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Topic: Computer and video game industry


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In the News (Wed 9 Dec 09)

  
  The Video Game Revolution | PBS
This is the story of how a whimsical invention of the 1960s helped spawn the computer industry as we know it.
Video games have influenced the way children live and play, forever altered the entertainment industry, and even affected the way wars are fought.
See when The Video Game Revolution is playing in your area.
www.pbs.org /kcts/videogamerevolution   (100 words)

  
 COMPUTER GAMES
The computer game’s evolution has closely paralleled the larger "digital revolution": originating with computer hobbyists and "shareware" advocates in the 1960s, reaching the general public in the 1970s and 1980s consumer electronics boom and going on-line in the 1990s.
First-person shooting games became the focus of such criticisms, since similar simulation games were used for military training and some critics feared that gameplay’s constant "rehearsal" of violence might have been a factor in a spate of school shootings.
Defenders of computer games note, however, that many controversial games were not designed for children but rather reflect the tastes of older players: 70 percent of computer game players and 42 percent of console-game players are over 18.
web.mit.edu /cms/People/henry3/pub/computergames.htm   (810 words)

  
 GAMESBASE: Computer & Video Game Text Database   (Site not responding. Last check: 2007-11-05)
Computer gaming began with the release of the Apple II in 1977; arcade games followed shortly thereafter.
As for computer games, titles for the PC or Windows have constituted the backbone of the industry, since the IBM-compatible is the mostly widely used computer platform.
In order to achieve an accurate sample, the database entries are representative of close to 500 game titles, about 20 computer and video game platforms, over and 150 publishers (see Fields section for more information).
tactweb.humanities.mcmaster.ca /comgames/intro.htm   (781 words)

  
 [No title]
While it is true that most games’ content is geared to the interest of boys, that does not address the question of whether games specifically selected to appeal to girls will be as heavily used as games specifically selected to appeal to boys.
While most libraries with computer and video game collection provide equipment for use in the library, it is uncommon for libraries to circulate consoles for playing video games away from the library.
Many games have been developed for a specific console; therefore, it is necessary to purchase several different consoles if patrons are to be given the opportunity to use video games in the library.
www.ala.org /ala/pla/plapubs/technotes/GamesinLibraries.doc   (1713 words)

  
 2000 E3 media briefing - 5/11/2000 - Video Business Online   (Site not responding. Last check: 2007-11-05)
There are new games where characters already can remember your conversations and the tone you take with different people, where if you act rude to someone you encounter, he or she might not give you information you need later in the game to prevail.
In contrast, video games appeal to the innate instinct of humans to control their environment and to interact with it.
But when IDSA asked Americans to rate video and computer games vs. other forms of entertainment, an astonishing 35.5% reported that playing video and PC games is the most fun home entertainment activity, double the second highest ranked activity, watching TV, and triple the rating for going out to the movies.
www.videobusiness.com /article/CA621342.html   (3335 words)

  
 Kewl Programs About Us
In 2006, 93 percent of computer game buyers and 83 percent of console game buyers were over the age of 18.
Eighty-seven percent of game players under the age of 18 report that they get their parents¿ permission when renting or buying games, and 89 percent say their parents are present when they buy games.
Ninety-three percent of people who make the actual purchase of computer games and 83% of people who make the actual purchase of video games are 18 years of age or older.
stores.homestead.com /kewlprograms/Page.bok?template=about   (1132 words)

  
 Game studies. Issue 1, 2005.
Game Studies is a crossdisciplinary journal dedicated to games research, web-published several times a year at www.gamestudies.org.
Games are considered as systems and the design of games as the creation of models for games.
Research concentrates on three computer games: Arcanum: of Steamworks and Magick Obscura (2001), Warcraft III: the Reign of Chaos (2002) and The Sims (1998), as well as game features suggested to be favoured by females.
gamestudies.org /0501   (870 words)

  
 IGN: Seattle Video Game Industry Job Conference Announced
The Game Initiative is a leading producer of conferences and events for professionals in the computer and video game industry.
The Initiative is chartered with the growth of the industry through events, public awareness, information and supporting programs and serves the needs of companies and people involved in producing interactive entertainment software and hardware for video game consoles, handheld devices, personal computers and the Internet.
Game Initiative events include the Austin Game Conference (October 27-28, 2005), the Women's Game Conference (Octoboer 26-27, 2005) and the How to Break into the Game Industry national conference series.
games.ign.com /articles/578/578817p1.html   (542 words)

