The Azure Dragon known as Bluegreen Dragon, Green Dragon, or called the Blue Dragon, is one of the Dragon Gods who represent the mount or chthonic forces of the Five Forms of the Highest Deity. He is one of the Four Symbols of the Chinese constellations, which are the astral representations of the Wufang Shangdi; the Bluegreen Dragon represents the east and the spring season. It is known as Seiryu in Japanese, Cheong-nyong in Korean and Thanh Long in Vietnamese; the Dragon is referred to in media, feng shui, other cultures, in various venues as the Green Dragon and the Avalon Dragon. His cardinal direction's epithet is "Bluegreen Dragon of the East"; as the other three Symbols, there are seven "mansions", or positions, of the moon within Azure Dragon. The names and determinative stars are: In the Romance of the Tales of the Tang, the White Tiger's star is reincarnated as General Luo Cheng, who serves Li Shimin; the Azure Dragon's Star is reincarnated as General Shan Xiongxin. The two generals are sworn brothers of Cheng Zhijie and Yuchi Gong.
After death, their souls are said to possess heroes of the Tang dynasty and Goguryeo, such as Xue Rengui and Yeon Gaesomun. The Azure Dragon appears as a door god at Taoist temples, he was represented on the tomb of Wang Hui at Xikang in Lushan. A rubbing of this was collected by David Crockett Graham and is in the Field Museum of Natural History; the dragon featured on the Chinese national flag in 1862-1912, on the Twelve Symbols national emblem from 1913-1928. In Japan, the Blue-green Dragon is one of the four guardian spirits of cities and is said to protect the city of Kyoto on the east; the west is protected by the White Tiger, the north is protected by the Black Tortoise, the south is protected by the Vermilion Bird, the center is protected by the Yellow Dragon. In Kyoto there are temples dedicated to each of these guardian spirits; the Azure Dragon is represented in the Kiyomizu Temple in eastern Kyoto. Before the entrance of the temple there is a statue of the dragon, said to drink from the waterfall within the temple complex at nighttime.
Therefore, each year a ceremony is held to worship the dragon of the east. In 1983, the Kitora Tomb was found in the village of Asuka. All four guardians were painted on the walls and a system of the constellations was painted on the ceiling; this is one of the few ancient records of the four guardians. In Korea, the murals of the Goguryeo tombs found at Uhyon-ni in South Pyongan province features the Azure Dragon and the other mythological creatures of the four symbols. Chinese dragon In the mobile game Puzzle & Dragons, the Azure Dragon is known as "Incarnation of Seiryuu, Karin" with a woman who appears with a blue dragon tail. In the first 3 Beyblade series from Japan, the Azure Dragon is known as Dragoon, belongs to the protagonist Takao Kinomiya. In B-Daman Fireblast, Riki Ryugasaki owns Rising Dracyan, whose B-Animal is the Azure Dragon of the East. In the Digimon series, Azulongmon is designed after the Azure Dragon. In the Fushigi Yugi series Yui Hongo was transported to Universe of Four Gods where she became the Priestess of Seiryu.
In the video game Final Fantasy Type-0 the Azure Dragon is the name of one of the four Crystals of Orience, representing the Kingdom of Concordia. In the video game World of Warcraft: Mists of Pandaria the character of Yulon, the Jade Serpent, is inspired by the Azure Dragon. In the video game RuneScape there is an island chain influenced by Buddhism, complete with followers of Seiryu, who will be featured as a boss in an upcoming update. In the video game Monster Hunter 4 Ultimate the monster Azure Rathalos, a variation of the regular Rathalos, is inspired by the Azure Dragon. In the video game series Yakuza the character Kazuma Kiryu has an Azure Dragon as a tattoo on his back. In the anime Akatsuki No Yona, the character Shin-ah is the dragon warrior seiryuu. In the video game Sega Golden Gun, the Azure Dragon, represented by Gao Qiu, is a boss, its weak point is Gao Qiu himself. In the video game Age of Mythology: Tale of the Dragon, Azure Dragons, available to Ao Kuang, are firebreathing myth units that can travel on both land and water.
