The Games Market

Total Page:16

File Type:pdf, Size:1020Kb

The Games Market THE GAMES MARKET ® The Largest Print Influencer of Men 18-34 in the United States Over 7.5 Million Subscribers – 30 Million Total Reach ® THE GAMES MARKET Video games are the future. From education and business, to art and entertainment, our Computer & Video Game Total Consumer Spend On industry brings together the most U.S. Sales 2010-2016 Games Industry 2016 (in Billions) (in Billions) innovative” and creative minds to create the most engaging, 2010 2016 immersive and breathtaking experiences we’ve ever $17.5 $24.5 $30.4 seen. The brilliant developers, Source: Entertainment Software Association 2017 Report designers and creators behind our games have and will continue to push the envelope, 54% driving unprecedented leaps in of the most PROJECTED ANNUAL GROWTH RATE technology impacting everyday frequent gamers (CAGR) 2013-2018 life for years to come. feel that video games provide Michael D. Gallagher Video Games more value for President and CEO Entertainment Software Association their money than : ” Filmed Entertainment DVDs TV Subscriptions Music Music 0 1 2 3 4 5 6 of U.S. households are home to at least one Source: PricewaterhouseCoopers 2013-2018 Global Entertainment and Media Outlook Going to the movies person who plays video games regularly 65% (3 hours or more per wk.) ® OUR DEMOGRAPHIC Gfk MRI Custom Magazine Reader Study May 2018 72% MALE MEDIAN AGE 35 Active Lifestyles Beyond The Games The Game Informer audience is an active and T12-17 4% involved, heavy consumer. A18-24 16.7% • Game Informer readers are active, career A18-34 51.3% professionals who are homeowners, car owners, and enjoy above-average 44.7% A35+ incomes to support their lifestyle. A21+ 93.7% • Our readers are frequent consumers purchasing electronics, sporting goods, clothes, furnishings, insurance and more. MEDIAN HH INCOME $67,700 • Our readers want to be entertained. ATTENDED/GRADUATED COLLEGE 75.1% They dine out, go to movies, and travel regularly. HIGH SCHOOL GRAD+ 97.1% • Our readers have a passion for MARRIED 45.1% video games. MARRIED + PARTNERED 52.1% • Game Informer is their #1 source to fuel SINGLE/NEVER MARRIED 38.8% that passion. EMPLOYED 81.6% EMPLOYED FULL TIME 67.1% ® CIRCULATION 2017 AAM TOP 25 Dec 2017 Over the course of 27 years, the brand power of Game Informer Total Paid & Verified Rank Publication Name Circulation evolved beyond “The Final Word on Computer & Video 1 AARP The Magazine 23,802,452 Games” and into: "The World’s #1 Computer & Video 2 AARP Bulletin 23,337,836 3 Better Homes and Gardens 7,636,682 Game Magazine” 4 7,585,296 5 AAA Living 4,865,752 6 Good Housekeeping 4,315,905 7 Family Circle 4,046,352 8 People 3,411,860 9 Woman's Day 3,254,234 7,585296 10 National Geographic 3,066,534 subscribers 11 Cosmopolitan 3,046,767 12 Time 3,021,628 13 Reader's Digest 3,017,182 14 Southern Living 2,819,917 1 in 43 Sports Illustrated 2,727,260 people in the .S. 15 subscribe to 16 Taste of Home 2,542,948 Game Informer 17 Shape 2,528,730 18 O, The Oprah Magazine 2,299,008 19 Glamour 2,289,545 20 Redbook 2,226,463 21 Parents 2,208,845 22 Family Fun Magazine 2,140,391 23 ESPN The Magazine 2,131,108 24 Martha Stewart Living 2,062,321 25 Seventeen 