About: Imaginabox 360   Sponge Permalink

An Entity of Type : owl:Thing, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

Microsoft released the Imaginabox 360 video game console in February of 2006, after an astoundingly short development period of 2 and a half weeks, and hot off the heels of the release of Microsoft’s own Xbox 360. The gaming world was astounded by the console’s simple and nostalgic design(s), its return to the long abandoned cartridge format, and in particular by its core system’s astounding launch price of $40 USD. However, the Imaginabox 360 was not without its critics, who rejected the concept of a video game console that did not actually play video games.

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  • Imaginabox 360
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  • Microsoft released the Imaginabox 360 video game console in February of 2006, after an astoundingly short development period of 2 and a half weeks, and hot off the heels of the release of Microsoft’s own Xbox 360. The gaming world was astounded by the console’s simple and nostalgic design(s), its return to the long abandoned cartridge format, and in particular by its core system’s astounding launch price of $40 USD. However, the Imaginabox 360 was not without its critics, who rejected the concept of a video game console that did not actually play video games.
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abstract
  • Microsoft released the Imaginabox 360 video game console in February of 2006, after an astoundingly short development period of 2 and a half weeks, and hot off the heels of the release of Microsoft’s own Xbox 360. The gaming world was astounded by the console’s simple and nostalgic design(s), its return to the long abandoned cartridge format, and in particular by its core system’s astounding launch price of $40 USD. However, the Imaginabox 360 was not without its critics, who rejected the concept of a video game console that did not actually play video games. Microsoft’s production of the Imaginabox 360 was a direct reaction to the landmark 2005 Irate bitch vs. Video game industry court case, in which an angry mother sued the entire video game industry for allegedly causing her straight-A high school student son to receive a failing grade in both Art and Creative Writing. This Wisconsin USA mother attributed her son’s lack of creative growth to extended hours of video game play daily over the course of several years. The case was lost by the woman when it was found that it was impossible to sue the entire video game industry, but nevertheless the impact of the case was felt by all video game companies, and a temporary lag in sales occurred across the board. It was likely from Microsoft’s sense of responsibility for the plight of the young Wisconsin boy and the estimated millions that share the same circumstances that it released the Imaginabox 360.
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