Friday, September 29, 2006
Video Game News, Week of September 25, 2006
Living a Second Life
the Economist 9/28/06
"But increasing numbers use Second Life for things that are quite serious. They form support groups for cancer survivors. They rehearse responses to earthquakes and terrorist attacks. They build Buddhist retreats and meditate."
Online Games With a Difference
News 24 9/26/06
"Trion World Network Inc wants to publish and develop online games that can be changed, even on a daily basis. Its goal is to establish a platform for an online network of different games, allowing people to ask, "What's on tonight?""
Video Games Help Carry Japanese Pop Culture West
By Lou Kesten, AP 9/27/06
"For a few generations now, video games have been a Trojan horse for Japanese culture in the United States."
Gameworld: Older Women Rule ... the casual games market
By Lisa Baertlein, Reuters 9/28/06
"Middle-aged" women rule the $458 million U.S. online casual game market that features quick games that can be picked up and played for a few minutes or a few hours at a sitting."
How the Generations Demonise Video Games (audio)
SBS Radio 9/27/06
"n this look at Language and Identity, Adam Connors speaks to Anthony Hetrih and Margaret Pomeranz about how both ignorance, and even legislation, continues to demonise video gaming in Australia."
DFC: Games Industry Worth $44 bln in 2011
by Kris Graf, Next Generation 9/26/06
"A new series of reports from videogame market research firm DFC Intelligence forecasts the interactive entertainment industry to grow from $29 billion in 2005 to $44 billion in 2011."
How Video Games Became the Boogeyman Over Time
by Tom Leupold, Inside Bay Area 9/22/06
"In his research, titled "A Brief Social History of Game Play," Williams recounts that video games began as an adult pastime, with the earliest arcade machines appearing in bars and nightclubs... they were patronized by a mix of ages and ethnicities, and weren't particularly viewed as kids' entertainment."
Wednesday, September 27, 2006
Future of the Internet II
Massive Magazine
I recommend this specific issue for anyone interested in virtual environments and MMORPG gaming. It also has the potential to be a balanced addition to a libraries magazine collection.
Sunday, September 24, 2006
Review: I Can Play Piano: Edutainment, or Video Game?
Fisher Price’s plug and play product “I can Play Piano” introduces children age 4-8 to the basics of reading notes and playing them on a keyboard. A color coded key electronic piano plugs directly into the RCA jacks of most tvs. Modelled after Piano Wizard software created by Allegro, “I Can Play Piano” is accompanied by a cartridge containing eight songs (ranging from childhood favorites like “Row Row Row Your Boat” to classics such as “Fur Elise.” Cartoonish static backdrops depict the song, and the shape of notes support the theme; for example, “Heart and Soul” shows a canoodling couple, and the notes are heart shaped.
Each song can be played at four levels. In the first, players match the colored shapes that scroll up from the bottom of the screen with the colored squares on the keyboard. In Level Two, the colored shapes scroll from right to left. In Level Three, the shapes become regular colored notes, and in Level Four, the colors disappear, leaving white notes for white keys and black notes for sharps and flats. Each song may be played in three modes: right hand, left hand, and both hands, and the keyboard can sound like five different instruments. The variety of play can keep a child occupied for hours, and the drive to best your score creates engagement in the sometimes tedious practice process that creates tension between parent and child.
Songs can be slowed down or speeded up. Timing is critical, because if you are off by a quarter beat, no sound emerges from the piano. Instead of allowing the player to hear and correct a missed note, only correct notes are played. There is no indication of how long each note should be played, and musical notations, such as rests, are not introduced.
The software is billed as being “Just like a video game,” because the software tracks the number of correct notes played, and displays the top score of the session and the current score. While the challenging feel, interactivity and intuitive interface are game-like, “I Can Play Piano” is simply good edutainment software for a generation of screen-addicted children. It has the added advantage of play without the TV connection, for practice or original composition, and can be battery operated.
A true video game style would not allow the player to move freely from level to level; there is no advancement reward for improved or perfect playing. Each song continues to the end, regardless of how well the player does (compared to a Konami’s Dance Dance Revolution, in which missed steps cause the player to “fail” and the song to end.
The mini-games consist of a “banger” game (accompaniment is provided, and 4 notes are recommended for an impromptu jam session) and a matching game (colored cars drive across the screen and the player presses the correspondingly colored key). There are no practices drills, listening exercises or quizzing to associate the notes with the colors.
After playing through all the songs on all the levels, I didn’t feel like I was associating the shape of the middle C note with the middle C on the keyboard; I was still reading the the letter on the note itself, or relying on memory to play the song as I knew it should sound. A fifth level, with no lettered notes, would elevate the stakes.
At present there are eight other game cartridges, five of which incorporate trademarked icons such as Dora the Explorer, Scooby Doo and Barbie. Advanced learners can go on to the Piano Wizard software. This is a solid start to musical theory.
Engaging Youth on their Own Terms: Instant Messaging and Gaming in Libraries
Start Time : 8 a.m. Pacific
Length : 01:00:00
"Attempting to mold young library users into miniature librarians is an unfair and often futile goal. To meet their needs and ensure our institutions are supported in the future, we must listen to them! Join Aaron Schmidt and Sarah Houghton as they discuss ways to serve teens on their own turf, by creating a teen-friendly environment in your physical library and in your library's eBranch, and by providing the resources and services teens want, when and where they want them. Other topics discusses will be MySpace, iPods, and weblogs."
