Post in our forum for parents, teens - You! - at ConnectSafely.org.

Friday, November 20, 2009

WoW: The guild effect for teachers

There are lots of good reasons why an assistant superintendent of schools would start a guild in World of Warcraft (WoW) – all laid out in a fascinating profile of the Cognitive Dissonance Guild and its educator members in The Journal this month. But the reason why Catherine Parsons, assistant superintendent for curriculum, instruction, and pupil personnel services for Pine Plains Central School District, N.Y., started the guild was "to uncover education's brass ring: student engagement." A lot of teachers' professional development happens in the guild as well (the name reflects the seeming disconnect between several pairs: public perceptions of videogames on the one hand and on the other hand: 1) what videogames can teach teachers about learning; 2) what massively multiplayer online games can teach teachers about education worldwide when they're all playing a game together; 3) the members' professional development and networking; and 4) traditional or formal learning.

But the members simply aren't feeling any such cognitive dissonance, and their ranks are growing. The guild now has 100 active members around the world – all in the field of education. Here are some things they've learned about learning in WoW: The game "draws on multiple skills across multiple disciplines," higher-order thinking, and problem-solving. Players have to be able to read, communicate, and use analytical and statistical skills (e.g., a statistical comparison of one weapon vs. another). They learn economic concepts such as supply and demand and budgeting. Parsons told The Journal that the four wars going on in WoW pattern conflicts in world history. So players learn concepts involved in social studies and history and "writing and lore." She says players even use a form of statistical analysis in building their characters - what sort of talents to use, what weapons to use. She said 13-, 14-, and 15-year-old students whom teachers can't get to do "those kinds of computations" in class have no problem doing them in World of Warcraft. Tech coordinator Lucas Gillispie, who runs the WoW in School site, "took inspiration from observing that a particular herb [in the game] that allowed his avatar to go invisible was always growing in a thick clump of weeds." He thought of a lesson plan for comparing WoW ecology to real-world ecology.

My own first piece about the guild effect – in terms of online/offline well-being and safety – is here. See also "The power of play" and "Play, Part 2."

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Friday, September 25, 2009

From 'chalk 'n' talk' to learning by doing

You know how middle and secondary school (probably in most countries) divide students' days into subjects? Well, there's a new public school in New York City that divides the schoolday into four 90-minute blocks devoted to the study of “domains,” The Economist reports. They're called things like "Codeworlds (a combination of mathematics and English), Being, Space and Place (English and social studies), The Way Things Work (maths and science) and Sports for the Mind (game design and digital literacy)." The domains, which could be called "courses" and conclude "with a two-week examination called a 'Boss Level' – a common phrase in videogame parlance" – are also videogames. Like courses, they have units of "study," which in this case is clearly a mashup of learning and play. "In one of the units of Being, Space and Place, for example, pupils take on the role of an ancient Spartan who has to assess Athenian strengths and recommend a course of action. In doing so, they learn bits of history, geography and public policy."

The school is called Quest to Learn, and it draws its inspiration from three sources, New York's Bank Street School for Children, the MacArthur Foundation-funded Digital Youth Project I've written a lot about (see particularly "*Serious* informal learning"), and the work of the University of Wisconsin's James Gee, author of "What Video Games Have to Teach Us About Learning and Literacy."

The school might draw further inspiration from the new study from the Joan Ganz Cooney Center, "Game Changer: Investing in Digital Play to Advance Children's Learning and Health," which shows how "increased national investment in research-based digital games might play a cost-effective and transformative role and provides comprehensive actions steps for media industry, government, philanthropy, and academia to harness the appeal of digital games to improve children’s health and learning.

Related links

  • "Supreme Decision," is the debut game of former Supreme Court Justice Sandra Day O'Connor's new site, OurCourts.org, with games for teaching middle school students about the US Constitution and courts. The game site's backed by the Sandra Day O’Connor College of Law at Arizona State University and Georgetown University, according to eSchoolNews. "Though she didn’t get a computer until she was in her 40s, and she doesn’t have a Facebook or Twitter account, O’Connor believes using technology is the way to teach students about the Constitution and inspire a renewed commitment to civics education in US schools."

  • See also my summer posts, "The power of play" and "Play, Part 2."

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  • Thursday, September 03, 2009

    Videogames' mental-health benefits researched

    The Washington Post leads its article with the story about a longtime depression patient who plays videogames for relief when she can't sleep. She liked the game Bejeweled so much that she called its makers, PopCap Games. They were surprised about the benefits she cited and decided to fund some research, being done at the psychophysiology lab and biofeedback clinic at East Carolina University in Greenville, N.C., some of which has been published in the Annual Review of Cybertherapy and Telemedicine. Researchers are looking into "the idea that depression and other disorders - as well as everyday stress and worry - involve systematic patterns of thought and self-doubt, and that games can distract people and put them in a different mental zone. You don't have to play with a computer or an Xbox 360 to notice the effect: Anyone who has used a crossword puzzle or Sudoku game to decompress after a difficult day recognizes the idea." They're looking at benefits not only for depression sufferers but also people in high-stress (and sustained stress) occupations such as soldiers, correctional officers, and hospital staff - people always on the alert who find it difficult to "switch off." [See also "The power of play" and "Play, Part 2."]

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    Tuesday, August 18, 2009

    'Beatles: Rock Band' game & participatory music

    If you'd like some powerful insights into how music is changing, why audiences are turning into participants, and what role videogames have in all this, read "While My Guitar Gently Beeps" in the New York Times Magazine. It's the story of how Apple Corps warmed up to and fully embraced interactive, or participatory, music – the next phase of music history, one could say (without exaggerating). Author and writer Daniel Radosh runs you through the Beatles' version of this evolution, from helping to "kick the compact-disc era into overdrive in 1987," about 20 years after they broke up, right past the "current era of downloadable music" (when "financial disputes kept the Beatles conspicuously sidelined"), to what the $3 billion music part of the videogame industry (a category that's a close second to action games and ahead of sports) represents: simulated performance of real music, among other things. Beatles: Rock Band will be released Sept. 9.

    From one perspective, the music videogames of Rock Band and Guitar Hero are a solution to the music industry's P2P file-sharing problem (it probably calls it the piracy problem): Videogames don't just market songs, they sell them now. "In its first week, Motley Crue's 2008 single 'Saints of Los Angeles' sold nearly five times as many copies on Rock Band as it did on iTunes, and at twice the price," Radosh reports. "Pearl Jam plans to release its new album simultaneously on CD and in Rock Band."

    Citizen artists? And soon there will be the Rock Band Network, which "will license software tools and provide training for anyone to create and distribute interactive versions of their own songs." That doesn't only expand "the amount and variety of interactive music available," it expands both the musician and participant bases. Now, I think, Rock Band just needs to team up with MySpace or maybe Last.fm to complete the picture, strengthen the community part (see "MySpace's metamorphosis?"). Because fans are often musicians and vice versa, and tunes are talking points in an ongoing "conversation" between artists and fans (and among fans, of course), multidirectionally.

    People often put down Rock Band and Guitar Hero as trivializing music, as "just a game" or more about partying than music. Pointing out that, 40 years ago, "an earlier generation was deeply troubled by the advent of recorded music," Radosh cites the view of Brown University ethnomusicology professor Kiri Miller that people seem either to believe these games should be teaching some "fabulous skill" or else they're having some sort of addictive or automatizing effect on you, when they actually represent "a new form of musical experience."

    Like 'Grapefruit.' It looks like Paul McCartney, Ringo Starr, Yoko Ono, and Olivia Harrison have come to agree, to varying degrees. Though the Beatles one isn't quite as interactive as other Rock Band games (comparatively, it's "a 'walled garden' from which songs cannot be exported and added to a party mix alongside other Rock Band tunes, [violating] the central shuffle-and-personalize ethos of modern music consumption"), Yoko Ono sees it as art, Radosh writes, along the lines of her 1964 book Grapefruit. He cites Lennon's view in a later edition of Grapefruit: "A dream you dream alone may be a dream, but a dream two people dream together is a reality."

    Apple Corps also apparently liked how a music videogame adds a physical dimension, "requires players to make a commitment of time, effort, and energy," "demands attention," makes the music multisensory. It wasn't about making the Beatles' music compelling for a new generation, Ono told Radosh. For her, McCartney, and Dhani and Olivia Harrison, it came to be about an art form evolving with its practitioners of all kinds - listeners, sharers, performers, composers, etc.

    Ringo 'leads from his left hand.' For details on how, in these games of performance simulation, players learn more about both the music and how a particular artist (e.g., Ringo Starr) plays it, look for the paragraph beginning: "Like roughly 80% of the creative team, Eric Brosius, Harmonix's director of audio is an active musician..." (Harmonix is the maker of Beatles: Rock Band). And don't miss the last page or so, where Radosh shows what he's learned from this writing project about where music is headed, then closes with a scene from the E3 videogame convention in Los Angeles this summer, when Paul, Ringo, Yoko, and Olivia appeared on the Staple Center stage together for 75 seconds to unveil the Beatles' 21st-century incarnation.

