Venezuela’s parliament has approved a law that lumps in toy weapons with videogames and bans the import, production or sale of both groups of items within the country.
The law was approved late last week and will go into effect within three months, reports Russian news agency Ria Novosti. The law features strict penalties of up to three to five years of incarceration for each offense. Previous reports also claimed that campaigns would be launched to warn about the dangers of videogames and that Venezuela’s consumer protection society would have full decision making abilities over what games to ban.
On BoingBoing, a 26-year old Venezuelan gamer named Guido Núñez-Mujica has penned an article detailing his distaste for the new law, even in the face of government harassment that could emerge from his public denouncement.
A few excerpts:
This law makes selling video games to anybody actually worse than giving real guns or cigarettes to a minor, or even forcing him or her to work, as you get less jail time and lower fines if you do any of those things.
These games are a cherished part of my life, they helped to shape my young mind, they gave me challenges and vastly improved my English, opening the door to a whole new world of literature, music and people from all around the world. Now, thanks to the tiny horizons of the cast of morons who govern me, thanks to the stupidity and ham-fisted authoritarianism of the local authorities, so beloved of so many liberals, my 7 year old brother's chances to do the same could be greatly impacted.
But I'd rather go to jail than betray the gamer culture, partially responsible for making me the person I am today.
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.
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
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.
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.
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.
Venezuela’s National Assembly, at the behest of President Hugo Chavez, will vote in the next few weeks on whether or not to enact a ban on violent videogames.
The proposed legislation received initial approval in September and would grant the country’s consumer protection society full power in determining what titles would be banned. The law would encompass violent toys as well as games, and could result in fines as high as $128,000.
The Associated Press also reports that the bill would further order crime prevention classes to be taught in schools, campaigns to warn about the dangers of videogames and would require the government to promote games that teach children “respect for an adversary.”
The article also notes that “the country's thriving market for pirated video games will likely be untouched by the law.”
Jack Thompson has been making waves this week, riding a lawsuit against Facebook back into the mainstream media.
Thompson’s multi-million dollar lawsuit against Facebook is based on the disbarred lawyer’s findings, “nearly five weeks ago,” of “Jack Thompson Groups” spread across the social networking site, which he claims advocate violence and harassment against him. Thompson stated that, at the time, three different letters to Facebook CEO Mark Zuckerberg did not result in the removal of these groups, which, in light of the company’s quick removal of “Should Barack Obama Be Killed” polls, only served to further incense Thompson.
Bloomberg and the Huffington Post are among the mainstream media outlets to pick up Jack’s suit, which he announced in an email on Tuesday, September 29. In the dispatch he labeled videogame “news sites,” including GamePolitics specifically, as “terror sites.”
An email from Thompson sent this morning, under the headline “Instant Confirmation from Around the Globe that Jack Thompson’s Suit against Facebook Is a Winner,” trumpets coverage of the case on both “reputable” news and videogame websites as proof of “not only why the lawsuit had to be brought but why it will succeed.”
GP: Frankly, Thompson crowing victory as a result of the widespread coverage he received is among the reasons we didn’t report on the story as it developed. Is he still relevant to the gaming industry? It’s this editor’s opinion that he is not, at least when dealing in generalities. For now, as a way to move forward with this subject, GP will simply qualify coverage of any Jack story on a case-by-case basis. What do the GP readers think?
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.
Last December GamePolitics reported on Pamoja Mtaani, a PC game developed through a partnership with Warner Bros. Interactive, North Carolina-based Virtual Heroes (creators of America's Army) and The Partnership For an HIV-free Generation.
The game's title translates to "Together in the Hood," and Pamoja Mtaani aims to help players learn skills to negotiate difficult issues such as crime and HIV in some of East Africa's most impoverished areas.
GP reader Wai Yen Tang dropped us a line to say that a video report on the game and how it is being used is now available on YouTube.
Social activism in virtual venues may indeed transfer to the real world.
New World Notes reports on such a transition by Second Lifer KallfuNahuel Matador, who in 2006 helped protect an SL African genocide awareness site from griefers.
Turn the clock ahead three years, however, and the flesh-and-blood man behind the Matador avatar is in the real Africa, doing backbreaking volunteer work (see pic). He told NWN's Wagner James Au:
The friends I made in the [SL] Virtual Camp Darfur are heavily involved in humanitarian activities in their first lives. Better World and Camp Darfur were extensions of their work and attempts to spread the word of the causes they stood for...
