If you're into the back-in-the-day arcade scene, Offworld has a nice report on the Soviet Arcade Games Museum located at Moscow State Technical University:
Art Lebedev's design studio... has given the museum a full website makeover, complete with a growing collection of its games recreated and playable online.
Of the collection, the most playable is Sea Battle (...dig the fantastically ambient faint whirr of its machinery as you play, and its rustically smudged viewfinder), but there's also the Street Racer-esque game Magistral... [and others]
The only thing it currently lacks is a full English translation... but presumably they're being added over time, as the museum itself continues to restore and collect more historical information on each game...
GP: I took the virtual version of Sea Battle out for a spin. It was very much like a torpedo game that I recall playing on the boardwalk in Wildwood, NJ as a kid. The online periscope view wasn't quite right, but that can probably be tweeked.
THANKS TO: Jake of 8bitjoystick for the tip!
The Member of Paliament who chairs a bipartisan working on the British video game business told Edge Online that most of his colleagues are more conversant with other forms of media.
In his chat with EO MP John Whittingdale dished on a variety of game-related topics from the recent Digital Britain report to broadband speeds to a new requirement that games be culturally British in order to qualify for tax breaks. The thoughtful comments offered by the Conservative MP indicate that he has devoted some time to researching the role of games in British society. Among his remarks:
The case for some kind of incentive to make sure that the UK remains one of the major locations for games development [is] something that needs to be pressed quickly, because the longer we leave it, the greater risk there will be a steady loss of jobs to places like Canada...
There’s definitely an educational component. I think it does no harm for policy makers who are going to be debating issues affecting the games industry to have some experience of videogames. If that means developers and publishers coming into the House of Commons, demonstrating them, and giving MPs a sense of what the game involves, that has to be a good thing.
My guess would be that very few ministers in the government spend a great deal of time playing computer games, whereas they do go to the cinema, they do watch television, and they do listen to the radio... there may be ministers who rush home to play GTA all night, but it’s unlikely...
Given the age of most MPs, they’re probably thinking back to Space Invaders and Atari consoles. The other thing is that there’s a lot of negativity around, a lot of concern that young people who spend their hours gaming are missing out on educational activities. The case that gaming can bring benefits is something we need to promote, and then there’s always been the fear that somehow certain games may be damaging because of the violent content, and there’s a lot of mythology around that...
A game like Manhunt 2... we need to impose controls to ensure that children cannot purchase them. But then there’s the hysteria over something like the suicide bomber web game Kaboom, which everyone got very worked up about. When I went online and tried it out, the idea that this was going to turn the nation into suicide bombers was clearly absurd...
Yesterday in the Big Apple, socially-aware teens held the first-ever NYC Youth Media & Technology Festival. The event spotlighted the work of teenagers who create video games and other digital media projects in order to advance social causes.
Organizers expected about 100 attendees for the Festival. The gathering was intended to produce a citywide dialogue about the role of new media and technology in teens' lives and how it can be utilized to promotes issues kids care about.
A group of young designers affiliated with the New York Public Library were scheduled to showcase their designs and conceptualizations for serious video games about subjects like celebrity drug use, media consolidation and genocide.
Meanwhile, teens from the Global Kids Virtual Video Project premiered an animated short film about child sex trafficking in the United States. Members of MOUSE discussed their efforts to advance technology in New York City public schools by developing open source labs, advocating for the One Laptop Per Child campaign and other efforts.
The invitation-only event was held at the Parsons The New School for Design.
-Doug Buffone, Entertainment Consumers Association intern
A new report published by the Joan Ganz Clooney Center at Sesame Workshop discusses the potentially positive effects of video games in educating children and promoting their physical well-being.
Game Changer: Investing in Digital Play to Advance Children’s Learning and Health urges educators as well as government and the healthcare industry to look beyond the stereotype of video games as harmful. The report also calls for increased investment in the medium:
All groups committed to the public interest—educators, policymakers, the federal government, industry leaders, philanthropies, universities—should invest resources in learning how to maximize the impact of a potentially powerful phenomenon that can advance both children's learning and health.
