Video games for grown-ups; adults, not kids, now dominate computer-game market; keeping up with 'The Sims.'
Article Abstract:
Adults have come to dominate the market for computer and video games, making up 70 percent of computer game players, according to the Interactive Digital Software Association. The electronic-games industry is growing so rapidly that it is in direct competition with the motion picture industry, taking in $8.9 billion in revenue in 1999.
Publication Name: The Wall Street Journal Western Edition
Subject: Business, general
ISSN: 0193-2241
Year: 2000
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Internet transforms the way PC games are developed; many programs have multiplayer capability buy costs aren't easy to recoup
Article Abstract:
The computer software game industry is beginning to feel the negative effects of the Internet. Software makers are being compelled to provide on-line play for their games but the costs associated with that are not being recouped through higher sales or usage fees. While playing on-line, users are often lured away by something that catches their attention and they begin to surf the Web. Also becoming extremely popular is Microsoft's Gaming Zone, a site that allows users to play games such as Scrabble or chess with family and friends, or even complete strangers all over the globe. Gaming Zone has over 275,000 members according to Microsoft. Game Services like the Gaming Zone site are having a hard time collecting subscriber fees.
Publication Name: The Wall Street Journal Western Edition
Subject: Business, general
ISSN: 0193-2241
Year: 1997
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Game makers, taking hits, try to shield kids
Article Abstract:
The video game industry plans to attempt to strengthen its voluntary measures to limit children's access to violent games that may be inappropriate for them in an effort to preempt a possible crackdown by the government. The move comes in response to the recent rash of violent activity by teenagers across the U.S. The Interactive Digital Software Association has begun working with retailers on a system that would check the age of potential buyers of adult-rated games. Retailers in Washington state hope to begin using the system soon, and eventually retailers plan to introduce it nationally. At the same time, there are no restrictions that prevent minors from downloading violent games from Internet sites. Last year, electronic-game sales in North America grew by 25%, to $5.5 billion, close behind the $6.9 billion in motion picture box-office receipts. The video-game industry does have a voluntary ratings system, but it is fairly new and regularly ignored. Of 5,000 titles rated by the Entertainment Software Ratings Board, 70% were deemed appropriate for players of all ages.
Publication Name: The Wall Street Journal Western Edition
Subject: Business, general
ISSN: 0193-2241
Year: 1999
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