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	<title>Kotaku Australia &#187; gaming industry</title>
	<atom:link href="http://www.kotaku.com.au/tags/gaming-industry/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.kotaku.com.au</link>
	<description>the Gamer&#039;s Guide &#124; Computer and video game news and reviews</description>
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		<title>The Rebate Issue: A Letter From the Gov&#8217;ner</title>
		<link>http://www.kotaku.com.au/2007/10/the_rebate_issue_a_letter_from_the_govner/</link>
		<comments>http://www.kotaku.com.au/2007/10/the_rebate_issue_a_letter_from_the_govner/#comments</comments>
		<pubDate>Wed, 17 Oct 2007 02:50:41 +0000</pubDate>
		<dc:creator>Logan Booker</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[au]]></category>
		<category><![CDATA[gaming industry]]></category>
		<category><![CDATA[helen coonan]]></category>
		<category><![CDATA[l.a.w.]]></category>
		<category><![CDATA[politics]]></category>
		<category><![CDATA[rebate]]></category>
		<category><![CDATA[tax]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/games/2007/10/the_rebate_issue_a_letter_from_the_govner.html</guid>
		<description><![CDATA[Yes, Minister, we&#8217;re still talking about this. And we&#8217;re going to keep talking about it, even though it&#8217;s quite clear the Government couldn&#8217;t care less about the Australian games industry.
Good on you to those who wrote to the Minister regarding the issue, and I sincerely hope you get a productive reply. Alas, judging from the [...]]]></description>
			<content:encoded><![CDATA[<p><img alt="kconference.jpg" src="http://media.kotaku.com.au/mt/2007/10/17/kconference.jpg" width="535" height="263" class="center" />Yes, Minister, <a href="http://www.kotaku.com.au/games/2007/10/no_rebate_for_australian_developers.html">we&#8217;re still talking about this</a>. And <a href="http://www.kotaku.com.au/games/2007/10/interview_with_oz_indie_dev_lewis_strudwick.html">we&#8217;re</a> going to keep <a href="http://www.kotaku.com.au/games/2007/10/sumea_interviews_tom_crago.html">talking</a> about it, even though it&#8217;s <a href="http://www.kotaku.com.au/games/2007/10/mike_fegan_on_red_mile_acquisition_rebate.html">quite clear</a> the Government <a href="http://www.kotaku.com.au/games/2007/10/what_you_thought_no_rebate_for_australian_developers.html">couldn&#8217;t care less</a> about the Australian games industry.</p>
<p>Good on you to those who wrote to the Minister regarding the issue, and I sincerely hope you get a productive reply. Alas, judging from the letter Oz Kotakuite Martin received in response to his plea, my hopes have been dashed across the stones of uselessness and ignorance like a pair of old trousers.</p>
<p>Need more proof of the Government&#8217;s distain? From the letter (which was written by one of Minister Coonan&#8217;s advisors):</p>
<blockquote><p>The Government&#8217;s Australian Screen Production Incentive, which was recently enacted, incorporates three components: Producer Offset; Location Offset; and Post, Digital and Visual (PDV) Offset. These &#8230; are paid against a production&#8217;s Qualifying Australian Production Expenditure (QAPE).</p></blockquote>
<p>That&#8217;s great, but what the heck does it have to do with games?</p>
<blockquote><p>While games are not eligible genres for the new offsets, this does not exclude game developers from providing content to eligible genres. For example, an Australian games developer could be contracted to provide content as a component of a film or television program. Such expenditure could be claimed as QAPE.</p></blockquote>
<p>So essentially developers are screwed unless they&#8217;re creating a game for TV or film? The only situation I can imagine where this would actually happen is if a developer was willing to indulge in tax fraud. What if you&#8217;re making a game based on an Aussie film or show? Doesn&#8217;t look like that would cut it either.</p>
<p>All I can do is sigh&#8230; again. You can see the entire letter after the jump.<span id="more-265658"></span><img alt="coonanletter.jpg" src="http://media.kotaku.com.au/mt/2007/10/17/coonanletter.jpg" width="535" height="756" class="center" /></p>
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		<title>TGS Attendance Numbers Padded Nicely By Press</title>
		<link>http://www.kotaku.com.au/2007/09/tgs_attendance_numbers_padded_/</link>
		<comments>http://www.kotaku.com.au/2007/09/tgs_attendance_numbers_padded_/#comments</comments>
		<pubDate>Tue, 25 Sep 2007 09:00:36 +0000</pubDate>
