A Quote by Victor Koo

Getting direct consumer revenue through movies or games or other culture products is something that we are very suitable for. — © Victor Koo
Getting direct consumer revenue through movies or games or other culture products is something that we are very suitable for.
I think it's really cool that videogames are getting more and more sophisticated and believable, and that people who worked on movies are being asked to art direct and design video games and characters, so they look better and better. When I see Jurassic Park on the screen, I predicted that games would be able to create a virtual experience that was just as real as the movies - we're not quite there yet, but it's getting better all the time.
Can advertising foist an inferior product on the consumer? Bitter experience has taught me that it cannot. On those rare occasions when I have advertised products which consumer tests have found inferior to other products in the same field, the results have been disastrous.
Historians differ on when the consumer culture came to dominate American culture. Some say it was in the twenties, when advertising became a major industry and the middle class bought radios to hear the ads and cars to get to the stores. ... But there is no question that the consumer culture had begun to crowd out all other cultural possibilities by the years following World War II.
How many actors have a shot at being a part of something that became a part of pop culture? It's been very rewarding. I'm not getting the 20 million bucks for the new movies, but at least I'm getting warmth and recognition from people wherever I go.
In the telecommunications, consumer products, and railway businesses, there are very real consequences if you don't meet the consumer's needs and desires. There are also substantive rewards for doing so, and especially for exceeding customer expectations.
For me, pop culture is very fluid: it's music, it's movies, it's books, it's art, it's tech, it's so many things - and as marketing and brand advocates, we should be able to to take products and services and match them to what's happening in pop culture.
I'd much rather have the consumer buy a Wii, some accessories, and a ton of games, vs. buying any of my competitor's products.
I tried to put direct to consumer through a wholesales channel - the industry was just not ready to adapt and change. The other issue I had was with Jimmy Choo.
Well, we look for sources of inspiration in pop culture in general. It's very important for us that, when it comes to storytelling, we don't look into other video games. We'd rather look into other mediums - movies, television series and books - for sources of inspiration.
The CNN international is a different service - it is even more leftist and anti-American than CNN is. That's their business, that's fine, but it can't be getting any revenue. There is no cable network that I know of anywhere in the world other than in America that pays them for their products.
The necessaries of life occasion the great expense of the poor. They find it difficult to get food, and the greater part of their little revenue is spent in getting it. The luxuries and vanities of life occasion the principal expense of the rich, and a magnificent house embellishes and sets off to the best advantage all the other luxuries and vanities which they possess ... It is not very unreasonable that the rich should contribute to the public expense, not only in proportion to their revenue, but something more than in that proportion.
I started to grow microbial cellulose to explore an ecofriendly textile for clothing and accessories but, very quickly, I realized this method had potential for all sorts of other biodegradable consumer products.
As a mode of public pedagogy, a state of permanent war needs willing subjects to abide by its values, ideology, and narratives of fear and violence. Such legitimation is largely provided through a market-driven culture addicted to the production of consumerism, militarism and organized violence, largely circulated through various registers of popular culture that extend from high fashion and Hollywood movies to the creation of violent video games and music concerts sponsored by the Pentagon.
First of all, I don't dislike direct storytelling - people seem to think that about my games! Actually, the truth is, I'm just not good at implementing direct narrative in my games.
The reason our games generate so much revenue is because we're stupid enough to charge $60 for a box or $50 for a download or something. You need used games because most people can't afford those prices.
I'm part of the consumer culture... I'm just using the space I am given to express something that is out of the space so I'm part of the consumer system but I'm advocating stepping out. Which is a contradiction but I could be part of he consumer system and say, 'let's consume even more.'
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