In the series Blue Dragon, the character Shu has a shadow monster that represents similar to the Azure Dragon. In the Persona series, Seiryu is a persona. In the video game Overwatch 2018 Chinese New Year event, the character, has a cosmetic skin that represents the Azure Dragon. In the Pokémon series, there are several. In the video game Final Fantasy XIV: Stormblood, Seiryu appears as the final boss on the Four Lords trial series, he is depicted as a snake. Tom, K. S.. Echoes from Old China: Life and Lore of the Middle Kingdom. University of Hawaii Press. ISBN 0824812859. Media related to Azure Dragon at Wikimedia Commons
Japan is an island country in East Asia. Located in the Pacific Ocean, it lies off the eastern coast of the Asian continent and stretches from the Sea of Okhotsk in the north to the East China Sea and the Philippine Sea in the south; the kanji that make up Japan's name mean "sun origin", it is called the "Land of the Rising Sun". Japan is a stratovolcanic archipelago consisting of about 6,852 islands; the four largest are Honshu, Hokkaido and Shikoku, which make up about ninety-seven percent of Japan's land area and are referred to as home islands. The country is divided into 47 prefectures in eight regions, with Hokkaido being the northernmost prefecture and Okinawa being the southernmost one; the population of 127 million is the world's tenth largest. 90.7 % of people live in cities. About 13.8 million people live in the capital of Japan. The Greater Tokyo Area is the most populous metropolitan area in the world with over 38 million people. Archaeological research indicates; the first written mention of Japan is in Chinese history texts from the 1st century AD.
Influence from other regions China, followed by periods of isolation from Western Europe, has characterized Japan's history. From the 12th century until 1868, Japan was ruled by successive feudal military shōguns who ruled in the name of the Emperor. Japan entered into a long period of isolation in the early 17th century, ended in 1853 when a United States fleet pressured Japan to open to the West. After nearly two decades of internal conflict and insurrection, the Imperial Court regained its political power in 1868 through the help of several clans from Chōshū and Satsuma – and the Empire of Japan was established. In the late 19th and early 20th centuries, victories in the First Sino-Japanese War, the Russo-Japanese War and World War I allowed Japan to expand its empire during a period of increasing militarism; the Second Sino-Japanese War of 1937 expanded into part of World War II in 1941, which came to an end in 1945 following the Japanese surrender. Since adopting its revised constitution on May 3, 1947, during the occupation led by SCAP, the sovereign state of Japan has maintained a unitary parliamentary constitutional monarchy with an Emperor and an elected legislature called the National Diet.
Japan is a member of the ASEAN Plus mechanism, UN, the OECD, the G7, the G8, the G20, is considered a great power. Its economy is the world's third-largest by nominal GDP and the fourth-largest by purchasing power parity, it is the world's fourth-largest exporter and fourth-largest importer. Japan benefits from a skilled and educated workforce. Although it has renounced its right to declare war, Japan maintains a modern military with the world's eighth-largest military budget, used for self-defense and peacekeeping roles. Japan is a developed country with a high standard of living and Human Development Index, its population enjoys the highest life expectancy and third lowest infant mortality rate in the world, but is experiencing issues due to an aging population and low birthrate. Japan is renowned for its historical and extensive cinema, influential music industry, video gaming, rich cuisine and its major contributions to science and modern technology; the Japanese word for Japan is 日本, pronounced Nihon or Nippon and means "the origin of the sun".
The character nichi means "sun" or "day". The compound therefore means "origin of the sun" and is the source of the popular Western epithet "Land of the Rising Sun"; the earliest record of the name Nihon appears in the Chinese historical records of the Tang dynasty, the Old Book of Tang. At the end of the seventh century, a delegation from Japan requested that Nihon be used as the name of their country; this name may have its origin in a letter sent in 607 and recorded in the official history of the Sui dynasty. Prince Shōtoku, the Regent of Japan, sent a mission to China with a letter in which he called himself "the Emperor of the Land where the Sun rises"; the message said: "Here, I, the emperor of the country where the sun rises, send a letter to the emperor of the country where the sun sets. How are you". Prior to the adoption of Nihon, other terms such as Yamato and Wakoku were used; the term Wa is a homophone of Wo 倭, used by the Chinese as a designation for the Japanese as early as the third century Three Kingdoms period.
