Year in review: Games as big business
The dollars were flying in 2007, whether it was from gamers grabbing for Halo and Guitar Hero, or Vivendi shelling out for Activision.
Games as big business
If you hadn't already cottoned to the idea that video games are truly a big business, 2007 might finally have convinced you of the notion.
Dollar figures thrown around during the year paint the picture:
Video:
Completing the Halo trilogy, Halo 3 launches. CNET talks to fervent fans in midtown Manhattan.
Not to be (totally) outdone, Activision saw its own blockbuster, Guitar Hero III, net $115 million in first-week sales. It then went even further by potentially becoming the world's biggest video game company
Other big-name companies got in on the action, as well.
For their parts, both Sony and Microsoft lowered prices on their next-generation consoles,
It was also a very big year for virtual worlds. World of Warcraft continued to grow, and its first major update, Burning Crusade, sold millions of copies. But Second Life still maintained the vast majority of media mindshare. The year began with excitement over the large numbers of Fortune 500 companies opening up shop in SL, but as 2007 wore on, a substantial backlash against the site developed as many began to question to value of virtual worlds to large corporations. At the same time, some leveled charges that SL's population was a mere fraction of what was advertised.
Still, a consortium of major technology companies got together to talk about interoperability standards between virtual worlds, even as estimates began to circulate that there had been as much as
Further demonstrating that these environments need to be taken seriously, one popular online game, Gaia Online, grabbed headlines by hiring a world-renowned economist to oversee its virtual economy.
The year was not without its setbacks, however.
Users of many virtual worlds and online games, for instance, felt the sting of eBay's ban on the sale of those games' virtual assets.
And video games remained on the hit list for critics who charge that the medium promotes and engenders violence. Joining the parade this year was Pope Benedict. Meanwhile, retailer Target caved to pressure by
2007 Highlights
Counting the real 'Second Life' population
The virtual world is growing fast, but its publisher reports unconventional metrics.
Pope condemns violent games
In annual message, Catholic leader says violent and sexually explicit media is "repulsive," particularly when aimed at minors.
eBay bans auctions of virtual goods
Sales of items from Warcraft and Everquest are now a no-no, but eBay gives the OK for items from Second Life.
Sony says sayonara to father of PlayStation
Ken Kutaragi was a gaming innovator, but his company will make do without him as it struggles to compete with Nintendo's hot-selling Wii.
Nintendo: Wii have a supply problem
CEO says game giant is addressing hardware shortage issues by increasing production, slams critics of Wii and DS.
'Second Life,' after the backlash
Participants in this weekend's user conference in Chicago are unfazed by negative press. They just want to go back to their virtual-world tinkering.
Big-shot economist to advise 'Gaia Online'
Former U.S. Council of Economic Advisors chairman Michael Boskin is tapped to lead teen virtual world's economic council. Why?
D-Day for 'Halo 3'--full coverage
The much-anticipated game goes on sale Tuesday. Can it help lead the Xbox 360 to victory?
Venture capital rushing to virtual worlds
More and more investment money is finding its way to companies building virtual worlds or related technologies.
EA pays $860 million for BioWare, Pandemic Studios
The massive video game publisher has purchased two game studios from a private equity firm in the largest deal in its history.
Tech titans seek virtual-world interoperability
Group of 23 companies and institutions has set out to search for ways to make content and identity transferable between virtual worlds.
Sony cuts price on PS3--is it enough?
With the XBox 360's reliability problems, is $400 the magic price point for the PS3--and its built-in Blu-ray player?
Target stores won't sell 'Manhunt 2'
Giant retailer decides not to carry the new Rockstar Games title because of its heavy violence factor.
Activision: 'Guitar Hero III' nets $115 in first week's sales (just kidding)
Third iteration of hit guitar-oriented video game actually hauled in $115 million during its first week on the market.
Can Activision Blizzard compete with EA for mindshare?
The new entity may become the world's largest video game company, but it may not be able to supplant the brand recognition of Electronic Arts.
Additional Headlines
The man behind the Commodore 64
Is tomorrow's Clapton playing 'Guitar Hero'?
