Online Games

Anti-Violence Flash Game Lets Users Beat Woman

November 19, 2009

File under bad ideas: one component of a Danish anti-violence campaign features an online game that allows players to virtually beat up a woman.

Hit The Bitch” is the work of The NGO for Children Exposed to Violence at Home and lets players smack around a girl in a bid to elevate scores from the level of “pussy” to “gangsta.”  Users who possess a webcam also have the ability to go interactive, as physical swings and slaps will be translated to on screen violence against the girl.

The site is currently only offered to Danish Internet users due to a high amount of traffic to the site, though the game’s makers note that “domestic violence is a global problem, so please support the fight against it in your local country.”

By all accounts, the game ends with the girl on the ground bleeding and crying. One user reported that the game calls the player an idiot for participating.


|Via Adverblog|

Banned Resistance Gamer Appeals Verdict

October 26, 2009

A California gamer whose lawsuit against Sony Computer Entertainment America was tossed out of court last month has filed an appeal.

Resistance: Fall of Man player Erik Estavillo originally filed a complaint against SCEA on July 6th of this year, alleging that Sony suppressed his free speech rights by banning him from the PlayStation Network. Estavillo further claimed that disabling his account amounted to a theft of his PSN pre-paid points and that SCEA was unable to stop users under 17 years of age from playing.

A judge dismissed Estavillo’s lawsuit on September 22, 2009, ruling that there was no plausible First Amendment claim for relief.

The appeal was filed on October 19 in the United States Court of Appeals for the Ninth Circuit.

Update: Estavillo also filed (on October 14th) a civil lawsuit against SCEA in Superior Court of California, County of Santa Clara seeking $180,000.

Estavillo tells GP he is representing himself in these cases and, in light of his PSN ban, is playing the Wii (Metroid Trilogy) and Xbox 360 (Mortal Kombat vs. DC Universe). Estavillo said that he loves playing as The Joker in the latter title and may be “a bit obsessed” with the character, adding, “I plan to wear a purple suit during my court trials. No joke!”

Cloud Labor within Social Gaming Facilitating Child Labor?

October 23, 2009

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.

Middle-Earth as Symbolic Middle-East

October 22, 2009

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.

Facebook Getting Civilized

October 21, 2009

One of the videogame industry’s most respected and revered game designers and franchises can resist the lure of social network websites no more.

Sid Meier, Director of Creative Development for Firaxis Games, revealed on the Civ Fanatics forums (thanks ShackNews) today that a version of Civilization will be heading to Facebook. Civilization Network will feature the ability to play solo or to team up with other players in a cooperative mode and will be free to play.

The full game is expected to launch in 2010, with a closed beta coming soon. To follow the progress and for more news on the title, a Facebook fanpage has been setup.

War Game Imagines Obama on the Run

October 16, 2009

The year is 2011. President Obama has just outlawed the private ownership of firearms, announced that the Constitution has been dissolved and revealed that the United States is going to be replaced by the North American Union, an amalgamation of the U.S., Canada and Mexico. Revolution breaks out. Your part in this is to help capture Obama and the renegade Cong (former Congressional leaders).

This is the premise of a new online community and game calling itself United States of Earth. The extensive site is almost overwhelming in the sheer amount of information it provides, but centers around a browser-based war game in which a player can train and amass troops with the intention of taking over counties in Virginia. Players can also challenge other United States of Earth users in real videogames on Xbox Live or the PlayStation 3 network in order to win points to be used on the site.

Once logged in, users have access to a series of stories and videos that revolve around the fantasy setting, Stories include: Rush Limbaugh and Glenn Beck Found Dead in Camp, Barack Obama Retreats to Virginia With Wife, Former V.P. Joe Biden Captured Outside Arlington and The Cong Loses Control, Pelosi Captured!

Obviously setup by a right-wing oriented person or organization, the United States of Earth website domain is registered under contactprivacy.com, a service designed to protect the name of whoever registered the domain. The terms/contact page of the website lists what they call a “virtual office” in Brooklyn, New York.

