Wednesday, March 25, 2020

Go read this Vice piece about the history of toxic marketing in video games - The Verge

As an entertainment industry, gaming isn't that old — it's been around since the '70s, which makes it a baby compared to radio, film, and maybe even television. The story of most of that history has been one of technological progress; games today look very different than they did in the days of Pong .

Since Gamergate , however, the narrative has changed: there's a new and growing awareness of a toxicity that's been embedded seemingly in gaming itself . That has occasioned a reckoning of sorts, with people who care about games — playing them, making them — now thinking critically about the foibles of the industry that made them.

Publisher: The Verge
Date: 2020-03-25T15:04:32-04:00
Author: Bijan Stephen
Twitter: @verge
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Were you following this:

Video Games For Everyone | Wisconsin Public Radio
Publisher: Wisconsin Public Radio
Date: 2020-03-25T14:46:07-05:00
Author: Natalie Guyette
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Nerd immunity - In coronavirus lockdown, sports fans turn to video-gaming contests |

THE LEAGUE was building up to the playoffs. The commentators were on the edge of their seats, breathlessly describing every attack, feint and parry as they analysed the strengths and tactics of the two teams. It might have been any big weekend sports fixture. Except that in the League of Legends Championship (LCS), the field of contest was a virtual world of Tolkienesque monsters. The athletes, as well as the analysts, were all confined to their bedrooms.

At a time when physical sporting tournaments are being cancelled or postponed around the world because of the covid-19 pandemic—including this summer's Olympics in Tokyo—video-gaming contests look well placed to claim a larger share of spectators' attention, and so of advertising dollars. E-sports, in which professional teams play for prestige and prize money, have already been growing impressively in recent years.

Publisher: The Economist
Twitter: @TheEconomist
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Video game experience, gender may improve VR learning -- ScienceDaily

Students who used immersive virtual reality (VR) did not learn significantly better than those who used two more traditional forms of learning, but they vastly preferred the VR to computer-simulated and hands-on methods, a new Cornell study has found.

"We didn't know exactly what we were going to see," said Jack Madden, doctoral student in astronomy at Cornell University and first author of "Ready Student One: Exploring the Predictors of Student Learning in Virtual Reality," which published March 25 in PLOS ONE . "But it's amazing that this brand-new technology performed just as well as these tried-and-true methods that are used today in classrooms. So at least we're not harming students by using VR."

Publisher: ScienceDaily
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Quite a lot has been going on:

Vaccinate the world from COVID-19 in Virus Fight Club video game
Publisher: New York Post
Date: 2020-03-26T00:20:07 00:00
Twitter: @nypost
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After Years Of Being Blamed For Everything, The World Turns To Video Games To Escape During

Which makes it kind of fun to now see media outlets suggesting, nay, pushing those impacted one way or the other by the coronavirus outbreak to go jump into those same dastardly video games .

Think of gaming as a personal stimulus plan for a nation of unexpected shut-ins: It’s not a long-term solution, it won’t work for everyone, and it won’t solve the underlying problems — but it can provide limited, temporary relief for some.

Publisher: Techdirt.
Twitter: @techdirt
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Best Xbox Game Pass games: 24 options during coronavirus (March 2020)

With health experts recommending the population practice social distancing to help curb the spread of coronavirus, many people are (hopefully) stuck inside and looking for things to watch or play.

Which games are the best of the bunch? We’re here to help. Here are 24 games you shouldn’t miss on Game Pass.

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Publisher: For The Win
Date: 2020-03-25T17:28:25 00:00
Author: https facebook com schwartznick
Twitter: @forthewin
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Coronavirus: making friends through online video games

Director of the International Gaming Research Unit and Professor of Behavioural Addiction, Nottingham Trent University

Mark Griffiths has received research funding from a wide range of organisations including the Economic and Social Research Council, the British Academy and the Responsibility in Gambling Trust. He has also carried out consultancy for numerous gaming companies in the area of social responsibility, responsible gaming and player protection.

* * *

We are all thinking about how we can socialise without going outside at the moment. While this situation is new to many of us, there are thousands of people who make lasting and meaningful connections from their homes. They are doing this through the world of online gaming.

Publisher: The Conversation
Author: Mark Griffiths
Twitter: @ConversationUK
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