By Guest Author Leslie Scott [Leslie wraps up her series of excerpts from her book, “About Jenga: The Remarkable Business of Creating a Game That Became a Household Name.”] Unlike Jenga, not all brands succeed in achieving so close a link between the product being marketed and the image conveyed by a brand mark. Perhaps
By Guest Author Leslie Scott [Many readers may have been surprised to learn in my recent interview with Henk Rogers that the rights to Tetris were originally owned by the Russian Ministry of Software and that it was no easy task for Rogers to obtain them. But of course all games, whether high-tech, low-tech or
By Guest Author Saad Fazil The current economic climate has several people pondering whether to become rich by selling iPhone apps. Like anything else, making money by creating and selling iPhone apps is no easy task. If it were, most people would do it, thus increasing the competition and bringing down the revenue to zero.
I am going to make a detour from Healthcare and switch to Sports for this column. NCTV is a media company that we built around the core concept of non-cricket television. As in prior years, India had put up a pathetic show in the 2008 Beijing Olympics. Athletes were sent to compete in Archery, Athletics,
By Gabe Zichermann, Guest Author Most of the innovation in today’s game industry can be traced directly to key advances brought first to the PC, not to mention the millions of players that got their (awkward) start with Leisure Suit Larry on the Apple II. As the most open and edge-technology driven sector of the
By Gabe Zichermann, Guest Author By now, I’m sure you’re familiar with the story of Pong, Atari and the founding of the modern videogame business. In the time before the Atari 2600’s ubiquitous brown box and its legions of cartridge-crazy followers, computer scientists and nerds had long toiled to bring games to the emerging technology