TITLE

Cartoon's Game for Multiplayer Move

AUTHOR(S)
Brown, Karen
PUB. DATE
August 2006
SOURCE
Multichannel News;8/14/2006, Vol. 27 Issue 32, p34
SOURCE TYPE
Periodical
DOC. TYPE
Article
ABSTRACT
The article reports on the development of the Massive Multiplayer Online game by Cartoon Network in partnership with South Korean game developer Grigon Entertainment to be launched in the U.S. in 2008. Massive multiplayer games allow thousands of simultaneous players to enter and compete in the field. The development in broadband technology has prompted the decision of the network. The emphasis of Grigon on casual and cartoon-oriented games is suitable to the goal of Cartoon Network.
ACCESSION #
21949636

 

Related Articles

  • Cartoon Net draws up an online vidgame. Fritz, Ian // Daily Variety;7/19/2006, Vol. 292 Issue 11, p5 

    The article reports that the Cartoon Network has committed to funding and self-publishing a multiplayer online game featuring characters from its television shows in the U.S. in 2006. The network is developing with Grigon Entertainment a new game similar to the "World of Warcraft" that allows...

  • Cartoon Net Has a New Game Plan. Whitney, Daisy // Television Week;9/3/2007, Vol. 26 Issue 34, p13 

    The article reports on the strategies being used by Cartoon Network to attract viewers. Cartoon, which lags far behind competitors Nickelodeon and Disney Channel in the race for Internet audience, plans to launch "Master Control" as both a stand-alone Web site and a destination within...

  • Game on! O'Halloran, Joe // IBE: International Broadcast Engineer;Mar2003, Vol. 38 Issue 2, p20 

    Explores the impact of emerging delivery methods such as broadband or mobile networks on the online gaming industry. Rise in the number of broadband subscribers playing online games in mid-2002; Role of competition in the growth of the industry; Key to the success of the online games industry;...

  • Games Take Off in Great White North. Stump, Matt // Multichannel News;2/14/2005, Vol. 26 Issue 7, p39 

    Focuses on a games package being offered by broadband provider Bell Canada. Impact of the game package offering on the company's service revenue and customer disconnects; Price of the game package in a month; Ways by which the company improves its high-speed Internet offering; Genres of its...

  • Playing to Win. Srivastava, Pallavi // Business Today;8/12/2007, Vol. 16 Issue 16, p47 

    The article reports on the status of the internet game industry in India in 2007. Online gaming in the country is still at an emerging stage due to an unsupportive system that makes loyalty-building difficult. However, there are companies that are dedicated to the business such as gaming portals...

  • Let the Games Begin. Dickey, Christopher; Scanlan, Marc; Lee, B.J. // Newsweek (Atlantic Edition);12/24/2001 (Atlantic Edition), Vol. 138 Issue 26, p55 

    Discusses an expected growth in global interest in online interactive gaming. How the online game industry could increase demand for computer hardware, software and create a market for broadband access; Rise in the average age of video game players; Opinion that lower prices for broadband will...

  • Getting into the (multiplayer) game. Baumgartner, Jeff // CED;Jun2004, Vol. 30 Issue 6, p66 

    Focuses on the impact of broadband on the evolution of online games in light of the popularity of massively multiplayer online games (MMOG) like Ragnarok Online and EverQuest. Success in the basic infrastructure of online gaming with 25 percent broadband penetration according to K2 Network...

  • Let the Games Begin. Dickey, Christopher; Scanlan, Marc; Lee, B.J. // Newsweek (Pacific Edition);12/24/2001 (Pacific Edition), Vol. 138 Issue 26, p53 

    Discusses an expected growth in global interest in online interactive gaming. How the online game industry could increase demand for computer hardware, software and create a market for broadband access; Rise in the average age of video game players; Opinion that lower prices for broadband will...

  • Broadband's a Gamble for Gamers. Iler, David // Multichannel News;04/10/2000, Vol. 21 Issue 15, p55 

    Focuses on the potential use of broadband technology in the development of interactive games designed specifically for high-speed Internet connections. Plans of game developers in using broadband technology; Obstacles in the use of broadband in game development; Advances in multiplayer gaming...

Share

Read the Article

Courtesy of VIRGINIA BEACH PUBLIC LIBRARY AND SYSTEM

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

Try another library?
Sign out of this library

Other Topics