D.I.C.E. Award For Family Game Of The Year
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D.I.C.E. Award For Family Game Of The Year
The D.I.C.E. Award for Family Game of the Year is an award presented annually by the Academy of Interactive Arts & Sciences during the D.I.C.E. Awards. This award recognizes "the best title of any genre towards a shared, family gaming experience. The title's play dynamics must be suitable for a younger audience but can appeal to adults as well. These games often offer a mini-game component and encourage group play". All active creative/technical, business, and affiliate members of the Academy are qualified to vote for this category. Originally only offered as a computer game category, the first winner was '' Lego Island'', developed and published by Mindscape. The first console winner was ''Pokémon Snap'' in 2000. Since condensing the computer and console awards into a single category (briefly introduced in 2003), the first winner of the current version was ''Guitar Hero'' in 2006. The award's most recent winner is ''Mario + Rabbids Sparks of Hope'', developed and published b ...
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Academy Of Interactive Arts & Sciences
The Academy of Interactive Arts & Sciences (AIAS) is a non-profit organization of video game industry professionals. It organizes the annual Design Innovate Communicate Entertain summit, better known as D.I.C.E., which includes the presentations of the D.I.C.E. Awards. History AIAS was originally founded in 1992 by Andrew Zucker, a lawyer in the entertainment industry. AIAS co-promoted numerous events with organizations such as the Academy of Television Arts and Sciences, the Directors Guild of America and Women in Film. Their first awards show program, "Cybermania '94", which was hosted by Leslie Nielsen and Jonathan Taylor Thomas, was broadcast on TBS. While a second show was run in 1995, and was the first awards program to be streamed over the Web, it drew far less audiences as the first. Video game industry leaders decided that they wanted to reform AIAS as a non-profit organization for the video game industry. The effort was backed by Peter Main of Nintendo, Tom Kalins ...
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11th Annual Interactive Achievement Awards
The ''11th Annual Interactive Achievement Awards'' is the 11th edition of the Interactive Achievement Awards, an annual awards event that honors the best games in the video game industry. The awards are arranged by the Academy of Interactive Arts & Sciences (AIAS), and were held at the Red Rock Casino, Resort & Spa in Las Vegas, Nevada on . It was also held as part of the Academy's 2008 D.I.C.E. Summit, and was hosted by Jay Mohr. Only one award for " Outstanding Character Performance" was offered instead of separate male and female awards. "Action/Adventure Game of the Year" and "First-Person Action Game of the Year" were replaced with " Action Game of the Year" and Adventure Game of the Year". "Strategy Game of the Year" and "Simulation Game of the Year" have been merged into one " Strategy/Simulation Game of the Year" category. " Fighting Game of the Year" and " Children's Game of the Year" did not have finalists named in either of these categories. '' Call of Duty 4: Modern W ...
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A Bug's Life (video Game)
''A Bug's Life'' is a video game based on the Disney/Pixar 1998 film of the same name. It was released for various systems in 1998 and in 1999. The game's storyline is similar to that of the film, with a few changes. After completing levels the player can unlock clips from the film. The PlayStation version was released on the PlayStation Store for the PlayStation 3 and PlayStation Portable on July 27, 2010. Gameplay ''A Bug's Life'' is a platform game in which the player controls Flik throughout settings and a storyline based on the namesake film. The game is divided into five distinct "lands" consisting of three levels each.''A Bug's Life'' (Nintendo 64) instruction booklet, pp. 23–24 To complete a level, the player must either find an exit, complete a goal or defeat a boss character.''A Bug's Life'' (Nintendo 64) instruction booklet, p. 19 Flik's primary form of offense against enemy characters is throwing berries. By default, Flik throws red-colored berries, which are the w ...
