The Strong Museum Announces First Inductees To Video Game Hall of Fame

The Strong Museum, also known as the National Museum of Play, has announced their inductees to their first few inductees to their video game hall of fame. Who made the cut? Spoiler: You won’t be surprised by their choices!

Let’s go game by game with what they had to say.

Super Mario Bros

Created by legendary game designer Shigeru Miyamoto, Super Mario Bros. jumped onto the scene in 1985, quickly becoming one of the most recognizable games ever. Mario first appeared as Jumpman in the arcade game Donkey Kong but gained icon status through Super Mario Bros. Mario’s infectious, upbeat personality helped reinvigorate the struggling video game market. Since his introduction, the character of Mario has appeared in more than 200 games and on every Nintendo console ever created. Mario himself not only became the face of Nintendo, but also the face of the video game industry as a whole.

The most obvious of choices, Super Mario Bros. The franchise is the highest selling video game franchise of all time, and Mario is by far the most recognizable video game character of all time. Though my guess is that the franchise made it on Mario Pinball Land Alone.

Tetris

Tetris sprang from the Soviet Union in 1984 and spread to other Eastern European countries. In 1987, Tetris launched on PCs in North America and Europe. A rollicking Russian folk tune gave it an unforgettable soundtrack. And when the Japanese video game developer Nintendo packaged it with the debut of the Game Boy handheld system in 1989, it traveled to every corner of the globe, selling hundreds of millions of copies across a variety of platforms. It’s become such a cultural icon that the game has even been projected on the sides of buildings gracing the skylines of cities around the world

From Russia with fun, Tetris was one of the first games to popularize handheld gaming. It’s really the perfect game. Who doesn’t love a good ol’ game of Tetris? No one. Anyone that tells you otherwise is a liar and a thief.

Doom

DOOM exploded onto the video game landscape in 1993 and helped shape the course of gaming history by introducing the idea of a game “engine” (separating the game’s basic functions from other aspects, such as artwork), encouraging multiplayer interaction, and popularizing the first-person shooter genre. DOOM was a commercial success, but its most important legacy is the impact that it has had on the form, function, feel, and perception of so many games that followed, such as Half-Lifeand HaloDOOM also became a highly visible symbol of the widespread debate over the role of games and violence in society that emerged in the 1990s.

Doom is a clear choice for the representation of the PC gaming emergence. Not only did it stop thousands of employees from doing their job, but it also sparked a wide spread debate over the place of mature themes of violence in video games.

Pacman

Pac-Man, which debuted in 1980, pushed video games forward as a mass cultural phenomenon. The simple maze game captured the imagination of millions of people and became the best-selling arcade video game ever. At the same time, Pac-Man himself  became the first iconic ambassador of the video game era—at once symbolizing video gaming and transcending it as he crossed over into mass culture. The game launched the first massive video game licensing craze, spurring the sale of home consoles, handheld devices, toys, clothing, and even housewares. Since its release, Pac-Man and its many variations and sequels have munched their way into countless arcades, homes, and new digital spaces.

Pacman may still be the most popular arcade game. Everyone has played at least one round of Pacman. It also may be considered the first survival horror game of all time.

Pong

By most measures of popular impact, Pong (1972) launched the video game industry. A simple game involving two paddles and a ball, Pong introduced millions to the joys of playing video games. Although it was not the first electronic game, and the Magnavox Odyssey home console already featured a similar tennis game,Pong was the first game to grab wide-scale public attention. Its success propelled Atari into a preeminent role in the video game industry. Decades after its launch, Pong’s iconic sound, intuitive controls, and satisfying game play still resonate, inviting people to try their hand at keeping the ball bouncing as long as possible.

Pong is obvious choice for anyone who knows anything gaming. It may not be the first video game to be created, but it certainly was the first to popularize the medium. Also, those graphics are still insane (THE PADDLE RENDING IS AMAZING!)

World of Warcraft

By bringing tens of millions of people together in a compelling virtual universe, World of Warcraftcontinues to reshape the way people think about their online lives and communities. In this “massively multiplayer online role-playing game” (MMORPG), players create unique virtual avatars to represent themselves as they explore an open, constantly evolving world.  After its release by Blizzard Entertainment in 2004, World of Warcraft became the largest and best-selling MMORPG ever created. As of February 2015, the game boasted more than 10 million subscribers—only slightly reduced from its peak of 12 million in October 2010—with 100 million accounts created since the game’s release.