Also from the terms page:

We take the Constitution of the United States seriously here and apply many if not most of the freedoms contained within to our own United States of Earth. It is a shame that America itself no longer safeguards its citizens freedom as we enter this next glorious age of collectivism and decay promised daily by those in power, Republicans and Democrats. Will America survive? Only time will tell.

Via: Phillip and Fark

Chinese Online Game Revenues Continue Explosive Growth

October 14, 2009

A new report that details online game revenues in China showed a second quarter tally of 6.18 billion yuan (approximately $906 million U.S.), a 39.5 percent increase over the previous year.

Reuters reports that Tencent Holdings led the way in the quarter with a 20.2 percent share of the pie, or 1.24 billion yuan (approximately $182.0 million U.S.), by virtue of its free online game offerings. NetEase.com, which operates World of Warcraft in China in league with Activision Blizzard, took third place in the quarter, with 12.7 percent of the market and 780 million yuan (approximately $115.0 million U.S.). Research firm Analysys International provided the data.

Of late China has tightened its controls of online games, recently cracking down on online titles with illegal content and attempting to ban foreign firms from any involvement in online games.

Full year revenue from online games in China is expected to be between 24.0 to 27.0 billion yuan (approximately $3.5 billion to $4.0 billion U.S.), growth of 30.0 to 50.0 percent over the previous year.

New Challenges Ahead for ESRB

October 13, 2009

An article on The Escapist traces the origins of the Entertainment Software Ratings Board (ESRB) from an institution initially created in order to avoid government regulation to where it is today.

While noting that the ESRB has made huge advances in connecting with its primary clientele (parents) and has even won over The National Institute on Media and the Family (NIMF), the article begins to detail “unaddressed challenges” from today’s videogame market that “pose serious threats to the ESRB's newfound relevance.”

Among these challenges is the ESRB’s current disinclination to rate online interactions (i.e. Online Interactions Not Rated by the ESRB):

The organization is missing out on a great opportunity to provide parents and children with a resource that enables informed choices beyond the enforced restriction of filters, a noble cause given that children play more online games than any other format.

A shift from brick and mortar retail outlets to digital distribution also poses “an immediate threat to ESRB compliance rates” says the piece’s author, Sara Grimes, who worries that this means that “the ESRB must rely on console manufacturers and mobile service providers to act as the system's new wardens.”

In summation, Grimes writes that “it’s almost as if the Board is orchestrating its own obsolescence.” She continued:

It's abstaining from involvement in significant game trends, failing to provide guidance where it is arguably needed most and handing over key governance responsibilities to certain members of the game industry while leaving others to fend for themselves.

Tripwire Prez Defends Valve & Steam

October 12, 2009

Tripwire Interactive President John Gibson has penned an opinion piece defending Valve Software and its Steam digital distribution service against comments made by Gearbox CEO Randy Pitchford last week.

Pitchford had termed Valve’s dual role as developer and distributor a “conflict of interest.” Gibson, whose company has released titles like Red Orchestra and Killing Floor on Steam, told Gamasutra, “I can say with certainty that if it weren't for Steam, there would be no Tripwire Interactive right now.”

Gibson initially approached traditional distributors for Tripwire Games, but was “shocked at how terrible their proposals were.” Valve’s approach was different:

When we got the contract from Valve, we were amazed at how much better the deal was from what we were getting from the standard publishers. Even our lawyer was surprised at how straightforward the contract was. Valve's contract was the first one we had seen that didn’t have any land mines in it.

While he notes that there could be a conflict of interest stemming from Valve’s two roles, Gibson said that Valve’s angle is “Our game is good, and so is yours, so let's both make some money together.”

In closing, as a final acknowledgment to Valve, Gibson referenced his company’s success:

Ask the Tripwire Interactive employees if they feel exploited, as they move into their new offices paid for by the money the company has made on Steam. Or me, as I drive away from the company that was built from the royalties we made on Steam, in my sports car paid for by the royalties we make on Steam, to the home that I pay for with the royalties we make on Steam.

Developer Derek Smart (Battlecruiser 300AD) also backed Valve and Steam in a comment posted on the ShackNews.

Online Games Once Again in China’s Crosshairs

October 9, 2009

Chinese officials have launched a new initiative designed to rid the country’s Internet of illegal games featuring content deemed inappropriate (by the government) for its citizens.

