Quite a lot has been going on:
Could the pandemic make the video games industry even more white and middle-class?
The survey showed that 81% of people in the UK games industry are educated to at least undergraduate level, which is considerably higher than the 57% average for other creative industries. Meanwhile, 62% of those in British games studios grew up in households where the main earner worked in a professional or managerial role.
* * *
"I don't want to be accused of cutting the arts, but we want kids to be successful," said Dan Moynihan, chief executive of the Harris Federation, one of the UK's most successful academy chains. "I do not think they will be pleased to look back when they are 40 and see that, because of a bit of art or French or design and technology, they did not get the qualification in English or maths they needed to get a job."
E3 pushes forward with plans for a digital 2021 event | VGC
The Electronic Entertainment Expo (E3) has historically been at the centre of the games industry's calendar, with companies often saving their biggest announcements for the annual Los Angeles event.
The ESA's intention is to hold multiple two-hour keynote sessions from games partners, an awards show, a June 14 preview night and other smaller streams from games publishers, influencers and media partners.
The broadcast event would be supplemented by media previews the week before, as well as demos released on consumer platforms, according to the ESA's proposal.
New mHealth Study Gives Kids a Chance to Learn From Video Games
February 08, 2021 - Magellan Health is launching a new study to determine how mHealth games can help children with mental health concerns.
Company officials say clinical trials conducted at Boston Children’s and Harvard over the past several years have produced video games that have helped children reduce emotional outbursts by 62 percent and oppositional behavior by 40 person over12 weeks, while also reducing family stress by almost 20 percent.
And here's another article:
TIGA's proposal for a Video Games Investment Fund would create over 1,200 new jobs and add £174
LONDON , Feb. 8, 2021 /PRNewswire/ -- Today, TIGA, the trade association representing the video games industry, has published a new report calling for the establishment of a UK Video Games Investment Fund (VGIF) to support the growth of the sector. Powering Up: A Video Games Investment Fund ( February 2021 ) analyses industry survey data, international comparisons, and economic modelling to outline the case for a VGIF.
Difficulty accessing capital has consistently been one of the top factors holding back many games developers in the UK. UK games studios often find it difficult raise capital for growth. This finance gap means that many small, start-up and innovative companies struggle to scale up and are vulnerable to closure or collapse.
"Arcades are a crucial part of the history of video games" | GamesIndustry.biz
In all the excitement around big video game sales, a huge spike in audience engagement and unprecedented demand for consoles, it can be easy to forget the devastating impact the pandemic had on some corners of the business.
Physical retail has been surprisingly resilient, but that's entirely down to a rise in online selling. Video games on the High Street are under serious threat. Games expos are, too, with leading events businesses forced to cancel shows and lay off entire teams.
Pay station: are video games too expensive? | Games | The Guardian
In the Guide's weekly Solved! column, we look into a crucial pop-culture question you've been burning to know the answer to – and settle it, once and for all
* * *
So if blockbuster films are analogous to games in terms of the sheer cost of putting them out, why are Blu-rays only £20? It's here you also have to consider bang for your buck. A Martin Scorsese film lumbers in at three hours long. Most narrative-led games clock in at 15-or-so hours – five whole Scorseses; a hundred quid's worth of Marty.
Winter Carnival designs give video games a Dartmouth twist | The Dartmouth
Allan Rubio '23 designed this year's Winter Carnival poster, based on the theme "Level Up: Carnival Rebooted."
When it came time to choose a theme, Winter Carnival council chair Colton Wagner '21 explained that the council wanted to choose something that would correspond with the virtual social interactions mandated by COVID-19.
"The first idea was something like virtual reality, or some sort of matrix-type theme," he said. "But then we started thinking more about it, and we veered more toward video games and virtual gaming just because we thought that it would be a more optimistic outlook on things."
Happening on Twitter
Kevin O'Leary on negotiating: "The very best deals are when you feel you left something on the table." Do you agree… https://t.co/OI1lJv8ixG CNBC (from Englewood Cliffs, NJ) Tue Feb 09 09:39:00 +0000 2021
Save up to 75% on the best anime-inspired games during the Anime Month Sale going on now. See the full list of deal… https://t.co/IbSynZhQQC majornelson (from In your Xbox) Tue Feb 02 18:16:52 +0000 2021
No comments:
Post a Comment