UBS House View, Investor's Guide

Total Page:16

File Type:pdf, Size:1020Kb

UBS House View, Investor's Guide September 2018 Chief Investment Office GWM Investment Research Ahead of the game Shifting Asia Content 03 Editorial 04 Asia video gaming by the numbers 06 Executive summary 07 Asia’s gaming leadership to expand 11 The heterogeneous nature of Asia gaming 14 Gaming stakeholders – The four major pillars 15 eSports: A paradigm shift for Asia’s gaming industry 18 The life of a professional gamer (2020–2080) 24 Augmented reality and virtual reality 26 How Asian gaming is at the cusp of major technological changes 30 What does gaming mean for Asian society 32 How investors can participate in Asia’s gaming industry Shifting Asia Editor Cover photo This report has been prepared Aaron Kreuscher gettyimages by UBS AG. Please see important disclaimer Design Contact and disclosures at the end of CIO Content Design ubs.com/cio the document. Illustrations Editor-in-Chief Rodrigo Jimenez Carl Berrisford Subscribe Project Management For more updates from the Chief Author Sita Chavali Investment Office, please sign-up at Sundeep Gantori www.ubs.com/cio-newsletter Editorial Dear reader, Specifically, we think the industry will benefit from a) a rising share of games A rapidly growing online population and expenditures in overall entertainment rising incomes have turned Asia into a spending, b) a rise in gamers from new breeding ground for new technologies. We markets like Southeast Asia and South Asia, have explored several areas in past Shifting increased penetration of female and older Asia publications of booming homegrown gamers and new platforms, c) increased innovation in the region, including artificial monetization per user, and d) expanding intelligence, insurance technology, cashless gaming ecosystems thanks to adoption of Min Lan Tan payments and biotechnology. The video new technologies like artificial intelligence. Head of game industry (referred to as “the gaming APAC Investment Office industry”), the focus of this edition, is Another exciting development is the grow- another such area where Asia has not only ing popularity of eSports, the professional taken over the reins from the developed competition of video games, and its influ- world but looks set to reshape the indus- ence on entertainment spending habits. try’s future. Asia is currently home to around half of the world’s 395m eSports fans, 60m of whom The video games of today are very different tuned in to watch the League of Legends from those we grew up with. Most of us World Championship in 2017. With Asia’s would remember the days of Pong and eSports sector gaining official recognition Atari, when 8-bit graphics had us glued to from events like the Asian Games, it’s likely our television screens. Now, people have left to continue growing quickly in the years to the living room and are gaming on the go come, leading to greater monetization with their mobile phones or through virtual opportunities for the games industry. reality headsets. Yet it’s not just games and platforms that have changed; top develop- The future of Asia’s video game landscape ers and games markets are now increasingly is exciting but not without risks and chal- residing in developing Asia. lenges. China’s recent regulatory delays in new game approvals show how govern- The games market is now a hundred- billion- ments are seeking to strike the right bal- dollar revenue industry, and its growth tra- ance between the need to regulate and a jectory continues to point sharply upwards – conducive environment for new entertain- especially in Asia, which has been growing ment forms to thrive. Still, we expect Asia’s by double digits over the past few years. games revenues to rise three folds between In fact, despite a late start, Asia will become 2017 and 2030 – an estimate which could the biggest market for games revenue prove conservative – and we believe invest- worldwide this year, with its growth out- ment opportunities abound in the years stripping even the explosive pace experi- to come. enced in the West over the recent decades. Looking ahead, we expect Asia’s video We hope you enjoy reading about this fun games revenues to grow from USD 61.1bn and exciting topic, and please reach out in 2017 to USD 200bn in 2030, an average with any questions or feedback. annual growth rate of 9.5%, with a third of the gains driven by user growth and the rest Game on! by increased monetization per user. Shifting Asia: Ahead of the game – September 2018 3 Asia video gaming by the numbers Asia Pacific’s ranking by region in the global gaming mar- ket, with the region significantly outgrowing the global market (mid-teen growth rate vs. high single digits). Asia’s gaming industry is set to record a notable achievement this year: revenues are on pace to top the rest of the world for # the first time, according to Newzoo. The strong growth in 1 recent years has been driven by mobile gaming, with sup- port from incremental growth drivers like eSports, VR/AR and the emergence of new technologies. It’s clear that APAC Asia’s ascent has only begun. The number of active gamers (those who play games at least once a month or billion spends at least one hour on average active gamers per week playing games) in Asia Pacific, >1.2 according to Newzoo and Razer. If the 1. region’s gamers were a country, they 2. would represent the third most populous 3. 