Social game powerhouse Zynga may be the most powerful force on Facebook but it may find itself faced with a challenger it can't overcome: the San Francisco City Attorney's office. The San Francisco City Attorney's office is going after Zynga for what it is calling an "illegal and actionable" act involving a marketing campaign to promote the company's latest product in the Mafia Wars franchise - Mafia Wars: Las Vegas.
In a letter released today, Deputy City Attorney Alex Tse said that Zynga committed "documented acts of sidewalk vandalism" to advertise the new Mafia Wars game using fake $25,000 bills that were glued to sidewalks in San Francisco. The fake bills contained a message directing people to a Mafia Wars website. While the stunt might sound amusing to the casual observer, the City Attorney isn't laughing. Read More
For the first time, revenue from in-game advertising was broken out in a report from the Interactive Advertising Bureau of Canada (IAB), and the figures were not all that overwhelming.
The Canadian Online Advertising Revenue Survey (PDF) serves up actual 2009 results in addition to 2010 estimates. The report stated that 2009 revenue from Canadian in-game advertising was $3 million, or less than one percent of the year’s total of $1.82 billion.
Videogame advertising, as defined by IAB, “can range from an Advertiser buying some or all of the ad units in or around a game, to a 'Sponsored by' link to a custom-branded Game experience.”
Speaking to The Star, IAB President Paula Gignac called videogames “something of a walled garden” when it comes to marketing information. Read More
The U.S. Air Force and U.S. Army have each debuted marketing efforts spearheaded by augmented reality.
The Army’s Race for Strength Challenge—available online, and in kiosk form at select NASCAR events—allows gamers to pilot the Army-sponsored left-hand turn vehicle piloted by Ryan Newman. Online users will be prompted to print out an image of Newman’s Impala (PDF) to utilize as a virtual steering wheel, in conjunction with a webcam, to control the car onscreen. In the race Newman’s car will compete against MRAP and Stryker armored vehicles.
The racing game is said to be “an extension of the U.S. Army's continuing effort to showcase its high-tech skills training and the various options and career opportunities it offers.”
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An analysis of restaurant, beverage and food websites advertised on the Cartoon Network and Nickelodeon between August 2006 and March 2007 led researchers to recommend that food companies come up with—and adhere to—uniform guidelines for marketing their products to children.
UC Davis researchers Diana Cassady and Jennifer Culp scrutinized 19 websites, 290 webpages and 247 advergames, according to a story on Science Daily. 84 percent of the websites featured online games, which were described as a “strategy to encourage ongoing and return website visits. Every single advergame also contained at least one brand identifier. Read More
While the Entertainment Software Association (ESA) won a partial victory (preliminary injunction) earlier this year against the Chicago Transit Authority (CTA) over an ordinance that attempted to prohibit Mature (M)-rated game advertisements, the trade group now has an even clearer win under its belt, as a Judge has permanently banned the CTA from “enforcing or directing” enforcement of the ordinance.
In a ruling (PDF) handed down on May 17 in the U.S. District Court for the Northern District of Illinois, Eastern Division, Judge Rebecca Pallmeyer—who granted the preliminary injunction as well—ordered judgment against the CTA and dictated that prompt notice of the judgment be given to CTA officers, and any agents, servants, employees and attorneys. The CTA also agreed not to “appeal or otherwise attack the validity or enforceability of the Consent Judgment and Permanent Injunction.”
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A series of television ads run in the UK for the PlayStation 3 game Heavy Rain rankled a few feathers due to their timing and violence.
The Advertising Standards Authority (ASA) reported receiving 38 complaints in response to four Heavy Rain ads, with viewers criticizing the violence of the ads and a perceived glamorization of violence. The objectors also worried that the ads were run at a time of day when children could view them.
The last complaint about the ads was that they were run around the same time that a shop keeper in Huddersfield was killed in an armed robbery. The Heavy Rain ads all depicted a scene in which a shop keeper was repeatedly threatened by an armed man with Heavy Rain character Scott Shelby watching. The versions differed in how the Shelby reacted to the situation; he either intervened, attacked or negotiated with the armed robber.
