How Riot Games Cut Down Online Harassment in League of Legends

Video game communities really are interesting microcosms; small societies that have their own ways of life and governance.  A major part of sociology is examining how social institutions(Religion, Government, Law Enforcement, Social Clubs, etc.) reproduce societal beliefs. Video games are a relatively new social institution, as for a long time their social components were reliant on other forms of society, such as the creation of social clubs or social ties with others. With the advent of the internet and online communities, video games have arose as a social institution of their own; a formative social structure that brings people together  and replicates what it means to be apart of society. For example, if a person had no outside knowledge of the world, video games may be able to give that person a sense of the morals and beliefs of the greater society.

Even games like Grand Theft Auto can teach about what is acceptable and unacceptable behavior in a society, as if you break the law in the game cops and bystanders will react to your actions. There’s morals and lessons to learn in about any game, but where sociology really finds its footing is in the online communities that have formed in and around specific games.

Why do I bring up all of this nonsense? It’s because the development staff over at Riot Games have created a governing system in their insanely popular game, League of Legends, that exemplifies this idea of video games as a social institution.  Jeffery Lin, a lead game designer for the team, wrote a really insightful piece  for Recode.net.

Let’s go over some of it.

But that led to a big question: How do you introduce structure and governance into a society that didn’t have one before? The answer wasn’t as simple as abolishing anonymity. Privacy has become increasingly important online as data becomes more widely available, and numerous studies have shown that anonymity is not the strongest cause of online toxicity. While anonymity can be a catalyst for online toxicity, we focused on the more powerful factor of whether or not there are consequences (both negative and positive) for behaviors.

The team had been seeing a problem of online harassment for sometime; problems of racism, sexism, and homophobia were among the community’s issues. To curve the amount of harassment, the team at Riot created something called the Tribunal System. The system effectively creates  case files for the community to view and judge whether they deem them acceptable or unacceptable. If an action is deemed unacceptable by the majority of members, then players will be given warnings and then an eventual ban if they persist.

As a result of these governance systems changing online cultural norms, incidences of homophobia, sexism and racism in League of Legends have fallen to a combined 2 percent of all games. Verbal abuse has dropped by more than 40 percent, and 91.6 percent of negative players change their act and never commit another offense after just one reported penalty.

That’s pretty remarkable, and a clear indicator that online communities can benefit from a form of organized structure. By putting it up to the majority of gamers, you’re probably not going to see bans given out for trivial things like gloating or leaving a game early.

However, the system isn’t just to penalize people, as there is also a system in place for rewarding gamers who effect the game positively.

In League of Legends, we’re now able to deliver feedback to players in near-real-time. Every single time a player “reports” another player in the game for a negative act, it informs the machine-learning system. Every time a player “honors” another player in the game for a positive act, it also trains the machine-learning system. As soon as we detect these behaviors in-game, we can deliver the appropriate consequence, whether it is a customized penalty or an incentive. Critically, players in the society are driving the decisions behind the machine-learning feedback system — their votes determine what is considered acceptable behavior in this online society.

I’m just going over what you can read in the article itself, but I think it’s important to point out how meaningful this is to the study of video games as social institutions.  Games can now have their own system of government, penal systems, and other facets of society that we probably would have never guessed would appear in a video games. They’re mirroring society, yes, but they’re also expanding and changing what it means to live in society. Video games have the unique ability to augment the parts of society that we deem  important or interesting; we can potentially create more dynamic and interesting societies than even our own.

Time’s “Everything You Know About Boys and Video Games Is Wrong”

A new Time’s piece is claiming that everything you know about boys and video games is wrong. I don’t know if exclusive knowledge on either subject is false, but you may as well throw away all of your beliefs about both boys and video games. Rosalind Wiseman, whose work you probably have experienced without even knowing it (Her book was the basis for the movie “Mean Girls” for example) explores how middle school and highschool boys view sexism in video games. Should we care? Is this study worth your time?  “Forget Everything You Know About Research Studies”

The interest in the subject matter began when she started noticing her students being annoyed by overly sexualized characters in their handheld games (Candy Crush 3 features some real bosomy candy bars). She specifically mentions “Game of War” which is an incredibly popular mobile game that has, as its mascot, Kate Upton dressed in a outfit very inappropriate for the battlefield. Thus, she decided to team with her research group to survey kids from across the country to get their perspective on sexism in the video game industry. She surveyed  more than 1,400 middle and high school students with a questionnaire that asked them to agree or disagree with certain statements relating to sexism and objectification of females in gaming. The results, she claims, will stun you (They probably wont).

