OECD (on) Games

The OECD “Working Party on the Information Economy” has gotten very good at being insightful about network issues. Their latest report about “Digital Broadband Content: The online computer and video gaming industry” is here.

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7 Responses to OECD (on) Games

  1. Currently living in Studio City, Ca.
    Hollywood is definitely moving in to the business of network video-gaming. More SAG actors are getting hired for game voice work and I wouldn’t be suprised if half of many big-named actors’ incomes in the future come from the licensing of their images for use in networked games.

    Trick with networked video games is appealing to a broad audience, not just males aged 8-38. Hollywood is coming to the rescue and starting to provide the people, stories and production values which will give networked games the emotional pull they currently lack. Will games become bigger with women in the future than with men? Will senior citizens control characters fighting to the death in a game of Celebrity Unreal Tournament 2030? Probably 🙂

    Networked games are the new “Hollywood.”

  2. M. Mortazavi says:

    OECD study seems to have missed some more recent trends, including auction of virtual game assets, a news of which, regarding Sony, I’ve mentioned elsewhere. I will be blogging a bit more about this later today, discussing the same on Runescape.

  3. M. Mortazavi is right. We have left out discussions about virtual assets (swords and avartars bought online), their potential sale over Ebay, etc. This legally very difficult terrain is hinted at in the IPR section, but not developed. Once policy interests develops further in this area, we shall take it up in more detail.
    Cheers,
    Sacha

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