While gamers might be adept at flying drones and operating other types of high-tech military weaponry, they finish behind two other groups of personnel when it comes to being skilled at detecting improvised explosive devices (IED).
The Los Angeles Times reports that military personnel with hunting backgrounds or those who come from tough urban neighborhoods surpassed gamers when it came to spotting explosive devices.
Why is this the case? Gamers “do not seem to have the depth perception and peripheral vision of the others, even if their eyesight is 20/20” states the article. Army Sgt. Maj. Todd Burnett added:
Video game enthusiasts are narrower in their focus, as if the windshield of their Humvee is a computer screen. The gamers are very focused on the screen rather than the whole surrounding.
Sgt. Maj. Burnett said that the best class of soldiers he’s ever seen at detecting IEDs were members of the South Carolina National Guard, nearly all of whom are from rural areas and participated in hunting.
Thanks Sean!
A new study undertaken by a group of Massachusetts General Hospital researchers attempts to further explore whether a link exists between playing violent videogames and aggressive behavior in adolescents.
“M-Rated Video Games and Aggressive or Problem Behavior Among Young Adolescents” surveyed 1,254 7th and 8th grade students in Pennsylvania and South Carolina in late 2004. Youths were asked which five games they had “played a lot” in the past six months and were asked to detail any “delinquent,” bullying or physically aggressive behaviors.
Among those who were current game players, 48.8% (67.9% boys and 29.2% girls) had at least one M-rated game on their most-played list. Cross tallying and crunching variables led the researchers to conclude:
M-rated games remained a strongly significant predictor of engaging in bullying and physical aggression However, we found no significant relationship between playing M-rated games and being a victim of bullies, or engaging in delinquent behaviors.
Boys were then split off from girls and their responses analyzed separately. With boys “M-rated game exposure ceased to be a significant predictor of bullying, and aggressive personality,” though “M-rated game play was still a significant, though weaker, predictor of fighting.”
With girls, “frequent M-rated game use became an even stronger predictor of bullying and fighting.”
The group concluded:
Overall, our hypothesis that heavy play of Mature-rated, violent games would predict a greater risk for common problem behaviors, even when controlling for potential confounders suggested by previous research, was partially supported.
The researchers pointed out a few limitations of their study, which included the fact that “Involvement in problem behaviors is common among adolescents.” Also, responses from the children indicating their top five games of the past six months were not independently verified.
Interestingly, in touching on legislation that seeks to ban children’s access to “violent” videogames, and asking “who would determine whether a game fits these critieria,” the study states, “Because of these complexities, it is unlikely that a narrow category of games could be clearly identified and supported by research as broadly harmful to young people.”
GP: We have an inquiry in with one of the researchers to make sure that's it's OK to post the whole study (PDF) on the website.
Update: Just a note that the research team included Dr. Cheryl Olson, co-author of Grand Theft Childhood.
Update 2: Here's a link to a PDF of the full study.
An initiative that offers virtual payments for use in social and online games in return for performing tasks may promote child labor speculates a post on ReadWriteWeb.
CrowdFlower, which focuses on harnessing “cloud labor” from around the world and Gambit, a company that specializes in facilitating payment solutions for online games, offer users of games like MyFarm real-world tasks to perform—such as tagging photos or reviewing content—and returns payment in the form of virtual currency.
What caught the eye of ReadWriteWeb was Gambit’s explanation of its latest offering: “…making this a superb way to engage younger users, or international users in emerging markets.”
The article’s author, Dana Oshiro, wrote:
While others might argue that the web-task barter system is akin to earning one's allowance, the fact that children could be scraping the web to help businesses advertise to us seems somewhat exploitative. While it's too early to say how this program will pan out, there's no doubt that CrowdFlower and Gambit will have to walk a fine line to keep this program ethical.
A Gambit employee, Susan Su, jumped into the comment section to provide a little clarity, writing that while Facebook does not “knowingly allow” users under the age of 13 to register, “it's always tough to enforce requirements like these on the Internet.”
Su continued:
That said, we do know that users over the age of 15 make up the bulk of our transactions, and while parental consent is still strongly recommended for people aged 15-18, it's true that a lot of teens are making their own spending and work decisions around that age. As Lukas said, this is completely new territory for social game users, for developers, and for Crowdflower and Gambit.
Playing The Mines of Moria expansion for The Lord of the Rings Online has prompted a thoughtful article comparing the fictional battle over Middle-Earth territory to modern-day events taking place in the Middle East.
