TEXTONEThebrideandgroom,aguitar-wieldingrockvixenandamuscle-ripplingdragon-slayer,makeanoddcouple—soitishardlysurprisingthatnobodyexpectedtheirmarriage.ButonDecember2ndthevideo-gamecompaniesbehind“GuitarHero”and“WorldofWarcraft”,ActivisionandVivendiGamesrespectively,announcedplansforanelaboratemerger.Vivendi,aFrenchmediagroup,willpoolitsgamesunit,plus$1.7billionincash,withActivision;thecombinedentitywillthenoffertobuybacksharesfromActivisionshareholders,raisingVivendi'sstakeintheresultingfirmtoasmuchas68%.Activision'sboss,BobbyKotick,willremainatthehelmofthenewcompany,tobeknownasActivisionBlizzardinrecognitionofVivendi'smaingamingasset:itssubsidiaryBlizzardEntertainment,thefirmbehind“WorldofWarcraft”,anonlineswords-and-sorcerygamewith9.3msubscribers.Thedealwasunexpected,butmakesexcellentstrategicsense,saysPiersHarding-RollsofScreenDigest,aconsultancy.Activisionhaslongcoveted“WorldofWarcraft”,andVivendigetsabiggergamesdivisionandActivision'stalentedmanagementteamtorunit.Aswellasmakingsenseforbothparties,the$18.9billiondeal—thebiggesteverinthevideo-gamesindustry—saysalotaboutthetrendsnowshapingthebusiness.Thefirstisapushintonewmarkets,especiallyonlinemultiplayergames,whichareparticularlypopularinAsia,and“casual”gamesthatappealtopeoplewhodonotregardthemselvesasgamers.“WorldofWarcraft”istheworld'smostpopularonlinesubscription-basedgameandishugelylucrative.Blizzardwillhaverevenuesof$1.1billionthisyearandoperatingprofitsof$520m.“WorldofWarcraft”isreally“asocialnetworkwithmanyentertainmentcomponents,”saysMrKotick.Similarly,heargues,“GuitarHero”andothergamesthatusenewkindsofcontroller,ratherthantheusualbuttonsandjoysticks,arebroadeningtheappealofgamingbyemphasisingitssocialaspects,sincetheyareeasytopickupandcanbeplayedwithfriends.Socialgaming,saysMrKotick,is“themostpowerfultrend”buildingnewaudiencesfortheindustry.HeisclearlyexcitedattheprospectofusingBlizzard'sexpertisetolaunchanonlineversionof“GuitarHero”forAsianmarkets.Onlinemusicgamessuchas“AuditionOnline”,whichstartedinSouthKorea,are“massiveinAsia,”saysMrHarding-Rolls.Asecondtrendismediagroups'increasinginterestingaming.VivendiownsUniversalMusic,oneofthe“bigfour”recordlabels.Astherecordindustry'ssalesdecline,itmakessensetomoveintogaming,ayounger,faster-growingmediumwithplentyofcross-marketingopportunities.