Topic: Companies (Page 3)

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πŸ”— New Wikipedia article about criticism of Tesla

πŸ”— Companies πŸ”— Environment πŸ”— Automobiles

Criticism of Tesla, Inc., especially under CEO Elon Musk, ranges from potential safety issues to questionable business practices which include alleged fraud, a history of environmental violations, disregard for workers' safety, and Musk's excessive compensation package. Tesla and Musk have also been criticized for their attempts to intimidate and silence whistleblowers, journalists, and other critics who have spoken out against the company.

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πŸ”— Bovril

πŸ”— Companies πŸ”— England πŸ”— Food and drink πŸ”— Brands

Bovril is the trademarked name of a thick and salty meat extract paste similar to a yeast extract, developed in the 1870s by John Lawson Johnston. It is sold in a distinctive, bulbous jar, and also as cubes and granules. Bovril is owned and distributed by Unilever UK.

Bovril can be made into a drink by diluting with hot water or, less commonly, with milk. It can be used as a flavouring for soups, broth, stews or porridge, or as a spread, especially on toast in a similar fashion to Marmite and Vegemite.

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πŸ”— Valve is worth approximately $8,500,000.00 per employee

πŸ”— United States πŸ”— Companies πŸ”— Video games πŸ”— United States/Washington - Seattle πŸ”— United States/Washington

Valve Corporation, also known as Valve Software, is an American video game developer, publisher, and digital distribution company headquartered in Bellevue, Washington. It is the developer of the software distribution platform Steam and the Half-Life, Counter-Strike, Portal, Day of Defeat, Team Fortress, Left 4 Dead, and Dota series.

Valve was founded in 1996 by former Microsoft employees Gabe Newell and Mike Harrington. Their debut product, the PC first-person shooter Half-Life, was released in 1998 to critical acclaim and commercial success, after which Harrington left the company. In 2003, Valve launched Steam, which accounted for around half of digital PC game sales by 2011. By 2012, Valve employed around 250 people and was reportedly worth over US$3 billion, making it the most profitable company per employee in the United States. In the 2010s, Valve began developing hardware, such as the Steam Machine, a brand of gaming PCs, as well as the HTC Vive and Valve Index virtual reality headsets.

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πŸ”— Rotary Rocket

πŸ”— Companies πŸ”— Aviation πŸ”— Spaceflight πŸ”— Aviation/aircraft project πŸ”— Rocketry

Rotary Rocket Company was a rocketry company that developed the Roton concept in the late 1990s as a fully reusable single-stage-to-orbit (SSTO) crewed spacecraft. The design was initially conceived by Bevin McKinney, who shared it with Gary Hudson. In 1996, Rotary Rocket Company was formed to commercialize the concept. The Roton was intended to reduce costs of launching payloads into low earth orbit by a factor of ten.

The company gathered considerable venture capital from angel investors and opened a factory headquartered in a 45,000-square-foot (4,200Β m2) facility at Mojave Air and Space Port in Mojave, California. The fuselage for their vehicles was made by Scaled Composites, at the same airport, while the company developed the novel engine design and helicopter-like landing system. A full-scale test vehicle made three hover flights in 1999, but the company exhausted its funds and closed its doors in early 2001.

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πŸ”— Atari STacy (1989)

πŸ”— Companies πŸ”— Computing

The STacy is a portable computer version of the Atari ST.

The computer was originally designed to operate on 12 standard C cell flashlight batteries for portability. When Atari realized how quickly the machine would use up a set of batteries (especially when rechargeable batteries of the time supplied insufficient power compared to the intended alkalines), they simply glued the lid of the battery compartment shut.

The STacy has features similar to the Macintosh Portable, a version of Apple's Macintosh computer which contained a built in keyboard and monitor.

With built-in MIDI, the STacy enjoyed success for running music-sequencer software and as a controller of musical instruments among both amateurs and well-known musicians.

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πŸ”— List of commercial failures in video games

πŸ”— Companies πŸ”— Video games πŸ”— Lists πŸ”— Business πŸ”— Video games/Nintendo πŸ”— Popular Culture πŸ”— Industrial design πŸ”— Video games/Sega

The list of commercial failures in video games includes any video game software on any platform, and any video game console hardware, of all time. As a hit-driven business, the great majority of the video game industry's software releases have been commercial failures. In the early 21st century, industry commentators made these general estimates: 10% of published games generated 90% of revenue; that around 3% of PC games and 15% of console games have global sales of more than 100,000 units per year, with even this level insufficient to make high-budget games profitable; and that about 20% of games make any profit.

Some of these failure events have drastically changed the video game market since its origin in the late 1970s. For example, the failures of E.T. and Pac-Man for the Atari 2600 contributed to the video game crash of 1983. Some games, though commercial failures, are well received by certain groups of gamers and are considered cult games.