Because a large percentage of American youth play video games, increased investment in their positive aspects could reap enormous benefits for the next generation, the report concludes. The authors note, however, that video games are under constant scrutiny due to their perceived negative effects:
Despite their reputation as promoters of violence and mayhem, digital games have in fact been shown to help children gain content and vital foundational and 21st century skills.
While noting that some stakeholders have reservations about investing in video game tech because of the perceived sedentary nature of games and potential links to rising childhood obesity rates, the report notes the popularity of the Wii and Dance Dance Revolution. Nintendo’s popular console and Konami’s best-selling dance game franchise have helped to alter perceptions about negative physical effects of video games.
The authors also point to a number of well-established examples illustrating the potentially beneficial effects video games could have on the education and health of future American generations:
Digital games are here to stay and offer the country a rare opportunity to leverage children's already established enthusiasm in order to reform education and promote healthy development.
Via: Kotaku
DOCUMENT DUMP: Grab the full Game Changer report here. Grab the executive summary here.
GP: With this article we welcome Doug Buffone to the pages of GamePolitics. Doug, a student at Georgetown, is interning with GP's parent company, the Entertainment Consumers Association.
Eat lunch at your desk today and catch an important webcast about games and kids.
At Noon the Joan Ganz Cooney Center at Sesame Workshop will launch a two-hour webcast to coincide with today's release of the organization's report Game Changer: Investing in Digital Play to Advance Children's Learning and Health. From the press release:
The report, supported by the Robert Wood Johnson Foundation, specifies how increased national investment in research-based digital games might accelerate children’s learning and healthy development.
The panel will discuss the Center’s recommendations for the media industry, government, philanthropy and academia to consider for expanding research, development and use of digital games.
Panelists for the webcast include:
Rep. Diane Watson (D-CA) who chairs the Congressional Entertainment Caucus was also invited to serve on the panel but it is unclear whether or not she will appear.
A report published in the current issue of Personality and Social Psychology Bulletin maintains that playing pro-social games increases helping behavior by participants while playing violent games increases hurtful behavior.
GamePolitics has previously reported on the research, which combines the results from three separate studies conducted in the U.S., Japan and Singapore. But a press release issued today by the University of Michigan offers new insight about the methodologies used by the researchers involved. These include UM's own Brad Bushman (left) and Roland Huesmann as well as Douglas Gentile of Iowa State. Said Bushman:
These studies show the same kind of impact on three different age groups from three very different cultures. In addition, the studies use different analytic approaches---correlational, longitudinal and experimental. The resulting triangulation of evidence provides the strongest possible proof that the findings are both valid and generalizable...
[The research] suggests there is an upward spiral of prosocial gaming and helpful behavior, in contrast to the downward spiral that occurs with violent video gaming and aggressive behavior...
Taken together, these findings make it clear that playing video games is not in itself good or bad for children. The type of content in the game has a bigger impact than the overall amount of time spent playing.
Perhaps the most interesting experiment involved 161 U.S. college students. From the press release:
After playing either a prosocial, violent, or neutral game, participants were asked to assign puzzles to a randomly selected partner. They could choose from puzzles that were easy, medium or hard to complete. Their partner could win $10 if they solved all the puzzles. Those who played a prosocial game were considerably more helpful than others, assigning more easy puzzles to their partners. And those who had played violent games were significantly more likely to assign the hardest puzzles.
Bushman discusses the study in this brief video.
VG Researcher has additional info...
UPDATE: Here is the UM press release.
British game developers have been lobbying for tax breaks some time. And, based on yesterday's release of the Digital Britain report, the Government seems to finally be listening.
But, as reported by The Guardian, tax breaks proposed for game developers by Lord Carter's report may come with cultural strings attached:
The [Digital Britain] report also contains the fascinating sentence in its executive summary...: "The Government has therefore committed to work with the industry to collect and review the evidence for a tax relief to promote the sustainable production for online or physical sale of culturally British video games.
