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Wiki Wiki Summary
TRIPS Agreement The Agreement on Trade-Related Aspects of Intellectual Property Rights (TRIPS) is an international legal agreement between all the member nations of the World Trade Organization (WTO). It establishes minimum standards for the regulation by national governments of different forms of intellectual property (IP) as applied to nationals of other WTO member nations.
Gamma distribution In probability theory and statistics, the gamma distribution is a two-parameter family of continuous probability distributions. The exponential distribution, Erlang distribution, and chi-square distribution are special cases of the gamma distribution.
Competition (economics) In economics, competition is a scenario where different economic firms are in contention to obtain goods that are limited by varying the elements of the marketing mix: price, product, promotion and place. In classical economic thought, competition causes commercial firms to develop new products, services and technologies, which would give consumers greater selection and better products.
Film distribution Film distribution is the process of making a movie available for viewing by an audience. This is normally the task of a professional film distributor, who would determine the marketing strategy for the film, the media by which a film is to be exhibited or made available for viewing, and who may set the release date and other matters.
Arithmetic Arithmetic (from Ancient Greek ἀριθμός (arithmós) 'number', and τική [τέχνη] (tikḗ [tékhnē]) 'art, craft') is an elementary part of mathematics that consists of the study of the properties of the traditional operations on numbers—addition, subtraction, multiplication, division, exponentiation, and extraction of roots. In the 19th century, Italian mathematician Giuseppe Peano formalized arithmetic with his Peano axioms, which are highly important to the field of mathematical logic today.
Bitwise operation In computer programming, a bitwise operation operates on a bit string, a bit array or a binary numeral (considered as a bit string) at the level of its individual bits. It is a fast and simple action, basic to the higher-level arithmetic operations and directly supported by the processor.
Operations management Operations management is an area of management concerned with designing and controlling the process of production and redesigning business operations in the production of goods or services. It involves the responsibility of ensuring that business operations are efficient in terms of using as few resources as needed and effective in meeting customer requirements.
Special operations Special operations (S.O.) are military activities conducted, according to NATO, by "specially designated, organized, selected, trained, and equipped forces using unconventional techniques and modes of employment". Special operations may include reconnaissance, unconventional warfare, and counter-terrorism actions, and are typically conducted by small groups of highly-trained personnel, emphasizing sufficiency, stealth, speed, and tactical coordination, commonly known as "special forces".
Emergency operations center An emergency operations center (EOC) is a central command and control facility responsible for carrying out the principles of emergency preparedness and emergency management, or disaster management functions at a strategic level during an emergency, and ensuring the continuity of operation of a company, political subdivision or other organization.\nAn EOC is responsible for strategic direction and operational decisions and does not normally directly control field assets, instead leaving tactical decisions to lower commands.
Operations research Operations research (British English: operational research), often shortened to the initialism OR, is a discipline that deals with the development and application of advanced analytical methods to improve decision-making. It is sometimes considered to be a subfield of mathematical sciences.
Operation (mathematics) In mathematics, an operation is a function which takes zero or more input values (called operands) to a well-defined output value. The number of operands (also known as arguments) is the arity of the operation.
Balance sheet In financial accounting, a balance sheet (also known as statement of financial position or statement of financial condition) is a summary of the financial balances of an individual or organization, whether it be a sole proprietorship, a business partnership, a corporation, private limited company or other organization such as government or not-for-profit entity. Assets, liabilities and ownership equity are listed as of a specific date, such as the end of its financial year.
Financial law Financial law is the law and regulation of the insurance, derivatives, commercial banking, capital markets and investment management sectors. Understanding Financial law is crucial to appreciating the creation and formation of banking and financial regulation, as well as the legal framework for finance generally.
Competitor analysis Competitive analysis in marketing and strategic management is an assessment of the strengths and weaknesses of current and potential competitors. This analysis provides both an offensive and defensive strategic context to identify opportunities and threats.
Competitors for the Crown of Scotland When the crown of Scotland became vacant in September 1290 on the death of the seven-year-old child Queen Margaret, 13 claimants to the throne came forward. Those with the most credible claims were John Balliol, Robert Bruce, John Hastings and Floris V, Count of Holland.
Sport of athletics Athletics is a group of sporting events that involves competitive running, jumping, throwing, and walking. The most common types of athletics competitions are track and field, road running, cross country running, and racewalking.
