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(NYT14) DENVER -- Oct. 6, 2007 -- CHURCHES-VIDEOGAMES-4 -- Teens gathered recently for a game of "Halo 2" at the Colorado Community Church in Denver on Monday, Sept. 24, 2007. Across the country, hundreds of church ministers and pastors desperate to reach young congregants have prompted concern and criticism through their use of an unusual recruiting tool: an immersive and violent video game called "Halo." Those buying the game must be 17 years old, given the game's "M" rating -- for mature audiences. But that has not prevented leaders at churches and youth centers across mainline Protestant denominations, as well as Evangelical churches which have cautioned against violent entertainment, from hosting heavily attended "Halo" nights and stocking their centers with multiple game consoles so dozens of teenagers can flock around big-screen televisions and shoot it out.
(NYT14) DENVER — Oct. 6, 2007 — CHURCHES-VIDEOGAMES-4 — Teens gathered recently for a game of “Halo 2” at the Colorado Community Church in Denver on Monday, Sept. 24, 2007. Across the country, hundreds of church ministers and pastors desperate to reach young congregants have prompted concern and criticism through their use of an unusual recruiting tool: an immersive and violent video game called “Halo.” Those buying the game must be 17 years old, given the game’s “M” rating — for mature audiences. But that has not prevented leaders at churches and youth centers across mainline Protestant denominations, as well as Evangelical churches which have cautioned against violent entertainment, from hosting heavily attended “Halo” nights and stocking their centers with multiple game consoles so dozens of teenagers can flock around big-screen televisions and shoot it out.
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Getting your player ready...

DALLAS — Bailouts, bankruptcies, liquidations and layoffs have been the business buzzwords over the past few months, but the video-game industry remains stubbornly resistant to the gloom enveloping the rest of the economy.

While game industry executives and analysts aren’t ignoring the broader economic trends, all the evidence seems to point to a robust holiday season for game makers and sellers and continued prosperity next year.

Part of the explanation for video games’ continuing popularity, game insiders say, is the “nesting” effect, in which cash-strapped consumers stop going out and look for ways to entertain themselves at home.

“Clearly, interactive entertainment is a great value in a down economy,” said Dan DeMatteo, chief executive at Grapevine, Texas-based GameStop Corp.

The numbers seem to bear that out. In October, video-game sales jumped 18 percent, according to market-research firm NPD Group.

November has been solid too as GameStop said in its quarterly earnings conference call this month that initial signs for the fourth quarter are positive.

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