  
 Clan MacGaming - Financial Impact on Computer and Video Gaming Industry   (Site not responding. Last check: 2007-11-05)
The computer and video game industry last year generated jobs for 220,000 people and nearly $9 billion in wages and federal and state personal income tax revenues, according to a new study on the impact of the entertainment software industry on the U.S. economy released today.
For example, wages generated by the computer and video game industry showed an annual growth rate of 17.4 percent, and employment generated by the industry grew at 10.1 percent per year.
Equally striking, the video game industry job and wage growth rates outstripped those of such high tech stalwarts as the computer manufacturing industry, consumer electronics and computer storage industries.
www.clanmacgaming.com /articles.php?read=1137   (606 words)

  
 Left Behind Games
The computer and video game industry has experienced tremendous growth and it is expected to continue to grow substantially over the next decade.
Sales growth in the game software industry is more than double the growth rate of the U.S. economy as a whole, according to a study of the U.S. Government Census and other economic data, as reported in the IDSA report.
Organizations have been placing their games on the Internet for consumer consumption either for the purpose of expanding their markets or as a way for companies not in the video game industry to gain entrance.
www.leftbehindgames.com /pages/video_game_industry.htm   (1019 words)

  
 T.H. Buscaglia and Associates
Buscaglia and Associates is dedicated to the computer and video game industry, assisting developers in all aspects of their legal and business needs.
He has also published a series of 3 online articles on GIGnews for rookie game developers on the legal issues they should consider when starting out in the game industry entitled Initial Legal Issues, What are these games made of…legally speaking and Completing your Contract Arsenal.
Tom is the Founder and Executive Director of Games-Florida, a non-profit committed to building the Computer and Video Game development industry in Florida by bringing Florida to the Game Development industry and bringing the Game Development industry to Florida.
www.intelaw.com /computergamelaw.htm   (313 words)

  
 GameDaily BIZ: Breaking: ESA Sues Minnesota Over Video Game Bill
Minnesota's video game bill that imposes a $25 fine on underage buyers is about to be challenged in court.
The ESA, representing the computer and video game industry in the U.S., is suing the state of MN to ask that the law be overturned.
As was reported in a previous statement by the Entertainment Software Association (ESA) in response to Minnesota's recently passed video game law, the ESA said it had every intent to file a suit in order to request that the bill be overturned.
biz.gamedaily.com /industry/feature/?id=12886   (646 words)

  
 GameSlice: Behind the Scenes of the Computer and Video Game Industry
What it does have is a organic cohesion between all these elements; a synergy of sorts that ripens the game into a juicy and delectable interactive experience that takes you prisoner and never yields itself to prior conventions of what 3D games used to be all about.
The idea of adding a plot and characters to a 3D action game is nothing new; The aim to have great artificial intelligence is old school; The concept of creating game environments that mirror real-life edifices has been done before.
The suspense pulls you through the game: Valve latches you onto a leash and tows you through so many new areas early on you sit at your PC panting for the next new enemy, level, or weapon.
www.gameslice.com /editorial/1130hl.shtml   (1321 words)

  
 Game industry to have charity auction to benefit kids.
The fifth annual computer and video game industry charity auction featuring rare computer and video games and memorabilia and benefiting children's charities will be held from October 11 to 18 on eBay.
The charity auction is presented by the ESA Foundation, the charitable foundation of the interactive entertainment software industry, and will be held in conjunction with the computer and video game industry's annual "Nite to Unite for Kids" charity dinner.
Presented by the ESA and hosted by the ESA Foundation, a "Nite to Unite for Kids" is the computer and video game industry's premier charity fundraising event, comprising a fl tie optional dinner and live-auction on Tuesday, October 19, at the Westin St. Francis Hotel in San Francisco.
news.gamewinners.com /index.php/news/1948   (420 words)

  
 HardwareGeeks.com - Video Game Industry Sues to Overturn Oklahoma Video Game Law
The law criminalizes the sale or distribution of violent video games to minors, even by their own parents.
By subjecting a parent to criminal liability for providing a video game to their child, the state of Oklahoma is the first in the country to pass a law that takes the unprecedented step of telling parents that the government knows better than they what games their children should play.
Lowenstein said the ESA is disappointed that the legislature opted to enact the bill rather than pursue constitutional and effective ways to work cooperatively with industry, retailers, government, parent groups, and health groups to educate parents about the ESRB ratings and content descriptors and the parental controls available in all next generation consoles.
www.hardwaregeeks.com /comments.php?shownews=4182   (575 words)