List of female fitness and figure competitors This is a list of female fitness and figure competitors.\n\n\n== A ==\nJelena Abbou\n\n\n== B ==\nLauren Beckham\nAlexandra Béres\nSharon Bruneau\n\n\n== C ==\nNatalie Montgomery-Carroll\nJen Cassetty\nKim Chizevsky\nSusie Curry\n\n\n== D ==\nDebbie Dobbins\nNicole Duncan\n\n\n== E ==\nJamie Eason\nAlexis Ellis\n\n\n== F ==\nAmy Fadhli\nJaime Franklin\n\n\n== G ==\nAdela García \nConnie Garner\nElaine Goodlad\nTracey Greenwood\nOksana Grishina\n\n\n== H ==\nMallory Haldeman\nVanda Hădărean\nJen Hendershott\nSoleivi Hernandez\nApril Hunter\n\n\n== I ==\n\n\n== J ==\nTsianina Joelson\n\n\n== K ==\nAdria Montgomery-Klein\nAshley Kaltwasser\n\n\n== L ==\nLauren Lillo\nMary Elizabeth Lado\nTammie Leady\nJennifer Nicole Lee\nAmber Littlejohn\nJulie Lohre\nJenny Lynn\n\n\n== M ==\nTimea Majorová\nLinda Maxwell\nDavana Medina\nJodi Leigh Miller\nChisato Mishima\n\n\n== N ==\nKim Nielsen\n\n\n== O ==\n\n\n== P ==\nVicky Pratt\nElena Panova\nChristine Pomponio-Pate\nCathy Priest\n\n\n== Q ==\n\n\n== R ==\nMaite Richert\nCharlene Rink\nKelly Ryan\n\n\n== S ==\nErin Stern\nCarol Semple-Marzetta\nKrisztina Sereny\nTrish Stratus (Patricia Anne Stratigias)\n\n\n== T ==\nKristi Tauti\nJennifer Thomas\n\n\n== U ==\n\n\n== V ==\nLisa Marie Varon\n\n\n== W ==\nLatisha Wilder\nTorrie Wilson\nLyen Wong\nJenny Worth\nNicole Wilkins\n\n\n== Y ==\n\n\n== Z ==\nMarietta Žigalová\nMalika Zitouni\n\n\n== See also ==\nList of female bodybuilders\n\n\n== References ==\nThere has been a rise in the number of women wanting to compete as fitness models.
List of Dancing with the Stars (American TV series) competitors Dancing with the Stars is an American reality television show in which celebrity contestants and professional dance partners compete to be the best dancers, as determined by the show's judges and public voting. The series first broadcast in 2005, and thirty complete seasons have aired on ABC. During each season, competitors are progressively eliminated on the basis of public voting and scores received from the judges until only a few contestants remain.
Competitor Group Competitor Group, Inc. (CGI) is a privately held, for-profit, sports marketing and management company based in Mira Mesa, San Diego, California.
Round-robin tournament A round-robin tournament (or all-play-all tournament) is a competition in which each contestant meets every other participant, usually in turn. A round-robin contrasts with an elimination tournament, in which participants are eliminated after a certain number of losses.
Competition law Competition law is the field of law that promotes or seeks to maintain market competition by regulating anti-competitive conduct by companies. Competition law is implemented through public and private enforcement.
Beta distribution In probability theory and statistics, the beta distribution is a family of continuous probability distributions defined on the interval [0, 1] parameterized by two positive shape parameters, denoted by alpha (α) and beta (β), that appear as exponents of the random variable and control the shape of the distribution. The generalization to multiple variables is called a Dirichlet distribution.
Laplace distribution In probability theory and statistics, the Laplace distribution is a continuous probability distribution named after Pierre-Simon Laplace. It is also sometimes called the double exponential distribution, because it can be thought of as two exponential distributions (with an additional location parameter) spliced together back-to-back, although the term is also sometimes used to refer to the Gumbel distribution.
Preferred stock Preferred stock (also called preferred shares, preference shares, or simply preferreds) is a component of share capital that may have any combination of features not possessed by common stock, including properties of both an equity and a debt instrument, and is generally considered a hybrid instrument. Preferred stocks are senior (i.e., higher ranking) to common stock but subordinate to bonds in terms of claim (or rights to their share of the assets of the company, given that such assets are payable to the returnee stock bond) and may have priority over common stock (ordinary shares) in the payment of dividends and upon liquidation.
Common stock Common stock is a form of corporate equity ownership, a type of security. The terms voting share and ordinary share are also used frequently outside of the United States.
Common stock dividend A common stock dividend is the dividend paid to common stock owners from the profits of the company. Like other dividends, the payout is in the form of either cash or stock.
Matthiola incana Matthiola incana is a species of flowering plant in the cabbage family Brassicaceae. Common names include Brompton stock, common stock, hoary stock, ten-week stock, and gilly-flower.
Consolidation (business) In business, consolidation or amalgamation is the merger and acquisition of many smaller companies into a few much larger ones. In the context of financial accounting, consolidation refers to the aggregation of financial statements of a group company as consolidated financial statements.
Stock market A stock market, equity market, or share market is the aggregation of buyers and sellers of stocks (also called shares), which represent ownership claims on businesses; these may include securities listed on a public stock exchange, as well as stock that is only traded privately, such as shares of private companies which are sold to investors through equity crowdfunding platforms. Investment is usually made with an investment strategy in mind.
