SCROLL NEWS / DISCOVERY

Search headlines

Find the stories shaping the conversation.

Search mode
Refine results
Active filters Keyword All time

Results for " active entertainment " 73 found 🔀 AI-powered Shuffle

Crown Sports Center is the Perfect Place for Proactive Entertainment and Games

We're exploring Crown Sports Center and discover why it's the perfect place for all manner of entertainment, games, and skill development.

wboc.com logo
Oct 16 • 8:09 AM EDT • Entertainment • wboc.com
PlayStation Plus Game Catalog and Classics Catalog lineup for October 2026 announced

Sony Interactive Entertainment has announced the October 2026 Game Catalog lineup for PlayStation Plus Extra and Premium subscribers, and Classics Catalog titles for Premium subscribers.

gematsu.com logo
Oct 14 • 11:42 AM EDT • Technology • gematsu.com
PS5 Digital Edition Midnight Black Japan-only model launches November 19

Sony Interactive Entertainment Japan Asia will release “PlayStation 5 Digital Edition Midnight Black (Console Language: Japanese Only)” on November 19 in Japan for 55,000 yen (tax inclu…

gematsu.com logo
Oct 12 • 9:24 PM EDT • Technology • gematsu.com
Crunchyroll dedicated hub announced for PS5

Sony Interactive Entertainment and Crunchyroll will release a dedicated anime hub for the PlayStation 5 home screen in spring 2027, the companies announced.

gematsu.com logo
Oct 7 • 5:48 PM EDT • Technology • gematsu.com
oasisVRX Expands to the Princeton Area With New Active Entertainment Virtual Reality Destination

/PRNewswire/ -- oasisVRX is expanding with the opening of its second location at Princeton North Shopping Center, 1225 Route 206 in Princeton, New Jersey....

prnewswire.com logo
Oct 5 • 8:43 AM EDT • Entertainment • prnewswire.com
2 new tenants coming to Roseville Galleria, including Skims. What we know

Skims and Great Big Game Show are coming to the Roseville mall, bringing a new fashion brand and interactive entertainment experience.

sacbee.com logo
Oct 1 • 10:25 AM EDT • Entertainment • sacbee.com
Kena: Scars of Kosmora delayed to 2027

Publisher Sony Interactive Entertainment and developer Ember Lab have delayed Kena: Bridge of Spirits sequel Kena: Scars of Kosmora from its previously planned 2026 release window to 2027. It will …

gematsu.com logo
Oct 1 • 8:20 AM EDT • Technology • gematsu.com
DarkIris Inc. Provides Business Update on Cine3.AI Global Expansion and Entertainment Technology Ecosystem

HONG KONG, Sept. 30, 2026 (GLOBE NEWSWIRE) -- DarkIris Inc. (Nasdaq: DKI) (the “Company” or “DarkIris”), an innovative technology provider in the digital media and entertainment sector, today provided a business update highlighting recent progress in the development and global deployment of its flagship AI video production platform, Cine3.AI, as well as the Company’s North American expansion and interactive entertainment initiatives. Advancing Cine3.AI for the “Cinema 3.0” Era Following continue

finance.yahoo.com logo
Sep 30 • 8:00 AM EDT • Entertainment • finance.yahoo.com
Intergalactic: The Heretic Prophet to be fully revealed in 2027

Publisher Sony Interactive Entertainment and developer Naughty Dog will lift the veil on science-fiction adventure game Intergalactic: The Heretic Prophet in 2027, Naughty Dog studio head Neil Druc…

gematsu.com logo
Sep 28 • 8:23 PM EDT • Technology • gematsu.com
God of War Laufey pre-orders open September 29, editions detailed

Physical and digital pre-orders for God of War Laufey will begin on September 29 at 10:00 a.m. local time, publisher Sony Interactive Entertainment and developer Santa Monica Studio announced.

gematsu.com logo
Sep 28 • 8:05 AM EDT • Technology • gematsu.com
Gydel Launches a New Form of Interactive Entertainment That Replaces the Screen With the Audience Itself

Just another WordPress site

wboc.com logo
Sep 15 • 8:55 PM EDT • Entertainment • wboc.com
Gydel Launches a New Form of Interactive Entertainment That Replaces the Screen With the Audience Itself

Gydel Launches a New Form of Interactive Entertainment That Replaces the Screen With the Audience Itself

The Last of Us Part 2 Multiplayer Mod Cancelled at Sony’s Request

A PvP multiplayer mod for The Last of Us Part 2 on PC is no longer going to be released after the mod maker says it was contacted by Sony Interactive Entertainment and asked not to release the project to the public.

ign.com logo
Sep 13 • 10:44 PM EDT • Technology • ign.com
James Alan Cook Celebrated for Success and Expertise in Law and Interactive Entertainment

September 8, 2026 -- James Alan Cook is noted for his legal career in computer law and interactive entertainment

24-7pressrelease.com logo
Sep 7 • 8:00 PM EDT • Entertainment • 24-7pressrelease.com
Sony and Microsoft say they’re not obligated to pass U.S. tariff refunds to consumers, echoing Nintendo