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Research agency Millward Brown has released its annual list of the Top 100 Most Valuable Global Brands (PDF).
The top five overall in the BrandZ Top 100 are probably not too surprising; Google tops the list, followed by IBM, Apple, Microsoft and Coca-Cola. Nintendo checks in at number 32 and Intel is at number 48, while Sony is number 94.
The report also broke out a section specifically for videogames. It was noted that the category was down 3.0 percent in year-over-year results, a shift blamed on the economic downturn. In a bid to spur fan-boy debates perhaps, specific game machines were also ranked by brand value, with the Wii taking the top spot, followed by the Nintendo DS, the Xbox 360, PlayStation 3, PSP and PlayStation 2.
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In a bid to drum up metrics on gamers that are comparable to those kept on users of other more traditional media, Nielson Games recently conducted a study of Xbox 360 owners that play the game 1 vs 100.
Working with Microsoft for the pilot study, the company placed watermarks in Season 2 of the game, which allowed the researcher to retrieve specific audience data over a 13 week period from November 2009 through February 2010. The study utilized two versions of 1 vs 100; the live form of the game and an Extended Play version that allows players to brush up on the game.
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A promotion for the release of Splinter Cell: Conviction in New Zealand, complete with an armed “Sam Fisher,” went awry, causing members of the public to dive for cover after someone screamed “He’s got a gun!”
According to the New Zealand Herald, a man dressed as Fisher, with bandages wrapped around his hands and a fake gun, pointed his weapon at bar goers in Auckland’s Viaduct Basin. Someone thought the weapon was real and yelled a warning, causing the people in the bar to take cover. Police were called, and even though they thought the gun was real, they managed to diffuse the situation without hurting anyone.
Regional distributor Monaco Corporation had hired an unnamed marketing agency to setup the stunt and claimed to know nothing about a gun being involved.
Monaco Marketing Manager Duane Mutu apologized for the stunt, saying, “This was by no means an attempt to get cops down there and get this sort of exposure. It was just marketing gone wrong."
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While political attack ads are common place, in the U.S. anyway, it’s still a bit out of the norm when publishers take each other in their marketing programs and today we offer two such examples for your perusal.
Remember the ill-received F.A.G.S. video designed to tout Modern Warfare 2? It decried grenade-spam in the game and featured Philadelphia Phillies pitcher Cole Hamels. Well, EA has created a spoof of the F.A.G.S. video designed to highlight its new release Battlefield: Bad Company 2. Sponsored by F.R.A.G.S. (Friends Really Against Grenade Spam), the spot has its own MLB hurler—New York Yankee CC Sabathia—and takes dead aim against MW2.
Sabathia offers that, “In Battlefield: Bad Company 2 grenade spam isn’t going to prove quite as effective as one might find in competing games of this particular genre, not with destructible buildings, adrenaline pumping weapons and more vehicles than you can count.” Read More
The UK’s Committee of Advertising Practice (CAP) and the Broadcast Committee of Advertising Practice (BCAP) have launched a series of new advertising codes.
The updates go into effect on September 1, 2010 and include new mandates related to videogame advertising. Radio ads for games that have an 18+ rating are listed under the “Special Category,” meaning that they must be centrally cleared by the Radio Advertising Clearance Centre (RAAC). Other entries in this category include ads for alcohol, slimming products, gambling products and services, religious organizations, adult shops and charities.
Radio ads for 18+ rated games are also required by BCAP (PDF) to obtain “central copy clearance,” joining ads for adult shops, stripograms, escort agencies and R18+ rated videos.
Read More
The release of Madden NFL 11 this summer will mark the beginning of a new shift in policy for publisher Electronic Arts—they will sell all the in-game advertisements themselves.
Previously the company had relied on third-party in-game ad specialists, such as Massive Inc. and IGA Worldwide reports MediaWeek. EA’s Senior Vice President of Global Media Sales Elizabeth Harz said the move would allow EA to offer more elaborate,” integrated packages to advertisers.”
Read More
As part of a campaign designed to boost recruitment, the French Army introduced a new campaign that uses the slogan “Devenez vous-même” or “Be Yourself,” and directs interested parties to visit the website DevenezVousMeme.com.
