Hip-hop music mogul Suge Knight was among three people shot and injured early on Sunday morning at a nightclub in West Hollywood, the Los Angeles County Sheriffs Department said.
We can confirm that the person known as Suge Knight has been identified as one of several victims in a shooting in West Hollywood, a spokesman for the department told Reuters. Knight, 49, and another man, aged 32, and a woman, 19, were wounded, transported to local hospitals and expected to recover, the department said in a statement. TMZ entertainment news website reported that Knight was leaving a pre-MTV Video Music Awards party at the 1OAK club on Sunset Strip and that he was in intensive care after undergoing surgery at Cedars-Sinai Hospital. Knight, whose real name is Marion, co-founded Death Row Records, a label that produced major rap hits in the early 1990s from artists such as Tupac Shakur, Dr. Knights hip-hop empire declined in the mid-1990s after he went to prison for a parole violation, Shakur was murdered and Dr. There are many factors to think of when comparing a online business insurance strategy policy to another company’s strategy. And one can find the best business insurance strategy policy in each strategy and in each and look at quote.
Our experience includes many building types including residential, public and urban design projects. Youth Studies Australia and is reprinted with the permission of the Australian Clearinghouse for Youth Studies.
The decision by the Classification Review Board was made on the basis that the game promotes crime and that this is something that must be refused classification. The process of seeking a review of OFLC classification decisions, needs reviewing,a€? said Mr Hanlon. The game was originally classified MA15+ but following a request for review by the Local Government Association of Queensland, the Classification Review Board determined that the game should be refused classification. There needs to be a more timely process of review where those objecting to a classification decision are required to have detailed knowledge of the contents of the game or film. Usually those who object to a game or film have never played or watched it and this was the case with this game. Sydney, Australia a€“ 31 January 2006 a€“ A research report released today showed women and older Australians are the fastest growing audiences for computer and video games.
Interactive Australia 2007, launched today by the Interactive Entertainment Association of Australia (IEAA) in conjunction with Bond Universitya€™s Centre for New Media Research, is a national study of 1,606 households and who plays games in Australia.
It revealed more than 79 per cent of Australian households have a device for playing computer and video gamesa€“ a three per cent increase from late 20051. The average age of Australian gamers is now 28 years (up from 24 years) and the research predicts that by 2014 the average age of gamers will be the same as non-gamers at 42 years. Interactive games are attracting new players a€“ 41 per cent of gamers are female (up from 38 per cent) and eight per cent are seniors (over 60 years old). Parents and children increasingly play together - 35 per cent of gamers are parents and 77 per cent of parents play computer games with their children. Online gaming is increasingly popular and ranks 10th among activities Australiana€™s often use the internet for a€“ ahead of music downloads and online shopping.
The research reported that parents see the positive aspects of game play as more than valued family entertainment. The research revealed gaming competes with other media such as TV, film and music rather than non-media and outdoor leisure activities. Sony and Microsoft filed proceedings against Mr Gu and obtained orders freezing Mr Gua€™s assets from the Federal Court of Australia after investigations found him selling hundreds of illegal pirated games across major consoles.
The success comes on the back of a nationwide crackdown on piracy by the computer game industry following changes to Australiaa€™s Copyright Act. Mr Hanlon continued, a€?IEAA is committed to taking whatever steps are needed to protect its members copyright.


