<?xml version="1.0" encoding="UTF-8"?><rss version="2.0" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:wfw="http://wellformedweb.org/CommentAPI/" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:rssdatehelper="urn:rssdatehelper"><channel><title>Blog post as RSS</title><link>http://www.swedishgamesindustry.com</link><pubDate></pubDate><generator>umbraco</generator><description>The latest blog posts from The Swedish Games Industry.</description><language>en-US</language><item><title>Fienden</title><link>http://www.swedishgamesindustry.com/blog/2011/6/17/fienden.aspx</link><pubDate>Fri, 17 Jun 2011 06:45:45 GMT</pubDate><guid>http://www.swedishgamesindustry.com/blog/2011/6/17/fienden.aspx</guid><content:encoded><![CDATA[ 
<p>Självutnämnd som Sveriges - kanske världens - första
kulturtidskrift om spel. Det första numret, med sina 116 proppfulla
sidor, är här. Säga vad man vill om deras inramning, om
upphovsmännen som "fiender", "krigsförklaringar" och andra
svulstiga ordval - i Fiendens kärna existerar någonting
fundamentalt viktigt för spelmediets kulturella framtid. Deras
inledande devis är enkel: De ställer sig bortom snack om senaste
FPS-spelets kulturella existensberättigande vid sidan av
teaterkonsten, bortom "maskiner och explosioner", men bakom
spelmediets potential att "ge oss större upplevelser än något
annat". Redan där skaffar Fienden sig med största sannolikhet en
hel del vänner.</p>

<p>Vad vore ett budskap utan innehåll? Ingenting. Fienden är
lyckligtvis knökfull med sådant: Personporträtt, observationer,
reportage och en stundtals brinnande avsky.</p>

<p>• Tidningen inleds med ett rörande reportage om en för de flesta
okänd individ från spelkulturens mörkaste vrår. Man imponeras
framför allt av den research som krävts för arbetet. Jag känner mig
kluven till att exploatera en uppenbart sjuk människa på det här
viset. Samtidigt är det kanske en välgärning i längden.</p>

<p>• En del av den känslan återkommer under läsning av övriga
texter. Även fast man tycker om eller tvärtom hart svårt för en del
innehåll så lyckas Fienden ändå att påverka. Man funderar, drar
slutsatser och engagerar sig.</p>

<p>• Debatten om hur politik i ett flertal länder omöjliggör
spelens roll i kulturlivet vidrörs. Politiker som inte rört vid ett
spel med tång, än mindre spelat dem, är snabba på att svartmåla
titlar som närmar sig prekära ämnen.</p>

<p>• Artikeln om de nyskapande, men tragiskt nog relativt okända
spelskaparna Kenichi Nishi och Yoshiro Kimura och deras spel sätter
sig rakt i hjärtat. Är spelen hälften så bra som de låter är de
mina nya idoler och något som världens alla spelfantaster och
spelskapare bör ta till sig.</p>

<p>• Fienden får med fördel - för att använd mig av ett amerikanskt
uttryck - bättra på sin "pacing" i framtida nummer. Långa, längre
och jättelånga artiklar samsas med ett fåtal korta. Bättre dynamik
önskas.</p>

<p>• Trots att samtliga artiklar i grunden är bra tar man stundtals
i så att det spricker. Bombastiska inlägg tar ibland udden av
innehållet.</p>

<p>• Layouten är något ojämn. Fina fotografier, illustrationer och
rubriksättningar blandas med mindre bra "copyfiering", suddiga
spelbilder som upptar en-och-en-halv sida, och valet att helt
plötsligt förminska teckensnittsstorleken för att rymma den längsta
artikeln. Texten blir obskyrt liten och förstör
helhetsintrycket.</p>

<p>• Det är värt att uppmärksamma att Fienden kontinuerligt tar
strid för kvinnor, deras porträttering och framtid i spelmediet.
Visst, det är tråkigt att tidningen själv bara har en kvinnlig
skribent för närvarande, men många viktiga och tänkvärda
iakttagelser görs direkt och indirekt i flertalet artiklar.</p>

<p>• Konceptualiseringen med Kärlek/Hat-indelning är väldigt
finurlig och välkommen.</p>

<p>• Även utbildningsfrågan hinns med i det första numret. En före
detta student redogör för sin egen studietid och den ifrågasatta
hållbarheten i det stora antal utbildningar som finns
tillgängliga.</p>

