Videogames Consoles
E3 Expo â all the novelties in the field of videogames displayed in Los Angeles by Michele De Capitani
E3 Expo, one of the worldâs main events as far as videogames and pc games are concerned, will take place from the 7th to the 9th of June 2009 in Los Angeles as usual, a city that has a close relationship to the world of videogames, seeing that a great number of the inhabitants of the city use videogames and consoles like xbox 360, playstation 3 and so on.
The location chosen for the E3 Expo (the name of the event stands for Electronic Entertainment Expo) is the Los Angeles Convention Center, which will turn into a sort of Mecca for all the professionals working in this field. E3 Expo, indeed, is certainly the event to take part in if you want to keep up-to-date with all the novelties in the field of videogames and technology applied to entertainment; no wonder that every year the event achieves a great success also as far as the number of visitors is concerned, attracting tens of thousands of companies and professionals specialized in this field, who are given the possibility to have a look at the future of the products for computers, videogames consoles like the playstation portable or the PS3, of the Internet and of handheld systems. Among the most interested and faithful visitors of the event, which unfortunately is not open to the public but only to professionals, there are software developers, buyers, programmers, distributors, entertainment industry representatives, importers and exporters, but also researchers, educators and print media. This year even more people than usually are expected to visit the fair: over 45,000 coming from 90 different countries. The offer will be very rich and a high-quality one also this year, seeing that professionals and companies coming from 80 different countries have already confirmed their presence.
Every year expectations are very high also because people always expect that the most important novelties of the field will be announced on this occasion. This year spotlights are on the new Wii, the Nintendo seventh-generation console, after that James Honeywell, Nintendo UK Marketing Manager, has claimed that the company will most probably present some novelties about the new Wii during the Expo. Expectations for the new product released by Nintendo are even higher because of the statements made by Reggie Fils-Aime, president of Nintendo America, who claimed that the successor of the Nintendo Wii most probably will not have 3D graphics. This choice seems to come from the conviction that the traditional stereoscopic 3D, which requires the use of special glasses, is not completely suitable for the world of videogames, and in this moment Nintendo prefers to bet on a 3D system that does not require glasses. However, we do not know yet when this will be possible, and the 3E Expo might be the right occasion to get to know more about that.
Eyes focused upon the 3E Expo 2011, thus, to keep up-to-date with all the novelties presented by Nintendo and by other companies specialized in the field of videogames.
This article was written by Francesca Tessarollo with help from ps3. For more information please visit forum xbox360 or forum wii.
Article Source: http://www.earticlesonline.com/Article/E3-Expo-----all-the-novelties-in-the-field-of-videogames-displayed-in-Los-Angeles/1064250
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The Global Videogames Industry (Hardcover) $174.31 Over the last decade, videogames have become an increasingly important arm of the global cultural industries. Profits from videogames have not only surpassed Hollywood`s annual box office, but videogames have come to be seen as a important industry, offering potential for growth in a variety of countries.   The videogame industry has also seen some of the more determined moves towards convergence of any media industry. Relatively unhampered by the sorts of legal and regulatory battles faced by industries such as telecom and broadcast, videogame platforms have already made numerous inroads to convergence. One example, the Sony Playstation 2, offers not only the ability to play videogames but also, with a relatively inexpensive hardware add-on, the ability to connect to the Internet as well as the capability to play DVDs and CDs. This has meant that the markets that video games draw on have expanded beyond being `toys for teenage boys` to include high numbers of females and users over the age of 35.   At the same time, increasing numbers of university programmess have sprung up, focusing on the design of videogames, and a number of governments have begun to explore ways to not only use games for political means but also to develop their own national industries in hopes of taking a slice of the global market. Such moves have placed videogame production as part of the information industry with all its associated benefits and baggage. A view of videogames that sees them as an industry - even an information industry - must examine videogames as commodities geared towards producing a profit. Understanding videogames in this way impacts not only our understanding of them as a cultural phenomenon of them but also changes the way we must theorise them. In spite of this, there has been little attention given to the origins of the industry, its ties to other media production, or to its |
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The Global Videogames Industry (Paperback) $64.17 Over the last decade, videogames have become an increasingly important arm of the global cultural industries. Profits from videogames have not only surpassed Hollywood`s annual box office, but videogames have come to be seen as a important industry, offering potential for growth in a variety of countries.   The videogame industry has also seen some of the more determined moves towards convergence of any media industry. Relatively unhampered by the sorts of legal and regulatory battles faced by industries such as telecom and broadcast, videogame platforms have already made numerous inroads to convergence. One example, the Sony Playstation 2, offers not only the ability to play videogames but also, with a relatively inexpensive hardware add-on, the ability to connect to the Internet as well as the capability to play DVDs and CDs. This has meant that the markets that video games draw on have expanded beyond being `toys for teenage boys` to include high numbers of females and users over the age of 35.   At the same time, increasing numbers of university programmess have sprung up, focusing on the design of videogames, and a number of governments have begun to explore ways to not only use games for political means but also to develop their own national industries in hopes of taking a slice of the global market. Such moves have placed videogame production as part of the information industry with all its associated benefits and baggage. A view of videogames that sees them as an industry - even an information industry - must examine videogames as commodities geared towards producing a profit. Understanding videogames in this way impacts not only our understanding of them as a cultural phenomenon of them but also changes the way we must theorise them. In spite of this, there has been little attention given to the origins of the industry, its ties to other media production, or to its |















