IGM Strikes The Sweet Spot
- Cybertoys for everyone in the house. Lasky, Michael S.; Freeman, Angela // PC World;Jul96, Vol. 14 Issue 7, p312
Features various electronic games and accessories. Includes Rolodex's Telemaster 2000; Spycraft: The Great Game; LandDesigner 3D.
- Neurosports vs. the digital dis-ease. de Kerckhove, Derrick // World & I;Dec95, Vol. 10 Issue 12, p178
Suggests that electronic games upgrade hand-eye-ear coordination, preparing players to be users of new technologies and thus adapting cultures to the information revolution. Functional categorization of computer games; Criticisms against video games; Details on multiple users online varieties.
- Games. Piasky, Jeff // Boys' Life;Oct99, Vol. 89 Issue 10, p70
Cites three electronic games.
- Ode To Joysticks. KEENEY, LAURA // Wired;Jun2010, Vol. 18 Issue 6, p56
The article focuses on the display of electronic home gaming systems at the International Center for the History of Electronic Games, located in the Strong National Museum of Play in Rochester, New York.
- The Games We Play. Giffen, Peter // Applied Arts Magazine;Nov/Dec2005, Vol. 20 Issue 6, p6
This article discusses various reports published within the issue, including one by Frank Lenk on the electronic game industry and one by Kevin Brooker on game design.
- Techlife games. Kranzl, Justin // Australian Personal Computer;Sep2002, Issue 285, p116
Features several electronic games. 'Neverwinter Nights,' developed by Bioware; 'Warcraft III: Reign of Chaos,' developed by Blizzard; 'Smash Court Tennis Pro Tournament,' developed by Namco; 'Gun Metal,' developed by Rage.
- Get Plugged In. Shostak, Seth; Kowalski, Kathiann M. // Cobblestone;Jul/Aug2015, Vol. 36 Issue 6, p33
The article offers information on the historical background of electronics video games, the difference between computer games and video console games, advancement in the features of electronic games.
- The Internet Don't Play That. Vonder Haar, Steven // Inter@ctive Week;04/03/2000, Vol. 7 Issue 13, p66
Reports that most of the console games did not translate well to connected computer networks. Next-generation video game systems that are expected to incorporate modems that allow for online play; Why many console games are called twitch games in the industry; Idea behind the family-oriented...
- Game-on for the text generation. Balmond, Sarah // Precision Marketing;7/4/2003, Vol. 15 Issue 38, p12
Discusses how British marketers can participate in gaming industry's efforts to seize on the advances of the digital age to embrace broadband, the Internet and mobile phones. Emergence of gaming phones; Impact of increasing broadband penetration; Consoles' tendency to ditch brand marketing in...