Ode To Joysticks
Tags: ELECTRONIC games
- 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.
- 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.
- Games. Piasky, Jeff // Boys' Life;Oct99, Vol. 89 Issue 10, p70
Cites three electronic games.
- 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.
- 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...
- 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.
- Game-on for the text generation. Balmond, Sarah // Precision Marketing;7/4/2003, Vol. 15 Issue 38, p12
No abstract available.
- E3-Electronic Entertainment Expo...plus. Jacso, Peter // Information Today;Jul/Aug96, Vol. 13 Issue 7, p27
Focuses on the Electronic Entertainment Expo (E3) and other issues related to electronic entertainment. Debut in 1995; Comparison with other exhibits of similar focus; Sony, Sega and Nintendo as three major players in the electronic entertainment business; Absence of Microsoft products;...
- IDC: wireless gaming market viable. // RCR Wireless News;11/18/2002, Vol. 21 Issue 46, p9
Provides information on the report of research firm IDC regarding the viability of the wireless game market in the U.S. as of November 18, 2002. Sectors where the market emerged as a viable opportunity; Growth of the number of unique wireless gamers in the U.S. predicted by IDC in 2007; Issues...