Category Archives: Videogames
A man in Guam was recently married to his “Love Plus” girlfriend Nene Anegasaki. The virtual Nene attended curtosey of a Nintendo DS and the marriage was open to reporters and broadcast on a webcam.
“There’s no word on honeymoon plans, but the two will be holding a small reception for family, close friends and the internet.”
So I guess this means that any children they have would be Virtual Boys (and girls).
Yes, I know, bad joke.
Microsoft has confirmed that the new Zune HD will feature a touch screen, HD video out, internet browser, and a new focus on gaming.
Following Apple’s recent announcement of a new focus on games for the iPod Touch, this comes as no surprise.
As a side note, my iPod Nano is getting only 1 hour of battery life now, so the anticipated switch to a Zune is coming soon.
The iPod with an identity crisis, the iPod Touch, was recently bestowed with a more focused goal by Apple CEO Steve Jobs.
Jobs told the New York Post that Apple will follow the lead of its customers (who have made the Touch a popular handheld gaming device despite the original focus on music), and will market it primarily as a “game machine”.
“Originally, we weren’t exactly sure how to market the Touch. Was it an iPhone without the phone? Was it a pocket computer? What happened was, what customers told us was, they started to see it as a game machine.”
I think it is safe to say that video games are firmly established as a part of our culture and will become more ubiquitous each and every year. Regardless of where you are, you can get likely get access to a video game (you could probably be playing a game in less than 20 seconds from now if you wished).
Although the potential for misuse (read: overuse) is present for any video game system, due to the nature of handheld gaming (short & simple games), the potential for excessive habits appears to be far less than for PCs and consoles.
As promised, it is not all doom (the adverse fate, not the game) and gloom (the state of melancholy, not the Pokemon) here at the TechAddiction Blog.
A new report by the Sesame Workshop has outlined some of the positive effects of playing video games.
If games are played in moderation, are age appropriate, and avoid violent content, some of the potential benefits include:
– Exposure to new vocabulary words, history, and science concepts
– Improved math and complex problem solving skills
– Improved “Systems Thinking” (how changing one element affects larger relationships)
– Improved physical health (for “active” and fitness games)
For more details, check out the full report.
PC World has a new article on the worst videogame consoles of all time. The systems span 30+ years, but most are from the 70s and 80s. And the winners (losers?) are:
10) The Apple Pippin
8 ) Nokia N-Gage
7) Mattel Hyperscan
6) Gakken TV Boy
5) RDI Halcyon
4) Philips CD-i
3) Tandy/Memorex VIS
2) Tiger Telematics Gizmondo
1) RCA Studio II
I am kind of surprised that the Virtual Boy (possibility of permanent eye injury), Sega CD / 32X (really testing the limits of consumers’ tolerance for add-ons), and GameGear (4 hours of life on *6* non-rechargeable batteries) did not make the list.
According a NPD survey of 20,000 individuals, the percentage of females who play videogames increased from 23% in 2008 to 28% in 2009.
– Female gamers in the “extreme” category (more than 39 hours per week) increased by 4%
– 39% of total gaming time is spent with online games
PC World has published a list of the oddest / most awkward / most useless videogame accessories of all time.
Included in the list:
The Nintendo Power Glove:
The Laser Scope:
The Entertainment Software Association (ESA) recently released the annual “Essential Facts About the Computer and Video Game Industry” report.
A few findings:
- 68 % of American households play videogames
- 42% of homes have a gaming console
- The average age of players is 35
- Females make up 43% of online gamers
“This is the new golden age of entertainment software. Our products are now being enjoyed by over two-thirds of Americans”
Also, according to the study, parents are present 92% of the time when games are rented or purchased. If accurate, this is encouraging. Of course, being “present” does not necessarily mean that parents are informed about the content of the purchase…
Microsoft’s “Milo” demo at E3 seems to be generating a lot of interest / debate. Using the “Project Natal” technology, an actor talks to a virtual boy (Milo) who interacts with her, appears to understand her, and holds a conversation.
If you havn’t already viewed it, here it is:
“The key thing there is that it seems real. I’m not pretending we’ve cracked the hardest problem of AI; I’m not saying this is the start of Cyberdyne Systems from Terminator.”
“The interesting thing is this uncanny valley and how we’re breaking through it. People who experience Milo really go away believing they can talk to him.”
Interesting for sure. Apparently this is more than just a tech demo and the development of an actual “game” is well underway. Just how much of this short interaction was tightly scripted remains to be seen though.
Interview on the “tricks” behind the demo here