2,097,782 ® A WINNING MODEL ame Informer's approach G is direct and has been for over 27 years: Sell subscriptions face-to-face in an environment where active video game players are most likely to be found... GameStop is the world's largest specialty in video game stores. games retailer with nearly 4,000 stores in the U.S. alone. Our unique and exclusive relationship with GameStop creates the most powerful symbiosis in the games TRUST INFLUENCE SALE market. More power to the players, indeed! almost 7 ( that’s people! 92% million of readers said they trust GI reiews. At GameStop, selling Game Informer subscriptions is like selling candy in a candy store. Knowing that my customers are into games,” I lead them to the best magazine on the shelf, in the same way that I lead them to the best games on the shelf. I just let MM 6.9 MM 5.6( ( my customers know what I believe: Game 91% 74% Informer magazine is the most entertaining of readers hae of readers agree games magazine and hands-down the best made a purchase that GI influences after seeing or their purchases. resource you’ll ever find. reading about a product in GI. Sean Allen GameStop Store Manager ® ” CONSUMER ADVERTISING PARTNERS ® THEINDEPENDENT GAMES MARKET SUBSCRIBER STUDY Affinity 26 years ago we set out to create a magazine that gamers would love for 2.7hrs the contest as well as earn their trust. Mean time spent reading each issue 4+ hours 21% 91% 3-4 hours 16% 2-3 hours 18% are very satisfied with 1-2 hours 27% Game Informer and 30-60 minutes 14% enjoy reading the magazine each month 0-30 minutes 4% Not at all 0% 97% Why did you initially subscribe to GI? agree that 65% for magazine & the discount Game Informer provides better, more reliable Reading Habits 29% for the discount only buying information than 6% it was a gift any games magazine Game Informer readers love our content. Our pages are read, re-read, collected, and passed along to friends. Do you plan to renew your subscription? 23% Read about 3/4 67% Yes 80% 31% Not sure 2% No agree Game Informer is the mist entertaining 45% games magazie they 18% 86% Read Read all or almost all What other video game publications do currently read Read about 1/2 1/2 or you read regularly? More of (at least three out of four issues) 8% Each Issue Read about 1/4 15% Official Xbox Magazine 77% save their copies of Game Informer for future reference 6% Skim Only ® THEINDEPENDENT GAMES MARKET SUBSCRIBER STUDY Game Informer Readers Game Informer Readers Game Informer Readers PURCHASING SOURCES CURRENTLY OWN PLANS TO PURCHASE for computer/video game systems, for computer/video game systems, (in the next 12 months) including handhelds, as well as games including handhelds, as well as games XBox One 33% 2,503,148 GameStop 96% 6,798,472 PS4 67% 5,082,148 PlayStation 4 38% 2,882,412 Best Buy 47% 3,565,089 Windows PC 60% 4,551,177 Xbox One 51% 3,868,501 Wal-Mart 46% 3,489,236 Xbox 360 45% 3,413,383 Amazon.com 29% 2,199,736 PS3 45% 3,413,383 Target 30% 2,275,588 Nintendo 3DS 41% 3,109,971 GameStop.com 19% 1,441,206 Wii U 28% 2,123,883 eBay/Half.com 12% 910,236 PlayStation handhelds (PSP, PS Vita) 25% 1,896,324 Nintendo Switch 20% 1,517,059 Apple Mac 14% 1,061,941 FREQUENCY SHOPPING MOST IMPORTANT SOURCE NEW GAME PURCHASE HABITS FOR GAMES to decide which computer/video game system or game to purchase Pre-order ............................ 