Dean Takahashi’s opening comments for GamesBeat 2012

Welcome to our fourth annual GamesBeat conference. I’d like to thank everyone who got us here. Matt Marshall, Alicia Saribalis, Stacy Cohen, Elyssa Thorp, Shannon Dow, Garrett McCullum, Jason Spangenthal and the rest of our great VentureBeat business staff. On the writing side, last year we had just two game writers. But last fall we began a big expansion. Sebastian Haley came on board as our reviews writer. And he recruited Dan Shoe as our editor-in-chief of GamesBeat. Both of them are here. Please stand up. We’ve also added Jason Wilson as a copy editor on the GamesBeat team recently. That’s just our internal crew. We also have around 20 active interns and freelance writers doing stories about gaming on both the consumer and business sides. We have staffed up because we believe this is the most exciting time in the game industry’s history. We have 81 people speaking over the next two days who are making that history happen.

The DeanBeat: GamesBeat 2012 to focus on crossover strategies

GamesBeat 2012 is going to be all about crossover strategies. The game industry as we know it is changing. We’re seeing established companies cross over from one market to another, where once they faced barriers. As companies adapt to change, we are witnessing disruption, change, consolidation, innovation, and the arrival of big money. We’re talking billions of dollars that are at stake.

The DeanBeat: The top 12 trends from the GDC

Too often, I flit from one conference to another like a wayward butterfly, trying to catch up with all the news. But the Game Developers Conference is one of my favorite events of the year because it places such a high value on creativity in the game industry. It is fitting to dwell upon it and to figure out what this year’s conference in San Francisco, which ended Friday March 9, was all about.

The DeanBeat: GamesBeat 2012 in July will focus on disruption, change, and innovation

We’ve unveiled our first speakers and other details for our fourth annual game conference, GamesBeat 2012. Our roster of speakers includes Will Wright, creator of blockbuster video games from Sim City to The Sims and Spore. Wright is now the founder of transmedia think tank called Stupid Fun Club. His next big project is based on what he calls “personal gaming,” where a game can be customized to the tastes and habits of an individual player.

How HiveMind’s Will Wright plans to crowdsource your happiness (interview)

Will Wright’s games from SimCity to The Sims have sold more than 100 million units. That’s why people are paying attention to his new startup and game idea, HiveMind. The Berkeley, Calif.-based company is focused on “personal gaming,” or a kind of title that can customize itself for the individual player, taking into account aspects of a player’s real-life situation as elements of the game.


The DeanBeat column: Stopping to think about the culture of bloodlust

Welcome to the front lines of gaming. I’ve been covering the game industry on a day-to-day basis for about 15 years, mainly by immersing myself in the environment. I play games and I interview people in the game industry daily. But it sometimes helps to pull back and see the industry from afar, as outsiders might see it.