Another form of Wa, Wei in Chinese) was used for an early state in Japan called Nakoku during the Han dynasty. However, the Japanese disliked some connotation of Wa 倭, it was therefore replaced with the substitute character Wa, meaning "togetherness, harmony"; the English word Japan derives from the historical Chinese pronunciation of 日本. The Old Mandarin or early Wu Chinese pronunciation of Japan was recorded by Marco Polo as Cipangu. In modern Shanghainese, a Wu dialect, the pronunciation of characters 日本; the old Malay word for Japan, Japun or Japang, was borrowed from a southern coastal Chinese dialect Fukienese or Ningpo – and this Malay word was encountered by Portuguese traders in Southeast Asia in the 16th century. These Early Portuguese traders brought the word
Australasia comprises Australia, New Zealand, some neighbouring islands. It is used in a number of different contexts including geopolitically, physiographically, ecologically where the term covers several different but related regions. Charles de Brosses coined the term in Histoire des navigations, he derived it from the Latin for "south of Asia" and differentiated the area from Polynesia and the southeast Pacific. In Australia "Australasia" is considered to be Australia, New Zealand, New Guinea, the neighbouring islands of the Pacific, while in New Zealand it means Australia, New Zealand and former New Zealand dependencies. Richards, Kel. "Australasia". Wordwatch. ABC News Radio. Retrieved 2006-09-30. Media related to Australasia at Wikimedia Commons
Video game genre
A video game genre is a classification assigned to a video game based on its gameplay interaction rather than visual or narrative differences. A video game genre is defined by a set of gameplay challenges and are classified independently of their setting or game-world content, unlike other works of fiction such as films or books. For example, a shooter game is still a shooter game, regardless of when it takes place; as with nearly all varieties of genre classification, the matter of any individual video game's specific genre is open to personal interpretation. Moreover, each individual game may belong to several genres at once; the first attempt to classify different genres of video games was made by Chris Crawford in his book The Art of Computer Game Design in 1984. In this book, Crawford focused on the player's experience and activities required for gameplay. Here, he stated that "the state of computer game design is changing quickly. We would therefore expect the taxonomy presented to become obsolete or inadequate in a short time."
Since among other genres, the platformer and 3D shooter genres, which hardly existed at the time, have gained a lot of popularity. As hardware capabilities have increased, new genres have become possible, with examples being increased memory, the move from 2D to 3D, new peripherals and location. Though genres were just interesting for game studies in the 1980s, the business of video games expanded in the 1990s and both smaller and independent publishers had little chance of surviving; because of this, games settled more into set genres that larger publishers and retailers could use for marketing. Due to "direct and active participation" of the player, video game genres differ from literary and film genres. Though one could state that Space Invaders is a science-fiction video game, such a classification "ignores the differences and similarities which are to be found in the player's experience of the game." In contrast to the visual aesthetics of games, which can vary it is argued that it is interactivity characteristics that are common to all games.
Descriptive names of genres take into account the goals of the game, the protagonist and the perspective offered to the player. For example, a first-person shooter is a game, played from a first-person perspective and involves the practice of shooting; the term "subgenre" may be used to refer to a category within a genre to further specify the genre of the game under discussion. Whereas "shooter game" is a genre name, "first-person shooter" and "third-person shooter" are common subgenres of the shooter genre. Other examples of such prefixes are real-time, turn based, side-scrolling; the target audience, underlying theme or purpose of a game are sometimes used as a genre identifier, such as with "games for girls," games for cats,"Christian game" and "Serious game" respectively. However, because these terms do not indicate anything about the gameplay of a video game, these are not considered genres. Video game genres vary in specificity, with popular video game reviews using genre names varying from "action" to "baseball."
In this practice, basic themes and more fundamental characteristics are used alongside each other. A game may combine aspects of multiple genres in such a way that it becomes hard to classify under existing genres. For example, because Grand Theft Auto III combined shooting and roleplaying in an unusual way, it was hard to classify using existing terms. Since the term Grand Theft Auto clone has been used to describe games mechanically similar to Grand Theft Auto III; the term roguelike has been developed for games that share similarities with Rogue. Elements of the role-playing genre, which focuses on storytelling and character growth, have been implemented in many different genres of video games; this is because the addition of a story and character enhancement to an action, strategy or puzzle video game does not take away from its core gameplay, but adds an incentive other than survival to the experience. According to some analysts, the count of each broad genre in the best selling physical games worldwide is broken down as follows.