		<dc:creator>Michael McWhertor</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[gaming industry]]></category>
		<category><![CDATA[tokyo game show]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/games/2007/09/tgs_attendance_numbers_padded_.html</guid>
		<description><![CDATA[With the hearts and minds of Japanese gamers won over by Nintendo and its casual-skewing software, this years Tokyo Game Show saw those in the nation issuing a collective &#8220;meh&#8221;. The press? They had to show up, helping to pad this year&#8217;s attendance figures by an extra 30,000 for a combined total of 193,040 over [...]]]></description>
			<content:encoded><![CDATA[<p><img alt="tgs_departure.jpg" src="http://kotaku.com/assets/resources/2007/09/tgs_departure.jpg" width="478" height="330" class="postimg center" />With the hearts and minds of Japanese gamers won over by Nintendo and its casual-skewing software, this years Tokyo Game Show saw those in the nation issuing a collective &#8220;meh&#8221;. The press? They <em>had</em> to show up, helping to pad this year&#8217;s attendance figures by an extra 30,000 for a combined total of 193,040 over four days. By comparison, last year&#8217;s three day show pulled in an impressive 192,411 over just three days.</p>
<p>But who can blame attendees for a lack of interest in the 2007 flavor of TGS? The market leader didn&#8217;t show up and many games were simply old news or Western focused. Despite the fact that a playable <em>Metal Gear Solid 4</em> and <em>Metal Gear Online</em> had a big presence, as did <em>Devil May Cry 4</em>, most attendees seemed to be taken by Wii and Nintendo DS titles&mdash;<em>Biohazard: The Umbrella Chronicles</em>, <em>Final Fantasy IV</em>, and the sequel to <em>Professor Layton and the Mysterious Village</em>.</p>
<p>Has Tokyo Game Show peaked? Unless CESA expands the thing to five days or somehow convinces Nintendo show up&mdash;or a massive shift in tastes occurs&mdash;the show may see even further declines next year.<span id="more-264594"></span></p>
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		<title>Game In College, Have Poor Time Management, Watch Grades Drop</title>
		<link>http://www.kotaku.com.au/2007/09/game_in_college_have_poor_time/</link>
		<comments>http://www.kotaku.com.au/2007/09/game_in_college_have_poor_time/#comments</comments>
		<pubDate>Mon, 24 Sep 2007 04:30:04 +0000</pubDate>
		<dc:creator>Maggie Greene</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[ars technica]]></category>
		<category><![CDATA[education]]></category>
		<category><![CDATA[gaming industry]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/games/2007/09/game_in_college_have_poor_time.html</guid>
		<description><![CDATA[ While I&#8217;m all for the academic study of gaming, a lot of the &#8220;scientific&#8221; studies just kill me &#8211; if you spend too much time [insert time waster of your choice here] in college, your grades could drop? Really? And people actually get funding for this kind of stuff? The paper is being published [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://kotaku.com/assets/resources/2007/09/gpa.gif"><img alt="gpa.gif" src="http://kotaku.com/assets/resources/2007/09/gpa-thumb.gif" width="230" height="142" class="postimg left"/></a> While I&#8217;m all for the academic study of gaming, a lot of the &#8220;scientific&#8221; studies just kill me &#8211; if you spend too much time [insert time waster of your choice here] in college, your grades could drop? Really? And people actually get funding for this kind of stuff? The paper is being published by the National Bureau of Economic Research and was conducted at Berea College, where certain conditions meant that typical college time wasters weren&#8217;t present. Video games, however, were &#8211; and they found that people who brought along video games to college (or had roommates who did) spent less time studying (and had a lower GPA) than people who didn&#8217;t:</p>
<blockquote><p>&#8230;The study needed an external factor that influenced study time. It found it in video games, specifically by dividing the students based on whether their roommates had brought gaming rigs to school. About half of the males and a quarter of the females fell into this group. But the impact of access to gaming didn&#8217;t depend on the students&#8217; gender: those with video games in their rooms spent about two-thirds of an hour less on academic work per day out of a mean of 3.5 hours of study time. That decrease closely tracked the amount of time that the students reported spending gaming, suggesting that there was a direct transfer of effort between the two activities.</p></blockquote>