Is Moria the Promised Land? at The Angry Bear begins by outlining the factions fighting over the right to claim residence in Moria; Dwarves, the original occupiers, Goblins, which moved in following the Dwarves departure and The Morroval, half-women, half-bat creatures.
Author Allen Rausch notes:
… there doesn’t seem to be any common ground between the three factions that could broker any sort of structured solution. It’s an endless cycle of violence where killing begets killing that merely begets more killing.
Hmm, that does sound familiar. Which group would Rausch side with?
In such a case, my sympathies must ultimately lie with the Dwarves not because of what the Morroval or the goblins do to them, but because of what goblins and Morroval do to each other and the kind of culture they create for themselves.
An Indian youth recently spent over 40 hours straight playing Grand Theft Auto IV, and instead of a one-way ticket to ReStart, he received congratulations and a spot in the record books.
That’s because Chirantan Patnaik of Mumbai set a Guinness World Record with his gameathon, surpassing the previous GTA IV-specific endurance mark of 28 hours and one minute, which was set by a U.S. gamer last year. Patnaik lasted a total of 40 hours and 20 minutes reports ZeeNews, with Guinness rules mandating a 10-minute break every hour.
Patnaik prepared for his binge by running and practicing yoga. He added that avoiding coffee and eating dates (the fruit) helped him stay alert during the session. An avid gamer, this was the first time Patnaik had played GTA IV.
Indian gaming portal Zapak sponsored the event and provided observers. The company’s COO, Rohit Sharma, offered the following about Patnaik:
We have always believed in the potential of Indian gamers. Chirantan's success is a proud moment for the Indian gaming industry. This will encourage more youngsters to take gaming seriously.
Showcasing incredible turnaround time, a browser-based game based on the exploits of Balloon Boy has already hit the Internet, a mere day after the tale of an apparent soaring child dominated network airwaves and Twitter hashtags.
The game was developed by three 25-year olds— Immad Akhund, Jude Gomila, James Smith—inspired by the events that unfolded in Colorado yesterday. A counter at the top of the website asks “How Many $$$ of Tax Payer Money Can You Waste?” and tracks scores. Players dodge seagulls and gather rainbows while floating through the sky in their dirigible.
No word yet if the developers are working on a follow up game entitled Attic Boy.
Videogame marketers still don’t know how to target girl gamers and continue to resort to stereotypes argues an article on Jezebel, which picks apart a recent Wall Street Journal article covering the same topic.
The WSJ article mentioned games like Charm Girls Club, Littlest Pet Shop, Just Dance and Wii Fit, along with a lilac-colored PSP Hannah Montana pack-in, inspiring the Jezebel author to respond:
Some of us like pink, some of us don't. Some of us have all the latest tech, some of us don't. Some of us prefer computer games, some of us don't. Getting the picture? We're all different.
The article details the gaming preferences of a variety of women, and offers up three “fairly obvious” points for videogame marketers to consider: Women gamers are not a monolith, switch up your advertising and when rethinking marketing, start internally.
Citing a Will Wright comment that the reason The Sims did so well with women is that 40% of the game’s development team was female, the author urges:
If you want to attract more women, involve more women in the process of creating games. Hire more women at your organization. Reach out to women who already identify as gamers.
If you’ve been up nights wondering what Metal Gear Solid creator Hideo Kojima thought about U.S. President Barack Obama winning a Nobel Peace Prize, today’s your lucky day. Or not.
On his Konami blog, via Joystiq, Kojima put out some thoughts on the matter that may or may not have been lost in translation. He posed a few questions, “Has the era at last started shifting?” and “The start of the Peace Walker plan?” before adding that “Peace will not walk to you. You must both walk towards one another.”
In his possible defense, Kojima was blogging from the gym.
Results of a study conducted by the Mind Research Network indicates that playing Tetris increases gray matter in the brain, leading to improved brain efficiency and a thicker cortex.
Adolescent girls were chosen for the research, which was conducted over a three-month period. Adolescents were chosen because of the likelihood of researchers to be able to see changes in developing brains, while girls were chosen over boys since the latter group typically has had “considerably more computer game experience and, therefore, may not show detectable brain change after game practice.”
MRI scans were used to assess brain activity and progression.
Co-investigator on the study, Dr. Richard Haier, noted:
Tetris, for the brain, is quite complex. It requires many cognitive processes like attention, hand/eye co-ordination, memory and visual spatial problem solving all working together very quickly. It’s not surprising that we see changes throughout the brain.”