49% Every day ............................ 9% Purchase with the first week............ 16% Personal experience/preference . 92% 2 – 3 days per week . 14% Purchase within the first month . 17% Friends/word of mouth . 72% 4 – 6 days per week . 8% Wait more than a month to purchase ... 16% Magazines .......................... 61% Once a week ........................ 24% Does not apply . 2% Websites ............................ 56% Once every 2 weeks .................. 21% TV ads . 24% Once a month ....................... 13% Once every 2 or 3 months .............. 6% Less than once every 2 or 3 months...... 3% ® ADVERTISING RATES 2018 Rate Card #28 3.5 Million Rate Base Guarantee 4-Color 1X 3X 6X 12X 24X 36X 48X 60X Full Page $249,456 $242,000 $234,655 $227,707 $218,589 $212,042 $205,675 $199,477 1/2 Page $149,666 $145,188 $140,831 $136,641 $131,151 $127,222 $123,381 $119,653 1/3 Page $114,746 $111,298 $107,941 $104,730 $100,564 $97,533 $94,601 $91,750 B & W Full Page $224,494 $217,791 $187,799 $182,140 $174,853 $169,621 $164,501 $159,592 1/2 Page $134,699 $130,667 $112,680 $109,288 $104,910 $101,777 $98,701 $95,758 1/3 Page $103,259 $100,183 $86,394 $83,777 $80,421 $78,017 $75,660 $73,414 PREMIUM POSITIONS C2 / P1 Earned Rate + 25% C3 RHP Earned Rate + 15% 1-1/2 Masthead Spread Earned Rate + 15% First Form Earned Rate + 15% Guaranteed Position Earned Rate + 10% Game Informer Contacts Damon Watson Advertising Sales Director tel: 310.450.3260 [email protected] Amy Arnold Janey Stringer Senior Ad Sales Associate/East Coast Advertising Manager tel: 518.982.1141 tel: 612.486.6104 [email protected] [email protected] No additional charge for bleeds. Circulation verified by AAM. Positioning of advertisements is at the discretion of the publisher unless otherwise specified and acknowledged by the publisher in writing. Advertisements are subject to acceptance by publisher. The publisher reserves the right to refuse, alter or cancel any advertising for any reason at any time. Publisher shall not be liable for any failure to print, publish or circulate all or any portion of any issue if such failure is due to acts of God, strikes, accidents, legal action or other circumstances beyond the publisher’s control. Commissions: 15% commissions to recognized agencies. ® CLOSING DATES & TECHNICAL SPECS 2018 2018 ISSUE CLOSING DATES MECHANICAL REQUIREMENTS Insertion Insertion Material On Sale Ad Size Bleed Trim Non-Bleed Cover Date Due Date Due Date 2-Page Spread 161/4” x 103/4” 16” x 101/2” 151/2” x 10” January 10/20/17 11/17/17 12/15/17 February 11/03/17 12/15/17 01/12/18 Full Page 81/4” x 103/4” 8” x 101/2” 71/2” x 10” March 12/08/17 01/19/18 02/16/18 1/2 Page Vertical 45/8” x 103/4” 41/2” x101/2” 31/2” x 10” April 01/05/18 02/16/18 03/16/18 1/2 Page Horizontal (bottom) 81/4” x 5 1/2” 8” x 51/4” 71/2” x 5 ” May 02/02/18 03/16/18 04/13/18 1/3 Page Vertical 211/12” x 103/4” 22/3” x 101/2” 25/32” x 10” June 03/02/18 04/20/18 05/18/18 81/4” x 3 3/4” 8" x 31/2” 71/2” x 3” July 04/06/18 05/18/18 06/15/18 1/3 Page Horizontal (bottom) August 05/04/18 06/15/18 07/13/18 Live Matter: Keep live matter 1/4” from trimmed sides.
