video games - ReadWriteWeb http://www.readwriteweb.com/feeds/tag/video games en Copyright 2012 Richard MacManus readwriteweb@gmail.com Tue, 14 Feb 2012 18:04:00 -0800 http://www.sixapart.com/movabletype/?v=4.35-en http://blogs.law.harvard.edu/tech/rss Tablet Owners Use Gaming Consoles, Laptops and Print Media Less It hasn't even been two years since the first widely popular consumer tablet hit the market, but the devices are already making a big impact.

Among people who own an iPad or other tablet computer, many of them are engaging with other, older forms of media less than they used to, according to a new study by GfK MRI. Unsurprisingly, printed books, newspapers and magazines are being read less by tablet owners, who now have a wealth of new digital sources of news, magazine content and eBooks.

]]> It's not just analog media that people are ignoring in favor of their tablets. Desktop and laptop computers are used less often by those who own tablets.

Taking an even bigger hit than all of the above, however, are video game consoles. Fifty-nine percent of tablet owners said they use gaming consoles like the XBox 360, Nintendo Wii and Sony Playstation less frequently than they used to. Instead, they're playing more games on their tablets.

Although the iPad and other emerging platforms don't quite have the same selection of video games offered on more traditional consoles, they've given birth to whole new generation of mobile games, from the simple, yet addictive Angry Birds to more complex, immersive games akin to something you'd see on an established console platform. Of the top twenty most popular paid iPad apps in the iTunes App Store, half of them are games, three of which are different versions of Angry Birds.

This trend toward tablet-based gaming, reading and Web browsing is only beginning. The first iPad was only launched last year, with the second one coming out in 2011, to much success. In November, Amazon will start shipping its own tablet, which is less than half the cost of the iPad and is designed specifically for purchasing and consuming books, video, news, magazines and games.

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http://www.readwriteweb.com/archives/tablet_owners_use_video_game_consoles_less.php http://www.readwriteweb.com/archives/tablet_owners_use_video_game_consoles_less.php Apple Wed, 05 Oct 2011 14:30:03 -0800 John Paul Titlow
Dot Obits: Inventor of the Video Game Cartridge FairchildChannelF.jpgJerry Lawson, who is responsible for the development of the video game cartridge, died Saturday in Mt. View, California, of a heart attack. Lawson was 70 years old. He was a pioneer not just in video games but as a black engineer in an overwhelmingly white industry.

While working as an engineer for Fairchild Semiconductor in the mid-1970s, Lawson created the Fairchild Channel F video game console. That was the type that took a different software cartridge for each game.

]]> The Reviews of Electronics credits Lawson with providing the platform that launched the independent video game developer.

Born in Brooklyn and raised in Queens, he moved out to California to join the new company Fairchild Semiconductor where he served as Chief Hardware Engineer[4] and director of engineering and marketing. As the Village Voice notes, he was a member of the legendary Homebrew Computer Club. Other members included Apple's Steve Jobs and Steve Wozniak.

After Atari had taken the video gaming market, Lawson launched Videosoft, to develop games for it. In the early 1970s, Lawson had created the second ever arcade game (after Pong), Demolition Derby

He had in his later years suffered with diabetes and used a wheelchair, though he continued an active life building controls for lasers and telescopes. Last month he was, finally, honored by the International Game Developers Association.

Vintage Computing and Games has a wonderful interview with the man conducted in 2009.

He is survived by his wife, whom he married in 1965, his brother, Michael, of Queens, New York, and his daughter Karen and son Marc, both of Smyrna, Georgia.

Other sources: Wikipedia

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http://www.readwriteweb.com/archives/dot_obits_inventor_of_the_video_game_cartridge.php http://www.readwriteweb.com/archives/dot_obits_inventor_of_the_video_game_cartridge.php Dot Obits Thu, 14 Apr 2011 17:00:00 -0800 Curt Hopkins
Humble Bundle Launches Another Pay-What-You-Want Video Game Deal humble_indie_logo.jpgThe folks behind the Humble Indie Bundle, one of the great pay-what-you-want success stories of this year, are offering their second bundle of games today - 5 more DRM-free games, priced at what you want to pay with the option to donate some of that contribution to charity.