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1999 In Video Gaming
1999 saw many sequels and prequels in video games, such as ''Chrono Cross'', ''Dance Dance Revolution 2ndMix'', '' Dead or Alive 2'', '' Street Fighter III: 3rd Strike'', ''Donkey Kong 64'', ''Final Fantasy VIII'', ''Gran Turismo 2'', ''Heroes of Might and Magic III'', ''Mario Party'', '' Pokémon Gold/Silver'', '' Garou: Mark of the Wolves'', ''Resident Evil 3'', ''Soulcalibur'', '' Soul Reaver'', and '' Tomb Raider: The Last Revelation'', along with new titles such as ''Ape Escape'', ''Shenmue'', ''Silent Hill'', ''Tony Hawk's Pro Skater'' and '' Super Smash Bros.'' The Dreamcast was also released by Sega internationally in 1999. The year's most critically acclaimed video game was the Dreamcast title ''Soulcalibur'', which remains among the highest-rated games of all time on Metacritic. The best-selling home video game worldwide was the Game Boy title '' Pokémon Red/Green/Blue/Yellow'' for the second year in a row, while the year's highest-grossing arcade game in Japan was Se ...
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Hasbro Interactive
Hasbro Interactive was an American video game developer, video game production and video game publisher, publishing subsidiary of Hasbro, the large game and toy company. Several of its studios were closed in early 2001 and most of its properties were sold to Infogrames (now Atari SA) which completed its studio's closures at the end of 2001. History Hasbro Interactive was formed late in 1995 in order to compete in the video game arena. Several Hasbro properties, such as Monopoly (game), Monopoly and Scrabble, had already been made into successful video games by licensees such as Virgin Interactive. With Hasbro's game experience, video games seemed like a natural extension of the company and a good opportunity for revenue growth. Hasbro Interactive's objective was to develop and publish games based on Hasbro properties. In January 1997, the company announced they would publish games for the PlayStation (console), PlayStation. Strong growth (1997–1999) In 1997, revenues inc ...
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The Learning Company
The Learning Company (TLC) was an educational software company founded in 1980 in Palo Alto, California and headquartered in Fremont, California. The company produced a grade-based line of learning software, edutainment games, and productivity tools. Its titles included the flagship series ''Reader Rabbit'', for preschoolers through second graders, and ''The ClueFinders'', for more advanced students. The company was also known for publishing licensed educational titles featuring characters such as Arthur Read, Arthur, Scooby-Doo (character), Scooby-Doo, Zoboomafoo, and Caillou. In 1995, the company was acquired by The Learning Company (formerly SoftKey), SoftKey in a hostile takeover bid, at which point SoftKey assumed the Learning Company name and brand. History The Learning Company was founded in 1980 by Ann McCormick; Leslie Grimm; Teri Perl; and Warren Robinett, a former Atari employee who had programmed the popular game ''Adventure (1979 video game), Adventure''. They s ...
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MECC
The Minnesota Educational Computing Consortium (later Corporation), most commonly known as MECC, was an organization founded in 1971 best known for developing the edutainment video game series '' The Oregon Trail'' and its spinoffs. The goal of the organization was to coordinate and provide computer services to schools in the state of Minnesota; however, its software eventually became popular in schools around the world.and Canada. MECC had its headquarters in the Brookdale Corporate Center in Brooklyn Center, Minnesota. It was acquired by SoftKey in 1995 and was shut down in 1999. History Origins During the 1960s, Minnesota was a center of computer technology, what '' City Pages'' would describe 50 years later as a "Midwestern Silicon Valley". IBM, Honeywell, Control Data and other companies had facilities in the state. In 1963, their presence inspired a group of teachers at the University of Minnesota College of Education's laboratory school to introduce computers into ...
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The Oregon Trail 3rd Edition
''The Oregon Trail 3rd Edition'' (full title: ''The Oregon Trail 3rd Edition: Pioneer Adventures'') is the second sequel to the 1985 edutainment video game '' The Oregon Trail'' after ''Oregon Trail II''. It was developed by MECC and released in 1997. Gameplay Like all other games in the ''Trail'' series, ''The Oregon Trail 3rd Edition'' requires careful resource management in order to successfully complete the perilous journey across America via the Oregon trail to the Western frontier. The game included a guide book with helpful hints in case the player got stuck. Reception Game Industry News wrote: "I do find this game to be an excellent learning experience for players. It is marketed for people ages ten to adult, and even if you are an adult this game offers enough of a challenge coupled with entertainment to keep your interest". The Hour wrote: "This is an excellent role playing game for children ages 10 up to adults". Elizabeth Weal of the MacHome Journal said that "this u ...