The French Army ad appears to have caught the eye of Electronic Arts, as an article on LusoGamer (translated) points out that an ad for Battlefield: Bad Company 2 appears to have somewhat appropriated the French Army slogan. The similarities were not very difficult to notice as the giant ads appeared right next to each other (picture) in a French subway station. EA’s ad directed users towards the (inactive) website DevenezPlusQueVous-meme.com, which translates to “Be More Than Yourself.”
Army General Philippe Pontiès didn’t find much humor in the matter, telling French website Ecrans (translated) that:
We are clearly in a situation of abuse of slogan. So far, our campaign is working very well, we have very good returns.
The General also noted that the army has been advertising in videogames, with good results, and, ironically enough, has advertised in select EA game, such as NHL 10, NBA Live 10 and Need For Speed Pro Street. The General made it clear that the Army advertises only in racing or sports games, never army or military-themed games.
The ad appropriation issue has apparently been resolved through dialog between the Army’s agency and Electronic Arts.
Thanks Emanuel!
A Super Bowl advertisement for Electronic Arts’ Dante’s Inferno game has fallen victim to CBS censors.
An original version of the ad had utilized the tagline “Go to Hell,” but that phrase was deemed to over the top for viewers of this Sunday’s big game and CBS rejected it. The Hollywood Reporter blog reports that EA will instead substitute the more sedate tagline “Hell Awaits” instead.
Another HR blog showcases a few more rejected Super Bowl ads and asks “What's a better value: spending $3 million plus production costs to air a 30-second ad during the Super Bowl or saving that $3 million when standards and practices lawyers at CBS reject the ad and everyone talks about the commercial anyway?”
Tim Tebow’s Super Bowl spots, paid for by Focus on the Family, are still set to air despite protests from pro-choice groups.
Thanks JT!
Nintendo’s UK television spots featuring the comedy team Anthony “Ant” McPartlin and Declan “Dec” Donnelly have made a list of the most irritating ads of 2009.
Marketing Magazine assembled the list of irksome ads, assigning Nintendo to 9th place, in a tie with a campaign for Country Life put together by the agency Grey London. Karmarama produced the Nintendo spots, some of which can be viewed here on EnjoyNintendo.
Is it a positive for a brand to make a list like this or not?
Saatchi & Saatchi’s Director of Strategy Richard Huntington was asked by Marketing Magazine for his take on the subject and indicated that, while the ads are certainly memorable, whether “they can form part of a sustainable communication strategy remains to be seen.
Or, as Marketing Magazine interprets, “once a brand has done its best to irritate consumers it is difficult to see where the creative approach goes next.”
|Via MCVUK, Thanks Andrew|
While the effectiveness of America’s Army as a recruiting tool is well documented, in light of the U.S. military meeting all of its recruiting goals for the first time in nearly 40 years, a Christian Science Monitor piece explores the consequences of recruitment devices which “ignore the psychological realities of war.”
America’s Army, the Army Experience Center and a relatively new graphic novel put out by the Navy to foster recruiting efforts among high school students, are promotions—which combined with a down economy and lack of jobs— have made joining the armed forces an answer for more and more young people:
The current recruiting tactics aimed at America’s youth are especially concerning. Not only do the very tactics that have been boosting recruitment sanitize war and create false expectations, they prey upon the vulnerable imaginations of children.
The article claims that the suicide rate among soldiers reached a post-Vietnam War high for the fifth year running.
The author concludes:
To be sure, Vets from World War II and Vietnam had shell shock and PTSD without video game recruitment, but targeting teens with video games and graphic novels that ignore the psychological realities of war is not the way to solve the recruitment problem at a time when the psychological health of those who are sent to Afghanistan and Iraq should be a top priority.
GP: More damning than America’ recruitment tools themselves may be a bit in the article where it’s noted that the Army is short some 300 substance abuse counselors and 800 behavioral specialists. Perhaps taxpayers can fund a new game aimed at attracting those types of personnel to the military.
Best of lists are so 1999.
While 2009 was a great year for gamers and an unbelievable quantity of great titles were released, there were some marketing tactics and campaigns that caused anger, dismay and head-scratching among consumers and the media alike.