Back in July, Sony executives told investors that the company expected to receive $508 million in refunds from the U.S. government, after tariffs that the PlayStation-maker paid were ruled mostly in 2025 were found to be illegal. “Most” of the refund would by recouped by Sony’s gaming division, its chief financial officer said. This week, Sony’s lawyers are arguing that the company is not legally obligated to pass those proceeds on to consumers who paid for recently price-hiked PlayStation consoles. That’s in the face of a lawsuit from gamers calling on them to do exactly that. “Paying fair market price for voluntarily purchased consumer goods is not a legally cognizable injury in fact,” the lawyers wrote in a legal motion filed on Monday, as they asked a judge in California’s Northern District to dismiss a potential class action lawsuit over the tariff refunds. Microsoft made a similar argument two weeks ahead of Sony’s lawyers, in a similar lawsuit brought by a gamer in federal court in Washington State. As Microsoft’s legal team put it on August 21, in their request for a dismissal of that lawsuit: “There is nothing unjust about Plaintiff purchasing an Xbox at an advertised price and getting exactly what he paid for—regardless of whatever theory he devised months later about Microsoft’s cost structure.” Both legal fights are set to go on for some time. How things got to this point U.S. tariffs impacting a wide range of imported goods, including game consoles, had kicked off in early 2025. In May 2025, Microsoft raised the price of its Xbox consoles, citing “market conditions and the rising cost of development.” They raised them again that September. In August of that year, Sony raised the price of PlayStation 5 consoles, citing “a challenging economic environment.” Sony later told investors that its tariff fees for the fall quarter were nearly $200 million. in February of this year, the U.S. Supreme Court ruled the 2025 tariffs illegal, prompting impacted companies to begin to request refunds. In turn, consumers began suing the likes of Sony and Microsoft to get what they said was their share. The gamers in the Microsoft and Sony lawsuits argue that the 2025 price hikes of PlayStation and Xbox consoles, which added $50 or more to their sticker price, were due to illegal tariffs and should now be returned to consumers. The Sony suit started in May, when a group of gamers sued in federal court in California, saying Sony Interactive Entertainment (PlayStation) would be unjustly enriching itself if it did not pass tariff refunds to its PS5 buyers. “Sony is poised to be paid twice for the same unlawful tariff burden: once by its customers (through elevated prices) and once by the U.S. government (through tariff refunds),” the gamers’ lawyers wrote at the time. They called for Sony to partially reimburse anyone who bought a PlayStation in the U.S. since August 1, 2025. The Microsoft suit, filed by gamer Trevor Hastings against the Xbox giant in July, made similar claims. The console makers push back In late July, Nintendo’s lawyers, facing a similar suit accusing them of double-dipping on tariffs and refunds, replied with arguments that previewed Microsoft’s and Sony’s: “Nintendo or one of its retailers set a price for each product, and consumers decided whether that price was worth paying,” they wrote. Sony has buttressed that Nintendo-style argument this week by saying that the gamers have failed to prove that tariffs were the reason for its August 2025 PS5 price hike. They call thatclaim “speculative and illogical.” Other factors, including “inflation, currency fluctuations, component costs, logistics, competitive dynamics, or demand,” could have played a role. (No, the Sony lawyers do not break down the costs and factors that officially triggered the price increases). Microsoft has also argued that there’s no proof in these lawsuits that tariffs drove all or some of the price increase, as it seeks to dismiss the tariff refund suit it’s facing: “Plaintiff provides no specific allegations that would establish any pricing differential attributable to tariffs or suggest any possibility that Microsoft applied then or could recreate now any dollar-for-dollar calculation of tariff-related pricing—any more than it could any other market factor that affects pricing.” To further skewer the gamer side’s argument in its case, Sony’s lawyers have pointed to what might be a surprising defense: yet another PlayStation 5 price hike from this past spring, after the tariffs were ruled illegal. “If the original price increase were attributable to tariffs, SIE [Sony Interactive Entertainment, aka PlayStation] would have had no reason to raise prices again after the Supreme Court invalidated the IEEPA tariffs.” … “If tariffs were the cause of the price increases, one would expect SIE to lower prices once the tariffs were eliminated—not raise them again. Instead, the timeline confirms that the pricing of PlayStation consoles includes a diverse and dynamic set of input costs.” Judges have not yet ruled on the arguments made by Sony, Microsoft or Nintendo. Last week, Panic, the company behind the small, yellow Playdate handheld said it would be passing its tariff refunds on to consumers. It is the only gaming hardware maker to have made such a pledge. Game File is a reader-supported publication. To receive new posts and support my reporting, please consider becoming a free or paid subscriber. Subscribe Item 2: A reporter’s second Second Life Wagner James Au, who from 2003-2006 was paid by San Francisco-based tech company Linden Lab to be a full-time journalist embedded in their virtual world Second Life, is returning to the company. This time, he’ll be an editorial advisor and business development specialist, he tells Game File. The new role will involve trying to share the stories of people inhabiting Second Life’s ongoing online world with reporters and by extension the public. Au plans to continue to also chronicle some of that through his long-running blog New World Notes. I’ve known Au since the mid-2000s and featured him in a 2007 article for the Columbia Journalism Review about reporters like him opening up virtual news outlets within Second Life. As I wrote at the time: On April 22, 2003, writing as Hamlet Linden for the New World Notes blog on Second Life’s Web site, Au introduced himself. “For the next few months, Linden Lab has invited me to set aside my journalist cap, and instead, don the digital beanie of their in-house virtual correspondent.” He wasn’t paid to keep it positive. He wrote about builders and eccentrics, but then in August of that year, he reported on a tax revolt against Linden Lab (a complaint about the fees it charges users who build stuff) led by a resident whose avatar was a big cat. Second Life has always been less of a video game and more of a virtual world where people can live, hang out, make art, sell virtual items and flirt. Back in 2007, Au described touring it as “sort of like underwater lucid dreaming.” For the past two decades, Au has maintained New World Notes as an independent publication. But he said he’s been drawn back to Second Life and Linden Lab as a place to directly work. The virtual world has around 650,000 monthly active users, he said, “which is actually about what it was during the hype wave.” Au says he’s still finding rich stories in Second Life, the kind that keep him interested 20 years into the beat: “Over the last few months for instance, I wrote about an SL creator in Venezuela whose apartment was destroyed by the earthquakes, so the global SL community rallied to get him back on his feet,” he told me. “Then there’s the woman from a Middle Eastern country who explored her lesbian sexuality in SL, then earned enough from her virtual jewelry to escape her abusive family situation and country.” Au wants to beckon more reporters to give Second Life another look. He argues that it is often ahead of internet trends, noting, for example, an early backlash in the community against AI-made art. Now the platform is drawing curiosity from more of the user-generated content community who’ve grown up with the likes of Roblox, according to Au. “Second Life was too early during its hype wave in 2005-2010, but it now feels right for a new wave of interest,” he told me.

gamefile.news logo
Sep 2 • 8:21 PM EDT • Technology • gamefile.news
Cyabra Secures Six-Figure Annual Contract with Leading Interactive Entertainment Company to Protect its Player Community

Agreement with a major publisher in the interactive entertainment industry expands Cyabra's private-sector footprint and reflects growing enterprise demand for evidence-based analysis of coordinated online activity. New York, NY, Aug. 28, 2026 (GLOBE NEWSWIRE) -- Cyabra, Inc. (Nasdaq: CYAB) (“Cyabra” or the “Company”), an artificial intelligence (“AI”)-powered platform that helps governments and enterprises detect coordinated manipulation and protect digital trust, announces a six-figure annual

finance.yahoo.com logo
Aug 28 • 9:00 AM EDT • Entertainment • finance.yahoo.com
Makers Fund raises $250m in fourth round to support interactive entertainment startups

Latest fund from venture capital firm brings its total assets under management to $1.5 billion

gamesindustry.biz logo
Aug 20 • 9:00 AM EDT • Entertainment • gamesindustry.biz
Turning Play into Progress: An Update on Sustainability Efforts

Learn how Sony Interactive Entertainment is advancing sustainability through lower emissions, reduced plastic packaging, ecosystem restoration, and climate research.

sonyinteractive.com logo
Aug 20 • 9:00 AM EDT • Entertainment • sonyinteractive.com
(For Southeast Asia) Introducing Pulse Elevate – Sony Interactive Entertainment’s first wireless speakers for desktop gaming

Pulse Elevate features ultra-low latency, lifelike gaming audio, and a built-in mic - all in a portable form factor.

blog.playstation.com logo
Aug 18 • 9:33 PM EDT • Entertainment • blog.playstation.com
Deep dive
😐 Neutral (21%)
wow
73%
ahah
27%
Disney Games Lays Out Vision for Future of Digital Entertainment at D23

Disney Games showcased its vision for the future of interactive entertainment at D23, with updates on 'KINGDOM HEARTS IV,' 'Marvel’s Wolverine,' and a new Fortnite experience inspired by Millennium Falcon: Smugglers Run.

thewaltdisneycompany.com logo
Aug 16 • 11:49 AM EDT • Entertainment • thewaltdisneycompany.com
Ghost of Yotei narrative expansion, new combat survival mode launch October 1 alongside Complete Edition

Publisher Sony Interactive Entertainment and developer Sucker Punch Productions have announced Ghost of Yotei narrative expansion “Echoes of Sekigahara,” combat survival mode “Mos…

gematsu.com logo
Aug 12 • 10:14 AM EDT • Technology • gematsu.com
Chartbook 464 The"China squeeze" - the politics of development counterfactuals.

