Feeds:
Posts
Comments

Archive for the ‘Innovation’ Category

Publisher Wiley-Blackwell announced that Professor Gloria Barczak, co-author of Innovation and Marketing in the Video Game Industry: Avoiding the Performance Trap, had the most read article in the Journal of Product Innovation Management in 2009. The Journal of Product Innovation Management is considered “the leading academic journal devoted to the latest research, theory, and practice [...]

Read Full Post »

Could Rock Band and Wii Fit help keep you from getting Alzheimer’s disease? That is the question researchers for the Cognitive Fitness and Innovative Therapies (CFIT) program want to find out. According to CFIT, “the risk factors for cognitive decline are now well-recognized” and fall into three categories: Genes and Age: Over this category, we [...]

Read Full Post »

Today, Northeastern University provost Stephen W. Director announced that Gloria Barczak, co-author of Innovation and Marketing in the Video Game Industry: Avoiding the Performance Trap, will receive this year’s Klein University Lecturer award. The award was first established in 1964, upon the recommendation of the Faculty Senate, to honor a member of the teaching faculty [...]

Read Full Post »

On the surface, the iPhone and iPad seem to be ideal platforms to develop games for, but only if you ignore fundamental economics.

Read Full Post »

Media Molecule’s LittleBigPlanet was released in the fall of 2008 as the first title in Sony’s “Play, Create, Share” Initiative, an initiative that places creative control in the hands of users. According to Shuhei Yoshida, Sony senior vice president of product development, LittleBigPlanet was Sony’s best-selling title in 2009, with more than three million copies [...]

Read Full Post »

Gamasutra’s Simon Carless today reported on OnLive’s iPhone ambitions. He writes, As a final party trick, [OnLive President and CEO Steve Perlman] showed Crytek’s notoriously-demanding Crysis running on an iPhone version of the client. Like other OnLive games, it was actually a full high-definition version of the game running on the cloud, but resized to [...]

Read Full Post »

Nintendo’s ability to expand the market for video games by reaching out to non-gamers with the Wii is well documented. However, even before the Wii was launched, Nintendo sought to break the mold of what it meant to be a gamer. In the early 1980s the company launched its Famicom (NES) console in Japan with [...]

Read Full Post »

The 2009 Holiday Issue of PC Gamer magazine features an article by indie developer and Tripwire President John Gibson entitled “From Rags to Retail.” Gibson recounts the many trials associated with starting a new game development studio.  “We had sacrificed every second of spare time for almost two years” to create Red Orchestra, recalled Gibson. [...]

Read Full Post »

In 2007, after Nintendo suddenly and unexpectedly reestablished its leadership position in the home console market, Sony and Microsoft were left wondering what to do. Clayton Christensen, who became famous for his thesis on disruptive innovation in the hard drive sector, offered several possible responses. Copy Nintendo by developing a motion controller. Repurpose a legacy [...]

Read Full Post »

In a recent Gamasutra post titled, Creating industry ecosystems: How indie developers contribute to large firm success, I explained why large companies need to work with talented independent developers to infuse the video game industry with new ideas. In recent years there has been a transformation in the way people think about games. As development [...]

Read Full Post »

« Newer Posts - Older Posts »

Follow

Get every new post delivered to your Inbox.