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Topic: Video game industry


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In the News (Sun 29 Nov 09)

  
  Computer and video game industry - Wikipedia, the free encyclopedia
The computer and video game industry is the economic sector involved with the development, marketing and sale of video and computer games.
Today, the video game industry is a juggernaut of development, profit and still drives technological advancement which is then used by other industry sectors.
The required budget for games is still inflating and, while the target audience for games expanded quickly in the 1980s and 1990s, it has now slowed significantly.
en.wikipedia.org /wiki/Computer_and_video_game_industry   (1184 words)

  
 Learn more about Video game in the online encyclopedia.   (Site not responding. Last check: 2007-11-07)
A video game is a game played using an electronic device with a visual display.
Video games are made by developers, sometimes individuals, but almost always a team consisting of designers, graphic designers and other artists, programmerss, sound designers, musicians, and other technicians.
From time to time, video games are criticized by some parents' groups, psychologists, politicians, and some restrictive religious organizations for glorifying violence, cruelty, and crime, and exposing this violence to children.
www.onlineencyclopedia.org /v/vi/video_game.html   (2938 words)

  
 Encyclopedia: Computer and video game industry   (Site not responding. Last check: 2007-11-07)
Some of the disciplines specific to the game industry include: A recruiter is someone engaging in recruitment which is the solicitation of individuals to fill jobs or positions within any group such as a sports team or corporation.
Video game publishers are companies that publish video games that they have either developed internally or have had developed by a video game developer.
PONG, an adaptation of table tennis to the video screen, was the first commercially successful video game and is widely regarded as ushering in the video game era.
www.nationmaster.com /encyclopedia/Computer-and-video-game-industry   (2153 words)

  
 Computer and video game industry - Wikipedia, the free encyclopedia
Game development team sizes ballooned as more experts were required to deliver the graphic and technical quality which their audiences demanded and, frankly, came to expect.
Now a game development budget can easily reach millions of dollars (US dollars), even if middleware and pre-built game engines are used (which cost tens to hundreds of thousands of dollars to license).
But game players continually demand higher graphic and technical quality in modern games, requiring game developers to hire even more experts and staff for each game developed.
en.wikipedia.org /wiki/Video_game_industry   (1184 words)

  
 Peacock Nine: Video Game Industry Archives   (Site not responding. Last check: 2007-11-07)
Today Ad Age caught on to something that we have been writing about for months, namely the Video Game industry is a force to be reckoned with—both in terms of its impact on American pop culture, advertising/marketing and the U.S. economy (a $9.4 billion industry—larger than annual domestic box office revenues).
After all, once you realize that gaming is the fastest-growing form of entertainment in the US (with gaming consoles in over 100 million homes) and that the average gamer is twenty-nine years old---you start to realize that the stereotype of the gamer as the 16 year-old, loner with train-tracks no longer holds up.
Specifically, part of the reason that celebrities are attracted to video games, and media companies (and other firms) are eager to offer up their services or images to games has to do with the fact that video games offer a fantastic means to connect with that most elusive segment of consumers, 14-34 y/o males.
www.peacocknine.com /blog/archives/cat_video_game_industry.php   (3950 words)

  
 For video game industry, violence is answer
Parents, retailers and people opposing the video game industry are finding more reasons to worry about the effects they have on game players of any age.
ShopKo hasn't stopped purchasing video games, movies or CDs as a result of mature or restricted ratings, instead they've developed a policy protecting children under the age of 17, says John Vigeland, spokesman for ShopKo.
Before being released, each video game requires a rating from the ESRB and can be found on the front and back of any box.
www.gmtoday.com /news/local_stories/2004/July_04/07082004_10.asp   (672 words)

  
 CBS News | Video Game Industry Gets An 'F' | December 20, 2002 08:41:49
For parents, the wide array of video games - including those loaded with violence, sex and other problematic messages - are a minefield to be maneuvered through all year long.
Its seventh annual MediaWise Video Game Report Card, released Thursday, is critical of increasing violence, often aimed at women; growing levels of video game addiction; inaccurate content ratings; the failure of many retailers to keep children away from Mature-rated games; and a lack of awareness by parents of the content of some games.
According to the video game industry, parents purchase 83 percent of all games.
www.cbsnews.com /stories/2002/12/19/eveningnews/main533790.shtml   (682 words)

  
 Video Game Industry Takes Aim at Censorship
With the cyber-world of Internet role-playing games about to explode, increasing pressure will be brought to bear by morality groups chanting battle cries of "protect the children" as their perennial justification for censorship of controversial, violent or erotic expression.
The games must also contain either "graphic violence" or "strong sexual content" in order to be declared "harmful to minors." Operators of video arcades were required to put up warning signs, separate the games by partitions and conceal the machines from open view.
The ordinance was supported by two allegedly empirical studies by psychologists which found that playing a violent video game tends to make young people more aggressive in their attitudes and behavior, along with a general finding in literature that violence in the media engenders aggressive feelings.
www.actiontrip.com /features/videogameindustry.phtml   (2151 words)

