Game Industry Takes Steps to Address Loot Box Concerns

In a Federal Trade Commission workshop, Nintendo, Microsoft, and Sony, the biggest game console manufacturers, have vowed to self-impose regulations requiring video game developers to disclose the odds for loot boxes. The FTC is looking at loot boxes, a system in which players buy “random” packages of in-game items without knowing the odds of getting items they actually want. The trade group Entertainment Software Association (ESA) plans to add warning labels and other policies related to loot boxes. Continue reading Game Industry Takes Steps to Address Loot Box Concerns

Growing Number of U.S. Adults Now Playing Video Games

According to “2019 Essential Facts About the Computer and Video Game Industry,” a new annual report from gaming industry trade group Entertainment Software Association, about 65 percent of adults now play video games in the United States. That adds up to more than 164 million people, and each year, the total grows. The report also indicates that three-fourths of U.S. adults have at least one gaming player at home, while 93 percent of those households own a smartphone on which half of them play video games.

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Amazon Inks 15-Year Lease of the Historic Culver Studios Lot

Amazon Studios just cut a ribbon on its 15-year lease of the historic 14-acre Culver Studios lot from landlord Hackman Capital Partners, which has owned the property since 2014. Hackman enticed Amazon to rent the property with a plan to invest $600 million in seven new buildings and other upgrades in the next three years. Before inking a deal for the Culver City lot, Amazon Studios had been housed in offices in Santa Monica. Amazon began moving its 700 entertainment employees into the Culver City lot in late 2017. Continue reading Amazon Inks 15-Year Lease of the Historic Culver Studios Lot

Documentarians, Trade Associations Debate Copyright Laws

One of the gray areas of the Digital Millennium Copyright Act (DMCA) is the exemption for filmmakers. Although documentary filmmakers are allowed to use small pieces of copyrighted films in some circumstances, many of them say the provision is unclear and can lead to confusion and uncertainty. In late 2017, the International Documentary Association, Kartemquin Films, Independent Filmmaker Project, University of Film and Video Association and others asked the U.S. Copyright Office for clarity. Trade associations including the MPAA, RIAA and ESA have expressed concerns regarding exemptions. Continue reading Documentarians, Trade Associations Debate Copyright Laws

AR Experiences a Breakout Year, More to Come at CES 2017

Until “Pokémon Go” burst onto the scene last summer, augmented reality was developing quietly in the shadow of virtual reality. With the spike of awareness around the success of “Pokémon Go,” we are rapidly redefining and evolving our ideas of what an AR experience can be. The AR landscape includes developers, storytellers, world builders, platforms and SDKs, apps and browsers, glasses and lenses, image recognition, spatial audio and spatial awareness tech, haptic feedback and other sensory input/output tools, agencies, research institutions, and more. We expect AR to be a major topic at next month’s CES 2017. Continue reading AR Experiences a Breakout Year, More to Come at CES 2017

Perspective: In Reality, VR Not the Only Game at E3 (Part 1)

If you were not at E3, the recent Electronic Entertainment Expo, you might think that the great expanse of the Los Angeles Convention Center was wall-to-wall virtual reality. Despite VR’s headline domination, it was a different story on the floor where impressive visuals and sophisticated gameplay ignited the crowd. Even jaded game industry media could not contain their excitement. As IGN enthused after the Sony press conference, for instance, “That may be the best E3 press event ever.” We divided our overview into two parts: the evolution of E3 and direction of the gaming industry, followed by a breakdown of this year’s top products. Continue reading Perspective: In Reality, VR Not the Only Game at E3 (Part 1)

E3 Expected to Focus on AR, VR, Online, Mobile and Wearables

The 2015 Electronic Entertainment Expo opens it doors in Los Angeles today following a series of press conferences from major players such as Bethesda, EA, Microsoft, Sony and Ubisoft. This year we expect to see a new emphasis on virtual and augmented reality, wearable devices, online gaming and mobile apps. At last year’s show, only six companies were dedicated to VR; this week, there will be 27. Also, 74 companies touting mobile and online gaming products will be in attendance. According to Gartner, worldwide mobile revenue is expected to nearly double to $22 billion this year. Continue reading E3 Expected to Focus on AR, VR, Online, Mobile and Wearables

Gaming Trend: Adult Women Steal Lead from Under-18 Males

The adult female gaming demographic now doubles the under-18 male gaming demographic, according to The Entertainment Software Association’s annual sales, demographics and usage data report. While 17 percent of video game users are males under the age of 18, women over the age of 18 now account for 36 percent. In total, males account for 52 percent of the total gaming population, a three percent drop from last year. However, there has also been a 32 percent increase in female gamers over 50 years old. Continue reading Gaming Trend: Adult Women Steal Lead from Under-18 Males

The AMAZE Project: Space Agency Brings 3D Printing to Metal

The European Space Agency plans to apply 3D printing to metal in order to build parts for jets, spacecraft and fusion projects. ESA and the EU, together with industrial and academic partners, are developing the first large-scale 3D production methods to create metal parts that are lighter and more affordable than conventional parts. While 3D printing is already being used to produce plastic products, applying the process to metal parts for rockets and planes would save money and be more efficient. Continue reading The AMAZE Project: Space Agency Brings 3D Printing to Metal

E3 2013: Gamers Spending Less Time with TV and Movies

According to an annual study by the Entertainment Software Association, video games are beginning to have a larger impact on other media. The study found that active gamers are more inclined to give up time spent with television and movies while pursuing interactive entertainment. However, the ESA also notes that 42 percent of the console owners they surveyed indicate that their game systems are used to watch movies and play games. Continue reading E3 2013: Gamers Spending Less Time with TV and Movies

Lawmaker Introduces Another Proposed Tax on Violent Games

Republican lawmaker Diane Franklin of the Missouri House of Representatives is calling for a sales tax on all violent video games in response to the recent elementary school shooting in Newtown, Connecticut. Her proposal is to put a one percent sales tax on such games, after which all proceeds would go to “finance mental health programs and law enforcement measures to curb mass shootings,” details KSDK. Continue reading Lawmaker Introduces Another Proposed Tax on Violent Games