In the 30 years between the launch of Asteroids and The Beatles: RockBand, the games industry has changed enormously.
Yet, arguably, it is within the last five years that the most significant developments have occurred. Within that relatively short space of time, the demographic of the average gamer has shifted dramatically away from the traditional stereotype of a lonely teenage boy. This came about not by pushing the limits of gaming technology or by the production of more powerful hardware, but by changing the way people perceive games and their interactions within gaming worlds.
Nowhere is this more clearly demonstrated than by the rise of online gaming. Whether MMOs, apps within social networks, browser-based games or gaming via network-enabled consoles, the social nature and ease of access of online games has made gamers of us all.
Co-hosted with Michael Acton Smith at Mind Candy, Games Gone Wild! was an opportunity to hear from some of the most innovative online games companies who are changing the face of the industry. Very well attended by games developers, publishers, investors and journalists alike, it also proved to be a fabulous evening for networking.
Please contact us at events@kemplittle.com if you would like further information about our events programme.
PRESENTATIONS AND MATERIALS
| Slides are available for the following presentations: | |
| Andy Moseby, Kemp Little LLP (host) | ![]() |
| Rick Gibson, Games Investor Consulting | |
| Dylan Collins, Jolt Online | |
| Malcolm Clark, CyberSports | |
| Michael Acton Smith, Mind Candy | |
| Simon Guild, Bigpoint | |
| Alexis Bonte, eRepublik | |
Kristian Segerstrale (Playfish) also participated.
Click here for Games Gone Wild! presentations.
(Please note the slides are in PDF format and will open in another window. It may take a moment to download).
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