It's undeniable that, in general, men and women approach games very differently. Chris Crawford explains how evolutionary psychology explains the current appeal of gaming to men, and how it might given an indication to what type of games would be more likely to appeal to women.
International borders are slowly being penetrated in the world of games. Hugh Duffel proffers a group of people whom we should thank for this newfound openness.
Joe Blancato writes about the perils of outsourcing coding labor, and looks further down the road in "Outsourcing to America."
For some, game worlds are already work. Mark Wallace looks at people making a living off others' virtual worlds, and what this could mean in the future.
"Brazil is a country of seasoned, passionate players that have chosen a different path to video game enlightenment." Spanner relates the different path that South American gaming has taken, postulating that it may actually be a better one.
In 2001, the shooter genre was blown open by Croteam (who?) in Croatia (where?). Allen Varney spotlights this unlikely developer, and how their success portends the increased globalization of game development.
"Imagine that. Games based on hip hop culture that don't preach - or even make reference to - violence." Joe Blancato speaks about his early experiences with rythym games PaRappa the Rapper and Bust a Groove.
Games are now cool because middle class teenagers are emulating hip hop moguls who are adopting the trappings of wealth which are defined by Silicon Valley millionaires who like games and tech. Max Steele discusses how hip hop and geek culture are revolutionizing America's pop culture.
Games aren't just for the nerds, dorks and geeks anymore, games are trendy and hip. People who wouldn't normally play games are becoming gamers. Whitney Butts explores the convergence of videogaming and pop culture through music artists.
While prominent hip hop heads have been exported to the world of the PS2, crossovers the other way haven't been too common. Pat Miller profiles Superior Tek, a group of guys who manage to game without being too geeky and rap without being too gangsta.
Wobbly and poorly constructed it may have been, The Matrix Online still succeeded where other online games have failed. It connected massive online gaming to hip hop culture. Jonathan Hayter gives an artists perspective of MXO.
According to this year's Metacritic top-rated 100 titles for PS2, only one game has an African-American lead protagonist. Despite a few examples of influence, games are far whiter than any other American media. Thomas Wilburn explores this imbalance.
Without a doubt, EA is best known for its sports games. Dana Massey looks back on his experiences with these perennial titles, and discusses what the future may hold.
"In ea_spouse, we had our Upton Sinclair, but we're without a Teddy Roosevelt." Joe Blancato compares the writings of ea_spouse to The Jungle, in his argument for games industry unionization.
Revenue isn't the only way the gaming industry can claim to mirror Hollywood. Mark Wallace looks at how development plans and budgets, led by EA, are beginning to look like those of the old movie moguls, and what that may mean for the future.