There are three types of China shock discourse. Each has a distinct temporal register. China shock 1.0 was a phrase coined by US academics in the 2010s to retrospectively summarize the impact on particular US labour markets, which they identified through painstaking empirical investigation. China shock 2.0 on everyone’s lips in Europe in the mid 2020s is an alarm raised by trans-Atlantic policy thinkers warning of a coming disaster which they project onto Europe’s ailing car industry. The third type of China shock discourse - commonly known as the “China squeeze” launched most recently by Indian economists Shoumitro Chatterjee and Arvind Subramanian in the pages of Foreign Affairs - mobilizes a different, more speculative temporal register: the counterfactual realm of alternate history. The China squeeze argument asks not what has happened, or what is going to happen, but what might have been. Specifically, what options for economic development might have been open to Global South economies like India or the economies of sub-Saharan Africa, had it not been for China’s spectacular industrialization since the late 1990s and the persistent competitiveness of China’s manufacture in low-skilled segments. Chatterjee and Subramanian’s argument is that whilst China has built a powerful position in electrical machinery and other high-skill manufacturing, which is now delivering China Shock 2.0, it also continues to run a trade surplus in low-skill, labour-intensive manufacturing. This surplus is large and has remained largely unchanged in fifteen years. Indeed, in the 2010s, in trade with low-income countries, China’s surplus rapidly increased. On their reading, this squeezes low-income producers in low-skill sectors in which they “should” be able to compete. Source: “China’s Mercantilist Squeeze on Developing Countries” Shoumitro Chatterjee and Arvind Subramanian. Peterson Institute for International Economics 26-7 May 2026 Chatterjee and Subramanian’s wording is telling: (emphasis mine) The canonical trajectory of economic development in the post-World War II period is for countries to transition from agriculture to manufacturing, first in low-skilled manufacturing and then later on to high-skill manufacturing (Herrendorf, Rogerson, and Valentinyi 2013). At the global level, this implies that high-income countries (HICs) that once specialized in low-skilled activities cede manufacturing export space to poorer countries that come along to occupy that space. In 1965, advanced economies accounted for about 60 percent of global value-added exports in four key low-skilled manufacturing sectors, i.e., apparel, leather, textiles, and footwear. Over time this share declined and began to be occupied first by the East Asian tigers and, beginning in the late 1990s, by China. Today China accounts for about 50 percent of the global market. The question is whether China, with its rising prosperity, is continuing to behave like its richer counterparts and ceding export space to poorer followers or to behave unlike them and continuing to occupy space. In terms of the conceptual maneuvers it performs, of the three China shock discourses, the “China squeeze” argument is by far the most ambitious. After all, it bases its critique of China on a counterfactual imagining of the world. Like any counterfactual argument, to construct this alternative reality it must rely on a heuristic model. To make their argument Chatterjee and Subramanian mobilize two key claims. The first reference point is the actual history of rich-country industrialization, what they refer to as the “canonical path”. The idea is that countries transition from agriculture to light industry and low-skilled manufacturing and from there up the value chain. To make this useful as a standard of comparison and a means to construct a normative standard, they adjust sectoral export shares for two factors: 1. the underlying level of economic development of the exporting country, as measured by national income and 2. the degree to which the sector in question is internationalized. The idea being that for a high income country to have a high export share in low-skill sectors is anomalous and even more so if that particular product is highly internationalized and thus suitable for being “conceded” to lower-income competitors. Where should this process end? Here Chatterjee and Subramanian introduce their second benchmark. Their normative idea of a global development path is one in which, in due course, low-skill manufacturing exports are distributed in proportion to a country’s share in the global labour force. They imagine, in other words, a world of proportional, polycentric global development without much national specialization in low-skill manufacturing. A useful benchmark is that, in labor-intensive manufacturing sectors, a country’s share of world exports should be broadly commensurate with its share of the world’s low-skilled labor endowment. … In the Heckscher-Ohlin model, this would be true if value added per worker and export propensities, i.e., fraction of output that is exported, are the same across countries. It is this pleasant liberal vista of orderly global development, progressing towards a general distribution of low-skilled manufacturing against which they judge reality and conclude that the low-income countries are suffering a “China squeeze”. China is not exiting low-skill sectors fast enough Allowing for its gdp level and the degree of globalization, China’s share of low-skill manufacturing exports is far higher than it “should” be. Relative to population, its low-skill share of exports is far too high. That in turn yields the conclusion that huge numbers of jobs - the authors suggest tens of millions - are being hoarded by China. For the four sectors captured in figure 4, this excess in value-added exports is $110 billion in 2022. For all low-skilled sectors overall captured in appendix figure D.1, excess value-added exports amount to $365 billion. The crowding out of LMIC exports by China is therefore substantial. Both these claims have in common that they are strong structuralisms. The first is that development paths ought to resemble each other. The second is that broadly speaking as far as low-skilled manufacturing is concerned, all countries are alike. If the world currently diverges from the distribution of trade implied by these assumptions, if China is not following the advanced economy path and has huge exports, this must be the result of “policy”, which the authors then put in question as illegitimate or unfair. Thus the naturalistic construction of a canonical path leading to a “level” distribution of low-skilled manufacturing reveals itself to be a polemical tool. From the point of view of China shock polemics, this discourse is no doubt welcome. But as an account of economic history, it must surely be regarded as nothing short of bamboozling. Development paths do not follow a regular, natural sequence. As David Fishman put it aptly, “development is not a queue”. They are always and everywhere, through and through political. Development is not so much a process, as a project. Each such project is more or less well adjusted to its context. As Gerschenkron taught uneven and combined development implies differentiation rather than simple imitation on a single parth. It may be true that Europe and the US exited relatively early from low-skill work. But clearly technology has changed. As C&S themselves point out, China no longer enjoys a low wage environment. Do they really believe that such huge differences can be accounted for either by industrial policy, which as they admit does not operate powerfully in low-skill sectors, or by exchange rate manipulation? What is overwhelmingly dominant in explaining the persistence of “low-skill” manufacturing in China are surely the network effects of complex supply chains. Indeed the label of “low-skill” may miss the point. The degree of globalization which Chatterjee and Subramanian decide to conjure away in their model of the development path - to allow for the fact that Europe and American textiles exporters did not enjoy just-in-time logistics in the 1950s - obscures the point that the networks through which Chinese factories supply the world are themselves key parts of the low-skill industrialization project. China isn’t knocking out 1970s style “cheap”. It has redefined the entire product cycle. C&S’s casual reference to “T-shirts” is telling. In today’s “fast fashion”, there is weight on both terms. Fashion and fast. China’s success in delivering on both at unprecedentedly high speed and at unprecedentedly low cost, isn’t a low-skill operation at all. If we see development trajectories not as the serial repetition of the same, but as distinctive, crafted projects that cumulate in complex agglomerations of skill, technology and labor, then this explains why the assumption that low-skilled manufacturing should follow the distribution of population flies in the face of all experience. As countless cases attest, low-wage, low-income developed economies are not by themselves the makings of a competitive production base. As Leon Liao puts it quite fairly: “International trade has never been allocated according to population. A country’s population gives it no natural claim to an equivalent share of global exports." And the remarkable fact is that Subramanian alone and with co-authors has long been making this point, not to pillory China, as is the case of the tendentious _Foreign Affair_s and Peterson pieces, but to highlight the great counterpart to China’s industrial success, namely India’s relative failure. The much-quoted Foreign Affairs piece showed low-skill export shares only for China, not for India. If you put both countries in the picture as Chaterjee and Subramanian have done on other occasions, the picture looks like this. China is far above the line, but India, almost as large in terms of population, is no less anomalous, just in the opposite direction. As far as global populations are concerned, and the imagining of tens of millions of “squeezed” jobs, it is this Sino-Indian pair that account for a huge share of the action. What this graph reveals is not China’s cheating, but India’s “greatest development failure”, at least this is the argument made Arvind Subramanian, this time in co-authorship with Devesh Kapur, in their major book, A Sixth of Humanity. Independent India’s Development Odyssey which appeared with Oxford University Press earlier this year. In this highly critical work on India’s development, China is