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E³ 2006
E3 (short for Electronic Entertainment Expo) was an annual trade event for the video game industry organized and presented by the Entertainment Software Association (ESA). It was held principally in Los Angeles from 1995 to 2019, with its final iteration held virtually in 2021. The event hosted developers, publishers, hardware manufacturers, and other industry professionals who used the occasion to introduce and advertise upcoming games, hardware, and merchandise to the press. During its existence, E3 was the world's largest and most prestigious annual gaming expo. E3 included 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 held press conferences to announce new games and products. Before 2017, E3 was an industry-only event; the ESA required individuals wishing to attend to verify a professional relationship with the ...
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Los Angeles Convention Center
The Los Angeles Convention Center is a convention center located in the southwest section of Downtown Los Angeles, Downtown Los Angeles, California, United States. It hosts multiple annual conventions and has often been used as a filming location in TV shows and movies. History The convention center, designed by architect Charles Luckman, opened in 1971 and expanded in 1981, 1993 and 1997. It was originally built as a rectangular building, between Pico Boulevard and 11th Street (now Chick Hearn Ct.) on Figueroa Street. The northeast portion of the center was demolished in 1997 to make way for the Staples Center. The Convention Center Annex of green glass and white steel frames, mainly on the south side of Pico, was designed by architect James Ingo Freed. The area in front of the convention center is known as the Gilbert W. Lindsay, Gilbert Lindsay Plaza, named for the late councilman who represented the Downtown area of Los Angeles for several years. A -high monument honoring ...
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Streaming Media
Streaming media refers to multimedia delivered through a Computer network, network for playback using a Media player (other), media player. Media is transferred in a ''stream'' of Network packet, packets from a Server (computing), server to a client-server model, client and is rendered in real-time; this contrasts with file downloading, a process in which the end-user obtains an entire media file before consuming the content. Streaming is more commonly used for video on demand, streaming television, and music streaming services over the Internet. While streaming is most commonly associated with multimedia from a remote server over the Internet, it also includes offline multimedia between devices on a local area network. For example, using DLNA and a home server, or in a personal area network between two devices using Bluetooth (which uses radio waves rather than Internet Protocol, IP). Online streaming was initially popularized by RealNetworks and Microsoft in the 1 ...
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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. The ESA also organized 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 game ''Mortal Kombat'' drew. This led to a United States Congress hearing in late 1993, where the video game industry was put under scrutiny for the level of violence in games like ''Mortal Kombat'' and '' Night Trap ...
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MCV (magazine)
''MCV/Develop'' (formerly ''MCV'' and ''Market for Computer & Video Games'') is a UK trade magazine that focuses on the business aspects of the video game industry. It is published monthly by Biz Media, a subsidiary of Datateam Media Group and is available in print and digitally. Originally named ''MCV'', it absorbed the assets of sister magazines (including '' Develop'') in 2018, and changed its name to ''MCV/Develop'' in 2019. History ''MCV'' was started in September 1998 by former ''Computer Trade Weekly'' (''CTW'') employees Stuart Dinsey, editor, Lisa Carter (then Foster), deputy editor, Alex Moreham (then Jarvis), sales manager and Dave Roberts. ''CTW'' was published weekly from September 1984 and by 1998 was the official newspaper for ELSPA (The European Leisure Software Publishers Association) and the creator and sponsor of ECTS (European Computer Trade Show). Stuart Dinsey left ''MCV'' in 2013 after selling it a year earlier. Stuart is currently chairman of Curve ...
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Sega Genesis
The Sega Genesis, known as the outside North America, is a 16-bit Fourth generation of video game consoles, fourth generation home video game console developed and sold by Sega. It was Sega's third console and the successor to the Master System. Sega released it in 1988 in Japan as the Mega Drive, and in 1989 in North America as the Genesis. In 1990, it was distributed as the Mega Drive by Virgin Mastertronic in Europe, Ozisoft in Australasia, and Tectoy in Brazil. In South Korea, it was distributed by Samsung Electronics as the Super Gam*Boy and later the Super Aladdin Boy. Designed by an Research and development, R&D team supervised by Hideki Sato and Masami Ishikawa, the Genesis was adapted from Sega's Sega System 16, System 16 arcade board, centered on a Motorola 68000 processor as the central processing unit, CPU, a Zilog Z80 as a sound controller, and a video system supporting hardware Sprite (computer graphics), sprites, Tile-based video game, tiles, and scrolling. It ...
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Tom Kalinske
Thomas Kalinske (born July 17, 1944) is an American businessman who has worked for Mattel (1972–1987), Matchbox (1987-1990), Sega of America (1990–1996) and LeapFrog (1997–2006). At Mattel, Kalinske was credited with reviving the Barbie and Hot Wheels brands, launching Masters of the Universe, then being promoted to CEO from 1985 to 1987. He next became CEO of Matchbox, and then was recruited to be the president and CEO of Sega of America from 1990 to 1996, and then CEO and COB of LeapFrog from 1997 to 2006. His aggressive marketing decisions during his time at Sega, such as price drops, anti-Nintendo attack ads and the famous "Sega Scream" TV campaign, are often cited as key elements in the success of the Sega Genesis. The book '' Console Wars'' and the documentary film of the same name chronicles Kalinske's strategies and success in competing with Nintendo. Kalinske was inducted into the Toy Industry Hall of Fame in 1997 and received a Lifetime Achievement award fro ...