Why Support Games
Remember that games are just one of dozens of choices for recreational activities. Just as valuable as knitting, golfing, movie watching and more.
Saturday, September 23, 2006
Barcelona Hosts XBox 06 next week
"The X0 events, almost always held in Europe, have been used as an opportunity for Microsoft to make the latest announcements regarding the Xbox line of products, business dealings, and upcoming games."
Tokyo Game Show this weekend!
PS3 price drop-in Japan
"Sony used the 2006 Tokyo Game Show as a showcase for its looming PS3."
Edutainment 2007 Call For Papers Announced
Serious Games Source 9/11/06
Edutainment 2007, the 2nd International Conference of E-Learning and Games calls for papers for the June 11-13, 2007 conference to be held at the Chinese University of Hong Kong.
Video Game News, Week of September 18, 2006
by Adam Pash, About/Electronics & Gadgets/Digital Music 9/20/06
"Aside from the games that ship with the iPod (like Solitaire, Parachutes, etc.), you can now buy new interactive games... "
EA Preps In-Flight Video Games
by Wolfgang Gruener, TG Daily 9/21/06
"Electronic Arts, together with in-flight entertainment company DTI Software, today announced a plan to provide multiple airline companies with in-flight versions of their software, largely headlined by The Sims 2."
Lawmaker Seeks to Restrict Youth Access to Violent Video Games
By Brock Vergakis, AP 9/18/06
"On Wednesday, Rep. David Hogue will revive a bill that seeks to prevent minors from accessing violent video games."
BLOG: Definitive Interactive History of Video Games Comes to London's Science Museum
Gameplanet 9/18/06
"London's Science Museum is to play host to a new and updated run of Game On, the comprehensive exhibition dedicated to the history of video games and videogaming culture."
Where to Sell Your Used CDs, DVDs, Games & Electronics Online
Associated Content, the People's Media Company 9/17/06
"Do you have used CDs, DVDs, games & electronics? Here are some websites where you can sell them online."
MTV To Acquire Guitar Hero Maker Harmonix
David Jenkins, Gamasutra, 9/22/06
"In a surprise announcement, cable television channel MTV has announced it is to acquire developer Harmonix Music Systems in a deal worth $175 million..."
Nintendo Of America Courts Mature Content
by David Jenkins, Gamasutra, 9/21/06
"Although the GameCube did play host to some mature content rated games, including the Nintendo published Eternal Darkness and Capcom’s Resident Evil 4 and killer7, Nintendo were still unable to shake the image of a console dominated by child friendly titles and lacking in third party support."
Wednesday, September 20, 2006
Runescape night at Hutchinson (Kansas) Public Library)
Runescape night in the computer lab of the Hutchinson (Kansas) Public
Library. They had six events. Some events were for Runescape members.
Some events were for non-members. Some events were for both.
One 13-year-old boy claimed that this might have been the greatest
night of his life."
Thanks Chris!
Tuesday, September 19, 2006
Manager of Virtual World Avatar
Description:
- Manage an avatar in a virtual world on behalf of a corporate client
- Interact with players, answering various questions and disseminating information
- Sending email blasts to members
- Staying in continual contact with the Fleishman-Hillard team, providing updates and status reports
Qualifications:
- Excellent experience using RPGs and virtual worlds
- Ability to effectively handle in-game requests with the interests of the client in mind
- Responsible and easy to reach
- Strong communication skills
- Work schedule: 7 pm รข€“ 11 pm EST/EDT, Mon-Fri
- 3 month contract starting ASAP
- Can work remotely
Please contact Vanessa Lane by email (Vanessa.Lane@fleishman.com) or phone (212-453-2390)
Monday, September 18, 2006
MTV Launches Virtual Laguna Beach
Not in the Real World Anymore
by Richard Siklos, New York Times 9/18/06'Upstaged by MySpace, MTV will introduce Virtual Laguna Beach, where fans can immerse themselves in virtual versions of the show’s hangouts."
Thursday, September 14, 2006
Nintendo Wii-November 19
"Nintendo Co. announced Thursday that its Wii game console will go on sale in the U.S. on Nov. 19 for $250. . ."
Tuesday, September 12, 2006
Games and Libraries
Is WOW just a game-or something more?
"What distinguishes Warcraft from previous blockbuster games is its immersive nature and compelling social dynamics."
Christian Video Game-Left Behind series
"Left Behind: Eternal Forces is based on the best-selling Left Behind book series about the apocalypse. But it's the apocalypse without dismemberment or graphic bloodshed, though the game has an element of violence that some Christians argue is counter to teachings of the Bible."
Monday, September 11, 2006
National Games Week
Games Quarterly is a Magazine dedicated to the educational value of table top games, and through the celebration of National Games Week, promotes the use of games in classrooms.
I encourage every library interested in gaming having a game day during this special week. Try hosting a CCG tournament, having a family gaming night, or simply setting out a board game for the after school teens.
Sunday, September 10, 2006
Video Game News, September 10, 2006
The August/September 2006 Bulletin of the American Society for Information Sciences and Technology has an article by Andrew Hinton on pages 17-21: "We Live Here: Games, Third Places and the Information Architecture of the Future.".
Information Service Manager, Martin House, from the Public Library of Charlotte and Mecklenburg County, received a grant from the State Library for gaming programs for adults. Alienware laptops will be part of the fun.
Innovate Live Webcast September 12, 2006, 12:00pm, ET, "Proposal for Accelerating the Implementation and Development of Video Games in Education"
by Greg Jones and Kevin Kalinowski
