Instruct: Given a question, retrieve passages that answer the question.
Query: When was Daydream Software founded?
Daydream Software is a defunct Swedish video game developer founded in 1994.[1] They released four games[2] (with another in the works)[3] before closing in 2003.
A sequel to "Clusterball" called "Clusterball Arcade" was released on iPhone by Resolution Interactive, a team consisting of ex-Daydream Software members.
Daydream Software was founded in 1994 in Umeå, Sweden.[4] Its starting team of five was headed by lead designer Nigel Papworth on the principle that they would develop their own games without working with other major publishers to develop commissioned games.
Their first game was Safecracker, a point and click adventure game published by DreamCatcher Interactive. The game had a tumultuous production, starting when GT Interactive bought initial publisher Warner Interactive Europe.[5] Daydream Software went public in late 1996.[6][7] The company's goal was to increase its economic and decision-making freedom, and to secure the ability to select a publisher at the end of each game's development rather than at the beginning.[7] President Jans Phersson-Broburg argued that self-financing Daydream's future games with money from Swedish investors, instead of obtaining "funding linked to specific projects" from publishers, would offer the developer more stability, flexibility and room for growth.[8] For Daydream's public launch, roughly 20 million kr worth of shares, or 45.5% of the company, were offered to investors in Sweden.[7] The initial public offering was a success,[9] and Daydream opened on the Stockholm Stock Exchange's Stockholm Börsinformation (SBI) list in January 1997.[10] Daydream was eventually able to buy back the rights to Safecracker.
"Traitors Gate" was commercially successful and became Daydream Software's top-selling game. It sold 48,000 units worldwide by the end of May 2000, and was a hit in Spain, which accounted for 22,000 sales by April 10. The game spent over three months in the top 10 of Spain's sales charts. However, it was a commercial failure in Germany, where it sold 4,000 copies; and in the United Kingdom, which bought 3,000 units. It also failed in Italy. The European Foundation for the Improvement of Living and Working Conditions (Eurofound) traced "Traitors Gate"s country-by-country success rate to the quality of Daydream's distribution partners in each region. By September 30, worldwide sales of the game had risen to roughly 120,000 copies. Daydream told investors that the jump from May came due to "increased marketing efforts by us and our distributors."
Most of Daydream Software's games were continued by other companies later.
In May 2017, Google announced that the Galaxy S8 and S8+ will support the company's Daydream virtual reality platform after Samsung rolls out a software update scheduled for mid-2017. In July 2017, Verizon began rolling out an update for its devices, with support for Daydream. The Galaxy S8 was one of the first Android phones to support ARCore, Google's augmented reality engine.
A daydream is a visionary fantasy, especially one of happy, pleasant thoughts, hopes or ambitions, imagined as coming to pass, and experienced while awake. There are many different types of daydreams, and there is no consistent definition amongst psychologists. The general public also uses the term for a broad variety of experiences. Research by Harvard psychologist Deirdre Barrett has found that people who experience vivid dream-like mental images reserve the word for these, whereas many other people refer to milder imagery, realistic future planning, review of past memories or just "spacing out"—i.e. one's mind going relatively blank—when they talk about "daydreaming."'
Safecracker is a 1997 graphic adventure game developed by Daydream Software and published initially by GT Interactive. It sold 300,000 units by 2001.
Advocates of focusing on present experiences also mention research by Psychologist Daniel Gilbert, who suggested daydreaming, instead of a focus on the present, may impede happiness. Fellow researcher, Matt Killingsworth, found evidence to support the harm of daydreaming. Fifteen thousand participants from around the world provided over 650 000 reports (using an online application on their phones that requested data at random times). Killingsworth found people who reported daydreaming soon reported less happiness; daydreaming is extremely common. Zimbardo (see "Time Perspectives" above) bestowed the merits of a present-focus, and recommended occasional recall of past positive experiences. Reflecting on past positive experiences can influence current mood, and assist in building positive expectations for the future.
Though spontaneous and repeatable like an eidetic, when the daydream does not progress independently on its own, it is not an eidetic. However, daydreams have easily been confused with eidetic images because, as Allport recognized, spontaneous images of fantasy can be eidetic images if they are of a perceptual character and have a healthy orientation. This healthy orientation is what distinguishes an eidetic from a daydream. Only daydreams being of the healthful and releasing type are eidetic, while negative daydreams go against the nature of the eidetic in not being healthy and restorative.
John Lennon's personal jukebox was found to contain the Lovin' Spoonful record "Daydream." Interviewed about the find, John Sebastian revealed he had been given a Beatles rehearsal tape that contained Lennon singing "Daydream."
A video game adaptation of Bobby's World was made for the Super Nintendo Entertainment System in 1995. It was developed by Riedel Software Productions and published by Hi Tech Entertainment. In the game, Bobby's mother tells him to clean his room. As he is cleaning his room, Bobby starts daydreaming about a toy. After beating a level, Bobby has another daydream about another toy that he puts away.
Due to the bankruptcy of Hi Tech Entertainment later in 1995, the game was cancelled.
At the 1998 European Computer Trade Show (ECTS), Daydream landed distributors for "Traitors Gate" in eight countries. By the end of September, completion of the game was scheduled for fall; development costs had climbed to 8.06 million kr by late November. In January 1999, Daydream announced a release date of April, and confirmed K.E. Media as the game's distributor in Sweden, Denmark and Norway. Deals with companies in France, Italy, Britain and the Netherlands were secured by February. However, as the year progressed, "Traitors Gate" encountered a four-month delay to fall 1999. This event was blamed by Daydream on numerous software bugs, caused by the game's "size and complexity". It proceeded to appear at E3 1999, and development costs rose to 10.6 million kr by the end of May, with 2.03 million of this figure depreciated through capitalization. Papworth estimated the final budget for "Traitors Gate" as between $1 and $2 million in United States currency.