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European Computer Trade Show
The European Computer Trade Show (ECTS) was an annual trade show for the European video game industry which first ran in 1988, the final event being held in 2004. The exposition was only open to industry professionals and journalists, although it was frequently attended by members of the public who had faked credentials. Due to the wide-scale nature of this problem, many exhibitors planned stalls which appealed to both trade and public, except when alternative public shows were planned such as the Future Entertainment Show and Game Stars Live. ECTS was always held at a London venue, usually between the end of August and the beginning of September. Its original home was the Business Design Centre in Islington. In 1995 it was relocated to the Grand Hall at Olympia in Kensington Kensington is an area of London in the Royal Borough of Kensington and Chelsea, around west of Central London. The district's commercial heart is Kensington High Street, running on an east–west ...
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Consumer Electronics Show
CES (; formerly an initialism for Consumer Electronics Show) is an annual trade show organized by the Consumer Technology Association (CTA). Held in January at the Las Vegas Convention Center in Winchester, Nevada, United States, the event typically hosts presentations of new products and technologies in the consumer electronics industry. History The first CES was held in June 1967 in New York City. It was a spin-off of the Chicago Music Show which, until then, had served as the main event for exhibiting consumer electronics. The event had 17,500 attendees and over 100 exhibitors; the kickoff speaker was Motorola chairman Bob Galvin. From 1978 to 1994, CES was held twice each year: once in January in Las Vegas as the ''Winter Consumer Electronics Show'' (WCES) and once in June in Chicago as the ''Summer Consumer Electronics Show'' (SCES). The winter show was held in Las Vegas in 1995 as planned. However, since the summer Chicago shows were beginning to lose popularity, the ...
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ReedPop
RELX plc (pronounced "Rel-ex") is a British multinational information and analytics company headquartered in London, England. Its businesses provide scientific, technical and medical information and analytics; legal information and analytics; decision-making tools; and organise exhibitions. It operates in 40 countries and serves customers in over 180 nations. It was previously known as Reed Elsevier, and came into being in 1993 as a result of the merger of Reed International, a British trade book and magazine publisher, and Elsevier, a Netherlands-based scientific publisher. The company is publicly listed, with shares traded on the London Stock Exchange, Amsterdam Stock Exchange and New York Stock Exchange (ticker symbols: London: REL, Amsterdam: REN, New York: RELX). The company is one of the constituents of the FTSE 100 Index, AEX Index, Financial Times Global 500 and Euronext 100 Index. History The company, which was previously known as Reed Elsevier, came into being in 1 ...
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Fan Convention
A fan convention (also known as a con or fan meeting) is an event in which Fan (person), fans of a particular topic gather to participate and hold programs and other events, and to meet experts, famous personalities, and each other. Some also incorporate commercial activity. The term dates back to at least 1942. Overview Fan conventions are traditionally organized by fans on a not-for-profit basis, though some events catering ''to'' fans are run by commercial interests for profit. Many conventions have award presentations relating to their genre (such as the Hugo Awards which have been presented at Worldcon, The World Science Fiction Convention (WorldCon) since 1953). At commercial events, performers often give out autographs to the fans, sometimes in exchange for a flat appearance fee, and sometimes may perform songs that have no relevance to the shows or otherwise entertain the fans. Commercial conventions are usually quite expensive and are hosted in hotels. There is often ti ...
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Virtual Event
A virtual event is an online event that involves people interacting in a virtual environment on the web, rather than meeting in a physical location. Virtual events are typically multi-session online events that often feature webinars and webcasts. They are highly interactive, often aiming to create as similar an experience as possible to their physical counterparts. Popular uses of virtual events include virtual tradeshows, virtual job fairs, virtual conferences, virtual sales meetings, virtual college open days, and virtual company-wide gatherings. Virtual events are used by organizations to deliver presentations, training, job fairs, expos, internal meetings, and sessions. They are led by a range of key stakeholders, including associations, professional meeting organizers, company executives, marketing managers, product management, human resources, and more. Virtual events have been widely held due to the COVID-19 pandemic, during which in-person gatherings have faced res ...
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Impact Of The COVID-19 Pandemic On The Video Game Industry
The video game industry has been substantially impacted by COVID-19 pandemic restrictions in various ways, most often due to concerns over travel to and from China or elsewhere, and delays in the manufacturing processes within China. Overview In contrast to many other economic sectors that are drastically affected by the pandemic restrictions, the video game industry has been more resilient. Most video game developers, publishers, and operators have been able to maintain operations with employees remote working to sustain game development and digital releases, though some productivity issues arose. With many people globally at home and unable to work, online gaming has observed record numbers of players during the pandemic as a popular activity to counter physical distancing for society, a practice recommended by the World Health Organization that helped boost revenues for many companies in the gaming industry. There have still been negative impacts on the industry, notably wi ...
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