In the past several years there have been 14 virtual worlds directly targeting kids 8 - 12. Many of these companies are indpendent. What will happen once tradtional entertainment and toy companies enter the market?
Our second part coverage of E3 2009. We look at the game engines used by the top games, news from distribution platforms Online and Gaikai and the growing use of 3D sterographics in games.
Paradigm paralysis in the games industry is making way for new business, development and distribution models. New consumers helping to expand gaming and middleware is a key component for delivering those games.