Set on Stun, noting that these “are the ones that angried up our blood and became stains on the internet,” runs down the Top 5 Worst Videogame Marketing Campaigns of 2009.
Coming in at the top (the bottom?), was Evony, the online game with a litany of complaints against it, not the least of which is using advertising images featuring scantily clad females that have nothing to do with the actual game at all.
Set on Stun scathed:
…you sued people who reported on your gold-spamming and malware, you spammed blogs with comments, you ripped off image assets from other games, you and your sniveling CEO complained about people shining the light on your deceptive practices.
Dante’s Inferno from Electronic Arts came in at number 2 on the list. The marketing campaign generated controversy at every step, causing Set on Stun to write, “Dante’s Inferno & EA seemed to try to piss off anyone who came even close to caring about their game, a game by all accounts, should be pretty kick-ass.”
The marketing for Dante’s Inferno was fascinating to watch unfold. Gamers, and even the media, became so rattled after a while, that every time a bizarre story surfaced on the Internet, people immediately wondered if it was a plant/front for the game. Sometimes it was.
Professional and industry opinions on the campaign were split as well, as witnessed in a bipolar Ars Technica headline for an excellent overview of almost everything Dante’s Inferno threw at the press.
Shoot even went so far as to name Wieden +Kennedy, the firm behind the Dante’s Inferno marketing, as its Agency of the Year.
Head over to Set on Stun to see the rest of the list.
Any other campaigns you can think of that didn’t make the list?
The Federal Trade Commission’s (FTC) seventh report on Marketing Violent Entertainment to Children (PDF) contains good news for the videogame industry.
The FTC review labeled the games industry the "strongest” of the three entertainment sectors (games, music and movies), when it came to self-regulation. The Commission added that the game industry “did not specifically target M-rated games to teens or T-rated games to younger children.“ Additionally, compliance with the Entertainment Software Rating Board (ESRB) code within the videogame industry was “high in all media.”
Undercover shopping stings run by the FTC reported that retailers were “strongly enforcing” age restrictions for M-rated games, with “an average denial rate of 80%.” GameStop and Target were labeled as top enforcers. Toys R Us however, was specifically labeled as trailing when it came to enforcement, with only a 56% denial rate. The report called the use of gift cards to buy games online a “potential gap in enforcement.”
On the advertising side, the FTC found that game companies demonstrated a “high degree of compliance” when it came to television ads, with only a “few instances” of non compliance over a more than two-year period. The same description was used to depict compliance with videogame print ads.
FTC suggestions aimed directly at the game industry were adding content descriptors to the front of videogames, alongside ratings, and to continue to provide more detailed rating summaries online for parents. Additionally, all three industries were told to pay more attention to compliance within online and viral marketing campaigns.
Entertainment Software Association (ESA) President and CEO Michael D. Gallagher was understandably happy about the report, saying, "Today's FTC report is a strong acknowledgement and validation that industry-led self-regulation efforts are the best way to provide parents and retailers with the resources and support they need to keep our kids' entertainment experiences suitable."
The ESA press release also included a quote from National Institute on Media and the Family (NIMF) head, Dr. David Walsh, who stated, “We join the FTC in applauding the industry's progress. The advancement in technology including parental controls by console makers, identification checking by retailers, and an ongoing effort to improve ratings illustrates that the members of the video game industry have taken our concerns seriously and continue to make sure that kids enjoy games that are age appropriate."
Definitive purchase intent for Call of Duty: Modern Warfare 2 (out today) is almost three times that of the average videogame title (21% to 8%) reports Nielsen.
Noting that buzz has “been consistently strong” for the title over the four weeks preceding its launch, the data gathering firm said that MW2 had unaided awareness levels in gamers six times higher than historical benchmark titles. Aided awareness numbers were almost triple that of the average videogame (71% to 26%).
46% of all gamers aware of MW2 reported seeing TV ads last week while 30% reported hearing info on the game from a friend or co-worker.
While an average game release has about 3% of gamers indicating they would pick up the title in the first week of release, the number jumps to 9-12% for MW2.