repeatedly evoked, not to criticize but as a benchmark against which to illuminate what India’s political economy has not delivered i.e. large-scale formal employment for hundreds of millions of citizens. Kapur and Subramanian leave no doubt, if you want to understand why China, not India was the main driver of manufacturing globalization from the 1980s, don’t look to slots opening up in the division of labour thanks to the liberal mindedness of advanced economies, look to the contrasting political economy of the Maoist PRC and India’s post-independence political economy. As Kapur and Subramian note: The great divergence between China and India did not begin in 1978 with the Deng reforms—it was well underway by then. In one of the great ironies of modern history, the conditions created by Maoism turned out to be a great launching pad for industrial globalization. As the comparison of India and China in 1980 makes clear, to imagine manufacturing would be equally distributed when populations are so differently endowed in terms of educational and nutritional is fanciful. Here is the data from Kapur and Subramanian, data which I explored back at the very beginning of Chartbook. As Kapur and Subramanian insist, the striking fact is that even as India’s growth accelerated from the 1980s, structural change has not. Formal employment in India lags woefully behind. Why? As Kapur and Subramanian note, the path-dependent impact of India’s poor early start was devastating. The list of factors they mention is long and weighty: We argue for a new five-fold explanation applicable at different stages of Indian history: in the initial stages, the legacy of two key pre-1980s policies, the neglect of agriculture and the strangling of the domestic private sector, were critical. The failure of broad-based agricultural growth militated against rural industrialization, which would have been devoted to satisfying local needs that would have necessarily been labour intensive. Then, when the boom came after 1980, the thicket of regulation and broader labour protections that were legislated prematurely in a nascent democracy, underpinned by a deep ideological aversion to private capital in general and big capital specifically, became a barrier to attaining the size that would be necessary to compete globally. Similarly, the reforms after 1991, while wide-ranging, did not quite encompass non-tradeable inputs critical to manufacturing, namely, land, logistics infrastructure and power. A combination of low investment (logistics infrastructure), regulation (land) and the continued monopoly supply by state governments (power), combined with residual socialism, kept costs at 75–100 per cent above efficient supply. These factors were compounded on the supply side by the government, which dominated the formal labour market and established exorbitantly high wages at the lower end of the skill spectrum. This made their employment in the labour-intensive sector by the private sector less attractive. Finally, when the services sector and its exports boomed, wages soared even further via a Dutch Disease effect: one successful tradeable sector killed and cannibalized another less-skilled tradable sector, namely, manufacturing. Thus, scarcity-inducing policies of the planning era, precocious democracy and a Gandhian aversion to size; inefficient, monopolistic supply of critical non-tradable inputs; the behemoth of government; and super-successful skill-intensive services successively undermined India’s unskilled labour employment opportunities. The employment failure seems to have been over-determined. … Less quantifiable but no less important are some of the sociological factors that have undermined manufacturing and factory jobs. Take the impact of the success of the IT sector—located in urban areas with better working conditions, such as air-conditioned offices, good schools for children and attractive entertainment options. It became a more attractive place for engineering and management graduates to flock to. … Consider manufacturing and female employment. Indian society makes it difficult for women to work, reflected in India’s unusually low female labour force participation (elaborated in Chapter XIII). Indian society, in particular the routine harassment of women in public spaces, makes it even more difficult for them to travel long distances to take up work.37 Combined with onerous regulations on creating hostels and dormitories for women—which, in turn, prevents multiple shifts of operation—factories need to be located in areas with a large female labour pool. While firms can take apparel plants to female labour or bring them to the plants by building large-scale dormitories, this raises costs. If there was a case for subsidies to encourage labour-intensive manufacturing, housing subsidies to build dormitories for women workers would be a good place to start. All of this meant, that when opportunities did open up, in part thanks to adjustments in China, India was in no position to take advantage. Here is the account of the 2020s from Kapur and Subramanian. It stands in dizzying contrast to the one-sided, “China squeeze” argument delivered in the Peterson and Foreign Affairs pieces: In 2022, for example, India’s share of global exports in clothing (the canonical labour-intensive sector) was 3.1 per cent compared to 32 per cent for China. This is extremely disappointing because China started vacating export space in this sector after the Global Financial Crisis as its wages started rising; it then vacated further space in the aftermath of geopolitical developments that led investors to seek alternative investment locations. Between its peak and today, China lost about 7.5 percentage points of global export share (worth about $43 billion in 2022); over this period, India’s export share remained stagnant at 3 per cent, while that of Vietnam and Bangladesh rose by 3.5 to 4 percentage points. China’s loss did not translate into any gain for India in terms of low-skill exports and employment. Put differently, when the conditions for dynamism and prosperity were established after 1991, and even more tantalizingly when the global export opportunities opened up, it was as if India was a high-wage economy and only skilled labour could benefit from the dynamism. It had converted its physically abundant unskilled workforce into an economically expensive resource, penalizing its use. It is not my mission here to argue for or against Kapur and Subramanian’s interpretation of India’s development trajectory. The point in this context is simply that the “China squeeze” such as it is can only be understood, in relation to the heavy burden of domestic constraints that Kapur and Subramanian so unsparingly enumerate. I am concentrating here on India because it is the great counterpart to China and the unspoken reference point of the “China squeeze” discourse. But the point is more general. Can anyone with a straight face suggest that the main problems afflicting the development of South Africa or Nigeria, the great centers of mass underemployment in sub-saharan Africa, are cheap competition from China driven by Beijing’s industrial policy and an undervalued RMB? Likewise, is the main problem of the American working-class the threat of Chinese competition or the manifest crisis of social reproduction in the United States itself? The point here, as in the discourse around China shock 2.0 in Europe, is to insist that we should not normalize the world and pathologize China, without actually investigating what is going on in America’s industrial wastelands, the German car industry, or India’s lopsided labour market. One-sided pathologization should be understood for what it is, a polemical gesture. Concepts like China shock and China squeeze are, what Reinhart Koselleck, following Carl Schmitt, would have described as “asymmetrische Kampfbegriffe”, or “asymmetrical counter-concepts” or “asymmetrical combat concepts”. If the function of arguments like the “China squeeze” is to alert elites in the rest of the world of the need to rejuvenate and energize their development projects, so be it. But let us see the resulting discourses as the mobilizing interventions that they are. Interestingly, a significant slice of China’s public sphere - the so-called industrial party - have been obsessed for the last twenty years with precisely these questions of counterfactual economic history. Since the mid 2000s, a massive online discourse developed around an alternative history in which Chinese techno-patriots were asked to imagine how they would proceed if they had the possibility of traveling back in time to transport modern technology into the Ming dynasty (1368-1644) thus averting the “great divergence” of the 18th and 19th centuries. It is a fantasy of course, but also a goad. The point was not directed at Westerners. The alternate history is dramatically nationalist, but few n the West had even heard of it until recently. The adherents of the industrial party are not liberal moralists. They don’t project natural ladders of international development and ask why others don’t cede space. They take the Realpolitik of global economic development for granted. Their pointe was directed against fellow Chinese. The rallying cry of the alternative narrative was this: Now that we are beginning to gain steam and push forward on our national development path, now that we are breaking out of the inferior position assigned to us even in the early years following WTO accession, do not lose yourself in humanistic imaginings about better futures. In the spirit of Deng, they called on China to embrace the hard truth of development. Perhaps one might of the Industrial Party as a cultural trend born out of desire for symbolic revenge against those who had inflicted the century of humiliation. In terms of the various temporalities of the “China shock” - retrospective, prospective and counterfactual - one might think of the Industrial Policy discourse as truly speculative, conjuring up the China shock that never was. Or perhaps one might better think of it as imagining a world in which a powerful China was no shock at all, but simply a defining fact of modern history. I love putting out Chartbook. I am particularly pleased that it goes out for free to thousands of subscribers around the world. But, writing this newsletter takes a lot of work. If you are enjoying it and would like to support the project, sign up for one of the subscription options here. It is the equivalent of a fancy cup of coffee per month! Subscribe