To preface, I want talk about the presumption the article takes: it assumes that young boys are drawn to games that features women in scantily clad clothing and feature a male protagonist.  This assumption is an odd one, as teenagers and middle school students aren’t the target audience for games that feature these characters. Obviously puberty is difficult and young boys hormone are insane, but that doesn’t mean they want sexism or objectified women in all aspects of their lives. If anything,  I would argue that young men have more shame when it comes to characters being over sexed because they  feel embarrassed to play games with on-screen characters they don’t want their family seeing. Adults, on the other hand, could care or less, which is why they are the target audience for games with more explicit characters. As such, I don’t think a results that claim that boys are “more progressive” than we believe is a stunning new finding.

Terrible anecdote time: From my own personal experience, I wouldn’t have wanted to play or had games around that featured sexist characters.  For example when I was a teenager, I wasn’t particularly proud of playing Final Fantasy X-2 at points. It’s a perfectly harmless game that features the games heroines in ridiculous outfits, but otherwise it’s actually a pretty solid game. Being a fan of the original I naturally wanted to play the sequel, but was embarrassed at times because some of the silly and ridiculous scenarios and outfits the game would place the characters in. I also knew others who chose not to play the game as a result (Probably more so because it looks like a girls game, but regardless). FFX-2 is also a very low offending game, so I can’t imagine how others would feel with more explicit characters and games.

Nevertheless, back to the claims:

Boys believe female characters are treated too often as sex objects

47% of middle school boys agreed or strongly agreed, and 61% of high school boys agreed or strongly agreed. “If women are objectified like this it defeats the entire purpose of fighting,” Theo, an eighth-grader who loves playing Mortal Kombat, told us. “I would respect the [female] character more for having some dignity.”

This one is the that’s garnering the most debate. It’s a difficult thing asking middle-school children about objectification, as it’s a complex concept that a lot of them may not understand. That said, the results aren’t as overwhelmingly positive as piece seems to make them out to be.  If only 47% of middle schoolers and 61% of highschoolers agreed with the statement that women are being objectified it leaves a healthy portion of kids that either don’t agree or have no particular opinion on the matter.  I have other issues with the research method (or lack there of in terms of description), but we’ll come back to those issues.

Both boys and girls aren’t more likely to play a game based on the gender of the protagonist

70% of girls said it doesn’t matter and 78% of boys said it doesn’t matter. Interestingly, boys care less about playing as a male character as they age and girls care more about playing as a female one.

With more female characters in gaming becoming the norm, it’s positive to see this response.  I have a sneaking suspicion that this question was influenced by the wording however, as the results are almost too overwhelmingly in favor of not caring whether the protagonist is male of female. Likewise, I’ll discuss that a little more in a bit.

Girls play a variety of game genres

26% played first-person shooter games like Call of Duty and HALO, 36% played role-playing games like Skyrim and Grand Theft Auto, and 17% played sports games like FIFA and Madden. (19% did not play games, compared to 3% of boys.)

This one if the most straightforward, and represents a lot of the data that the ESA reported on with their yearly findings.

The survey isn’t currently available and I haven’t been able to find a copy of it. If I had a better sense of what was asked I could make a more informed decision on this study, but as of right now it’s all conjecture. I bring up that I’m unsure of the answers, as the statements seem like they could have been led in some way. The way someone phrases a question can dramatically effect the way someone answers it. For example, a questionnaire that asks “Do you care if the video game protagonist is your same gender” is a radically different question than ” Who do you prefer to play as: Male, Female, or it doesn’t matter”. This isn’t to suggest that the results would be different, but if you’re going to make bold claims that claims everything we know is wrong, you should have a strong methodology to back up your research. This takes us to the surveys bigger issue:

roswise

The gaming community is questioning some of the research methods, as it seems that a portion of the respondents were distributed via twitter and using Survey Monkey.  That right there is a red flag, as one’s twitter following is clearly not representative of a general population and  survey monkey in no way  prevents people from lying about their age to take the survey.  These two facts alone are grounds to throw the whole thing into question, as it’s just not proper science.

It’s a shame, as this is an interesting question and one that, with a proper methodology, could potentially yield similar results. If video Games  are to become an academic medium then we must adhere to tried and true forms of scientific methodology. Faux science isn’t going to cut it.

Games That Make a Difference: Never Alone

makadif1

Some games are rare. Not rare in a sense that they are hard to find or procure, but rare in the sense that they don’t fit the mold of the traditional video game. Never Alone  (Also known as Kishima Innitchuna) is a rare game. Thematically, the game is one that is seemingly a phenomenon.

