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Posts tagged: games

The latest newsletter from the ESA shows new research highlights positive affects of Video Game Play

August 2010 – the latest newsletter from the Entertainment Software Association (ESA) in the US provides a brief outline of some recent studies which were unddertaken by Dr Christopher Ferguson of Texas A&M Universtiy which called into question research findings that perpetuate some of the misconceptions about computer and video games.

In June, the Review of General Psychology published Dr. Ferguson’s study titled “Blazing Angels or Resident Evil? Can Violent Video Games be a Force for Good?” Ferguson conducted an in-depth analysis of existing research on the impact of violent video game play on aggressive behavior. He found that many of these studies were marred by inconsistent findings or weak methodology and had not been sufficiently scrutinized by the broader scientific community. He also noted that the violent crime rate has dropped dramatically at the same time that video games have gained in popularity, suggesting that “the violent video game issue is a crusade in search of a crisis.”

To read on, click here

Close Up – Video Game Stereotypes are being re-created

Tuesday 13 July 2010, the program Close Up on TVNZ featured a story about the revolution about to take place in the gaming industry.  To watch the story, click here

Stroke patients use games as part of rehab

As reported by Amy Coderoy on smh.com.au, an innovative program developed by Neuroscience Research Australia involves the use of computer games, such as Wii Sports, to help stroke victims gain back speech and movement.  To learn more, click here.

Virtual Reality Games used in Pain Management

Nicki Phillips has written an interesting article for Digital Life over at smh.com.au about how virtual reality games are being used as anaesthesia for pain management.

Whilst some parents would see video games as an unwelcome distraction, some parents welcome this distraction in helping their children who have suffered a serious injury.

To read more about this serious use of games, click here

NZ Game Aims to Help Teens Suffering Depression

As reported at stuff.co.nz, a 3D fantasy game developed at Auckland University could help to treat depressed teens.

The game – Sparx – lets players choose an avatar, or character, which can roam around a virtual world, interact with non-playing characters and complete challenges.  The challenges have been carefully based on cognitive behaviour therapies, a common technique used in face-to-face counselling.

To read more about this great initiative, click here

The Golden Joystick Awards Come To Australia

The Golden Joysticks are a gaming institution, now in their 27th year and the oldest gaming awards ceremony in the world and by far the most prestigious – voted for by the only people who truly matter – gamers themselves. In 2008 850,000 gamers voted for their favourites, in 2009 the UK polling exceeded a 1.2m votes!

 In 2009 Future Publishing Australia will introduce the Inaugural Australian Golden Joystick Awards into this region to recognise the best games and retailers in this territory. This year our objective is to establish the award and in 2010 we’ll grow and evolve what we do, inc the awards presentations and categories but for 2009 we’ve kept it simple. Promoted through our own magazines, and via banner advertising on www.Gamesradar.com <http://www.gamesradar.com/> , we will also promote the voting through other complementary mediums, inviting Australian and New Zealand gamers to vote for their favourite games and favourite games retailer of 2009.

 Voting closes at midnight on 10 December 2009, and winners will be announced on 15 December.  The winners will also be featured in the magazines in January 2010.

http://www.goldenjoystick.com/australia

 For More Information Contact:

Karl Penn, MD, Future Publishing Australia. 02 9955 2677 / karl.penn@futurenet.com

Unedited Left 4 Dead 2 banned in Australia

As reported form Tom Magrino at Gamespot: Valve’s hyperviolent survival-horror FPS refused classification by appeal board, modified version due for release on 360, PC Nov. 17.

Australia’s Classification Board remains keen on keeping the unedited version of Valve’s survival horror shooter Left 4 Dead 2 out of the hands of the living. Today, the country’s Classification Review Board unanimously agreed to refuse classification to the unedited version of Left 4 Dead 2. The appeal committee’s decision upholds the software rating board’s initial assessment from September and prevents the unedited version from being sold, advertised, or demonstrated in Australia.

More at Gamespot

Aussies are an Imagination Nation

Warner Bros Interactive Entertainment have discovered that ‘game snacking’ is the new way to keep your Creativity Alive.

Sydney, Australia – 8 October 2009: Tried and proven, Aussies who game for around 30 minutes a day are more likely to use their imagination daily – thus keeping their creativity alive. These are some of the findings from a recent survey* of ‘Gaming and Creativity’, conducted by Warner Bros. Interactive Entertainment, which revealed that over 85 per cent of Aussies are regular gamers.

 

The survey showed Australians are a social nation, and find that the best way to keep our mind active is by trying something new every day. We enjoy reading to learn (45 per cent of  respondents) compared with drawing, dancing or playing music (24 per cent).