Recommended publications
  • Console Games in the Age of Convergence
    Console Games in the Age of Convergence Mark Finn Swinburne University of Technology John Street, Melbourne, Victoria, 3122 Australia +61 3 9214 5254 mfi [email protected] Abstract In this paper, I discuss the development of the games console as a converged form, focusing on the industrial and technical dimensions of convergence. Starting with the decline of hybrid devices like the Commodore 64, the paper traces the way in which notions of convergence and divergence have infl uenced the console gaming market. Special attention is given to the convergence strategies employed by key players such as Sega, Nintendo, Sony and Microsoft, and the success or failure of these strategies is evaluated. Keywords Convergence, Games histories, Nintendo, Sega, Sony, Microsoft INTRODUCTION Although largely ignored by the academic community for most of their existence, recent years have seen video games attain at least some degree of legitimacy as an object of scholarly inquiry. Much of this work has focused on what could be called the textual dimension of the game form, with works such as Finn [17], Ryan [42], and Juul [23] investigating aspects such as narrative and character construction in game texts. Another large body of work focuses on the cultural dimension of games, with issues such as gender representation and the always-controversial theme of violence being of central importance here. Examples of this approach include Jenkins [22], Cassell and Jenkins [10] and Schleiner [43]. 45 Proceedings of Computer Games and Digital Cultures Conference, ed. Frans Mäyrä. Tampere: Tampere University Press, 2002. Copyright: authors and Tampere University Press. Little attention, however, has been given to the industrial dimension of the games phenomenon.
    [Show full text]
  • Sega Genesis Game Manual Scans
    1 / 5 Sega Genesis Game Manual Scans Results 1 - 48 of 784 — Sonic The Hedgehog 2 Sega Game Gear Instruction Booklet Sega Gg ... All original never Road Rash - Sega Genesis - Manual only. $15.. High Quality Game Manual Scans - RetroGaming with Racketboy Rated 5 out of 5 by Miitopia God from A sega genesis mini console done right. Finally we get a .... Jul 21, 2020 — Below you will find a basic synopsis of the game along with some brief tips ... one of the game's creators, various packaging and manual scans, an OST ... you'll see the logo of Sub Terrania, a Sega Genesis/Megadrive game .... (Non Video Game Discussion Area) Keep it clean, but other than that, anything goes. ... This is a scan of the manual for South Park Rally for the Nintendo 64. ... NintendoAge e Fido Dido (partially found unreleased SNES/Sega Genesis .. Sega Genesis Game Manual Scans method easier recitation concept could fix into would an effectively anyone ? Sega Genesis Game. Manual Scans review is .... Download Musha Genesis Manual Scans - pdb. All game manuals - Sega Genesis - Games Database.. Apr 29, 2016 — ... PDFs of the manuals included with each game, and it'd be especially ... the Sega collection on PS2 have scans of all the boxes and manuals. ... sure if the original version does this), but when you scan nes roms, then snes roms, ... Snes Classic Mod Instructions: Download the following files below: Hakchi web ... January 8, 2020 Uncensored Games - European Megadrive Mini . ... right click menu to game artwork with paste [ALL] Allow right drag/drop onto game ... Download this most popular ebook and read the Sega Genesis Game Manual Scans ebook.
    [Show full text]
  • Playgrounds for the Digital Age: Super Mario 64 and the Emerging Identity of Videogames As an Immersive Medium
    Playgrounds for the Digital Age: Super Mario 64 and the Emerging Identity of Videogames as an Immersive Medium Douglas Wilson 3-18-03 STS 145 Playgrounds for the Digital Age: Super Mario 64 and the Emerging Identity of Videogames as an Immersive Medium1 “I think great video games are like favorite playgrounds, places you become attached to and go back to again and again. Wouldn’t it be great to have a whole drawer full of ‘playgrounds’ right at your finger tips?” - Shigeru Miyamoto, Creator of Mario, 19912 Back in 1991, Shigeru Miyamoto’s proclaimed view of videogames as playgrounds probably struck most gamers – and even many game designers – as odd. Indeed, even the most popular titles of the time, such as Super Mario Brothers 3 and The Legend of Zelda were somewhat shallow in both their depth of interaction and richness of experience. Games of the time were largely physical and mental contests against the computer, against time, against the other player. But as gamers and designers have since learned, it is seldom prudent to ignore Miyamoto, the father of such blockbuster dynasties such as Super Mario Brothers, Zelda, Donkey Kong, Star Fox, and Super Mario Kart. And surely enough, Miyamoto’s vision has not only become reality, but a new paradigm in videogame design. Anyone who has played such modern megahits as Tomb Raider, Zelda 64: The Ocarina of Time, and Grand Theft Auto 3 can finally appreciate the idea of videogames as “playgrounds.” Namely, videogame worlds are increasingly fun to simply explore, interact with, and exist within.