<p>• Tidsskriften avslutas med ett uppfriskande inlägg om filmen
Inceptions uselhet och varför spel till stor del bör hålla sig
borta från film - eller snarare filmmakare och vice versa.</p>

<p>Att vara "fiende" till trots. Tidningen innehåller artiklar som
tillsammans skapar ett fint underlag som inspirerar och väcker en
välbehövlig debatt. Det är dags att sluta dalta och ta spelkulturen
till nästa nivå. Det ska bli intressant att följa utvecklingen i
kommande nummer. Jag väljer att se Fienden mer som en vän, än just
fiende.</p>

<p>Fienden är faktiskt rätt unik. Deras kulturfokus gör att de
skiljer sig från liknande "serious" för äldre läsare som
interactive age och gametheoryonline etc.</p>

<p>&nbsp;</p>

<p>- Jacob Kroon</p>
]]></content:encoded></item><item><title>Life lessons + Game = Well rounded experience</title><link>http://www.swedishgamesindustry.com/blog/2011/6/12/life-lessons-plus-game-=-well-rounded-experience.aspx</link><pubDate>Sun, 12 Jun 2011 12:30:24 GMT</pubDate><guid>http://www.swedishgamesindustry.com/blog/2011/6/12/life-lessons-plus-game-=-well-rounded-experience.aspx</guid><content:encoded><![CDATA[ 
<p>Love it or hate it, the issue of morality and like minded
conundrums are a growing staple of modern gaming. However, as a
parent always on the lookout for ways to double up the joys of
gaming with life lessons to my little boy, the reality is games
that pose serious life lessons are alarmingly thin on the
ground.</p>

<p>I'm currently playing through L.A Noire which whilst a
thoroughly engrossing creation of fictional events, is still very
much grounded in reality - one of many features of modern gaming
elements I adore.</p>

<p>Watching the little one immerse himself in Adventure Quest (a
very fantasy online MMORPG) it's quickly apparent it lacks that
added feature that has him question his motivations. Why does he
need that new shiny armour and what are the consequences of wiping
out an entire oasis of blood thirsty camels and their prickly death
squad of prickly cacti?</p>

<p>With that in mind it's a genuine cause for joy to learn that
there are developers on the case. The good folks at Schell Games (a
talented bunch following their work with Disney IP that includes
Toontown Online - a former fave of the boyo), are teaming up with
Yale University's Play2Prevent initiative to educate teenagers on
the perils of unprotected sex. It's a task that comes with a lot of
responsibility, but if anyone can, Schell Games can.</p>

<p>The company is helmed by Jesse Schell who only last year said in
the past, and even today, game makers obsess over creating fantasy,
an escape from the real world, a disconnect. But these days, value
of "realness" is rising. "We live in a bubble of fake bullshit, and
we'll do anything to get to what is real."</p>

<p>In short, while gaming may be a form of escapism a lot can be
gained from highlighting life lessons to an increasingly younger
gaming generation at an early age. It may not be the catalyst for a
better world, but it could reduce some of the criticism levelled at
the industry's miopic approach to game development.</p>

<p>Now I'm off my soap box and on to a spot of god slaying.</p>
]]></content:encoded></item><item><title>Nordic Game Conference 2011 - A first-timer's experience</title><link>http://www.swedishgamesindustry.com/blog/2011/5/27/nordic-game-conference-2011---a-first-timer's-experience.aspx</link><pubDate>Fri, 27 May 2011 12:47:42 GMT</pubDate><guid>http://www.swedishgamesindustry.com/blog/2011/5/27/nordic-game-conference-2011---a-first-timer's-experience.aspx</guid><content:encoded><![CDATA[ 
<p>It is easy to lose the sense of wonder and objective view point
we once had as new recruits to the industry. This may be down to
time constraints or habit, which is why when Jacob Kroon (intern)
made his first attendance at this year's Nordic Game Conference, it
seemed a perfect fit to have him share his thoughts and
views.<br />
<br />
The following words are his thoughts and summary of the event.</p>

<p><strong>Nordic Game Conference 2011 - där begränsningar skapar
kreativitet.</strong></p>