  
 [No title]
Computer and video game development is a fast-growing entertainment field, with a lot to offer you professionally and creatively.
Games are as competitive as any entertainment industry, and it's not easy to get that first job.
Games are expected to surpass film box-office revenues in the next couple of years, making it the fastest growing segment of the entertainment market, and an excellent field for career advancement.
www.igda.org /breakingin   (331 words)

  
 Texas Governor Rick Perry - Texas Computer & Video Game Industry
Since the 1980s the game industry has been thriving in Texas, setting the pace in this ever-changing environment.
There are currently more than 70 game development companies throughout the state, creating games for computers, home consoles, the Internet and mobile phones.
There are support services for the game industry throughout the state, including motion capture studios, software and hardware manufacturers, game-specific scriptwriters, animation and programming outsourcers, audio facilities and recruiting agencies.
www.governor.state.tx.us /divisions/film/game/index_html   (482 words)

  
 Video Game Industry Sues Oklahoma over Violent Video Game Law » Netscape.com
Video Games – The computer and video game industry filed suit today in Oklahoma, asking that the state's new video game law be overturned, the Entertainment Software Association (ESA) announced.
Video Games – Strategy First ’s “Disciples II Gold” and “Jagged Alliance II Gold” are now available via Steam.
Video Games – A story of one man's trip to GameStop - "For a moment, I'm sure I saw tiny flames in the center of the clerk's eyes.
videogames.netscape.com /story/2006/06/23/video-game-industry-sues-oklahoma-over-violent-video-game-law   (189 words)

  
 Game-Attorney - T. H. Buscaglia and Associates
He is a perennial presenter at the Game Developers Conference and the Indie Games Con and also speaks regularly to the Simulation and Modeling industry on the value of Game technologies for beneficial interactive multimedia applications outside of the entertainment sector.
Committed to helping independent game developers get the right start in business, Tom has written numerous articles and frequently speaks on the business and legal matters that people starting out in the industry should and should not do in order to have a solid business foundation for their new studios.
IEI is dedicated to building bridges between the members of the game development community and those in the government simulation and training area as well as in the academic and private sectors who can adopt and utilize our technology and techniques in new beneficial applications.
gameattorney.com /bio.html   (660 words)

  
 HardwareGeeks.com - Video Game Industry to File Suit Seeking Relief from Illinois Governor's Unconstitutional Law; ...
Apart from the constitutionality of the law, the industry argues that the bill is bad public policy because it will substitute the government's judgment for parental supervision and turn retailers into surrogate parents in a misguided effort to help Illinois parents.
The ESA contends that supporters of the bill have ignored the effectiveness of industry self-regulation and the already high levels of involvement by parents in deciding what games are right for their children.
It's illogical that video games would be treated more harshly than R-rated movies or music CDs with parental warning labels, both of which can be legally viewed and sold to minors.
www.hardwaregeeks.com /comments.php?shownews=3402   (956 words)

  
 Game Nation TV - E3 Pictures   (Site not responding. Last check: 2007-11-05)
E3Expo is North America's largest trade show dedicated to the computer and video game industry.
Game Nation was well represented at the 2001 edition of E3 with 6 intrepid Nationites making the pilgrimage to Los Angeles.
Enduring 18 hour days, Game Nation and GG8 staff visited every booth, attended every party and carefully examined every game and scantily clad booth model in search of the hottest new products at the show.
www.gamenationtv.com /features/e3pictures.shtml   (196 words)

  
 San Francisco Game Job Conference Speakers Announced - GameDev.Net Discussion Forums
The "San Francisco Game Job Conference and Resume Workshop" is designed for artists, programmers, writers, musicians, designers and others looking to get into the computer and video game business.
Students and professionals looking to get into the computer and video game business will have the opportunity to speak with industry insiders, hiring managers and participate in an engaging resume workshop.
Game Initiative events include the Austin Game Conference, the Mobile Game Conference, the Women's Game Conference, The Advertising In Games Forum, The Casual Games Conference, Game Technology Association Meetings and the How to Break into the Game Industry national conference series.
www.gamedev.net /community/forums/topic.asp?topic_id=321445   (638 words)

  
 Top Ten Gamer Facts   (Site not responding. Last check: 2007-11-05)
In 2005, ninety-five percent of computer game buyers and eighty-four percent of console game buyers were over the age of 18.
In 2005, more than 228 million computer and video games were sold, almost two games for every household in America.
To find more data on the computer and video gaming please refer to ESA'S 2005 Essential Facts About the Computer and Video Game Industry (pdf).
www.videogamevoters.org /topten   (270 words)

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