Safecracker (1997) Traitors Gate (1999) Ski-Doo: X-Team Racing (2001) Clusterball (2001) Campfire: Become Your Nightmare (Canceled)
Randy Saaf is the CEO of Lucid Sight, a game studio that has released several VR titles for the PlayStation, Gear, and Google Daydream. Saaf co-founded OnSystems in 2000 which specialized in encrypted P2P messaging and file transfer. Saaf was the chief executive officer, and founder, of MediaDefender, Inc., which was purchased by ARTISTdirect, Inc. in 2005 for $42.5 million in cash.
Saaf co-founded Jirbo, a large developer of iPhone games, in 2008. Jirbo rebranded itself to AdColony and was sold to Opera Software for $350 million. 
Saaf co-founded AlphaGenius. AlphaGenius is an investment and technology development firm that farms social media data and produces trading models for the hedge fund industry.
Daydream Software went public in late 1996. The company's goal was to increase its economic and decision-making freedom, and to secure the ability to select a publisher at the end of each game's development rather than at the beginning. President Jans Phersson-Broburg argued that self-financing Daydream's future games with money from Swedish investors, instead of obtaining "funding linked to specific projects" from publishers, would offer the developer more stability, flexibility and room for growth. For Daydream's public launch, roughly 20 million kr worth of shares, or 45.5% of the company, were offered to investors in Sweden. The initial public offering was a success, and Daydream opened on the Stockholm Stock Exchange's Stockholm Börsinformation (SBI) list in January 1997. Around the time that Daydream Software launched its initial public offering, Warner Interactive was purchased by GT Interactive.
Clusterball is a 2000 video game featuring futuristic sport gameplay created by the Swedish Company Daydream Software and published by Strategy First, RealNetworks and Daydream Software itself.
Some individuals possess the ability to daydream so vividly that they experience a sense of presence in the imagined environment. This experience is reported to be extremely rewarding to the extent that some of those who experience it develop a compulsion to repeat it that is often described as an addiction. The scientific literature suggests that a portion of people with maladaptive daydreaming can spend up to 60% of their waking time daydreaming, and could, therefore, be classified as suffering from a behavioral addiction.
There is a large and growing number of online international maladaptive daydreaming groups that provide information and peer-support, on which individuals profess to have been secretly suffering from maladaptive daydreaming for years.
Niem M. Green (born October 9, 1982), also known by his stage name The Daydreaming Mogul, Nye, and Nye the Daydreaming Mogul, is an American businessman, Internet entrepreneur, rapper, songwriter, author, motivational speaker, record producer, film and television producer and founder of "creditscoredating.com". He was born and raised in Philadelphia, Pennsylvania. He worked as a credit underwriter at JPMorgan Chase and spent 10 years in the financial sector. He specialized in lending, risk and credit analysis and project management before founding his online dating service Credit Score Dating in 2006. In 2009, he released "The Daydreaming Mogul's Guide Vol. 1 Daydreams and Success". The book explored his philosophy on how to achieve one's desires through the power of daydreaming.
Daydream's next game was a more ambitious title called Clusterball, a futuristic sports game released in late 2000 for PC computers after a successful run as a downloadable title on Real.com. The game garnered mixed to positive reviews[13] but low sales for the company.[14]
Daydream Software was put through liquidation in February 2003[17] before closing in 2004. Most employees moving on to form a new development company: Resolution Interactive, which focused on iPhone games.[18] The company filed for bankruptcy in 2012.[19]
When asked how the team initially came up with the idea for "Clusterball" in an interview with Eurogamer, Daydream Software's Nigel Papworth responded with "We sat around and discussed what we thought were the greatest aspects of real life games and computer games, and concluded that ball games rule in real life, flight sims in the digital universe. The conclusion was to build a flight sim ball game!"
In the late 1960s, cognitive psychologists Jerome L. Singer of Yale University and John S. Antrobus of the City College of New York, created a daydream questionnaire. The questionnaire, called the Imaginal Processes Inventory (IPI), has been used to investigate daydreams. Psychologists Leonard Giambra and George Huba used the IPI and found that daydreamers' imaginary images vary in three ways: how vivid or enjoyable the daydreams are, how many guilt- or fear-filled daydreams they have, and how "deeply" into the daydream people go.
Humanistic psychology on other hand, found numerous examples of people in creative or artistic careers, such as composers, novelists and filmmakers, developing new ideas through daydreaming. Similarly, research scientists and mathematicians have developed new ideas by daydreaming about their subject areas.
The story tells of a little boy named Jack. Jack is a nice boy, and he likes to daydream a lot. He is at school when his teacher is talking about history. He looks out the window and meets Mr. Daydream, who invites Jack to come on an adventure with him. They get on the back of a huge bird, and the bird flies them from place to place. In the jungle, a crocodile tricks them into using his back as a bridge, and tries to toss them into his mouth, reminiscent of what the fox did to The Gingerbread Man. The bird rescues them and takes Jack and Mr. Daydream to other places, such as the North Pole, and finally to the Wild West, where Mr. Daydream puts on a hat too big for him, and cannot see. He calls Jack's name from under the hat, and Jack realizes that it wasn't Mr. Daydream calling Jack's name, but his teacher. When the teacher says Jack has been daydreaming, the reader realizes daydreaming is more fun than history!