Senior Flash Game Engineer - Blue Fang Games Waltham, MA, USA
Blue Fang Games is focused on applying proven game design and development principles to the new social, online and mobile game platforms. Our team is comprised of a singular combination of game industry veterans and online/social gaming talent and is focused on delivering original, dynamic experiences that stand out from all the "me-tooâ games out there. Our first Facebook game, Zoo Kingdom, is free-to-play at http://apps.facebook.com/zookingdom.
Senior Producer: Online/Mobile - Blue Fang Games Waltham, MA, USA
Iwata: No value in mobile gaming for Nintendo
Nintendo president Satoru Iwata said that the transition to mobile games "will have a negative impact on the overall value" Nintendo.
Click here to read the full article
Institute for Creative Technologies Continues to Churn Out Troop Helping Tech
Miller-McCune went insideUniversity of Southern California Institute for Creative Technologies (ICT) and came out armed with information on new trainers and simulators helping U.S. troops.
The center is hard at work on fleshing out (get it?) virtual human technology, which the piece's author states "will most certainly be used in many training and educational roles" in the future. The technology will also inevitably make its way to consumer-based videogames, at least according to ICT's Bill Swartout, who thinks we will all be talking to our games and "interacting with people who're talking back" eventually.
One of the ICT's latest creations is the Mobile Counter-IED Interactive Trainer (MCIT). As shown in the embedded video, the trainer, housed in trailers (hence, mobile) lets users train on both sides of the "game," both as soldier's looking to spot IEDs and insurgent's trying to figure out the best place to plant them.
More
More
Global Game Market To Hit $86.8B In 2014 - PwC
PricewaterhouseCoopers expects the global games market to grow from $52.5 billion (?35.5b) in 2009 to $86.8 billion (?58.6m) in 2014, growing at a compound growth rate of 10.6 per cent.
"This will make it the second fastest-growing segment of entertainment and media behind internet advertising wired and mobile, but [it] will be the fastest-growing consumer/end user segment ahead of TV subscriptions and license fees," the company said in its Global Entertainment & Media Outlook 2010-2014 report.
NPD Offers 2009 Sales Estimates
According to estimates released by NPD Group, U.S. consumers spent $4.5 - $.4.75 billion on used games, rentals, subscriptions, digital downloaded games, downloadable content, and mobile applications. This data comes from refined "point-of-sale tracking, consumer research (using tools like Games Acquisition Monitor, Video Game & PC Game Subscriptions Tracker, and Consumer Purchase Tracker), and figures provided by NPD retail and its publisher partners," according to a Gamasutra report.
A good portion of that figure, the report says, comes from downloadable content and digitally distributed games. This helped bring the total amount consumers spent on video games in 2009 to $15.0 - $15.25 billion. The other $10.5 million in that figure comes from consumers buying physical media, though a breakdown of that data (how much was from new versus used games, for example) was not available.
NPD also pointed out that this figure excluded social networking game titles: Read More
read more
NPD: U.S. Consumers Spent $4.5-4.75B On Used, Digital Games In 2009
Consumers in the U.S. spend around $4.5 to $4.75 billion on used games, rentals, subscriptions, digital download games, downloadable content, and mobile apps in 2009, according to research firm The NPD Group. That amount, which is concentrated among downloadable content (e.g. map packs) and games purchased through digital distribution services, helped bring the total amount U.S. consumers spent on video games last year to $15.0 to $15.25 billion. The other $10.5 million in that total ...