Thursday, January 7, 2021

Soothing Video Games - The New York Times

Students in U.S. high schools can get free digital access to The New York Times until Sept. 1, 2021.

"Video games don't have a reputation for offering tranquility," writes Julie Muncy. "People tend to think of them as more likely to give a stress-addled adult a headache than lead them into a zen state of relaxation." She goes on to recommend several, like "Stardew Valley," that can rest the mind during these stressful times.

Have you ever played a video game that calmed you, whether it was intended to or not? Do you think video games intended to "calm the mind" can be fun? Worthwhile for the relaxation they might bring?

Date: 2021-01-07T08:00:02.483Z
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Were you following this:

Cadillac Lyriq Gets Its Interface from Video-Game Designers

The line between video games and automobiles seems to shrink every year. Remember the 2011 Jeep Wrangler Call of Duty: Black Ops Edition ? Video-game publisher Activision featured Jeep's Wrangler inside its military first-person shooter while Jeep sold a Call of Duty- badged Rubicon. And they did it again in 2012 for Call of Duty: Modern Warfare 3.

Publisher: Car and Driver
Date: 2021-01-07 01:30:00
Twitter: @CARandDRIVER
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The State Of Diversity In Big Budget Video Games

When I think about diversity in last year's crop of big-budget games I can see the bright spots. Some of PlayStation's marquee games, for example, featured some of the most diverse casts I've seen with men of color and queer women front and center as main characters. But there's still work to be done in the games themselves and in the studios where they're made.

It's hard to quantify a year in diversity in video games. It's not about awarding the most "woke points" to games starring not-white, not-straight, not-dudes but assessing how thoughtfully the creative teams behind these games implement their diversity. Important things to think about are if these characters in these games are ticking boxes or are their identities integral to their character.

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Publisher: Kotaku
Date: 2021-01-05T21:00:00.350Z
Twitter: @kotaku
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Bloomberg - Are you a robot?
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Not to change the topic here:

As Family Video closes, libraries offer movies, music and games for free

The store chain that once boasted 800 locations with 10,000 employees is shutting down its last 250 sites.

* * *

"Today, I have to make the difficult announcement that we are closing all Family Video locations," Keith Hoogland, chief executive officer of parent company Highland Ventures, announced Tuesday in a news release. "The impact of Covid-19, not only in foot traffic but also in the lack of movie releases, pushed us to the end of an era."

Publisher: Akron Beacon Journal
Author: Mark J Price
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United Kingdom Video Game (Mobile, Download, Online, Gaming Networks, Consoles, PC Games) Market

Primarily because of growing internet and smartphone penetration, technology up-gradation, etc. Sales of gaming consoles have shown significant improvement in the year 2020 compared to the last year 2019. Health experts are also giving the go-ahead sign for video games as a helpful tension buster during COVID times.

Video games are most popular in the Middle and High-Income populations. By age group 25-34 and 35-44 age groups are more popular compared to 18-24, 45-54, 55-64 age groups of the population. The key players of this industry have played a vital role in developing the sector by launching new generations' software and hardware such as consoles.

Twitter: @Yahoo
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Zelgor Appoints Video Games Industry Veteran Phil Fogerite as Chief Product Officer

Mr. Fogerite Has Contributed to Highly Successful Titles Including Dungeons & Dragons Online, The Incredible Hulk, and The Sims

Mr. Fogerite brings over a decade of experience working on AAA and indie games, specializing in data-driven design and development. He leverages a deep understanding of operational best practices, motivational psychology, and modern analytical techniques to deliver highly engaging gameplay and high-value product strategies.

Twitter: @Yahoo
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Video games in 2020: How a wild year changed the industry forever

While 2020 was bad for many entertainment industries, video games saw massive growth. According to Superdata, the whole industry grew by 12 percent year over year. "Earnings for game types popular in North America and Europe grew significantly due to the pandemic's impact on those regions," the report explains.

It turns out that 55 percent of United States residents actually played games in 2020, and 27 percent of those people "used games to stay in touch with friends and loved ones or socialize with new people." While the report specifically credits Call of Duty: Warzone and Animal Crossing: New Horizons , the popularity of games like Among Us and Fall Guys also makes this change very clear.

Publisher: Inverse
Twitter: @inversedotcom
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