Never Alone is the first game I’ve featured in the category that I’ve actually played completely through, primarily due to it being a game that is easily accessible to all gamers (It was even free with Playstation Plus for a limited time). I know I’m a little late on the subject matter, as the game has been out for over a year, but even a year later it is a remarkable entity in gaming history. Gameplay wise, it’s a decent enough game that features some beautiful visuals, but overall it isn’t something that’s going to revolutionize the genre. In fact, if you’re playing the game  alone it can actually be somewhat frustrating at points (Never Alone can be described as the preferred play method as well). This frustration lessens when you have someone next to you playing as the second character in the game, as it cuts down downtime between moving characters and makes the overall experience more enjoyable. Like many cooperative platformers, it requires a good amount of communication and team work to progress, but that’s not the reason why it’s a special game or anything out of the ordinary. Where the game really shines is its ability to be more than simply a passive experience of play: The game serves as an educational tool and means of cultural preservation.

Upper One Games, which identifies as the first indigenous-owned video game developer and publisher in US history, has created a game that stands as a cultural representation of a culture and people that  is increasingly disappearing and being dissolved. The game is very much so a cultural survey of the the Iñupiat, an Alaskian Native population, who are a people that are trying to adapt to the changes brought on by the advancement of technology. Why are we seeing traditions and cultural heritages disappear in this modern age? Historians and academics believe it’s a combination of globalization and cultural blending. One can imagine that a culture that has historically only relied on oral and written tradition as a means of passing on knowledge being opened up the the greater  world in a dramatic way, via the internet, would certainly effect the way people learn and view the world. While globalization comes with some amazing new opportunity, it can have the side-effect of dispersing certain ways of life and traditions because of the influence of this previously untapped outside world. Thus, certain cultural traditions are disappearing in a time in which even the number of individuals that may identify with these groups  are decreasing as well.  With this in mind, the staff at Upper One Games had the idea of creating a game that would serve as a way of preserving and passing on traditions and information about  the Iñupiat culture to both people inside their community and to the wider world, and with that Never Alone was created.

The game itself features the story of a young Alaskan native named Nuna who finds her village destroyed by a raging blizzard. With the aid of a white fox, Nuna goes on a journey to find the source of the blizzard in an attempt to put an end to it. During her journey, she travels through many myths and tales of the Iñupiat tradition, each with some beautifully rendered graphics that stay true to the culture’s history. The story comes alive as more than simply a game’s plot, as the developers  allow the myths and legends of the Inupiat people to become characters and experiences in the game. Even the harsh weather of the Alaskan winter becomes a character as the duo struggle to press on against it. Alone, these facets of the games create a detail world, but its in the game’s additional content that the developers connects and illuminate the world of Never Alone to the grander world outside.  They do so in 22 optional mini documentary pieces that unlock as the player progresses through the game.

These “cultural insights”  are presented on different facets of the rich culture of the Iñupiat people, delivered directly by members of the Iñupiat community.  In doing so, the story of  Nuna and her artic fox becomes more than just the story of a video game, it becomes a painted illustration of culture. This blend of game design, documentary, and storytelling allows for Never Alone to take on the form of modern day oral tradition in a unique and detailed way. These insights are an fun and interactive way of blending education and gaming, one that more developers  should consider implementing to expand the lore of their in-game worlds (real or not).

Never Alone shows that video games can be more than just a way to waste some time; they can be tools of education, a digital display of one’s cultural history, and a means of preserving traditions of the past. In creating Never Alone, Upper One games created a new form of oral history, one that has the potential to reach much grander audiences than ever before. Like generations before them, the team and community behind Never Alone has created a historical artifact for generations to come to experience. Judging by the success of the game and it’s subsequent DLC, it seems that Never Alone has succeeded in its mission: The world is now much more aware of the  Iñupiat people and its community. Video games can be more than what we previously imagined and we’re only beginning to see how they can be utilize to expand our experience.

Never Alone is available on all Major Platforms including PS4, X1, Wii U, and Steam. If it sounds like something you’d might want to try, I’d recommend giving it a go; your gaming time will be well spent.

Do you have a game you think has historical or social importance? Let me know! I’d love to explore some more games.