Image from Rihards Rozans
As airports turn to new types of technology to use for screening air travelers, videogame technology may play a role.
An article on CNN details a new Homeland Security-backed project, dubbed Future Attribute Screening Technology (FAST), which measures physiological signs—heart rate, breathing, eye movement, body temperature and fidgeting—in an attempt to decipher whether or not the person being scanned intends to do harm.
The component currently used to monitor fidgeting? A Wii Fit Balance Board modified to show the weight shift of the subject in question. Unfortunately there doesn’t appear to be a concrete correlation between weight shifting and intent to terrorize, as a study is currently underway to determine what level of fidgeting would necessitate a secondary security screen.
Via Kotaku, thanks Mdo7! Image from CNN.
A BusinessWeek list of the Top 40 companies in the world is topped by none other than Japanese videogame maker Nintendo.
The list, commissioned by BusinessWeek from consulting firm A.T. Kearney, started out with the 2,500 largest publicly listed companies in the world, then took only those with a minimum of $10 billion in sales. Further extrapolation thinned the herd to companies with at least 25% of their earnings coming from outside their home region. Finally, companies were rated on sales growth and value creation over the past five years.
Nintendo’s sales have risen 36% annually over the past five years according to BW, which added:
Despite the hard times of the past year, Nintendo's continued emphasis on innovation has helped the company develop must-haves such as the DS handheld game machine and the Wii console, which outsold rival offerings from Sony and Microsoft .
Google took second place, followed by Apple in third.
The trailer for Activision’s Call of Duty: Modern Warfare 2 premiered on national television Sunday night and it didn’t take long for the question to be posed of whether the game’s environment—a destroyed Washington D.C.—goes too far.
While a story on The Christian Science Monitor website asks just that question, it fails to connect COD:MW2 with Fallout 3, an obvious link given the post-apocalyptic setting (in the same city) of Bethesda’s title and the flack it subsequently received.
The author does attempt to include Grand Theft Auto IV in the conversation however:
And with what’s coming out of the gaming industry these days (Grand Theft Auto IV, anyone?) is this any worse? Maybe not. But this is one of the first times such striking imagery has surfaced since 9/11, when the idea of widespread destruction on US soil was suddenly thrust into reality.
Furthermore, while the story’s sub header states, “Some say the images of destruction on US soil are too much for a post-9/11 audience,” no one in the article is quoted or referenced as saying any such thing. To be fair, the story did generate a number of comments; perhaps this was the ultimate goal of the piece.
Responding to a recent Bitmob piece which asked whether games can deliver a political message, a blogger has penned a resounding answer.
Yes, Video Games Are Political, written by Lee Bradley, begins by noting that independent games such as Cutthroat Capitalism, Kabul Kaboom! and Super Columbine Massacre RPG! all delivered hearty political statements, regardless of their reach or palatability.
Bradley then meanders through history, using Ronald Reagan, Margaret Thatcher, and Gordon Gekko in an attempt to illustrate that videogames of the 80’s reflected current politics, much as games today do.
Videogames, as cultural artifacts, are unescapably political. Even the most vacuous of games, despite their ostensible mindlessness, cannot fail to reflect the politics of the culture in which they were produced.
If the 80’s equaled “greed and me,” and resulted in a slew of games featuring lone heroes, then, Bradley argues, today’s political “notions of society and community are once again on the agenda” and are reflected in current titles like Left 4 Dead:
Even in games where the co-operative element of co-op is less pronounced, the ideology is the same; you are not on your own anymore, you are part of a team. What’s more that team is more than likely multi-cultural and/or multi-gender.
The International Olympic Committee has given the 2016 Summer games to Rio de Janeiro, sending Chicago, Tokyo and Madrid home looking toward 2020. Our shoutbox has been atwitter with the news, so for this item only, we have become Olympic GamePolitics. And in a not-so-stunning assumption, Sega is probably booking flights for Mario and Sonic to Brazil in 2016.
The plumber and hedgehog challenged each other in Beijing in 2008, and plan to go head-to-head again in Vancouver in 2010. Sega even has a web page for the official video games of the Olympics. It stands to reason that this dynamic duo will take their competition to London in the summer of 2012 and to Sochi, Russia, in the winter of 2014.
While many game sites rated the Beijing game average at best, sales for the game were still strong worldwide, according to the game's Wikipedia entry. So despite the criticism, Sega decided to continue with the tie-in and if their jaunt to Vancouver is a fiscal success, I suspect we'll see them galavanting around the world every two years with the rest of the Olympic athletes.