adamtooze.substack.com logo
Aug 5 • 7:18 AM EDT • Politics • adamtooze.substack.com
PlayStation Petition Loses Steam Even As Sony Doubles Down on Disc Decision

Sony Interactive Entertainment has not backed down from the decision to scrap discs, but the energy in the debate is already waning.

insider-gaming.com logo
Aug 2 • 10:29 AM EDT • Technology • insider-gaming.com
ESA Announces 2026 Recipients of the Interactive Entertainment Impact Awards

/PRNewswire/ -- The Entertainment Software Association (ESA) today announced the 2026 recipients of the Interactive Entertainment Impact Awards: Representative...

prnewswire.com logo
Jul 15 • 12:16 PM EDT • Entertainment • prnewswire.com
Entertainment venue Level99 now open at Disney Springs

Level99, a new, hands-on, interactive entertainment venue for teens and adults now is open at Disney Springs.

orangeobserver.com logo
Jul 14 • 5:02 PM EDT • Entertainment • orangeobserver.com
Stealth PlayStation 5 Feature Update Adds a Handy New Widget

Sony Interactive Entertainment has quietly dropped a new PS5 feature update that adds a handy new widget to the Welcome Hub.

playstationlifestyle.net logo
Jul 13 • 8:17 AM EDT • Technology • playstationlifestyle.net
Mother-son duo launches mobile businesses focused on food, entertainment

A local mother-and-son team is bringing a mix of catering, desserts, and interactive entertainment to events across Owensboro and the surrounding region through two new mobile businesses.

owensborotimes.com logo
Jul 11 • 1:15 AM EDT • Entertainment • owensborotimes.com
SF Now Has 30 Boozy ‘Entertainment Zones,’ Which Are Also Boosting Local Businesses

Bar and restaurant owners in neighborhoods with active entertainment zones — where alcohol can be sold and consumed in public during street festivals or other designated events — say the zones have contributed to a significant boost in sales.

sfist.com logo
Jul 1 • 6:30 PM EDT • Entertainment • sfist.com
Deep dive
😐 Neutral (6%)
wow
38%
love
37%
ahah
25%
Sony will cease production of discs for new PlayStation games in 2028

