Search






My Shopping Cart

[ 1 ] items in cart

View Cart | Checkout


Game Developer Research
bullet Research Reports

Gamasutra
bullet Contractor Listings

GDC Vault
bullet Individual Subscription

GDC Audio Recordings
bullet App Developers Conference 2013
bullet GDC Next 2013
bullet GDC Europe 2013
bullet GDC 2013
bullet GDC Online 2012
bullet GDC Europe 2012
bullet GDC 2012
bullet GDC 2011
bullet GDC 10
bullet GDC 09
bullet GDC Austin 08
bullet GDC Mobile 08
bullet GDC 08
bullet GDC Austin 07
bullet GDC Mobile 07
bullet GDC 07
bullet GDC 06
bullet GDC 05
bullet GDC 04
bullet GDC 03
bullet GDC 01
bullet GDC 2000 & Before


Newest Item(s)
bullet

Why Now Is the Best Time Ever to Be a Game Developer

Ingress: Design Principles Behind Google's Massively Multiplayer Geo Game

Playing with 'Game'

Gathering Your Party with Project Eternity (GDC Next 10)

D4: Dawn of the Dreaming Director's Drama (GDC Next 10)

Using Plot Devices to Create Gameplay in Storyteller (GDC Next 10)

How I Learned to Stop Worrying and Love Making CounterSpy (GDC Next 10)

Luck and Skill in Games

Minimalist Game Design for Mobile Devices

Broken Age: Rethinking a Classic Genre for the Modern Era (GDC Next 10)


Storefront > GDC Vault Store - Audio Recordings > GDC 2007


View larger image
 


QTY:

How Casual Games Will Kill the Console (And Why That's a Good Thing)
Price $7.95
Adjustment
Type
Stock Unlimited
Status
Weight 0 lb, 0 oz
SKU GDC07-3797
Statistics
Description

How Casual Games Will Kill the Console (And Why That's a Good Thing)

Speakers: John Welch

Track: Business and Management

Format: Lecture

Experience Level: All

Description: Well into the video game industry’s third decade, what if we’d be better off throwing everything we’ve learned so far out the window? This lecture focuses a critical lens on the video game industry, the console model and future of the digital living room. This session makes a case for casual games and non-game media companies as the catalyst poised to transform the videogame landscape and experience as we know it. Will casual content marginalize hardware to the point of extinction? Is it possible to imagine a world where the console is dead? Using current trends and citing examples of technology both in development and on the market today, the session awakens the audience to the industry’s new era of game making for the masses.

Idea Takeaway: Attendees are engaged in thought-provoking discussion of the bigger picture issues and questions facing the game industry’s future. The audience provides fresh (and in some ways controversial!) perspective on where the industry is heading in the wake of casual games.

Intended Audience: Anyone seeking to take a retrospective and forward-facing view of the business and content trends in the video game industry. Specifically good for business, senior level production/marketing or media attendees. Those looking to contemplate investment, partner or production decisions in the traditional or casual videogame space will benefit most.

Please leave this field blank.

There are no related products to display.

Related Products...

Please leave this field blank.