Nielsen said that households which purchased Call of Duty 4: Modern Warfare “spend nearly 3 times the amount of money on video game purchases annually vs. the typical video game buying household,” making MW franchise fans “valuable, highly desirable customers at retail – which is perhaps why we see a concerted effort to entice them to not only purchase the game itself, but also special editions and limited-edition consoles.”
Count Ice T (pictured) among those who already picked up a limited edition version of Modern Warfare 2. (via GiantBomb)
Videogame marketers still don’t know how to target girl gamers and continue to resort to stereotypes argues an article on Jezebel, which picks apart a recent Wall Street Journal article covering the same topic.
The WSJ article mentioned games like Charm Girls Club, Littlest Pet Shop, Just Dance and Wii Fit, along with a lilac-colored PSP Hannah Montana pack-in, inspiring the Jezebel author to respond:
Some of us like pink, some of us don't. Some of us have all the latest tech, some of us don't. Some of us prefer computer games, some of us don't. Getting the picture? We're all different.
The article details the gaming preferences of a variety of women, and offers up three “fairly obvious” points for videogame marketers to consider: Women gamers are not a monolith, switch up your advertising and when rethinking marketing, start internally.
Citing a Will Wright comment that the reason The Sims did so well with women is that 40% of the game’s development team was female, the author urges:
If you want to attract more women, involve more women in the process of creating games. Hire more women at your organization. Reach out to women who already identify as gamers.
New research indicates that in-game advertisement which feature violent elements may be more memorable to players than nonviolent ads.
MIT's Technology Review reports on the study conducted in part at the University of Luxemburg
[Researchers] developed a simple racing game called AdRacer... A player drives around a virtual course and scores points by hitting targets along the way--as she drives, unobtrusive graphical ads are displayed as billboard graphics... while a camera records her eye movements. After playing, each player's ability to recall of brands shown on the side of the road was tested.
Those who played a violent version of the game, where the goal was to run down pedestrians, resulting in a blood-splattered screen, demonstrated significantly better recall of advertised brands than those who played the regular version...
Of course, while violent ads may increase the player's memory of the product, they could also be a public relations disaster in the making. Technology Review notes that University of Luxemburg researchers have also found that ad violence can lessen a gamer's opinion of a brand.
GP: The screenshot at left is from the University of Luxemburg's AdRacer.
Electronic Art has apparently backed off a Comic Con promotion which encouraged attendees to "Commit an act of lust" with booth babes hired for the event.
Negative Gamer reports on EA's mea culpa:
Costumed reps are a tradition at Comic-Con. In the spirit of both the Circle of Lust and Comic-Con, we are encouraging attendees to Tweet photos of themselves with any of the costumed reps[...]
We apologize for any confusion and offense that resulted from our choice of wording, and want to assure you that we take your concerns and sentiments seriously.
It's all by way of promoting the publisher's upcoming Dante's Inferno. GamePolitics readers will recall an earlier controversy around the game when EA hired fake Christian protesters to march outside the Los Angeles Convention Center during E3.
Online games used by food manufacturers to promote their products can sway food choices made by children, according to a new research report.
Food Industry website Flex News takes note of a study conducted at Georgetown University which found that foods suggested by advergames were craved by kids immediately after playing. The good news is that games pushing healthy snacks had a similar impact.
Study authors Drs. Tiffany A. Pempek and Sandra L. Calvert interpret their work in the Archives of Pediatrics & Adolescent Medicine:
[The findings] suggest that concerns about online advergames that market unhealthy foods are justified...
[Using positive food messages with] this kind of social marketing approach could tip the scales toward the selection of higher-quality snacks, thereby helping to curb the obesity epidemic...
Our results suggest that not only is there a market for healthier foods and beverages, but advergames can be used to promote healthier choices and eating patterns, thereby tipping the balance toward a healthier society.
In the study, 30 low-income, African-American children between the ages of 9 and 10 played a Pac-Man-like game. In one version, junk food was gobbled up. In the other, healthy snacks were the target. The researchers found that kids who played the healthy version of the game tended to choose nutritious snacks afterward.
The Obama administration's deputy chief technology officer for open government will pay a visit to Second Life at noon Eastern time, reports New World Notes.