New games sold for PlayStation consoles will only be available digitally and won’t be sold on discs effective January 2028, Sony has announced. The move applies to all PlayStation games released from that point on, including those made by Sony and those released by third parties. The PlayStation group calls the change “a natural direction for Sony Interactive Entertainment to adapt to consumer trends as the general preference for digital media significantly outpaces physical discs,” according to a PlayStation blog post reviewed by Game File in advance of its publication. As movies, TV and music have shifted from physical media to an age of downloads and streaming, Sony’s move could speed the demise of physical media in a gaming. The industry has offered consumers games via cartridges, cassettes, floppy discs, CDs, DVDs and Blu-Rays across a 50-year stretch. Sony has been reporting to investors in recent years that PlayStation games have been increasingly purchased as downloads, not as discs. The most recent figures show nearly four in five purchases of full games for PlayStation 4 and PlayStation 5 were purchased digitally in the past year. Stats like that may cause today’s news to carry an air of the inevitable. But Sony’s declaration for 2028 is still likely to produce a shock, as the biggest gaming platform on the planet that uses game discs leaves them behind. Discs going away, but the fate of game boxes is unknown Sony is committing to still selling games in physical retailers even after they drop discs in 2028. Just how those games will be sold—in boxes with codes inside, as cards marked with digital redemption codes—is unclear. Digital games will also continue to be sold in the online PlayStation Store. New games released for PlayStation consoles prior to January 2028 will be unaffected by the policy change, Sony says. That means the PS5 games of 2027, be they a new Madden, a new God of War, a new Call of Duty, a new Sly Cooper (one can dream?), would still potentially be offered on disc. PlayStation 6 implications Sony’s timeline for a transition to a no-disc era will also spin up more speculation about the timing and configuration of Sony’s next-generation console, the probable PlayStation 6. “This pretty much guarantees that PS6 won’t arrive until 2028 at the earliest,” Piers Harding-Rolls, senior games research analyst at Ampere Analysis tells Game File. Harding-Rolls also concludes from today’s news that “the base version of a PS6 will not include a physical media drive,” as Sony looks to keep costs down on the device. Sony itself is saying nothing about the PS6 today: not its timing, nor how it might or might not support internal or external disc drives in order to run disc-based PS4 and PS5 games, should the console be backwards compatible. The many signs this was coming Industry support for games being released on physical media has been waning. As has consumer interest in them. PC games effectively went all-digital years ago, thanks to the popularity of playing games through Steam and other digital storefronts. The Covid-19 pandemic and the lockdowns that kept much of the global population home helped shift shopping patterns toward downloads. Sony’s own data shows PlayStation game downloads being an uncommon consumer choice a decade ago and now becoming the norm. On consoles, physical media has been in such decline that Sony and Microsoft both launched their current gen Xbox Series and PS5 consoles in 2020 with cheaper versions that lacked disc drives. In early 2024, Phil Spencer, then head of Xbox, told me that ““[w]e ship games physically and digitally, and we’re really just following what the customers are doing.” He added that the game industry had become an outlier in still supporting disc-based entertainment, even as movies and TV have bailed on discs in favor of downloads and steaming: “Gaming consoles themselves have kind of become the last consumer electronic device that has a drive. And this is a real issue, just in terms of the number of manufacturers that are actually building drives and the cost associated with those. And when you think about cogs that we’re going to go put in a console—and as you have fewer suppliers and fewer buyers—the cost of the drive does have an impact.” Last year, the Nintendo’s Switch 2, which uses cartridges rather than discs, introduced the concept of game-key cards, which are physical media that contain no game, just a prompt for a download. Even disc-based games aren’t what they once were, now frequently containing just stubs of games rather than the whole thing. The website Does It Play has tested over 3000 games and found that, for example, that the disc version of this year’s hit 007: First Light, only contained the game’s first mission, with the rest needing to be downloaded. Beyond all that, last week brought the news that Grand Theft Auto VI, likely the biggest game launch this decade, will debut for PS5 and Xbox Series without a disc-based version. Today’s big news comes to you for free. Game File is a reader-supported publication. To receive new posts and ensure more of my work is possible, please consider becoming a free or paid subscriber. Subscribe Discs helped define PlayStation However the trends in entertainment may be going, it is still remarkable to see PlayStation ditch discs given their importance in PlayStation history: In the late 1990s, the first PlayStation’s support for games on relatively cheap CD-ROMs instead of traditional game cartridges allowed the upstart console to outmaneuver cartridge-based systems from Nintendo and Sega, as it drove down game prices down in the process. (The cheaper disc format even prompted Final Fantasy VII maker Square to taunt Nintendo in a magazine ad, saying that if the game was “available on cartridge, it’d retail for around $1200.”) PlayStation devices often doubled as machines for watching movies and TV on the latest disc-based formats. In the late 2000s, for example, Sony’s pricy PS3 gained traction as a go-to device for playing then-novel Blu-Ray discs. In 2013, Sony effectively roasted the digital game-sharing restrictions proposed by rival Microsoft for its upcoming Xbox One console by showing how games could be shared for the then-upcoming PS4. In a 21-second clip that has over 20 million views on YouTube, one PlayStation executive simply handed a game box—presumably with disc inside—to another, who said “thanks.” Sony’s possible motivations The PlayStation announcement today cites “consumer preferences” and a shift away from discs among “the broader entertainment industry,” but does not delve into the decision-making process that brought Sony to this point. Sony is not discussing the economics of this move (I asked!), but there are a number of potential factors: Abandoning discs will spare Sony the cost of manufacturing and shipping them, which analysts and industry veterans I spoke to said could account for $1 or so of a game’s retail price. For first-party games, that’s direct savings for Sony, though the amount is limited by the winnowing percentage of people who were even buying the disc-based versions. For third-party games, Sony could pass the savings on to partners or just retain the better profit margin for themselves. As the 2024 comments from Phil Spencer alluded to, leaving discs behind could mean leaving disc-drives behind, allowing Sony to produce consoles more cheaply. Switching to digital-only for games could diminish the risks of copies of new games leaking. It would also seemingly make second-hand sales of used games impossible, pushing more people to buy their own copies of games. These economic benefits for Sony could be boons for the games industry overall, Ampere analyst Piers Harding-Rolls tells Game File. Among other things, it could free publishers and retailers from having to worry about securing an inventory of game discs when trying to sell games, he noted. “If there is a way to streamline the business of games retail, I generally think it’s a good thing for the industry as it removes unnecessary costs,” Harding-Rolls said. “This will help offset pressure on margins from other directions – development and staffing costs for example.” Should the industry shift from game boxes that contain discs to smaller, cheaper game cards, Harding-Rolls said, that reduces pressure on publishers and retailers. “The advantage of everything going digital for the industry is that sales can be tracked much more easily and there is less commercial risk for publishers wanting to continue selling via retail,” he said. The shift to no discs will also likely impact game development timelines, as developers will no longer face the same urgency to have a build ready to submit to PlayStation for the production of a disc, as industry experts noted around GTA VI’s no-disc news last week. Instead, projects may gain weeks of development time, in the event delivery deadlines for platform approval move closer to release date. Preservationists’ likely worries While millions of gamers have shifted to digital, there are still people who associate game discs—and only game discs—with actual ownership of PlayStation games. That portion of the gaming community spoke up last week about wanting to buy a version of GTA VI that they could hold in their hands, could lend to a friend and could potentially pop into a well-preserved PS5 console three decades from now and still see it run. Such gamers didn’t want to worry that they’d merely purchased a digital copy that could lose access to the game if, say, the company behind the game someday turns of the servers that transmit downloadable copies. Digital copies of games are inherently less long-lasting, because consumers aren’t actually buying a game (on a disc), just buying access to the game. The fine print in online gaming shops notes this, as does a recent law that went on the books in California in 2025. That lasw requires game publishers doing business in the state to refrain from words like “sell” when offering digital copies of games, unless they explicitly tell consumers that what’s being sold isn’t the game itself but a potentially revocable license to access it. A Sony spokesperson noted to Game File that “[w]ith all digital content, including games, movies, and music, players are purchasing a personal license for non-commercial use.” Regarding the fears of PlayStation games being lost to time in an all-digital era, the rep also noted that Sony remains “committed to delivering experiences from past generations to the new platforms our players are using.” They noted that PlayStation has used emulation and remasters to keep offering its classic games to modern gamers. It’s true that many consumers have become accustomed to not having physical copies of new music albums or movies, but the relative precariousness of digital copies of games is in fact being highlighted today by…. Sony’s other big announcement: the upcoming closure of the PS3 and PS Vita online stores Sony said today that it will be closing the online marketplaces for its PlayStation 3 console and PS Vita handheld in most countries in July 2027 (sooner elsewhere: August 2026 for the PS3 store Mexico, Honduras and Nicaragua; late 2026 for PS3 in other Latin American countries and the Middle East). “We know this news may be disappointing to PS3 and PS Vita players who hold a special place in their hearts for this generation of gaming,” Sony said in its announcement, saying the move “was not an easy decision for us to make.” Sony said that PS3 and Vita marketplaces “are no longer able” to support modern commerce systems, prompting a “need” to close the shops and focus on more modern PlayStation platform stores. The news may spark some deja vu. Sony announced back in March 2021 that it planned to take the PS3, Vita and PlayStation Portable marketplaces offline that summer. The move would have caused some 2,000 digital-only games to become unavailable for new purchasers, according to a VGC analysis at the time. Fans complained loudly. By April 2021, Sony walked back the PS3 and Vita shop closures, with then PlayStation boss Jim Ryan saying “it’s clear that we made the wrong decision here.” This time around, Sony is giving a longer notice period in most regions. The closure of those stores is still likely to cut off access to new purchases of digital-only PS3 and Vita games. The current PlayStation 5 marketplace sells PS5 and PS4 games, as well as a selection of PS1 and PS2 games. It does not sell PS3 games, because games for that platform can’t run on the system (some are offered via a PlayStation Plus streaming option). Vita games also aren’t sold via PS5. Sony says digitally purchased PS3 and Vita games will be downloadable after the stores’ shutdowns “for the foreseeable future.” Sony’s move contrasts with Microsoft’s Xbox platform, which continues to sell and support games from all four Xbox console generations. But it puts it in line with Nintendo, which disabled purchases in the marketplace for its Wii console (a contemporary of the PS3) in 2019. Nintendo discontinued purchases in the online shop for its 3DS portable (a contemporary of the Vita) in 2023. The big questions about Sony’s 2028 post-disc era Will Microsoft follow suit, ending support for new disc-based games on Xbox platforms and therefore all game consoles, too? Whether Microsoft does or not, will third-parties that can no longer release games on discs for PlayStation, simply ditch the disc options across the board? Given the GTA VI no-disc experiment launching this November, will more game publishers decide to forgo disc-based offerings even in 2027? How will no-disc PS5/6 games be packaged and sold in brick-and-mortar retail stores? What becomes of game sharing in an all-digital era? Will Sony modify its current set-up, which currently allows some sharing of digital games across a pair of consoles, to allow more casual lending? (See for example, Nintendo’s year-old system of letting players lend a digital game to another player in a “family group” for up to 14 days.) Will there be a version of a PS6 with a disc drive? Or will a drive be offered as an add-on? And how will gamers who want to retain access to PS4/PS5 disc-based games react to whichever configurations Sony chooses to offer? What will the final disc-based PlayStation game be?

gamefile.news logo
Jul 1 • 8:00 AM EDT • Technology • gamefile.news
PlayStation Removing Purchased Content From Your Library Again

Sony Interactive Entertainment is conducting another round of purchased content removal from the PlayStation library.

playstationlifestyle.net logo
Jun 26 • 9:11 AM EDT • Technology • playstationlifestyle.net
PlayStation Boss Says New Console Experiences Will Involve 'Leveraging Technologies That Can Be Used in Various Forms and Locations' — and I'm Convinced He's Teasing a PS6 Handheld

Recent comments from Sony Interactive Entertainment CEO Hideaki Nishino have suggested PlayStation may move towards more hybrid, Switch-like consoles in the future to match modern on-the-go players.

ign.com logo
Jun 26 • 6:16 AM EDT • Technology • ign.com
Sony files WARN notice for layoffs at Bungie in Bellevue

Sony Interactive Entertainment is reducing the workforce at Bungie, with layoffs affecting a significant number of employees.

komonews.com logo
Jun 25 • 6:43 PM EDT • Technology • komonews.com
An Update from PlayStation Studios

Below is an internal email from Hermen Hulst, CEO, Studio Business Group, Sony Interactive Entertainment distributed today to SIE employees. ********************************************************************************** Dear Team, Today I want to share a difficult update regarding Bungie. We have made the decision to reduce Bungie’s workforce, affecting a significant number of employees, including most of the Destiny team and some Marathon team members. There are also reductions across SIE teams that support […]

sonyinteractive.com logo
Jun 25 • 10:30 AM EDT • Entertainment • sonyinteractive.com
Bungie Is Laying Off "Most Of" The Destiny 2 Development Team

People who worked on Marathon, as well as some Sony Interactive Entertainment employees, are also getting let go.