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Purple Moon
Purple Moon was an American developer of girls' video games based in Mountain View, California. Its games were targeted at girls between the ages of 8 and 14. The company was founded by Brenda Laurel and others, and supported by Interval Research. They debuted their first two games, ''Rockett's New School'' and ''Secret Paths in the Forest'', in 1997. Both games were more or less visual novels and encouraged values like friendship and decision making. Purple Moon's games were part of a larger girl games movement in the 1990s, initiated largely by the surprise success of Mattel's 1996 CD-ROM game '' Barbie Fashion Designer''. Laurel based her game design on four years of interview research she had done at Interval. An associated website, purple-moon.com, featured characters from the games and allowed users to trade virtual items. Some items arose from brand partnerships with companies such as Bonne Bell and SeaWorld. Children were required to have parental consent (email or verb ...
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Secret Paths (video Game)
''Secret Paths in the Forest'' is a video game developed by Purple Moon. The game was designed to be episodic, and spawned sequels entitled "''Secret Paths to Your Dreams''" and "''Secret Paths to the Sea''”, which were released under Mattel after its 1999 acquisition of Purple Moon. Plot and gameplay The game sees characters return from '' Rockett's New School'', where in a treehouse they reveal their deepest fears and thoughts. An example is Vietnamese-American child Minh, who is unhappy at the discordance in her parents' cultures. ''Secret Paths to Your Dreams'' acts as diary software akin to '' Rockett's Adventure Maker''. Production The game was designed as a result of years of market testing the way boys and girls respond to games differently, something which was heavily discussed at the time in video gaming literature. A 30-second TV spot for ''Secret Paths in the Forest'' played on network and cable stations in New York and Chicago in late 1997. In 1998, Purple Moon hel ...
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GT Interactive
GT, Gt or G-T may refer to: Arts and entertainment Games * GT Interactive, an American video game developer * GameTrailers, a video game website * '' Golden Tee Golf'', golf video game * ''Gran Turismo'' (series), a series of racing video games Music * ''Gran Turismo'' (album), a 1998 album by the Cardigans * Gyllene Tider, a Swedish pop group * Groove Terminator, Australian electronic music artist Other media * ''Dragon Ball GT'', an anime television series * ''GameTrailers TV with Geoff Keighley'', a television series * ''Gay Times'', a UK culture magazine for gay males, known also as ''GT'' * ''Gran Torino'' (film), a 2008 drama starring Clint Eastwood * ''The Grand Tour'' (TV series), a series shown on Amazon Prime Cars * Grand tourer (Italian: ''gran turismo''), usually a high-performance luxury automobile designed for long-distance driving Car models Production models * Alfa Romeo GT, a 2003–2010 Italian sports car * Bentley Continental GT, a 2003–present British ...
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Humongous Entertainment
Humongous Entertainment, Inc. was an American video game developer based in Bothell, Washington. Founded in 1992, the company is best known for developing multiple edutainment franchises, most prominently ''Putt-Putt (series), Putt-Putt'', ''Freddi Fish'', ''Pajama Sam'' and ''Spy Fox'', which, combined, sold over 15 million copies and earned more than 400 awards of excellence. Humongous Entertainment was acquired by GT Interactive (later renamed Infogrames, Inc., then Atari, Inc.) in July 1996. By October 2000, sales of Humongous games had surpassed 16 million copies. GT sold Humongous to its parent company, Infogrames (later renamed Atari SA), in August 2005, as a result of which the company was shut down a few months after. Infogrames transitioned the label to a new company, Humongous, Inc., which continued publishing games under the Humongous label until 2013, when it faced bankruptcy. As part of the bankruptcy agreement of the Atari SA subsidiary Atari, Inc., Humongous, Inc. ...
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