Yahoo reports that 45 online games have been shut down so far, some of which had players partake in games with illegal activity such as selling drugs or peddling hookers. 200 games in all were investigated according to the report, with some given time to eliminate or change any illegal aspects.

The campaign was launched in conjunction with the 60th anniversary of the founding of communist China on October 1.

Earlier this year the Chinese government targeted games featuring organized crime.

Lecturer: U.S. Made War Games American Propaganda

October 8, 2009

American-developed war-themed videogames “tend to protect and justify America’s interests” according to a professor from a Japanese university.

Apparently referring to the U.S. Army game America’s Army specifically, Peter Mantello, a media studies lecturer at Ritsumeikan University in Japan, made the remarks during the War 2.0 conference, which took place on the Australian National University campus.  The conference addresses political violence and new media reports Aussie newspaper The Age.

“Flatten the adversary” is a typical approach of these types of titles added Mantello, who also discussed how foreign landscapes and cities are characteristically depicted in war games based in the Middle East:

The cityscapes are marked as primitive space. They show no sign of ordinary life or ordinary people … The special op soldier … poses as the necessary solution, the civilising instrument of modernisation, the democratic equaliser who through superior technological hardware and gutsy marine bravado will vanquish pre-modern evil.

Mantello’s bio on the War 2.0 conference website lists him as a “serious gamer,” who’s recent research “examines how the aesthetics, dynamics and politics of First Person Shooter (FPS) gameplay… transform videogames into poignant cultural artifacts.”

Real Trademarks in Virtual Worlds

October 7, 2009

An article on Law of the Level takes a look at whether using real brands on virtual goods in online worlds—by someone other than the trademark owner—could be interpreted as trademark infringement.

A publication of the law firm Sheppard Mullin, the blog was written by Thayer Preece, a lawyer in the firm’s Video Game Industry Group. She begins to answer the question by noting that several real world brands have taken exception to counterfeit virtual goods sold online, especially when the money from these sales line someone else’s pocket.

One way to deal with infringements is to sue. Taser International, Inc. filed a lawsuit against Second Life creator Linden Labs (along with others) earlier this year, which alleged that fake Taser-branded products were being sold in Second Life and infringing on the company’s sales. Taser sought $75,000 in damages but eventually dropped the suit.

Another way to fight the knock-offs is to join the virtual world and pump out your own branded goods. Law of the Level writes that this is the tact Herman Miller took. In response to a number of fake Herman Miller goods offered on Second Life, the designer launched its own official presence in the world and even replaced “fake” Herman Miller products with “real” ones.

What would happen if a virtual world trademark infringement lawsuit made it to court? Breece writes:

At present, there is no legal precedent on this subject. But as the popularity of virtual worlds continues to grow, it seems likely that it will only be a matter of time before the courts make a decision on the issue. In the meantime, it will be up to each brand holder individually to decide how to respond to the emergence of this growing marketplace and its potential opportunities and pitfalls.

Gamer Compares WOW to New Girlfriend

October 6, 2009

A study conducted by Singapore’s National Institute of Education reveals that its youth rack up an average of 27 hours a week playing videogames.

The group has polled over 3,000 students during the course of the three-year study, which The Straits Times reports is still ongoing. Lui Tuck Yew, acting Minister for Information, Communications and the Arts was reportedly “quite surprised and a little bit shocked” at the number of hours spent gaming.

Lawrence Lee, a 16-year old World of Warcraft player, called four hours of gaming a day “nothing,” and compared the game to fledgling love:

It is the novelty, like getting a new girlfriend. You want to spend every minute with her.

Singapore has formed an inter-ministry committee to address “cyber-wellness” issues.

Read the entire scanned article at the Education Soon blog.

O’Connor-Backed Educational Games Examined

October 6, 2009

As a follow up to previous news of retired Supreme Court Justice Sandra Day O’Connor’s new gig as a videogame promoter and developer, the Washington Post takes a look at the first two games to emerge from her stewardship.

Dubbed “the best” of the two titles currently available online, Supreme Decision centers around the rights of a student prevented from wearing his favorite band t-shirt to school. Players will take on the role of a Supreme Court clerk charged with advising Justice Irene Waters on the case.