We discussed telling [their African hosts] we'd met in SL, but the idea of a virtual world where we interact but not in our own bodies? Difficult to convey...
[SL users should] really get to know the people you're working with in SL, research their [real-life] projects. Get to know them, talk to them, see if there's a 'fit' for you in their cause... Or, And if you aren't lucky enough to be able to travel far and wide, then find a way to help the cause locally.
A free, online game which parodies homeless people has prompted protest from French advocates.
UK newspaper Telegraph reports that Clodogame, which translates to "Trampgame," puts the player in control of a homeless character with the goal of dominating the mean streets:
Users are invited to progress from being a penniless homeless person in Paris to becoming "king of the streets", the most "talented tramp in Paris" and eventually move in to the Palace of Versailles.
Players are invited to "attack other homeless people", become a "peerless pickpocket", steal from sweet machines, public toilets and laundrettes. They need to learn to play an instrument, choose a pet liable to increase their begging skills, and keep control of their alcohol intake.
Not surprisingly, advocates for the homeless were outraged. Red Cross spokesman Jean-François Riffaud commented:
It's a disgrace, it's degrading, it's humiliating to make the homeless the butt of derision. The image portrayed is exactly the one against which we've been trying to fight.
Are gay characters and themes more acceptable in video games these days?
Gay publication The Advocate examines the issue in Are Games Getting Gayer? For the article, author Bryan Ochalla spoke to, among others, game designer Brenda Brathwaite, author of Sex in Video Games. Braithwaite said:
We still haven’t seen the kind of normalization [of LGBT characters and story lines] that we’ve seen in movies and on TV for some time. We still haven’t had our Brokeback Mountain moment.
It took them a while, but developers... [are] getting hip to the fact that there are LGBT gamers out there who want to control LGBT characters... The almighty dollar talks as much in this industry as it does in any other, and we all know the gay market is nothing to sneeze at in that regard...
We also have to stop putting things into games that turn off gay players How many games have you played that put you in control of a male character and then asked you to save a princess?
Openly gay Maxis game designer Jeb Havens (no word as to whether he was impacted by yesterday's layoff) commented:
[Game developers are] moving away from the stereotype of the angry, homophobic teen boy ... toward a broader picture of who is buying and playing games... We’re starting to see a willingness to experiment with stories and characters that would appeal to more diverse audiences.
We haven't read this one yet, but we plan to.
Games of Empire: Global Capitalism and Video Games, a new book by Prof. Nick Dyer-Witheford of the University of Western Ontario and Greig de Peuter, a PhD candidate at Simon Fraser University, digs into some territory that should prove fascinating to GamePolitics readers.
From the press release:
Games of Empire forcefully connects video games to real-world concerns about globalization, militarism, and exploitation, from the horrors of African mines and Indian e-waste sites that underlie the entire industry, the role of labor in commercial game development, and the synergy between military simulation software and the battlefields of Iraq and Afghanistan... the urban neoliberalism made playable in Grand Theft Auto, and the emergence of an alternative game culture through activist games and open-source game development.
Rejecting both moral panic and glib enthusiasm, Games of Empire demonstrates how virtual games crystallize the cultural, political, and economic forces of global capital, while also providing a means of resisting them.
The paperback edition is available for $19.95.
While Venezuela has been the (unwilling) setting for at least one violent video game (Mercenaries 2: World in Flames), lawmakers there are moving ahead with plans to ban violent games and toys.
The effort, reports Reuters, is aimed at reducing an unprecedented wave of crime and violence. According to Reuters, dozens of people are murdered in the Venezuelan capital of Caracas every week.
A measure detailing the proposed ban passed Venezuela's National Assembly this week. In order to become law, the game ban bill would need to be voted on a second time and then signed into law by President Hugo Chavez.
If passed, the video game ban would not be the first time that the Venezuelan government has targeted a form of media in response to social issues. In 2008 the government banned The Simpsons as unsuitable for children.
Calls to boycott Xbox Live Arcade offering Shadow Complex because it is based on the works of anti-gay rights author Orson Scott Card may be falling on deaf ears, reports gamezine.co.uk.