WOW is a cultural and social phenomenon that has connected people in ways people wouldn’t have guessed video games could do. Not only has it devoured the lives of many of its inhabitants, but it has created life long friendships, partnerships, and even romances. It’s pretty crazy; it truly is a world within a game.

So there you have them: The first few inductees into the video game hall of fame. All fairly easy and logical choices that won’t stir the pot. We’ll keep an eye out to see which other franchises will make the list.

Banks Using Video Games to Bring In Younger Clients

Young people love video games, but hate banking! What a conundrum! The two are not mutually exclusive anymore, as Yahoo News is reporting that banks are using Video games to bring in new clients. Banks include several in Switzerland, and even Fidelity investments created a Virtual Reality game called StockCity

StockCity combines the fun of looking at things with the fun of the stock market! That’s 0% fun!

Those of you who put all of your money into Nintendo’s “Pokemon Bank”, only to find out that it was neither a physical place or a bank for money, may be weary of Banks making games to trick the younger generation into investing for the future, but it’s just the latest trend to grab this generations attention.

5 dollar transaction fee for withdrawing a Pokemon

Should we care? Probably not. It’s interesting in the sense that video games are such a big part of our culture that areas that video games have virtually nothing to do with are being invaded by them, but it’s still feels like nothing more than a marketing ploy. If anything, video games are evolving to become the “grab” for younger generations, and that’s certainly something sociologically interesting. That said, maybe video games can help people figure out their finances? You Need a Budget is one of the most popular budgeting programs out there, and it’s available on platforms like Steam, so there is somewhat of a audience. Still, it’s pretty silly that bank marketing men are getting together scheming about how video games will bring in new clients. As Yahoo’s Finance Senior Columnist put’s it:

“I think we may look back and say this was a ridiculously patronizing way of treating younger people… they play a lot of video games, they grew up with them, therefore that’s the only way that they can have information presented to them.”

Now excuse me, I gotta go play a game that’s going to trick me into celibacy (That’s gotta already exist, but I’m too afraid to look it up).

New Study Links Video Game Usage to Alzheimer’s Disease (A.K.A New Study Doesn’t Say That)

If you’re keeping up with the news of the day, you may see numerous news outlets reporting that a new study coming out of a research group in Canada is claiming that they’ve discovered a link between video game usage and Alzheimer’s Disease. The studies does not claim that. However, the  The Douglas Mental Health University Institute was quick to examine the research and make the claim for the researchers in their very own Press Release designed to scare video games right out of your hands (And hearts…).

The Guardian has a great piece written by Chris Chambers, professor of cognitive neuroscience at the school of psychology at Cardiff University, on why these claims are ridiculous…but essentially it’s correlation being blown up by media outlets to grab viewers. Hey media, don’t do that. Be better, please. As chambers points out, the brunt of the “link” comes down to this:

1. The type of learning shown by the gamers has been associated in previous studies with increased use of a brain region called the caudate nucleus

2. Increased use of the caudate nucleus can be associated with reduced volume of the hippocampus

3. Reduced volume of the hippocampus can be associated with increased risk of Alzheimer’s disease

4. Therefore (take a deep breath) video gaming could increase risk of Alzheimer’s disease

That’s not how things work. It’s grade A conjecture on the part of those making the claims.

The press release also includes a statement from the lead researcher that is a clear exaggeration. Dr Gregory West is quoted as saying “we also found that gamers rely on the caudate nucleus to a greater degree than non-gamers”. Actually they didn’t find this at all, because their study didn’t measure activity in the caudate nucleus. Instead it measured a type of behaviour that previous studies have associated with activity in the caudate nucleus. There is a world of difference between these two, and readers would do well to take these latest claims with a generous helping of salt.

We live in world where conjecture is more attractive that facts, so I felt it was appropriate to get some of the bigger eye grabbing headlines out of the way, as to not waste our time on them in the future.

“New Study Shows Link Between Video Games and Being Able to Fly” – A new study out newbury community college has shown that if you play video games you’re more likely be able to grow wings and fly. This study was conducted on a population of 50 students that we’re hanging out by the quad’s pond and prefer to migrate north during the winter.

when will senpai Crash notice me?

