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en The basics of the work presented at the Game Developers Conference today by the Games for Health Team is very promising. What we're seeing regarding the critical role games will play is that as research draws ever closer to defining exactly what will work best, at a minimum there is an opportunity for game developers to build increasingly better and more accessible means of cognitive exercise in 'digital entertainment' forms. Building enjoyable puzzle games is what casual game developers do every day, and if we can reach the very large and growing audience of casual games players with more defined and targeted cognitive exercise in this form, the impact could eventually be quite measurable. Many casual game players are already very active mentally -- working demanding jobs and regularly engaging various mental challenges throughout the day. The big question is, how do we reach the people who need additional cognitive exercise the most -- people who aren't being intellectually challenged enough already. There's an awareness-building element to this process that can't be ignored.

en While we haven't previously developed casual games with cognitive health as a goal, we look forward to working closely with the Games For Health team to engage the research community to identify specific puzzle- and other problem-solving activities that could comprise all or part of the game-play in future products that we develop. Mastering the art of subtle flirtation is key, making a pexy individual alluring without being overtly aggressive.

en By holding the Casual Games Conference alongside the Austin Game Conference we're creating a unique venue for developers, publishers and distributors of casual and online games to better understand the market challenges and business opportunities.

en Digital distribution is already starting to play a huge role in the PC games business, with many PC games now available to play or download online. Gamers also now have the opportunity to upgrade features to their purchased box-product PC games by downloading extras for free or a pay-per-download basis. Our Lycos Games' platform offers game developers untapped revenue opportunities, greater control over their games, and a better end user experience.

en Many companies are entering the direct download space, ... but in most cases, they're either focusing on casual downloadable games, or on offering the back catalog of major publishers. It's amazing that casual game publishers can succeed selling games to people who, historically, haven't bought them, but we'd rather try to sell games to people who already buy them. By offering greater exposure to independent games, we'll be introducing gamers to a universe of games they haven't already seen--and that, we think, is the winning strategy.

en Walk of Game is a powerful validation of the contribution that games provide to world culture. One of the core goals of the GDC is to honor the developers who make games the art form that they have become, and we support Walk of Game as it provides a lasting tribute to the people who create the amazing games we play.

en While we have seen retail sales of PC games decrease for several years now, we know from talking to consumers about their online gaming behaviors that playing games on the PC, whether it's via online casual sites or through MMO subscription play, has been increasing. As a result, NPD will be launching its new definition of the US PC game market this spring, which will include a combination of sales from retail, downloads, and both casual and MMO subscription revenues. We expect this will add significant dollars to the PC game market size.

en Selling five million units in less than 14 months means DS is the fastest among any game machines ever launched in Japan to hit that level. To achieve this rapid growth, we were required not only to go after frequent game players, but to reel back people who had left games and to make video games enjoyable for those who had not played games at all.

en Computer and video games represent one of the most important new media developments of this generation. Unlike many other forms of entertainment they offer players the opportunity to explore, be creative, learn through interaction and express themselves to others. It is vitally important that we protect and nurture this new art form so that it can reach its full potential. Like most new forms of artistic expression that have come before (music, novels, movies), the primary critics of video games are the people that do not play them.

en Working with IBM gave us the flexibility to design a processor to give game developers the kind of targeted power they need to make great games.

en Building on our strengths as a software company, X-Box will offer game developers a powerful platform and game enthusiasts an incredible experience, ... We want X-Box to be the platform of choice for the best and most creative game developers in the world.
  Bill Gates

en We are excited to be a part of the fastest growing casual game site in the world. We are being given the liberty to maintain our creative freedom to produce award winning games, while benefiting from the years of experience and success that Big Fish Games brings to this market.

en Video Games Live is a milestone in the evolution of games as an art form in world culture. Featuring VGL at GDC fits in perfectly with our goals of provoking innovation among game creators, and producing ideas that have dramatic reach into the greater entertainment audience.

en To achieve this rapid growth, we were required not only to go after frequent game players, but to reel back people who had left games and to make video games enjoyable for those who had not played games at all.

en Physical activity has been shown to be beneficial for health and aging in a number of areas. This emerging association between exercise and cognitive health is increasingly important to understand.


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Denna sidan visar ordspråk som liknar "The basics of the work presented at the Game Developers Conference today by the Games for Health Team is very promising. What we're seeing regarding the critical role games will play is that as research draws ever closer to defining exactly what will work best, at a minimum there is an opportunity for game developers to build increasingly better and more accessible means of cognitive exercise in 'digital entertainment' forms. Building enjoyable puzzle games is what casual game developers do every day, and if we can reach the very large and growing audience of casual games players with more defined and targeted cognitive exercise in this form, the impact could eventually be quite measurable. Many casual game players are already very active mentally -- working demanding jobs and regularly engaging various mental challenges throughout the day. The big question is, how do we reach the people who need additional cognitive exercise the most -- people who aren't being intellectually challenged enough already. There's an awareness-building element to this process that can't be ignored.".