The most popular genres are Shooter, Role-playing and Sports, with Platformer and Racing having both declined in the last decade. Puzzle games have declined when measured by sales, however, on mobile, where the majority of games are free-to-play, this genre remains the most popular worldwide. List of video game genres
North America is a continent within the Northern Hemisphere and all within the Western Hemisphere. It is bordered to the north by the Arctic Ocean, to the east by the Atlantic Ocean, to the west and south by the Pacific Ocean, to the southeast by South America and the Caribbean Sea. North America covers an area of about 24,709,000 square kilometers, about 16.5% of the earth's land area and about 4.8% of its total surface. North America is the third largest continent by area, following Asia and Africa, the fourth by population after Asia and Europe. In 2013, its population was estimated at nearly 579 million people in 23 independent states, or about 7.5% of the world's population, if nearby islands are included. North America was reached by its first human populations during the last glacial period, via crossing the Bering land bridge 40,000 to 17,000 years ago; the so-called Paleo-Indian period is taken to have lasted until about 10,000 years ago. The Classic stage spans the 6th to 13th centuries.
The Pre-Columbian era ended in 1492, the transatlantic migrations—the arrival of European settlers during the Age of Discovery and the Early Modern period. Present-day cultural and ethnic patterns reflect interactions between European colonists, indigenous peoples, African slaves and their descendants. Owing to the European colonization of the Americas, most North Americans speak English, Spanish or French, their culture reflects Western traditions; the Americas are accepted as having been named after the Italian explorer Amerigo Vespucci by the German cartographers Martin Waldseemüller and Matthias Ringmann. Vespucci, who explored South America between 1497 and 1502, was the first European to suggest that the Americas were not the East Indies, but a different landmass unknown by Europeans. In 1507, Waldseemüller produced a world map, in which he placed the word "America" on the continent of South America, in the middle of what is today Brazil, he explained the rationale for the name in the accompanying book Cosmographiae Introductio:... ab Americo inventore... quasi Americi terram sive Americam.
For Waldseemüller, no one should object to the naming of the land after its discoverer. He used the Latinized version of Vespucci's name, but in its feminine form "America", following the examples of "Europa", "Asia" and "Africa". Other mapmakers extended the name America to the northern continent, In 1538, Gerard Mercator used America on his map of the world for all the Western Hemisphere; some argue that because the convention is to use the surname for naming discoveries, the derivation from "Amerigo Vespucci" could be put in question. In 1874, Thomas Belt proposed a derivation from the Amerrique mountains of Central America. Marcou corresponded with Augustus Le Plongeon, who wrote: "The name AMERICA or AMERRIQUE in the Mayan language means, a country of perpetually strong wind, or the Land of the Wind, and... the can mean... a spirit that breathes, life itself." The United Nations formally recognizes "North America" as comprising three areas: Northern America, Central America, The Caribbean.
This has been formally defined by the UN Statistics Division. The term North America maintains various definitions in accordance with context. In Canadian English, North America refers to the land mass as a whole consisting of Mexico, the United States, Canada, although it is ambiguous which other countries are included, is defined by context. In the United States of America, usage of the term may refer only to Canada and the US, sometimes includes Greenland and Mexico, as well as offshore islands. In France, Portugal, Romania and the countries of Latin America, the cognates of North America designate a subcontinent of the Americas comprising Canada, the United States, Mexico, Greenland, Saint Pierre et Miquelon, Bermuda. North America has been referred to by other names. Spanish North America was referred to as Northern America, this was the first official name given to Mexico. Geographically the North American continent has many subregions; these include cultural and geographic regions. Economic regions included those formed by trade blocs, such as the North American Trade Agreement bloc and Central American Trade Agreement.
Linguistically and culturally, the continent could be divided into Latin America. Anglo-America includes most of Northern America and Caribbean islands with English-speaking populations; the southern North American continent is composed of two regions. These are the Caribbean; the north of the continent maintains recognized regions as well. In contrast to the common definition of "North America", which encompasses the whole continent, the term "North America" is sometimes used to refer only to Mexico, the United States, Greenland; the term Northern America refers to the northern-most countries and territories of North America: the United States, Bermuda, St. Pierre and Miquelon and Greenland. Although the term does not refer to a unifie
Feudalism was a combination of legal and military customs in medieval Europe that flourished between the 9th and 15th centuries. Broadly defined, it was a way of structuring society around relationships derived from the holding of land in exchange for service or labour. Although derived from the Latin word feodum or feudum in use, the term feudalism and the system it describes were not conceived of as a formal political system by the people living in the Middle Ages. In its classic definition, by François-Louis Ganshof, feudalism describes a set of reciprocal legal and military obligations among the warrior nobility revolving around the three key concepts of lords and fiefs. A broader definition of feudalism, as described by Marc Bloch, includes not only the obligations of the warrior nobility but those of all three estates of the realm: the nobility, the clergy, the peasantry bound by manorialism. Since the publication of Elizabeth A. R. Brown's "The Tyranny of a Construct" and Susan Reynolds's Fiefs and Vassals, there has been ongoing inconclusive discussion among medieval historians as to whether feudalism is a useful construct for understanding medieval society.
