Georgia shows wisdom in pushing through tax credits for video game …

While most states that pass laws involving video games (like 99.99%), have to deal with censorship launched by overactive lobbying groups with words like “family”, and “concerned”, thrown in, Georgia is proving to be a refreshing exception to this rule. Georgia’s Governor, Sonny Perdue has signed into law the 2008 Entertainment Industry Act which is meant to attract investment and create growth in the states local entertainment industry.

The Act offers:

20% tax credit for productions including

TV

film

music video’s

Commercials and Video games

Now all of the above are eligible for an additional 10% tax credit if they include an animated Georgia promotional logo within the finished product.

“We expect a significant increase in film and television projects, and Georgia will be the most competitive state in the country for video game productions,” stated Bill Thompson, deputy commissioner of the Film, Music and Digital Entertainment Office, a division of the Georgia Department of Economic Development .

“Georgia is one of the few states whose entertainment incentives support the video game industry,” Thompson said.

Personally I think its refreshing to see states like Georgia, which we don’t typically think of as being as economically diverse as say California, Midwest or new England to be looking ahead at creative industry’s to replace and expand beyond the old manufacturing jobs.

GEORGIA GAME MAKERS BRING SIEGE BACK TO ATLANTA

Atlanta, GA – June 15, 2008 — The Georgia Game Developers Association (GGDA) today announced plans for the second annual Southern Interactive Entertainment and Game Expo (SIEGE). Scheduled for Oct. 3 – 5, 2008, at the Hyatt Regency Suites hotel, SIEGE focuses on the fast-growing game design industry in the South.

“Continued growth of the computer and video game industry requires new centers of excellence to emerge with talented labor pools,” said Clinton Lowe, president of GGDA and CEO of C. Allen Lowe and Associates. “More than 10 Georgia colleges currently offer video game-related academic programs. With new tax incentives of up to 30% of game project budgets, Georgia is quickly becoming the ‘New Game Mecca’.”

SIEGE’s speakers include leading figures from a wide spectrum of the industry, including artists, programmers, designers, writers, teachers and business executives. Other speakers include government figures, experts on computer game violence and social issues, and more.

The convention also includes a number of special events. Among these are game design tournaments, game playing tournaments, parties, a job fair, and a student fair for high school students and others looking for colleges.

“SIEGE does an excellent job of attracting a wide variety of attendees,” said Andrew Greenberg, SIEGE director as well as a game design professor at the Art Institute of Atlanta and a partner at Holistic Design, Inc., an Atlanta-based computer game company. “The strong array of presenters and events means that there is a lot for everyone to do. Industry leaders share their insights with fellow professionals, students come looking for schools and employers, companies come looking for employees, and so on.”

The event has attracted a variety of sponsors, including Georgia’s Film, Video and Music office, which signed on as a platinum partner. Conference sessions include classes on the latest software, game design techniques, business issues, starting a new company, and more.

www.siegecon.net

March of Dimes Georgia Launches Online Game for Charity Tournament


 
 Delta Air Lines March for Babies Team partners with March of Dimes to raise $10,000 and giveaway 25,000 SkyMiles and $250 in prizes
 

ATLANTA (April 29, 2008) – Delta Air Lines March for Babies Team and the March of Dimes Georgia Chapter have partnered with Game for Charity to launch the first-annual online game tournament.  For an online donation, participants play a five-minute online puzzle game, with the winner and runners-up receiving 25,000 SkyMiles and $250 in prizes. 
The tournament is open to the public, including all Delta Air Lines employees, subsidiaries, and affiliates.  To donate and play:

  • Go to www.GameforCharity.com/MoD/Delta.  
  • Make a 100 percent tax deductible donation and play.  Donor scores will appear on the Leaderboard and donors may play and donate as often as they like through May 23.

100 percent of all proceeds go to the March of Dimes Georgia Chapter. 
“Delta’s March for Babies Team is proud to partner with the March of Dimes for this unique online game event designed to raise awareness and support for an organization that works tirelessly to improve the health of babies by preventing birth defects, premature birth and infant mortality,” says Paul Jacobson, SVP & Treasurer at Delta Air Lines. 
“The Internet has become a major source of contributions by individuals”, says March of Dimes Georgia State Director Mark Gibson.  “We are excited to be a leader in ePhilanthropy and working with Game for Charity on this first-ever online game tournament.  Utilizing the Internet to raise funds reduces costs and allows more of each dollar donated to go directly to the organization.”
“It is a pleasure and honor to partner with the March of Dimes”, says Andrew Wells, CEO of Game for Charity.  Americans gave more than $6 billion online to charitable organizations in 2006 and the figure is growing by 51 percent a year, according to the ePhilanthropy Foundation.  “We are providing innovative charitable organizations and corporations with the tools to facilitate online giving with the most popular activity on the web, online games.”  More than one-third, or 34 percent of Internet users in the U.S. play games on the Internet at least once per week, according to Parks Associates a research & analysis firm. 
About Game for Charity:
Game for Charity is a wholly owned subsidiary of Atlanta based RezilioGame for Charity’s patent-pending method and technology allows not-for-profit organizations and corporations the ability to utilize casual games in a skilled tournament fashion over the Internet to raise funds.  For more information visit GameforCharity.com.   
About March of Dimes - Georgia Chapter:
 

The March of Dimes is the leading nonprofit organization for pregnancy and baby health. With chapters nationwide and its premier event, March for Babies, the March of Dimes works to improve the health of babies by preventing birth defects, premature birth and infant mortality. For the latest resources and information, visit marchofdimes.com or nacersano.org.
About Delta Air Lines:
 