    This isn't just the Beatles' and Harmonix's story. It's everybody's. It's the story of the media sea change we are all experiencing right now, and I think we parents and educators would be wise to join Apple Corps in embracing it.

    Related links

  • CD vs. digital: "While CDs made up 65% of all music sold in the first half of 2009, digital downloads are quickly catching up," the San Jose Mercury News reports, citing NPD Group research. Digital music sales are increasing 15-20% a year and CD sales are dropping "at an equal pace." NPD also found that iTunes iTunes store is becoming the leading music retailer. "Song downloads from iTunes represent 25% of all music units sold in the United States, up from 21% in 2008 and 14% in 2007."
  • "Joe's Non-Netbook": a student-produced 1:45 minute video on YouTube that'll make you smile and give you a feel for how strange non-interactive media are becoming to the digital generation.
  • "The power of play"
  • "Play, Part 2"

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  • Thursday, August 13, 2009

    Documentary on multiplayer online games

    If parents want to understand what's so appealing about MMORPGs ("massively multiplayer online role-playing games"), they might check out a new documentary on the subject, Second Skin. Of the 50 million people who play multiplayer online games, 50% feel they are addicted, the doc reports. It offers insights into who plays these videogames, such as EverQuest and World of Warcraft (the latter grosses $1.2 billion a year, Second Skin reports). Viewers meet all kinds of players, from those who say they're addicted and how they became so to players who've fallen in love with each other in a game (before meeting offline) to "disabled players whose lives have been given new purpose to gold farmers, entrepreneurs and widows," its creators say, adding that "Second Skin opens viewers' eyes to a phenomenon that may permanently change the way human beings interact." On the subject of dating, the doc (which is about 90 min. in length), says one in three women gamers date someone they met in a virtual world and that, for every one female gamer, there are 10 single male gamers. The Guardian gives it a thumbs-up. If you have the time and interest, it's free for the viewing today here.

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    Thursday, July 09, 2009

    The power of play: Cyberbullying solution?

    Stuart Brown, founder and director of the National Institute for Play in Carmel, Calif., tells the story of what happened between a hungry, 1,200-pound polar bear and a husky tied up at a camp near Hudson Bay, late one October day. The bear approached the group of dogs with his eyes fixed in a predatory stare. Amazingly, one of the huskies greets him in a "play bow," wagging her tail. Dr. Brown, a psychiatrist and neurologist, describes how the two animals begin a "play ballet" – beautifully illustrated by German photographer Norbert Rosing here – that literally disarms the hungry bear in a situation that otherwise would've been a "short fight to the death." Brown says "you see them in an altered state, a state of play," where time drops away."And it's that state that allows these two creatures ... [to begin] to do something neither would've done without the play signals," he later tells public radio host Krista Tippett – "a marvelous example of how a differential in power can be overridden by a process of nature that's within all of us."

    That stopped me in my tracks, hearing Brown say that a power differential, a basic component of bullying and cyberbullying, can be overridden by the playfulness or desire to play, which his research has found to be biologically inherent in each of us. Could play – in virtual worlds, in the backyard, and on the school playground (where Brown says kids learns as much as if not more than in classrooms) – itself be protective, be a solution to online harassment and cyberbullying?

    Brown's earliest work was back in the late '60s, when he was asked to be the psychiatrist working on the case of Charles Whitman, the "Texas Tower murderer," who Brown found to have grown up with "severe play deprivation." "The progressive suppression of developmentally normal play," he says, made Whitman and other homicide convicts whose lives he studied "more vulnerable to the tragedies they perpetrated."

    On the other hand, playfulness and play signals, like those of the husky in the story above, provide a sense of safety, invite communication, and "humanize" or lower inhibition in a good way by exposing more of who the other person is. [BTW, the bear came back to play with the husky every evening that week, Brown says, and nobody got hurt.] "Nothing lights up the brain like play," he said: "three-dimensional play fires up the cerebellum, puts a lot of impulses into the frontal lobe, the executive portion of the brain, and helps contextual memory to be developed," good health, and many other benefits Brown lists in a TEDTalk he gave last year. And there are so many kinds of play – solo play, social play, body play, object play, imaginative play, spectator play, exploratory play, ritual play, rough-and-tumble play (the Institute has organized them into seven patterns of play. In his talk, he shows a photo of a 15th-century painting of people in a courtyard engaged in more than 100 kinds of play. "We may have lost something in our [contemporary] culture," Brown said. "Play is hugely important to the learning and the crafting of the brain; it's not just something you do in your spare time," and he adds that, by definition, it's purposeless. "If the purpose of play is more important than the act of doing it, it's probably not play," he said. The opposite of play is not work, but depression, he added, and play is vital all through life, not just for children.

    All forms of play have value, Brown seems to say, and he doesn't exclude videogame or virtual-world play in his interview with Tippett this past week, "Play, Spirit and Character." The more 3-D they are and the more body movement they involve the better, he indicates. Of course these elements are being added to tech-based games. And we're seeing that the richer and more unpredictable the virtual environment, the more imaginative, experimental, and exploratory play are involved. So I would love to get some great virtual worlds I've encountered – e.g., Dizzywood, WeeWorld, and Teen Second Life – talking and participating in research with the National Institute for Play. We need to know more about the role of virtual worlds in the beneficial effects of play for people of all ages - as well as about how play can mitigate antisocial behavior.

    If you can catch the Brown interview, listen for what he says about parenting throughout too, especially the part, about halfway through, where he says that taking risks (though certainly not excessive risk) is an important part of play, "necessary to the well-being and future of the species. I think it's safer for the person who is a player to maybe take a few hard knocks ... in childhood than it is to insulate them from the possibility of that. I think [insulating them] constricts their psyches and their futures much more," Brown said. He also talks about the problem with helicopter parenting, sounding a bit like Lenore Skenazy, author of Free-Range Kids, and the New York Times's Lisa Belkin in "Let the Kid Be."

    I've long felt that empathy training and other efforts to reduce the impact of online disinhibition (helping kids understand those are human beings with feelings behind those profiles, screennames, avatars, and text messages) are important keys to beating cyberbullying. But now I'm thinking there's probably a role for play!

    Next week: Play, Part 2: Violence in videogames

    Related links

  • "The Serious Need for Play" in Scientific American
  • Play deficit: In a just-released Harris Interactive survey for KaBOOM, "96% of parents said that playing outside was critical to keep kids physically fit, but only 17% thought children played enough outside." Parents say their children spend less than an hour a day engaged in unstructured play outdoors, on average, and "92% of parents say that children today spend less time playing outside than they did when they were growing up."
  • The opportunities lifelong play presents, according to the National Institute for Play: transforming Education, Personal Health, Relationships, and Corporate Innovation
  • "You Play World of Warcraft? You're Hired!" in Wired and "Home-schooling with World of Warcraft" earlier here in NFN
  • WeeWorld.com, Dizzywood.com, and Teen Second Life

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  • Friday, June 12, 2009

    Microsoft: Forget the controller

    Is it a trend, or is Microsoft just trying to leapfrog Nintendo as it goes for more family videogame players? Maybe both. First, with the Wii, Nintendo turned the videogame controller into "a simple swing-and-swivel device. Now Microsoft wants to ditch the controller entirely and leave the swinging and swiveling to you," USATODAY reports. With the help of none other than Steven Spielberg, Microsoft made the point at the recent E3 gaming conference that controllers are intimidating to people and - despite the huge videogame market - 60% of households don’t own videogame consoles. So it unveiled the console-less "Project Natal" with demos of "a painting game that lets players fling paint onto the screen like Jackson Pollock" and a "dodgeball-type game [that] had a player moving forward and back, left and right, using arms, legs and the whole body to ricochet balls and knock down walls of 3-D tiles," USATODAY adds - but with no details on pricing or release date, the Christian Science Monitor adds. But Nintendo keeps innovating too, also with sensors. At E3, it showed off a "Vitality Sensor," which takes videogame players' pulses, Forbes reports. It's "another milestone in Nintendo's quest to break down traditional definitions of videogames," Forbes says, but adding that Nintendo didn't announce what role the sensor would have in future games.

    But back to the controller. Microsoft probably hopes that the 60% of households who don't own consoles won't just play games on cellphones. The New York Times recently reported that the iPhone is becoming a significant gaming platform, with games representing three-quarters of "the most popular paid downloads" from the iPhone App Store (Apple also recently announced that 1 billion apps had been downloaded from the store in its first nine months). But beyond games, iPhone's just about all things to all people - it can be anything from a baby rattle (USATODAY reports) to a musical instrument (hear it on the YouTube video).

