Dan Slutz, 17, of Canton, Ohio Wins National "INVENT A GAME CHALLENGE" and $10,000 U.S. Savings Bond|
Rhythm, Invented by Aspiring Teen Video Game Designer Dan Slutz, Wins National Invent-A-Game Challenge and Will Be Produced and Distributed as a Free, Online Game by EA
PLAYA DEL REY, Calif. --(Business Wire)-- Jul 16, 2009 Best Buy and Electronic Arts Inc. (NASDAQ:ERTS) in association with The United Inventors Association (UIA) and By Kids For Kids (BKFK) announce that Dan Slutz, 17, of Canton, Ohio has won the National Invent-A-Game Challenge, a national competition for America’s youth to create their own video games. Dan Slutz won for his original game concept Rhythm, a music-based platform game where players battle evil forces utilizing various musical styles as weapons to advance, conquer and defeat their enemies. On Tuesday, Dan was honored at EA’s offices in Los Angeles, and received his Grand Prize, a $10,000 U.S. savings bond, in front of a rapt audience of EA creative game developers.
In the game, the player assumes the character of ‘Rhythm’. The object of the game is to return the ‘Platinum Record’ back to Rhythm’s hometown, Melody. The Platinum Record holds the key to the enjoyment of music for all ages. Rhythm fights enemies who seek to rob the world of music, through the various tools in his arsenal. Players switch between different genres of music, which have a dramatic effect on the landscape according to the genre’s characteristics. Strategic players gain new abilities and secret knowledge along the way. Players traverse ten worlds in their ultimate quest to rescue the Platinum Record and return the beautiful gift of music to the village.
“This is a dream come true!” enthused Grand Prize Winner Dan Slutz. “I am very serious about a career as a video game designer, and could not be more appreciative of this great opportunity. It will be a thrilling experience to see the world playing Rhythm.”
“Best Buy was extremely impressed with the talent and innovation brought forward in this process,” said David Benson, Merchant Director, Gaming. “We congratulate Dan for a job well done and are excited to see Rhythm come to life.”
“For more than 25 years, Electronic Arts has been making dreams a reality through world class interactive entertainment, so we were thrilled to be involved in a competition like this,” said Daniel Hagerty, Producer of EA Casual. “We are extremely excited to work with such a promising young talent and help bring Rhythm to life."
Norman Goldstein, the founder and CEO of By Kids For Kids, commented: “Dan Slutz is a perfect example of the power of youth to create engaging and compelling products. We know Dan’s success with the ‘Rhythm’ game will inspire other kids to create great ideas in the rapidly evolving video game industry. This is just the beginning for youth to impact their play world!”
Patrick Raymond, Executive Director of the UIA and member of BKFK’s board of advisors, was also one of the VIP judges for the Challenge. He expressed delight at the quality submissions. “In a time of economic uncertainty, it is heartening to see young people turn to inventing as one way to express their belief in the future. With such a variety of quality ideas, it was hard to pick a finalist. Our congratulations go to Dan and all those who participated.”
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Photo Credit: 17-year-old Dan Slutz, winner of the National Invent-A-Game Challenge, poses with representatives from challenge sponsors EA, Best Buy and By Kids For Kids, after receiving his $10,000 Savings Bond in Los Angeles on Tuesday, July 14, 2009. L to R: Dan Hagerty, EA; Deb Lyons, Best Buy; Norman Goldstein, By Kids For Kids; challenge winner Dan Slutz; Scott Walker, EA; Avi Rosenstein, EA. (Photo: Business Wire)
About By Kids For Kids Co.
By Kids for Kids® (BKFK®) is a youth marketing and media company partnering with the world's leading corporations to provide a platform to foster, share, showcase, and commercialize youth innovation and entrepreneurship. Their mission is to inspire, motivate and stimulate the innovative spirit within all young people.
The closely-held Stamford, CT-based Corporation has been dedicated to making youth ideas a reality since 2003. Through its website (www.bkfk.com) and its social community (Idea Locker™), online competitions, TV show (Think Big™), Magazine (Possible™), press, and education outreach, the company engages youth in the US and around the world. BKFK® youth-created products are available nationally and serve as a testament to the power of youth innovation and social entrepreneurship.
More information about the company and its successes helping young innovators is available online at www.bkfk.com.
About Best Buy Co., Inc.
With operations in the United States, Canada, Europe, China and Mexico, Best Buy is a multinational retailer of technology and entertainment products and services with a commitment to growth and innovation. The Best Buy family of brands and partnerships collectively generates more than $45 billion in annual revenue and includes brands such as Best Buy; Audiovisions; The Carphone Warehouse; Future Shop; Geek Squad, Jiangsu Five Star; Magnolia Audio Video; Napster; Pacific Sales; The Phone House; and Speakeasy. Approximately 155,000 employees apply their talents to help bring the benefits of these brands to life for customers through retail locations, multiple call centers and Web sites, in-home solutions, product delivery and activities in our communities. Community partnership is central to the way we do business at Best Buy. In fiscal 2009, we donated a combined $33.4 million to improve the vitality of the communities where our employees and customers live and work. For more information about Best Buy, visit www.bestbuy.com.
About Electronic Arts
Electronic Arts Inc. (EA), headquartered in Redwood City, California, is a leading global interactive entertainment software company. Founded in 1982, the Company develops, publishes, and distributes interactive software worldwide for video game systems, personal computers, wireless devices and the Internet. Electronic Arts markets its products under four brand names: EATM, EA SPORTSTM, EA Mobile TM and POGOTM. In fiscal 2009, EA posted GAAP net revenue of $4.2 billion and had 31 titles that sold more than one million copies. EA's homepage and online game site is www.ea.com. More information about EA's products and full text of press releases can be found on the Internet at http://info.ea.com.
EA, EA SPORTS, EA Mobile and POGO are trademarks or registered trademarks of Electronic Arts Inc. in the U.S. and/or other countries.
About United Inventors Association
The United Inventors Association is the national non-profit dedicated to inventor education and support. It recently launched a 10-part miniseries entitled What Every Inventor Needs to Know. The UIA also manages the industry Certification program for local inventor groups and professional service providers who comply with rigorous professional and ethical standards. Since 1990, the UIA has gathered thousands of members among independent inventors and innovators, academia, small and medium businesses and other non-profits. For more information about UIA, please see www.uiausa.org.