<p>Ed Fries sätter tonen för årets inkarnation av Nordic Game
Conference. Essensen i den före detta Microsoft-arbetarens keynote
lyder "constraint creates creativity". Att ha mycket, mer eller
mest av någonting leder sällan till originalitet. Moderna
AAA-titlar har kommit att likna varandra i allt större
utsträckning. Fries drar bland annat paralleller mellan dataspelens
utveckling och det antika Greklands vaser. Han visar bilder på
vaser han beskriver som bland det vackraste som skapats av
människohand. De är i sig beprydda av intrikata, tvådimensionella
konstverk. När människorna som skapade dessa verk sålunda fick
tillgång till färger och började implementera tredimensionella
perspektiv förändrades krukorna till någonting blekt och
karaktärslöst. En salig röra där all finkänslighet tycktes ha gått
förlorad. Han liknar de här företeelserna med spel av oberoende
utvecklare. De har stora begränsningar med budget, utrustning och
teknik. Skapelserna själva kan däremot slå vilket storspel som
helst vad gäller kreativitet och skönhet, menar han. Tillfällesvis
rådde det heller ingen brist på indieutvecklare som besökt
mässan.</p>

<p>&nbsp;</p>

<p><strong>Slutsater av första keynoten:</strong></p>

<p>•&nbsp;&nbsp;&nbsp;&nbsp; Det optimala är inte att ha tillgång
till allt, men att göra någonting kreativt av det man saknar.</p>

<p>•&nbsp;&nbsp;&nbsp;&nbsp; Fotorealism är en i raden teknologiska
fenomen som gäckat stora delar av branschen under senare år, enligt
Fries. Utvecklare drar åt samma håll vilket resulterar i en
liknande verklighet för alla. Fries anger Limbo, Minecraft, Kirby's
Epic Yarn och Mad World som <strong>estetiska
föredömen</strong>.</p>

<p>•&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Tendensen att moderna spel
beskrivs som "genreöverskridande" och innehåller lite av varje med
liknande actionsekvenser gör att spelvärlden förlorat genrer och
uttryckssätt.</p>

<p>&nbsp;</p>

<p><strong>Andra inspirerande föredrag</strong></p>

<p><strong>Techniques for Getting a Relatively Large Game Done Fast
With a Small Team</strong></p>

<p>Nicklas "Nifflas" Nygren berättar inte så mycket om sitt
kommande spel som om sitt arbetssätt och designfilosofi. Han är en
indiesensation som varit omtalad i hardcore-inriktad spelpress
sedan genombrottsspelet Knytt vilket lanserades som freeware
2003.</p>

<p>•&nbsp;&nbsp;&nbsp; Tacklandet av tekniska begränsningar
påminner om av Fries beskrivna tendenser.</p>

<p>•&nbsp;&nbsp;&nbsp; Intressant koppling till dagens keynote.
Lyckas bland annat skapa dynamiska ljudmattor genom ett
egenutvecklat musikverktyg han delat med sig till outsourcad
musiker.</p>

<p>•&nbsp;&nbsp;&nbsp; Arbetat med lärjunge genom
arbetsförmedlingen.</p>

<p>&nbsp;</p>

<p><strong>The Story of Minecraft</strong></p>

<p>Daniel Kaplan, business developer på Mojang, berättar historien
om Minecraft, det svenskutvecklade spelets oförutsedda
framgångssaga. En favoritnyhet bland spelpress de senaste åren.
Historien har man med andra ord hört förut. Kaplan hinner dock med
att avslöja en del intressanta detaljer.</p>

<p>•&nbsp;&nbsp;&nbsp;&nbsp; Likt Nifflas har Mojang arbetat med
transparent företagskultur. Vad Mojang har gjort annorlunda är att
de lyckats även kommersiellt. De har odlat branschkontakter genom
sociala medier och fått diger nyhetsexponering genom rent intresse
hos spelskribenter världen över. De har med andra ord inte lagt ut
pengar på marknadsföring.</p>

<p>•&nbsp;&nbsp;&nbsp;&nbsp; Om det varit oklart tidigare bekräftas
det att kommande Scrolls lead designer är Jakob Porser. Mojang har
med andra ord två officiella projekt under simultan utveckling.</p>

<p>•&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Siktar på att hålla sig till ett
begränsat arbetsteam. De outsourcar hellre teknik som grafik och
ljud än anställer många medarbetare.</p>

<p>•&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Kaplan medger att just
<strong>historien om Minecraft</strong> kanske varit den viktigaste
beståndsdelen av framgångarna. En slags varumärkesbyggande
metahistoria som förnöjt världspressen vilket resulterat i ökad
exponering och försäljning.</p>