<p>As Ars Technica points out, this is not really a gaming problem, rather a time management one. A life outside of academia is to be strongly encouraged (everyone needs an outlet for stuff not relating to books, lectures, tests, and essays), but it has to be balanced out with academic requirements. Isn&#8217;t this simple common sense?</p>
<p><a href="http://arstechnica.com/news.ars/post/20070920-deathmatch-video-games-vs-study-time-a-flawless-gpa-victory.html">Deathmatch: video games vs. study time, a flawless GPA victory</a> [Ars Technica via <a href="http://gamepolitics.com/2007/09/21/not-rocket-science-game-more-study-less-watch-grades-drop/">GamePolitics</a>]<span id="more-264560"></span></p>
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		<title>New Anthology On Video Games: Space Time Play</title>
		<link>http://www.kotaku.com.au/2007/09/new_anthology_on_video_games_s/</link>
		<comments>http://www.kotaku.com.au/2007/09/new_anthology_on_video_games_s/#comments</comments>
		<pubDate>Mon, 24 Sep 2007 02:00:15 +0000</pubDate>
		<dc:creator>Maggie Greene</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[books]]></category>
		<category><![CDATA[gaming industry]]></category>
		<category><![CDATA[space time play]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/games/2007/09/new_anthology_on_video_games_s.html</guid>
		<description><![CDATA[ A new anthology on gaming &#8211; on design, architecture (both of the virtual and actual varieties), urbanism, and lots of other interesting and academic-sounding things &#8211; will be coming out next month (or November, for those of us in the US).  Entitled Space Time Play: Computer Games, Architecture, and Urbanism: the Next Level, [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://kotaku.com/assets/resources/2007/09/spacetimeplay.gif"><img alt="spacetimeplay.gif" src="http://kotaku.com/assets/resources/2007/09/spacetimeplay-thumb.gif" width="230" height="308" class="postimg left" /></a> A new anthology on gaming &#8211; on design, architecture (both of the virtual and actual varieties), urbanism, and lots of other interesting and academic-sounding things &#8211; will be coming out next month (or November, for those of us in the US).  Entitled <i>Space Time Play: Computer Games, Architecture, and Urbanism: the Next Level</i>, the volume brings together an impressive number of authors with a variety of backgrounds, and everything from game reviews to essays to interviews:</p>
<blockquote><p>The richly illustrated texts in &#8220;Space Time Play&#8221; cover a wide range of gamespaces: from milestone video and computer games to virtual metropolises to digitally-overlaid physical spaces. As a comprehensive and interdisciplinary compendium, &#8220;Space Time Play&#8221; explores the architectural history of computer games and the future of ludic space. More than 140 experts from game studies and the game industry, from architecture and urban planning, have contributed essays, game reviews and interviews. The games examined range from commercial products to artistic projects and from scientific experiments to spatial design and planning tools.</p>
<p>&#8220;Space Time Play&#8221; is not just meant for architects, designers and gamers, but for all those who take an interest in the culture of digital games and the spaces within and modeled after them. Let&#8217;s play!</p></blockquote>
<p>The table of contents is, at first glance, a lengthy and fascinating list of topics that really do span a broad range. You can see for yourself at the <a href="http://www.spacetimeplay.org/"><i>Space Time Play</i></a> site [via <a href="http://www.jesperjuul.net/ludologist/?p=362">The Ludologist</a>]<span id="more-264542"></span></p>
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		<title>Nielsen Tells Us About Gaming</title>
		<link>http://www.kotaku.com.au/2007/09/nielsen_tells_us_about_gaming/</link>
		<comments>http://www.kotaku.com.au/2007/09/nielsen_tells_us_about_gaming/#comments</comments>
		<pubDate>Sun, 23 Sep 2007 00:30:03 +0000</pubDate>
		<dc:creator>Brian Crecente</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[gaming industry]]></category>
		<category><![CDATA[nielsen]]></category>
		<category><![CDATA[playstation 3]]></category>
		<category><![CDATA[xbox 360]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/games/2007/09/nielsen_tells_us_about_gaming.html</guid>
		<description><![CDATA[
Ten things I learned at the presentation by Nielsen Vice President Jeff L. Herrmann about their new measuring system for game play.
