Printer Friendly
The Free Library
6,672,335 articles and books
Member login
User name  
Password 
 
Join us Forgot password?

USC Annenberg Center for Communication and IDSA to Host ``Entertainment in the Interactive Age''.


Business/Entertainment Editors

LOS ANGELES--(BUSINESS WIRE)--Jan. 8, 2001

Game Experts Explore the Rise of Digital Games and Their Impact On

Entertainment in the 21st Century

Over the next five years, it is widely expected that the video and computer game business will generate more than $10 billion in sales in America alone, becoming the preferred form of entertainment for tens of millions of kids and adults living in the interactive age.

In response to this cultural evolution, the University of Southern California's Annenberg Center for Communication The Annenberg Center for Communication (ACC) at the University of Southern California promotes interdisciplinary research in communications between the USC School of Cinematic Arts, Viterbi School of Engineering, and the separate USC Annenberg School for Communication, also funded  and the Interactive Digital Software Association (IDSA IDSA Infectious Diseases Society of America
IDSA Industrial Designers Society of America
IDSA Interactive Digital Software Association
IDSA Institute for Defense Studies and Analyses (India)
IDSA International Dark Sky Association
) are hosting "Entertainment in the Interactive Age" (www.annenberg.edu/interactive-age). This two-day event explores the changing content and technology of interactive video and computer games, as well as the impact these games have on entertainment, media and culture. The conference will be held Jan. 29 and 30, 2001, at USC's Davidson Conference Center in Los Angeles Los Angeles (lôs ăn`jələs, lŏs, ăn`jəlēz'), city (1990 pop. 3,485,398), seat of Los Angeles co., S Calif.; inc. 1850. .

"The USC An abbreviation for U.S. Code.  Annenberg Center for Communication targets projects that both explore and influence the impact of communications technology Noun 1. communications technology - the activity of designing and constructing and maintaining communication systems
engineering, technology - the practical application of science to commerce or industry
 on society," said Elizabeth Daley, executive director of USC's Annenberg Center for Communication and Dean of USC's School of Cinema-Television. "As the lines between entertainment and interactive technology converge, it is important to acknowledge the progression as a valid cultural and creative force for the 21st century. This conference brings together some of the best minds in the industry to openly discuss the future of this `new' form of entertainment."

"`Entertainment in the Interactive Age' will launch an important dialogue exploring the many facets of the computer and video game industry, which, taken together, will have a huge impact on the future of entertainment and technology," said Douglas Lowenstein, president of the IDSA, the trade association representing U.S. computer and video game publishers.

`Entertainment in the Interactive Age' features leading game designers, technologists, artists, social critics and scholars, led by keynote Will Wright, creator of the highly successful "Sim (1) (Society for Information Management, Chicago, IL, www.simnet.org) Founded in 1968 as the Society for MIS, it is a membership organization made up of corporate and division heads of IT organizations.  City" and "The Sims." Panelists will explore provocative topics such as the computer as storyteller, the impact of video games See video game console.  on cinema, games and cognition cognition

Act or process of knowing. Cognition includes every mental process that may be described as an experience of knowing (including perceiving, recognizing, conceiving, and reasoning), as distinguished from an experience of feeling or of willing.
, and the influence of interactive entertainment on technology. A complete program and registration information can be found at www.annenberg.edu/interactive-age. The conference is free and open to the public; registration is on a first-come, first-served “FCFS” redirects here. For the figure skating competition, see Four Continents Figure Skating Championships.

This article is about a general service policy. For the technical concept, see FIFO.
 basis.

About the USC Annenberg Center for Communication

The Annenberg Center for Communication (www.annenberg.edu) was established in 1993 through a $120 million endowment to the University of Southern California The U.S. News & World Report ranked USC 27th among all universities in the United States in its 2008 ranking of "America's Best Colleges", also designating it as one of the "most selective universities" for admitting 8,634 of the almost 34,000 who applied for freshman admission  by Ambassador Walter H. Annenberg. The center supports active research that addresses practical problems in the convergence of technology and communications. The center is directed by a team of respected leaders from arts and entertainment, as well as science, technology and business, all of whom embrace the cross-disciplinary approach sought in its projects.