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    Monday, April 20, 2009

    Key US study on youth videogame addiction

    In what's being described as the US's first nationally representative study on videogame addiction, an Iowa State University researcher found that 88% of the US's 45 million 8-to-18-year-olds play videogames, and 8.5% of them show "multiple signs of behavioral addiction," the Washington Post reports. That means that 3 million young people are either addicted or "'at least have problems of the magnitude' that call for help," the researcher, Douglas Gentile, said. Symptoms include "spending increasing amounts of time and money on videogames to feel the same level of excitement; irritability or restlessness when play is scaled back; escaping problems through play; skipping chores or homework to spend more time at the controller; lying about the length of playing time; and stealing games or money to play more," the Post reports. It's important, I think, to note Gentile's remark that the study doesn't show that videogames are bad or even addictive, but that "some kids use them in a way that is out of balance and harms various other areas of their lives." The research is now in the journal Psychological Science.

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    Thursday, April 02, 2009

    Sign of the (videogame) times

    Actually, it's a sign of the new-media times: A videogame magazine - Game Informer, circ. 3,517,598 - passed up Playboy, Time, Cosmopolitan, Sports Illustrated and came "strikingly close" to People in the readership rankings, BlastMagazine reports, citing BurrellesLuce research. One qualifier (better understood by gamers and GameStop customers): "It must be noted that GameStop is the proprietor of Game Informer and the mag is issued with every pressure- and fear-induced Edge Card sale. Nevertheless, GI is a quality 'zine with an educated staff of writers and hosts a plethora of valuable content."

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    Thursday, January 15, 2009

    For kids, gaming over music

    A new study by market researcher NPD Group found that 85% of children aged 2-14 use game consoles, and 82% of 2-to-5-year-olds play games on one or more devices, while 60% use digital music players, Gamasutra reports. NPD's Kids & Digital Content III report, which surveyed more than 3,500 kids who use electronic devices, also found that a third of the 2-to-14-year-olds watch videos such as movies and online video clips on laptops or other electronic devices, and 22% download ringtones on their cellphones. Here's more on the NPD report from Gamespy. Meanwhile, in a keynote speech at CES, Mike Griffith, CEO of Guitar Hero maker Activision, "proclaimed that video games are 'poised to eclipse all other forms of entertainment in the decade ahead'," the BBC reports. "He quoted US market statistics which showed that between 2003 and 2007 sales of movie tickets fell by 6%; the number of hours of TV watched dropped by 6%, sales of recorded music slumped 12% and purchases of DVDs remained flat.

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    3rd Guitar Hero 1st to beat $1 billion

    Not only has the Guitar Hero videogame series surpassed $1 billion. Guitar Hero III: Legends of Rock itself has, GameDaily reports. It, too, reported on Activision CEO Mike Griffith's keynote at the giant CES show in Las Vegas last week, citing his statement that "the videogame industry has had a profound effect on other entertainment sectors, and that Guitar Hero in particular has been hugely important to the music industry." Evidence: Griffith cited Nielsen data showing that "artists whose music was playable in Guitar Hero had seen download sales increase 15-843%." The newest Guitar Hero game allows players to compose their own songs. Activision data claims that in the game's first 10 days, 141,000 songs were posted by players, and the Guitar Hero community site has more than 600,000 members. "To date, there have been 21 million user-song downloads."

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    Monday, December 08, 2008

    Videogames not just child's play

    Videogames certainly aren't just for kids. That's the key take-away from a new study by the Pew Internet & American Life Project, finding that more than half of US adults play videogames. [Another Pew survey I covered in September found that 97% of US 12-to-17-year-olds do.] People 65+ are no slouches where videogaming's concerned: Nearly a third of people 65 and up play games everyday, Pew found, while only 20% of all younger players do so everyday. Younger players prefer gaming consoles (e.g., PlayStation or Xbox), older ones prefer computers, which are the most popular gaming devices - 73% of adult gamers play with computers to play games, compared with 53% consoles, 35% cellphones, and 25% portable gaming devices. Here's coverage in a Washington Post blog, and the San Jose Mercury News has a shopper's guide to the latest videogames.

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    Friday, October 31, 2008

    Don't just take away the Xbox: Psychiatrist's view

    The details emerging from a tragic national story about a missing boy in Canada point to an important observation about videogaming: that taking away a videogame (or device it's played on) does not have the same effect as taking away a toy or conventional game. Fifteen-year-old Brandon Crisp of Barrie, Ontario, missing for more than two weeks, left the house angry after his father took away his Xbox console. His father told the Toronto Globe and Mail that "this has become his identity, and I didn't realize how in-depth this was until I took his Xbox away." His mother "would wake in the middle of the night to hear ... Brandon, speaking into his headset as he feverishly played [the Xbox game] 'Call of Duty 4: Modern Warfare'," the Globe and Mail reports in another article, adding that his parents are "sure Brandon had become addicted to the game and link its appeal" to his disappearance.

    Portland, Ore.-based psychiatrist Jerald Block emailed me a heads-up about this story last weekend. So I took the opportunity to ask him, one of the US's leading experts on videogame addiction, how this kind of addiction can be treated - what I can tell parents about that. He started and ended with that question, but in the middle of his answer are some very helpful insights for anyone who cares about or works with an addicted gamer - parents, friends, educators, policymakers - into the impact that sudden removal from a videogame's world can have....

    Why game addiction's hard to treat

    How to treat this addiction is "a good question," Dr. Block wrote me, "and one that I hate because it has no easy answer. I have treated many cases and I am still trying to figure out what works best and for whom. But here's what I've learned about gaming in general and gamers of all ages: Gaming is particularly hard to treat as it is 1) enjoyable, 2) an outlet for despair/anger/sex, 3) readily available, 4) time-consuming and thus fills in otherwise unpleasant 'spaces' in one's life, 5) a social forum with Virtual or simulated people, 6) a source of power, and 7) a portrayal of a fair, equal world.

    "When people elect to voluntarily give all that up, they generally struggle with their mood and anger. If they are *forced* to give it up, all those emotions become amplified; any fanciful notions of power or control are trampled when they're disconnected against their will.

    "Also, unplugging the computer can vividly demonstrate how intangible and fragile the Virtual is and can lead to existential crisis. This is a complex concept, but I consider it crucial. People are spending 30, 40, 50, or more hours a week powering up and getting success on their computers. They work hard at mastering the games and technology. They make significant sacrifices in terms of time and effort. The mastery becomes representative, in a psychological sense, of one's self-worth.

    What is reality?

    "Now disconnect the computer or console. You have summarily dismissed those accomplishments - the fantasy, the power, and that alternate life, heavily invested in (and mind you sometimes that alternate life may seem a whole lot better than the Real one). Now take it a step further: If someone could so easily destroy such an important thing that, although Virtual, seemed quite Real, isn't it also possible that our flesh-and-blood reality is yet another deception or illusion? To gamers - given the story lines they 'live' in - this is not as far-fetched as it may sound. Philosophers and religious leaders have discussed this for hundreds of years. It does sound pretty disturbing (or disturbed) - the concept that we might not actually exist but are, instead, merely some other being's dream or, as Oxford philosopher Nick Bostrom recently wondered, merely simulations running in a simulated society? Such concepts can sound bizarre, but when in history have people actually been able to live them in very real-seeming environments - on so massive a scale, and at such young ages? More than 10 million people worldwide regularly play World of Warcraft, and that's just one such environment/game. I doubt the concept that life might actually be yet another illusion is hardly foreign to WoW's players. It is actually commonplace enough, the subject of numerous films (e.g., The Matrix) and even parody (The Onion's 'World of World of Warcraft' video).

    "What I am getting at, here, is that - whatever your philosophy happens to be about how we define 'reality' - I believe the more one starts to believe he or she exists only as a piece of code running in some meta-computer (as some of my patients have done), the less valuable life becomes - your own life, others' lives, and the ethics by which you live. If one's life isn't real and one is just a puppet in some meta-being's 'game,' then it can come to feel like what one does in Real Life doesn't matter much.

    Understanding the gamer's needs

    "These are some of the risks of abruptly stopping computer or videogame use. As for treatment, one option is to cut someone off in the context of an extended (2+ weeks) camp where he or she is left physically or mentally exhausted. In doing so, you are wisely substituting rewards in the Real for those being lost in the Virtual. For example, at a well-structured camp, there are not an extra 30 hours to fill each week after work or school, and people form relationships with others who are enduring the same hardships. If it sounds something like boot camp in the military ... well, depending on your age, that is a therapeutic option worth considering.