1. Men aged 18-49 play lots of video games.
2. Lots of people own consoles.
3. A lot of people watch American Idol.
4. Women play video games too!
5. A lot of kids play on the Wii, [...]]]></description>
			<content:encoded><![CDATA[<p><img alt="tgs07-nielsen.jpg" src="http://kotaku.com/assets/resources/2007/09/tgs07-nielsen.jpg" width="478" height="359" class="postimg center" /></p>
<p>Ten things I learned at the presentation by Nielsen Vice President Jeff L. Herrmann about their new measuring system for game play.</p>
<p>1. Men aged 18-49 play lots of video games.<br />
2. Lots of people own consoles.<br />
3. A lot of people watch <em>American Idol</em>.<br />
4. Women play video games too!<br />
5. A lot of kids play on the Wii, and they mostly play when they get<br />
back from school.<br />
6. Gamers who play on the 360 and PS3 &#8211; they tend to be older &#8211; play<br />
in the evening.<br />
7. Gamers are mostly playing on the PS2.<br />
8. Gamers are getting interested in next-gen gaming.<br />
9. The most played PC game is World of Warcraft.<br />
10. After stating that the heaviest gamers play an average of 10 hours a week, Mr. Herrmann explained that he would rather use that time for<br />
sleep.</p>
<p><em>Jean Snow</em><span id="more-264488"></span></p>
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		<title>What Makes a Gaming Landmark?</title>
		<link>http://www.kotaku.com.au/2007/09/what_makes_a_gaming_landmark/</link>
		<comments>http://www.kotaku.com.au/2007/09/what_makes_a_gaming_landmark/#comments</comments>
		<pubDate>Sat, 22 Sep 2007 21:30:22 +0000</pubDate>
		<dc:creator>Maggie Greene</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[gaming industry]]></category>
		<category><![CDATA[landmarks]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/games/2007/09/what_makes_a_gaming_landmark.html</guid>
		<description><![CDATA[ Jonathan Blow (of Braid fame) has an insightful response to Stephen Totilo&#8217;s comments lamenting the lack of gaming landmarks: the status of &#8220;landmark&#8221; shouldn&#8217;t be tied to representations of fantastical architecture or a particular visual look, rather to what happens in those spaces. He talks about landmarks of &#8220;conceptual space&#8221;: I started having bad [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://kotaku.com/assets/resources/2007/09/2fort_comparison.jpg"><img alt="2fort_comparison.jpg" src="http://kotaku.com/assets/resources/2007/09/2fort_comparison-thumb.jpg" width="240" height="90" class="postimg left" /></a> Jonathan Blow (of <i>Braid</i> fame) has an insightful response to Stephen Totilo&#8217;s comments <a href="http://multiplayerblog.mtv.com/2007/09/17/vs-mode-bioshock-and-metroid-prime-3-corruption-totilo-v-croal-round-1">lamenting the lack of gaming landmarks</a>: the status of &#8220;landmark&#8221; shouldn&#8217;t be tied to representations of fantastical architecture or a particular visual look, rather to what happens in those spaces. He talks about landmarks of &#8220;conceptual space&#8221;: I started having bad flashbacks to slogging through Benedict Anderson&#8217;s classic <i>Imagined Communities</i> at this point, but Blow has some interesting points and examples (he points to <i>Counter-strike</i> and <i>Team Fortress</i> maps that may change their look from incarnation to incarnation, but retain a sense of place thanks to the history of gameplay within those spaces, no matter what form their visual trappings take):</p>
<blockquote><p>&#8230; After sleeping on the question for a few days, this occurred to me: if we judge landmarks by their visual impressions, we tend to ignore what games are about, a large part of which is interactivity, and the player&#8217;s understanding of the way things work within that game world. If locales are really going to be <i>game</i> landmarks, rather than fanciful imitations of real-world places that you could experience as well in non-game media, then the impression they leave needs to happen through gameplay; they need to be memorable because of the things they encourage to happen within them, not (just) because of the way they look.</p></blockquote>
<p>So what makes a gaming landmark for you?  I had a hard time thinking back to any sort of iconic <i>structures</i>, but I have plenty of games that have created such a strong sense of space that they would be included in my personal &#8216;gaming landmarks.&#8217;</p>
<p><a href="http://braid-game.com/news/?p=109">Landmarks, of sorts.</a> [Braid]<span id="more-264494"></span></p>