<p>•&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Utesluter inga format. Kan tänka
sig att arbeta med konsoler, Nintendo 3DS, Sony NGP etc.</p>

<p>&nbsp;</p>

<p><strong>Första dagen:</strong></p>

<p>•&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; NGC lämnar en
förhoppningsfull ton för framtidens utveckling av
dataspelsbranschen. I den nya vågens indiespelsskapande är det
slående hur många av de största har sitt ursprung i Norden</p>

<p>•&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; NGC har givit utrymme för
mer standardiserade föredragskategorier samtidigt som medialt
hypade fenomen som Transmedia fått en chans att vis upp sig i
spelvärlden.</p>

<p>•&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Dagens indieföreläsningar
talar om vikten av öppen företagskultur och outsourcing av
specialiserad talang. Det blir spännande att följa utvecklingen i
framtiden.</p>

<p>•&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Location Based Services
har inte hittat ett stort fäste bland spelare ännu. De tjänster som
är kommersiellt gångbara är check in-funktioner som de i Facebook
och Gowalla. Ungefär hälften av föredragen handlade om hur
företaget i fråga har eller spekulativa lyssnare kan kapitalisera
på trenden. Andra tog en spelares sida och menade att framtidens
LBS måste belöna användarna med inre värden snarare än
rabattkuponger.</p>

<p>&nbsp;</p>

<p><strong>Kontakter/samtal</strong></p>

<p>•&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <strong>Masters in Digital
Media</strong>, en utbildning vid Great Northern Way-kampuset i
British Columbia.Veterligen saknas det liknande satsningar i
Norden. En master-utbildning knyten till digitala
underhållningsbranscher med stark arbetsplatsanknytning. Vore
intressant att ta upp i diskussioner om framtida utbildningar i
Norden.</p>

<p>•&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <strong>Nifflas</strong>
är en resursfull talang med en stor och engagerad community. Hans
spel omskrivs&nbsp; bland annat i inflytelserika medier som Kotaku.
Han nämnde att han gärna hade sökt utvecklingsstöd av NGC men menar
att han hellre ägnar sin tid åt spelutveckling. Hans kommande spel
har stort genomslagspotential. Finns det en möjlighet att göra
någonting med honom inom Invest in Games ramar?</p>

<p>("The Masters of Digital Media (MDM) Program is an innovative,
full-time professional Master's degree in entertainment technology
and digital media. With input from academia and industry, the MDM
Program's challenging curriculum is uniquely designed to transition
students from diverse backgrounds into new and expanding digital
media markets and opportunities. During the 20-month program and
internship, graduates develop the professional skills required to
be effective creators, practitioners and senior managers in the
digital media industry.")</p>

<p>&nbsp;</p>

<p>&nbsp;</p>

<p>&nbsp;</p>
]]></content:encoded></item><item><title>One of the industry's most important battles</title><link>http://www.swedishgamesindustry.com/blog/2010/10/18/one-of-the-industry's-most-important-battles.aspx</link><pubDate>Mon, 18 Oct 2010 08:25:53 GMT</pubDate><guid>http://www.swedishgamesindustry.com/blog/2010/10/18/one-of-the-industry's-most-important-battles.aspx</guid><content:encoded><![CDATA[ 
<p style="margin-top: 8px; padding-top: 0px;">The Supreme Court has
decided to hear oral argument on November 2nd about a 2005
California law that would regulate the sale and rental of computer
and video games. This law would treat games, which are First
Amendment protected works, differently than movies, books, and
music. Numerous District and Federal Courts agree that games are
expressive works of art and are entitled to the same First
Amendment protections. This would effect us in Europe with game
developers forced to adapt their creative freedom according to the
law. We want to show our support for the Entertainment Software
Association, respondents in the case, by reprinting the game
developer Warren Spector's letter:</p>