    "The alternative to 'cutting the cord' is to talk with the person and try to understand his perspective. Maybe he thinks his gaming is more helpful than harmful, maybe not a problem at all. So, first come to understand what the patient feels. If you feel the computer use is counterproductive and she doesn't, discuss why the two of you seem unable to understand one another's perspectives. Nothing will happen until she becomes motivated to change herself. If, eventually, the patient comes to believe as you do - that the computer or game use is excessive and destructive - then you can try to agree on goals to cut back on it. Part of that discussion will entail trying to address what needs the computer was satisfying and what one can do instead.

    "The process tends to be very gradual - progress is measured in weeks or months - and it is therapy-intensive. Obviously, it is not the 'quick fix' that we want and need. What do I suggest parents do? I don't honestly know. If it were my child, I would first start by setting limits. I would avoid cutting him off from his technology for more than a few consecutive days and would avoid using computer restrictions punitively. If limit-setting failed and the compulsive play got worse, I would punt and take him to see a therapist."

    Related links

  • "Virtual games, real addiction" in the Toronto Globe and Mail
  • "$50,000 reward for helping to find missing Ontario teen" in the National Post
  • "Missing teen hooked on Xbox game" at CNET
  • "Missing Ontario teen may not be in Canada: Police" at CBC News
  • Dr. Block's site
  • "West slow to take on Net addiction"
  • "'SIGNS' of Net addiction"

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  • Tuesday, September 16, 2008

    US teens' gaming highly social: Study

    Digital gaming is virtually universal and very social among US teens, the Pew Internet & American Life Project found in a study it released today. "Fully 97% of teens [99% of boys and 94% of girls] ages 12-17 play computer, web, portable, or console games," Pew reports. As for the social aspect of digital gaming, 65% of teens play with other people in the room; 27% with people online; and 82% play games alone, but 71% of those also play with other people. "The gaming experience is rich and varied, with a significant amount of social interaction and potential for civic engagement," Pew says in its press release.

    In other key findings, 80% play five or more types of games and 40% eight or more (e.g., racing, action, shooter, rhythm, puzzles). The respondents' top 5 games were, respectively, Guitar Hero, Halo 3, Madden NFL, Solitaire, and Dance Dance Revolution. "The average rating for teens’ favorite games is just above a Teen rating," and nearly "a third of teens play games that are listed as appropriate only for people older than they are," but the average game rating for all the teens surveyed was an E10+ rating." Ninety percent of parents say they always or sometimes know what games their kids play. As for civic engagement, this was an interesting observation by the authors: "Teens who take part in social interaction related to the game, such as commenting on websites or contributing to discussion boards, are more engaged civically and politically." "Computer games drive social ties" was the BBC's headline and "Can games make your kid a better citizen?" was MSNBC's.

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    Saturday, September 13, 2008

    The Spore metaphor

    A perfect illustration of the mix of positives and negatives - mostly positives - that is the user-driven Web: the debut of Spore. There's a whole lot to Spore - entertainment, education, strategy, creativity, savagery.... And everything's represented in its media story: a gamemaker's (Will Wright's) world-class creativity; old-style mass-media marketing; social Web viral marketing; and users' creative ways of playing with marketing features - creativity that producer Electronic Arts had in mind and creativity it definitely did not have in mind.

    In Spore you start as a microbe but you also play God and create whole worlds. Part of its genius is creator Will Wright's collaboration with evolutionary biologists and other scientists in developing the game (don't miss this fascinating New York Times piece about that science/entertainment cross-pollination, including the video on that page). In Spore, Scientific American reports, "gamers must make crucial decisions that affect the entire world in which they operate, and must then deal with the consequences of their actions. Whereas the Sims series [designed by Wright too] focuses on what happens in societies created by gamers, Spore also gives control over the evolution of an entire universe."

    In the "Give Them an Inch, They'll Take a Mile" Dept. of the user-driven Web, there were the unintended consequences of Spore's pre-debut marketing tool, Creature Creator. MSNBC games editor Kristin Kalning reported that in among all the creative little organisms spawned by users of this free activity were some that violated Spore's Terms of Service: "fantastical creations of a less imaginary, more [humanly] anatomical nature" created by "pervy 13-year-olds" (developmentally speaking), Kristin wrote, and falling into a new category dubbed "sporn" (EA says it takes these illicit creatures down upon notification but of course EA has to depend on the Terms of Use and customer-service departments of other sites such as YouTube for deletions in those sites). I suspect EA may wish at times that all creature creation were tied to the actual game, where its storyline has a role to play in creature development.

    Meanwhile, "there were over 400,000 creatures on SPOREpedia," the creature showcase, Kristin reports, "coming in at a rate of 1,000 per minute."

    MSNBC's Kristin had fun creating three creatures herself, "my favorite being Jinx, named after my cat. It’s blue and spotted, with wings (my creature, not my cat). It has 'palmwalker' feet, a fierce bark and horns to ward off enemies. I enjoyed making it do the hippety hop." A tech educator friend of mine is already using the Creature Creator in his classroom. He reported on Twitter this week that he just installed it "on my 26 lab PCs. Can't wait to see what the kids do with this thing!"

    Related links

  • In MTV's Multiplayer blog, Will Wright's reaction to Spore reviews
  • "'Spore': The evolution of gaming" in USATODAY
  • Mobile Spore ... for iPod and phones
  • Spore's own FAQ

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  • Thursday, August 14, 2008

    Parents' videogame concerns

    "Parents are more concerned about their children’s exposure to video games than alcohol, violence and pornography," according to in-site polls at WhatTheyPlay.com. The site gathered responses from "nearly 3,000 respondents in two separate polls," its press release said. One of the polls asked parents "what they’d be most concerned about their 17-year-old child indulging in while at a sleepover." They said they'd be more concerned about "their child smoking marijuana (49%) and playing the video game Grand Theft Auto (19%) than [about] watching pornography (16%) and drinking beer (14%). In this case unfamiliarity breeds contempt: The site's press release offers some perspective on this from Cheryl Olsson, author of Grand Theft Childhood, as saying that "To some parents, video games are full of unknowable dangers. While researching for Grand Theft Childhood, parents we spoke with in focus groups often bemoaned the fact that they didn’t know how to use game controls - and felt unequipped to supervise or limit video game play. Of course, parents don’t want their children drinking alcohol, but that’s a more familiar risk." Here's coverage in the Los Angeles Times and a commentary on the study in Red Herring.

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    Wednesday, August 06, 2008

    Videogame for visualizing healing

    A just-published study in the journal Pediatrics involving 375 cancer patients aged 13-29 in the US, Canada, and Australia found that their playing a game called Re-Mission "led to better compliance with their medications and more confidence in fighting the disease," redOrbit.com reports. The study's lead author in the Netherlands, Dr. Pamela Kato, told Reuters that the results are important because adherence to treatment is a major problem in that age group. According to redOrbit, Re-Mission, developed by the nonprofit HopeLab in Redwood City, Calif., is about "a microscopic 'nanobot' named Roxxi [who] travels through the bodies of characters with cancer, blasting away cancer cells and bacteria with a firearm of chemotherapy and antibiotics."

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    Tuesday, July 29, 2008

    Videogame program for libraries

    You just may be seeing more videogame play at a public library near you. "The American Library Association has announced a new project funded with a $1 million grant from the Verizon Foundation" to study how videogame play improves literacy skills and create a "tool kit that libraries across the country can use to develop gaming programs," the Arizona Daily Star reports. One of the librarians charged with developing the program told the Star that she's seeing "growing evidence that games in general, from the traditional board versions to electronic and online ones, support literacy and 21st-century learning skills." Meanwhile, the Charlotte, N.C., public library is offering free workshops in videogame design, the Charlotte Observer reports, the Chicago Tribune asks, "Should libraries stock videogames?" and the Columbus Dispatch reports that "Libraries' videogames are teen magnet."

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    Tuesday, July 22, 2008

    New York's new videogame law

    Gov. David Paterson today signed a law that establishes an advisory panel to study the effects of videogame violence on kids and establishes $100 civil penalties for "violations of labeling and parental control provisions," Newsday reports. Most videogame consoles already have parental controls, however (see this about a guide for them), and game ratings are available to all at ESRB.org. Critics are calling it "moral preening" after similar laws have been struck down as unconstitutional in other states. "Language making a felony of selling video games that are sexually explicit or contain depraved violence was lost during furious lobbying that derailed [New York's] bill in May 2007. That provision would have made the law among the strictest in the nation," Newsday adds. Let's now see if this version of the law passes constitutional muster.

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    Thursday, July 17, 2008

    Griefers: Gamer worlds' bullies

    Griefers aren't new to gaming communities, but they're apparently becoming a fixture in multiplayer online games too - games such as World of Warcraft, RuneScape and Everquest, Reuters reports. "Unlike traditional Internet bullies who work through instant messages and cell phones, griefers lurk on online multi-player videogames, harassing their victim by bullying, tormenting or thwarting other players in the game," according to Reuters. For help on how to deal with this, see "10 Tips for Dealing with Griefers" at Microsoft.com, "Dealing with Griefers in Second Life" at MindSigh.com, and in a World of Warcraft forum, "Nazsh's Guide to Dealing with Griefers." See also "Support for young videogamers."