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		<title>Japanese Market &#8220;Strategic Priority&#8221; for EA</title>
		<link>http://www.kotaku.com.au/2007/09/japanese_market_strategic_prio/</link>
		<comments>http://www.kotaku.com.au/2007/09/japanese_market_strategic_prio/#comments</comments>
		<pubDate>Sat, 22 Sep 2007 14:00:05 +0000</pubDate>
		<dc:creator>Maggie Greene</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[asia]]></category>
		<category><![CDATA[ea]]></category>
		<category><![CDATA[gaming industry]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/games/2007/09/japanese_market_strategic_prio.html</guid>
		<description><![CDATA[Electronic Arts has decided that it needs to up the East Asian ante and either partner up with or acquire a Japanese company: with successful partnerships in China and South Korea (with The9 and Neowiz, respectively), EA&#8217;s on the hunt for a similar deal in Japan. EA&#8217;s revenue from East Asia is neglible in the [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://kotaku.com/assets/resources/2007/09/japanmapbasic.gif"><img alt="japanmapbasic.gif" src="http://kotaku.com/assets/resources/2007/09/japanmapbasic-thumb.gif" width="230" height="229" class="postimg left"/></a>Electronic Arts has decided that it needs to up the East Asian ante and either partner up with or acquire a Japanese company: with successful partnerships in China and South Korea (with The9 and Neowiz, respectively), EA&#8217;s on the hunt for a similar deal in Japan. EA&#8217;s revenue from East Asia is neglible in the face of profits from North America and Europe, and Japan has been a far lower priority than the burgeoning online markets in Korea and China:</p>
<blockquote><p>&#8220;[The question is] can we get to the scale that we want to more quickly if we work with someone [in Japan] that actually has had success in the market,&#8221; said Mr Niermann [president of EA Asia]. &#8220;I think EA offers a great global distribution opportunity in terms of taking Japanese products to other parts of the world and in turn there are certainly companies that are much better at local development than we&#8217;ve ramped up to be.&#8221;</p></blockquote>
<p>While I get the logic behind the mad rush for the potentially lucrative Chinese market, it does seem odd that some companies are just cluing into the fact that maybe &#8211; just maybe &#8211; they should be tapping into the already large-and-extant Japanese market.</p>
<p><a href="http://www.msnbc.msn.com/id/20876636/">EA hunts for Japan game outfit</a> [MSNBC]<span id="more-264507"></span></p>
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		<title>GarageGames Readies InstantAction.com</title>
		<link>http://www.kotaku.com.au/2007/09/garagegames_readies_instantact/</link>
		<comments>http://www.kotaku.com.au/2007/09/garagegames_readies_instantact/#comments</comments>
		<pubDate>Tue, 18 Sep 2007 23:00:26 +0000</pubDate>
		<dc:creator>Mike Fahey</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[gaming industry]]></category>
		<category><![CDATA[garagegames]]></category>
		<category><![CDATA[instantaction]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/games/2007/09/garagegames_readies_instantact.html</guid>
		<description><![CDATA[IAC recently purchased the majority of indie developer and Torque engine creator GarageGames, and today the two companies announce the fruits of that transaction. InstantAction.com will eventually be a completely web-based action gaming portal, dedicated to serving high-quality video games without requiring downloads. I&#8217;m imagining it as a sort of Games.com, only instead of Scrabble [...]]]></description>
			<content:encoded><![CDATA[<p><img alt="instantaction.jpg" src="http://kotaku.com/assets/resources/2007/09/instantaction.jpg" width="200" height="222" class="postimg left"/>IAC recently purchased the majority of indie developer and Torque engine creator GarageGames, and today the two companies announce the fruits of that transaction. InstantAction.com will eventually be a completely web-based action gaming portal, dedicated to serving high-quality video games without requiring downloads. I&#8217;m imagining it as a sort of Games.com, only instead of Scrabble and Yahtzee there&#8217;ll be&#8230; well, action games. The companies are introducing new technology that will enable graphically-rich, multiplayer games to run in standard web browsers. You can visit <a href="http://www.InstantAction.com">InstantAction.com</a> right now and enter your email address for early public beta access, with the site expected to launch in early 2008. As well as the games portal, InstantAction is also launching a Game Development Fund aimed at encouraging new developers to create games for the internet. Personally I am kind of afraid of this. The last thing ADD boy here needs is quick and easy multiplayer action games at his fingertips. <span id="more-264280"></span><br />