Card is part of the National Organisation for Marriage: founded in 2007 to act as an organised opposion against same-sex marriage. Card has personally campaigned against gay marriage, which he believes would mark an end to democracy. He further argues that homosexuality is a dysfunction...
Whatever the case, it looks like the boycott didn't work. Following rave reviews, Shadow Complex has romped to the top of the most played Xbox LIVE Arcade titles, even entering the top ten of all Xbox 360 games played online.
Shadow Complex, an adventure game in the vein of Castlevania or Super Metroid, became available for sale last week on Xbox Live Arcade. While the game has garnered impressive reviews, some are upset by the fact that its plot has been derived from the fiction of Orson Scott Card, a known campaigner against gay rights. Gamers upset by this news are suggesting a boycott to ensure their dollars don’t end up funding Card's political agenda.
In an opinion piece for Gamasutra, Christian Nutt sees the idea of boycotting a game based on the political views of one of the creative influences as a sign that video games are growing up:
When Shadow Complex was announced, I personally was torn. I'd already long since made the conscious decision to not support Orson Scott Card directly with my money...
What bothers me is people who suggest that it's a non-issue because the topic of discussion is a game... "Remember back when we were kids and we just enjoyed games?" asks Wizman23.
Yes, I do. But we are not kids anymore... I was 32 on the day [Shadow Complex] became available for download on Xbox Live... I can't approach things the way I did as a child. That's not me being self-righteous; I mean that I literally cannot do this...
And that's why it's acceptable to talk about this... If we can have meaningful political discussion in other media, we can have it in games.
From all accounts, Shadow Complex looks like a very fun game. For those who are put off by Card’s involvement, Nutt points to a suggestion offered up at GayGamer: buy the game and make a donation to a gay-positive charity to offset any profit Card may see from the sale.
-Reporting from San Diego, GamePolitics Senior Correspondent Andrew Eisen...
Bruce on Games takes a look at the video game as propaganda.
While blogger Bruce Everiss concludes that games have generally been ignored for propaganda purposes, he argues this is because government officials are basically old school types:
The reason we have been left alone is quite obvious. Games are just another media, albeit a technically superior media. But the people with all the power, the politicians and journalists, don’t realise this because mostly they just don’t understand video games at all. We see this in the way they blame video games for violence in society when the opposite is true. And now that ignorance is protecting video game players from propaganda.
GP: we're not so sure we agree, given that a new issue-oriented Flash game pops up about once a week on the web.
At any rate, Bruce has identified a list of propaganda games. Among others they include several PC mods produced by Islamic extremists, the Religious Right's Left Behind, and the Defense Department's controversial America's Army, of which Bruce is clearly not a fan:
America’s Army is the big one. A series of games designed to foster the American Army view of the world on an unsuspecting public and also to work as a recruitment tool. This has been a remarkable success at promoting gung ho American militarism.
Whether your Internet addiction involves online games or plain old web surfing, there's a new treatment option for you.
The Puget Sound Business Journal reports that the reStart Internet Addiction Recovery Program, which opened recently in Fall City, Washington - not too far from Microsoft HQ - is the first facility of its kind in the United States.
How do you know if you have a problem? Take this quiz. reStart's 45-day treatment program will set you - or your healthcare insurer - back about $45,000.
The Center for Disease Control reports that the average adult computer game addict is 35 years old.
According to The Telegraph, the CDC partnered with researchers from Emory and Andrews Universities on the study of more than 500 adults in the Seattle-Tacoma area. The results are not encouraging for gamers, with investigators finding correlations between video game play and health risks:
The CDC's Dr. James Weaver III commented on the data:
As hypothesized, health-risk factors specifically, a higher BMI and a greater number of poor mental-health days differentiated adult video-game players from non-players.
Video-game players also reported lower extraversion, consistent with research on adolescents that linked video game playing to a sedentary lifestyle and overweight status, and to mental-health concerns.
Internet community support and time spent online distinguished adult video-game players from non-players, a finding consistent with prior research pointing to the willingness of adult video-game enthusiasts to sacrifice real-world social activities to play video games.
The data illustrate the need for further research among adults to clarify how to use digital opportunities more effectively to promote health and prevent disease.
The research will be published in the October, 2009 issue of the American Journal of Preventive Medicine, reports Medical News Today.