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Posted by Al. (2004) "The Future is Bright for Game Makers". Gamewinners.com 4/29/2004. Retrieved 8/12/2004
As the videogame industry continues to grow, so do the economics surrounding it. Marketing firm DFC Intelligence has recently announced that it will offer a market forecast service for the gaming industry. Based on variables that effect all markets, as well as those specific to the industry, the new forecast service looks to link investors with successful companies.
Becker, David. (2004) “Sony Plays Up Future of Videogames� Cnet News.com 3/26/2004. Retrieved 8/12/2004
Several high-ranking Sony employees discuss possible futures for the video game market. Touching on short term advances, such as a release date for the next wave of console systems, as well as long-range implications of new hardware development and the advancement of wireless networking capabilities.
Black, Jane. (2001). “This Three-Way Slugfest is no Game� Business Week. 12/13/2001. Retrieved 8/12/2004
This Business Week article explores the reality of videogames becoming the dominant form of entertainment. With games generating increasing revenues each year, the big three console manufacturers (Sony, Nintendo, Microsoft) are fighting harder than ever to secure loyal players.
Bryce, Jo. (2003) “Killing Like a Girl: Gendered Gaming and Girl Gamers’ Visbility�. University of Central Lancashire. Retrieved 8/12/2004.
This paper examines the role of women in the male dominated world of videogames. Studying the stereotypical roles of women characters in games, as well as addressing the new emerging female game market, the author offers the opinion that games can be an effective medium for crossing gender barriers and addressing gender based issues.
Posted by David. (2003) “The Next Generation� Buzzcut.com 7/23/2003. Retrieved 8/12/2004
Although the majority of gamers have matured alongside technology, the next generation of players cannot remember a time before the internet, wireless technology, or 64 bit graphics. This article offers a perspective on children who take technology for granted and the production and consumer implications for the industry.
Kotcick, Robert. (2001) “Pushing the Right Buttons at Activision�. Business Week 12/13/2001. Retrieved 8/12/2004
An interview with Activision CEO Robert Kotick. Topics discussed include the turnaround of the company, the importance of the Tony Hawk Pro Skater franchise, the impact of athlete endorsement, the near future of gaming as a mass market, and console networking implications.
[http://www.usatoday.com/money/media/2002-12-03-video_x.htm Krantz, Matt. (2002) “Videogame College is ‘Boot Camp’ for Desginers�
USA Today: Money 12/03/2002. Retrieved 8/12/2004]
USA Today’s report on Digipen, the first higher learning institution to offer a four-year degree in video game design and production. With video game sales now producing more profit than major blockbuster movies, it is no surprise that 24,000 students apply each year for the 200 available spots at the revolutionary school. Even with tuition costing upwards of $13,000 per year, students battle to secure themselves a place in Digipen’s program, which upon completion often results in industry jobs for graduates with entry-level salaries of $60,000.
Kushner, David. (2004) "The Wrinkled Future of Online Gaming" Wired Magazine. 6/2004. Retreived 8/12/2004
Although the primary market for videogames is males under thirty, many companies are trying to fill the void left by testosterone driven, action-oriented games. With innovative design, market research and well-planned packaging, game companies are learning to court lucrative fringe markets.
Posted by Imperfect. (2003) "How to Make Money Off Your Addication" Kuro5hin.com 1/7/2003. Retrieved 8/12/2004This article explains several ways in which gamers can make a living simply by playing. With real economies being created around non-tangible goods in multiplayer games and contests offering up to $50,000 to champions the time is ripe for the professional gamer.
Salkever, Alex. (2001) “Playing the Gaming Giants on Wallstreet�. Business Week 12/13/2001. Retrieved 8/12/2004
Business Week examines the Wallstreet rivalry between the two hottest game publishers, Activision and Electronic Arts. Although EA, publisher of the top grossing Madden series, weighs in as the official top dog in the world of game publishing, Activision’s newfound success threatens to undo even the most lucrative franchise.
Smith, David. (2004) “GBA Becomes Car Tuning Tool�. 1up.com (8/6/2004). Retrieved 8/12/2004
Nintendo’s newest portable game system, the Game Boy Advance continues to evolve thanks to the help of third party developers. In an excellent example of repurposing, TurboXS, an American automobile company will soon release a program that allows users to run automobile diagnostics on their Game Boys.