Pay-what-you-want has become an interesting alternative business model online, with bands like Radiohead demonstrating that it can be an even more successful than traditional pricing. Of course, not everyone can generate quite that buzz, and a recent study pointed to another option if you can't command rockstar attention for your pay-as-you-want endeavor: combine it with a voluntary payment to charity.

]]> Perhaps that's what helped the first Humble Indie Bundle be such a success this spring. Almost 140,000 contributors shelled out nearly $1.3 million for the indie game developers, with $400,000 earmarked for charity. "We were blown away by the success of the first Humble Indie Bundle," says co-founder John Graham, "so we decided it would be a shame if we didn't try to do it again."

games_humble_indie.jpg

This second bundle includes 5 different games - critically-rated puzzle game Braid, point-and-click adventure game Machinarium, puzzle game Osmos, action game Cortex Command and a new real-time strategy game (launching as part of the bundle) Revenge of the Titans. The games are DRM-free and work across platforms; there are Windows, Mac and Linux versions of all 5 games, with Braid and Cortex Command making their Linux debut in the bundle. (A good thing, as Linux users contributed twice as much as Windows users last time around.)

linux_charity-1.jpgWhen you purchase the games, you can set your price, then allocate how much of that goes to the game developers, how much to charity, and how much is a "tip" for the Humble Bundle itself (as Humble Bundle doesn't have one of its own games in this package).

The charities remain the same as they did the first time around: the Electronic Frontier Foundation and Child's Play. And if the study about charity donations improving a pay-as-you-want campaign is right, then that's a boon to this second endeavor.

Humble Bundle, which has just been accepted into Y Combinator's incubator program, hopes to repeat its previous success. According to Graham, "It could be that we just got really lucky, but we think it might be something more substantial, that if you treat your customers well by not imposing onerous DRM on them and supporting Mac OS X and Linux (supporting Mac and Linux literally doubled our revenue last time) they will treat you well too."

After all, it's not terribly difficult to find BitTorrents of games and download them for free, no matter the price that game makers set. So with the Humble Bundle, you get to set your own price, download great games, and support both indie game developers and charities at the same time.

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http://www.readwriteweb.com/archives/humble_bundle_launches_another_pay-what-you-want_v.php http://www.readwriteweb.com/archives/humble_bundle_launches_another_pay-what-you-want_v.php Gaming Tue, 14 Dec 2010 09:01:18 -0800 Audrey Watters
U.S. Supreme Court Weighs Violent Video Game Ban gta_150.jpgThe U.S. Supreme Court heard arguments today in Schwarzenegger v. EMA, a case in which the video games industry seeks to challenge a California law banning the sale of violent video games to minors. California claims that the law, which has never gone into effect, helps parents shield their children from harmful matter, even though ESRB ratings already provide one way for consumers to judge a game's content.

The law seeks to place a large sticker on "objectionable games," banning their sale to those under 18, with large fines for non-compliance. The law has been opposed by the video game industry, not surprisingly. But it's also been positioned as a free speech issue.

]]> The statute in question defines the dangerous content as:

Violent video game means a video game in which the range of options available to a player includes killing, maiming, dismembering, or sexually assaulting an image of a human being, if those acts are depicted in the game in a manner that does either of the following:
(A) Comes within all of the following descriptions:

(i) A reasonable person, considering the game as a whole, would find appeals to a deviant or morbid interest of minors.
(ii) It is patently offensive to prevailing standards in the community as to what is suitable for minors.
(iii) It causes the game, as a whole, to lack serious literary, artistic, political, or scientific value for minors.
(B) Enables the player to virtually inflict serious injury upon images of human beings or characters with substantially human characteristics in a manner which is especially heinous, cruel, or depraved in that it involves torture or serious physical abuse to the victim. (Cal. Civ. Code ยง 1746(d)(1) (2009)).

A Miller Test for Violence?"

The opening lines certainly sound a lot like another famous Supreme Court argument about objectionable speech - the Miller Test - that an "average person" and "community standards" to arbitrating what is and isn't offensive. And as such, if the Supreme Court agrees with the state of California, it means that violent video games are not protected by the First Amendment.

But the Supreme Court Justices seemed to question this argument today. Wondering what the difference between a "violent video game" "deviant violent video game," Justice Scalia asked if the same logic could be applied on a ban of sale of violent comic books to children. "What about Grimms' fairy tales?" asked Justice Ginsberg. "Why are video games special?" Justice Kennedy cautioned against adding the depiction or description of "violence" to the areas that are not protected as free speech.