4. nation in the world. China accounts for China 5. almost half of the 1.2bn. The amount Asia’s best eSports player is paid in USD millions annually to compete in professional gaming USD million leagues, according to Bloomberg. The 2.5 figure doesn’t include endorsements or prize money and shows the rising popularity of eSports, which may soon rival many traditional sports. Asia Pacific’s gaming share in percentage of regional media & entertainment spend. While the region’s entertainment spend as a percentage of GDP is below 13.8 % the global average, its spend on gaming as a share APAC’s gaming share of media & of total entertainment spend is above the global entertainment spend average (12.3%) at 13.8% (source: Frost & Sullivan, Razer, Bloomberg Intelligence). This highlights the strong gaming culture in the region. 4 Shifting Asia: Ahead of the game – September 2018 Asia video gaming by the numbers Asia Pacific’s share in percentage in the global gaming peripherals market, according to Newzoo and Razer. Despite accounting for more than 50% of global active % gamers and global gaming revenues, the region’s spend 25 on gaming peripherals significantly lags behind North APAC’s share in the global gaming peripherals market America and Europe. While the higher share of mobile gaming partly explains the lower peripheral spending, we still see peripherals as an incremental growth oppor- tunity within the region. The percentage of active mobile players in China who are female. In comparison, 41% of US mobile gamers are female, % and the ratio is lower in the rest of the 45 world. While Asian female gamers domi- Active female mobile gamers in China nate genres like casual and simulation games, their participation is increasingly rising in other genres. The average time spent in minutes by active gamers in China per day, based on a UBS Evidence Lab min survey. With the rising trend of 60 eSports, the user engagement Average time spent by with gaming titles should continue active gamers in China to gradually rise in the region. Our forecast for Asia’s gaming revenues, which we expect to grow more than three times from 2017–2030. We Average annual 9.5% growth rate conservatively expect the region’s revenues to grow from USD 61.1bn in 2017 (source: Newzoo) to USD 200bn in 2017 2030 2030, or an average annual growth rate of 9.5%. The esti- USD USD mate is also based on the assumption that gaming should constitute a high-teen percentage of the region’s entertain- 61 200 ment spend, which we think is reasonable given the billion billion increasing shift from traditional media spend to gaming. Shifting Asia: Ahead of the game – September 2018 5 Executive summary USD Video game revenues in Asia Pacific will exceed the rest of the world’s this 200bn year, cementing the region’s position as a global gaming leader. And this USD journey has only just begun – Asia’s gaming ascent is set to continue over the 61.1bn next decade, with gaming revenues growing from USD 61.1bn in 2017 to USD 200bn in 2030 (one-third driven by user growth, two-thirds by increased monetization per user), according to our forecasts. 2017 2030 While the recent regulatory suspension of new game approvals in China is a Asia’s gaming ascent is set to temporary setback, we don’t believe it will affect the region’s strong gaming continue over the next decade, culture and long-term growth opportunities; we continue to forecast average with gaming revenues growing annual revenues growth of 9.5% for Asia’s gaming industry from 2017 to from USD 61.1bn in 2017 to 2030. This is based on multiple factors, including steady growth in Asia’s USD 200bn in 2030. gaming population thanks to new audiences, markets and platforms, the rise of gaming as a share of the region’s entertainment spending, new supporting technologies and the rising popularity of competitive eSports. Asia Pacific today accounts for 51% of the 395m global eSports audience, according to Newzoo. eSports adoption, which drives gaming discovery Global APAC eSports and distribution in growing ecosystems, is strong in Asia thanks to favorable audience demographics (high proportion of millennials).