<blockquote><strong>IAC and GarageGames announce InstantAction.com, the first browser-based Action Game Network</strong></p>
<p>New York &#8211; September 18, 2007 &#8211; IAC (Nasdaq: IACI) and GarageGames today announced the creation of InstantAction.com, the first Web-based videogame network. Using GarageGames&#8217; industry-leading game development tools, InstantAction.com will provide compelling original action games through a standard Web browser. IAC has acquired a majority of GarageGames&#8217; equity, and GarageGames&#8217; management team will continue to lead the business as it builds out the InstantAction network.</p>
<p>InstantAction will also launch a Game Development Fund aimed at fostering a new generation of game development for the internet. Introducing new technology which allows graphically rich, networked games to run in popular web browsers with no download installation, InstantAction.com will enable easy access to singleplayer and multiplayer games with core-oriented mechanics and high-end visuals.</p>
<p>&#8220;We&#8217;ve been looking at the video game sector for years and it wasn&#8217;t until we found GarageGames and their idea for InstantAction.com that we believed IAC could participate in a true internet innovation in online gaming,&#8221; said Barry Diller, CEO of IAC.</p>
<p>GarageGames&#8217; CEO and CTO Josh Williams appointed Andy Yang of IAC to spearhead the InstantAction network earlier this year. GarageGames was founded in 1999 and created the Torque Game Engine, the leading platform for independent game development. GarageGames also created Marble Blast Ultra and its industry veteran founders led the development of the popular team-based action game Tribes.</p>
<p>&#8220;Working with IAC, we are now able to truly fulfil our vision to enable developers both large and small to deliver innovative ideas on an exciting new accessible platform for gamers,&#8221; says Williams. &#8220;The InstantAction Fund will invest in talented teams who want to bring high-quality action gaming to everyone in the world through the internet.&#8221;</p>
<p>The InstantAction.com site is now live and accepting registrations for early access to its private beta and is expected to launch to the public in early 2008. Its initial portfolio of original core-oriented games from high-profile studios and newly discovered game development talent will be announced in the coming weeks.</p></blockquote>
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		<title>Get Rich Playing Games</title>
		<link>http://www.kotaku.com.au/2007/09/get_rich_playing_games/</link>
		<comments>http://www.kotaku.com.au/2007/09/get_rich_playing_games/#comments</comments>
		<pubDate>Tue, 18 Sep 2007 19:30:08 +0000</pubDate>
		<dc:creator>Mike Fahey</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[books]]></category>
		<category><![CDATA[gaming industry]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/games/2007/09/get_rich_playing_games.html</guid>
		<description><![CDATA[Not to be comfused with SCEA&#8217;s latest employee, the other Scott Steinberg is managing director of Embassy Multimedia Consultants and author of Videogame Marketing and PR and The Videogame Style Guide and Reference Manual. His latest book is called Get Rich Playing Video Games, and it explains how to succeed in every facet of the [...]]]></description>
			<content:encoded><![CDATA[<p><img alt="getrichplaying.jpg" src="http://kotaku.com/assets/resources/2007/09/getrichplaying.jpg" width="200" height="296" class="postimg left"/>Not to be comfused with <a href="http://www.kotaku.com.au/games/2007/09/segas_steinberg_moves_to_scea.html">SCEA&#8217;s latest employee</a>, the other Scott Steinberg is managing director of Embassy Multimedia Consultants and author of <em>Videogame Marketing and PR </em>and <em>The Videogame Style Guide and Reference Manual</em>. His latest book is called <em>Get Rich Playing Video Games</em>, and it explains how to succeed in every facet of the gaming industry, from marketing and PR to development to publishing. The volume includes insights from industry legends like Miyamoto, Will Wright, Ted Price, Lord British, and even Atari founder Nolan Bushness, who provides the forward. The book should be available at major retailers now, with a $US 17.95 price tag, or you can download the eBook free at <a href="http://www.GetRichGaming.com">www.GetRichGaming.com</a>. Pity the title sounds like a late night infomercial. <span id="more-264260"></span><br />
