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Here, boy: come to the toy store; please!

Article Abstract:

Tiger Electronics has been plagued by trouble in the development of its $200 robotic dog i-Cybie. As electronic toys for children have become more complex and technically advanced, the challenge is not only in manufacturing the product, but imbuing the product with life-likeness and soul. Tiger began the process of developing a robotic dog to rival Sony's Aibo in May 1999. After spending $2 million and 18 months on the product, Tiger hopes to start manufacturing in March 2001 and hopes to have the dogs in stores in May 2001.

Author: Barnes, Julian E.
Publisher: The New York Times Company
Publication Name: The New York Times
Subject: News, opinion and commentary
ISSN: 0362-4331
Year: 2001
Toys NEC, Hardware product development, Computer hardware, Toy industry, Toys, Tiger Electronics Inc.

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Museum raiders; as artists draw inspiration from video games, curators are starting to play along

Article Abstract:

Media artists have been taking inspiration from video games for a long time, and now museum curators are organizing exhibitions of these works. Sometimes the works are video loops, paintings or prints. Jon Haddock's re-creations of famous photos were in the Whitney Museum of American Art in Manhattan in a show called 'BitStreams'. Miltos Manetas' film loop, "Flames," was featured at the San Francisco Museum of Modern Art.

Author: Glaser, Mark
Publisher: The New York Times Company
Publication Name: The New York Times
Subject: News, opinion and commentary
ISSN: 0362-4331
Year: 2001
Public affairs, Museums and art galleries, Museums & Art Galleries, Museums, Exhibitions, Portrayals, Works, 20th century AD, Virtual reality, Art, Modern, Modern art, Virtual reality technology, Art industry, Art industries and trade, Video art, Haddock, Jon, Manetas, Miltos, San Francisco Museum of Modern Art (San Francisco, California), Whitney Museum of American Art, New York, New York

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Video Game Makers Go Hollywood. Uh-Oh

Article Abstract:

The video games industry is borrowing some strategies from the movie industry in product development and marketing.

Author: Nussenbaum, Evelyn
Publisher: The New York Times Company
Publication Name: The New York Times
Subject: News, opinion and commentary
ISSN: 0362-4331
Year: 2004
Marketing procedures, Industry Overview, Economic aspects, Marketing, Video game industry, Video games industry, Company marketing practices

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Subjects list: United States, Product development, Video games
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