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Announcing the new IGDA.org
Yesterday, the IGDA entered a new era of its online presence. Welcome to the new IGDA.org!
IGDA Perspectives Newsletter: November call for submissions
The IGDA Perspectives Newsletter is looking for content for its November issue "Board Games."
• Designing, prototyping, playtesting board games.
• Genres, mechanics.
• How board games can inform video game design.
We are looking for pieces generally 500+ words. Please include a short third person bio and attach images separately.
Please send articles to email@example.com by Friday, 25 Oct.
IGDA discounts to upcoming events
As an IGDA member, you are eligible for the following event discounts:
Click here for information on redeeming these and other discounts (requires log in).
To view all upcoming IGDA and IGDA Partner events, click here.
Shrinking list of video games is dominated by blockbusters
The New York Times (29 Sept. 2013)
Big video game makers, like their cousins in books and music, have scrambled in recent years to adapt to the digital technologies buffeting their business. Tens of millions of people now play games on smartphones and tablets, usually for a sliver of the cost of playing on a game console. But one part of the games business is thriving as never before: the blockbuster.
Women in games: Rebalancing the scales
GamesIndustry International (1 Oct. 2013)
Game designer Whitney Hills shares her insights on gender inequality, fighting against apathy and why the indie space may improve things.
How Twitch made video games a spectator sport
The Verge (30 Sept. 2013)
After decades spent on the fringes, professional video gaming, know as eSports, is suddenly the industry darling. Big name developers like Activision Blizzard and Ubisoft are building games specifically for high-level competition. Blizzard created a yearlong tournament circuit that paid out millions in prize money.
China says it will lift ban on video game consoles
The Verge (27 Sept. 2013)
The Chinese government announced recently that it will lift a longtime ban on sales of video game consoles, opening up the market to foreign companies in Shanghai's new free trade zone. China's State Council announced the decision in a statement, saying foreign companies will be able to sell consoles across the entire country as long as they have established production and sales operations in the free trade zone.
Apogee: The 1-man online game publisher
Polygon (27 Sept. 2013)
In the late 1980s, a Texan 20-something named Scott Miller created a business model that would change the way people bought and sold products across the world. Miller called his masterpiece the Apogee model.
Blockbuster launch may bring an extra life to British games makers
The Economist (21 Sept. 2013)
Grand Theft Auto V, which was made in Edinburgh, U.K., on a reported budget of £170 million ($270 million), is a triumph for the British video-game industry. The firm that makes GTA V, Rockstar North, is expected to take as much as £1 billion in revenues.
Red Cross encourages video games to get real on war crimes
ThinkProgress (30 Sept. 2013)
With millions of adults and children around the globe taking to the virtual battlefield in lifelike video games, the International Committee of the Red Cross believes its time for game developers to focus on the laws of war.
Wary of ruining the entertainment value of hugely popular "first person shooter" franchises such as Call of Duty and Battlefield by compromising player freedom, the ICRC insists that realistic war games could offer unprecedented learning opportunities by making players “face the same dilemmas as real soldiers.”
Video game maker Ubisoft to increase its Quebec, Canada, workforce to 3,500 by 2020
Canadian Business (30 Sept. 2013)
Ubisoft is expanding its video game operations in Quebec, Canada, to meet changing technologies and jobs within the industry, saying the company will boost its workforce in the province by 500 to more than 3,500 by 2020.
Scientists ask for objective review of video game violence research
VentureBeat (30 Sept. 2013)
A group of more than 200 academics, psychologists, and researchers are rallying for an objective look at media violence — including researching into violent games.
The cadre has sent a letter to the American Psychological Association urging it to use an objective, scientific process in an upcoming review of media violence research.
They’re concerned that a 2005 resolution on violence in video games and other interactive media, as well as the APA’s analysis and related policy positions on the subject, was marred by methodological flaws, ideological biases, and conclusions drawn from inconsistent or weak evidence.
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