    [Show full text]
  • Emerging Leaders 2011 Team G Selection & Purchasing
    Emerging Leaders 2011 Team G Selection & Purchasing Selection When selecting video games for a library collection, consider the following criteria: • Type of collection (e.g. circulating vs. non-circulating or programming collection). • Audience for collection (Is the collection for entertainment purposes or academic study? Will games be collected for children, teens, adults, or a combination of these?). • Curriculum support. • Game ratings. The Entertainment Software Rating Board (ESRB) gives each game a rating based on age appropriateness. Ratings include EC (Early Childhood), E (Everyone), E10+ (Everyone Ten and Older), T (Teen), and M (Mature). More information can be found on the ESRB website:http://www.esrb.org. • Game platforms. Games are available on many different platforms (e.g. Wii, PlayStation, etc.). Librarians will need to consider patron needs and budget constraints when considering which platform(s) to purchase for. As newer platforms are developed, consider whether to collect for these new platforms and whether it is necessary to keep games that are playable on older platforms. Conversely, platforms affect collection weeding; the Collection Maintenance section provides further details. • Collection of gaming items in addition to actual games (e.g. game consoles and accessories, game guides, gaming periodicals, and texts on the subject of games and gaming). • Reviews and recommendations for which games to purchase. • Qualities that make a game culturally significant. (See What Makes a Good Game.) The following resources
    [Show full text]
  • Game Informer Magazine Celebrates 300Th Issue
    Source : GameStop Corporation 07 mars 2018 08h00 HE Game Informer magazine celebrates 300th issue World’s leading video game publication has evolved over 27 years, along with its readers MINNEAPOLIS, March 07, 2018 (GLOBE NEWSWIRE) -- Game Informer, the world’s leading multi-platform video game publication, will release its 300th issue with its April 2018 edition. Distribution of the print edition will begin March 9; digital subscribers received their issue on March 3. The April edition will feature five collectible covers and the Top 300 Games of All Time list. The 27-year-old magazine is also celebrating continued circulation success, with an average circulation of more than 7.5 million monthly paid subscribers and its position as fourth-largest consumer magazine in the U.S., according to the Alliance for Audited Media. “Not only does our continued success show that magazines are still relevant today but also that they can connect with an audience that is very influential and digitally connected,” said Cathy Preston, publisher. As Game Informer’s readers have matured, so has the magazine’s content. “The average age of our reader has been steadily increasing – a recent survey of our readers showed that 91 percent are 21 or older,” said Rob Borm, associate publisher. “We’ve evolved our advertising mix to align with that older reader. Advertisers of lifestyle brands that cater to adults are drawn to our audience: primarily males who are career professionals and have interests that go far beyond gaming.” Guided by a talented team of gaming journalists, Game Informer continues to thrive as the authoritative source of video game industry news, both in print and through its digital channels.
    [Show full text]
  • Ubisoft Game Informer Awards
    GAME INFORMER MAGAZINE RECOGNIZES UBISOFT AS A TOP VIDEO GAME DEVELOPER AND PUBLISHER IN 2006 Ubisoft No. 2 Publisher and Ubisoft’s Montreal Studio No. 4 Developer in the world Paris, FRANCE – December 21, 2006 – Today Ubisoft, one of the world’s largest video game publishers, is honored to announce that Game Informer Magazine ranked Ubisoft as No. 2 video game publisher and Ubisoft’s Montreal Studio as No. 4 developer in their Top 10 Developer and Publisher rankings for 2006. According to Game Informer, “Nearly everything Montreal touches turns to gold.” With more than two million subscribers, Game Informer is the industry’s largest video game publication. Game Informer’s Top 10 Developer and Publisher awards appear in the January 2007 issue of Game Developer Magazine. “Ubisoft’s dedication to innovation and creativity has been at the core of our production values since the beginning,” said Christine Burgess-Quemard, executive director, worldwide studios of Ubisoft. “To be recognized by Game Informer is a testament that our winning strategy of internal development is acclaimed in the industry.” About Ubisoft Ubisoft is a leading producer, publisher and distributor of interactive entertainment products worldwide and has grown considerably through its strong and diversified lineup of products and partnerships. Ubisoft has offices in 22 countries and sales in more than 50 countries around the globe. It is committed to delivering high-quality, cutting-edge video game titles to consumers. Ubisoft generated revenue of 547 million Euros for the 2005-2006 fiscal year. To learn more, please visit www.ubisoftgroup.com < http://www.ubisoftgroup.com > .