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    Videogames: Less predictable, more fun

    Ah, the growing challenge of being a videogamer. Not only are there more and more real people behind game characters (in multiplayer online games), but the game characters in console games are getting smarter. "Recent advancements in video game design - and new game consoles with dazzling computing power - have endowed computer-controlled characters with a sense of self-preservation and unpredictability not seen even a year ago," the Associated Press reports. The AP gives the example of the soon-to-be-released Star Wars: The Force Unleashed, in which stormtroopers don't just sit there when you throw something at them. "They may toss a grenade back. Or they might just put their hands up." Increasingly, reactions are not predictable. The latest Grand Theft Auto game was the first to use this technology that creates animation "on the fly," as the gamer plays - probably part of the explanation for GTA4's April sales having surpassed those of a blockbuster movie opening (and may have an impact on holiday wish lists, since only the latest consoles can support this new technology). The moment-by-moment decisions of other people are what create the unpredictability of multiplayer online games.

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    Wednesday, July 16, 2008

    'Soon we'll all be gamers'

    It's not an exaggeration. I'll start with sales figures, but they're not the only indicator: In the first five months of this year retail sales of videogame software alone (not consoles) "grew 45% over the same period last year to $3.42 billion." Overall videogame industry growth was 32%," the San Jose Mercury News reports. In the UK, sales were up 28% the first half of this year to 33 million+ pounds (about $66 million), the Times of London reports. Other interesting indicators from the Times that this is not merely a phase. "Nintendo is now Japan's second most valuable company - trailing the car maker Toyota but ahead of giants such as Canon and Panasonic." High valuation of game makers in general is "an expression of the market's belief that this industry still has an enormous amount of room to grow," according to the Times, pointing to the explosive growth "that comes when everyone is converted to playing videogames" (with the first generation of child gamers becoming parents themselves and "whole families now gathering around a game console"). Female gamers are certainly in there, representing 38-40% of all gamers, CNET reports, citing two organizations' figures, and "the average female gamer plays games 7.4 hours per week," according to the Entertainment Software Association's figures. Meanwhile, the premier gaming industry conference "E3" is in process in L.A. this week (see the New York Times's scenesetter), thus all the videogame news.

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    Tuesday, July 08, 2008

    'Wii-hab' for patients

    That's St. Mary's Medical Center's Wii-hab Program. The San Francisco hospital uses the Nintendo Wii for patients' physical rehabilitation, this CNET video reports. About 100 people have been helped in the program, which combines the Wii with other therapies. It's the brainchild of Dr. David Liu, "self-described techie" and chair of the back and trauma rehab dept., who says the games' "fun factor" helps patients forget about pain and weak spots and keep moving. Gives new meaning to the term "leveling" (usually applied to that urge to go up higher in multiplayer online games like World of Warcraft)! [See also "Videogame fitness training."]

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    Wii game & its rating criticized

    Zooming in on Beer Pong for the Nintendo Wii, Connecticut Attorney General Richard Blumenthal is calling for a change in the way videogames are rated, the Hartford Courant reports. He pointed to the Entertainment Software Rating Board's "Teen" (13+) rating for the game. I couldn't find "Beer Pong" in ESRB.org's search engine, but it may have been removed because its maker, JV Games, says the game's name is being changed to Pong Toss, the Associated Press reports (I couldn't find Pong Toss either). JV Games says "the video game was never about alcohol, but rather the growing sport that has developed around [the popular college drinking game] beer pong." According to the ESRB, "alcohol played a minimal role in the game and no one was shown drinking beer." No one, including the ESRB, could argue that the US's game rating system is perfect, but it does give parents something to go by - a sense of definition - when the pressure's on to buy a game. Certainly there's value, too, in bringing attention to anything that promotes or even gives kids any comfort level with excessive or binge drinking. See also WhatTheyPlay.com's 3 tips for videogamers' parents.

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    Friday, June 20, 2008

    Here comes social gaming

    There's hearts, checkers, chess, Texas hold 'em, Dolphin Olympics, a form of Scrabble, and on and on. Which - if you're a game aficionado - can make the social Web a 24/7 party (it can also give young gamers 24/7 access to communities of players of all ages, but more on that in a moment).

    "Online social gaming has been around for years, available on Yahoo and other sites. But its popularity is surging, piggybacking on the success of Facebook, MySpace, Bebo, and other social networks," the San Jose Mercury News reports. There are now business conferences gathering the corporate players and advertisers in the social gaming space. Kongregate.com alone has more then 4,500 games, the Merc adds, and "more than $30 million in venture funding has been invested in Silicon Valley start-ups that specialize in social games." This is distinct from the multibillion-dollar digital gaming industry dominated by Electronic Arts, Sony, Nintendo, and Microsoft, it adds. The difference between social gaming and the "old" kind is that you're interacting with people, not software (multiplayer online games such as World of Warcraft-type worlds and the real-time chat of Xbox Live always did involve real-people contact). Interacting with people adds mostly fun and unpredictability but also an element of risk that gamers need to be alert to, if a game is associated with chat and other means of non-game communication with other players.

    Social gaming, kid-style


    Virtual worlds are social-gaming environments for kids, and they're multiplying like rabbits. The BBC calls this "boom time for virtual playgrounds." "Worlds" such as Webkinz.com, ZooKazoo.com, and ClubPenguin.com and services such as AddictingGames.com are "places where your children can interact with other children, and they are becoming a central part of the business plans of the people who make TV programs, toys and cereal," the New York Times reports.

    Disney's newest world is "Dgamer," part virtual world and part social-networking site for kids, accessible via computer or Nintendo DS, the Washington Post reports. The Post says Dgamer gives parents a lot of control by allowing them to sign up for various levels: "At the most basic level, they can only message one another with preselected words and phrases. On higher levels, they are allowed more freedom, but there are filters for profanity." But the service is free, so it's not clear how parents could control kid workarounds. Dgamer joins Disney's Pirates of the Caribbean, Cars, and recently acquired ClubPenguin. "According to research firm eMarketer, 12 million kids between ages 3 and 17 will regularly access virtual worlds this year. The firm expects that figure to rise to 20 million by 2011."

    Worlds to watch for

    Coming in the next six months or so, according to the New York Times piece: Spore (which will be playable via computer, phone, or NintendoDS), BarbieGirls.com, World of Neopia (Neopets' world), LegoUniverse, and PixieHollow.com (to go with Disney's soon to be released animated film Tinker Bell).

    Downsides & how to deal with them

    There are many positives involved in online gaming, we see in the research: e.g., the collaborative action in World of Warcraft guilds, individual and collective strategic thinking, thinking under pressure, and the informal learning associated with group activity involving multiple ages.

    But there are downsides too, usually associated with the real-time chat around online gaming. For example, Doof.com, a brand-new UK-based social-gaming site. Have its creators thought about what parents might think about their kids participating when they read this heading on its About page: "Connect with Friends and Strangers," under which is listed Doof's "Private Messages" feature?

    With household rules or in family discussion, parents might consider advising their gamers to make sure that...

  • Chat sticks strictly to game-related topics, nothing personal
  • No private one-on-one chat with people unless about it's just about the game and they tell a parent about it
  • They turn off their headphones or stop chatting if the trash talk gets to be too much
  • They come talk to you if anyone starts getting too abusive or tries to get uncomfortably close or overly friendly.

    Kids need to know that getting lots of compliments can potentially be worse than trash talk and other abusive online behavior. Flattery can be one form of online grooming (see "How to recognize grooming," "Police on gaming community risks," and "How social influencing works."

    Virtual worlds are by definition highly immersive. So parents may also want to be alert to signs of obsessive play. Besides the risk factors involved in real-time communication, there are concerns about something called "videogame addiction." Here's the US News & World Report's focus on younger gamers in this area (see also "'SIGNS' of Internet addiction."

    Related links

  • "Are ads on children's social networking sites harmless child's play or virtual insanity?" in The Independent

  • "Fair game? Assessing commercial activity on children’s
    favourite websites and online environments"
    from Childnet International and the UK's National Consumer Counsel

  • "Building social currency in online games" at ClickZ.com.

  • "Notable fresh videogame findings" at NetFamilyNews

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  • Tuesday, June 17, 2008

    Videogame sales growth

    Sales of videogame software and hardware reached $1.12 billion last month, up 37% from a year earlier, Reuters reports. Grand Theft Auto 4 was the best-selling title for the month, according to market researcher NPD, and is the year's top-selling game so far. Meanwhile, an Australian research found that "playing videogames for hours on end may be bad for your health, but ... it doesn't mean you are a lonely nerd and won't damage your social skills," Reuters reports. In his coverage of the study, CNET blogger Don Reisinger reports that 15% of gamers surveyed "were identified as 'problem gamers' who spend more than 50 hours a week playing games ... but only 1% of those respondents had poor social skills and shyness." [See also "Grand Theft Auto 4's realism all bad?" and "Grand Theft Childhood?".]