<p>&nbsp;</p>

<p>Dear Friends,<br />
<br />
 Computer and video games are art, a form of artistic expression
deserving of and, currently, protected by the First
Amendment.<br />
<br />
 That hasn't stopped states though from trying to restrict the
rights of our medium's artists, storytellers, and technical
innovators. On November 2, the Supreme Court will hear arguments on
the constitutionality of a California law that would restrict the
sale of video games. This is a case of great significance to you
and me -- to all people who play or create games and believe in the
First Amendment.<br />
<br />
 Let's not beat around the bush -- if the Court's ruling goes
against us, this law could lead to the future censorship of games,
could irrevocably harm developers and would validate the absurd
notion that video games are somehow a lesser form of creative
expression.<br />
<br />
 We must act now. On October 19, I'm asking you to join me in
urging all of your friends and co-workers, real-world or virtual,
to stand up for video games by joining the Video Game Voters
Network, an advocacy group fighting for their First Amendment
protection.<br />
<br />
 Many people, including some of my personal heroes, like Stan Lee,
have already encouraged us to take a stand. Now is the time for
gamers to come together and spread the word through our social
networks. Now is the time to ask every gamer we can reach to stand
up with us and protect our First Amendment rights.<br />
<br />
 Here's the link:<br />
<br />
 <a
href="http://www.videogamevoters.org/nocensorship">http://www.videogamevoters.org/nocensorship</a><br />
<br />
 On October 19, please tweet this:<br />
 Games=Free Speech. Stand w/ @VideoGameVoters on 11/2 as #SCOTUS
decides future of games http://vgvn.org/act #GamersUnite<br />
<br />
 Post it on Facebook and on your blog. Talk about it in interviews,
on podcasts and with your colleagues. Encourage everyone you can to
do the same. It's time for all of us who are tired of games being
treated unfairly to band together and let our collective voice be
heard.<br />
<br />
 Thank you for considering this call to action.<br />
<br />
 -- Warren Spector</p>

<p><img src="/media/113667/warrenspector_casual-dsb.jpg" width="620" height="339" alt="Warren Spector"/></p>
]]></content:encoded></item><item><title>Tokyo Game Show 2010</title><link>http://www.swedishgamesindustry.com/blog/2010/10/8/tokyo-game-show-2010.aspx</link><pubDate>Fri, 08 Oct 2010 01:12:05 GMT</pubDate><guid>http://www.swedishgamesindustry.com/blog/2010/10/8/tokyo-game-show-2010.aspx</guid><content:encoded><![CDATA[ 
<p>Tokyo Game Show was quite an experience. Smaller than I
imagined, but very well organized and great games such as Ni No
Kune and El Shaddai. I also experienced a lot of innovation in
Japan Game Awards' amateur division with Sand Crush and Rhytmic
Gymnastics. Other odd games that showed that Japan is still on the
forefront were a massage game for the Wii which uses the Wii Fit
balance board and a cat stacking game for the iPhone/iPad. I boiled
everything down into this two minute video:</p>

<p><object width="620" height="373"
data="http://www.youtube.com/v/uGTU03wBMYE?fs=1&amp;hl=sv_SE&amp;rel=0&amp;color1=0x006699&amp;color2=0x54abd6&amp;hd=1"
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<param name="allowfullscreen" value="true" />
</object></p>

<p>Besides the convention Tokyo was lovely. I visited Akihabara and
browsed stores such as Trader and Super Potato. The latter had
their wall by the stairs plastered with pages out of the Swedish
magazine Nintendo Magasinet from the early 90's, quite an odd
experience. But it seems as Tobias Bjarneby and the early Swedish
pioneers made their mark in Tokyo. When visiting the excellent bar
16 shots, the bartender recognized that we spoke Swedish and even
said some phrases "Tack så mycket!" and "Hej då!".</p>

<p><img src="/media/112579/bfbc2.jpg" width="620" height="270" alt="Pre-TGS3"/></p>

<p><em>Proud to see Swedish developed Battlefield Bad Company 2 on
the billboards in Akihabara!</em></p>

<p><img src="/media/112569/16 shots visitkort.jpg" width="620" height="252" alt="Pre-TGS1"/></p>

<p><em>In the restroom of 16 shots the wall is plastered with
business cards, found some Swedes and put up my own card.</em></p>

<p>It was also funny to see the thriving arcade culture in Japan. A
mish mash of music games, fighting games and horse racing
simulators. My personal favorites were without a shadow of a doubt
the angry dad flips the table. I leave you to enjoy the video of
the game. Only in Japan...</p>