Delta Air Lines operates service to more worldwide destinations than any airline with Delta and Delta Connection flights to 306 destinations in 58 countries. Delta has added more international capacity than any major U.S. airline during the last two years and is the leader across the Atlantic with flights to 37 trans-Atlantic markets. To Latin America and the Caribbean, Delta offers more than 500 weekly flights to 57 destinations. Delta’s marketing alliances also allow customers to earn and redeem SkyMiles on nearly 16,409 flights offered by SkyTeam and other partners. Delta is a founding member of SkyTeam, a global airline alliance that provides customers with extensive worldwide destinations, flights and services. Including its SkyTeam and worldwide codeshare partners, Delta offers flights to 841 worldwide destinations in 162 countries. Customers can check in for flights, print boarding passes and check flight status at delta.com

Advertisers have yet to unlock the power of play

 

There are a few common reasons why advertisers want to use videogames to reach consumers.

One is the belief that videogames are a place to recover the waning audiences of television advertising. The highly desirable, seemingly elusive 18-34 male demographic is often, unfairly, assumed to correspond directly to videogame players. What better way to retrieve these “lost” consumers than to inject billboard and video advertising into their sci-fi shooters and fantasy role-playing games?

Would an orc order pizza? Does a dystopian planet from the future need a pacer drink? In most videogames, advertisements become parodies of themselves. An alternate version of this principle swaps young men for middle-aged women, and console games for casual puzzle games, where branded objects replace abstract tokens.

Another motivation is advertisers ongoing interest in targeting children. People assume videogames are for kids (as well as young adult males). Everyone, from greedy candymakers to hopeful science educators to earnest charitable organisations, wants to reach kids early with messages to buy, to learn, or to become aware. What better way to speak to the kiddies than via Mario platformer lookalikes or custom virtual worlds that extend a favorite franchise?

Unfortunately, kids advergames and educational titles underestimate the sophistication that children exhibit at play. Titles like Pokemon, Animal Crossing, or Zoo Tycoon require patience, deep knowledge and sophisticated reasoning.

Yet another reason revolves around visibility. No matter the intended audience, games get attention. These days, every musician, politician, and non-profit cause has a MySpace page, a Facebook profile and a YouTube channel. Videogames offer a sure-fire way to attract new attention in a noisy world. Major press outlets will cover a game without ever playing it, so quality matters less than curiosity. In fact, an entire genre of computer-enabled games played partly in real-world environemnts, known as Alternate Reality Games (or ARGs), have been funded almost exclusively by advertisers as a way to garner the kind of front-page news stories money can’t buy directly.

But the features of videogames that make them powerful communication tools cannot be found in their demography, or their puerility, or their peculiarity. Rather, they are located in the very way they make meaning. In games, players take on roles constrained by rules. In play, we become other people, in a different situation, and try out life in their shoes. This is a powerful idea that has the potential for both commercial and social benefit.

For a long time now, advertisers have sold desires rather than competing for needs. They have lured us into buying products that represent the lives we aspire to but don’t actually lead. They do this by plastering our world with images of these fantasy lives in the hope that we will buy untold products and services in a vain attempt to bridge the endless chasm between lives of mundane, suburban debt and lives of lithe, hypersexed outdoorsmanship.

But videogames don’t just project images; they simulate experiences. For the first time since the quaint sponsor spots of the golden age of television, we have in the videogame a medium that can actually make claims about the features, functions, benefits and drawbacks of products and services. Or of public policies and causes, for that matter.

This untapped potential of games upsets the very foundation of advertising as we know it. Instead of surrounding us with images that reflect lives unlived, games can allow us to try out hypothetical lives with new products, people and ideas. To realise this potential, advertisers of both goods and viewpoints must stop blindly inserting their billboards into games or creating feeble copies of the cornerstones of videogame pop culture. Instead, they must start simulating the products, public policy positions, charitable interventions and other worldly ideas in new games – games worthy of our attention.

In a videogame marketplace overflowing with sports, fantasy and war, one need only look to The Sims, which recetly sold its 100 millionth unit, to see the untapped potential of games to be about real lives instead of fantasy ones.

Ian Bogost is a professor at the Georgia Institute of Technology and author of Persuasive Games

A Consumer Guide To Virtual Worlds

Click one of the links below to download The Blue Book: A Consumer Guide To Virtual Worlds.

PDF: http://www.ivinnie.com/thebluebook/the_blue_book_may_2008_edition.pdf

Zipped PDF: http://www.ivinnie.com/thebluebook/the_blue_book_may_2008_edition.zip

Kaneva Job Posting

Kaneva, www.kaneva.com, founded by ISS founder, Chris Klaus, one of the most exciting high-growth technology companies in Atlanta, is searching for a new Director of Business Development.  Chris asked us to ALERT our friends in the business community about this new position.

 

To view details of this position, please click here.

 

To recommend a qualified candidate please have them contact Thomas Zebley at Kaneva (tzebley@kaneva.com) or call his cell at 678-596-9056.

Meeting the Challenges Game Industry CEOs Face

Find out if you have what it takes!

Embassy Multimedia Consultants today presents feature articles Not All Fun and Games and Play Again?, brought to you by top business publication Forbes.

To access the stories, please utilize the following link:

http://tinyurl.com/5lhfnf
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Additional Features

NEW VIDEO SERIES: THE ART OF VIDEO GAMES
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Game Business Essentials: 2008 Edition
http://tinyurl.com/2j234v

VIDEOGAME MARKETING AND PR: The Book
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