“Can Video Games Make You Impotent?” – A Floridan man claims that he became impotent after playing too much  Crash Bandicoot. “No woman will ever look as sexy to me as that Bandicoot, thus I’ll never be able to make love” the man said to a mirror.

“Is There a Link between Playing Candy Crush and Going to Hell?” – A cartoon child drawn by another child, found that people who play video games are more likely to burn in damnation. He found this out by staring at a pond for hours until he imagined it. WHAT A SCOOP.

That’s enough ranting for now..

This Day in Gaming History: Nintendo’s Revolution

This is a new feature on the blog in which we look back at some of the important landmarks of video game history and explore how they changed the video game landscape.

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Today we take you back to the futuristic past of the year 2005 with the unveiling of Nintendo’s little rectangular console that would be a revolution in gaming.

IT’S THE WII

As crazy as it sounds, it’s been over a decade since Nintendo first revealed the Wii (Then called the Nintendo Revolution). Marty… we gotta go back to May 17th, 2005.

E3 2005 is in full swing, gamers are enjoying the amazing games like Resident Evil 4 at home, and the final Star Wars film will be in theaters in only a few days (YOU’VE FOOLED US AGAIN LUCAS!). Sony and Microsoft have already announced their next generations consoles the day before and Nintendo is the only major conference left. 30 minutes into the conference Mr.Iwata takes the stage and proclaims “We gave you DS, a new Game Boy, and new games to play on them. And now, you say you want a Revolution? Well, we’ve got one”,  to which he pulls out the console. The next few months were filled with speculation over hardware and what to expect on the little console from Nintendo (Spoiler: Some good games, but a lot of waggle).

A snippet from Nintendo’s press release immediately after the conference:

NINTENDO’S COMPACT CONSOLE WILL TURN THE WORLD OF GAMING ON ITS SIDE

New System will be Forward-Thinking, Yet Backward Compatible

LOS ANGELES, May 17, 2005 – Each generation of video game consoles builds on the past to set new standards for the future. As the company with the strongest heritage of innovation, Nintendo redefines expectations for all next-gen systems by employing a wide-ranging strategy to attract more kinds of gamers to more kinds of games. When Nintendo’s new console, code-named Revolution, arrives in 2006, everyone will discover the meaning of All-Access Gaming.

“We will show the world what a next-gen system can be. Revolution marries the strongest heritage of innovation to the future of gaming,” says Nintendo President Satoru Iwata. “With backward compatibility and the ‘virtual console’ concept, the stylish, compact body provides maximum gaming power. It will not only take home entertainment into another dimension by expanding the definition of video games, but it also will give you access to the great history of gaming.”

“Our next console proves small in size but big on ideas,” says Reggie Fils-Aime, Nintendo of America’s executive vice president of sales & marketing. “We’re throwing open the doors of gaming to wider audiences, from casual players to hard-core gamers who live for the thrill of defeating an endless army of wireless opponents.”

One omission you’ll probably notice about the press release is the lack of comments talking about the Wii’s motion controls, which weren’t actually detailed until sometime after the console’s initial announcement. It wasn’t until The Toyko Gameshow 2005 that Nintendo announced the hallmark of the Wii, it’s unique motion controls via its sensor bar and remote like controller. At E3 2006, a year after the console’s announcement, Nintendo finally announced the change from Nintendo Revolution to Nintendo Wii, which disappointed some gamers in the end.

So why do we care? The Nintendo Wii was and is still Nintendo’s highest selling video game console to date (2nd only to Sony’s PS2) and is the first console to popularize motion controls. Today, many will brush off the Wii as passing fad or a phenomenon charged by popularity, but it really was a drastic change in the gaming landscape from one of the oldest and most prominent names in gaming. It radically changed how the company viewed gaming and what they prioritized in making their consoles. Sony and Microsoft’s secondary motion control efforts are proof of concept for Nintendo and proof that Nintendo really did create a spark.

Beyond that, the Wii introduced (or reintroduced) many to video games and expanded the community of gamer to be more inclusive than ever. Your mom was playing the Wii, your grandma was playing the Wii, your high school teacher could school your butt at Wii Golf. It was in every sense of the word a phenomenon.  Wii Sports, the console bundled in game, is the best selling console game of all time and many of the console’s titles went on to remarkable success. Nintendo showed that you didn’t have to be the most powerful console on the market to be the most successful; sometimes innovation trump hardware.