<p><object width="620" height="373"
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]]></content:encoded></item><item><title>Top 30 week 1-15</title><link>http://www.swedishgamesindustry.com/blog/2010/5/16/top-30-week-1-15.aspx</link><pubDate>Sun, 16 May 2010 08:21:57 GMT</pubDate><guid>http://www.swedishgamesindustry.com/blog/2010/5/16/top-30-week-1-15.aspx</guid><content:encoded><![CDATA[ 
<p>Nintendo presented charts and grafs when they showed their
result for the fiscal year ending March 31. It showed that Mario
Kart Wii sold more in Europe than in USA, and that Just Dance had a
lousy launch week, but steady sales show that the game is now over
a million both in USA and Europe. They also presented the following
charts for USA and Europe.</p>

<p><strong>USA January-March 2010</strong><br />
 1. New Super Mario Bros Wii (Wii)<br />
 2. Pokémon SoulSilver (DS)<br />
 3. God of War 3 (PS3)<br />
 4. Modern Warfare 2 (360)<br />
 5. Wii Sports Resort (Wii)<br />
 6. Wii Fit Plus med balansbräda (Wii)<br />
 7. Final Fantasy XIII (PS3)<br />
 8. Battlefield Bad Company 2 (360)<br />
 9. Mass Effect 2 (360)<br />
 10. Pokémon HeartGold (DS)<br />
 11. Just Dance (Wii)<br />
 12. Modern Warfare 2 (PS3)<br />
 13. Mario Kart Wii (Wii)<br />
 14. Bioshock 2 (360)<br />
 15. Final Fantasy XIII (360)<br />
 16. New Super Mario Bros (DS)<br />
 17. Battlefield Bad Company 2 (PS3)<br />
 18. Wii Fit Plus (Wii)<br />
 19. Army of Two: The 40th Day (360)<br />
 20. MAG (PS3)<br />
 21. MLB 10: The Show (PS3)<br />
 22. Heavy Rain (PS3)<br />
 23. Mario Kart DS (DS)<br />
 24. God of War 1 &amp; 2 Collection (PS3)<br />
 25. Dante's Inferno: Divine Edition (PS3)<br />
 26. Dante's Inferno (360)<br />
 27. Mario and Sonic at the Olympic Winter Games (Wii)<br />
 28. Mario and Sonic at the Olympic Winter Games (DS)<br />
 29. Mario &amp; Luigi: Bowser's Inside Story (DS)<br />
 30. Wii Play (DS)<br />
 <em>Source: NPD</em></p>

<p><strong>Europe week 1-15</strong><br />
 1. Wii Fit Plus (Wii)<br />
 2. New Super Mario Bros Wii (Wii)<br />
 3. Just Dance (Wii)<br />
 4. Final Fantasy XIII (PS3)<br />
 5. Pokémon SoulSilver (DS)<br />
 6. Modern Warfare 2 (PS3)<br />
 7. Mario Kart Wii (Wii)<br />
 8. God of War 3 (PS3)<br />
 9. Pokémon HeartGold (DS)<br />
 10. Heavy Rain (PS3)<br />
 11. Wii Sports Resort (Wii)<br />
 12. Battlefield Bad Company 2 (360)<br />
 13. Battlefield Bad Company 2 (PS3)<br />
 14. FIFA 10 (PS3)<br />
 15. Modern Warfare 2 (360)<br />
 16. Mass Effect 2 (360)<br />
 17. New Super Mario Bros (DS)<br />
 18. Final Fantasy XIII (360)<br />
 19. Wii Play (Wii)<br />
 20. Mario and Sonic at the Olympic Winter Games (Wii)<br />
 21. Mario and Sonic at the Olympic Winter Games (DS)<br />
 22. Professor Layton and the Pandoras Box (DS)<br />
 23. FIFA 10 (360)<br />
 24. Bioshock 2 (360)<br />
 25. Aliens vs Predator (360)<br />
 26. Assassin's Creed 2 (PS3)<br />
 27. Forza Motorsport 3 (360)<br />
 28. GTA 4 (PS3)<br />
 29. Darksiders: Wrath of War (PS3)<br />
 30. The Legend of Zelda: Spirit Tracks (DS)<br />
 <em>Source: media control-GfK, Europe in this case consists of UK,
France, Germany, Italy, Spain and the Netherlands.</em></p>

