From: owner-ammf-digest@smoe.org (alt.music.moxy-fruvous digest) To: ammf-digest@smoe.org Subject: alt.music.moxy-fruvous digest V14 #6822 Reply-To: ammf@fruvous.com Sender: owner-ammf-digest@smoe.org Errors-To: owner-ammf-digest@smoe.org Precedence: bulk alt.music.moxy-fruvous digest Wednesday, June 23 2021 Volume 14 : Number 6822 Today's Subjects: ----------------- MIT Device Cuts Power Bills By 65% ["Backyard Revolution" Subject: MIT Device Cuts Power Bills By 65% MIT Device Cuts Power Bills By 65% http://pianoforalll.us/DlX69SSQ8knh_ebXgRk3UcW6_AG995etcT1yd36ap039Dyzi http://pianoforalll.us/XK0JUxZdhnmAKSYF34_H6FSW-jQ1mBsczLL9bVrhdu94OptK he early history of the video game industry, following the first game hardware releases and through 1983, had little structure. While video games quickly took off, the newfound industry was mainly composed of game developers with little business experience, and led to numerous companies forming simply to create of clones of popular titles to try to capitalize on the market. Due to loss of publishing control and oversaturation of the market, the North American market crashed in 1983, dropping from revenues of around $3 billion in 1983 to $100 million by 1985. Many of the North American companies created in the prior years closed down. Japan's growing game industry was briefly shocked by this crash but had sufficient longevity to withstand the short-term effects, and Nintendo helped to revitalize the industry with the release of the Nintendo Entertainment System in North America in 1985. Along with it, Nintendo established a number of core industrial practices to prevent unlicensed game development and control game distribution on their platform, methods that continue to be used by console manufacturers today. The industry remained more conservative following the 1983 crash, forming around the concept of publisher-developer dichotomies, and by the 2000s, leading to the industry centralizing around low-risk, triple-A games and studios with large development budgets of at least $10 million or more. The advent of the Internet brought digital distribution as a viable means to distribute games, and contributed to the growth of more riskier, experimental independent game development as an alternative to triple-A games in the late 2000s and which has continued to grow as a significant portion of the video game indust ------------------------------ End of alt.music.moxy-fruvous digest V14 #6822 **********************************************