Conference Report: Part 2
Electronic Entertainment Expo (E3)
May 12 – 14, 2004
May 19, 2004
By Zhan Li
Dear Consortium Members,
I'm just back from the Los Angeles Convention Center where one of the most eagerly awaited
events of the tech circuit calendar has been held – the key trade event of the global video game
industry, the 10th annual Electronic Entertainment Expo (“E3”). It's where several hundred of the
the latest and upcoming entertainment software titles and technologies simultaneously compete
for your attention. The expo's crowded main floor areas are nerve-jarringly high-decibel and
graphics-intensive – an sensory experience, someone remarked to me, akin to 3 days of Tokyo's
nightlife district under 40lbs of pressure.
In recent years, the video game industry has experienced rapid growth to overtake the movie
industry in size. It's now a $10 billion industry in North America and one considered by the media
giants to be at the forefront of popularizing interactivity and digital convergence. It's also maturing
as it reaches out to new audiences and new markets. And it's not just for boys anymore – the
average age of the video gamer is 29 years old, a third are women, and it's the leading leisure
medium for the new generation.
Below, I'll be summarizing the keynote address by Doug Lowenstein, President of the
Entertainment Software Association – the chief lobbying group for the industry which also
organizes the expo. I'll also be reporting on select highlights of the show from the perspective of
the e-learning community.
But first, a couple of additional notes to the previous report on the Education Arcade conference
on videogames for learning which preceded E3. I'm told that the original URL I'd reported,
www.educationarcade.com , has not yet been linked up, so point your browser to
www.educationarcade.org instead. The discussion and networking forums are already active, so
feel free to jump in.
Also, the editors of the premier children's softwar