    [Show full text]
  • Titanfall 2 Is Now Available Worldwide
    October 28, 2016 Titanfall 2 is Now Available Worldwide Respawn Entertainment Delivers Critically Acclaimed Action-Packed Single Player, Backed by Fast, Fluid Multiplayer in an Experience that is Unmatched LOS ANGELES--(BUSINESS WIRE)-- Respawn Entertainment and Electronic Arts Inc. (NASDAQ:EA) today announced that the highly anticipated Titanfall® 2 is now available in stores worldwide on Xbox One, the all-in-one games and entertainment system from Microsoft, Origin™ for PC, and for the first time in the franchise, the PlayStation®4 computer entertainment system. Winner of the Official Game Critics' Award for Best Online Multiplayer at the Electronic Entertainment Expo (E3) in June, Titanfall 2 builds on the signature Pilot and Titan combat the series is known for and provides a deeper, more robust experience that once again delivers innovative, unique, and exciting gameplay. Titanfall 2 is receiving universal praise from critics around the world, with Giant Bomb giving it a perfect 5 out of 5, calling it "fantastic", while Game Informer stated Titanfall 2 is a "must play", on their way to scoring it a 9.5 out of 10. This Smart News Release features multimedia. View the full release here: http://www.businesswire.com/news/home/20161028005199/en/ "With Titanfall 2, we built on the dynamic Pilot and Titan gameplay established with the first Titanfall to deliver an experience that is deeper, more refined, yet still as fun as ever," said Vince Zampella, CEO of Respawn Entertainment. "In single player, we've crafted something that is unlike any other campaign out there, and in multiplayer, we once again deliver gameplay that feels, plays, and looks great." Featuring the first single player campaign in the series' history, Titanfall 2 delivers a carefully crafted action-adventure experience that provides a vibrant mix of exciting, innovative gameplay that brings fresh ideas and mechanics to the shooter Titanfall 2 is Now Available Worldwide (Graphic: Business Wire) genre.
    [Show full text]
  • Session Title
    Evoking Emotions and Achieving Success by Breaking All the Rules Thomas Grip Project Manager, Frictional Games ”I think it is safe to say that Amnesia is the most successfully frightening game to have been made.” - Rock Paper Shotgun ”If Resident Evil is Aliens, Amnesia is Alien. ” - Game Informer by vegetarianlyfe @ tumbler by casualdome @ reddit by beffjaxter @ reddit PART 1: THREE DESIGN DECISIONS #1: No Weapons #2: No Death #3: No Competitive Mechanics 1: No Weapons 2: No Death 3: No Competive Mechanics PART 2: THREE GENERAL PRINCIPLES No Combat? No Combat? Reason 1: The Myth of Multitaskning VS No Combat? Reason 2: Right tools for the job No Combat? Reason 3: Information Density “Walking the streets, I heard near hours of conversation, insults, and quips from the civilians walking the streets that I’d never heard. Things I certainly would have missed careening down streets and top speed and shooting back at cops in pursuit behind me.” “I saw billboards I never knew existed, buildings I had no idea I could enter. I watched a man on a bench flip through the fully rendered pages of an actual book, a store owner meticulously clean a sidewalk, and watched a police officer place someone in the back of his cruiser after an elaborate foot pursuit. ” “Rather than par-for-the-course, every infraction, no matter how slight, becomes a thrilling crescendo moment. This made the missions themselves nerve- wracking experiences.” No Trial-and-Error? No Trial-and-Error? Reason 1: Hard-to-watch Moments No Trial-and-Error? Reason 2: Keeps Machinery Opaque No Trial-and-Error? Reason 3: Flow No competitive mechanics? THANKS FOR LISTENING!.