New York Stock Exchange The New York Stock Exchange (NYSE, nicknamed "The Big Board") is an American stock exchange in the Financial District of Lower Manhattan in New York City. It is by far the world's largest stock exchange by market capitalization of its listed companies at US$30.1 trillion as of February 2018.
Class B share In finance, a Class B share or Class C share is a designation for a share class of a common or preferred stock that typically has strengthened voting rights or other benefits compared to a Class A share that may have been created. The equity structure, or how many types of shares are offered, is determined by the corporate charter.B share can also refer to various terms relating to stock classes:\n\nB share (mainland China), a class of stock on the Shanghai and Shenzhen stock exchanges\nB share (NYSE), a class of stock on the New York Stock ExchangeMost of the time, Class B shares may have lower repayment priorities in the event a company declares bankruptcy.
Perfect competition In economics, specifically general equilibrium theory, a perfect market, also known as an atomistic market, is defined by several idealizing conditions, collectively called perfect competition, or atomistic competition. In theoretical models where conditions of perfect competition hold, it has been demonstrated that a market will reach an equilibrium in which the quantity supplied for every product or service, including labor, equals the quantity demanded at the current price.
Monopolistic competition Monopolistic competition is a type of imperfect competition such that there are many producers competing against each other, but selling products that are differentiated from one another (e.g. by branding or quality) and hence are not perfect substitutes.
Cournot competition Cournot competition is an economic model used to describe an industry structure in which companies compete on the amount of output they will produce, which they decide on independently of each other and at the same time. It is named after Antoine Augustin Cournot (1801–1877) who was inspired by observing competition in a spring water duopoly.
Competition regulator A competition regulator is the institution that oversees the functioning of the markets. And the Law in which it takes cognizance of situations having any type of impediments and distortions on the markets and correct them is the competition law (also known as antitrust law).
Risk Factors
ATARI INC ITEM 1A RISK FACTORS RISKS RELATED TO OUR BUSINESS Our business has contracted significantly
Due primarily to our limited funds, during the past two years we have reduced substantially our expenditures on product development and sold the intellectual property related to some game franchises that have generated substantial revenues for us in the past
This has both materially reduced our revenues and made distribution, which carries lower margins, a larger percentage of our business
Because of the reduction in available product, as well as unusually difficult market conditions, in fiscal 2006, our net revenues were only dlra218dtta7 million compared with net revenues of dlra407dtta8 million in the prior year and dlra468dtta9 million in the year before that
Primarily because of this, we had an operating loss of dlra68dtta6 million for the year ended March 31, 2006, compared with operating profits of dlra6dtta3 million and dlra7dtta6 million for the 2005 and 2004 fiscal years, respectively
Further, we have fewer titles available for release in fiscal 2007 than has historically been the case
We are reviewing our operating strategy, and it is likely that we will increasingly focus on publishing products developed by others as a source of revenue
However, we cannot be sure that any revised operating strategy will be successful in returning us to profitability
Our revenues will decline and our competitive position will be adversely affected if we are unable to introduce successful new products on a timely basis
Our performance in the video game software publishing business depends on the timely introduction of successful new products, sequels or enhancements of existing products to replace declining revenues from older products
Our inability to introduce compelling new products, sequels or enhancements, or significant delays in their release, could materially and adversely affect the ultimate success of our products and, in turn, our business, results of operations and financial condition
Our product development activities over the last fiscal year and in the coming fiscal year have been and will be less robust than our historical product development, resulting in fewer product releases
The process of introducing new products, sequels or product enhancements is extremely complex, time consuming and expensive, and will become more complex as new platforms and technologies emerge
Competitive factors in our industry demand that we create increasingly sophisticated products, which in turn makes it difficult to produce and release compelling products on a predictable schedule
If we introduce a relatively limited number of products in any period, the failure of such products to achieve strong market acceptance adversely affects our results of operations
The loss of Wal-Mart, GameStop/Electronics Boutique, Target, or Best Buy as key customers could negatively affect our business
Our sales to Wal-Mart, GameStop/Electronics Boutique, Target, and Best Buy accounted for approximately 31dtta1prca, 13dtta0prca, 12dtta8prca, and 9dtta1prca, respectively, of net revenues for the year ended March 31, 2006
Our gross accounts receivable from these retailers were approximately dlra6dtta2 million, dlra11dtta1 million, dlra6dtta4 million, and dlra4dtta8 million, respectively, as of March 31, 2006
Our business, results of operations and financial condition would be adversely affected if: • we lost any of these retailers as a customer; • any of these retailers purchased significantly fewer products from us; • we were unable to collect receivables from any of these retailers on a timely basis or at all; or • we experienced any other adverse change in our relationship with any of these retailers
We cannot assure you that Wal-Mart, GameStop/Electronics Boutique, Target, and Best Buy will continue to use us as a major supplier of video game software, or at all
We have experienced difficulties in collecting on certain accounts
We cannot guarantee that we will not continue to have such difficulties and, while we maintain a reserve for uncollectible receivables, the reserve may not be sufficient
13 _________________________________________________________________ [71]Table of Contents Our results of operations and competitive position may be adversely affected if we are unable to anticipate and adapt to rapidly changing technology, including new console technology