Culturally British. We suspect we know what they mean - games companies based in the UK - but what if it's not? What if they actually mean something like, for example and completely hypothetically, Grand Theft Auto: Weston-super-Mare?
Or Left 4 Dead: The Light Brigade?
Come on, what would you suggest as a "culturally British" computer game that we could offer to Lord Carter?
GP: Actually, there are some precedents for the cultural requirement recommended by Digital Britain. As GamePolitics reported in 2007, France imposed a similar restriction. The French Government requires that game projects seeking tax breaks have a "cultural dimension."
In the U.S., the state of Texas has content-based restrictions on its game and movie subsidies.
Reason Online has posted a fascinating look at what it calls The Top 10 Most Absurd Time Covers of The Past 40 Years.
While TIME's investigations into the occult, dirty words and obesity are among the topics making RO's list, we took note of the November 22, 1999 cover which addressed what some parents and teachers saw as a scourge at the time: Pokemon. Reason Online explains:
This Time cover story breathlessly warns that children are printing counterfeit cards, cheating friends and classmates, and even stabbing one another over Pokemon trading disputes. Time doesn’t dwell too long on any substantive data (there isn't any) that might show what sort of sustained violence and mayhem would make Pokemon an “addiction" (Time's word). Instead, it quickly cuts to what the authors see as the real dark heart of the Pokemon phenomenon: crass capitalism! ...
GP: Ten years on, the frenzy over Pokemon seems so silly...
When televised cop and medical dramas tackle video game themes, there's usually a large dollop of sensationalism attached.
That being the case, we'll be cautiously Tivoing Fox's June 16th episode of Mental. A preview describes the episode:
JACK TREATS A YOUNG BOY WHO IS CONSUMED WITH A VIDEO GAME THAT EXISTS ONLY IN HIS HEAD ON AN ALL-NEW “MENTAL” TUESDAY, JUNE 16, ON FOX
An 8-year-old bipolar boy whose life is consumed by a video game he plays in his head is admitted to Wharton Memorial for an accident involving a knife. When it turns out the accident was really a suicide attempt, Jack must try to get inside the little boy’s head to find out what is triggering his life-threatening rages. But when the boy bolts from the psych ward, Jack must try to save him by engaging him in his own mind game.
Here's a preview clip...
Does your favorite leisure activity benefit the world in any meaningful way?
11-year-old Moshe Kai Cavalin, who graduated from East Los Angeles Community College last week, has many interests ranging from astrophysics to the Rat Pack but video games are not among them. How come? The newly-minted holder of an Associates Degree of Liberal Arts explained:
I feel it's a waste of time playing video games because it's not helping humanity in any way.
Perhaps a rather odd statement coming from a lad whose passions include martial arts, scuba diving and playing piano. He also aspires to be a movie actor.
-Reporting from San Diego, GamePolitics Correspondent Andrew Eisen...
Via: NBC Los Angeles
Should online games be required to encourage human rights?
The 47-member nation Council of Europe thinks so and has issued a position paper, Human Rights Guidelines for Online Game Providers. The CE's recommendations include taking into account the potential impact of gratuitous violence and sexual content in games targeting minors.
In addition the CE warns against content which advocates criminal behavior and urges providers away from conveying themes like aggressive nationalism, ethnocentrism, xenophobia, racism and intolerance.
The CE documents alludes to the risk of online game addiction as well as the potential for children to encounter negative types such as griefers, bullies and stalkers in online gaming venues. Threats to privacy are addressed as well. The CE also encourages online game companies to follow rating guidelines and to develop parental control tools for their products.
Most interesting, however, is the CE's surprisingly forward-thinking position on user-created content. The organization encourages providers to be thoughtful in deciding whether or not to delete such content:
Before removing gamer-generated content from a game, you should take care to verify the illegality or harmfulness of the content... Acting without first checking and verifying may be considered as an interference with legal content and with the rights and freedoms of those gamers creating and communicating such content, in particular the right to freedom of expression and information.
