It's all about simulating emotional scenarios: Randy Smith concludes his series of columns about the challenge of making games that aren't fun to play.
Executive director Alain Corre describes the broad audiences that he's aiming to appeal to, and how he wants to share Ubisoft's creativity with its fans.
Tapulous, Majesco and Social Gaming Network execs discuss the impact the iPhone has had on the handheld market, and how the newest portable gaming ecosystem will evolve.