Smith, David. (2004) "The Numbers Game". 1up.com 8/11/2004. Retrieved 8/12/2004
A look into the first quarter fiscal earnings of the top ten videogame publishers of the year.
Spohn, Dave. “PC vs. Console�. About.com. Retrieved 8/12/2004
Both Microsoft and Sony offer network gaming to their console owners on a subscription basis. However many gamers claim these new services do not compare to their PC based counterparts? Dave Spohn examines the advantages and disadvantages that network gaming faces on both a console and PC level.
Spohn, Dave. (2004) "DISCover takes on PC Games". About.com. Retrieved 8/12/2004
Until recently, the two realms of videogames have been separate and subject to rivalry. The newest console in development hopes to breakdown the PC/Console boundary by allowing PC games to be played on a console system. While the company behind the soon-to-be-released DISCover hopes to win over consumers from both sides of the gaming world, skeptics claim the modified PC will not live up to expectations of the average gamer.
Baer, Ralph. Wolf, Mark. (2002) Medium of the Video Game. Sagebrush Education Resources
ISBN 061391385X
This book explores the history of gaming. Presenting and dissecting the game as entertainment, business, art, and social commentator, a full examination of the medium is offered. Studying the societal and technological forces that worked together to birth the cultural phenomenon of videogames, the authors offer a full picture of the rapid development and evolution of a medium.
Borland, John. King, Brad. (2003) Dungeons and Dreamers: The Rise of Computer Game Culture from Geek to Chic .McGraw-Hill Osborne Media
ISBN 0072228881
Once videogames and their players fit into a small nitch of alternative entertainment. The authors of this book prove that time and technological changes have worked together to boost the once marginalized medium into the forefront of entertainment. Following the emergence of the game from the dark shadows of nerdery into the bright mass market of today, key industry players are examined to illustrate the ever-broadening societal impact of gaming. From the MUDs and multiplayer online games to LAN parties and Counterstrike teams, game developers are questioned on the moral/ethical implications of virtual violence as well as educational possibilities for the medium in the future.
Kent, Steven. (2001) The Ultimate History of Video Games: From Pong to Pokemon--The Story Behind the Craze That Touched Our Lives and Changed the World. Prima Lifestyles.
ISBN 0761536434
An anecdotal history of the videogame. Beginning with Pong and working up to current, graphics intensive first person shooters, this book provides a detailed synopsis of the technologies, corporate clashes, innovative developers, and avid fans that have brought the gaming industry to where it is today. Addressing issues that have been brought to life by gaming, Kent explains the motives behind outbursts of church group protests and newsroom finger pointing. An excellent resource for understanding the medium through analysis of its historical development.
Kushner, David. (2004) The Masters of Doom. Random House.
ISBN 0812972155
Many would argue that the current state of the game industry owes its success to John Carmack and John Romero. The two programmers developed a revolutionary gaming engine and pioneered the sale of games through shareware. This book delves into the two Doom creators personal lives, the development of their company (iD Software), the reaction of the industry, and the social controversy their games have created over the past decade.
Wolf, Mark. (2004) The Videogame Theory Reader. Routledge.
ISBN 0415965799
Wolf looks ahead into the future of gaming. With help from leading media studies scholars, the medium of the videogame is dissected to take a closer look at the recent shifts in gaming trends. New hardware, software advancements, near future technologies and the impact they will have on the developing industry are the main discussions of this book. Offering theories on the continued rise of the game as an influential medium, cultural impact and consequences are also explored.
Wardrip-Fruin, Noah. (2004). First Person: New Media as Story, performance, and Game. The MIT Press
ISBN 0262232324
Will videogames eventually dominate as the new story telling medium? The editors and contributors of this book do well to present evidence to support this claim. With comparisons to other digital, storytelling media, the game is examined as a tool for conveying a story to an audience on a level that is more personal than previously possible. Linear and non-linear story structure, their impact on character and narrative elements, and how the audience perceives those elements are examined. The diverse group of scholars, students, and industry professionals that contribute to this book explore the relationships between story and experience, and offer insight into new elements of storytelling that emerging digital environments will provide.
G4TV.COM Website for the first ever all video game cable channel. Site features videogame news for both gamers and those in the industry.
Major League Gaming Website for the first professional videogame league. Major League Gaming organizes contests and events in an effort to bring professional gaming into the mainstream.
Jeff DeMaria 10:29, 13 Aug 2004 (EST)