games

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The boy who cried wolf

By mapping out the mechanics of a classic story using game theory, David Huang examines the idea of reputation, its importance and associated strategies.

Behind the profitability of the video-game industry

Even from a young age, I’ve loved playing video games. I remember the excitement I drew as I savagely ripped into the packaging of my brand-new Game-Boy Colour, wasting no time as I inserted the cartridge for Pokemon Silver into the Gameboy’s empty slot and started playing. Since that memorable day, I’ve ventured into the depths of many different genres of gaming, and my passion for video games only escalated as I grew attached to specific series, the characters inside them, and the story that they told. At the risk of sounding like a total geek, I decided to ‘give back’ to the gaming industry what I could at the tender age of 14, writing full-length walkthroughs for popular games which I felt could benefit the most from a little extra input. My awesomeness for accomplishing this feat aside, this contribution would amount to less than a single drop in a vast, endless ocean, for the video-game industry in 2006 was already worth in excess of US $30 billion [1]. Since then, the global market for video-games has doubled to approximately $67 billion by the end of 2012, and the growth doesn’t appear to be slowing any time soon. [2]

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