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Videogames and American Society: America's disposition toward virtual environments and hyperreality

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Mark Murkes - Rijksuniversiteit Groningen - [-]
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  • Tesi completa: 55 pagine
  • Abstract
    Videogames have existed for nearly thirty years. In those years, the associated industry has grown from small enterprises to a multi-billion dollar industry. Software sales for the USA amount to more than 7 billion dollars for the year 2003.1 Research analysts estimate this figure will dramatically rise in the coming years. Furthermore, the Forrester research institute predicts that in 2005, more than 70% of American homes will have a video game console. In 2001, this figure was nearly 50% (49 million).2 These figures indicate that electronic entertainment industry at least equals the motion picture industry in size and revenue. It can be expected that this new industry will eventually have the same influence on American society as the motion picture industry currently has.
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