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Women And Video Games
The relationship between women and video games has received extensive academic and media attention. Since the 1990s, female gamers have commonly been regarded as a minority. However, industry surveys have shown that over time, the gender ratio has become closer to equal. Beginning mainly in the 2010s, women have been found to make up around half of all gamers. The gender ratio differs significantly between game genres, and women are highly underrepresented in genres such as first-person shooters and grand strategy games. Sexism in video gaming, including sexual harassment, as well as underrepresentation of women as characters in games, is an increasing topic of discussion in video game culture. Advocates for increasing the number of female gamers stress the problems attending disenfranchisement of women from one of the fastest-growing cultural realms as well as the largely untapped nature of the female gamer market. Efforts to include greater female participation in the medium h ...
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Girls Playing Video Games In Japan
A girl is a young female human, usually a child or an adolescent. When a girl becomes an adult, she is accurately described as a ''woman''. However, the term ''girl'' is also used for other meanings, including ''young woman'',Dictionary.com, "Girl"'' Retrieved January 2, 2008. and is sometimes used as a synonym for ''daughter'', or ''girlfriend''. In certain contexts, the usage of ''girl'' for a woman may be derogatory. ''Girl'' may also be a term of endearment used by an adult, usually a woman, to designate adult female friends. ''Girl'' also appears in portmanteaus (compound words) like ''showgirl'', '' cowgirl'', and '' schoolgirl''. The treatment and status of girls in any society is usually closely related to the status of women in that culture. In cultures where women have a low societal position, girls may be unwanted by their parents, and the state may invest less in services for girls. Girls' upbringing ranges from being relatively the same as that of boys to c ...
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Variety (magazine)
''Variety'' is an American media company owned by Penske Media Corporation. The company was founded by Sime Silverman in New York City in 1905 as a weekly newspaper reporting on theater and vaudeville. In 1933 it added ''Daily Variety'', based in Los Angeles, to cover the motion-picture industry. ''Variety.com'' features entertainment news, reviews, box office results, cover stories, videos, photo galleries and features, plus a credits database, production charts and calendar, with archive content dating back to 1905. History Foundation ''Variety'' has been published since December 16, 1905, when it was launched by Sime Silverman as a weekly periodical covering theater and vaudeville with its headquarters in New York City. Silverman had been fired by '' The Morning Telegraph'' in 1905 for panning an act which had taken out an advert for $50. As a result, he decided to start his own publication "that ouldnot be influenced by advertising." With a loan of $1,500 from his f ...
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Computer Space (1971) - Promotional Flyer (cropped)
''Computer Space'' is a space combat arcade video game released in 1971. Created by Nolan Bushnell and Ted Dabney in partnership as Syzygy Engineering, it was the first arcade video game as well as the first commercially available video game. ''Computer Space'' is a derivative of the 1962 computer game ''Spacewar!'', which is possibly the first video game to spread to multiple computer installations. It features a rocket controlled by the player engaged in a missile battle with a pair of hardware-controlled flying saucers set against a starfield background. The goal is to score more hits than the enemy spaceships within a set time period, which awards a free round of gameplay. The game is enclosed in a custom fiberglass cabinet, which Bushnell designed to look futuristic. Bushnell and Dabney designed the game in 1970–71 to be a coin-operated version of ''Spacewar!''. After the pair were unable to find a way to economically run the game on a minicomputer such as the Data General ...
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Online Game
An online game is a video game that is either partially or primarily played through the Internet or any other computer network available. Online games are ubiquitous on modern gaming platforms, including PCs, consoles and mobile devices, and span many genres, including first-person shooters, strategy games, and massively multiplayer online role-playing games (MMORPG). In 2019, revenue in the online games segment reached $16.9 billion, with $4.2 billion generated by China and $3.5 billion in the United States. Since 2010s, a common trend among online games has been operating them as games as a service, using monetization schemes such as loot boxes and battle passes as purchasable items atop freely-offered games. Unlike purchased retail games, online games have the problem of not being permanently playable, as they require special servers in order to function. The design of online games can range from simple text-based environments to the incorporation of ...
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Console Gaming
A video game console is an electronic device that outputs a video signal or image to display a video game that can be played with a game controller. These may be home consoles, which are generally placed in a permanent location connected to a television or other display devices and controlled with a separate game controller, or handheld consoles, which include their own display unit and controller functions built into the unit and which can be played anywhere. Hybrid consoles combine elements of both home and handheld consoles. Video game consoles are a specialized form of a home computer geared towards video game playing, designed with affordability and accessibility to the general public in mind, but lacking in raw computing power and customization. Simplicity is achieved in part through the use of game cartridges or other simplified methods of distribution, easing the effort of launching a game. However, this leads to ubiquitous proprietary formats that creates competiti ...
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E3 1997
E3 (short for Electronic Entertainment Expo or Electronic Entertainment Experience in 2021) is a trade event for the video game industry. The Entertainment Software Association (ESA) organizes and presents E3, which many developers, publishers, hardware, and accessory manufacturers use to introduce and advertise upcoming games and game-related merchandise to retailers and to members of the press. E3 includes an exhibition floor for developers, publishers, and manufacturers to showcase their titles and products for sale in the upcoming year. Before and during the event, publishers and hardware manufacturers usually hold press conferences to announce new games and products. Over time, E3 has been considered the largest gaming-expo of the year by importance and impact. Before 2017, E3 was an industry-only event; the ESA required individuals wishing to attend to verify a professional relationship with the video game industry. With the rise of streaming media, several of the press ...