<blockquote><strong>New Book Reveals the Inside Secrets to GET RICH PLAYING GAMES</strong></p>
<p>Paperback Shipping Now, eBook 100% FREE from www.GetRichGaming.com and Special High Score Edition Coming January 2008</p>
<p>&#8220;A must-read&#8230; The first book on the videogame business that&#8217;s both insightful and entertaining.&#8221;<br />
-Ed Zobrist, President, Sierra Online</p>
<p>Atlanta &#8211; (September 18, 2007) &#8211; In a watershed moment for PC and videogame fans of all ages, Scott Steinberg&#8217;s Get Rich Playing Games ($17.95, P3: Power Play Publishing), the first book to reveal everything readers need to go from rags to riches in the star-studded interactive entertainment business, is finally here. Thirty years in the making, the critically-acclaimed volume has all the answers both casual and hardcore players alike need to make a fortune without ever leaving the couch!</p>
<p>Get Rich Playing Games, penned by acclaimed entrepreneur Scott Steinberg, author of Videogame Marketing and PR and The Videogame Style Guide, features nearly 200 pages of in-depth commentary and insight from the biz&#8217;s biggest names including Shigeru Miyamoto, Will Wright, Sid Meier, John Romero, Trip Hawkins, Ted Price, Lorne Lanning, Lord British and more! From tutorials on building your own videogame to strategies for rocketing up the corporate ranks or turning pro and earning millions in sponsorship dollars, it&#8217;s an essential read for anyone who&#8217;s ever dreamed of building a fortune off making, marketing, writing about, publishing or playing computer and video games. Also includes a foreword by Nolan Bushnell, founder of Atari, Chuck E. Cheese&#8217;s and uWink.</p>
<p>Available now at all major retailers including Amazon.com and Barnes &#038; Noble, Get Rich Playing Games covers all major topics from PC to console, casual, mobile, massively-multiplayer, online and independent games. The eBook edition is available to the general public 100% FREE from www.GetRichGaming.com, with paperback editions also ready to order right from the website or Lulu.com. This volume is a must-have for anyone seeking a career in game art, design, programming, audio, management, PR, marketing, publishing, journalism, testing or sales.</p>
<p>A special High Score Edition, featuring new chapters, additional interviews and other must-see updates will also be available in January 2008.</p>
<p>Praise for Get Rich Playing Games:</p>
<p>&#8220;Shows you how to make all your dreams come true &#8211; and make serious money doing it!&#8221;<br />
- Brian Fargo, Founder, Interplay and InXile Entertainment</p>
<p>&#8220;A home run&#8230; touches on all the bases necessary for creating a winning strategy for success in the videogame field.&#8221;<br />
- Bill Gardner, President and CEO, Eidos</p>
<p>&#8220;Reveals the secrets of playing to win&#8230; and how to do it making great games!&#8221;<br />
-&#8221;Wild Bill&#8221; Stealey, Founder, MicroProse and Interactive Magic</p>
<p>&#8220;There&#8217;s a fine line between getting rich and losing your shirt in the videogame business, so arm yourself with the essential weapons to succeed: This book&#8217;s a cruise missile!&#8221;<br />
- Charles Bellfield, VP Marketing, Codemasters Inc.<br />
&#8220;In every field, it always pays to love what you do &#8211; especially when that involves rescuing the princess, saving the world from nuclear annihilation or fending off hordes of rampaging zombies,&#8221; said Steinberg. &#8220;Only now, thanks to Get Rich Playing Games, it also does so with compound interest. This one&#8217;s for all the videogame fans worldwide&#8230; and all the soon-to-be-overjoyed parents.&#8221;</p>
<p>About the Author</p>
<p>Scott Steinberg is managing partner of technology supersite DigitalTrends.com and managing director of Embassy Multimedia Consultants, which counsels game industry publishers, developers and investors worldwide. The biz&#8217;s most prolific freelance author and radio/TV host, he&#8217;s covered gaming/technology for 300+ outlets from CNN to the LA/NY Times, Playboy, Rolling Stone, USA Today and TV Guide. Other ventures include software publisher Overload Entertainment and Games Press, the ultimate resource for game journalists, as well as groundbreaking books Videogame Marketing and PR and The Videogame Style Guide and Reference Manual.