Recommended publications
  • Evolve E-Gaming Index ETF MACROECONOMIC
    MONTHLY COMMENTARY Evolve E-Gaming Index ETF HERO invests in equity securities of companies listed domestically and globally with business activities in the electronic gaming industry. As at September 30, 2019 TICKER: HERO (Hedged) MACROECONOMIC HIGHLIGHTS: Incidentally, Enthusiast Gaming has now become one of the largest gaming properties in the world, surpassing IGN Entertainment, GameSpot, and even Twitch.tv, according to a new Comscore evaluation. This follows a series of inter-related transactions, which saw Enthusiast entering into an M&A arrangement with J55 Capital Corporation and Aquilini GameCo way back in May. At the same time Aquilini was in the process of acquiring Luminosity Gaming, a global player in the esports industry. Once Aquilini acquired Luminosity, J55 acquired Aquilini and then subsequently merged with Enthusiast. The final result was the creation of one of the largest publicly traded esports and gaming organizations in the world.i Earlier in May, two console gaming heavyweights — Sony and Microsoft signed a memorandum of understanding to develop joint cloud gaming systems. The agreement was largely intended to offset the emergence of Google’s Stadia, a game-streaming service based on the cloud.ii According to SuperData Research, a subsidiary of Nielsen Holdings, global consumers spent US$8.9 billion on digital games worldwide across PC, console and mobile devices in August. This represents a 2% increase over the same period last year, driven in part by an uptick in mobile gaming spending. As of August, mobile gaming accounted for 67% of total worldwide spending in the gaming sector.iii SuperData also listed the highest-grossing games across each platform.
    [Show full text]
  • Issn 2320-9186 1668
    GSJ: Volume 8, Issue 8, August 2020 ISSN 2320-9186 1668 GSJ: Volume 8, Issue 8, August 2020, Online: ISSN 2320-9186 www.globalscientificjournal.com Theoretical overview of playing multiplayer video game using EEG device (Neuro Sky Mobile 2) DR. ASHRAF UDDIN,MD.SHAID HASAN PRANTO, ERSHADUL ALAM SEZAN,ABDUS SALAM NIHAL,MOSTAFIZ SHOVON ABSTRACT In this paper we proposed a multiplayer number picker game using brain computer interface (BCI). This game will be controlled by at least two or more people using NeuroSky MindWave Mobile 2. The users will advance through the game by choosing numbers through their brain. Our assumption is the game can be played by both able body or people with disability or both. This will be a simple game which may determine people’s impression and maybe helpful to other Electroencephalography (EEG) based brain computer interface devices to perform multi computational task from multiple users. In our paper we have examined different paper on BCI process using EEG devices that enabled us to learn more about multiplayer gaming advantages in the field of brain computer interface (BCI). 1. INTRODUCTION In brain computer interface it offers a non-invasive means of enabling a human to send messages and commands directly from his or her brain to a computer without moving or by wearing a simple scalp probe. Brain computer interface (BCI) provide the brain with the new output channels that depends on brain activity rather that on peripheral nerves and muscles. BCI can for example provide communication and control, in which the users intent is decoded from electrophysiological measures of brain activity.
    [Show full text]
  • It's Not the Model That Doesn't Fit, It's the Controller! the Role of Cognitive
    Butler University Digital Commons @ Butler University Scholarship and Professional Work - Communication College of Communication 8-2015 It’s not the model that doesn’t fit, it’s the controller! The role of cognitive skills in understanding the links between natural mapping, performance, and enjoyment of console video games Ryan Rogers Butler University, [email protected] Nicholas David Bowman Mary Beth Oliver Follow this and additional works at: https://digitalcommons.butler.edu/ccom_papers Part of the Communication Technology and New Media Commons Recommended Citation Rogers, Ryan; Bowman, Nicholas David; and Oliver, Mary Beth, "It’s not the model that doesn’t fit, it’s the controller! The role of cognitive skills in understanding the links between natural mapping, performance, and enjoyment of console video games" (2015). Scholarship and Professional Work - Communication. 144. https://digitalcommons.butler.edu/ccom_papers/144 This Article is brought to you for free and open access by the College of Communication at Digital Commons @ Butler University. It has been accepted for inclusion in Scholarship and Professional Work - Communication by an authorized administrator of Digital Commons @ Butler University. For more information, please contact [email protected]. It’s not the model that doesn’t fit, it’s the controller! The role of cognitive skills in understanding the links between natural mapping, performance, and enjoyment of console video games Ryan Rogers a,* , Nicholas David Bowman b , Mary Beth Oliver c a Marist College, United States b West Virginia University, United States c Pennsylvania State University, United States * Corresponding author. Abstract This study examines differences in performance, frustration, and game ratings of individuals playing first person shooter video games using two different controllers (motion controller and a traditional, pushbutton controller) in a within-subjects, randomized order design.
