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Women And Video Games
The relationship between women and video games has received extensive academic and media attention. Since the 1990s, female gamers have commonly been regarded as a minority. However, industry surveys have shown that over time, the gender ratio has become closer to equal. Beginning mainly in the 2010s, women have been found to make up around half of all gamers. The gender ratio differs significantly between game genres, and women are highly underrepresented in genres such as first-person shooters and Grand strategy wargame, grand strategy games. Sexism in video gaming, including sexual harassment, as well as Gender representation in video games, underrepresentation of women as characters in games, is an increasing topic of discussion in video game culture. Advocates for increasing the number of female gamers stress the problems attending disenfranchisement of women from one of the fastest-growing cultural realms as well as the largely untapped nature of the female gamer market. Ef ...
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Girls Playing Video Games In Japan
A girl is a young female human, usually a child or an adolescent. While the term ''girl'' has other meanings, including ''young woman'',Dictionary.com, "Girl"'' Retrieved January 2, 2008. ''daughter'' or ''girlfriend'' regardless of age, the first meaning is the most common one. The treatment and status of girls in any society is usually closely related to the status of women in that culture. In cultures where women have or had a low social position, girls may be unwanted by their parents, and society may invest less in girls. The difference in girls' and boys' upbringing ranges from slight to completely different. Mixing of the sexes may vary by age, and from totally mixed to total sex segregation. Etymology The English word ''girl'' first appeared during the Middle Ages between 1250 and 1300 CE and came from the Anglo-Saxon word ' (also spelled ' or '). The Anglo-Saxon word ' meaning ''dress'' or ''clothing item'' also seems to have been used as a metonym in some s ...
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Variety (magazine)
''Variety'' is an American trade magazine owned by Penske Media Corporation. It was founded by Sime Silverman in New York City in 1905 as a weekly newspaper reporting on theater and vaudeville. In 1933, ''Daily Variety'' was launched, based in Los Angeles, to cover the film industry, motion-picture industry. ''Variety'' website features entertainment news, reviews, box office results, plus a credits database, production charts and film calendar. History Founding ''Variety'' has been published since December 16, 1905, when it was launched by Sime Silverman as a weekly periodical covering theater and vaudeville, with its headquarters in New York City. Silverman had been fired by ''The Morning Telegraph'' in 1905 for panning an act which had taken out an advert for $50. He subsequently decided to start his own publication that, he said, would "not be influenced by advertising." With a loan of $1,500 from his father-in-law, he launched ''Variety'' as publisher and editor. In additi ...
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Online Game
An online game is a video game that is either partially or primarily played through the Internet or any other computer network available. Online games are ubiquitous on modern gaming platforms, including PCs, consoles and mobile devices, and span many genres, including first-person shooters, strategy games, and massively multiplayer online role-playing games (MMORPG). In 2019, revenue in the online games segment reached $16.9 billion, with $4.2 billion generated by China and $3.5 billion in the United States. Since the 2010s, a common trend among online games has been to operate them as games as a service, using monetization schemes such as loot boxes and battle passes as purchasable items atop freely-offered games. Unlike purchased retail games, online games have the problem of not being permanently playable, as they require special servers in order to function. The design of online games can range from simple text-based environments to the incorpor ...
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Console Gaming
A video game console is an electronic device that outputs a video signal or image to display a video game that can typically be played with a game controller. These may be home consoles, which are generally placed in a permanent location connected to a television or other display devices and controlled with a separate game controller, or handheld consoles, which include their own display unit and controller functions built into the unit and which can be played anywhere. Hybrid consoles combine elements of both home and handheld consoles. Video game consoles are a specialized form of home computer geared towards video game playing, designed with affordability and accessibility to the general public in mind, but lacking in raw computing power and customization. Simplicity is achieved in part through the use of game cartridges or other simplified methods of distribution, easing the effort of launching a game. However, this leads to ubiquitous proprietary formats that create compet ...
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E3 1997
E3 (short for Electronic Entertainment Expo) was an annual trade event for the video game industry organized and presented by the Entertainment Software Association (ESA). It was held principally in Los Angeles from 1995 to 2019, with its final iteration held virtually in 2021. The event hosted developers, publishers, hardware manufacturers, and other industry professionals who used the occasion to introduce and advertise upcoming games, hardware, and merchandise to the press. During its existence, E3 was the world's largest and most prestigious annual gaming expo. E3 included an exhibition floor for developers, publishers, and manufacturers to showcase their titles and products for sale in the upcoming year. Before and during the event, publishers and hardware manufacturers usually held press conferences to announce new games and products. Before 2017, E3 was an industry-only event; the ESA required individuals wishing to attend to verify a professional relationship with the ...
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PC Gaming
A personal computer game, or abbreviated PC game, also known as a computer game, is a video game played on a personal computer (PC). The term ''PC game'' has been popularly used since the 1990s referring specifically to games on "Wintel" (Microsoft Windows software/Intel hardware) which has dominated the computer industry since. Mainframe and minicomputer games are a precursor to personal computer games. Home computer games became popular following the video game crash of 1983. In the 1990s, PC games lost mass market traction to console games on the fifth generation such as the Sega Saturn, Nintendo 64 and PlayStation. They are enjoying a resurgence in popularity since the mid-2000s through digital distribution on online service providers. Personal computers as well as general computer software are considered synonymous with IBM PC compatible systems; while mobile devices – smartphones and tablets, such as those running on Android or iOS platforms – are also PC ...