</p></blockquote>
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		<title>Sega&#8217;s Steinberg Moves to SCEA</title>
		<link>http://www.kotaku.com.au/2007/09/segas_steinberg_moves_to_scea/</link>
		<comments>http://www.kotaku.com.au/2007/09/segas_steinberg_moves_to_scea/#comments</comments>
		<pubDate>Mon, 17 Sep 2007 17:00:01 +0000</pubDate>
		<dc:creator>Mike Fahey</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[gaming industry]]></category>
		<category><![CDATA[sega]]></category>
		<category><![CDATA[sony]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/games/2007/09/segas_steinberg_moves_to_scea.html</guid>
		<description><![CDATA[Scott A. Steinberg has been marketing the hell out of the electronic entertainment sector for over 20 years, having worked with Sega, Roxio, Liquid Audio, Eidos, and Crystal Dynamics. Now he&#8217;s leaving his current VP of marketing position at Sega to jump onboard the Sony Computer Entertainment America train as the Vice President of Product [...]]]></description>
			<content:encoded><![CDATA[<p><img alt="stienberg.jpg" src="http://kotaku.com/assets/resources/2007/09/stienberg.jpg" width="173" height="130" class="postimg left"/>Scott A. Steinberg has been marketing the hell out of the electronic entertainment sector for over 20 years, having worked with Sega, Roxio, Liquid Audio, Eidos, and Crystal Dynamics. Now he&#8217;s leaving his current VP of marketing position at Sega to jump onboard the Sony Computer Entertainment America train as the Vice President of Product Marketing, a newly created position responsible for all PlayStation marketing in North America. Steinberg will report directly to Marketing and PSN senior VP Peter Dille, who had lovely things to say about him.<br />
<blockquote>&#8220;We are thrilled to have Scott join our team as he brings a wealth of  knowledge and experience to the PlayStation marketing staff and the management  group here at SCEA,&#8221; said Dille. &#8220;Scott has an ideal blend of experience in digital entertainment and content delivery as well as a proven track record for strategic innovation and implementation within this industry.</p></blockquote>
<p>Some would say Steinberg has been marketing the PS3 since June, when he famously dissed the Wii in an interview with Reuters. The only difference now is he gets paid for it! Grats, Scott!<span id="more-264227"></span><br />
<blockquote><strong>Sony Computer Entertainment America Appoints New Vice President of Product  Marketing</strong></p>
<p><em>Scott A. Steinberg, Digital Entertainment and Industry Veteran, Joins SCEA Management Team</em></p>
<p>    FOSTER CITY, Calif., Sept. 17 /PRNewswire/ &#8212; Sony Computer Entertainment  America (SCEA) today announced the appointment of 20-year industry veteran  Scott A. Steinberg to the newly-created role of Vice President, Product  Marketing, SCEA.  Steinberg will report to Peter Dille, Senior Vice President,  Marketing and PlayStation Network.  Steinberg, who will be responsible for all hardware, software and channel marketing for PlayStation in North America, will join SCEA officially on October 1st.</p>
<p>    Steinberg brings to SCEA more than 20 years experience marketing  entertainment and technology products at companies such as SEGA,  Roxio/Napster, Liquid Audio, Eidos Interactive and Crystal Dynamics. He joins  SCEA from SEGA of America where he was Vice President of Marketing,  responsible for all of SEGA&#8217;s consumer brand and digital commerce efforts in  North America. Originally at SEGA during the height of the popularity of the  Genesis platform in the early 1990s, Steinberg also worked hand in hand with  the sales organization and participated in SEGA&#8217;s global product planning  group designed to evaluate development and licensed properties. In addition,  Steinberg brings to SCEA a wealth of experience after leading Roxio&#8217;s  marketing and digital commerce efforts and orchestrated the marketing  re-launch of the company&#8217;s digital music subsidiary, Napster, as a legal  digital music service in 2003.</p>
<p>    &#8220;We are thrilled to have Scott join our team as he brings a wealth of  knowledge and experience to the PlayStation marketing staff and the management  group here at SCEA,&#8221; said Dille. &#8220;Scott has an ideal blend of experience in  digital entertainment and content delivery as well as a proven track record  for strategic innovation and implementation within this industry.  He will be  a critical component for the success of our marketing efforts across the  PlayStation brand moving forward.&#8221;</p></blockquote>
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