    [Show full text]
  • Video Games and the Mobilization of Anxiety and Desire
    PLAYING THE CRISIS: VIDEO GAMES AND THE MOBILIZATION OF ANXIETY AND DESIRE BY ROBERT MEJIA DISSERTATION Submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy in Communications in the Graduate College of the University of Illinois at Urbana-Champaign, 2012 Urbana, Illinois Doctoral Committee: Professor Kent A. Ono, Chair Professor John Nerone Professor Clifford Christians Professor Robert A. Brookey, Northern Illinois University ABSTRACT This is a critical cultural and political economic analysis of the video game as an engine of global anxiety and desire. Attempting to move beyond conventional studies of the video game as a thing-in-itself, relatively self-contained as a textual, ludic, or even technological (in the narrow sense of the word) phenomenon, I propose that gaming has come to operate as an epistemological imperative that extends beyond the site of gaming in itself. Play and pleasure have come to affect sites of culture and the structural formation of various populations beyond those conceived of as belonging to conventional gaming populations: the workplace, consumer experiences, education, warfare, and even the practice of politics itself, amongst other domains. Indeed, the central claim of this dissertation is that the video game operates with the same political and cultural gravity as that ascribed to the prison by Michel Foucault. That is, just as the prison operated as the discursive site wherein the disciplinary imaginary was honed, so too does digital play operate as that discursive site wherein the ludic imperative has emerged. To make this claim, I have had to move beyond the conventional theoretical frameworks utilized in the analysis of video games.
    [Show full text]
  • Massively Multiplayer Online Role Playing Game Chat Project
    [Massively Multiplayer Online Role Playing Game Chat] 175 Lakeside Ave, Room 300A Phone: (802)865-5744 Fax: (802)865-6446 1/21/2016 http://www.lcdi.champlain.edu Disclaimer: This document contains information based on research that has been gathered by employee(s) of The Senator Patrick Leahy Center for Digital Investigation (LCDI). The data contained in this project is submitted voluntarily and is unaudited. Every effort has been made by LCDI to assure the accuracy and reliability of the data contained in this report. However, LCDI nor any of our employees make no representation, warranty or guarantee in connection with this report and hereby expressly disclaims any liability or responsibility for loss or damage resulting from use of this data. Information in this report can be downloaded and redistributed by any person or persons. Any redistribution must maintain the LCDI logo and any references from this report must be properly annotated. Contents Introduction ............................................................................................................................................................................ 2 Background: ........................................................................................................................................................................ 2 Purpose and Scope: ............................................................................................................................................................. 3 Research Questions: ...........................................................................................................................................................
    [Show full text]
  • Who Wants to Be a Gamer?
    M Com Industry Reports Vol. 2017 Issue 1 Who Wants to be a Gamer? Who Wants to be a Gamer? Nintendo Switch, the PlayStation 4, and the Aaron Taylor April 10, 2017 Xbox One S. Though the decision of which to purchase can be very difficult for new or Everyone has a favorite hobby. Some branching-out gamers to make, an analysis people love sports, some painting, some of the overall trends of sales for consoles hiking, some music, etc. One potential and games by these companies may make struggle within any hobby, however, is this decision easier. Three methods of sales knowing where to start, or what to change analysis may be done in order to help when looking for new experiences. This determine which console to purchase: struggle is just as challenging as it is for any hardware sales, software sales, and sales other hobby as it is for video gaming. according to the tie-ratio. Though the industry is declining slightly, as Hardware can be seen by the closing down of 150 GameStop stores in America, many gaming Analyzing the volume of consoles sold platforms are still widely popular and historically can help predict overall console available to those wanting to play video sales for the future. If one console in the games.1 One may use a smartphone, a past sold more than another, the likelihood handheld console, a home console, or even a virtual reality console. Of all the many options, one of the most common choices is a home console. However, even within the subcategory of home consoles there are many consoles to choose from.
    [Show full text]
  • Redeye Gaming Report 2018.Pdf
    REDEYE Redeye is the next generation equity research and investment banking company, specialized in life science and technology. We are the leading providers of corporate broking and corporate finance in these sectors. Our clients are innovative growth companies in the nordics and we use a unique rating model built on a value based investment philosophy. Redeye was founded 1999 in Stockholm and is regulated by the swedish financial authority (finansinspektionen). THE GAMING TEAM Johan Ekström Kristoffer Lindström Tomas Otterbeck Client Manager Analyst Analyst Johan has a Master of Science in finance Kristoffer Lindström has both a BSc Tomas Otterbeck gained a Master’s from the Stockholm School of Economics, and an MSc in Finance. He has previously degree in Business and Economics at and has studied e-commerce and market- worked as a financial advisor, stockbroker Stockholm University. He also studied ing at the MBA Haas School of Business, and equity analyst at Swedbank. Kristoffer Computing and Systems Science at the University of California, Berkeley. Johan started to work for Redeye in early 2014, KTH Royal Institute of Technology. Tomas has worked as an equity portfolio man- and today works as an equity analyst cov- was previously responsible for Redeye’s ager at Alfa Bank and Gazprombank in ering companies in the tech sector with a website for six years, during which time Moscow, as a hedge fund manager at EME focus on the Gaming and he developed its blog and community and Partners, and as an analyst and portfolio Gambling industry. was editor of its digital stock exchange manager at Swedbank Robur.