The video game software industry is characterized by rapidly changing technology
The introduction of new technologies, including new console technology, software media formats, and delivery channels could render our previously released products obsolete or unmarketable
We are continuing to devote significant development resources to products for PlayStation 2
If consumer demand for titles for this platform declines as a result of the next generation of console games systems, or generally, we may experience lower than expected sales from products designed for this platform
We must continually anticipate the emergence of, and adapt our products to, new technologies and systems
In addition, the development cycle for products designed to operate on new systems has been defined by an increased rate of change and complexity in the technological innovations of video game hardware and software
When we choose to publish or develop a product for a new system, we may need to make a substantial development investment one or two years in advance of when we actually ship products for that system
If we develop products for a new system that is ultimately unpopular, our net revenues from that product may be less than expected and we may not be able to recoup our investment as quickly as anticipated, if at all
Conversely, if we choose not to publish products for a new system that is ultimately popular, our competitive position may be adversely affected
A number of our competitors have developed or are developing online games
Increased consumer acceptance and increased availability of online games may result in a decline in platform-based software and negatively impact sales of our products
Direct sales of software over the Internet by competitors could materially adversely affect our distribution business
We need to raise additional capital
In recent years, our profits have been minimal compared to the profits reported by our industry competitors, and in the past year we have generated significant losses
We do not currently have a credit facility
Based on current assessments, we will need to raise capital in order to support our product development efforts and other operational needs
In order to complete the redirection of our product portfolio and to increase our slate of titles in fiscal 2007 and 2008, we will need to make a significant investment in product development
This investment is critical in order to maintain and grow our business, keep current with changing technology (including new hardware platforms), attract premier development partners, and secure profitable intellectual properties
We may raise capital in any number of ways, including through the issuance of debt or equity, or through other financing
If we borrow funds, we likely will be obligated to make periodic interest or other debt service payments, and the terms of this debt may impose burdensome restrictions on our ability to operate our business
If we seek financing through the sale of equity securities, our current stockholders will suffer significant dilution in their percentage ownership of common stock
Additionally, due to the relative size of Atari, our majority ownership by a financially challenged foreign entity and our history of significant losses, we are not certain as to our ability to raise additional capital in the future or under what terms capital would be available
Specifically, if we are not successful in raising capital, we will have to take various actions that may include, but not be limited to, a reduction in our expenditures for internal and external new product development, further reduction in overhead expenses, and further sales of intellectual property
These actions, should they become necessary, will probably result in further reduction in our size of operations
Such capital raising needs are discussed with our majority stockholder with respect to appropriate timing and structure of such funding
We may be unable to develop and publish new products if we are unable to secure or maintain relationships with leading independent video game software developers
We are even more dependent than in prior years upon leading independent software developers, as we have scaled back our internal development capabilities
Consequently, our success depends in part on our continued ability to obtain or renew product development agreements with leading independent video game software developers
Particularly in view of our financial situation, we may not be able to obtain or renew product development agreements on favorable terms, or at all, including obtaining the rights to sequels of successful products which were originally developed for us by leading independent video game software developers
Many of our competitors have greater financial resources and access to capital than we do, which puts us at a competitive disadvantage when bidding to attract leading independent video game software developers to enter into publishing agreements with us
We may be unable to secure or maintain relationships with leading independent video game software developers if our competitors can offer them better shelf access, better marketing support, more development funding, higher royalty rates, or other advantages
Usually, our agreements with independent software developers are easily terminable, often without notice, if either party declares bankruptcy, becomes insolvent, ceases 14 _________________________________________________________________ [72]Table of Contents operations or materially breaches its agreement and fails to cure that breach within a designated time frame
In addition, many leading independent video game software developers have limited financial resources
Many are small companies with a few key individuals without whom a project may be difficult or impossible to complete
Consequently, we are exposed to the risk that these developers will go out of business before completing a project, or simply cease work on a project for which we have hired them
If we are unable to maintain or acquire licenses to intellectual property, our operating results will be adversely impacted
Many of our products are based on or incorporate intellectual property owned by others
For example, some of our titles are based on key film licenses
We expect that many of the products we publish in the future will also be based on intellectual property owned by others
The rights we enjoy to licensed intellectual property may vary based on the agreement we have with the licensor
Competition for these licenses is intense and many of our competitors have greater resources to take advantage of opportunities for such licenses
If we are unable to maintain our current licenses and obtain additional licenses with significant commercial value, we believe our sales will decline