This would constitute a sea change for most online game providers. As Cory Doctorow notes on boingboing, "many online games actually put up an 'agreement' every time you patch them in which you promise not to assert your right to either [freedom of expression or creativity]."
The CE also frets that content created by immature users today might come back to bite them in the future, and urges that providers create a system to prevent this:
More at: Terra NovaConsider developing mechanisms for the automatic removal of gamer-generated content after a certain time of inactivity, in particular for games targeting children and young people. Creating a lasting or permanently accessible online record of the content created by gamers could challenge their dignity, security and privacy or otherwise render them vulnerable now or at a later stage in their lives.
In a bit of political commentary, George W. Bush - looking very much like a chimp - has turned up on a fanciful cartridge for Nintendo's Famicon
Kotaku notes that the former President's cartridge is one of 58 contained in retro game shop Meteor's 2009 Famicase exhibit.
It has been a whirlwind of a week for Italian provovateurs Molleindustria and Faith Fighter, their online game which parodies religious hatred.
On Monday Metro UK created a controversy where none previously existed. It appears that the tabloid solicited comment from several religious leaders whose level of familiarity with the game is unclear. Not surprisingly, the comments on Faith Fighter were negative.
By Tuesday, the powerful, Saudi-based Organization of the Islamic Conference had waded into the Faith Fighter debate. Molleindustria, apparently bowing to OIC pressure, announced that it had taken the game offline, although it remained available at other portals.
On Wednesday, Molleindustria unveiled Faith Fighter 2, a non-violent version in which players must give love to various deities lest they fade away.
On Thursday, Molleindustria brought the original Faith Fighter back. There's no word yet on what actions the OIC or other groups may take.
Via: GameCulture
Pacific Islanders are expressing outrage over a popular iPhone game which they say encourages the torture and killing of characters who resemble them.
The Brisbane Times reports that the Pacific Women's Information Network has targeted Pocket God, which puts the player in a deity-like position of power over "primitive islanders." Group spokesperson Elaine Howard - who lives in the United States - told the newspaper:
How do you think people would react if you created a game where you were God and you could create and kill as many Mexicans as you wanted? Or Asians? People would be outraged.
I hope you don't decide to advertise your application in New Zealand or Australia because you will get a backlash of the same intensity.
Dr. Malakai Koloamatangi of New Zealand's Canterbury University added:
To claim [the characters] are not Pacific islanders is ridiculous. Everything about them is Polynesian. How can they justify encouraging the torture of a race in this way? It's disgusting.
I'm not saying let's bring in the thought police but there needs to be limits on what is acceptable, and this surpasses those.
Bolt Creative, which developed the 99-cent app, denied that it intended to depict any actual ethnic group in the game.
The U.S.-based Hindu leader who initiated what has turned into a multinational Hindu protest against a PlayStation 2 game sold in India claims that Sony has agreed to look into the issue.
As GamePolitics reported last week, Rajan Zed (left) criticized Hanuman: Boy Warrior for trivializing the Hindu faith. The game was developed by an Indian firm, Aurona Technologies Limited.
In a press release issued earlier today Zed writes:
Replying to the communiqué of Bhavna Shinde of Forum for Hindu Awakening, Keita Sanekata of Sony Electronics Inc wrote, “We will review this issue, and get back to you as soon as possible.”
Advancing the protest spearheaded by acclaimed Hindu statesman Rajan Zed, Shinde earlier wrote Sanekata to “look into withdrawing this game and publishing an apology, so as to prevent further denigration of our Deity Sree Hanuman and intensifying of our protests..."
Zed is president of Universal Society of Hinduism, a group which also apparently protested the 2008 Mike Meyer film The Love Guru.
The video game industry continues to struggle with how it deals with issues surrounding the open discussion of homosexuality in its online venues.