    [Show full text]
  • Platf Orm Game First Person Shooter Strategy Game Alternatereality Game
    First person shooter Platform game Alternate reality game Strategy game Platform game Strategy game The platform game (or platformer) is a video game genre Strategy video games is a video game genre that emphasizes characterized by requiring the player to jump to and from sus- skillful thinking and planning to achieve victory. They empha- pended platforms or over obstacles (jumping puzzles). It must size strategic, tactical, and sometimes logistical challenges. be possible to control these jumps and to fall from platforms Many games also offer economic challenges and exploration. or miss jumps. The most common unifying element to these These games sometimes incorporate physical challenges, but games is a jump button; other jump mechanics include swing- such challenges can annoy strategically minded players. They ing from extendable arms, as in Ristar or Bionic Commando, are generally categorized into four sub-types, depending on or bouncing from springboards or trampolines, as in Alpha whether the game is turn-based or real-time, and whether Waves. These mechanics, even in the context of other genres, the game focuses on strategy or tactics. are commonly called platforming, a verbification of platform. Games where jumping is automated completely, such as The Legend of Zelda: Ocarina of Time, fall outside of the genre. The platform game (or platformer) is a video game genre characterized by requiring the player to jump to and from sus- pended platforms or over obstacles (jumping puzzles). It must be possible to control these jumps and to fall from platforms or miss jumps. The most common unifying element to these games is a jump button; other jump mechanics include swing- ing from extendable arms, as in Ristar or Bionic Commando, or bouncing from springboards or trampolines, as in Alpha Waves.
    [Show full text]
  • The Racialized Experiences of Video Games
    The Racialized Experiences of Video Games Mario Venegas: McNair Scholar Dr. Arthur Scarritt: Mentor Sociology Abstract This research explores the ways different people experience the racial content of video games. Building on DeVane and Squire, this research speaks to content analyses literature that shows games as modern minstrelsies. Using Bonilla-Silva’s definition of Racial Ideology in conjunction with Winddance-Twine’s concept of Racial Literacy, I examined racial ideology and its role as an interpretative framework. I also used Bourdieu's notion of cultural capital to account for video game cultural knowledge. Data were collected through personal interviews where participants played the video game Grand Theft Auto: The Ballad of Gay Tony for 30-50 minutes. A sample of 31 participants covering variation in gender, gaming experience, and race answered questions assessing their racial ideology, then played the game introduction, and finally, answered questions assessing interpretations of game content. Racially aware people with little gaming experience echoed the content analysis minstrelsy findings while colorblind racist non-gamers believed the content accurately represented the world. However, deeper familiarity with gaming and other mass media opened up a new interstitial space for challenging the racial status quo. Racially aware gamers saw the franchises as lampooning the shallow stereotypes in mainstream society. More importantly, with a more sophisticated media context, many colorblind racist gamers also saw racial representations as intentionally offensive. Gamers herein create inventive, non-threatening, but meaningful ways to address racialization across a spectrum of racial literacies. As a result, content analyses need a richer understanding of the experiences of video games for consumers.
    [Show full text]
  • The Antecedents of Interactive Loyalty
    Online Journal of Communication and Media Technologies Volume: 6 – Issue: 2 April - 2016 The Antecedents of Interactive Loyalty Anthony Palomba, University of Florida, USA Abstract Brand loyalty towards video game consoles may have several antecedents. Gender, genre of video games and network externality may impact brand loyalty, mediated by perceptions of video game console brand personalities. This study investigated these relationships by conducting a principal component factor analysis and testing a structural equation model. The seventh generation of video game consoles was selected as the focal concept. The video game consoles examined included Nintendo’s Wii, Microsoft’s XBOX 360 and Sony’s PlayStation 3. The findings suggest that consumers perceive all video game consoles as competent in nature, and that genre has a tremendous impact upon brand loyalty, perceptions of brand personality as well as network externality. For brand managers and industry practitioners, this study provides demonstrates which variables may influence how consumers create brand personalities of video game consoles and cultivate loyalty toward them. This also furthers and introduces the concept of brand relationship theory into the video game industry. Keywords: video games, brand management, brand loyalty © Online Journal of Communication and Media Technologies 107 Online Journal of Communication and Media Technologies Volume: 6 – Issue: 2 April - 2016 Introduction As consumers interact and engage video game consoles, which may be defined as stationary video game devices that rely on a connection to a television screen, they may cultivate a relationship with them, and realize certain brand personality traits from them. It has been found that consumers possess individual as well as aggregate video game console brand personality perceptions, which are defined as the consumers’ commonly perceived brand personality traits across all seventh generation video game consoles (Palomba, 2014).