    [Show full text]
  • The Gamergate Controversy and Journalistic Paradigm Maintenance
    Archived version from NCDOCKS Institutional Repository http://libres.uncg.edu/ir/asu/ The GamerGate Controversy And Journalistic Paradigm Maintenance By: Gregory Perreault and Tim Vos Abstract GamerGate is a viral campaign that became an occasion, particularly from August 2014 to January 2015, to both question journalistic ethics and badger women involved in game development and gaming criticism. Gaming journalists thus found themselves managing a debate on two fronts: defending the probity of gaming journalism and remediating attacks on women. This study explores how gaming journalists undertook paradigm maintenance in the midst of the controversy. This was analyzed through interviews with gaming journalists as well as a discourse analysis of the texts responding to GamerGate that were produced by their publications. Although gaming journalists operate within a form of lifestyle journalism, the journalists repaired their paradigm by linking their work to traditional journalism and emphasizing a paternal role. Perreault GP, Vos TP. The GamerGate controversy and journalistic paradigm maintenance. Journalism. 2018;19(4):553-569. doi:10.1177/1464884916670932. Publisher version of record available at: https://journals.sagepub.com/doi/full/10.1177/1464884916670932 The GamerGate controversy and journalistic paradigm maintenance Gregory P Perreault Appalachian State University, USA Tim P Vos University of Missouri, USA Abstract GamerGate is a viral campaign that became an occasion, particularly from August 2014 to January 2015, to both question journalistic ethics and badger women involved in game development and gaming criticism. Gaming journalists thus found themselves managing a debate on two fronts: defending the probity of gaming journalism and remediating attacks on women. This study explores how gaming journalists undertook paradigm maintenance in the midst of the controversy.
    [Show full text]
  • Can We Save Video Game Journalism? Can Grass Roots Media Contribute with a More Critical Perspective to Contemporary Video Game Coverage?
    Fall 08 Can We Save Video Game Journalism? Can grass roots media contribute with a more critical perspective to contemporary video game coverage? Author: Alejandro Soler Supervisor: Patrick Prax MASTERS THESIS: TWO YEARS MASTERS THESIS | DEPARTMENT OF INFORMATICS AND MEDIA | MEDIA & COMMUNICATION STUDIES UPPSALA UNIVERSITY | SPRING 2014 Abstract Video game journalism has been accused for lack in journalistic legitimacy for decades. The historical relation between video game journalists and video game publishers has always been problematic from an objective point of view, as publishers have the power to govern and dictate journalistic coverage by withdrawing financial funding and review material. This has consequently lead to lack in journalistic legitimacy when it comes to video game coverage. However, as the grass roots media movement gained popularity and attention in the mid 2000s, a new more direct and personal way of coverage became evident. Nowadays, grass roots media producers operate within the same field of practice as traditional journalists and the difference between entertainment and journalism has become harder than ever to distinguish. The aim of this master thesis is to discover if grass roots media is more critical than traditional video game journalism regarding industry coverage. The study combines Communication Power theory, Web 2.0 and Convergence Culture, as well as Alternative Media and Participatory Journalistic theory, to create an interdisciplinary theoretical framework. The theoretical framework also guides our choice in methodology as a grounded theory study, where the aim of analysis is to present or discover a new theory or present propositions grounded in our analysis. To reach this methodological goal, 10 different grass roots media producers were interviewed at 6 different occasions.