About the Interactive Digital Software Association

The IDSA (www.idsa.com) is the U.S. association exclusively dedicated to serving the business and public affairs Those public information, command information, and community relations activities directed toward both the external and internal publics with interest in the Department of Defense. Also called PA. See also command information; community relations; public information.  needs of companies that publish video and computer games for video game consoles This is a list of video game consoles by the era they appeared in. Eras are named based on the dominant console type of the era (even though not all consoles of those eras are of the same type). Some eras are referred to based on how many bits a major console could process. , personal computers and the Internet. IDSA members collectively accounted for more than 90 percent of the $6.1 billion in entertainment software sales in the United States United States, officially United States of America, republic (2005 est. pop. 295,734,000), 3,539,227 sq mi (9,166,598 sq km), North America. The United States is the world's third largest country in population and the fourth largest country in area.  in 1999, and billions more in export sales of American-made entertainment software. The IDSA offers services to interactive entertainment software publishers including a global anti-piracy program, business and consumer research, government relations and First Amendment and intellectual property protection efforts. It is the founder and owner of the Electronic Entertainment Expo trade show and the founder of the Academy of Interactive Arts and Sciences.

Speakers include:
Sean Baity, Maxis/Electronic Arts
Steve DiPaola, Stanford University
Terry Hackett, Jellyvision
Larry Hodges, Georgia Tech
Yasmin Kafai, UCLA
Raph Koster, Sony Online Entertainment
Ken Lobb, Nintendo of America Inc.
Janet Murray, Georgia Tech
Randy Pausch, Carnegie Mellon University
David Perry, Shiny Entertainment
Tim Schafer, Double Fine Productions, Inc.
Warren Spector, Ion Storm
Dorothy Strickland, Do2Learn
Greg Zeschuk and Ray Muzyka, BioWare
Eric Zimmerman, gameLab
Douglas Lowenstein, Interactive Digital Software Association
Larry Tuch, USC/Institute for Creative Technologies California
Hal Barwood, LucasArts
Matthew Ford, Microsoft
J. C. Herz, Joystick Nation, Inc.
Henry Jenkins, MIT
Marsha Kinder, USC
Ken Perlin, New York University
Peter Molyneaux, Lionhead Studios
Robert Nideffer, UC Irvine
Celia Pearce, USC
Skip Rizzo, USC
Anne-Marie Schleiner, Writer/Artist
Eddo Stern, USC
Bill Tomlinson, MIT Media Lab
Geoffrey Zatkin, Verant
COPYRIGHT 2001 Business Wire
No portion of this article can be reproduced without the express written permission from the copyright holder.
Copyright 2001, Gale Group. All rights reserved. Gale Group is a Thomson Corporation Company.

 Reader Opinion

Title:

Comment:



 

Article Details
Printer friendly Cite/link Email Feedback
Publication:Business Wire
Date:Jan 8, 2001
Words:728
Previous Article:Geriatrix Acquires For Health, Inc. to Form $20 Million Senior Care Management Organization.
Next Article:Sonoma State University and WinerySite.com Create E-Commerce Survey for the Wine Industry.



Related Articles
DATA POINTS: VIDEOGAME SOFTWARE GROWTH.(Interactive Digital Software Association's report) (Industry Trend or Event)(Column)
International Education Conference Spotlights Globalization.
Unique Communications Programs Spotlighted at Annenberg.
Global Communication Comes to L.A.(degree program )(Brief Article)
Correction.
Defining literacy in the 21st century. (An Advertising Supplement to the Los Angeles Business Journal: Education).(Brief Article)
PUBLIC TRIBUTE, TELEVISED MASS TO HONOR HEARN.(News)
Budget shift marks end to EC2 incubator. (Up Front).(Brief Article)
Annenberg will live on through his philanthropy: schools, arts will benefit most.(Walter H. Annenberg)(Obituary)
Mixed views. (L.A. Stories).(upcoming panel discussion on impact of American entertainment abroad)(Brief Article)(Calendar)

Terms of use | Copyright © 2009 Farlex, Inc. | Feedback | For webmasters | Submit articles