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Archive for the ‘video game marketing’ Category

Nintendo demonstrated its continued dominance in the handheld gaming market with the announcement of the 3DS at the 2010 Electronic Entertainment Expo (E3) this past week. The 3DS represents a true platform renewal for Nintendo, one that should allow it to extend the DS product life cycle well into the future. Although the 3DS is [...]

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Gamasutra’s Kris Graft recently reported that Despite all of the hype and the high-profile licensing agreement surrounding the Fab Four’s video game appearance in Harmonix’s The Beatles: Rock Band, MTV Games has conceded that the title didn’t meet commercial expectations. This should come as no surprise. Last summer, as I was preparing to submit the [...]

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With the official launch of Innovation and Marketing in the Video Game Industry: Avoiding the Performance Trap, I am pleased to offer Chapter 10: Game Development and the Rise of Casual Games as a free downloadable chapter. The following is a brief excerpt: Game Development and the Rise of Casual Games In recent years there [...]

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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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In the book, we argued against copy protection schemes that restrict the ability of legitimate owners to fully enjoy the games they have purchased. One example is SecuRom, the DRM scheme behind EA’s Spore and Mirror’s Edge.  In some cases, gamers have sought out pirated versions of games, not to steal content, but because the [...]

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The last few years have been a challenge for Electronic Arts. According to EA, a big part of the problem is revenue lost from used game sales. Now, EA is trying to recapture that lost revenue through an effort known as “Project Ten Dollar.”

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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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Back in October, I wrote about the decline of music simulation games in a post titled, Too Much of a Good Thing: Explaining the decline of Guitar Hero and Rock Band. That article generated significant discussion on Wired.com and numerous other websites. One article by Joe Rybicki of Plastic Axe focused on this observation from [...]

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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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