Do I Have a Right casts players as a member of a pro bono law firm and has them introducing civil right case clients to lawyers.

O’Connor met a sixth-grade fan (and future World of Warcraft addict?), of the Our Court games, who told her that he stayed up until midnight playing them and now wanted to become a lawyer.  O’Connor  responded:

We're not trying to produce a new generation of lawyers; we have plenty already. But I was pleased by his response.

Judge Able to Resist PSN Lawsuit

October 1, 2009

The case of a gamer who sued Sony Computer Entertainment America (SCEA) over being banned from the PlayStation Network has been tossed out of court.

After being banned for “multiple violations” on PSN, the Resistance: Fall of Man player Erik Estavillo had sued SCEA for violating his First Amendment rights (for the PSN ban) and for money he had invested into the PSN Wallet Fund. He sought $55,000 and an injunction that would limit SCEA from banning any players in any form on the network.

Northern District of California District Judge Ronald M Whyte ruled that there was no plausible First Amendment claim for relief stated and dismissed the case.

The Technology & Marketing Law Blog (via Gamasutra) zeroed in on one specific comment of Whyte’s, that “Sony's Network is not similar to a company town.” Blogger Eric Goldman wrote:

…this opinion emphatically rejects a meme that has become pretty popular among virtual world exceptionalists. Some exceptionalists have favored the company town analogy because it enable virtual world customers to reduce an operator's ability to run its business capriciously.

A PDF version of the Order Granting Defendant's Motion To Dismiss is also available on the aforementioned blog.

Debt Ski Shows Students How to Slalom Through Debt

September 29, 2009

A new browser-based game attempts to teach students the ins and outs of debt management.

Debt Ski, launched in conjunction by mtvU and the Peter G. Peterson Foundation, was developed by Persuasive Games. The title has players guide a jet-ski riding swine—Piggy Banks—through a series of obstacles while charging them with managing Piggy’s savings and keeping him out of debt.

The Peter G. Peterson Foundation President and CEO Dave Walker explained to BusinessWorld the impetus for designing the educational games:

Young people, who are arguably the most important audience to reach these days when it comes to inspiring social change, are hard to reach through traditional media.

Visa Launches Financial Literacy Game

September 24, 2009

As part its plan to spread financial literacy, Visa Inc. has launched a FIFA-themed soccer game.

Financial Soccer (called Financial Football in non-U.S. countries) is a free-to-play title that takes users through a series of multiple choice financial questions, which if answered correctly, will allow a player’s team to advance down the field.

The game is a part of a Visa program entitled Practical Skills for Life, which aims to reach 20 million people around the world with financial educational information.

Bake Cookies, Beat Internet Addiction

September 23, 2009

More details on exactly how a new facility treats Internet addiction have emerged via an article on the ShanghaiDaily website.

The reStart Internet Addiction Recovery Program, which opened its doors earlier this year in the state of Washington, takes a cold turkey approach to treating Internet addicts and attempts to fill their days with a mix of counseling and daily chores, such as baking cookies.

The program has its first patient, 19-year old Ben Alexander, who said his World of Warcraft addiction caused him to flunk out of the University of Iowa. The center can handle up to six patients at a time, but draws the line at accepting Internet sex addicts, as the retreat’s owner, Psychotherapist Cosette Dawna Rae, lives in the facility with her family.

This story claims the 45-day program costs $14,000, differing from earlier reports that pegged the figure at $45,000.

Remorseless Gaming

September 15, 2009
gamesthatgive

VentureBeat has word on a new website that takes some of the guilt out of playing videogames.

GamesThatGive.com donates 70 percent of its ad-driven revenue to charity and keeps a running tally of the total donated to-date (as of this posting it was $1787.73) at the top if its webpage. Charities that benefit include Feeding America, The Wilderness Society, Unicef and the United Way.

Available games include versions of Solitaire,  Sudoku, Gems,  Blackjack, Smashteroids and Bubble Burst.