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Interactive Digital Software Association
The Entertainment Software Association (ESA) is the trade association of the video game industry in the United States. It was formed in April 1994 as the Interactive Digital Software Association (IDSA) and renamed on July 21, 2003. It is based in Washington, D.C. Most of the top publishers in the gaming world (or their American subsidiaries) are members of the ESA. The ESA also organized the annual Electronic Entertainment Expo (E3) trade expo in Los Angeles, California. The ESA's policy is based by member companies serving on the ESA's three Working Groups: "Intellectual Property Working Group", "Public Policy Committee" and "Public Relations Working Group". History The concept of the IDSA/ESA arose from the controversies that the violence depicted in the video game ''Mortal Kombat'' drew. This led to a United States Congress hearing in late 1993, where the video game industry was put under scrutiny for the level of violence in games like ''Mortal Kombat'' and '' Night Trap ...
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Video Gaming
Video is an electronic medium for the recording, copying, playback, broadcasting, and display of moving visual media. Video was first developed for mechanical television systems, which were quickly replaced by cathode-ray tube (CRT) systems, which, in turn, were replaced by flat-panel displays of several types. Video systems vary in display resolution, aspect ratio, refresh rate, color capabilities, and other qualities. Analog and digital variants exist and can be carried on a variety of media, including radio broadcasts, magnetic tape, optical discs, computer files, and network streaming. Etymology The word ''video'' comes from the Latin verb ''video,'' meaning to see or ''videre''. And as a noun, "that which is displayed on a (television) screen," History Analog video Video developed from facsimile systems developed in the mid-19th century. Early mechanical video scanners, such as the Nipkow disk, were patented as early as 1884, however, it took several deca ...
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Video Game Journalism
Video game journalism (also called games journalism or video game criticism) is a specialized branch of journalism that covers various aspects of video games, including game reviews, industry news, and player culture, typically following a core "reveal–preview–review" cycle. Originating in the 1970s with print-based magazines and trade publications, video game journalism evolved alongside the video game industry itself, shifting from niche columns in general entertainment and computing magazines to dedicated publications. Major early contributors to the field included magazines like ''Electronic Games'' and ''Famitsu'', which set the stage for more comprehensive consumer-focused coverage. With the advent of the internet, video game journalism expanded to web-based outlets and video platforms, where independent online publications, blogs, YouTube channels, and eSports coverage gained significant influence. Throughout its history, video game journalism has grappled with ethica ...
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Nederlandse Vereniging Van Producenten En Importeurs Van Beeld- En Geluidsdragers
NVPI (Nederlandse Vereniging van Producenten en Importeurs van beeld- en geluidsdragers) () is the Dutch trade association of the entertainment industry. The NVPI represents most of the Dutch record companies, video distributors, and game-software distributors. History The NVPI is found in 1973 as a representative of the record-companies in the Netherlands. In 1983 video-film distributors were included in the association and in 1996 the producers of entertainment software. Every division has its own board. The three divisions form a federation. The NVPI represents both major and small independent producers. The (board) structure guarantees influence by every included company. The NVPI represents (looked at the total volume of trade) approximately 85% of the record companies, 80% of the video-film companies, and 50% of the entertainment software. NVPI is included with the international organization IFPI (International Federation of the Phonographic Industry), IVF (International ...
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Belgian Entertainment Association
The Belgian Recorded Music Association (BRMA), previously Belgian Entertainment Association (BEA) is the organisation that represents the interests of the music industry in Belgium. The BRMA is the local record industry association in Belgium of the International Federation of the Phonographic Industry (IFPI). History Its predecessor, the Belgian Entertainment Association (BEA), was founded in February 2008, as a merger of three organisations: IFPI Belgium, the local chapter of the International Federation of the Phonographic Industry (IFPI), which represented the music industry, the Belgian Video Federation, which represented the video industry, and the Belgian Luxembourg Interactive Software Association, which represented the video game industry. In 2022, the organisation changed its name from the BEA to the BRMA. Sales charts The publication of sales charts in Belgium is done through Ultratop, a non-profit organisation created by the BRMA. Due to the culture of Belgium, c ...
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Interactive Games & Entertainment Association
The Interactive Games and Entertainment Association (IGEA) is the industry association for computer and video games in Australia and New Zealand. The IGEA represents companies that are publishers, distributors and marketers of interactive entertainment products including video games and related hardware. The association's members include globally recognized companies, including Google, Microsoft, Sony and Nintendo. The IGEA also has smaller independent game developers as members. The IGEA represents its members and the video game industry on business and public policy issues such as copyright and intellectual property, media classification, government funding for local game development, games in education and cyber-safety. __TOC__ History The IGEA registered with the Australian Securities and Investments Commission in 2002 as the Interactive Entertainment Association of Australia (IEAA). One of the founding directors of the IEAA was Ron Curry who has been the CEO and principal ...
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