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    Tuesday, May 20, 2008

    Videogame fitness training?

    Now there's a concept: a videogame that aims to get people in shape. People of all ages to get in shape. This is great for kids whose motivation for doing things like learning or getting active is helped by videogame play. But there are qualifications, reports ConnectSafely co-director Larry Magid at CBSNEWS.com. "The Wii Fit screen recommends that you achieve a BMI [body mass index] of 22 but
    fails to point out that BMI doesn’t distinguish body fat from muscle mass. Based on their BMIs, Barry Bonds and Arnold Schwarzenegger would be considered obese." But then there's the balance board combined with the Wii controller's motion-sensing capability. "In addition to weighing you, the balance board can help determine your posture and center of gravity based on the way you’re standing on it," and these help in determining fitness too. The $89.99 game and accessory offer various ways to "play": aerobics, yoga, strength training, and balancing games. All pretty good, Larry says, but - as with any form of dieting or fitness training, the key is the will to stick with it, and even the Wii can't provide that. Even so, it helps when the process is fun.

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    Monday, May 05, 2008

    Grand Theft Auto IV's realism all bad?

    A lot of media reports about GTA IV's blockbuster release last week focus on the negative. Don't get me wrong, this violent game is appropriately rated "M" for ages 17+ only in the US, but listen to this in Slate.com and see if it isn't somewhat encouraging: "Based on my play experience [with GTA IV] so far and in talking with reviewers who have finished the game," Chris Baker writes, "I get the sense that freewheeling killing sprees will no longer be the main draw. This is partly because the central missions and story are so well-conceived and well-written compared with previous iterations of the game and partly because the violence is far more disturbing." It's no longer cartoonish, he writes. "Shoot an innocent bystander, and you see his face contort in agony. He'll clutch at the wound and begin to stagger away, desperately seeking safety.... I felt unnerved. What makes Grand Theft Auto IV so compelling is that, unlike so many video games, it made me reflect on all of the disturbing things I had done." Maybe this disturbance is healthy? Could it be that GTA4 signals a future of more thought-provoking game play (at least for healthy players)? Baker's view was echoed in a thoughtful New Zealand Herald piece covering GTA4's release: Some GTA players "have referred to the 'uncanny valley' hypothesis - that when facsimiles of humans, such as game avatars, look and act almost, but not entirely, like actual humans, it causes a response of revulsion" or "repulsion, eeriness or discomfort," CNET reports. Interestingly, this is in the context of New Zealand law, which says it's illegal for anyone to make a game rated R18 (this country's game rating for ages 18+ only) available to minors. Even parents who do so "could face three months in prison or a $10,000 fine" (the law, in effect since 1994, has never been enforced). [Here's Slate's Chris Baker in a discussion about GTA4 with readers of WashingtonPost.com.]

    This just in: In its first week of release, GTA4 made $500 million in sales, the Wall Street Journal reports. Its maker, Take Two Interactive, said retailers sold more than 6 million copies worldwide, claiming that a record for first-week sales of a videogame." Halo 3 sold $300 million its first week, the Journal added.

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    Wednesday, April 30, 2008

    'Grand Theft Childhood'?

    The release this week of the latest version of Grand Theft Auto (IV) sparks a new flood of headlines about 1) how the hot videogame industry is headed for the stratosphere (USATODAY) and 2) videogame violence. Interestingly, a $1.5 million study by two Harvard Medical School professors funded by the US Justice Department found that the connection between violent videogame play and violent videogame players "may be more tenuous than previously thought," the Harvard Crimson reports. The study resulted in a new book by Profs. Cheryl Olson and Lawrence Kutner, Grand Theft Childhood, which says "videogames do not affect all children equally." The Crimson adds that "Olson said that gaming - including playing 'M'-rated games - is such a widespread teenage phenomenon that it should not be considered abnormal." What is abnormal, the authors suggest, is excessive videogame play. They advise a balance of gaming and other activities. A thoughtful post about Kutner and Olson's research in the OpenEducation.net blog suggests that parents play with their kids as "a great way to keep the conversation going and help you navigate the game. Parents may initially find the skills and dexterity very challenging but abandonment is not the answer." Why? Well, for one thing, the study cites the view of Michael Jellinek, M.D., professor of pediatrics and psychiatry at Harvard Medical School and chief of child and adolescent psychiatry at Massachusetts General Hospital, "that a parent’s awkwardness 'can be used to your advantage when it comes to strengthening relationships with your children'.” Here's the Chicago Tribune's meaty coverage of the swirl around GTA IV's release, Chicago-style.

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    Tuesday, April 22, 2008

    New guide to videogame parental controls

    The videogame ratings board and Parent Teacher Association have teamed up to help parents get a better handle on videogame safety. They've published a free parents' guide to both the ratings system and the parental controls on game consoles, including step-by-step instructions for the controls' settings on PLAYSTATION 3, the Nintendo Wii, Xbox 360, and PSP, as well as the game controls in the Windows Vista operating system. You'll also find advice from "GamerDad" Andrew Bub about online gaming and a family discussion guide with talking points. "The booklets were distributed to all 26,000 PTAs, and are available in both English and Spanish on both the ESRB and PTA web sites," according to the organizations' press release (there's a link right to the guide from the presser).

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    Monday, February 11, 2008

    New game ratings for UK

    Britain is working on a new game-ratings system to replace its old, unworkable one, The Guardian reports. "A legally enforceable cinema-style classification system is to be introduced for videogames in an effort to keep children from playing damaging games unsuitable for their age." The system will make it illegal to sell a game to a child below that game's recommended age (maybe not to a parent unaware of the game's rating?). Under the current system, videogames aren't affected by the UK's Video Recordings Act unless they depict "'gross' violence to humans or animals" or sex. Those require age limits, leaving "up to 90% of games on the market" rating-free. Some games are also classified voluntarily by a European system. "Policing such regimes is difficult as it is possible to buy games over the net and simply tick the box stating the purchaser is over 18."

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    Thursday, January 31, 2008

    World of Warcraft passes big milestone

    The world's biggest multiplayer online game just passed the 10 million player mark, Yahoo Games reports. World of Warcraft has a "population" greater than Sweden's and Israel's, it adds. "Warcraft players number more than 2.5m in North America, while Asian subscribers account for the majority of the remainder."

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    Wednesday, January 30, 2008

    High school classes in videogame design?

    That's what the Ohio Supercomputer Center is promoting, the Cleveland Morning Journal reports. "The process of creating a video game involves reading, comprehending, doing math and physics, plus problem solving to make the game's characters and other features function realistically," the Center says, adding that getting high school students involved in the process gets them hooked on math and science. "Video game design isn't just for entertainment; similar 'games' are used in medical training," editorializes the Morning Journal, citing an Associated Press report. The Orlando Sentinel tells the story of one such class at Edgewater High School in Orlando. "Now offering a four-year track in digital design, the program hopes to reach students who may show great promise in art and other creative pursuits in addition to the basic math and science skills," according to the Sentinel. In Trenton, N.J., Giancarlos Alvarado is designing a videogame called Earthquake Terror: After Shock with his fifth-grade students, game news site Kotaku.com reports. While we're on the subject, here's a library now loaning out videogames: the Guilderland Public Library. The Albany Times Union reports that the library sees videogames as "a gateway to other library materials, such as strategy guides and books that introduce teens to careers in programming."

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    Tuesday, January 22, 2008

    Game worlds: Growth economy

    The virtual economy is strengthening - for gamers, anyway. This is a business story, but of interest to us parents because it offers indicators of where the industry's going. Electronic Arts will soon be offering the next version of its popular Battlefield Heroes game for free, the New York Times reports. You heard right - it will be downloadable for free. EA will make its money on advertising and in-game sales of virtual gear - weapons, clothing, etc. This is not a big leap of faith, of course. EA tested the approach in South Korea, "the world’s most fervent gaming culture," according to the Times, which adds that "in 2006, the company introduced a free version of its FIFA soccer game there ... [and] signed up more than 5 million Korean users," generating more than $1 million a month in virtual-objects sales. [See also "Virtual money, real income" and "Converting virtual cash to real."]