Did Nintendo follow through on a revolution? In some ways yes. The Wii was a momentous video game console that will go down in history as a game changer, but certainly it didn’t have the lasting effect Nintendo would have hoped for. Nintendo squandered some of the momentum they created by tacking on needless peripherals and control options, but many games at their core benefited from the added on motion controls; games like Super Mario Galaxy, Legend of Zelda Skyward Sword and Metroid Prime 3 are shinning examples of how beloved franchises can benefit from innovation.  Of course, their next move may have been their worst: the Wii U has suffered from some of the same pitfalls the Wii befell; lack of third party support, lack of a pleasing online structure, lack of new IPs, and a poor marketing presence are some of the console’s blemishes. Still, we can only look back on the Wii’s announcement as a door opening in the video game industry. Like it or not, the Wii was something special.

What do you think about the Wii? Was it just a waggle machine or was it really an innovation from Nintendo?

Psychologist Philip Zimbardo “Video Games Have Sabotaged What It Means To Be Male “

Fairly well know psychologist Philip Zimbardo, famously known for the Stanford Prison Experiments, has been making the rounds recently discussing the findings in his new book “Man (Dis)connected: How Technology Has Sabotaged What It Means To Be Male”I haven’t had the time to read his book, but it’s clear that he’s making some bold claims about how video games are changing the social development of today’s youths, specifically boys.

The Guardian has a pretty well done interview with Zimbardo, so I’ll be focusing on their piece rather than his actual book (I’m poor and too busy to with a full time job/lazy/ don’t really want to support him) On why we’re seeing boys retreat into cyberspace and video games more than their female peers:

“Boys have never been self-reflective. Boys are focused on doing and acting, girls are more focused on being and feeling. The new video-game world encourages doing and acting and not really
thinking. Video games are not so attractive to girls.”

That’s a pretty hefty generalization, albeit not completely untrue. Biologically boys have some proclivity to being less “self reflective” and focused on “action and doing”, but a lot of it has to do with a child’s socialization.  The way we treat little boys and girls, in addition to the images we show to them of what it means to be a boy or a girl has just as much to do with a child’s habits as their biological make up.  Additionally, just the way education is presented to boys and girls is strikingly different; young girls are socialized to hold education in a higher esteem than young boys. Obviously Zimbardo is making this statements to make a generalization about the current population and is probably somewhat representing the population as a whole. That said, if we as a society change the way we socialize young boys and girls then maybe that statement will begin to lose truth.

Secondly, no. Video games are attractive to both young boys and girls. If anything, video games are now more attractive to both males and females than ever before. More and more the gender divide in the gaming community is becoming less unequal. Though it still has a long way to go, it’s clear that young girls enjoy playing games just like young boys; video games have historically only been taught to be  “boy thing”, big impart due to marketing and parenting. I don’t agree with that statement.

The driving cause Zimbardo places in his theory of boys becoming addicted to porn, video games, and Ritalin is lack of a father figure in the household.  The lack of a father, or any second parental figure, obviously changes the dynamic of any household. That’s one less parent to provide affection, attention, and income.  All of these factors lead to scenarios in which it’s harder for a child to create more stable relationships and social skills. For example, children from a one parent household are less likely to engage in extracurricular activity because their parent has less time to take their children to the activities or have the money to spend on the activity. This lack of extracurricular activity leads to less chances for socialization and more towards being motivated to seek electronic alternatives. If anything, video game and porn addiction are a symptom of a greater issue. However, these are things that Zimbardo probably already knows and perhaps even addresses in his book.

My biggest issue, and I say issue sparingly as obviously I haven’t read his book, is that video games once again are seemingly taking the blame for something else that’s at hand. Video games, like any other media, can be an outlet for many problems and not necessarily the cause of those problems. Zimbardo doesn’t sound like he’s arguing that, but when you make claims like “Technology Has Sabotaged What It Means To Be Male” it puts the blame on the object, rather than the underlying causes that are resulting in the object overuse or misuse. Yes, more advance technology give easier means of escaping reality and disconnect, but the reason why people are desiring to disconnect and escape is the issue at hand.  Granted, Zimbardo expresses desires for games that better promote social relationships and cooperation, but he’s gotta be better at making a enemy out of something that isn’t there.  I will say this: the book sounds more grounded than it’s shocking title.  Zimbardo is a smart guy, albeit one with questionable tactics, and he has to know hyperboles aren’t helping anyone. Though shock and awe seem to be his style…

Who is The Average Gamer?