<p><strong>Sverige week 1-15</strong><br />
 1. Battlefield Bad Company 2 (PC)<br />
 2. New Super Mario Bros Wii (Wii)<br />
 3. Battlefield Bad Company 2 (PS3)<br />
 4. Modern Warfare 2 (PC)<br />
 5. Battlefield Bad Company 2 (360)<br />
 6. Final Fantasy XIII (PS3)<br />
 7. Modern Warfare 2 (PS3)<br />
 8. New Super Mario Bros (DS)<br />
 9. Heavy Rain (PS3)<br />
 10. Mass Effect 2 (360)<br />
 11. Kalle Kunskap Jubileumsbox (PC)<br />
 12. God of War 3 (PS3)<br />
 13. Modern Warfare 2 (360)<br />
 14. Mario Kart Wii (Wii)<br />
 15. Wii Sports Resort (Wii)<br />
 16. The Sims 3 (PC)<br />
 17. Counter-Strike 1 Anthology (PC)<br />
 18. FIFA 10 (PS3)<br />
 19. The Sims 3 Lyx &amp; Design (PC)<br />
 20. World of Warcraft: Wrath of the Lich King (PC)<br />
 21. World of Warcraft (PC)<br />
 22. FIFA 10 (360)<br />
 23. NHL 10 (PS3)<br />
 24. G-Force (PC)<br />
 25. NHL 10 (360)<br />
 26. Mario and Sonic at the Olympic Winter Games (Wii)<br />
 27. World of Warcraft Battlechest (PC)<br />
 28. Pokémon SoulSilver (DS)<br />
 29. The Sims 3 Destination Världen (PC)<br />
 30. Final Fantasy XIII (360)<br />
 <em>Source: GfK</em></p>

<p>The last chart with Sweden is published by me. Note that PC is
included in the Swedish chart, which Nintendo seem to have excluded
when making the European chart.</p>

<p>Wii have a strong presence in all regions. In Sweden more games
for the hardcore gamer charts high. PS3 is stronger in Europe,
while Xbox 360 have a more favorable position in USA. There are
differences such as MAG climbing high on the US chart, but are
nowhere to be seen on the other charts. In Europe it's FIFA instead
that is noticable.</p>

<p><br />
<br />
</p>
]]></content:encoded></item><item><title>The Swedish Game Chart 2004-2009</title><link>http://www.swedishgamesindustry.com/blog/2010/2/16/the-swedish-game-chart-2004-2009.aspx</link><pubDate>Tue, 16 Feb 2010 16:48:45 GMT</pubDate><guid>http://www.swedishgamesindustry.com/blog/2010/2/16/the-swedish-game-chart-2004-2009.aspx</guid><content:encoded><![CDATA[ 
<p>As I worked with summarizing the last three years of games sales
I got my hands on some old data from 2004 to 2006. Quite funny
feeling since I hadn't seen this figures for many years even though
I once compiled them myself. This means I could compile a list of
the best selling games in Sweden during the last six years. All
versions (special editions, classic, game of the year, deluxe etc)
and all formats of the games are included.</p>

<p><strong>Sweden 2004-2009</strong><br />
 1. World of Warcraft<br />
 2. The Sims 2<br />
 3. Guitar Hero 3: Legends of Rock<br />
 4. World of Warcraft: The Burning Crusade<br />
 5. Call of Duty: Modern Warfare 2<br />
 6. World of Warcraft: Wrath of the Lich King<br />
 7. Call of Duty 4: Modern Warfare<br />
 8. Grand Theft Auto 4<br />
 9. Grand Theft Auto: San Andreas<br />
 10. Battlefield 2</p>

<p>I can't present any figures, but its not any secret that these
games achieved sales that with clear margin exceeds 100k each. I
noted some interesting facts:</p>

<p>- The sales of Modern Warfare 2 has already exceeded its
predecessor.<br />
 - Guitar Hero 3 is the most sold game the three previous years
(2007-2009).<br />
 - 6 out of 10 titles are published by Activision.<br />
 - Battlefield 2 is developed by DICE in Sweden.</p>
]]></content:encoded></item><item><title>Vic talks video game scripts</title><link>http://www.swedishgamesindustry.com/blog/2010/2/16/vic-talks-video-game-scripts.aspx</link><pubDate>Tue, 16 Feb 2010 16:44:26 GMT</pubDate><guid>http://www.swedishgamesindustry.com/blog/2010/2/16/vic-talks-video-game-scripts.aspx</guid><content:encoded><![CDATA[ 
<p>Our English Editor Vic Bassey talks about collecting video game
scripts.</p>

