2008/April - GAMERS Newspaper

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FREE Vol 2 Issue 4 * Gaming Articles, Monthly Editorials & Remarkable Stories

April 2008

Anime Punch Delivers with a Right Cross Jeff Eink OGO Publications

Anime Punch ranks as one of the largest anime conventions in Ohio and it’s no surprise why. Those in charge of the convention have a deep love for anime in all its aspects. They played host to the con goers and gave them panels and events that fulfilled everyone’s desires. The game room of Anime Punch was open all weekend at every hour for gamers to get their fix. The panel rooms held discussions on everything from Pokémon to Japanese religion and culture. Each event was well planned and executed by the staff and once again something was available for everyone. The pool was even the site of a fast paced game

of blitz ball. The main stage was taken over for the anime fight club event where characters from every genre of anime and gaming duked it out to prove they were the best. Like all conventions Anime Punch’s dealer room was well stocked with blades, plushies, costumes and of course pocky.

was an incredibly well preformed break dancing demonstration. Saturday night ended with their best musical event of the weekend. The Rave. Starting at 11 and going until six in the morning the rave was an incredible show of lights music and dancing. The weekend was winding down on Sunday but that didn’t stop anime punch from hosting events and showing anime movies until the last possible second they could. Anime Punch certainly earns the top spot of Ohio anime conventions.

Also performing at the convention was the band HsuNami. The band played an amazing concert which blew most con-goers away. The band was loved by everyone and brought out intensity in everyone that led to mosh pits in the crowd. Following the concert

AN ALL-TIME HIGH OF 72 PERCENT OF THE U.S. POPULATION REPORTS THAT THEY PLAY VIDEO GAMES PORT WASHINGTON, NEW YORK, April 2, 2008 – According to The NPD Group’s recently released report, "Online Gaming 2008,” which analyzes the online gaming landscape and focuses specifically on consumers’ behavior, time and money spent in this market, overall participation in gaming rose in 2007 over 2006, from 64 percent of the population to 72 percent of the population. Of these, more than half say they play games online. The PC platform continues to be the driving force in online gaming, with 90 percent of online gamers stating they use a PC to play games online, 19 percent claiming they use a

video game system (console or portable) and 3 percent claiming they use a cell phone. Four out of 10 online gamers are ages 2-17, driven heavily by kids ages 6-12. Kids ages 2 to 12 are driving more than 25 percent of online gaming, while 18-24 year olds only represent 10 percent of online gaming. Among those who use a video game system for online gaming, Xbox 360 is the top system used, with 50 percent stating they play games online via that system. On average, Xbox 360 owners spend the most time per week using their 360s to play games online, followed by PC and PS3 owners using these respective systems for online game play.

According to the report, 13 percent of online gamers spend 20 hours or more per week on online gaming. Per platform, 33 percent of portable online gamers, 29 percent of console online gamers and 13 percent of PC online gamers are in this heaviest online gaming group. At this point in the lifecycle of today’s video game consoles, multiple console ownership is low, with only 3 percent reporting that they own two of the three “next-gen” systems and only 2 percent claiming to own all three systems. “Despite the buzz in the industry regarding online gaming, it is still relatively small compared to offline gaming,” said

Anita Frazier, industry analyst, The NPD Group. “There is still a large, untapped market for gaming in general and online gaming in particular.” Methodology:

Data was collected via an online survey of 20,240 NPD Consumer Panel members ages 2 and older. Respondents age 2-12 were captured via surrogate reporting whereby the female parent (age 21-55) brings her child to computer to answer questions, either with or without parent’s assistance. In order to qualify as an online gamer, respondents had to use one or more of the following systems to play games online: Nintendo DS/DS Lite handheld system, Nintendo Wii, PlayStation 2, PlayStation 3, Sony PSP handheld system, Xbox, Xbox 360 or PC. Gamers overall (whether online or offline) were included in the study as well. Fieldwork was conducted from January 11 –February 5, 2008.


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