(ActivisionmightraidUniversal'sbackcatalogueformaterialforitsmusicgames,forexample,whichmightinturnboostmusicsales.)Othermediagroupsaregoingthesameway.LastyearViacom,anAmericanmediagiant,acquiredHarmonix,thecompanythatoriginallycreated“GuitarHero”.Ithasbeenpromotingitsnewgame,“RockBand”,usingitsMTVmusicchannel.Viacomhasalsocreatedonlinevirtualworldsthattieinwithseveralofitstelevisionprogrammes,suchas“LagunaBeach”and“PimpMyRide”.DisneyboughtClubPenguin,avirtualworldforchildren,inAugust.AndTimeWarnerisinvolvedingamingviaitsWarnerBrosHomeEntertainmentdivision,whichpublishesitsowntitlesandlastmonthboughtTTGames,theBritishfirmbehindthe“LegoStarWars”games.参考译文:新娘是挥舞着吉他的摇滚悍妇,新郎是一身肌肉的杀龙者,这一对实在古怪,也怪不得没有人相信他们能结合在一起。但是12月2日,“吉他英雄”和“战舰世界”的两个视频游戏公司——Activision和Vivendi公司宣布了他们的精心策划的联姻。Vivendi是一家法国媒体公司,它准备将自己的游戏单元以及17亿美元现金注入到Activision公司。联合体自后再从Activision股东那里买回股份,将Vivendi在联合公司的股份提到到68%。新公司仍由Activision公司老总BobbyKotick来执舵,新公司名为“Activision暴风雪”,取这个名字是为了酬谢Vivendi注入的主要的游戏资产——子公司“暴风雪娱乐”,该公司属于“战舰世界”,是一个拥有930万注册者的在线“剑与巫术”游戏。这笔生意出乎大家意料,但却有非凡的战略意义,ScreenDigest的顾问PiersHarding-Rolls这样说。Activision对“战舰世界”已经觊觎很久,而Vivendi公司也因此获得了更大的游戏份额,拥有Activision公司优秀的管理团队来为之运营。同样对双方有利的是,189亿美元的交易是视频游戏产业中最大的,因此其决策将对未来该产业的发展趋势起着举足轻重的作用。第一个趋势是推进新的市场,尤其在风靡于亚洲的在线多人游戏领域和“休闲游戏”,这种游戏对那些不把自己当玩游戏的人有吸引力。“战舰世界”是全球最流行的在线注册游戏,盈利巨大。“暴风雪”今年收入将达11亿美元,操作利润就有5.2亿美元。Kotick先生评价说,“战舰世界”是真正的“拥有众多娱乐成分的交际性网络”。同样的,他说,“吉他英雄”和其他游戏也没有用普通的按钮和操作杆,而是使用了新式控制器,通过重点强调其交际性的特点来增加游戏的吸引力,因为这些游戏很容易就可以上手,而且可以和朋友一起玩。Kotick先生说,交际游戏是为这个产业创造新玩家的“最强大的趋势”。很明显,他谈到利用“暴风雪”的技术来向亚洲市场推行“吉他英雄”在线版的前景时十分兴奋。Harding-Rolls说,像最先开始于韩国的“在线试听”这样的在线音乐游戏“在亚洲占有相当大的份额”。第二种趋势就是媒体集团在游戏方面兴趣不断增加。Vivendi拥有“四大”唱片之一的“全球音乐”。由于唱片行业销售衰退,它就转向游戏,这是更为年轻且成长迅速的一种媒介,拥有很多跨市场型的机遇。(比如Activision可能就要从“全球音乐”曲目中为自己的音乐游戏搜索一些素材,而这样反过来又促进了唱片的销售。)其他的媒体集团也大体一样。去年,美国媒体巨头Viacom收购了Harmonix公司——“吉他巨人”最初就是由该公司创造出来的。目前它利用自己的MTV音乐频道推展新游戏——“摇滚乐队”。Viacom还创造了在线虚拟世界,这个游戏和几个电视频道如“LagunaBeach”、“PimpMyRide”取得了联合。迪斯尼也于八月份购买了“企鹅俱乐部”,这是专门为孩子创造的虚拟世界。华纳时代通过其华纳兄弟家庭娱乐公司也涉足游戏业,该公司出版了自己的名称,并于上个月收购了TT游戏公司(该公司为“Lego星际争霸”游戏旗下的英国公司)。TEXTTWOThehauntingpaintingsofHeleneSchjerfbeck,onshowinthefinallegofatravellingtourthathasalreadyattractedthousandsofvisitorsinHamburgandTheHague,maycomeasasurprisetomany.FewoutsidetheNordicworldwouldrecognisetheworkofthisFinnishartistwhodiedin1946.Morepeopleshould.The120workshaveattheircore20self-portraits,halfthenumbershepaintedinall.Thefirst,dated1880,isofawide-eyedteenagereagertoabsorbeverything.Thelastisasightingoftheartist'sghost-to-be;Schjerfbeckdiedtheyearafteritwasmade.Togetherthisseriesisamongthemostmovingandaccomplishedautobiographies-in-paint.Precociouslygifted,Schjerfbeckwas11whensheenteredtheFinnishArtSociety'sdrawingschool.“TheWoundedWarriorintheSnow”,ahistorypainting,wasboughtbyapriv