In addition, obtaining licenses for popular franchises owned by others could require us to expend significant resources and the licenses may require us to pay relatively high royalty rates
If these titles are ultimately unpopular, we may not recoup our investment made to obtain such licenses
Furthermore, in many instances we do not have exclusive licenses for intellectual property owned by others
In these cases, we may face direct competition from other publishers holding a similar license
Additionally, many of the products we distribute are products that are published by IESA or its subsidiaries, such as certain Hasbro games
In fiscal 2006, IESA sold several properties that we distributed, including selling back to Hasbro the rights to certain properties previously under the Hasbro license
If IESA continues to dispose of such properties, we will continue to lose revenue
Termination or modification of our agreements with hardware manufacturers will adversely affect our business
We are required to obtain a license to develop and distribute software for each of the video game consoles
We currently have licenses from Sony to develop products for PlayStation, PlayStation 2, and PSP, from Nintendo to develop products for Game Boy Advance, GameCube, and DS and from Microsoft to develop products for Xbox and Xbox 360
We expect to obtain licenses for Nintendo Wii and Sony PlayStation 3 during fiscal 2007
These licenses are non-exclusive, and as a result, many of our competitors also have licenses to develop and distribute video game software for these systems
These licenses must be periodically renewed, and if they are not, or if any of our licenses are terminated or adversely modified, we may not be able to publish games for such platforms or we may be required to do so on less attractive terms
In addition, our contracts with these manufacturers often grant them approval rights over new products and control over the manufacturing of our products
In some circumstances, this could adversely affect our business, results of operations or financial condition by: • terminating a project for which we have expended significant resources; • leaving us unable to have our products manufactured and shipped to customers; • increasing manufacturing lead times and expense to us over the lead times and costs we could achieve if we were able to manufacture our products independently; • delaying the manufacture and, in turn, the shipment of products; and • requiring us to take significant risks in prepaying for and holding an inventory of products
The loss of our senior management and skilled personnel could negatively affect our business
Our future success will depend to a significant degree upon the performance and contribution of our senior management team and upon our ability to attract, motivate and retain highly qualified employees with technical, management, marketing, sales, product development, creative and other skills
In the video game software industry, competition for highly skilled and creative employees is intense and costly
We expect this competition to continue for the foreseeable future, and we may experience increased costs in order to attract and retain skilled employees
We cannot provide any assurance that that we will be successful in attracting and retaining skilled personnel
Our business, operating results and financial condition could be materially and adversely affected if we lost the services of senior management or key technical or creative employees or if we failed to attract additional highly qualified employees
15 _________________________________________________________________ [73]Table of Contents If returns and other concessions given to our customers exceed our reserves, our business may be negatively affected
To cover returns and other concessions, we establish reserves at the time we ship our products
We estimate the potential for future returns and other concessions based on, among other factors, management’s evaluation of historical experience, market acceptance of products produced, retailer inventory levels, budgeted customer allowances, the nature of the title and existing commitments to customers
While we are able to recover the majority of our costs when third-party products we distribute are returned, we bear the full financial risk when our own products are returned
In addition, the license fees we pay Sony, Microsoft and Nintendo are non-refundable and we cannot recover these fees when our products are returned
Although we believe we maintain adequate reserves with respect to product returns and other concessions, we cannot be certain that actual returns and other concessions will not exceed our reserves, which could adversely affect our business, results of operations and financial condition
Significant competition in our industry could adversely affect our business
The video game software market is highly competitive and relatively few products achieve significant market acceptance
Currently, we compete primarily with other publishers of video game software for both video game consoles and PCs
Our competitors include Activision, Inc, Electronic Arts, Inc, Midway Games, Inc, Take Two Interactive, Inc, and THQ, Inc, among others
In addition, console manufacturers including Microsoft, Nintendo, and Sony publish products for their respective platforms
Media companies and film studios, such as Warner Bros, are increasing their focus on the video game software market and may become significant competitors and/or may increase the price of their outbound licenses
Current and future competitors may also gain access to wider distribution channels than we do
As a result, these current and future competitors may be able to: • respond more quickly than we can to new or emerging technologies or changes in customer preferences; • carry larger inventories than we do; • undertake more extensive marketing campaigns than we do; • adopt more aggressive pricing policies than we can; and • make higher offers or guarantees to software developers and licensors than we can
We may not have the resources required for us to respond effectively to market or technological changes or to compete successfully with current and future competitors
Increased competition may also result in price reductions, reduced gross margins and loss of market share, any of which could have a material adverse effect on our business, results of operations or financial condition
We cannot assure you that we will be able to compete successfully against our current or future competitors or that competitive pressures will not have a material adverse effect on our business, results of operations and financial condition