IEAA encourages consumers to purchase games and consoles from legitimate sources, and not to take any legal risks by purchasing or downloading illegal pirated games. Sydney, Australia a€“ 13 December, 2007 a€“ Consumers are being urged to look carefully when buying computer and video games this Christmas season to avoid purchasing pirated product.A  According to the Interactive Entertainment Association of Australia (IEAA), computer and video game piracy increases dramatically during the Christmas period and consumers need to take precautions to ensure that they do not support games piracy by purchasing illegal games.
A According to Ron Curry, CEO of the IEAA, anti-piracy teams are in full force around busy shopping periods but ita€™s important for consumers to do their bit. A a€?Games piracy is an illegal activity and consumers need to be informed about how to avoid purchasing pirated products. A In addition to supporting illegal activity, shoppers may also be vulnerable to standard consumer protections such as warranty and games classification. IEAA members develop and market computer and video game software, hardware and accessories in Australia. In the role of CEO, Curry will focus on tackling issues which include the harmonisation of the R18+ classification scheme and intellectual property protection and games piracy, which costs the industry $100 million in lost sales a year. Sydney, Australia a€“ 22 January 2008 a€“ The Interactive Entertainment Association of Australia (IEAA) has announced that Australiaa€™s gaming industry sales figures skyrocketed to 1.3 billion dollars in 2007.
Statistics compiled by an independent market research group GfK Australia, indicate Australians purchased 15.4 million games last year. According to Ron Curry, CEO of the IEAA, the 43.6 per cent increase in sales from 2006 to 2007 is a record achievement compared to the 7 per cent increase from 2005 to 2006.
Ron Curry CEO of the IEAA says, a€?We believe this public consultation will ensure that the Classification Act better reflects contemporary community standards and attitudes. The IEAA believes that the introduction of an R18+ classification for computer and video games will harmonise the national scheme, mirroring the classifications for films and magazines. Coming to the project with no agenda except to conduct sound, responsible research, their findings conform neither to the views of the alarmists nor of the video game industry. MELBOURNE, June 12, 2008 - The Games Development Association of Australia (GDAA) and the Interactive Entertainment Association of Australia (IEAA) have today announced an alliance to urge the Australian Government to offer tax incentives for the local interactive entertainment industry. According to Tom Crago, President of the GDAA, the local games development community produce world-class games and have worked hard to create a community of innovation and excellence and deserved the support of the Australian government.
A The Australian games development community employs over 1400 people and in 2007 generated a total income of $136.9 million. According to Crago, tax incentives have been deployed in Canada, France and elsewhere in the world, and have been shown to assist local industry to develop its potential.A  a€?There are over 300 companies in the video game industry in Canada employing over 8000 people. A a€?Australian game developers cannot be expected to be internationally competitive when global market conditions are a€?not levela€™. Ron Curry, CEO of the IEAA says that the popularity of video games rivals, and in many cases surpasses, releases of popular books and film. The other industry issues the GDAA and the IEAA will work closely on include the need for an R18+ classification for video games and strategic reforms to address the problem of games piracy. By listening to children and young people and putting them at the heart of this Review - and by replacing emotion with evidence a€“ Dr Tanya Byron hopes to provided some very necessary focus to what is a very necessary debate.
In several comparisons, the business insurance strategy amount is cheaper than a leading competitor. In fact the biographies of the graffiti artists are not interactive and hence they can not instruct in matters of crimea€?. The IEAA also believes it is more constructive to work with the Attorney Generala€™s Department to improve the classification processa€?. It cost the distributor Atari Australia hundreds of thousands of dollars to withdraw stock and refund advance purchases. Significantly the research revealed the changing face of computer and video gaming with more women, families and older people choosing interactive games for entertainment and education. The research confirms that gaming is increasingly popular across all ages.a€? said Chris Hanlon, IEAA CEO.


Two third of gamers report that others in their household play games, 56 per cent play with others in the same room, and only 19 per cent prefer to play alone. Households with an internet connection were more likely to play computer games (84 per cent vs 54 per cent across all households). Parents reported computer games teach children about technology (73 per cent), maths (68 per cent) and to plan ahead (64 per cent).
They value the skills kids learn through interactive games, and can see the benefits both socially and educationally,a€? said Hanlon. It also found more than half of Australians find computer games more social than other forms of media entertainment and the majority (61 per cent) only play for up to an hour at one time.
We found players see interactivity as a key attraction to gaming as an entertainment choice,a€? said Hanlon. Studies purporting to show such a connection appear on a regular basis, often alternating with other studies that suggest that the connection is illusory.
The Federal Court has also ordered Mr Gu to refrain from reproducing or dealing with infringing games in the future. Illegal games can be difficult to spot, so we have published a list of tips to help people make the right choices,a€? said Curry. Pirated games often do not carry appropriate classifications making it difficult for parents and other consumers to make informed choices about the right products to purchase. Check the trademark symbol or hologram: When buying second hand games, check the box, disc and manual for clearly printed trademark symbols or certificates of authenticity. Spelling and grammar: Check packaging for misspellings and grammatical inaccuracies - pirated games often contain such errors.
Multiple games on one disc: Several games on a single disc with no genuine box cover are likely to be pirated games.
The IEAA is administered by a Board of Directors comprising of senior executives from entertainment companies including Activision, Atari, Electronic Arts, Microsoft, Mindscape, Nintendo, QV Software, Sega, Sony Computer Entertainment, Take Two Interactive, THQ, Ubisoft and Vivendi.
These figures meet end of year financial predictions set in mid-2007 and confirm a new sales record for Australiaa€™s gaming industry. As the popularity of games and consoles tend to rise in the months leading up to the festive season, more than one third of all games a€“ almost 6 million a€“ were sold in the final quarter.
Curry adds the dramatic boost is largely driven by the release of popular gaming consoles and the rising median age of Australian gamers. Sales figures also indicate a resurging popularity in handheld consoles with 2.3 million units of software for the Nintendo DS system purchased last year compared to the 840,000 purchased in 2006,a€? says Curry. In Grand Theft Childhood, Kutner and Olson untangle the web of politics, marketing, advocacy and flawed or misconstrued studies that until now have shaped parentsa€™ concerns. The growth of the Canadian industry has been in no small part thanks to Government support,a€? he said.
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With Getting Up: Contents Under Pressure the game was due for world wide release in February yet the complaint process started months before.
It also showed Australian parents highly value computer and video games as educational, as well as fun. Stock needs to be withdrawn, advertising changed and retailers have to deal with an angry publica€?.



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