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<title>Inside Video Games</title>
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<dc:date>2007-03-30T15:48:54-04:00</dc:date>
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<item rdf:about="http://videogames.typepad.com/inside_video_games/2007/03/the_trouble_wit.html">
<title>The trouble with virtual brokers</title>
<link>http://videogames.typepad.com/inside_video_games/2007/03/the_trouble_wit.html</link>
<description>Anybody who has ever tried to rent an apartment in New York City knows that brokers are quite comfortable with virtual reality. Craigslist is full of ads for apartments that simply do not exist in the real world. But Coldwell...</description>

<dc:subject>Emerging Business Models</dc:subject>

<dc:creator>awolfe</dc:creator>
<dc:date>2007-03-30T15:48:54-04:00</dc:date>
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<item rdf:about="http://videogames.typepad.com/inside_video_games/2007/03/wii_have_a_prob.html">
<title>Wii have a problem in the UK</title>
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<description>When Sony ran into problems for its controversial ads for the PSP, I kind of, sort of, understood what the problem was. Race is probably not the best way to advertise the coming power of a white PSP, and even...</description>

<dc:subject>Advertising in Video Games</dc:subject>

<dc:creator>awolfe</dc:creator>
<dc:date>2007-03-29T12:02:11-04:00</dc:date>
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<item rdf:about="http://videogames.typepad.com/inside_video_games/2007/03/ps3_to_cure_can.html">
<title>PS3 to Cure Cancer</title>
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<description>The PS3 is the most powerful console ever. Some might say too powerful. This begs the question, “What to do with all that excess power?” “Cure Parkinson’s disease,” Sony said. Yesterday Sony announced that a software update will allow users...</description>

<dc:subject>Emerging Business Models</dc:subject>

<dc:creator>awolfe</dc:creator>
<dc:date>2007-03-16T11:10:00-04:00</dc:date>
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<item rdf:about="http://videogames.typepad.com/inside_video_games/2007/03/sam_max_episodi.html">
<title>Sam &amp; Max: Episodic Police</title>
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<description>Released in 1993, Sam &amp; Max Hit the Road was one of the first non-action adventure games I ever played. It was also the only game I’d seen with a dedicated “non-sequitur” dialogue button that I would hit repeatedly, giggling...</description>

<dc:subject>Digital Distribution</dc:subject>

<dc:creator>Ilya Malinsky</dc:creator>
<dc:date>2007-03-15T20:44:30-04:00</dc:date>
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<title>Can Video Games Be Art?</title>
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<description>Most gamers think of ‘art’ in relation to the seamlessness of the visual gaming experience. Is that mutant blood dripping off the walls in a realistic manner? Have I forgotten entirely that my boss asked me to come in on...</description>


<dc:creator>Ilya Malinsky</dc:creator>
<dc:date>2007-03-13T20:33:37-04:00</dc:date>
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<title>Does the video games industry need a canon?</title>
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<description>Last week at the Game Developers Conference, Henry Lowood and friends announced a plan to start preserving video games for future generations. I’m all for that. But they also want to create a “canon” of the best video games, to...</description>

<dc:subject>Industry Trends</dc:subject>

<dc:creator>awolfe</dc:creator>
<dc:date>2007-03-13T11:48:44-04:00</dc:date>
</item>
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<title>Hecker's Nintendo Heckle</title>
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<description>Chris Hecker. Loudmouth. Lunatic. Pithy quote-giver. In arguably the most talked-about speech of this year’s GDC, art-school-dropout-turned-programmer Chris Hecker offered some words of advice to Miyamoto and Nintendo: “Make a console that doesn’t suck ass.” He also chastized Nintendo for...</description>

<dc:subject>Retail-Products</dc:subject>

<dc:creator>Ilya Malinsky</dc:creator>
<dc:date>2007-03-10T19:13:18-05:00</dc:date>
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<item rdf:about="http://videogames.typepad.com/inside_video_games/2007/03/sonys_new_home.html">
<title>Sony's New Home</title>
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<description>Sure, you’ve already got a great Second Life. Your avatar is a stunningly attractive projection of your idealized self, and your cyber-residence is a blocky approximation of your dream home, giant shark tank and all. But for some, that’s just...</description>

<dc:subject>Emerging Business Models</dc:subject>
<dc:subject>Industry Trends</dc:subject>
<dc:subject>Online Gaming</dc:subject>

<dc:creator>Ilya Malinsky</dc:creator>
<dc:date>2007-03-07T20:28:40-05:00</dc:date>
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<title>Digital Distro for Indie Game Developers</title>
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<description>Got a great idea for a new major console game? Well, unless it’s based on a previously successful game, features licensed film characters, or is a socially immersive ultra-violent role player, chances are slim that it’ll ever see its way...</description>

<dc:subject>Digital Distribution</dc:subject>

<dc:creator>Ilya Malinsky</dc:creator>
<dc:date>2007-03-05T19:03:58-05:00</dc:date>
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<title>John Edwards’ Virtual Campaign Headquarters Virtually Vandalized!</title>
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<description>A few weeks ago, this very blog reported that John Edwards has set up a campaign headquarters in real-time virtual community Second Life. In what must be a stunning blow to the campaign’s morale, earlier this week the virtual headquarters...</description>

<dc:subject>Online Gaming</dc:subject>

<dc:creator>Ilya Malinsky</dc:creator>
<dc:date>2007-03-02T17:18:26-05:00</dc:date>
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<item rdf:about="http://videogames.typepad.com/inside_video_games/2007/03/ea_themes_songs.html">
<title>EA Themes, Songs, Remixes on iTunes</title>
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<description>That obnoxious techno remix of the Tetris song. Indie video-game tribute band The Advantage. That Japanese guitarist on Youtube shredding all over the Super Mario Bros. theme. What do these fringe music sensations have in common? They understand the universal...</description>

<dc:subject>Music &amp; Video Games</dc:subject>

<dc:creator>Ilya Malinsky</dc:creator>
<dc:date>2007-03-01T16:49:15-05:00</dc:date>
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