactive’s financial reporting for the second quarter of 2006 centers on the remediation of historical accounting errors and the navigation of significant operational and legal headwinds.

  • Take-Two recognized approximately $25 million in cumulative pre-tax stock-based compensation expenses from 1997 through 2005 due to an investigation into historical stock option backdating practices.
  • The company recorded a $6.3 million pre-tax goodwill impairment charge in the third quarter of 2006 related to its Joytech video game accessories subsidiary.
  • Software development costs totaled $100.05 million as of July 31, 2006, with $90.1 million of that amount tied to unreleased titles.
Take-Two InteractiveMar 2007
Financial report1 page

Take-Two Interactive Form 10-Q: Q1 Fiscal Year 2007

Take-Two Interactive experienced a period of significant financial contraction during the first half of fiscal year 2006, reporting a net loss of $79.5 million compared to a $47.1 million profit in the same period of the prior year.

  • Take-Two's net revenue for the six months ended April 30, 2006, fell 26.8% to $530.1 million, down from $724.5 million in the same period of 2005, primarily due to the absence of a major Grand Theft Auto release and a market transition to next-generation hardware.
  • The company reported a significant decline in cash provided by operating activities, which dropped to $42.6 million for the six-month period ending April 30, 2006, compared to $98.6 million in the prior year.
  • Take-Two formally reorganized its reporting structure into two distinct segments—Publishing and Distribution—to provide greater transparency into the gross margins of each business unit.
Take-Two InteractiveJun 2006