Go Farther: Gaming Cons

Gaming conventions are the peculiar state these days. They have a long, honorable, interesting history. Yet, in a time of computer games, they may seem a bit outdated to some outside of the fandom (at least to those outside the fandom).  I also have seen, at least in my area, a revival of interest in non-electronic gaming, making me wonder what trends this portends.

Now, as I've been recently addressing ideas on how various kinds of conventions can “go farther” (thanks to Convention Career Connection), gaming–oriented conventions are really interesting to speculate on. They are, in many ways, traditional and focused. Yet, in other ways gaming has such a long history of innovation and change, such a long history of interesting people developing unique entertainment, there's also a lot to talk about career-wise.

(I should note, in order to talk about gaming, I am focusing on cons that deal with war-gaming, pen-and-paper RPG, etc.  Video Game events will fall under another essay.)

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Virtual Stars Part 4: Making it Work

I've explored that

  1. A Virtual Star Seems a Viable Venture.
  2. That such a creation has benefits.
  3. That there are specific challenges one can face.

There's only one more thing for me to examine out of all of this – namely, how do I think you could create a Virtual Star correctly and profitably?  I've been enjoying this analysis, and want to indulge in a little thought experiment on what can work.  So here's How Steve Would Do It:

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Virtual Stars Part 3: The Risks

Last post I noted that making Virtual Stars (those media creations of "stars" that are entirely fabricated) has many reasons to be an appealing endeavor for the right business.  Of course there are also ways it could go drastically wrong, which I want to address.

Without further ado, let me explore the challenges, risks, and disadvantages of a Virtual Star.

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