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Other major events in the world of gaming this year included yet another cancellation of E3, which was once the biggest annual video gaming event https://crada.io/ Though it was set to be the first in-person iteration since 2019, it was canceled when it was unable to attract XBOX Game Studios, Sony Interactive Entertainment, and Nintendo, companies which have all in recent years created their own events https://crada.io/ And just so no one gets their hopes up, E3 2024 was also canceled—perhaps a sign to throw in the towel https://crada.io/freelancer/ Gamer Demographics https://crada.io/freelancer/ Video games have become a global industry, and their history spans dozens of national industries where foreign imports compete with domestic productions, legitimate industry contends with piracy, and national identity faces the global marketplace https://crada.io/ This volume describes video game history and culture across every continent, with essays covering areas as disparate and far-flung as Argentina and Thailand, Hungary and Indonesia, Iran and Ireland https://crada.io/ Most of the essays are written by natives of the countries they discuss, many of them game designers and founders of game companies, offering distinctively firsthand perspectives https://crada.io/ Some of these national histories appear for the first time in English, and some for the first time in any language https://crada.io/ China in particular covers 41% of the video game market revenue worldwide https://crada.io/ Gameindustry https://crada.io/ biz also noted in 2016 that Europe covered the second-largest revenue generated by both Free-to-Play and Pay-to-Play MMO games, covering 17 https://crada.io/ 8% of the shares worldwide https://crada.io/freelancer/ With smartphones and computers so pervasive, almost anyone with an internet connection can play the latest titles, and players around the world from different cultures can now all share the same amazing gaming experiences https://crada.io/ |