With the 2015 Essential Facts about the Computer and Video Game Industry recently explored, I thought it would be interesting to use all of the data to create a picture of who the average gamer is.

How are constructing this picture? Using the Data that the ESA gathered in their annual report on the demographics of the video game community we can pull it all together to create a hypothetical person. Granted, this person does not represent the entirety of the video game industry (in fact they probably won’t represent a lot of gamers), but it will convey the most typical gamer.

Why is This Being Done? There’s a lot of application to this kind of data. By understanding who the “average gamer” is, we can determine who the industry is primarily catered towards. While we’re making strides in being a more inclusive industry, the video game industry is still one of marketing and product creation with the average consumer in mind. With an understanding of who their target audience is, we can better understand how to expand that audience.

Views in the past. It goes without saying that one’s idea of the average gamer is something that has changed quite significantly in recent time. Years ago video games were thought to be primarily a children’s activity, but we’re discovering that this is no longer the case. The industry is no longer one dominated by young boys; we’re seeing that the industry is diversifying more and more as we go on. Thus, it’s important to reevaluate how he picture the average gamer:

Who is the average gamer?

We’re creating a person; we’ll need a name for this person. Let’s call this person Avery (Yeah, it’s a little on the nose..) Who is Avery? How old is Avery? Is Avery a male or female? What games does Avery play? Who is Avery playing with? How much time does Avery spend playing video games? LET’S FIND OUT WHO THIS AVERY IS.

Avery is a 35 year old male. In Avery’s household, there is one other person in the house that plays video games. The household owns at least one dedicated video game console, but Avery also plays a good amount of his video games on his PC. Avery isn’t new to video games, in fact Avery has been playing video games for 13 years. Avery plays games in moderation; he actually only plays about 3-4 hours of gaming a week. However, the usage of his console doesn’t end there; Avery uses his console to watch movies, watch TV and other forms of media. When he does get sometime to play games, he’s playing mostly social games, action games, and puzzle/card/board games. He plays with others either online or in person, but when he does it’s primarily with his friends. He spends a fair amount on video games per year, as he believes that video games are a good value for his money in comparison to other forms of media (dvds, theaters, etc.) Recently Avery has made a switch to buying more games digitally than physically. Last year, some of the games Avery most likely played were Call of Duty: Advanced Warfare, Madden, and the Sims 4.  Video games are becoming a greater and greater part of Avery’s everyday life; the time he plays per week are increasing every year and the amount of money he spends on games is also increasing. How long will Avery remain the average gamer? That remains to be seen.

If Avery was a parent:

Avery is knowledgeable about his children’s video game usage. He’s aware of the the ESRB ratings of each game and monitors the content of the game his kids are playing. He believes that its the parent’s responsibility to limit the amount of time their kids are playing games, surfing the internet, and watching TV. Avery believes video games are a positive part of his kids live’s, and will even play with his kids from time to time.

Admissions:

1) Race statistics on the video game industry seemingly don’t exist, or at least there isn’t a reputable source that I could find. Many studies examine racial representation and racial preference in video games, but not necessarily the demographics on the industry as a whole. That said, it’s not unreasonable to assume that the racial make-up of the American video game industry isn’t that far off from the general make-up of the United State’s demographics. This leads me to assume that the average American gamer is most likely Caucasian.

2) This portrait of the average gamer is representative of the United States, and may not be reflective of  other communities. Obviously we can assume that some of the statistics will carry over (Male dominated, for example, is one that is most likely true of most communities)

3) I’m only working with the research at hand. Unfortunately I’m not able to conduct my own research to narrow down other aspects of this portrait, and as a result we’re still left with a lot of mysteries about the average game.

So there you have it, a partial look at who the average gamer is. I hope this has been somewhat insightful and helpful for anyone trying to gather a better understanding on the video game industry. If not….eh, I tried.

ESA 2015 Essential Facts About The Computer & Video Game Industry

It’s that time of year again when the Entertainment Software Association (ESA) release their  yearly findings on the demographics and make up of the video game industry. The ESA is the foremost gatherer of this type of data and this yearly survey is the most in-depth of its kind. This is important stuff and extremely useful for anyone seeking data on video games and their communities.