The line of questioning today and the attitude from the Justices seems to point to a decision in favor of the video games industry, a $10 billion a year. A ruling is expected in June.

Here is a link to the written transcript of today's session. Although you can listen to audio from the Supreme Court, today's oral arguments won't be available online until the end of the week.

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http://www.readwriteweb.com/archives/us_supreme_court_weighs_violent_video_game_ban.php http://www.readwriteweb.com/archives/us_supreme_court_weighs_violent_video_game_ban.php Gaming Tue, 02 Nov 2010 12:20:12 -0800 Audrey Watters
Google's Stealth Investment in Game Co Zynga Exceeds $100 Million google wc.gif Google has privately invested as much as $200 million in social game developer Zynga. Zynga is best known for games like Farmville and Mafia Wars, which predominate on Facebook.

Zynga had expressed dissatisfaction with the terms Facebook enforced on the company, and were reported looking around for alternative platforms. Its collaboration with Yahoo was one step away, MSN's Game Portal another, and its relationship with Google an even bigger one.

]]> Although it has decided to retain a relationship with Facebook, its growth has put it in a much stronger place than it originally was.

Zynga Grows Like Mad

The $29 million Zynga had raised several years ago - for a total at the time of $40 million - almost seem like small potatoes now. Tech Crunch reported that it upped the total to half a billion in the last year, including a deal with Softbank.

"Zynga's revenues for the first half of 2010 will be a stunning $350 million, half of which is operating profit. Zynga is projecting at least $1.0 billion in revenue in 2011, say our sources. This blows previous estimates out of the water."

farmville_screen.pngGoogle Games

Google's desire to build a gaming destination site, Google Games, meshes nicely with Zynga's leadership in the social game sphere, not to mention its estimated $5 billion in worth and 200 million users.

Google's also been conscientious about serving its "downstream" - those areas of interest people track from the search engine. The next in line, as we reported, is gaming.

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http://www.readwriteweb.com/archives/googles_stealth_investment_in_game_co_zynga_exceed.php http://www.readwriteweb.com/archives/googles_stealth_investment_in_game_co_zynga_exceed.php Gaming Sun, 11 Jul 2010 19:51:00 -0800 Curt Hopkins
The Gaza Blockade is No Game - Oh, Wait, Yes It Is gisha logo.jpgGisha: Legal Center for Freedom of Movement, a multi-ethnic, multi-religious Israeli non-profit, has launched a game called "Safe Passage."

The group works in Israel toward establishing freedom of movement for Palestinians. The blockade by the Israeli government of the Gaza Strip is an object lesson in what they believe is wrong with current Israeli policy. So to express the trials of impinged movement they have leveraged game dynamics to share the experience.

]]> The recent news of ships attempting to run the blockade may give the impression that the sea is the main barrier here. But it is, according to Gisha, laws, red tape and checkpoints. In this game, specifically, the ban on commerce between Gaza and the West Bank is underscored. A user plays as a businessman, a student or a father and tries to get home.

Gilad Baker, the game's chief animator, explained the goal of the game.

"We faced a challenge - how to make military documents accessible to the public. Our solution was to integrate them into the personal stories of real people in the Gaza Strip and West Bank, to help people understand the policy".

The three character types are confronted with different obstacles and required to get very creative in surmounting them. The Gazan student has to employ a flying hat to convince a military mailbox to examine her request to study at a West Bank University. The West Bank family man enters play by being catapulted from a bench beside his home in the West Bank into Gaza and has to get back. The Gazan businessman has to avoid or neutralize giant coins that threaten the ice cream factory he is trying to open in the West Bank.

According to Palestine Notes, the characters were composites based on real people.

"The student is based in part on the story of Berlanty Azzam, the 22-year-old Bethlehem University student from Gaza who was seized by Israeli soldiers and removed to Gaza just two months before completing her degree."

Reflecting the membership of the nonprofit and the reality of the people involved in the real-world conflicts the game describes, the game can be played in Arabic, Hebrew or English.