Retailers of our products typically have a limited amount of shelf space and promotional resources, and there is intense competition among consumer interactive entertainment software products for high quality retail shelf space and promotional support from retailers
To the extent that the number of products and platforms increases, competition for shelf space may intensify and may require us to increase our marketing expenditures
Due to increased competition for limited shelf space, retailers and distributors are in a stronger position to negotiate favorable terms of sale, including price discounts, price protection, marketing and display fees and product return policies
We cannot be certain that retailers will continue to purchase our products or to provide our products with adequate levels of shelf space and promotional support on acceptable terms
A prolonged failure in this regard may significantly harm our business and financial results
Revenues from our distribution business may decline as competition increases and Internet technology improves
During the years ended March 31, 2005 and March 31, 2006, net revenues from our distribution business were approximately 13dtta3prca and 24dtta3prca, respectively, of our total net revenues
This increase as a percentage of net revenues is primarily a result of a decline in our development and publishing activities, which makes us increasingly dependent on our distribution activities
New video game systems and electronic delivery systems may also be introduced into the software market and potential new competitors may enter the software development and distribution market, resulting in greater 16 _________________________________________________________________ [74]Table of Contents competition
Revenues from our distribution business may be adversely affected as Internet technology is improved to enable consumers to purchase and download full-version software products or order products directly from publishers or from unauthorized or illegal sources over the Internet
Revenues from our distribution business may decline if the products which we distribute for third-party developers become unavailable to us
As part of our distribution business, we earn revenues by distributing to retailers our own products and products of others, including products published by our competitors
We cannot assure you that these competitors will continue to provide us with their products for distribution to our mass merchant customers
Our inability to obtain software titles developed or published by our competitors, coupled with our inability to obtain these titles from other distributors, could have a material adverse effect on our relationships with retailers and our ability to obtain shelf space for our own products, as well as our own revenues that we earn from our distribution activities
This, in turn, could have a material adverse effect on our business, results of operations and financial condition
If our distribution arrangements with IESA are adversely modified or terminated, we may lose revenue or incur disruption in the distribution of our products
Pursuant to agreements we have in place with IESA, we distribute products on their behalf in the United States, Canada and Mexico, and IESA distributes products on our behalf in Europe, Asia and certain other regions throughout the world
If these agreements, or product licenses to which IESA is a party, are terminated or amended in a manner adverse to us, we may, as applicable: • obtain new distribution arrangements for our products which may be on less favorable terms; • lose revenue from the distribution of IESA’s products; • experience difficulties or other delays in the distribution of our products outside the United States, Canada and Mexico; • incur an increase in the cost of distributing our products outside the United States, Canada and Mexico; or • incur problems with retailers to whom we distribute IESA’s products or to whom IESA distributes our products
We may face increased competition and downward price pressure if we are unable to protect our intellectual property rights
Our business is heavily dependent upon our confidential and proprietary intellectual property
We sell a significant portion of our published software under licenses from independent software developers, and, in these cases, we do not acquire the copyrights for the underlying work
We rely primarily on a combination of confidentiality and non-disclosure agreements, patent, copyright, trademark and trade secret laws, as well as other proprietary rights laws and legal methods, to protect our proprietary rights and the intellectual property rights of our developers
However, current US and international laws afford us only limited protection and amendments to such laws or newly enacted laws may weaken existing protections
Despite our efforts to protect our proprietary rights, unauthorized parties may attempt to copy our products or franchises, or obtain and use information that we regard as proprietary
Software piracy is also a persistent problem in the video game software industry
Policing unauthorized use of our products is extremely difficult because video game software can be easily duplicated and disseminated
Furthermore, the laws of some foreign countries may not protect our proprietary rights to as great an extent as US law
Our business, results of operations and financial condition could be adversely affected if a significant amount of unauthorized copying of our products were to occur or if other parties develop products substantially similar to our products
We cannot assure you that our attempts to protect our proprietary rights will be adequate or that our competitors will not independently develop similar or competitive products
We may face intellectual property infringement claims which would be costly to resolve
As the number of available video game software products increases, and their functionality overlaps, software developers and publishers may increasingly become subject to infringement claims
We are not aware that any of our products infringe on the proprietary rights of third parties
However, we cannot provide any assurance that third parties will 17 _________________________________________________________________ [75]Table of Contents not assert infringement claims against us in the future with respect to past, current or future products
There has been substantial litigation in the industry regarding copyright, trademark and other intellectual property rights
We have sometimes initiated litigation to assert our intellectual property rights
Whether brought by or against us, these claims can be time consuming, result in costly litigation and divert management’s attention from our day-to-day operations, which can have a material adverse effect on our business, operating results and financial condition
