Sega hopes for a new Sonic boom

Impoco, Jim
June 1994
U.S. News & World Report;6/13/94, Vol. 116 Issue 23, p66
Reports that the Sega Channel--a tie-up between Sega of America and cable giants Time Warner and Tele-Communications Inc.--will begin offering video games on demand, 24-hours a day, to some cable subscribers. Cost; What subscribers get; Huge potential customer base; Excitement of cable operators about the venture; Challenges for Sega; Parental concerns.


Related Articles

  • Ode to Joysticks. Kushner, David // Entertainment Weekly;5/3/2002, Issue 652, p27 

    Presents information on G4, the first cable television channel in the U.S. that is devoted to videogames.

  • MTV revamps Pong to hold viewers during ads.  // New Media Age;6/20/2002, p3 

    Reports on the launch of the trial of an advertisement break videogame by cable television network MTV in Great Britain. Features of the interactive gaming application; Information on the game on which the application was based; Benefits of the game for advertisers.

  • Nick pushes button on original vidgames. Hettrick, Scott; Gaudiosi, John // Daily Variety;04/18/2001, Vol. 271 Issue 35, p5 

    Reports on Nickelodeon's partnership with THQ Inc. to develop videogames from the cable network that are not based on existing television series. Multimedia potential of the partnership's products; Target customers.

  • Nets Back in the Hunt for Competitive Gamers. Hibberd, James // Television Week;5/15/2006, Vol. 25 Issue 20, p32 

    The article focuses on the efforts of several cable networks to make a compelling television format for competitive gaming shows in the U.S. The enormous potential payoff in gaming drives cable networks to make the video games more appealing to young male viewers. MTV announced a partnership...

  • MTV Latam bows Chile, Peru feed. Sutter, Mary // Daily Variety;04/18/2000, Vol. 267 Issue 33, p6 

    Reports that MTV Latin America has added a third feed to the Spanish lingo music channel.

  • Plugged in, spaced out, and turned on: Electronic entertainment and moral mindfields. Seel, John // Journal of Education;1997, Vol. 179 Issue 3, p17 

    Discusses how the vanguard technologies of Nintendo, Music Television (MTV), and the Internet function within the youth culture. Impact of electronic entertainment on character development; Four institutions that are accepted as having a dominant force in the maturation process of children;...

  • THQ ropes MTV, rodeo league for sports titles.  // Playthings;Aug99, Vol. 97 Issue 8, p52 

    Focuses on the agreement between video game and software maker THQ Inc. and Music Television (MTV) to develop and publish MTV Sports-branded video games. Terms under the deal; Acquisition by THQ of the rights to the likeness of American Motocross Association national champion Ricky Carmichael.

  • Cable Ad Execs Explore the Arcade. S. S. // Broadcasting & Cable;5/8/2006, Vol. 136 Issue 19, p34 

    Focuses on the support for advertiser-supported games by cable television networks in the U.S. Forms of videogame advertising; Benefits of videogames as an advertiser-supported platform; Efforts of cable companies and game providers to explore business models for integrating advertising into...

  • CNN/SI makes its play. Tedesco, Richard // Broadcasting & Cable;06/08/98, Vol. 128 Issue 24, p54 

    Reports that Cable News Network/SI has introduced a series of original video sports games and has created a gaming information/sales center on its site. Explanations from Steve Zales, CNN/SI Interactive general manager; Three game partnership of the network; Company sponsors of the games.


Read the Article


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

Try another library?
Sign out of this library

Other Topics