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PC Gaming
A personal computer game, also known as a PC game or computer game, is a type of video game played on a personal computer (PC) rather than a video game console or arcade machine. Its defining characteristics include: more diverse and user-determined gaming hardware and software; and generally greater capacity in input, processing, video and audio output. The uncoordinated nature of the PC game market, and now its lack of physical media, make precisely assessing its size difficult. In 2018, the global PC games market was valued at about $27.7 billion. Home computer games became popular following the video game crash of 1983, leading to the era of the "bedroom coder". In the 1990s, PC games lost mass-market traction to console games, before enjoying a resurgence in the mid-2000s through digital distribution on services such as Steam and GOG.com. Newzoo reports that the ''PC gaming sector'' is the third-largest category (and estimated in decline) across all platforms , with th ...
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Interactive Digital Software Association
The Entertainment Software Association (ESA) is the trade association of the video game industry in the United States. It was formed in April 1994 as the Interactive Digital Software Association (IDSA) and renamed on July 21, 2003. It is based in Washington, D.C. Most of the top publishers in the gaming world (or their American subsidiaries) are members of the ESA, including Capcom, Electronic Arts, Konami, Microsoft, Bandai Namco Entertainment, Nintendo, Sony Interactive Entertainment, Square Enix, Take-Two Interactive, Ubisoft, and Warner Bros. Interactive Entertainment. The ESA also organizes the annual Electronic Entertainment Expo (E3) trade expo in Los Angeles, California. The ESA’s policy is based by member companies serving on the ESA’s three Working Groups: "Intellectual Property Working Group", "Public Policy Committee" and "Public Relations Working Group". History The concept of the IDSA/ESA arose from the controversies that the violence depicted in the video g ...
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Video Gaming
Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, controller, keyboard, or motion sensing device to generate visual feedback. This feedback mostly commonly is shown on a video display device, such as a TV set, monitor, touchscreen, or virtual reality headset. Some computer games do not always depend on a graphics display, for example text adventure games and computer chess can be played through teletype printers. Video games are often augmented with audio feedback delivered through speakers or headphones, and sometimes with other types of feedback, including haptic technology. Video games are defined based on their platform, which include arcade video games, console games, and personal computer (PC) games. More recently, the industry has expanded onto mobile gaming through smartphones and tablet computers, virtual and augmented reality systems, and remote cloud gaming. Vid ...
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Video Game Journalism
Video game journalism is a branch of journalism concerned with the reporting and discussion of video games, typically based on a core "reveal–preview–review" cycle. With the prevalence and rise of independent media online, online publications and blogs have grown. History Print-based The first magazine to cover the arcade game industry was the subscription-only trade periodical, '' Play Meter'' magazine, which began publication in 1974 and covered the entire coin-operated entertainment industry (including the video game industry). Consumer-oriented video game journalism began during the golden age of arcade video games, soon after the success of 1978 hit '' Space Invaders'', leading to hundreds of favourable articles and stories about the emerging video game medium being aired on television and printed in newspapers and magazines. In North America, the first regular consumer-oriented column about video games, " Arcade Alley" in ''Video'' magazine, began in 1979 and was p ...
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Nederlandse Vereniging Van Producenten En Importeurs Van Beeld- En Geluidsdragers
NVPI (Nederlandse Vereniging van Producenten en Importeurs van beeld - en geluidsdragers) ( en, The Dutch Association of Producers and Importers of image - and sound carriers) is the Dutch trade association of the entertainment industry. The NVPI represents most of the Dutch record companies, video distributors and game-software distributors. History The NVPI is found in 1973 as a representative of the record companies in the Netherlands. In 1983 video film distributors were included in the association and in 1996 the producers of entertainment software. Every division has got its own board. The three divisions form a federation. The NVPI represents both major and small independent producers. The (board) structure guarantees influence by every included company. The NVPI represents (looked at the total volume of trade) approximately 85% of the record companies, 80% of the video film companies and 50% of the entertainment software. NVPI is included with the international organiza ...
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Belgian Entertainment Association
The Belgian Entertainment Association (BEA) is the organization that represents the interests of the music, video and video game industries in Belgium. It was founded in February 2008, when three organizations merged, namely IFPI Belgium, the local chapter of the International Federation of the Phonographic Industry (IFPI), which represented the music industry, the Belgian Video Federation, which represented the video industry, and the Belgian Luxembourg Interactive Software Association, which represented the video game industry. BEA is listed as the local record industry association in Belgium by the IFPI. Sales charts The publication of sales charts in Belgium is done through Ultratop, a non-profit organization created BEA. Due to the cultural differences in Belgium, separate charts are published for the Dutch-speaking Flanders region and the French-speaking Wallonia region. In Flanders the most important charts are the Ultratop 50 singles and the Ultratop 50 albums. In Wal ...
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