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    Thursday, January 03, 2008

    Videogame misconceptions

    This news story about Wisconsin legislation to put a tax on videogames reflects the widespread misconception in the US that videogames are a "kids thing." That's how the bill's author, state Sen. Jon Erpenbach, described them to WISC-TV. The motivation is good - to raise money to have youth "who commit non-violent crimes" tried in the juvenile system. "Currently, 17-year-olds are treated as adults," according to WISC-TV. The only problem is, videogames aren't a kid thing, actually. "The average videogame player is 33 years old," according to Entertainment Software Association research, and PC World blogger Matt Peckham points to the same data in asking, "Is there any way we could put an age cap on the tax? You know, since you say it's a 'kids-kids' thing, which pretty obviously means you're not talking about the ESA's '67% of American heads of households play computer and video games' statistic. I assume 'heads of households' means adults (not kids), but maybe I'm out on a limb there." Tongue firmly planted in cheek, Peckham likens a videogame tax to a cigarette one, putting a stigma on a product that probably doesn't deserve it. But taxing videogames is also about as effective as fining retailers for selling age-inappropriate games to minors, since "the average age of the most frequent game buyer is 38 years old," again according to ESA research. "In 2007, 92 percent of computer game buyers and 80 percent of console game buyers were over the age of 18." Here's one more notable statistic for anyone overly influenced by all the news media coverage about violent videogames: "85% of all games sold in 2006 were rated 'E' for Everyone, 'T' for Teen, or 'E10+' for Everyone 10+." [Here's the ESA's page on third-party research.] The really violent games are rated "M" for Mature or "AO" for Adult Only. Before anyone buys a game, it always helps to check a game's rating either on its packaging or at the ESA's game ratings site, ESRB.org.

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    Monday, December 31, 2007

    Wii-related 'parental challenges'

    A California mom was "lucky" enough this past fall to walk into a toy store right after a fresh shipment of Nintendo Wii consoles had been received. So she bought one for her child as a gift, only too soon to discover some "hidden costs." "Be prepared for "post-Wii stress disorder," she wrote in the Los Gatos Weekly Times. In the last four paragraphs of her story, she suggests how parents of Wii players can prepare themselves (including if they get hooked themselves).

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    Wednesday, December 26, 2007

    Controversial 'Cool Girl' game in Oz

    Is it a way for "cool girl" wannabes to vent their frustrations, does it teach them to bully, or does it simply entertain? Those are the questions reportedly surrounding a new mobile-phone game in Australia that's drawing international attention. Called "Coolest Girl in School," the game - quite an anomaly because designed specifically for girls - "invites young players to 'lie, bitch, and flirt your way to the top of the high school ladder'," reports Sydney-based SmartHouse magazine. It went on sale last week and the Australian Family Association called for it to be banned. The game was designed by Adelaide-based developers Holly Owen of Champagne for the Ladies and Karyn Lanthois of Kukan Studio, who said they were surprised by the pre-release international attention.

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    Friday, November 30, 2007

    Uninformed game givers

    Sixty percent of kids 8-17 expect to 1) get a game they didn't want or a game for a console they don't have, or 2) not get any or all of the games they asked for, according to a study by Weekly Reader Research cited by USATODAY. It also found that 80% of kids said they'd ask for a videogame this holiday season, and 59% for a game console. Their five favorites are Guitar Hero, Mario Party DS, Super Mario Galaxy, My Sims and Halo 3. Key advice for getting the right games, USATODAY says: know what console the child has and know the child's game picks. I would add: Know the games' ratings! Go to ESRB.org to see if a child's pick is age- and maturity-level appropriate. Meanwhile, as the New York Daily News reviews the three top consoles: Nintendo Wii, Xbox 360, and Playstation 3, the Los Angeles Times reports that Microsoft is pushing to broaden the market for Xbox Live and the online gaming it enables. See also "Support for young videogamers," zooming in on what online gaming can be like for tweens and teens.

    Related links

  • A mom's change of heart. See this from a mom who went from videogame critic to buyer because of research she read about active videogames.

  • Senators critical on ratings. Four senators, including presidential candidate Hillary Clinton, sent a letter recently to the Entertainment Software Ratings Board calling on it to "review the rating system for video games since Manhunt 2 received an 'M' for Mature" rating instead of an Adults Only one, Information Week reported.

  • WhatTheyPlay.com's giving guide - for parents who want to learn more about game consoles

  • USATODAY's "Joysticks to the world: A videogame Gift Guide" for kids, tweens, teens, adults, and older/casual players

    Readers, your views and stories are always welcome. Email them anytime to anne[at]netfamilynews.org, comment here, or - ideally - post them in our forum at ConnectSafely.org. I sometimes reprint for the benefit of your fellow readers.

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  • Real music, fake guitars

    The two hottest videogame (console, not computer) titles of the season, according to the San Francisco Chronicle - Rock Band and Guitar Hero III - are also among the most social. "The fun ramps up considerably with more players." On the other hand, "there's something mildly distressing about living in a society where cash-strapped public schools are more likely than ever to be cutting their music programs, and yet the must-have game of the season teaches you to play a fake guitar" and "the plastic Guitar Hero guitar is pretty much useless around the campfire. (Even as kindling.)" But writer Peter Hartlaub is only half serious (don't miss the wisdom of his distinction between "happiness" and "fun."

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    Socializing + gaming: Trend

    For once, 30- and 40-somethings may be leading a trend: the blending of social networking and online games. Some analysts call MySpace and Facebook "massively multiplayer games in disguise," the Daily Globe reports. The article's about sites like Kaneva.com that are "less about skill levels and escapism and more about joining friends and strangers in virtual spaces where chatting, comparing fashions, going dancing — and, yes, slaying monsters — are all options." The Daily Globe describes the experience of "a 41-year-old homemaker" who spends "hours online every day playing Kaneva," a "shopping-and-partying game - where she operates a virtual nightclub and hosts parties - because it helps her interact with people, not provide escape from them as traditional games often do." Both sides see financial gain from this trend, with social sites adding gaming features and game sites adding social ones.

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    Thursday, November 15, 2007

    Videogames: Great teachers for good & bad

    They are very effective teaching tools, a new study found, including for teaching aggression. "Students who played multiple violent video games actually learned through those games to produce greater hostile actions and aggressive behaviors over a span of six months," reports Science Daily, citing a study of almost 2,500 young people - "Violent Video Games as Exemplary Teachers: A Conceptual Analysis" - to be published soon in the Journal of Youth and Adolescence. It worked with 430 kids in grades 3-5, 607 in grades 8 and 9, and 1,441 students with an average age of 19, assessing "aggressive thoughts and self-reported fights, and their media habits - including violent video game exposure. Teachers and peers were also asked to rate the participants' aggressive behavior." With the grade-school students, "playing multiple violent videogames increased their risk of being highly aggressive … by 73%, when compared to those who played a mix of violent and non-violent games, and by 263% compared to those who played only non-violent games." The study's authors are father and son J. Ronald Gentile, distinguished teaching professor emeritus of educational psychology at the University of Buffalo, State University of New York, and Douglas Gentile, assistant professor of psychology at Iowa State University. At the University of Victoria in Canada, researchers Kathy Sanford and Leanna Madill have some comments on the kinds of literacy videogames can teach.

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    Thursday, November 01, 2007

    Manhunt 2: Heads up, parents

    Manhunt 2 was released on Halloween to reports that it's taking videogame violence to a new level (e.g, see these from the Associated Press and a CBS News station). It's now rated "M" for "Mature" for 17+, since its maker, Rockstar Games, modified it a bit last summer. "Made for the Nintendo Wii, Sony PlayStation Portable and PlayStation 2," the AP reports, the blood-drenched game has been sparking controversy since June, when the Entertainment Software Rating Board gave it a rating of "adult only" that would have excluded it from some big-box retailers, including Wal-Mart Stores Inc." In it, reports CBS in Springfield, Mass., "players act out killing and torturing someone with tools like a sledgehammer or shovel. And this is a toned down version." CBS Evening News in New York reported that Manhunt 2 is "even more intense when it's played on Nintendo’s Wii, which gets players to act out the violence." Here's ABC News's "Ultimate Parents' Guide to Video Games", complete with an explanation of the Entertainment Software Rating Board's ratings and descriptors, as well as a glossary of video and online game terms.

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    Friday, October 05, 2007

    Videogaming reduces a gender difference

    University of Toronto researchers not only found that there's a "spatial attention" difference between men and women, but also that women can catch up to men in this ability rapidly to switch attention among different objects by playing videogames "for only a few hours." "One important application of this research could be in helping to attract more women to the mathematical sciences and engineering - since spatial skills play an important role in these professions," the university's news site quotes Prof. Ian Spence as saying. While we're on the subject, don't miss a thoughtful piece in the New York Times about what needs to happen before videogames are an art form on the level of film. "If games are to become more than mere entertainment, they will need to use the fundamentals of gameplay — giving players challenges to work through and choices to make — in entirely new ways…. Like cinema, games will need to embrace the dynamics of failure, tragedy, comedy and romance. They will need to stop pandering to the player’s desire for mastery in favor of enhancing the player’s emotional and intellectual life."