Microsoft: 'Halo 3' nets biggest day in entertainment history
At E3, entertainment is the name of the game
Details emerge on Spielberg's EA video game initiative
Meet the metaverse, your new digital home
MTV goes '4D' with virtual-worlds push
Real-world success with virtual goods
'Warcraft': A world in transition
Behind the Anshe Chung DMCA complaint
Games as big business
If you hadn't already cottoned to the idea that video games are truly a big business, 2007 might finally have convinced you of the notion.
Dollar figures thrown around during the year paint the picture:
Video:
Completing the Halo trilogy, Halo 3 launches. CNET talks to fervent fans in midtown Manhattan.
Not to be (totally) outdone, Activision saw its own blockbuster, Guitar Hero III, net $115 million in first-week sales. It then went even further by potentially becoming the world's biggest video game company
Other big-name companies got in on the action, as well.
For their parts, both Sony and Microsoft lowered prices on their next-generation consoles,
It was also a very big year for virtual worlds. World of Warcraft continued to grow, and its first major update, Burning Crusade, sold millions of copies. But Second Life still maintained the vast majority of media mindshare. The year began with excitement over the large numbers of Fortune 500 companies opening up shop in SL, but as 2007 wore on, a substantial backlash against the site developed as many began to question to value of virtual worlds to large corporations. At the same time, some leveled charges that SL's population was a mere fraction of what was advertised.
Still, a consortium of major technology companies got together to talk about interoperability standards between virtual worlds, even as estimates began to circulate that there had been as much as
Further demonstrating that these environments need to be taken seriously, one popular online game, Gaia Online, grabbed headlines by hiring a world-renowned economist to oversee its virtual economy.
The year was not without its setbacks, however.
Users of many virtual worlds and online games, for instance, felt the sting of eBay's ban on the sale of those games' virtual assets.
And video games remained on the hit list for critics who charge that the medium promotes and engenders violence. Joining the parade this year was Pope Benedict. Meanwhile, retailer Target caved to pressure by
2007 Highlights
Counting the real 'Second Life' population
The virtual world is growing fast, but its publisher reports unconventional metrics.
Pope condemns violent games
In annual message, Catholic leader says violent and sexually explicit media is "repulsive," particularly when aimed at minors.
eBay bans auctions of virtual goods
Sales of items from Warcraft and Everquest are now a no-no, but eBay gives the OK for items from Second Life.
Sony says sayonara to father of PlayStation
Ken Kutaragi was a gaming innovator, but his company will make do without him as it struggles to compete with Nintendo's hot-selling Wii.
Nintendo: Wii have a supply problem
CEO says game giant is addressing hardware shortage issues by increasing production, slams critics of Wii and DS.
'Second Life,' after the backlash
Participants in this weekend's user conference in Chicago are unfazed by negative press. They just want to go back to their virtual-world tinkering.
Big-shot economist to advise 'Gaia Online'
Former U.S. Council of Economic Advisors chairman Michael Boskin is tapped to lead teen virtual world's economic council. Why?
D-Day for 'Halo 3'--full coverage
The much-anticipated game goes on sale Tuesday. Can it help lead the Xbox 360 to victory?
Venture capital rushing to virtual worlds
More and more investment money is finding its way to companies building virtual worlds or related technologies.
EA pays $860 million for BioWare, Pandemic Studios
The massive video game publisher has purchased two game studios from a private equity firm in the largest deal in its history.
Tech titans seek virtual-world interoperability
Group of 23 companies and institutions has set out to search for ways to make content and identity transferable between virtual worlds.
Sony cuts price on PS3--is it enough?
With the XBox 360's reliability problems, is $400 the magic price point for the PS3--and its built-in Blu-ray player?
Target stores won't sell 'Manhunt 2'
Giant retailer decides not to carry the new Rockstar Games title because of its heavy violence factor.
Activision: 'Guitar Hero III' nets $115 in first week's sales (just kidding)
Third iteration of hit guitar-oriented video game actually hauled in $115 million during its first week on the market.
Can Activision Blizzard compete with EA for mindshare?
The new entity may become the world's largest video game company, but it may not be able to supplant the brand recognition of Electronic Arts.
Additional Headlines
Microsoft: 'Halo 3' nets biggest day in entertainment history
At E3, entertainment is the name of the game
Details emerge on Spielberg's EA video game initiative
Meet the metaverse, your new digital home
MTV goes '4D' with virtual-worlds push
Real-world success with virtual goods
'Warcraft': A world in transition
Behind the Anshe Chung DMCA complaint