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http://www.readwriteweb.com/archives/the_gaza_blockade_is_no_game_-_oh_wait_yes_it_is.php http://www.readwriteweb.com/archives/the_gaza_blockade_is_no_game_-_oh_wait_yes_it_is.php Gaming Wed, 23 Jun 2010 17:15:00 -0800 Curt Hopkins
MacSteamy steam logo.pngGame developer Valve has released Steam, its social gaming platform, for the Mac. Steam, which launched in 2004, is a social gaming app merged with a game store that allows a user to download a plugin, then choose games, including many in demo, to play. It has been a PC game to date. No longer.

"It's been a ton of work, but the Mac is great for the same reason the PC is great - they are both open systems that let gamers and game developers be as close as possible."

]]> steam_for_mac_screen.pngEach Wednesday for the next few weeks, Steam will release games playable on the Mac. The games currently available include Civilization, Guns of Icarus, World of Goo, Zuma Deluxe, And Yet It Moves, Braid, Escape Rosecliff Island, Torchlight, Football Manager 2010, Quantz, Tales of Monkey Island and Brainpipe.

David Chartier pointed out on Macworld that this was not a slapdash job porting this over to the Mac.

This isn't some duct-taped Java port that limps along with a fraction of its Windows counterpart's features. Valve used native Cocoa tools, even going so far as to re-engineer the Steam client and store on Windows to use Apple's WebKit rendering engine

And yes, for the record, I am ashamed of the headline

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http://www.readwriteweb.com/archives/macsteamy.php http://www.readwriteweb.com/archives/macsteamy.php Gaming Wed, 12 May 2010 16:00:00 -0800 Curt Hopkins
Gendai Games Launches GameSalad Beta Austin-based Gendai Games has been operating mostly under the radar with their innovative iPhone game-creation software GameSalad. According to AustinStartup, the wait is now over and we all can try our hand at creating the next big iPhone game, even if we don't have elite programming skills. And that's the strength of GameSalad - you don't need to know how to code in order to prototype your game idea.

]]> According to the site, GameSalad gives you all the tools you need to develop a fun game without having to write a line of code. In fact drag-and-drop is used extensively in composing the scenes, actors, audio and script actions. Games can be played without having to compile first and also edited while running. Game variables, rules, and other items are all controlled through menu items that can be collapsed and re-ordered. And all of this can be done on an ordinary Intel-based Mac running OS X 10.5 (Leopard) or newer.

Without having made a game ourselves yet, we can only guess that it will still be fairly challenging to make a fun and addictive game, as we have seen plenty of games made the 'old fashioned way' that aren't all that great. But with the rapid development time and greater accessibility that GameSalad offers, we can see it becoming popular for making more niche games, say for example a custom game for a friend's birthday, or a game that celebrates an event, like a company anniversary.

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http://www.readwriteweb.com/archives/gendai_games_launches_gamesalad_beta.php http://www.readwriteweb.com/archives/gendai_games_launches_gamesalad_beta.php News Thu, 19 Mar 2009 20:07:04 -0800 Phil Glockner
Video Game Helps Patients Stick to Meds hopelab_logo_dec_08.jpgTwo years ago, HopeLab released Re-Mission, a shoot 'em up game with a difference in an attempt to help cancer afflicted teenagers stick to their medication. This past August, clinical evidence was published in the medical journal Pediatrics showing the game is a success.

HopeLab, a nonprofit organization founded by Pam Omidyar, was named one of Fast Company magazine's 2009 Social Enterprises of the Year this month for its efforts in improving the health and quality of life of young people with chronic illness.

]]> Prior to the release of Re-Mission, HopeLab completed a study to evaluate the effectiveness of the game. The research concluded that carefully designed video games can have a positive impact on the behavior of young people with chronic illness, and suggested that similar approaches could be directed toward a variety of chronic diseases. The data poster can be downloaded here (PDF).

Re-Mission players pilot a nanobot named Roxxi as she travels through the bodies of cancer patients destroying cancer cells, battling bacterial infections and managing the side effects of cancer.

remission_dec_08.jpg

Re-Mission is available to young people with cancer free of charge. The game can be ordered or downloaded here.

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http://www.readwriteweb.com/archives/video_game_helps_cancer_kids_s.php http://www.readwriteweb.com/archives/video_game_helps_cancer_kids_s.php Health Sun, 14 Dec 2008 18:31:48 -0800 Lidija Davis