    [Show full text]
  • Superdata 2018 Year in Review
    2018 YEAR IN REVIEW DIGITAL GAMES AND INTERACTIVE MEDIA 2018 YEAR IN REVIEW | © 2019 SuperData, A Nielsen Company. All rights reserved. SuperData, A Nielsen Company SuperData, a Nielsen company, was acquired by Nielsen in September 2018. With this acquisiIon, SuperData’s clients will now have greater access to global market intelligence around digital video gaming use, sales and audiences, in addiIon to exisng areas of experIse such as consumer research, video game tracking, esports sponsorship valuaIon and consulng services. SuperData provides relevant market data and insight on digital games and playable media. Founded by veteran games industry researchers, SuperData covers the market for free-to-play gaming, digital console, mobile, PC downloadable, gaming video content and esports. Monthly analyses and industry reports using digital point-of-sale data. Using digital point-of-sale data received from publishers, developers and payment service providers, we base our analyses on the monthly spending of 185 million paying digital gamers worldwide. Understand what people play, connect to and spend on. Our research combines transacIon-level data with qualitaIve consumer insight. Our leadership team has experience spanning across major research firms, including NPD, Nielsen, DFC Intelligence, Comscore, Experian, Jupiter and Forrester. A next gen approach for next gen entertainment. Our customer base includes legacy publishers (e.g. AcIvision/ Blizzard, Ubiso]), digital-only publishers (e.g. Nexon, Tencent, Wargaming), media companies (e.g. Google, Coca-Cola) and industry service providers (e.g. PayPal, Visa, GameStop). !2 2018 YEAR IN REVIEW | © 2019 SuperData, A Nielsen Company. All rights reserved. The SuperData Arcade allows users to: • Gain a comprehensive overview of the digital games market, across plaborms, Itles and markets.
    [Show full text]
  • Dreamcast Fighting
    MKII TOURNAMENT ANIMAL CROSSING We continue our Mortal Kombat II CHRONICLES throwdown with the second round of analysis, video and more. Join us as we walk through the days with Samus as she lives her life in the town of Tokyo. PAGE 20 PAGE 37 YEAR 04, NO. 14 Second Quarter 2011 WWW.GAMINGINSURRECTION.COM DREAMCAST FIGHTING GAMES GI SPOTLIGHTS SEGA’S FALLEN VERSUS COMBAT MACHINE contents Columns Features Usual Suspects The Cry of War…....….......….3 Dreamcast fighting games …….4-15 Ready, set, begin ……... 16-19 From the Dungeon…...........3 Mortal Kombat II tournament ..20-24 Retrograde ….………….. 25-28 Beat.Trip.Game. .. .. .. .3 The Strip …....…….…..….29-31 Strip Talk ……………...........29 Online this quarter ….……..32 Otaku ………..…….............30 Retro Game Corner …...34-36 Torture of the Quarter …...36 Animal Crossing Chronicles …………………….….....…37-39 staff this issue Lyndsey Mosley Lyndsey Mosley, an avid video gamer and editor–in-chief journalist, is editor-in-chief of Gaming Insurrection. Mosley wears quite a few hats in the production process of GI: Copy editor, writer, designer, Web designer and photographer. In her spare time, she can be found blogging and watch- ing a few TV shows such as Mad Men, The Guild and Sim- ply Ming. Lyndsey is a copy editor and page designer in the newspaper industry and resides in North Carolina. Editor’s note: As we went to press this quarter, tragedy struck in Japan. Please con- sider donating to the Red Cross to help earthquake and tsunami relief efforts. Thank you from all of the Gaming Insurrection staff. CONTACTCONTACTCONTACT:CONTACT: [email protected] Jamie Mosley is GI’s associate Jamie Mosley GAMING editor.
    [Show full text]