TITLE

PRO VIDEO GAMERS HIT USA NETWORK

AUTHOR(S)
Latchem, John
PUB. DATE
April 2006
SOURCE
Home Media Retailing;4/23/2006, Vol. 28 Issue 17, p16
SOURCE TYPE
Trade Publication
DOC. TYPE
Article
ABSTRACT
Reports that the organization Major League Gaming (MLG) will bring its professional circuit to USA Network, a cable channel operated by NBC Universal. Information on players of the tours organized by MLG; Number of episodes which will be aired.
ACCESSION #
20620699

 

Related Articles

  • USED GAME SALES UP. Tribbey, Chris // Home Media Magazine;7/13/2009, Vol. 31 Issue 28, p1 

    The article reports on the sales increase of used video games in the U.S. market, according to the findings by Nielsen in July 2009. The sales report also noted that gamers have exceeded DVD purchases through the first few months of 2009. Compared to 2008, used-game sales increased by 31...

  • 'Warcraft' recrafted. Coonan, Clifford // Variety;7/16/2007, Vol. 407 Issue 8, p4 

    The article focuses on changes which have been made to the video game "World of Warcraft" by authorities and the reaction the changes received from Chinese videogamers. Chinese authorities turned the game into a kinder and gentler one by replacing bones symbolizing dead characters into graves...

  • Dragon Quest IX Tops 2 Million. Lee, Michael // Red Herring;7/8/2009, p1 

    The article reports that the pre-orders for the Nintendo DS video game Dragon Quest IX in Japan have already passed the 2 million mark. The video game is to be released in the country on July 11, 2009 by Square Enix. The video game will feature four-player cooperative play, which may attract...

  • Level up--A Case for Female Gamers. Brar, Kuljit // Reconstruction: Studies in Contemporary Culture;2012, Vol. 12 Issue 2, p3 

    The paper addresses the notion that video games are perceived as a boys-only territory, looking into the reasons why there is a significant lack of female presence both inside games - through characters and plotlines - and outside games in the form of female gamers. The discussion examines the...

  • The Logic of Digital Gaming. EVENS, ADEN // Mechademia;2011, Vol. 6, p260 

    The article presents the author's analysis of video games in terms of appearance and behavior. His analysis shows how video games effectively create and eliminate disjuncture with the gamer's experience. The author suggests that violence in the game may become acerbated in an effort to shock...

  • Improved top-down control reduces oculomotor capture: The case of action video game players. Chisholm, Joseph; Kingstone, Alan // Attention, Perception & Psychophysics;Feb2012, Vol. 74 Issue 2, p257 

    The article presents a study aimed at examining whether top-down control is applied before or after a distracting stimulus captures attention. It states that action video game players (AVGPs) can be used in the investigation into competing bottom-up and top-down models of attention. It supports...

  • May I Continue or Should I Stop? The Effects of Regulatory Focus and Message Framings on Video Game Players' Self-control. Shu-Hsun Ho; Chutinon Putthiwanit; Chia-Ying Lin // International Journal of Business & Social Science;2011, Vol. 2 Issue 12, p194 

    Two types of motivations exist in terms of regulatory focus: a promotion orientation concerned with advancement and achievement and a prevention orientation concerned with safety and security. The central premise of this research is that promotion-focused and prevention-focused players differ in...

  • THE PURPOSE OF PLAY. Cobbett, Richard // Custom PC;Mar2014, Issue 126, p84 

    The author explores on the real purpose of video games. He finds its that video game players are now more focused on money and competition, making it a serious business which replaces the crucial focus on fun in gaming. He also finds it that a lot of single-player challenges are inherently...

  • Effect of Action Video Games on the Spatial Distribution of Visuospatial Attention. Green, C. Shawn; Bavelier, Daphne // Journal of Experimental Psychology. Human Perception & Performan;Dec2006, Vol. 32 Issue 6, p1465 

    The authors investigated the effect of action gaming on the spatial distribution of attention. The authors used the flanker compatibility effect to separately assess center and peripheral attentional resources in gamers versus nongamers. Gamers exhibited an enhancement in attentional resources...

Share

Read the Article

Courtesy of THE LIBRARY OF VIRGINIA

Sorry, but this item is not currently available from your library.

Try another library?
Sign out of this library

Other Topics