  
 Arthritis Issues - Video Game Victims   (Site not responding. Last check: 2007-11-07)
The games in question include video game consoles that hook up to a television, with players using hand-held controllers to guide the on-screen action.
Too much video game playing can lead to such ailments as "Nintendo Thumb," a repetitive stress injury that causes swelling at the base of the thumb.
Game fans should also practice good posture while playing, Doyon said, sitting in a chair that provides solid back support and lets them comfortably rest their feet on the floor.
www.arthritisissues.com /ms/news/524215/main.html   (1122 words)

  
 Video Game Industry Raises the Bar in 2001
The market for video games rolled along in 2001, with U.S. sales for hardware, software and accessories increasing 43 percent compared to 2000, according to The NPD Group, Inc.
Not only was the video game market not slowed by a softening economy or the terror attack, but 2001 turned out to be the best year ever for the U.S. video game industry.
According to Forrester Research, online gaming is expected to be the killer console application in Europe where powerful and flexible next-generation consoles are springing up for a number of applications.
www.clickz.com /stats/sectors/software/article.php/1301_973421   (1016 words)

  
 Wired News: Video Game Industry Plays L.A.
What you get is E3, the Electronic Entertainment Expo, the video game industry's annual convention that starts this week in Los Angeles and represents the favored forum for deal-making and promotion in a business expected to generate $30 billion in sales in 2003.
The crush will start in earnest on Wednesday, as the show floor opens and attendees rush in to get hands-on time with the latest games, some of which are on the verge of release and some of which will not see the light of retail shelves for months.
Among the games drawing the biggest buzz before the show are the PC shooters Doom III and Half-Life 2, Sony's racing game Gran Turismo 4 and Microsoft's action title Halo 2.
www.wired.com /news/games/0,2101,58803,00.html   (746 words)

  
 Use of a Game Over: Emulation and the Video Game Industry, A White Paper
The video game console manufacturers and game publishers contend that emulation is illegal and infringes their intellectual property rights.
Console manufacturers and game publishers should consider how to build their competitive advantage by responding to the unmet consumer demand that drives the emulation phenomenon, pricing their products reasonably and dynamically so as not to drive customers to emulators, and using the law judiciously to protect their intellectual capital.
In general, demand for a suitable emulator for a game system correlates directly with the popularity of a video game console when it was available in the retail marketplace.
www.law.northwestern.edu /journals/njtip/v2/n2/3   (10109 words)

  
 Memorandum on Video Game Industry
This week, members of the association -- independent video rental stores as well as chains like Blockbuster and Hollywood Video -- are beginning to display new, brightly colored posters highlighting their updated Pledge to Parents campaign.
Video dealers and game makers are planning to have most of the revised educational material for their campaign in place before the Christmas holiday selling season.
Only 5 percent of parents could identify a popular mature rated game, "Duke Nukem," while 80 percent of junior high school students were familiar with the title.
oak.cats.ohiou.edu /~rh333596/esp/memo3.html   (626 words)

  
 Video Game Industry Tapping Indian Creative Talent
It was a disappointing month for the video game industry, but not very surprising as most expected sales to be down on weak comps.
Many video game companies, such as Sony, Codemasters, Atari, Microsoft, EA and more, have been utilizing the talent of India for art, programming and other duties related to game development because of the incredible cost savings of 40-50%.
India's current value to the video game industry is its large, relatively cheap source of video game programmers.
biz.gamedaily.com /features.asp?article_id=10636&filter=   (976 words)

  
 It's a fun time for video game industry
The video game industry is on track for a record year in 2002, with global sales projected to increase by 12 percent to $31 billion, a new report by British research firm Informa Media Group says.
The popularity of new video game consoles, including Microsoft's Xbox, Sony's PlayStation 2 and Nintendo's GameCube, is contributing to the torrid growth.
In the last decade, home video game sales have soared, creating a market that now rivals film and music as the most popular entertainment pastimes.
www.freep.com /entertainment/videogames/hedtip1_20020701.htm   (267 words)

  
 Serf's Up in the Video Game Industry (washingtonpost.com)
Holiday season in the video game industry is the equivalent of television's sweeps week, which perhaps is why new reports painting game designers as 21st century-style Dickensian factory laborers are proving especially noteworthy.
Some are already working to form a union for gaming developers -- a sign that the industry is trying to grow up.
Just as worker angst proliferates, the video game industry is having to deal with problems reminiscent of the very industry it is taking cues from: Hollywood.
www.washingtonpost.com /wp-dyn/articles/A3941-2004Nov22.html   (1149 words)