The site was founded by CEO Adam Archer, a self-proclaimed “backpacker turned software engineer.” On the website’s blog, Archer explained how he hopes the donations will build over time:
 

On GamesThatGive, your micro-donation is the equivalent of a raindrop. The more frequently and the longer you play, and the better you score, the more micro-donations you generate. When you play games on GamesThatGive, when you invite your friends to play as well, when they invite their friends, and on and on, the micro-donations add up.

Game Parody of Obama School Speech Controversy a Poor Choice for September 11th

September 11, 2009

This week's controversy over President Obama's speech to America's school children has morphed into a rather unfortunate online game.

Obama's School Camp comes from Scottish firm T-Enterprise, which often mocks political issues with their Friday game offerings. Today's game challenges players to press letters on their keyboards which correspond to paper airplanes floating toward an animation of the President. Press the right letter quickly enough and the paper airplane disappears. Otherwise, it strikes the Obama character.

The paper airplane imagery seems to be an especially poor choice for a game published today, September 11th. It seems an even worse decision given that the game comes from T-Enterprise, which was the firm behind the now-canceled Rendition: Guantanamo project. A consultant to that game was alleged to have ties to Al Qaeda and the Taliban.

GamePolitics ShoutBox

Posted 11/20/09 at 05:42pm
ZippyDSMlee: oh may the cute stab out your eyes, http://www.youtube.com/user/simonscat
Posted 11/20/09 at 05:17pm
JDKJ: O.K. Suit yourself. But when you're wearing Ray-Bans, sitting on a curb with a white cane and a cup of pencils, and doing Stevie Wonder impersonations, don't say I didn't warn you.
Posted 11/20/09 at 05:10pm
ZippyDSMlee: JD:No thank you I don;t want your cooties...or STDs...
Posted 11/20/09 at 05:01pm
JDKJ: Me. I'm rehearsing the role just in case I do get dubbed Zippy The Soecnda.
Posted 11/20/09 at 04:59pm
DarkSaber: Wait, is that meant to be Zippy, me or you?
Posted 11/20/09 at 04:49pm
JDKJ: I cud caer lez. =^^= *wakes up in mid-afternoon after staying up until 3:00AM soldering resistors on to circuit boards, stumbles around in formerly white but now grey underwear, while simultaneously scratching groin with vigor and making coffee*
Posted 11/20/09 at 04:46pm
DarkSaber: knell? Don't you mean Neil? Anymore of tht and I'll dub thee Zippy The Soecnda
Posted 11/20/09 at 04:44pm
JDKJ: Now, now, Saber. Don't be salty. You weren't the first one to knell and bob and you ain't gonna be the last one, either.
Posted 11/20/09 at 04:42pm
DarkSaber: JD's feeling rather desperate it seems.
Posted 11/20/09 at 04:33pm
JDKJ: C'mon, Zip. You already touch yourself way too much. Spread the love. Before you go blind.
Posted 11/20/09 at 04:27pm
ZippyDSMlee: JD:No and I ain't touching any part of you or your friends!! :P
Posted 11/20/09 at 04:25pm
JDKJ: @Zip: You know Lik Mitaint?
Posted 11/20/09 at 04:18pm
ZippyDSMlee: neill and bob,oldest giveing head joke and most lamest...
Posted 11/20/09 at 04:18pm
JDKJ: But thanks for the memory. MIB's a classic. *sings* "Here come the Men in Black. Galaxy defenders. Here come the Men in Black. They won't let you remember."
Posted 11/20/09 at 04:18pm
ZippyDSMlee: JD:for the record I told you you can suck your own dck.
Posted 11/20/09 at 04:07pm
JDKJ: Naw, man. That's Mueedeegiaap and Bob. And you can stop bobbing. I got Zippy bobbing now, too.
Posted 11/20/09 at 03:56pm
DarkSaber: OH I get it now! It's Men In Black quote! The twins that run the comm centre in HQ.
Posted 11/20/09 at 03:49pm
JDKJ: I'd like to introduce you to them. First, Neil. Then, Bob.
Posted 11/20/09 at 03:47pm
ZippyDSMlee: JD:I know they are intimate friends of yours...
Posted 11/20/09 at 03:44pm
JDKJ: @Zip: You know Neil and Bob?
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