There was no official word from Sega.
Backing up previous comments made about the value of including political statements in games, developer Borut Pfeifer is working on a title set amidst the riots of post-election Iran.
Pfeifer, an ex-full time Electronic Arts employee who is now developing his own games, while still working part time for EA, is attempting to fund his game’s development on the Kickstarter website. The 2D puzzle/action game aims to be a downloadable title for the PC or Xbox 360 and will feature around two hours of game play.
Pfeifer, who was one of the few developers to weigh in on the Six Days in Fallujah controversy, explained the impetus for making the game:
I’ve been really passionate about using games to explore more serious topics or themes. Most games are still about fun, diversionary topics. There’s even a lot of professional game designers who don’t think we can treat serious subjects appropriately, which I think is bullshit.
Pfeifer is aiming for $15,000 in seed money to develop the game. So far he has 30 backers and $2,107 pledged towards his goal.
Thanks to GP reader Shane for pointing us towards the story and also to DarkSaber for being another swell GP-er in general.
83% of the U.S. population plays games, enough to eclipse their equals across the pond from a small selection of European countries.
GamesIndustry.com recently disclosed results from its Today’s Gamer series of surveys, which polled populations in the U.S., United Kingdom, France, Germany, The Netherlands and Belgium.
Runner-up to the U.S., in terms of the total percentage of the population playing games, was the U.K., with 73%, followed by the Dutch (70%), Belgium (67%), Germany (65%) and France (63%).
U.S. gamers also led the way in hours spent playing per week, averaging 10.5 hours, almost double that of the second place French, who averaged 5.5 hours a week gaming.
In every country surveyed, at least 60% of the population over the age of eight played games. More graphs are available for viewing here. Specific reports for each European country are also available.
A piece running on Bitmob examines the issue of whether or not videogames should serve up social or political issues.
In attempting to answer the question, the author wonders if games such as Civilization or SimCity would benefit from scenarios featuring racial inequality or abject poverty.
Because of their mainstream appeal however, the scribe arrives at the conclusion that “too much is at stake” for games to include such messages, whether it’s because developers could interject their own point of view or because:
Video games will always be associated with the words such as pastime, relaxation, fun, children, fictitious (the list would go on), and that's why games will never have a serious political voice.
A modern Buddhist leader has expressed his admiration for the outlet videogames provide in an interview given to the Times of India.
Trinley Dorje, the 24-year old spiritualist, also known as the Karmapa Lama, was asked if he considered it inappropriate for a Buddhist monk to play “war games” on his PlayStation. He replied that games are “something of an emotional therapy,” adding:
If I’m having some negative thoughts or negative feelings, videogames are one way in which I can release that energy in the context of the illusion of the game. I feel better afterwards. The aggression that comes out in the video game satiates whatever desire I might have to express that feeling. For me, that's very skilful because when I do that I don't have to go and hit anyone over the head.
This photo from flickr user Tomas apparently shows a makeshift arcade in the Democratic Republic of Congo. It is just one of numerous photos from Congo uploaded by Tomas.
The photo is tagged Kinshasa, so it was likely shot in the capital city, which has some 10 million inhabitants.
Source: via boingboing
Government tax breaks would create 1,400 new jobs for the UK video game industry within five years, says game developers group TIGA.
The organization, which has been fighting hard for government incentives in recent times, made its claim in a report sent to the UK's Department of Culture, Media and Sport late last week.
The document, titled Investing in the Future, lamented the loss of skilled British developers to nations in which government incentives for video game studios already exist:
Games would need to pass a cultural test, scoring against criteria of European heritage and game locations, languages, innovation, narrative, and location of development and key development staff. 44% of UK made games profiled in an exercise for the report passed...
With 60-80 titles benefitting per year, the tax measure would assist UK game developers without distorting the larger European game development market...
The Games Tax Relief is expected over 5 years to create 1,400 new jobs in the studio sector, increasing investment by games studios by 146m, direct and indirect annual tax revenues by 133m and GDP contribution by 323m. By year 5, for every 100 of investment by government in the Games Tax Relief, the industry will invest 176.
In a forward to the TIGA report, Lord Puttnam (left), Vice-Chair of the All Party Parliamentary Group on the Computer and Video Games Industry, gave his strong support to the notion of a tax break:
For far too long the UK video games industry has been effectively taken for granted. To ensure the continuing success of this pre-eminently creative sector, I can only urge the Government to support TIGAs case for the introduction of a form of Games Tax Relief, as set out in this report.