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All the World's a Game
Oleh:
[s.n]
Jenis:
Article from Bulletin/Magazine
Dalam koleksi:
The Economist (http://search.proquest.com/) vol. 401 no. 8763 (Dec. 2011)
,
page 3-5.
Topik:
Marketing
;
Entertainment Industry
;
Software Industry
;
Industrywide Conditions
;
International
;
Computer & Video Games
Fulltext:
All the world's a game.pdf
(41.29KB)
Ketersediaan
Perpustakaan Pusat (Semanggi)
Nomor Panggil:
EE29.69
Non-tandon:
1 (dapat dipinjam: 0)
Tandon:
tidak ada
Lihat Detail Induk
Isi artikel
In November 2010 "Call of Duty: Black Ops" was released. Fans in many countries queued round the block to get their hands on a coveted early copy. A lucky few had won tickets to invitation-only release parties which were broadcast live to viewers across the internet. The event had been advertised on billboards, buses and television for weeks. Chrysler even produced a commemorative version of its Jeep. In the event the reviews were mixed, but no matter: the publishers, Activision, notched up worldwide sales of $650m in the first five days. That made it the most successful launch of an entertainment product ever, and people kept buying. A month later the total stood at over $1 billion. "Black Ops" is not a film or a book: it is a video game. Over the past two decades the video-games business has gone from a cottage industry selling to a few niche customers to a fully grown branch of the entertainment industry. One explanation for this coming of age is demography. The first video-gaming generation, which grew up with games arcades and home consoles, is now entering middle age. It seemed likely that some of those who whiled away their youth playing "Space Invaders" and "Galaxian" would stick to their hobby into adulthood. But games companies, readier than other media to chase the "next big thing", have also started looking for new audiences.
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