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Posts Tagged ‘Games’

Why does the media still think video games are bad for kids?

July 29th, 2010

t1larg Why does the media still think video games are bad for kids?

Scott Steinberg says the media focuses on the negative aspects of video games instead of their redeeming qualities.

(CNN) — History has a funny way of repeating itself, especially when it comes to concerns over the cultural and psychological impact of video games on children.

In 1993, the Senate’s hearings on video game violence gave birth to the Entertainment Software Rating Board and the industry’s current rating system: E for everyone, M for mature (17 and older) and so on. Later this year, the U.S. Supreme Court will test the constitutionality of a California law that would make it illegal to sell violent video games to minors.

But what gaming insiders find most surprising isn’t that such arguments remain topical. It’s that some 30 years after video games became a popular form of mainstream entertainment, we’re still liable to hear less about games’ positive impact on kids’ lives than sensationalistic accounts of their hidden dangers. Read more »

Motion Controllers & Revived Classic Titles Rule at E3

June 22nd, 2010

sonic Motion Controllers & Revived Classic Titles Rule at E3

2010 appears to be a breakthrough year for gaming technologies.  In case you haven’t heard, Nintendo, Sony, Microsoft, and many others in the gaming industry have just announced their latest releases at this year’s E3 Expo in Los Angeles. The E3 press conferences revealed trends toward motion-based game controllers, 3D technologies, controller-less gaming, and an array of retro game titles that are back on the scene. Read more »

New Tech Moves Beyond the Mouse, Keyboard and Screen

June 21st, 2010

natural interface New Tech Moves Beyond the Mouse, Keyboard and Screen

(CNN) — Goodbye computer mouse, keyboard and monitor.

Say hello to a new, simpler era of human-computer interaction — this time, with no clunky hardware standing between you and digital information.

In this new world, there are options aplenty. Read more »

Games for Good: Read Our Article In the Cognitive Technology Journal

June 7th, 2010

cogTech Games for Good: Read Our Article In the Cognitive Technology Journal
Matthew Sharritt, President of Situated Research, has an article titled “Designing Game Affordances to Promote Learning and Engagement” appearing in a special issue of the Cognitive Technology Journal. The issue, focusing on “Games for Good”, contains our article (starting on p. 43). Read more »

Ford Ergonomics Lab: Optimized by Gaming Technology

May 27th, 2010

Ford Ford Ergonomics Lab: Optimized by Gaming Technology

When Glenn Harrington donned a motion capture suit complete with more than 40 reflective spheres he wasn’t being turned into the latest video game character, but helping to design car manufacturing jobs that are less physically stressful on workers. Read more »

An Informal Review of Red Dead Redemption

May 27th, 2010

rdr1 550x329 An Informal Review of Red Dead Redemption

Rockstar Games was nice enough to send us a copy of Red Dead Redemption to try out. After spending time playing the game, we recommend grabbing a copy. Read more »

If Super Mario Bros. Was Made in 2010

May 15th, 2010

If Mario was first designed in 2010, he’d probably have to adopt some of our modern trends. Using eight images, game designer Zack Hiwiller shows us what Super Mario Bros. might look like, if it was made with modern sensibilities:

If Super Mario Bros. Was Made in 2010

Read more »

Mobile 3-D: Smart Phones Will Take 3-D Mainstream

May 12th, 2010

3D smart phone

TR10 mobile 3-D: Digital Depth synthesizes 3-D scenes from existing 2-D video for smart phones. Read more »

What’s Wrong With the RITE Method?

April 30th, 2010

A critique of a common method used in video game usability research

Many video game usability practitioners employ a method to test usability within video games, called the ‘RITE’ method, short for Rapid Iterative Testing and Evaluation (RITE). Pioneered at Microsoft Games Studios and Microsoft Research, the RITE method has been adopted by many usability research organizations besides the teams at Microsoft.

While the RITE method has some advantages, such as the ‘rapid iterative’ ability to suggest changes to designers and test them in successive passes, it may fall short when looking for usability issues that lie beneath the surface. Read more »

Is Your Life Just One Big RPG? – Mind-Blowing Speech From DICE 2010

April 27th, 2010

You might think making games is all about putting 40 percent awesome in a box, throwing in a pinch of zazz and calling it a SKU, but that’s not true. Games, you may have noticed, are all around us, all the time.

In the video below, Carnegie Mellon professor and ex-imagineer Jesse Schell lays out a vision of the future in which our lives become, essentially, one big RPG.

Read more »

GDC: Sid Meier’s Lessons On Gamer Psychology

March 18th, 2010

meier GDC: Sid Meiers Lessons On Gamer PsychologySid Meier is known as the mastermind behind some of the most respected and influential video games of all time, such as Civilization, Railroad Tycoon and Pirates.

But in his pursuit of conveying a realistic experience for players, he says his logical mind wasn’t taking into account enough what was going on in players’ heads.

“Gameplay is a psychological experience,” Meier acknowledged during his GDC keynote. Today he is director of creative development at Firaxis Games. “By acknowledging that gameplay is actually a psychological experience we … can end up with a better game.”

Meier outlined specific psychological elements that occur in players’ minds, such as “The Winner Paradox.” Game designers are supposed to give gamers a challenge, but the gamer at the same time expects to win. “In the real world you don’t always win, however in the world of games, you always win” in some capacity, Meier said. Read more »

Gaming Usability 101

January 16th, 2010

This list of ten features should be embraced by game designers

Steve Krug argues in his book Don’t Make Me Think! that a good program or product should let users accomplish their intended tasks as easily and directly as possible. The less time it takes a person to complete a desired task (even if only by a few seconds), the more satisfying it becomes. When that happens, people are more likely to use a product in greater frequency and return for more. So in the spirit of improved usability, here are ten standard features every videogame designer should embrace. Read more »

The Making of Avatar

January 14th, 2010

Behind the scenes at Weta Digital, where creativity meets cutting-edge science

James Cameron has spent the better part of a decade developing the technology used to create Avatar.

Back in 1996, James Cameron announced that he would be creating a film called Avatar, a science-fiction epic that would feature photo-realistic, computer-generated characters. Read more »

The Future of Brain-Controlled Devices

January 4th, 2010
MindFlex
Games such as Mindflex use headsets with simple electrodes to monitor levels of concentration and relaxation.

(CNN) — In the shimmering fantasy realm of the hit movie Avatar, a paraplegic Marine leaves his wheelchair behind and finds his feet in a new virtual world thanks to “the link,” a sophisticated chamber that connects his brain to a surrogate alien, via computer. Read more »