E3 EXPO SHOWCASES EMERGING INNOVATIONS IN GAME DESIGN AND TECHNOLOGY
On June 15, the Entertainment Software Association (ESA) returned to the Los Angeles Convention Center to host the 16th Annual Electronic Entertainment Expo (E3). Recognized as the premier global showcase for the computer and video game industry, the three-day event drew a crowd of more than 45,000 publishers, developers, business executives, gamers and members of the media. Attendees were able to explore the latest in games, peripherals and hardware from over 300 exhibitors representing 90 countries.
"E3 Expo is truly the global stage for the interactive entertainment industry, and the 2010 show was truly reflective of the innovation, growth and vitality of our industry,” said Michael D. Gallagher, president and CEO of the ESA. "We are thrilled by the positive news generated by this year's show, and we are looking forward to building on this great momentum for 2011."
This year's high turnout also illustrates the public's enthusiasm for the newest titles, exciting innovations in game technology, and the expansion of gaming platforms. One of the major innovations on display was the use of 3-D technology across multiple platforms. New game controllers that are capable of detecting a player's motions, as well as a hands-free motion sensing system, were also a big hit. This pioneering technology uses a number of cameras and microphones for completely hands-free gaming and console control.
"This year's E3 Expo has again delivered above our expectations," said Graham Hopper, executive vice president and general manager, Disney Interactive Studios. "With retail participation up 20%, strong international media attendance, partnered with a dynamic show floor environment, E3 Expo has affirmed its status as the cornerstone event for our global video game business."
As the event drew to a close, attendees were already anticipating the next E3 Expo. Organizers pledged that next year's E3, scheduled for June 7-9, will build on the momentum generated by this year's show.
ESA RELEASES VIDEO GAME INDUSTRY'S 2010 ESSENTIAL FACTS
Last month, the ESA released its annual Essential Facts About the Computer and Video Game Industry report. The 2010 survey confirmed that computer and video game play remains widespread, and that game play is an increasingly social activity. Sixty seven percent of American households play computer and video games, and 62 percent of gamers say they play with other gamers in person at least one hour per week. Family play has also grown in popularity, with nearly half of all parents (48 percent) reporting they play with their children at least once per week.
Parents are also becoming more involved in their children's game play in other ways. According to the survey, parents with children under 18 said they are present when games are purchased or rented 93 percent of the time and report always or sometimes monitoring the games their children play 97 percent of the time. Furthermore, an overwhelming majority of parents (76 percent) said they believe the parental controls available in all new video game consoles are useful.
Additionally, the survey's findings show that parents tend to have a positive attitude towards video games overall. Sixty four percent of parents said they believe computer and video games are a positive part of their children's lives. Among the many reasons parents gave for why they play games with their children, 87 percent said computer and video games are "fun for the entire family,” and 75 percent said it's "a good opportunity to socialize with the child.”
This year's report also confirmed the growing diversity of today's gamer population and how they play. The survey found 40 percent of gamers are female, and 26 percent are over the age of 50. It also showed approximately two thirds of American households own a console and/or a PC that is used to run entertainment software. However, 42 percent of those surveyed said they play games on wireless devices such as a cell phone or PDA – a 20 percent increase since 2002.
Essential Facts not only underscores the increasing popularity and broad appeal of computer and video games, but also provides a window to the industry's future. ESA's 2010 data suggests the interactive entertainment software industry is well positioned to enjoy a continued period of growth and expansion, and remain a dominant player in the American economy.
CELEBRATING AMERICAN HISTORY THROUGH VIDEO GAMES
School is out, summer is in and history lessons are not likely the first thing on children's minds. Yet, as Independence Day approaches, we are all reminded of our nation's rich history and the importance of sharing that story with future generations. Parents and educators alike are increasingly realizing the role that computer and video games can play in teaching American history in a fun and exciting way.
The best-selling educational computer game, The Oregon Trail, was the first to attempt to teach a history lesson through "edutainment.” The game allows players to navigate the American frontier in the mid 1800's while confronting the same important decisions and potential dangers that pioneers faced along the way. In doing so, it successfully engages students and immerses them in this era of American history. Originally released in 1974 by the Minnesota Educational Computing Consortium, The Oregon Trail has since been re-released several times and can still be found in elementary level coursework and on the desktops of family computers across the country today.
Conspiracy Code is a teacher-supervised online high school course that replaces history textbook chapters with game levels, and one of the latest examples of video games as an educational tool. Developed by Florida Virtual School, a leader in online educational solutions, and the University of Central Florida, Conspiracy Code invites students to build their knowledge of American history. In the game, students search for clues and answer questions that will help them thwart a vast conspiracy that threatens to erase the entire course of our nation's history. As part of the curriculum, students are also required to complete writing assignments and game-based assessments.
For a more modern history lesson, academic institutions across the country are using Muzzy Lane Software's Making History. This strategy-based game allows players to control a nation of their choice in the years leading up to and during World War II. Making History encourages students to reflect on many different aspects of this pivotal time in American and world history, as they weigh policy decisions against the prospect of their peer's next move.
These games provide just a few examples of how computer and video games can bring American history to life for students of all ages. With its innovative approach to teaching important subject matter, entertainment software provides a valuable, enjoyable tool for sharing and celebrating our nation's past. |