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Archive for the ‘Marketing’ Category

In early February, I posted a brief article about how Microsoft was using Project Natal to respond to the Nintendo Wii and its innovative controller (See Disrupting the Disruptor: Sony and Microsoft Respond to the Wii Remote). The idea of the article was that the technology behind Project Natal could prove far more important in the [...]

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Microsoft and the Xbox 360 Ring of Death by David Wesley and Gloria Barczak is the newest addition to the Northeastern University video game case series. The case chronicles Microsoft’s quality control difficulties after the launch of Xbox 360 console. Microsoft launched the console one year ahead of the competition, and used its advantage to [...]

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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 [...]

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

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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 [...]

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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 [...]

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A few months ago, I posted an article titled, Too Much of a Good Thing: Explaining the Decline of Guitar Hero and Rock Band which stimulated discussion on various blogs that linked to the article. Some of the issues raised related to complexity, usability, product life cycle issues, etc. But a comment on Plastic Axe [...]

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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. [...]

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For non-gamers, learning to master most game controllers is, without question, a daunting task. In his new book, Ludoliteracy: Defining, Understanding, and Supporting Games Education, José Zagal observes that even experienced gamers can find it difficult to keep up with rapidly changing technology. He quotes one former gamer who says, I no longer play video [...]

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In a previous post titled, Too Much of a Good Thing: Explaining the decline of Guitar Hero and Rock Band, I wrote about how the “Guitar Hero Bubble” would inevitably result in a decline in instrument simulation games. Some readers took exception to this comment. Nintendo fell into the same trap in the early 1990s [...]

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