Beth Simone Noveck, who is known as Lawlita Fassbinder on SL, has been a member of the virtual community since 2004. Noveck will speak about her new book, Wiki Government: How Technology Can Make Government Better, Democracy Stronger, and Citizens More Powerful.
Noveck talked about her job with the New York Times last month:
If [average] people are going to be asked to spend the time on contributing, you want to use the participation they give you...
Even something like having a blog with an open discussion about policy is so revolutionary in the way government works.
When President Obama linked video games to a sedentary lifestyle in a speech to the American Medical Association last week, Peter Moore sensed a marketing opportunity.
On Friday the EA Sports boss posted a "challenge" to Obama on his official blog. As you might guess, there's an EA product involved:
It may be time for the President and his family to put their Wii to good use and fire up the 30-Day Challenge with EA SPORTS Active. This is a “game” even the President may not want to “step away” from...
In fact, I know [Obama is] in pretty good shape, but I guarantee the President wouldn’t look quite so smooth walking across the White House lawn to Marine One the morning after his first session with EA SPORTS Active (especially if he does those pesky lunges)! ...
Mr. President, here is my challenge to you: Try EA SPORTS Active and I guarantee you’ll need aides saying “Yes You Can!” to finish your first workout.
It's not that the Queen of England was seeking a gold-plated Wii, but THQ dropped one off anyway, reports Kotaku.
The publisher delivered the system to Buckingham Palace this week in order to promote its newly- released Wii title BIG Family Games. THQ product manager Danielle Robinson hyped commented:
BIG Family Games is the ultimate Wii game to get all family members, from grandparents to young children, playing together. The Royal Family is arguably the most important family in the country so we felt that they had to have a copy of the new game. But we thought that Her Majesty the Queen wouldn't want to play on any old console, so an extra-special gold one was commissioned. We hope that she and the rest of the Royal Family enjoy the game!
GP: Let's call this one what it is: publicity stunt.
Stopping by your local Dairy Queen over the holiday weekend? If so, here's something to consider:
Ice cream-centric PC game DQ Tycoon has come in for some freezer burn, courtesy of the Campaign for a Commercial-Free Childhood.
The Boston-based CCFC turned its attention to DQ Tycoon as part of its ongoing campaign to lobby Scholastic, Inc. to drop non-books items such as toys, make-up and video games from its school flyers. In a press release issued earlier this week, CCFC termed the game "egregious":
CCFC plans to continue to track Scholastic Book club offerings. One of the more egregious recent findings was the Dairy Queen video game, DQ Tycoon, which appears in Scholastic’s June 2009 Arrow flyer.
The Orlando Sentinel's education blog picked up on the theme:
Some might suggest that DQ Tycoon isn't in the same league with a Newbery Medal winner for children's literature, such as Joseph Krumgold's And Now Miguel, my personal favorite. But it apparently gets equal of better billing in the book club fliers. That coming of age book about a Hispanic boy in New Mexico, which won the Newbery in 1954, has been "thinker" literature for kids for 55 years. Will DQ Tycoon meet that test??
While it's true that DQ Tycoon is probably not going to change anyone's life, GamePolitics just had to ask: What's so bad about a game based on ice cream? CCFC spokesman Josh Golin responded.
CCFC: The game is egregious because it's an ad for Dairy Queen masquerading as a video game and ads for Dairy Queen have no place in schools. It is particularly galling that Scholastic is enlisting teachers as a sales force for the game because, at a time of heightened concerns about childhood obesity, many schools are limiting the types of foods that can be sold and marketed on their premises. I think it's safe to say that without Scholastic, DQ would be unable to promote Blizzards (as many as 1,200 calories) in elementary schools.
GP: In my experience the "tycoon" game genre generally would seem to have at least some educational value, forcing players to plan, strategize, allocate resources, etc. Not exactly Manhunt 2. I noticed that the game next to DQ Tycoon in the ad is "1701," which I've played and which also brings a lot of historical flavor as well as the previously mentioned elements to the mix.
CCFC: I don't dispute for a second that some video games can have educational value. Our concerns are a) the highly commercialized nature of so many of Scholastic's offerings (not just the games) and b) the fact that Scholastic sells so many things that are not books in its "book clubs".