<p><a href="http://www.gamereactor.eu/" title="Gamereactor"><object
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]]></content:encoded></item><item><title>The juggernaut Modern Warfare 2</title><link>http://www.swedishgamesindustry.com/blog/2010/1/26/the-juggernaut-modern-warfare-2.aspx</link><pubDate>Tue, 26 Jan 2010 15:17:16 GMT</pubDate><guid>http://www.swedishgamesindustry.com/blog/2010/1/26/the-juggernaut-modern-warfare-2.aspx</guid><content:encoded><![CDATA[ 
<p>The best selling game in Sweden during 2009 is The Sims 3, which
also claimed the top spot on the PC chart in the U.S. according to
NPD. EA reported 3.7 million units sold by the end of their fiscal
quarter ending June 30, 2009.</p>

<p>However combined all versions, Modern Warfare 2 managed to sell
more than The Sims 3 in Sweden. It's estimated that Modern Warfare
2 exceeded sales of 400 000 copies in the Nordic during 2009, which
would make it the best selling game in the Nordic.</p>

<p>In the U.S. the Xbox 360 version of Modern Warfare 2 accounts
for nearly two thirds of the sale during 2009. Looking at Sweden
the sales is much more even. The PS3 version is taking the edge
with 35%, followed by the 360 version with 34%, and the PC version
last at 31% of the sales.</p>

<p>These figures are only physical sales since we don't have access
to any digital numbers, but when speaking to Steam on their visit
in Sweden, they say they can see both the physical copies of Modern
Warfare 2 and the digital, since the physical needs to be activated
online. Steam didn't mention any numbers, but it sounded as the
sales of the PC version is much higher through digital
distribution. This would certainly apply to the U.S. where only 170
000 sold copies of the PC version were reported in November by NPD.
But maybe the PC version with the digital sales would have the lead
in Sweden as well. But we'll never know.</p>
]]></content:encoded></item><item><title>Mediawatch</title><link>http://www.swedishgamesindustry.com/blog/2008/11/27/mediawatch.aspx</link><pubDate>Thu, 27 Nov 2008 12:20:37 GMT</pubDate><guid>http://www.swedishgamesindustry.com/blog/2008/11/27/mediawatch.aspx</guid><content:encoded><![CDATA[ <P><SPAN style="FONT-SIZE: 9pt; COLOR: black; FONT-FAMILY: Arial">The gaming industry has never been subjected to as much scrutiny and coverage as it is today. But who scrutinizes and watches the media. This is mediawatch.<BR><BR>It's a fact that despite the economic downturn, <A href="http://news.vgchartz.com/news.php?id=2477">the videogame industry has never been bigger</A>. From the seemingly morbid fascination of most mainstream media keen to cash in by concocting their own perspectives to the anti-gaming crusaders such as <A href="http://www.escapistmagazine.com/news/view/87435-Jack-Thompson-Gets-A-Job">Jack Thompson</A>, everyone has an opinion they wish to air. Case in point...this blog.<BR><BR>How does the media view gamers and why&nbsp;do we gamers enjoy the games we do?<BR><BR><A href="http://www.guardian.co.uk/technology/2008/nov/11/computer-game-addiction-diablo-9-11">Naomi Alderman</A> (a gamer herself) from The Guardian newspaper says...<BR><BR><EM><SPAN style="FONT-FAMILY: Arial">"People enjoy playing computer games, and playing them for large amounts of time doesn't necessarily indicate "addiction". But even if they are habit-forming, they can be a positive habit. In fact, playing computer games can be extremely psychologically healthy, even therapeutic."</SPAN></EM><I><BR></I><BR>It's not a view shared by <A href="http://news.bbc.co.uk/1/hi/technology/7746471.stm">Mr Bakker</A> from the Research Group, Smith &amp; Jones, who sees gaming addiction as a trait afflicted on predominantly pubescent impressionable boys.<BR><BR><EM><SPAN style="FONT-FAMILY: Arial">"It's a choice," he says. "These kids know exactly what they are doing and they just don't want to change. If no one is there to help them, then nothing will ever happen."</SPAN></EM> <BR><BR>Irrespective of how one views the gaming fraternity, it's an industry that is struggling to find its identity in the eyes of the media and one we as gamers should help champion a positive image of.<?xml:namespace prefix = o ns = "urn:schemas-microsoft-com:office:office" /><o:p></o:p></SPAN></P>]]></content:encoded></item></channel></rss>