There is no accepted modern definition of feudalism, at least among scholars. The adjective feudal was coined in the 17th century, the noun feudalism used in a political and propaganda context, was not coined until the 19th century, from the French féodalité, itself an 18th-century creation. In a classic definition by François-Louis Ganshof, feudalism describes a set of reciprocal legal and military obligations among the warrior nobility, revolving around the three key concepts of lords and fiefs, though Ganshof himself noted that his treatment related only to the "narrow, legal sense of the word". A broader definition, as described in Marc Bloch's Feudal Society, includes not only the obligations of the warrior nobility but those of all three estates of the realm: the nobility, the clergy, those living by their labour, most directly the peasantry bound by manorialism. Since the publication of Elizabeth A. R. Brown's "The Tyranny of a Construct" and Susan Reynolds's Fiefs and Vassals, there has been ongoing inconclusive discussion among medieval historians as to whether feudalism is a useful construct for understanding medieval society.
Outside a European context, the concept of feudalism is used only by analogy, most in discussions of feudal Japan under the shōguns, sometimes medieval and Gondarine Ethiopia. However, some have taken the feudalism analogy further, seeing feudalism in places as diverse as Spring and Autumn period in China, ancient Egypt, the Parthian empire, the Indian subcontinent and the Antebellum and Jim Crow American South; the term feudalism has been applied—often inappropriately or pejoratively—to non-Western societies where institutions and attitudes similar to those of medieval Europe are perceived to prevail. Some historians and political theorists believe that the term feudalism has been deprived of specific meaning by the many ways it has been used, leading them to reject it as a useful concept for understanding society; the term "féodal" was used in 17th-century French legal treatises and translated into English legal treatises as an adjective, such as "feodal government". In the 18th century, Adam Smith, seeking to describe economic systems coined the forms "feudal government" and "feudal system" in his book Wealth of Nations.
In the 19th century the adjective "feudal" evolved into a noun: "feudalism". The term feudalism is recent, first appearing in French in 1823, Italian in 1827, English in 1839, in German in the second half of the 19th century; the term "feudal" or "feodal" is derived from the medieval Latin word feodum. The etymology of feodum is complex with multiple theories, some suggesting a Germanic origin and others suggesting an Arabic origin. In medieval Latin European documents, a land grant in exchange for service was called a beneficium; the term feudum, or feodum, began to replace beneficium in the documents. The first attested instance of this is from 984, although more primitive forms were seen up to one-hundred years earlier; the origin of the feudum and why it replaced beneficium has not been well established, but there are multiple theories, described below. The most held theory was proposed by Johan Hendrik Caspar Kern in 1870, being supported by, amongst others, William Stubbs and Marc Bloch.
Kern derived the word from a putative Frankish term *fehu-ôd, in which *fehu means "cattle" and -ôd means "goods", implying "a moveable object of value." Bloch explains that by the beginning of the 10th century it was common to value land in monetary terms but to pay for it with moveable objects of equivalent value, such as arms, horses or food. This was known as feos, a term that took on the general meaning of paying for something in lieu of money; this meaning was applied to land itself, in which land was used to pay for fealty, such as to a vassal. Thus the old word feos meaning movable property changed little by little to feus meaning the exact opposite: landed property. Another theory was put forward by Archibald R. Lewis. Lewis said the origin of'fief' is not feudum, but rather foderum, the earliest attested use being in Astronomus's Vita Hludovici. In that text is a passage about Louis the Pious that says annona militaris quas vulgo foderum vocant, which can be translated as "Louis forbade that military provender (which they popular
Sony Interactive Entertainment
Sony Interactive Entertainment LLC is a multinational video game and digital entertainment company, a wholly owned subsidiary of Sony Corporation of America, the central hub for the American businesses under the Japanese conglomerate Sony Corporation. The company was founded in Tokyo and established on November 16, 1993, as Sony Computer Entertainment, to handle Sony's venture into video game development through its PlayStation brand. Since the successful launch of the original PlayStation console in 1994, the company has been developing the PlayStation lineup of home video game consoles and accessories. Expanding into North America and other countries, the company became Sony's main resource for research and development in video games and interactive entertainment. In April 2016, SCE and Sony Network Entertainment International was restructured and reorganized into Sony Interactive Entertainment, carrying over the operations and primary objectives from both companies; the same year, SIE moved its headquarters from Tokyo to California.
