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M-Rated Games Are Still as Popular as Ever Although the video
game industry has expanded its efforts to offer familyfriendly titles and technology,
M-rated (for Mature) games continue to be some of the most well-known titles and
the biggest sellers. And these games, intended for players 17 and older, continue
to be played by pre-teen and teenage youth. The interactive equivalent
of R-rated movies, M-rated games continue to be the segment in which video game
producers often display their most graphic boundary-pushing content as well as,
according to many critics, their highest artistic achievements. The popularity
of these games seems to be driven by these two factors. Players appreciate the
complex story lines, intricately crafted worlds and compelling characters and
also are eager for the shocking images and amoral themes. While the
popularity of M-rated games is not a new phenomenon, the degree to which the mainstream
news media have taken notice of their intense following by fans seems to have
changed. This years release of Grand Theft Auto IV was anticipated
with the same exhaustive excitement as the release of a blockbuster Hollywood
sequel, with even media titans such as CNN and the New York Times providing
reviews of the game for their readers. The games sales were examined like
box office receipts, and its parent company stock price was discussed in financial
journalists articles. In terms of revenues, these games rival, and in some
cases eclipse, Hollywood films.
The Video Game Industry Continues to
Grow 
Until the economic crisis in September, it appeared as if video games sales would
make 2008 another record year. In fact, even in the midst of the most dire financial
crisis since the Great Depression, video game sales continued to outpace the previous
years sales through the third quarter by 26 percent. This makes video games
seem more recession-proof than other entertainment industries. Its possible
that final sales figures will show that 100 million video game machines, including
home consoles and portable devices, were sold worldwide in 2008. And even in the
midst of an economic crisis that prompted many industries to make broad job cuts,
the North American video game workforce grew by 13 percent. Video games
have become a very big business. Monthly sales figures are reported in mainstream
media sources such as USAToday and Bloomberg. Such reports catalog the
number of different consoles sold, the months biggest-selling games and
make comparisons to the previous years sales figures for that month. In
short, the video game industry is treated with the same degree of analysis and
speculation as any other multi-billion-dollar growth industry. The
industrys arrival as a gigantic economic motor may have been signaled when
Activision and Vivendi merged in late 2007, forming an $18 billion company. In
2008, the ripples of the industrys reorganization were apparent as rumors
of mergers and acquisitions affected company stock prices. |