gameinformer.com logo
Jun 25 • 8:00 AM EDT • Technology • gameinformer.com
Electronic Arts Introduces EA Advertising, Launching Brands Directly Into Gameplay and Live Experiences

Connecting brands to highly engaged audiences through an exclusive EA SPORTS Partner Program, in-game integrations, creative partnerships, and scalable advertising capabilities across EA’s global portfolio Electronic Arts Inc. (NASDAQ: EA), the global leader in interactive entertainment, today announced the launch of EA Advertising , a new platform transforming how brands connect with audiences through digital and real-world experiences across its global portfolio of games. EA sits at the intersection of entertainment, sports, technology, music, and culture. Across console, mobile, and PC, our games and services reached more than 120 million players 1 each month during fiscal year 2026. Together, this scale and frequency of engagement create meaningful opportunities for brands to connect with audiences through authentic, interactive experiences. EA SPORTS is one of the largest interactive sports platforms in the world, connecting hundreds of millions of players across console, PC, and

news.ea.com logo
Jun 15 • 8:00 AM EDT • Technology • news.ea.com
PlayStation FlexStrike wireless fight stick and 27-Inch Gaming Monitor launch in August; Pulse Elevate wireless speakers later in 2026

Sony Interactive Entertainment has announced release dates for three of its major accessories. The FlexStrike wireless fight stick will launch on August 6 worldwide, the 27-Inch Gaming Monitor with…

gematsu.com logo
Jun 1 • 11:21 AM EDT • Technology • gematsu.com
Lingokids Interactive Entertainment Report Reveals How Gen Alpha is Redefining Screentime

/PRNewswire/ -- Lingokids, the No. 1 online entertainment platform for young children, released the Kids Interactive Entertainment Report today, a detailed...

prnewswire.com logo
May 27 • 8:43 AM EDT • Entertainment • prnewswire.com
Deep dive
😐 Neutral (22%)
ahah
73%
wow
27%
Sony Interactive Entertainment trademarks Break In

Sony Interactive Entertainment filed trademarks for “Break In” on May 20 in the United States and Europe.

gematsu.com logo
May 21 • 9:35 AM EDT • Technology • gematsu.com
Alamo Drafthouse and Sony Interactive Entertainment Bring PlayStation's STATE OF PLAY Broadcast To Theaters

This June, Alamo Drafthouse Cinema and Sony Interactive Entertainment are teaming up to bring the upcoming State of Play broadcast into theaters for the first time. On June 2 at 2pm PT/4pm CT/5pm ET, select Alamo Drafthouse locations nationwide will host a live screening event featuring the latest PlayStation news and new game reveals in […]

boxofficepro.com logo
May 20 • 9:59 AM EDT • Entertainment • boxofficepro.com
Forget the feed: Status AI raises $17M to turn social media into interactive entertainment

Interactive social media site Status announced Tuesday $17 million in combined seed and Series A funding, with investors including General Catalyst, YC, LightShed Ventures, and Abstract.

techcrunch.com logo
May 19 • 10:00 AM EDT • Technology • techcrunch.com
Forget the feed: Status AI raises $17M to turn social media into interactive entertainment

Interactive social media site Status announced Tuesday $17 million in combined seed and Series A funding, with investors including General Catalyst, YC, LightShed Ventures, and Abstract.

techcrunch.com logo
May 19 • 10:00 AM EDT • Entertainment • techcrunch.com
Atari Acquires Rights to the Legendary Wizardry RPGs

Atari® (Euronext Growth Paris: ALATA) — one of the world's most iconic consumer brands and interactive entertainment producers — announced today the acquisit...

businesswire.com logo
May 6 • 8:00 PM EDT • Technology • businesswire.com
Astrocade: $56 Million Raised To Build AI-Powered Interactive Entertainment Platform

Astrocade announced $56 million in new funding to expand its AI-powered interactive entertainment platform that enables users to create and play games generated with artificial intelligence. The funding included a Series B round led by Sequoia Capital and a Series A round led by Sea, with participation from Google’s AI Futures Fund, NVIDIA, LG Technology Ventures, Dentsu Ventures, Conviction Embed, Chaac Ventures, Rogue VC, and additional investors.

pulse2.com logo
May 6 • 12:15 PM EDT • Entertainment • pulse2.com
☹️ Negative (-7%)
love
60%
wow
40%
$7.85M Sony PlayStation Store class action settlement

Sony Interactive Entertainment agreed to a $7.85 million class action settlement to resolve claims it violated federal antitrust laws by monopolizing the PlayStation digital game market.

topclassactions.com logo
May 5 • 1:00 PM EDT • Technology • topclassactions.com
Horizon Hunters Gathering second closed test set for May 22 to 25

Publisher Sony Interactive Entertainment and developer Guerrilla Games will host the second closed test for cooperative action game Horizon Hunters Gathering from May 22 to 25, the companies announ…

gematsu.com logo
May 5 • 8:07 AM EDT • Technology • gematsu.com
Electronic Arts and Visa Team Up to Launch a Global, Multi-Year Partnership With EA SPORTS

Delivering immersive in-game rewards and expanding how players play, connect, and compete Electronic Arts Inc. (NASDAQ: EA), a global leader in interactive entertainment, today announced a landmark, multi-year collaboration with Visa (NYSE: V), the world’s leader in digital payments, to deliver the next generation of immersive, player-first experiences across EA SPORTS™ franchises. Visa is partnering with EA SPORTS franchises EA SPORTS FC™ and EA SPORTS™ College Football, offering in-game rewards and experiences for EA SPORTS’ global community of fans. By combining EA’s interactive, participatory platforms with Visa’s expansive global brand, this partnership demonstrates how the line between sports fandom and video games continues to blur as audiences increasingly play, watch, and connect across both physical and virtual sports. “We’re thrilled to be partnering with Visa for one of Electronic Arts’ most expansive brand partnerships to date, bringing more value to fans,” said David

news.ea.com logo
May 4 • 8:00 AM EDT • Sports • news.ea.com
AAPI Fest in Daly City celebrates community with interactive entertainment

The organizer of the 8th annual AAPI Fest talks about this family friendly event on May 9 at the Classic Bowling Center in Daly City. Showcasing local vendors, artists as well as food and crafts. Yes, free bowling as well.

nbcbayarea.com logo
May 3 • 5:58 PM EDT • Entertainment • nbcbayarea.com
SAROS Launches Worldwide Exclusively on PlayStation®5

San Mateo, Calif. — April 30, 2026 — Sony Interactive Entertainment today announced the worldwide launch of SAROS, Housemarque’s next gameplay-first, single-player action game. Available now on PlayStation®5 (PS5®), SAROS follows Arjun Devraj (played by Rahul Kohli, star of The Haunting of Bly Manor and Midnight Mass) as a Soltari enforcer who will stop at […]

sonyinteractive.com logo
Apr 30 • 5:46 PM EDT • Entertainment • sonyinteractive.com
SAROS Launches Worldwide Exclusively on PlayStation®5

Sony Interactive Entertainment today announced the worldwide launch of SAROS, Housemarque’s next gameplay-first, single-player action game. Available now on ...

businesswire.com logo
Apr 30 • 3:01 AM EDT • Technology • businesswire.com
4:LOOP details cube-shaped ‘Scanner’ boss

Publisher Sony Interactive Entertainment and developer Bad Robot Games has released new information for cooperative third-person shooter 4:LOOP introducing the game’s ominous cube-shaped R…

gematsu.com logo
Apr 28 • 11:18 AM EDT • Technology • gematsu.com
Sony Interactive Entertainment announces The Playerbase program to scan players into PlayStation games