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    Tuesday, September 25, 2007

    The 'Halo [3] effect'

    Get ready, parents of gamers. You may've already heard from a real authority at your house that today's the day for Halo fans - Tuesday is release day for Halo 3, and it's " almost guaranteed to be a blockbuster hit," the San Jose Mercury News reports, citing the view of many analysts that it's likely to be the top-selling videogame of 2007 and likely to "boost flagging sales" of the Xbox 360. After all, "the evil aliens of the Covenant and the Flood" have taken control of Earth, and it's up to Master Chief, "humanity's last defender" to take control back. Halo 3 is rated M (for "Blood and Gore, Mild Language, Violence") by the Entertainment Software Rating Board.

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    Thursday, September 20, 2007

    Videogames increasingly social

    Increasingly, experts are saying that banning a teen's use of social networking is like banning (or more likely inhibiting) his or her social life. That's increasingly true with videogames too. "People tend to play with friends and family more often than they play by themselves, contrary to the stereotype of the anti-social gamer that stays in their room all day," the Tehran Times (Iran's English-language paper) reports in "7 steps to make videogames good for your kids" (the article's actually a reprint of About.com's Guide to Nintendo Games but illustrates how universal videogaming is). The tips are great - they include: "Buy some active games" (like Dance Dance Revolution or games for the Wii), "buy extra controllers so you can join in," "keep the system in the open," and "don't be afraid [from all the media about violence in videogames]." As for excessive game play, the South Jersey News Online zooms in on the signs, adding that "70-90% of US youths play videogames." A tragic example of excess in videogames just occurred in China, where a 30-year-old man "died of exhaustion after a three-day Internet gaming binge" in a Guangzhou cybercafe. The Associated Press had that story.

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    Monday, September 10, 2007

    For female gamers

    US society has evolved since the '60s, but videogaming is stuck in a pre-Feminism time warp, and the Los Angeles Times profiles someone working on that problem: Christa Phillips, screenname TriXie, "a goodwill ambassador for Microsoft Corp.'s Xbox Live online game service. Her online group, GamerchiX, functions as a virtual Grand Central Terminal for women and girls who tread into the testosterone-steeped world of console gaming." TriXie told the L.A. Times that some women get either trash-talked or hit on ("or both") the minute they join the Xbox Live fray, which can be a bit of a deterrent. She estimates that 10-20% of Xbox Live's 7 million members are women. For those unfamiliar with Xbox Live, the service is used to find opponents ad teammates and to chat either via voice (usually using headsets) or instant messaging." This article offers some great context on the female gaming community as a whole too.

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    Videogames as art

    "Just like paintings, sculptures, plays, films, or symphonies, videogames can both display breathtaking aesthetics and convey powerful messages. Videogames can carry the twin payloads of beauty and purpose as any other artistic medium," writes CNET editor Will Greenwald. Click "PRESS START" on the page and you'll see screenshots of 10 examples, among them Bioshock (featuring "brilliant art deco-inspired level design and fascinating analysis of Ayn Rand's Atlas Shrugged and the Objectivist movement"), Okami, Metal Gear Solid, Eternal Sonata, and Alice. Meanwhile, CNN reports that producers in this very visual artistic medium have "largely ignored … the blind." "With that in mind, a team of researchers at the Singapore-MIT GAMBIT Game Lab in Massachusetts set out this summer to make a music-based video game that's designed for mainstream players and also accessible to the blind."

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    Friday, September 07, 2007

    CA videogame law update

    California Gov. Arnold Schwarzenegger has appealed a federal court's injunction against a law banning violent videogame sales to minors, the Associated Press reports. "The law, signed by the governor in 2005, prohibits the sale or rental of violent video games to anyone under the age of 18 and requires that such games be clearly labeled. Retailers who violated the act would be fined up to $1,000 for each violation." The judge had found the law unconstitutional, saying its definition of violence was too broad and its supporters had failed to show a clear relationship between videogame play and children's behavior. "His decision echoed a string of rulings in other states where similar laws were blocked by challenges by video game industry groups," the AP added.

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    Thursday, September 06, 2007

    Videogamers & the 'game of life'

    Parents of gamers (and gamer parents) might be interested in a thoughtful piece in the Ottawa Citizen by education technology Prof. Constance Steinkuehler at the University of Wisconsin-Madison. Referring to the perception gaps between gamers and politicians and between gamers and people over 35, Professor Steinkuehler cites Pew Internet statistics ("more than eight out of every 10 kids in America have a game console in the home and over half have two or more") indicating that we might want to bridge this divide that she straddles. "I talk to parents, teachers, librarians and other professors about the social and intellectual value of gameplay. And I talk to game players and designers about why education is important and how research on learning might have something important to say about how games are designed and experienced." Here are the intellectual practices gaming involves which she studies: "collaborative problem solving, reading and writing practices that use highly specialized language, scientific habits of mind such as hypothesis testing and revision, skills in information and communication technology (IT literacy), and argumentation." Steinkuehler says that "such practices are the mainstay of online gameplay. Together, they form that 21st-century skill set so crucial to democratic success." She also talks about online games as "third places" or useful "hangouts" (see "Digital hangouts" posted in this blog Monday). And speaking of videogames, the Washington Post just profiled "the new face of videogames" on Capitol Hill, Michael Gallagher, the Entertainment Software Association's new president, who keeps a Nintendo DS in his suit coat pocket.

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    Tuesday, July 31, 2007

    Videogame tournament on TV

    Watch out, Masters and March Madness. This week CBS Sports broadcast the World Series of Video Games, held in Louisville, Ky., last month. Reporting the day before the series aired (Sunday), the New York Times says that "viewers flicking channels looking for a ballgame or golf tournament may instead encounter a couple of young guys rocking out on plastic guitars, or some (literally) disembodied digital boxers throwing uppercuts, or a fanciful animated wizard casting a spell." Definitely a sign of videogames' mainstream-ization, but it is challenging making videogame play interesting on TV to people who don't play videogames. The show, the Times reports, consisted of highlights form the whole gaming series.

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    Tuesday, July 17, 2007

    Xbox: 'Family-friendly'

    Could the Xbox be going the way of the Wii? Microsoft has announced "several efforts to broaden the appeal of their machine to families," the New York Times reports. The efforts include more Xbox games for children and families and "a deal to distribute films from the Walt Disney Company on Microsoft’s Xbox Live Internet service."

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    Tuesday, July 10, 2007

    Game console news

    If you have an Xbox 360 player at your house, you may’ve heard of “the red ring of death.” Explains a Seattle Post Intelligencer blog, “when an Xbox 360 suffers an indeterminate major hardware failure, the normally green ring of power lights turns red and the system will not boot up. This is not a software crash but a total hardware failure, and the sad owner of the Xbox [used to have] to mail it to Microsoft and then pay $140 for them to service it and mail it back.” It’s not a problem for most 360 owners, MS says, but for those who have experienced it, good news: Microsoft is extending the Xbox 360’s warranty, saying it will devote $1 billion+ to the repair costs,” USATODAY reports. “Microsoft said it should take two to four weeks to repair damaged consoles.” Meanwhile, there’s good news for PlayStation fans too: Sony’s taking $100 off the price of its PS3, USATODAY reported in another article. The new price is $499, and Sony “plans to introduce a $599 package with a larger (80-gigabyte vs. 60-GB) hard drive and one game next month.” Analysts say PS3 sales have lagged a bit in the face of the Nintendo Wii’s success.

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    Tuesday, July 03, 2007

    Teens' videogaming time: Study

    Teen boys and girls who play videogames spend less time on reading and homework than those who don’t play videogames, a new study found. The videogame players, however, “did not spend less time than non-video game players interacting with parents and friends,” according to the study in the July issue of Archives of Pediatrics & Adolescent Medicine, ScienceDaily.com reports. The latter is *partly* good news for healthy development: "Particularly during adolescence, when social interactions and academic success lay the groundwork for health in adulthood, there is concern that video games will interfere with the development of skills needed to make a successful transition to adulthood." The survey respondents were given diaries in which they logged time spent playing video games, interacting with parents and friends, reading and doing homework, and engaging in sports and “active leisure.” Here’s Reuters’s coverage. Meanwhile, if you have an avid videogamer at your house, s/he may’ve already found this press release about how people can make $120/hour testing videogames: added incentive not to do one's homework?

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    Infected game mod

    It’s a handy, cutting-edge form of social engineering using terrible, 1986-style graphics. The “Hood Life” mod (short for modification, a bit of code that enhances or offers an add-on to a videogame) for Grand Theft Auto is demo’d in a YouTube video, but the graphics are “crudely rendered, not up to the high standards of the GTA game itself,” CNET reports, but even so 54 people have downloaded the mod. “Watching the You Tube video is safe. The danger comes at the end when the video displays a site where you can download the game mod itself. Should you download the file and install, your computer will be compromised upon reboot.” There are also videos on YouTube that teach people how to write and distribute viruses, according to CNET.

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