Sony Interactive Entertainment handles the research and development and sales of both hardware and software for the PlayStation video game systems. SIE is a developer and publisher of video game titles, operates several subsidiaries in Sony's largest markets: North America and Asia. By August 2018, the company had sold more than 525 million PlayStation consoles worldwide. Sony Computer Entertainment, Inc. was jointly established by Sony and its subsidiary Sony Music Entertainment Japan in 1993 to handle the company's ventures into the video game industry. The original PlayStation console was released on December 1994, in Japan; the company's North American operations, Sony Computer Entertainment of America, were established in May 1995 as a division of Sony Electronic Publishing. Located in Foster City, the North American office was headed by Steve Race. In the months prior to the release of the PlayStation in Western markets, the operations were restructured: All video game marketing from Sony Imagesoft was folded into SCEA in July 1995, with most affected employees transferred from Santa Monica to Foster City.
On August 7, 1995, Race unexpectedly resigned and was named CEO of Spectrum HoloByte three days later. He was replaced by Sony Electronics veteran Martin Homlish; this proved to be the beginning of a run of exceptional managerial turnover, with SCEA going through four presidents in a single year. The PS console was released in the United States on September 9, 1995; as part of a worldwide restructuring at the beginning of 1997, SCEA and Sony Computer Entertainment Europe were both re-established as wholly owned subsidiaries of SCEI. The launch of the second PS console, the PlayStation 2 was released in Japan on March 4, 2000, the U. S. on October 26, 2000. On July 1, 2002, chairman of SCEI, Shigeo Maruyama, was replaced by Tamotsu Iba as chairman. Jack Tretton and Phil Harrison were promoted to senior vice presidents of SCE; the PlayStation Portable was SCEI's first foray into the small handheld console market. Its development was first announced during SCE's E3 conference in 2003, it was unveiled during their E3 conference on May 11, 2004.
The system was released in Japan on December 12, 2004, in North America on March 24, 2005, in Europe and Australia on September 1, 2005. On September 14, 2005, SCEI formed Sony Computer Entertainment Worldwide Studios, a single internal entity to oversee all wholly owned development studios within SCEI, it became responsible for the creative and strategic direction of development and production of all computer entertainment software by all SCEI-owned studios—all software is produced for the PS family of consoles. Shuhei Yoshida was named as President of SCE WWS on May 16, 2008, replacing Kazuo Hirai, serving interim after Harrison left the company in early 2008. On December 8, 2005, video game developer Guerrilla Games, developers of the Killzone series, was acquired by Sony Computer Entertainment as part of its SCE WWS. On January 24, 2006, video game developer Zipper Interactive, developers of the Socom series, was acquired by Sony Computer Entertainment as part of its SCE WWS. In March 2006, Sony announced the online network for its forthcoming PlayStation 3 system at the 2006 PlayStation Business Briefing meeting in Tokyo, tentatively named "PlayStation Network Platform" and called just PlayStation Network.
Sony stated that the service would always be connected and include multiplayer support. The launch date for the PS3 was announced by Hirai at the pre-Electronic Entertainment Expo conference held at the Sony Pictures Studios in Los Angeles, California, on May 8, 2006; the PS3 was released in Japan on November 11, 2006, the U. S. date was November 17, 2006. The PSN was launched in November 2006. On November 30, 2006, president of SCEI, Ken Kutaragi, was appointed as chairman of SCEI, while Hirai president of SCEA, was promoted to president of SCEI. On April 26, 2007, Ken Kutaragi resigned from his position as chairman of SCEI and group CEO, passing on his duties to the appointed president of SCE, Hirai. On September 20, 2007, video game developers Evolution Studios and Bigbig Studios, creators of the MotorStorm series, were acquired by Sony Computer Entertainment as part of its SCE WWS. On April 15, 2009, David Reeves, president and CEO of SCE Europe, announced his forthcoming resignation from his post.
He had joined the company in 1995 and was appointed as chairman of SCEE in 2003, president in 2005. His role of president and CEO of SCEE would be taken over by Andrew House, who joined Sony Corporation in 1990; the PSP Go was released on October 1