Sony Interactive Entertainment has announced “The Playerbase,” an opportunity for PlayStation fans to have their likeness scanned and appeared within a PlayStation game, starting with G…

gematsu.com logo
Apr 7 • 9:17 AM EDT • Technology • gematsu.com
Sony Interactive Entertainment Acquires Cinemersive Labs

With deep expertise in computer vision and machine learning, Cinemersive Labs will contribute to Sony Interactive’s efforts to enhance gameplay

sonyinteractive.com logo
Apr 2 • 11:00 AM EDT • Entertainment • sonyinteractive.com
Inc. Names Interactive Entertainment Group Inc. to 2026 List of the Fastest-Growing Private Companies in the Northeast for the Fourth Time

/PRNewswire-PRWeb/ -- Inc., the leading media brand and playbook for entrepreneurs and business leaders shaping the future, today announced that Interactive...

prweb.com logo
Mar 31 • 7:00 AM EDT • Entertainment • prweb.com
Sony Interactive Marks 200 Apprentices in Career Program

Sony Interactive Entertainment and its apprentice program have welcomed more than 200 individuals, opening doors for underrepresented and non-traditional backgrounds talent.

sonyinteractive.com logo
Mar 18 • 12:11 PM EDT • Entertainment • sonyinteractive.com
The rise of interactive entertainment in celebrity culture

Celebrity follows the easiest route possible. Movie premieres or the nearest shopping mall? Tabloids or reality television and social media? Whether physical media or digital formats, celebrities have...

yahoo.com logo
Mar 10 • 5:39 AM EDT • Entertainment • yahoo.com
Death Stranding 2: On the Beach coming to PC on March 19

Publisher Sony Interactive Entertainment and developer Kojima Productions will release Death Stranding 2: On the Beach for PC via Steam and Epic Games Store on March 19, the companies announced.

gematsu.com logo
Feb 12 • 5:07 PM EST • Technology • gematsu.com
Haveli To Acquire Budge Studios, Leading Mobile Developer of Digital Interactive Entertainment for Children

Haveli Investments, L.P. (“Haveli” or “Haveli Investments”), a technology and gaming-focused private equity firm, today announced that it has entered into an...

businesswire.com logo
Feb 9 • 7:30 AM EST • Entertainment • businesswire.com
Haveli To Acquire Budge Studios, Leading Mobile Developer of Digital Interactive Entertainment for Children

AUSTIN, Texas, February 09, 2026--Haveli Investments, L.P. ("Haveli" or "Haveli Investments"), a technology and gaming-focused private equity firm, today announced that it has entered into an agreement to acquire Budge Studios, a leader in digital interactive entertainment for children, from General Atlantic, a leading global investor. Creating positive and meaningful experiences to inspire kids’ imaginations, Budge Studios is entrusted by, and collaborates with, the world’s most recognized bran

finance.yahoo.com logo
Feb 9 • 7:30 AM EST • Entertainment • finance.yahoo.com
Mobile is fastest growing part of interactive entertainment business: Take-Two CEO

CNBC’s Jim Cramer sits down with Take-Two Interactive CEO and chairman Strauss Zelnick to discuss the company's latest earnings report, the potential of artificial intelligence in video gaming, outlook for the industry and more.

cnbc.com logo
Feb 4 • 7:46 PM EST • Entertainment • cnbc.com
Mobile is fastest growing part of interactive entertainment business: Take-Two CEO

CNBC’s Jim Cramer sits down with Take-Two Interactive CEO and chairman Strauss Zelnick to discuss the company's latest earnings report, the potential of artificial intelligence in video gaming, outlook for the industry and more.

cnbc.com logo
Feb 4 • 7:46 PM EST • Business • cnbc.com
Sony patent describes a touchscreen PlayStation controller with movable buttons

Patent shows controls that can be removed or enlarged per game Sony Interactive Entertainment has been granted a US patent for a game controller concept

videocardz.com logo
Feb 1 • 7:00 AM EST • Technology • videocardz.com
PlayStation Plus Monthly Games lineup for February 2026 announced

Sony Interactive Entertainment has announced the February 2026 Monthly Games lineup for PlayStation Plus Essential subscribers. All titles will be available from February 3, 2026 until March 2, 202…

gematsu.com logo
Jan 28 • 11:33 AM EST • Technology • gematsu.com
Nintendo, PlayStation, and Xbox update their 2020 pledge to "improve player safety across our platforms"

Nintendo, Sony Interactive Entertainment, and Microsoft continue to collaborate in a bid to "improve player safety acro…

gamesindustry.biz logo
Jan 14 • 4:06 PM EST • Technology • gamesindustry.biz
An Update to Our Shared Commitment to Safer Gaming

Nintendo, Sony Interactive Entertainment, and Microsoft continue to collaborate to improve player safety across our platforms - today, we're providing an update on our shared online safety principles.

news.xbox.com logo
Jan 14 • 12:00 PM EST • Technology • news.xbox.com
Exploring Area15’s new interactive entertainment offerings

Area15 introduced us to fall’s attraction of the season, Universal Horror Unleashed, but even more experiences have rolled out since then.

lasvegasweekly.com logo
Jan 2 • 9:00 PM EST • Entertainment • lasvegasweekly.com
Top-performing movies and interactive entertainment stocks in 2025 (WBD:NASDAQ)

Warner Bros. Discover (WBD) has been the best stock of the year for the movies and interactive entertainment subsector.

seekingalpha.com logo
Dec 29, 2025 • 4:37 PM EST • Entertainment • seekingalpha.com
NetEase head of interactive entertainment departs after 23 years

NetEase executive VP and head of the interactive entertainment group Yingfeng Ding is leaving the Chinese publisher after 23 years.

pocketgamer.biz logo
Dec 29, 2025 • 5:47 AM EST • Entertainment • pocketgamer.biz
'Call of Duty' co-creator Vince Zampella dies at 55 — 'his work helped shape modern interactive entertainment'

One of Zampella's crowning achievements was the creation of the Call of Duty franchise, which has sold more than half a billion games worldwide.

fortune.com logo
Dec 22, 2025 • 6:22 PM EST • Entertainment • fortune.com
😐 Neutral (1%)
ahah
100%
Netflix says Warner Bros' games arm is "relatively minor in the grand scheme of things"

But the streaming giant does believe it'll accelerate its own interactive entertainment business

gamesindustry.biz logo
Dec 9, 2025 • 10:01 AM EST • Technology • gamesindustry.biz
Sony Interactive Entertainment to produce and publish Bad Robot Games-developed co-op shooter for PS5, PC

Sony Interactive Entertainment has announced a partnership with Bad Robot Games, a division of the film, television, and theater production company Bad Robot founded by JJ Abrams, to produce and pu…

gematsu.com logo
Dec 4, 2025 • 9:24 AM EST • Technology • gematsu.com
Sony Interactive Entertainment Partners with Bad Robot Games to Produce and Publish the Studio's First Internally Developed Game

Sony Interactive Entertainment partners with Bad Robot Games to produce and publish the studio's first internally developed game

sonyinteractive.com logo
Dec 4, 2025 • 9:05 AM EST • Entertainment • sonyinteractive.com
Sony Interactive Entertainment Partners with Bad Robot Games to Produce and Publish the Studio's First Internally Developed Game

Sony Interactive Entertainment partners with Bad Robot Games to produce and publish the studio's first internally developed game

sonyinteractive.com logo
Dec 4, 2025 • 9:05 AM EST • Technology • sonyinteractive.com
DualSense Wireless Controller – Genshin Impact Limited Edition announced

Sony Interactive Entertainment has announced the DualSense Wireless Controller – Genshin Impact Limited Edition. It will launch on January 21, 2026 for $84.99 / €84.99 / £74.99 / ¥12,480 in s…

gematsu.com logo
Dec 1, 2025 • 5:05 PM EST • Technology • gematsu.com