Now you may be asking: “Who is this ESA and why should I believe the data these dweebs are spouting?” Well, 90s Bully child, who better to tell you who the ESA than the ESA themselves:

The Entertainment Software Association (ESA) conducts business and consumer research, and provides analysis and advocacy on issues like global content protection, intellectual property, technology, e-commerce and the First Amendment in support of interactive software publishers. ESA owns and operates E3 and represents video game industry interests on federal and state levels.

Yeah, so they’re those people…Them.  A better description would be that they’re a organization that gathers pertinent information to better regulate content within the industry by partnering with a lot of the biggest names in the industry. In addition to the ESRB, the group that decides Manhunt is a more mature game than Pikmin (YOU’RE PLAYING WITH LIVES IN BOTH GAMES), they have programs that give scholarships to youths, a board that acknowledges achievements in the industry, and a group of advocates that promote taking action in support of video games. All in all, they’re a pretty cool organization that is making a positive influence on the video game industry.

Enough of that jibber-jaber, let’s get to the data!

Genderage

The average age of gamers has increased significantly from last year’s data, which found that the average age of a gamer was 31. What’s leading this change? Could be that mobile games are reaching a larger audience than in previous years.  Another thing to note is that percentage of female gamers has actually decreased this year; last year they made up 48% of the gaming population. This change could representative of the sample population, or it could reflect a change in certain marketing over the past year.

socialThe majority of gamers are social gamers. Gone are the days in which gaming was primarily done by yourself in a dingy basement that may or may not have mold on the ceiling; Now it’s done in the same basement, but with people playing with friends! That said, this makes sense: most major video games now have an online component to them. Only 4 of the top 20 best selling games last year didn’t have a major online component to them, and 3 of the 4 were aimed at children.what we playGames that connect people are on the rise and more than ever we are playing with people across the world. Online communities are now global networks with people working and playing together. You’re next best gaming partner could be a thousand miles away from you. However, I would be interested to know how the ESA defines a social game: Is Super Smash Brothers and social game because it features online play?

esrb

The gaming landscape is still one that is incredibly diverse in terms of themes and age levels. There’s a tend to lump the majority of games in as “mature and violent”, but the majority of video games still are considered family friendly. 11 of the top 20 best selling games last year were rated E or E10+.

parentsThe relationship between gaming and family is an ever changing one. Parents are learning how to incorporate and monitor the usage of gaming in their children’s lives. The percentage of parents that monitor the games and hours their children play video games is 91%, up from 87% last year. The influence of video games on children is something we’re gradually getting a better understanding on, so it make sense that year after year parents are becoming more involved in their childrens gaming habits.digitalvs

Lastly, for the first time in the history of video games, digital sales seem to have surpassed physical copies. Keep in mind this is for the industry as a whole (which includes both mobile and PC games), but it’s still an important milestone for the industry. As we discussed, the trend towards digital games raises question about the future of video games preservation. The number of mobile games and digital only games will only increase in the coming years, so you may want to rethink your physical copy library you’ve been creating over the years.

All together it’s an interesting year for video game demographics. We’re advancing towards a more inclusive and diverse video game population, but we’re still taking strides. As we see, it’s not always a one way street towards equal demographics, as the numbers and ratios of gamers will flucate over time.

In the upcoming weeks I hope to use all of this research to best come up with a picture of the the average gamer and evaluate what insight we can pull from understanding the typical gamer.

***Please keep in mind that this data is representative of a survey population and does not neccessarly represent the entire population of gamers. While it is probably the best research and data we have on the subject, a population of 4000 households  is still just a survey population attempting to make statements for a population that is increasingly changing and growing.

Useful Links:

ESA 2015 Essential Facts

ESA 2014 Essentail Facts

ESA’s Website

Study Shows Link Between Excessive Gaming and Behavioral Issues

SHOCKING HEADLINE: A new study posted in  the Journal of Psychology of Popular Media Culture finds a correlation between playing games for an extended amount of time and behavioral issues in teenagers. KEEP THAT POKEMON AWAY FROM THEM TWEENS, OR YOU’RE GONNA GET TROUBLE!