  
 GrepLaw | Piracy in the Video Game Industry
There is less piracy in video games, I think, because the copy-protection has been comparatively more effective than what RIAA or MPAA have done.
Video games are played either on standard home computers, or on dedicated and very closed console systems (Playstation, Nintendo, Sega, Atari).
Great thing we get this behind the country and teh video game industry needs to bring out more adult games because all those nintendo and sony gamers are that age now.
grep.law.harvard.edu /articles/05/07/11/0246246.shtml   (695 words)

  
 Mobile Game Developer - San Francisco Video Game industry Job Conference And Resume Workshop To Take Place On June 4, ...   (Site not responding. Last check: 2007-11-07)
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, 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.mobilegd.com /article701.html   (573 words)

  
 Christian video gamers temper violence with virtue - The Washington Times: Nation/Politics - July 10, 2004   (Site not responding. Last check: 2007-11-07)
PORTLAND, Ore. — In the world of Christian video games, players sport the armor of God, the best weapon is a ball of holy energy known as a "smite," and demon-possessed Roman soldiers drop to their knees in prayer when they are hit.
Right now, the religious-themed games represent just the tiniest fraction of an $11 billion industry, but developers expect the market to grow with the popularity of faith-based movies and books such as actor/director Mel Gibson's "The Passion of the Christ" and the "Left Behind" series of novels.
But some in the industry question whether consumers will be as eager to embrace Christian games as they are to play secular versions.
www.washtimes.com /national/20040709-104002-2303r.htm   (650 words)

  
 WJLA - Women Make Inroads in Video Game Industry   (Site not responding. Last check: 2007-11-07)
The $10 billion industry may have entered the mainstream, but with a few exceptions, the target audience for big-budget video games is the same as it ever was: teenage boys gripped with visions of dragons, space ships and voluptuous virtual babes.
Canada, who enrolled at SMU after graduating from Rice University this year, said she was drawn to games, and namely "The Sims," because of her passion for architecture.
"Since making games is often entertainment and is fantasy, it caters to whoever the developer of that game is intended for," he said.
www.wjla.com /headlines/0904/171820.html   (648 words)

  
 WJLA - La. Trying to Lure Video Game Industry   (Site not responding. Last check: 2007-11-07)
Video games, with graphics, music and story lines, have assumed new prominence in the entertainment industry.
Chris Meyer, president of the Students' Video Game Alliance at LSU, said he and other students got bogged down trying to persuade the university to introduce a full-fledged video-game-development curriculum.
Game development takes place in southern California and New England, where universities teach the full spectrum of development, from computer programming to visual design.
www.wjla.com /headlines/1204/197311.html   (505 words)

  
 MSNBC - Video game industry seeking minorities   (Site not responding. Last check: 2007-11-07)
ATLANTA - In the popular video game "Grand Theft Auto: San Andreas," players assume the lead character of Carl Johnson, a down-on-his-luck criminal who roams city streets, stealing cars and helping gang members knock off rivals in drive-by shootings.
A growing number of people in the booming industry believe there should be more fl and Hispanic heroes and heroines instead of hoods and hoodlums.
Roughly 80 percent of video game programmers are white, according to preliminary results of an International Game Developers Association survey of some 6,000 in the industry.  About four percent of designers are Hispanic, and less than three percent are fl.
www.msnbc.msn.com /id/6448213/did/8837488   (395 words)

  
 Your ticket into the Video Game Industry
Blockbuster games like Grand Theft Auto: Vice City now have the power to generate more revenue than hit movies.
We hope that Video Game Times.com will become a place to go for relevant information on the video game industry, where one can go to experience the flow of valuable insight.
We are asking artists and developers in the video game industry, at every position and level, to come share their nuggets of wisdom.
www.videogametimes.com   (167 words)

  
 2001 Game Industry Sales Data & Graphs   (Site not responding. Last check: 2007-11-07)
2001 U.S. sales of computer and video games grew 7.9 percent year-on-year to $6.35 billion, the Interactive Digital Software Association (IDSA), the trade group for the U.S. computer and video game industry, announced today.
"While most analysts had predicted flat year-on-year sales of computer and video games in 2001, especially after the September terrorist attacks, the industry defied these forecasts to post solid year-on-year revenue increases, and established a strong foundation for the explosive growth expected in the coming three to five years," said Doug Lowenstein, president of IDSA.
"What this sales and game genre data shows is that the computer and video game industry is strong and dynamic, offering a sweeping diversity of games that appeal to consumers of all ages and interests."
www.idsa.com /2001SalesData.html   (157 words)

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