In the latest flap, Eurogamer reports that a forum mod on BioWare's Star Wars: The Old Republic banned users from discussing potential gay character relationships in the upcoming game:
The threads have since been locked, and the words "homosexual", "lesbian" and "gay" are censored on the forum.
Even discussions of the ban are being locked. At the bottom of the thread "GLBT discrimination in forums?", community manager... wrote, "As I have stated before, these are terms that do not exist in Star Wars. Thread closed."
It appears, however, that a thread entitled GLBT Discrimination in Forums? has been re-opened. A user named Elikal (forum avatar at left) writes:
I am grateful Bioware has opened the thread again, and allowed the words gay and lesbian now. Though I can't hide that I am quite disappointed. Bioware games had always been about complex ethical questions, about vast, diverse realities, and as such I had never expect Bioware of all companies to be so... narrow in this question. I was a Bioware fan so long... it was really a shock to see the thread closed.
Thanks to all the supporters, and even those who in civilized words disagreed, since debating things is what makes a modern society work.
And, as GayGamer points out, there has been at least one gay character in the Star Wars gaming universe. That would be Juhani of Knights of the Old Republic:
If you choose to kill [Juhani], a female Jedi at the temple will lambaste you for murdering her beloved one—stating that she and Juhani spent many nights under the stars together. Later on Korriban, that female Jedi will confront you and attempt to murder you for the love of Juhani. If you choose to take the other approach and save Juhani... Later on, if your main character is female and you have opened up all coversation lines with Juhani through the game, Juhani will confes her love for your character...
Games Radar has served up a series of printable posters depicting familiar game characters in the style of the now-famous Obama campaign theme created by visual artist Shepard Fairey.
The characters span a broad range of games, including:
Thanks to: Sharp-eyed GamePolitics correspondent Andrew Eisen...
An American Hindu leader's protest against India's first homegrown console game appears to be gaining momentum.
As GamePolitics reported last week, U.S.-based Hindu spokesman Rajan Zed criticized Aurona Technologies' Hanuman: Boy Warrior for supposedly trivializing the Hindu deity.
Zed's protest against the critically-slammed PS2 title has gained support among Australian Hindus, according to a press release issued by Vamsi Krishna of Australia:
[The game is] very disrespectful, disgraceful and an insult to all those devotees of Lord Hanuman and followers of Hindu dharma.
[Sony should] remove this video game with immediate effect from the market before this causes further unrest in the Hindu community worldwide and issue an apology to all those who have been hurt by this insensitiveness.
Meanwhile, Indian site TopNews reports comments by SCEE spokesperson Atindriya Bose who said that Sony has not yet worked out its response to the protests:
Hindus in Australia and USA have started this movement and posted their requests on the web. Till this time, there has been no direct communication with the said groups and we haven't received any intimation from them officially.
Since we are not aware of [the protesters'] exact point of objection, we are in no position to comment on our plan of action. However, we are keeping a tab of the situation and hope to resolve it soon.
Washington, Jefferson, Teddy Roosevelt and Abe Lincoln may have been great American leaders. But whose faces would appear on the side of Mt. Rushmore if it was being built today?
To make things even more theoretical, what if the mountainside's chiseled countenances were those of video game characters?
Pwn or Die explores the issue and replaces the four presidents with Master Chief, Mario, Lara Croft and Sonic.
Interesting, but does Pwn or Die miss the point of Mt. Rushmore? The towering South Dakota sculpture is the quintessential American monument. No disrespect, but do Mario and Sonic, the products of iconic Japanese game companies, belong there? Ditto for Lara Croft, a monied Englishwoman.
To put it another way, would you drape a Homer Simpson banner on the Eiffel Tower?
With that in mind, what American characters - or, at least, characters from American companies - would you select? Drop us a comment with your picks.
TechCrunch has posted its 10 favorite Easter Eggs, some of which are video-game related.
These include the YouTube vid at left, which shows how to find game designer Warren Robinett's name in Adventure, an early game for the Atari 2600.
GameSpot has more on video game Easter Eggs.