The new study posted in  the Journal of Psychology of Popular Media Culture  evaluated the amount of time spent on video games per day and the behavior habits of teenage students in class. The Washington Post has a pretty good break down of the study in general, so check it out here. As you might expect, teens who played more than 2 hours a night (on average) exhibited more behavioral issues, such as hyperactivity, and were less interested in their academics. The sun is also hot, and Mario sometimes jump (SPOIIILLLEERRRR).  Furthermore, the study found that gamers who played solitary video games  showed less of these behavioral and academic problems than those who played competitive online games. However, teenagers who played online social games were less likely to exhibit social problems and were found to be more emotionally stable. PUT THAT ON THE BOX BLIZZARD!

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I apologize if I sound cynical about the first half of the study, but this form of study is one that we’ve seen several times in the past few years.  It’s correlation without causation. It’s easy to find a common thread in video games between respondents that are hyperactive and young because it’s an easy target. 10 years ago similar studies were done to say that internet use is leading to behavioral issues, 30 years ago it was TV corrupting our kids, and 60 years ago it was too much Radio leading kids astray (NPR led me to satanism).  It’s not to say that video game consumption isn’t an issue, but it’s a outlet for other isss. We have a habit of demonizing whatever media is popular among youths as corrupting, which in this era is video games.

That said, the study is one step in understanding how video games effect our lives, which is obviously something we like here on the blog. It may not be a drastic leap forward, but perhaps it will pave the way for future research evaluating how video games lead to specific social behaviors. A step is still a step, right? We’ll get there one day…

New Study Shows Benefits of Narrative in Video Games

Coming out of the University of Innsbruck  and Albert Ludwigs University of Freiburg, we have some research that probably won’t set the world on fire, but is interesting nonetheless.  The study looks at the benefits of narration in video games on the players experience and satisfaction, in addition to the benefits towards theory of mind (We’ll talk about what that is a little later).  It’s a pretty jargon heavy and technically written piece of research, but it’s worth a read if you’re interested in how a narrative can change a player’s experience.

You may be saying: “Hey! That sounds pretty obvious you dolt!”. I would first ask you to not call me a dolt (You know how that makes me feel…) and secondly I would say it’s a little more complicated than it sounds. Essentially the researchers found that narrative games create immersion that allows for players to better develop a sense of understanding towards the thoughts and beliefs of others (via those of in-game characters), in addition to finding that narratives in game increases satisfaction in players. The finding towards theory of mind (which I terribly boiled down above)  are small, but beneficial. The uses for such benefits could be used in future practices with an example being in working with kids with social development issues.

Is that Mario or a playboy bunny…?

I told you it wouldn’t set the world on fire with fascination. Hey, not all research studies can be exciting pieces that reveal to you that all gamers have a slight sexual attraction to plumbers because of Super Mario Land 2**** (Specifically that game, for whatever reason)

**** Research is in the process. Please don’t steal my brilliant idea

Update – EFF: “Videogame Publishers: No Preserving Abandoned Games”

This week the Electronic Frontier Foundation updated followers on their on-going crusade to fight for the rights of gamers and communities looking to keep their favorite games and communities going after publishers shut down servers and means to access said games.

We brought up this battle awhile ago, at it seems that the EFF’s fight has only been met with stark resistance from the publishers, specifically the Entertainment Software Association. This blog like both the EFF and the ESA, as they’re both doing some great things on the front of video game struggles and research, so it’s  unfortunate that they haven’t found common ground.

Let’s go over their update:

The EFF recently petitioned for “legal protection to game enthusiasts, museums, and academics who preserve older video games and keep them playable”. Specifically, they’re seeking exemption in certain cases from the Digital Millennium Copyright Act’s anti-circumvention provisions.  Their petition has been strongly opposed by the ESA, whom is arguing that any exception will send a statement to would be hackers that some forms of piracy is lawful. Damn pirates, always wanting to try do something ridiculous like play the games they bought online after they’ve been abandoned. What a bunch of jerkos!

This issue is an important one for gamers and researchers seeking to preserve gaming history. As we approach a time in which video games are slowly making their ways into museums and dedicated  channels, such a blanket stance against communities trying to keep certain games from falling into obscurity is counter-productive and harmful to the industry. As it’s been mentioned on this blog before, certain games only exist playable in some form because of the efforts of hackers and pirates; without, it’s unknown whether we’d still have these games.

This isn’t a closed case, and the EFF is still fighting for the rights of these groups. I’ll try and update this and the case goes on,