We may be burdened with payment defaults and uncollectible accounts if our customers do not or cannot satisfy their payment obligations
Distributors and retailers in the video game software industry have, from time to time, experienced significant fluctuations in their businesses, and a number of them have become insolvent
The insolvency or business failure of any significant retailer or distributor of our products could materially harm our business, results of operations and financial condition
We typically make sales to most of our retailers and some distributors on unsecured credit, with terms that vary depending upon the customer’s credit history, solvency, credit limits and sales history
In addition, while we maintain a reserve for uncollectible receivables, the reserve may not be sufficient in every circumstance
As a result, a payment default by a significant customer could significantly harm our business and results of operations
Our software is subject to governmental restrictions or rating systems
Legislation is periodically introduced at the local, state and federal levels in the United States and in foreign countries to establish systems for providing consumers with information about graphic violence and sexually explicit material contained in video game software
In addition, many foreign countries have laws that permit governmental entities to censor the content and advertising of video game software
We believe that mandatory government-run rating systems may eventually be adopted in many countries that are potential markets for our products
We may be required to modify our products or alter our marketing strategies to comply with new regulations, which could increase development costs and delay the release of our products in those countries
Due to the uncertainties regarding such rating systems, confusion in the marketplace may occur, and we are unable to predict what effect, if any, such rating systems would have on our business
In addition to such regulations, certain retailers have in the past declined to stock some of our and our competitors’ video game products because they believed that the content of the packaging artwork or the products would be offensive to the retailer’s customer base
Although to date these actions have not impacted our business, we cannot assure you that similar actions by our distributors or retailers in the future would not cause material harm to our business
We may become subject to litigation which could be expensive or disruptive
Similar to our competitors in the video game software industry, we have been and will likely become subject to litigation
Such litigation may be costly and time consuming and may divert management’s attention from our day-to-day operations
In addition, we cannot assure you that such litigation will be ultimately resolved in our favor or that an adverse outcome will not have a material adverse effect on our business, results of operations and financial condition
RISKS RELATED TO OUR CORPORATE STRUCTURE AND FINANCING ARRANGEMENTS Our performance may be affected by IESA’s performance and financial stability
IESA has incurred significant continuing operating losses and is highly leveraged
IESA has taken steps to improve its financial situation, including (i) restructuring its outstanding debt obligations such that the debt amount is reduced and the debt maturity schedule is more favorable, (ii) reducing operating expenses, (iii) raising capital by selling assets (such as the Games
com URL), (iv) entering into banking arrangements to fund operations and position itself for the new hardware cycle, and (v) entering into production fund agreements to finance certain game development projects
However, IESA has not yet completed all of the actions it plans to take in order to improve its operations and reduce its debt
As a result, IESA’s current ability to fund, among other things, its subsidiariesoperations is diminished
There can be no assurance that IESA will complete sufficient actions to assure its future financial stability
IESA distributes our products in Europe, Asia, and certain other regions, and pays us royalties in this respect
IESA (through its subsidiaries) also develops products which we distribute in the US, Canada, and Mexico and for which we pay royalties to IESA Both IESA and Atari Interactive are material sources of products which we market in the United States, Canada and Mexico
Atari Interactive was the source of approximately 31prca of our fiscal 2006 net publishing product revenue 18 _________________________________________________________________ [76]Table of Contents and we generated approximately 8prca of our fiscal 2006 net revenue from royalties on IESA’s distribution of our products in Europe, Asia, and certain other regions
If IESA is unable to complete its action plan and address its liquidity problems and fund its working capital needs, IESA would likely be unable to fund its and its subsidiaries’ video game development operations, including those of Atari Interactive
Our results of operations could be materially impaired if IESA fails to fund Atari Interactive, as any delay or cessation in product development could materially decrease our revenue from the distribution of Atari Interactive and IESA products
If the above contingencies occurred, we probably would be forced to take actions that could result in a significant reduction in the size of our operations and could have a material adverse effect on our revenue and cash flows
Additionally, although we are a separate and independent legal entity and we are not a party to, or a guarantor of, and have no obligations or liability in respect of IESA’s indebtedness (except that we have guaranteed the Beverly, MA lease obligation of Atari Interactive), because IESA owns the majority of our common stock, potential investors and current and potential business/trade partners may view IESA’s financial situation as relevant to an assessment of Atari
Therefore, if IESA is unable to address its financial issues, it may taint our relationship with our suppliers and distributors, damage our business reputation, affect our ability to generate business and enter into agreements on financially favorable terms, and otherwise impair our ability to raise and generate capital
IESA controls us and could prevent a transaction favorable to our other stockholders
IESA beneficially owns approximately 51prca of our common stock, which gives it sufficient voting power to prevent any transaction that it finds unfavorable, including an acquisition, consolidation or sale of assets that might be desirable to our other stockholders
Additionally, IESA could unilaterally approve certain transactions as a result of its majority position