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πŸ”— List Of Acquisitions By Google

πŸ”— California πŸ”— Companies πŸ”— California/San Francisco Bay Area πŸ”— Computing πŸ”— Lists πŸ”— Google

Google is a computer software and a web search engine company that acquired, on average, more than one company per week in 2010 and 2011. The table below is an incomplete list of acquisitions, with each acquisition listed being for the respective company in its entirety, unless otherwise specified. The acquisition date listed is the date of the agreement between Google and the acquisition subject. As Google is headquartered in the United States, acquisition is listed in US dollars. If the price of an acquisition is unlisted, then it is undisclosed. If the Google service that is derived from the acquired company is known, then it is also listed here. Google itself was re-organized into a subsidiary of a larger holding company known as Alphabet Inc. in 2015.

As of DecemberΒ 2016, Alphabet has acquired over 200 companies, with its largest acquisition being the purchase of Motorola Mobility, a mobile device manufacturing company, for $12.5 billion. Most of the firms acquired by Google are based in the United States, and, in turn, most of these are based in or around the San Francisco Bay Area. To date, Alphabet has divested itself of four business units: Frommers, which was sold back to Arthur Frommer in April 2012; SketchUp, which was sold to Trimble in April 2012, Boston Dynamics in early 2016 and Google Radio Automation, which was sold to WideOrbit in 2009.

Many Google products originated as services provided by companies that Google has since acquired. For example, Google's first acquisition was the Usenet company Deja News, and its services became Google Groups. Similarly, Google acquired Dodgeball, a social networking service company, and eventually replaced it with Google Latitude. Other acquisitions include web application company JotSpot, which became Google Sites; Voice over IP company GrandCentral, which became Google Voice; and video hosting service company Next New Networks, which became YouTube Next Lab and Audience Development Group. CEO Larry Page has explained that potential acquisition candidates must pass a sort of "toothbrush test": Are their products potentially useful once or twice a day, and do they improve your life?

Following the acquisition of Israel-based startup Waze in June 2013, Google submitted a 10-Q filing with the Securities Exchange Commission (SEC) that revealed that the corporation spent $1.3 billion on acquisitions during the first half of 2013, with $966 million of that total going to Waze.

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πŸ”— Someone should add a column to this Wikipedia page about Y-Combinator StartUps: Status

πŸ”— California πŸ”— Companies πŸ”— Technology πŸ”— Private Equity πŸ”— California/San Francisco Bay Area

YΒ Combinator is an American seed accelerator launched in March 2005 and has been used to launch over 2,000 companies including Stripe, Airbnb, Cruise Automation, DoorDash, Coinbase, Instacart, and Dropbox. The combined valuation of the top YC companies was over $155Β billion as of October, 2019.

πŸ”— Napster

πŸ”— California πŸ”— Companies πŸ”— California/San Francisco Bay Area πŸ”— Apple Inc. πŸ”— Computing πŸ”— Computing/Software πŸ”— Media πŸ”— Music theory

Napster was a peer-to-peer (P2P) file sharing application primarily associated with digital audio file distribution. Founded by Shawn Fanning and Sean Parker, the platform originally launched on June 1, 1999. Audio shared on the service was typically encoded in the MP3 format. As the software became popular, the company encountered legal difficulties over copyright infringement. Napster ceased operations in 2001 after losing multiple lawsuits and filed for bankruptcy in June 2002.

The P2P model employed by Napster involved a centralized database that indexed a complete list of all songs being shared from connected clients. While effective, the service could not function without the central database, which was hosted by Napster and eventually forced to shutdown. Following Napster's demise, alternative decentralized methods of P2P file-sharing emerged, including Gnutella, Freenet, FastTrack, and BitTorrent.

Napster's assets were eventually acquired by Roxio, and it re-emerged as an online music store commonly known as Napster 2.0. Best Buy later purchased the service and merged it with its Rhapsody streaming service on December 1, 2011. In 2016, the original branding was restored when Rhapsody was renamed Napster.

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πŸ”— Mozilla made $436M from search deals in 2018

πŸ”— California πŸ”— Companies πŸ”— California/San Francisco Bay Area πŸ”— Computing πŸ”— Open πŸ”— Mozilla

The Mozilla Corporation (stylized as moz://a) is a wholly owned subsidiary of the Mozilla Foundation that coordinates and integrates the development of Internet-related applications such as the Firefox web browser, by a global community of open-source developers, some of whom are employed by the corporation itself. The corporation also distributes and promotes these products. Unlike the non-profit Mozilla Foundation, and the Mozilla open source project, founded by the now defunct Netscape Communications Corporation, the Mozilla Corporation is a taxable entity. The Mozilla Corporation reinvests all of its profits back into the Mozilla projects. The Mozilla Corporation's stated aim is to work towards the Mozilla Foundation's public benefit to "promote choice and innovation on the Internet."

A MozillaZine article explained:

The Mozilla Foundation will ultimately control the activities of the Mozilla Corporation and will retain its 100 percent ownership of the new subsidiary. Any profits made by the Mozilla Corporation will be invested back into the Mozilla project. There will be no shareholders, no stock options will be issued and no dividends will be paid. The Mozilla Corporation will not be floating on the stock market and it will be impossible for any company to take over or buy a stake in the subsidiary. The Mozilla Foundation will continue to own the Mozilla trademarks and other intellectual property and will license them to the Mozilla Corporation. The Foundation will also continue to govern the source code repository and control who is allowed to check in.

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