    [Show full text]
  • Download Preprint
    BEYOND INDIVIDUAL BEHAVIORS Individual behaviors and beyond: Toward a multidimensional view of gamer identity Crystal N. Steltenpohl, University of Southern Indiana Jordan Reed, DePaul University Christopher B. Keys, DePaul University 1 BEYOND INDIVIDUAL BEHAVIORS Abstract Aims. “Gamers” have historically been described via consumption habits and other unidimensional definitions such as genres played. Increasingly, researchers understand social identity as situated within multidimensional contexts, including community members’ interactions with other members and society at large. Methods and results. Our qualitative study involving 434 fighting game community members suggests this expanded, more multidimensional view of social identity is a more accurate reflection of how people who play games view their identities. Our findings focused on four themes of gamer identity: (1) behaviors, (2) player motivations, (3) centrality, and (4) negative perceptions. Conclusion. Our research complements more recent research on gamer identity incorporating individual-level gaming habits or preferences and group-level identities emerging from out-of- game and/or in-game worlds. In this way, we consider the influence of multiple contexts on individual identity. Understanding the influence of various social contexts can provide better insight into the multidimensional nature of gamer identity. Keywords: stereotypes, fighting game community, gamers, social identity, groups Highlights ● While gamer identity has historically been defined largely through game consumption, fighting game community members describe several individual- and community-level factors that influence the meaning of the term to them. ● Motivation to play games play a part in one’s understanding of the “gamer” identity, mirroring and expanding upon previous research examining why people play video games. ● Multiple contexts, both inside the game world and in interpersonal relationships with other players, were important in determining the meaning of the “gamer” identity.
    [Show full text]
  • Video Gaming Circuit
    Video Gaming Circuit First Last Works for email Phone City Jennifer Hall '@jennielynn35 N/A Orlando Larry Braz 1Life2Play N/A Cleveland Jason Belec 2ndOpinionPod N/A Webster Caleb Gayle 2ndOpinionPod N/A 1(936) 204-0191 Webster Jeremy Roughan 2ndOpinionPod N/A 1(508) 983-4317 Webster Joel Albert 2old2play N/A Chicago Derek Nolan 2old2play N/A Chicago Rod Wyman 2old2play N/A Chicago Sean Robinson 3GEM Studios N/A Guelph Dan Watson 411mania.com N/A 1(832) 654-6437 Woodridge Nick Henderson 4Player Network N/A Austin David Liao 4Player Network N/A Austin Paige Jagan 7 Kids and Us N/A Orlando Justin Kahn 9to5Toys N/A Eric Abbruzzese ABI Research Group N/A 1(516) 624-2500 Oyster Bay Steve Spohn AbleGamers N/A Harpers Ferry Dan Ackerman Ackerman, Dan N/A 1(646) 472-3986 New York Teddy Adafruit Industries Blog N/A New York Jack Allin Adventure Gamers N/A Pascal Tekaia Adventure Gamers N/A Curtis Sindrey Aesthetic Magazine N/A Toronto Adam Taylor Aesthetic Magazine N/A Toronto Daniel Carosella Affairesdegars.com N/A 1(438) 498-7974 Sherbrooke Jim Napier Agents of Geek N/A Anthony John Agnello Agnello, Anthony John N/A 1(215) 801-0766 Astoria Glen Oliver Ain't It Cool News N/A 1(512) 784-6876 Austin Jack Archer Airows.com N/A Costa Mesa Eric Chan Akshon Esports N/A Vancouver Adam Neylan Akshon Esports N/A Vancouver Andy Shin Akshon Esports N/A Vancouver Steven Lerner Albino Blacksheep N/A Jonathan Villaverde All Your Base Online N/A Winnipeg Amanda Blain Amanda Blain N/A Toronto David Yellope An 8 Bit Mind N/A Jamie Briggs Analog Addiction N/A Sam
    [Show full text]