IESA also has sufficient voting power to elect all of the members of our Board of Directors
Currently, four of the eight members of our Board of Directors are directors, employees or former employees (within three years) of IESA or its affiliates
One of the remaining four directors is currently affiliated with us
Therefore, only three of the eight directors are considered independent
This concentration of control could be disadvantageous to other stockholders whose interests differ from those of IESA Our affiliates retain considerable control over the Atari trademarks, and their oversight or exploitation of such trademarks could affect our business
Atari Interactive, a wholly owned subsidiary of IESA, has granted us the right to use the Atari name for software video games in the United States, Canada and Mexico
However, in addition to an initial upfront payment, we must pay a royalty equal to 1prca of our net revenues during each of 2009 through 2013
We are subject to quality control oversight for our use of the Atari name
Any disputes over our performance under the trademark license agreement could materially affect our business
Furthermore, Atari Interactive’s use of the Atari mark (either itself or through its affiliates or third parties) to exploit products could affect the reputation or value associated with the Atari mark, and therefore materially affect our business
Therefore, we are dependent upon the cooperation and business actions of IESA and its affiliates with regard to the Atari trademark
Our restructuring efforts will create short term costs that may not be offset by increased efficiencies
We are incurring substantial costs in connection with our restructuring efforts, including severance obligations, relocation expenses, advisor fees, and lease obligations for unused property
Though we anticipate that the restructuring will ultimately result in reduced general and administrative expenses and more efficient corporate operations, we can give no assurance that we will be successful in redefining our cost and operational structures in the near term
If we are not successful, we may not see cost savings that justify these measures, which may negatively impact our results of operations
We have no revolving credit facility
On May 31, 2006 our dlra50dtta0 million revolving credit facility with HSBC expired
However, in January 2006, HSBC suspended our right to borrow under the revolving credit facility because we were not in compliance with certain financial covenants in the Revolving Credit Agreement
Therefore, in effect, we have not had a revolving credit facility, or any other source of working capital financing since January 2006
We have had discussions with possible providers of working capital financing, and believe that we could arrange working capital financing secured by our accounts receivable and inventory
However, the financing would likely be expensive at our current levels of accounts receivable, and inventory would likely not provide adequate financing capacity to justify the cost
19 _________________________________________________________________ [77]Table of Contents RISKS RELATED TO OUR COMMON STOCK The price of our common stock is very low
At June 27, 2006, the last reported sale price of our common stock was dlra0dtta52 per share
This represents a sharp decline from the price at which it once traded one, two, and three years earlier
The last reported sale prices on June 27, 2005, 2004, and 2003 were dlra2dtta76, dlra2dtta53, and dlra4dtta69, respectively
Because of that, a sale of stock, convertible debt, or other forms of stock-based securities in order to raise even a relatively moderate amount of funds would significantly dilute the percentage ownership of our existing stockholders
IESA is in a position to prevent us from selling stock
It is likely that anyone who purchases our common stock will insist on receiving a discount even from the current very low market price of the stock
Under the rules of the NASDAQ National Market, a sale of stock for less than its market price (or its book value) must be approved by our stockholders
As the owner of the majority of our common stock, we will not be able to obtain stockholder approval of a sale of 20prca or more of our common stock unless IESA approves it
IESA has historically desired to maintain its ownership of a majority of our outstanding stock
Because IESA currently owns only a little more than 50prca of our common stock, unless IESA changes that position, we will not be able to sell stock or securities that are convertible into our common stock unless we simultaneously sell shares to IESA or otherwise enter into a transaction in which we issue shares to IESA We are not in compliance with the NASDAQ continued listing requirements
We have been notified by the NASDAQ National Market that, because the price of our common stock traded below dlra1dtta00 per share for thirty consecutive days, and continues to do so, we are not in compliance with one of the NASDAQ National Market’s continued listing requirements
If our common stock does not, by August 30, 2006, trade at or above dlra1dtta00 per share for at least 10 consecutive trading days, we will be notified that our common stock will be delisted
We have the right to appeal a decision to delist our common stock, but that appeal will probably have to be based on a plan that will present substantial assurance that our common stock will trade at prices above dlra1dtta00
A plan of that type might involve a reverse stock split, although it is not uncommon for stocks that are the subject of reverse stock splits to decline rapidly to prices near those before the reverse stock splits
Another possibility if our common stock were delisted from the NASDAQ National Market System would be to attempt to list it on the NASDAQ Capital Market
Ultimately, however, if the price of our common stock were to continue to trade at its current level, it would probably no longer be eligible to be quoted on any NASDAQ electronic trading market
AVAILABLE INFORMATION We file annual, quarterly and current reports, proxy statements and other information with the SEC Our SEC filings, including our annual report on Form 10-K, quarterly reports on Form 10-Q, current reports on Form 8-K, and any amendments to those reports filed or furnished pursuant to Section 13(a) of the Exchange Act, are available to the public free of charge over the Internet at our website at http://www
com or at the SEC’s web site at http://www
Our SEC filings will be available on our website as soon as reasonably practicable after we have electronically filed or furnished them to the SEC You may also read and copy any document we file at the SEC’s Public Reference Room at 100 F Street, NE, Washington, DC 20549