Crowdfunding and Shenmue 3: Where We Are and What It Means

A couple years back I wrote an article about how Crowdfunding was increasingly a route for independent developers to use to jump start and create their passion products. I asked the question as to when we would see bigger developers and franchises turn towards crowdfunding sites like Kickstarter and GoFundMe to revive beloved franchises that didn’t receive the financial response they needed to secure sequels. Well, that’s happened. The dream is real, and Shenmue 3 is now something that will be made.

qO727H4I could gush on for hours on why I am excited about Shenmue 3, but I won’t. The game’s announcement, however, has some historical importance I believe should be discussed. The game represents a shift in the gaming industry that may change how certain developers gain funds and support for titles. Yu Suzuki tentatively “announced” Shenmue 3 at the Sony E3 conference to gauge support for the game. Obviously support and interest was  there, as the 2 million goal was reached in less than 10 hours.  Once reached, backers (specifically Sony) agreed to contribute support to the game to ensure its development. Not only was it the fastest funded video game project yet, it looks like it may be the highest funded one when it concludes.

Why does this matter to sociology? With games like Shenmue 3, Yooka-Laylee, and the Mighty Number 9, developers have options to create games that may not otherwise  be made. Not only that, but with fans being a major force in backing the game the game really becomes by the fans for the fans. Yu Suzuki has stated that he will involve fans in numerous ways  during the development, including even potentially having major donors be characters or voices inside the game. This form of development creates a unique exchange between developer and fans and links the two more prominently than ever before. In doing so, this relationship between fans and developers creates a community around the game that may lead to a strengthening in development and experience. This community and exchange between developers and fans is a sociologically interesting one because it dramatically changes how we view and interact with the game’s we play.  Games and gaming developers are no longer entities that exist outside of the reach of gamers; we are all now apart of the process.Obviously we’re at the start of this process, but the prospects are quite exciting.

Beyond development, Shenmue 3 proves that a niche crowd in gaming, one that is vocal and proactive enough, can make their desires reality. That’s an important shift in gaming, one that can inspire other passion projects or long awaited sequels to see the light of day.

So, let’s start out on this new journey of an era in which no game’s development is out of the question.

SUPPORT THE KICKSTARTER HERE!

WATCH THE ANNOUNCEMENT VIDEO HERE!

Study Suggest 23% of Kids Consider Playing Video Games a Form of Physical Activity

The Youth Sports Trust, a group the does advocacy for physical education and physical well-being, has compiled a report on the status of today’s youth. The report is pretty well done, with a lot of insights about how technology is changing the way kids socialize, view physical activity, and interact with technology in physical activity, but there’s one piece of data that is grabbing more headlines than others. The report suggests that 23% of kids believe that playing video games is a form of physical activity.

Should we panic and throw out all video game consoles and computers for fear that our kids will inevitably become blobs? Probably not. Let’s consider what this data is actually suggesting, whether it’s an accurate claim, and how they might have come to this conclusion

physicalact

23% of kids believe video games can be a form of physical activity. This would be a bigger issue if this was 1995, but kids today have a much wider experience when it comes to playing their games.  If you’re in this age range of 5-16, you’re household more than likely has a console that has some sort of motion control component to it. The Wii itself was a     cultural phenomenon, so it’s unlikely that kids today haven’t seen or played a game that requires physical motion. With this in mind, it’s not insane to see where kids are making this claim from; some games require physical motion, they must be a form physical activity.

IT’S JUST LIKE MOVING!

Whether using the Kinect or Wii can be considered a “form of physical activity” is a subject up for debate for adults, but they undeniably require physical activity. Kids aren’t going to be able to define the difference between an activity specifically meant for physical fitness and an activity that simply requires physical activity; they’re kids, let’s not be silly.

Another consideration is that the poll was conducted using a likert scale, meaning they give the respondents the options between “agree, strongly agree, neither agree or disagree, disagree, or strongly disagree”. These types of polls are useful, but can lead to polling errors and over simplification of data.

Let’s think about it. If you’re a 7 year old child and you’re ask if you think games are a physical activity you’re going to draw on your knowledge of video games. You’re most likely thinking some games have physical activity involved (Wii Sports, Star Wars Kinect, etc), but the majority do not (Minecraft, Skylanders, etc). With a Likert scale, “Agree” and “Disagree” most closely relate to “Some, but not all”, but kids with some knowledge of physically active video games will probably tend on the side of agree, even if they only marginally agree with the statement. Thus we have a problem: likert scales lump people who only marginally agree in with people who agree to a greater extent, which wouldn’t be a problem if we weren’t making bold statements based on these scales.  It’s a minor nuisance in data collecting, but important nonetheless.

Also, some kids just like to pick the silliest options.