The fact of the matter is that books clearly play a special role in schools which is why Scholastic is allowed into classrooms and given the unique opportunity to sell directly to students. Scholastic is exploiting that access by selling so many things that aren't books. I'm sure Game Stop or Toys R' Us would love to have teachers hand out circulars for them every month.
GP: So, why does CCFC hate ice cream? Just kidding...
The Louisiana Senate will apparently discuss a Jack Thompson-authored video game bill in a hearing scheduled for later this morning.
The Senate Committee on Commerce, Consumer Protection and International Affairs has SB 152 on its agenda for today.
The measure was proposed by Sen. A.G. Crowe (R) and is similar to the Thompson bill which recently passed the Utah legislature before being vetoed by Gov. Jon Huntsman. Like the Utah bill, SB 152 would hold companies that advertise age restrictions on products guilty of a deceptive trade practice if the product is then sold to someone underage.
While video games are not specified in the measure, they were clearly Thompson's intended target in crafting the legislation.
A review of SB 152 indicates that it goes a step beyond the Utah bill by also holding retailers guilty of a deceptive trade practice for selling a product labeled with an age restriction (for instance, an M-rated game) to someone underage. This section seems to be very close to the type of content-based sales restriction which federal courts have consistently found unconstitutional.
In addition, the bill requires retailers to check the I.D. of buyers and to post signage indicating that I.D. will be checked.
GamePolitics has left messages for Sen. Crowe to inquire about the bill. So far, he has not returned our calls. We asked Thompson last night whether he would be testifying on behalf of SB 152 today. He told us it was uncertain whether the hearing would go forward today. However, we reached a staffer in Crowe's office this morning who told us the hearing would take place.
UPDATE: The committe is webcasting its hearing now. Click here for the committee list. Click on the TV icon to the right of the Committee on Commerce, Consumer Protection and International Affairs to watch the hearing. The committe is now discussing SB 29. As I write this the Thompson bill is fifth in line for consideration.
UPDATE 2: We had to wait until the very end of the committee hearing to learn that Sen. Crowe has deferred the SB 152 hearing until next week. Join us then...
Moscow-based 1C (IL-2 Sturmovik, Theater of War) is holding a press event in San Francisco next month - at the Russian Consulate.
The news arrived this morning by way of a save-the-date e-mail. Unfortunately, I can't attend. But it would be fascinating to check the consulate out and maybe slip away from the game previews and swipe a few secrets.
The invite promises "authentic Russian cuisine and Vodka all night long." With so much vodka, how are the game journalists supposed to remember the titles they've been shown?
By now everyone knows that Konami has dropped Six Days in Fallujah like it was radioactive.
But One Last Continue has assembled a remarkable time line on the IP, indicating that the idea for the game was submitted for trademark less than four months after the battle ended. According to Austin Walker of OLC, Destineer - which later acquired Six Days developer Atomic Games - applied for the mark on February 4, 2005. There's no mention of Konami until April 5, 2009 - more than four years later - when the company was announced as the pubilsher of Six Days.
What we find fascinating about these bits of info are their contrast to claims that veterans of the battle came to Atomic, essentially demanding that they create a game based on their Fallujah experiences. Such claims were used to some extent to buttress Six Days against charges that it was insensitive to Iraq War veterans and their families. Moreover, claiming that real combatants were behind the game would surely be a marketing plus as well.
For instance, in the very first article on the game - just before the controversy exploded - the Los Angeles Times reported:
The idea for the game... came from U.S. Marines who returned from the battle with video, photos and diaries of their experiences. Instead of dialing up Steven Spielberg to make a movie version of their stories, they turned to Atomic Games, a company in Raleigh, N.C., that makes combat simulation software for the military...
Today's warriors are more likely to pick up a game controller than a paperback. "The soldiers wanted to tell their stories through a game because that's what they grew up playing," said John Choon, senior brand manager for the game at Konami Digital Entertainment in El Segundo, the publisher of Six Days in Fallujah.
But if the game was already in the planning stage shortly after the battle concluded on December 23rd, 2004 who's kidding who?
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