So maybe we shouldn’t be flabbergasted that video games are being considered physical activity; maybe they’re just evolving to become one. With VR on the way, it’s certainly looking that physical activity and gaming are tied together.

TLDR: GET OFF THESE KIDS’ BACKS.

It’s unfortunate that this singular question is the one sparking headlines and debate, because the report itself has a lot of interesting insights that are being overlooked as a result. With more and more public funding being cut to programs that support physical fitness and with the rise of technology being more closely tied to social and physical development, it’s important for us to understand and research how we can adapt to these new trends.

Madden 16 Will Add Female Fans to Their In-Game crowds

“We’re here to recognize the amazing milestone in gaming that EA Sports has undertaken with this year’s Madden 16. In a gaming climate where diversity and representation is an ongoing struggle, this brave gaming company has shown that they are willing to take a stand on the side of equality. I’m sure you’ve already heard about their tremendous feat, but it’s worth mentioning once again: This year’s Madden 16 will feature female fans in the in-game crowd. Let that sink in for a moment. So brave. So daring.” – Second Lady of the United States, Jill Biden*

Battling for the biggest non-news of the year, EA Sports felt it was necessary to make an announcement that the upcoming Madden 16 would feature female fans in the in-game crowds. You may be scratching your heads and asking “Why the hell haven’t there been female fans in the crowds in previous games?”. The answer, of course, is because only men like fruttttbrawwwll.

That’s a lot of dudes!

After EA Sports made waves  (They didn’t make waves) by announcing that they would feature  female soccer teams to the next FIFA game, the Madden developer stated that “We’re excited about FIFA adding women players, but we wouldn’t let them steal all the thunder…So we’ve added women to our crowds”. Great job, thunder achieved.

This is a non-addition to something that should have already been in place. Why they have chosen to not include female fans in the crowds in previous games is more news that them adding them in. It’s an odd announcement on the back of a somewhat less trivial announcement. STEP OF YOUR ANNOUNCEMENT NEWS EA.

I’m going to save EA some time and make some future trivial announcements for them:

-The next Battlefield Game will have 5 colors of camouflage!

-The next Sims game will let your character work a blue collar job!

-The next Plants Vs. Zombies game will feature zombies that were originally from minority groups!

*Not an actual quote, because why would it be?

Games That Make A Difference: Zoo U

makadif1
Wow, what a smart and creative title! – No one

It’s time to talk about games, but we’re not going to talk about any ol’ ordinary games; we’re going to talk about games that make a difference. These posts are going to be about games that have some sort of sociological significance; be it in the way they change the industry or in the way they change those that play them. So let’s dive in with our first game:

ZOO U

Zoo me? Zoo U.  Developed by 3C institute, Zoo U is an interactive game that seeks to help kids develop social and emotional skills. It does this by tracking and accessing players  skills as they play through the game. Players are given common day social situations that a child may come across in class, and then gives them options as to how to progress in those situation, all in a simulated virtual school setting. In doing so, it assess initial social skills and then assesses them as they progress to help instructors and parents gauge their child’s development.  The game focuses on six core social skills to : impulse control, empathy, initiation, communication, cooperation, and emotion regulation.

Warning: Your child may come out of the experience with expectations of wild animals living and playing inside schools.

Why does Zoo U make a difference? I haven’t played the game myself, but the game is reported to have positive effects on the social and emotional well being of the kids that play it. Developing social skills at a young age is important to a child’s  emotional well being,  their academic development, and their success in making friends.. Games like Zoo U can give a leg up to children that may be having a difficult time developing these skills by making the learning process fun and engaging. Likewise, at an early age repetition is important in the development of skills (It’s why they have you do your times tables so many times) but in social situations you may not always get that repetition that often need. Video games bridge that gap, as it gives the child unlimited opportunities to interact communicate with their in game peers.

Games like Zoo U certainly aren’t the first wave of educational games, but they’re some of the first to be targeted at specific skills. We can think back to our own youths and the educational games we may have played. Games like Zoo U are building off their the first wave of educational games in meaningful and focused ways. We’ll have to see how this efforts effect their participants in the long run.

Check out Zoo U’s website

That sound a bit like an advertisement, but I do think that games that are directed at developing social skills can be huge help in assisting kids who may have problems developing social or emotional skills. This stuff is important, as they really are the building blocks to being a emotional and socially healthy adult. We can all use some help sometimes, so why not make it a bit more fun with some Vidja Guymmeessssss

Now excuse me while I pitch Bioware a dark and gritty version of the game that gives you branching paths that all lead to the same silly ending.

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..