 

Not surprisingly, the survey also revealed that the busy lifestyles we lead combined with the constant demands from society, have made us a time poor nation and as such has forced the birth of ‘game snacking’. Nearly 50 per cent of those surveyed game regularly for under an hour each day, while 32 per cent game for under 30 mins each day – proving that we no longer have the time to sit down for hours on end playing games (with less than 2 per cent of Aussies surveyed admitting to spending over three hours a day gaming).

 

“The definition of a snack – or ‘snack food’ in it’s most commonly used term, is something that is typically designed to be portable, quick and satisfying. Game snacking, alike food snacking, has numerous benefits, from stimulating the brain to relieve from stress or boredom.” said Joel Graham, Manager of Public Relations APAC for Warner Bros Interactive Entertainment.

 

“The survey was inspired off the back of a new game that is taking the world by storm; Scribblenauts. Scribblenauts embodies this notion of game snacking and more. It’s a fantastic place to stimulate creativity and imagination – much like what you would idealise as the perfect school classroom. Thinking outside of the square is what leads to the learning and the solution of the puzzles,” he stated.

 

Launching in Australia on September 30, the game has already captured the attention of the world – securing no less than 37 awards from the world’s leading video games journalists.  The objective of the game is to complete puzzles by conjuring up objects which are created by typing in the object’s name on the touch-screen. Armed only with a stylus, notepad and your imagination, players must help lead-character Maxwell acquire the Starite in each level.

 

Lateral thinking is key with players encouraged to experiment and try as many different ways as possible to solve each level – of which there are thousands upon thousands of possibilities and different combinations.  There is no single correct answer for each scenario – only multiple solutions opening up the game to endless replayability.

 

 “Aside from the game’s obvious benefits of teaching spelling, lateral thinking and problem-solving in a fun way the game also teaches players the consequence of their decisions – forcing the player to think more about the impact their here-and-now decision has on the longer term problem. For example, adding a shark to the water might solve the problem of the piranha, but if you have to cross the water what will you do with the shark? A quick fix is not always the best approach and this game encourages you to stop and consider the longer term implications of your actions,” Graham continued.

 

“The spelling aspect of the game provides great stimulation for the left side of the brain while your right side is free to conjure up vampires, time machines, dinosaurs or even a panda bear riding a bicycle – whatever it takes to solve the puzzle.”

 

Additional findings from the survey include: 

  • Game snackers are more creative than avid gamers or infrequent gamers:  Aussies who game regularly for under 30 mins each day (coined ‘game snackers’) use their creativity more often. Nearly 90 per cent of those game snackers surveyed use their creativity daily (20 per cent of which use it every hour). This is compared with  83 per cent of avid gamers (someone who games regularly for more than an hour each day) and 79 per cent of infrequent gamers (someone who rarely plays games at all)

 

  • Busting gaming stereotypes, the survey revealed that respondents who game regularly also have a greater social life. Over 20 per cent of those respondents game for around 30 mins each day prefer socialising with friends in their spare time over watching TV, drawing or reading.

 

To entertain or to train the brain, here are the reasons why we game! Brain verse Brawn: Male V’s Female

  • Down time: Women prefer to spend more time socialising in their spare time (32 per cent) compared with men who prefer to play games in their spare time (40 per cent)
  • Waking the imagination: Trying something new was seen equally by both men and women as one of the best ways to  keep your mind active and your imagination flowing  - as voted by nearly a third of respondents from both sexes
  • A third of women also stated that reading books and newspapers was a great way to  stimulate your mind while over a third of men preferred the idea of physical exercise through playing games and sports
  • Accessing your imagination: Over 82 per cent of women use their imagination everyday – 28 per cent of which admit to using it every hour. Men came out a little less imaginative, with nearly 20 per cent ‘fessing up that they only use their imagination once in a blue moon – if at all
  • Why play games? There was a clear distinction in the survey findings behind the reason that both men and women game. Over 52 per cent of women game to enable them to challenge their brain and think differently while 51 percent of men game to escape from reality
  • How do you get your game on? This was echoed in the types of games that men and women prefer to play. Guys came up trumps when it came to console or computer gaming – receiving over 67 per cent of the votes, while women, who weren’t too far behind with the console and pc gaming (37 per cent) preferred to problem solve with puzzles, crosswords and board games
  • Game on: Nearly 60 per cent of men game for under an hour each day compared with 41 per cent of women
  • Left or right? Overall, despite women constantly wanting to stimulate the left side of the brain for through puzzles, crosswords etc. women actually rate themselves more as a right sided bunch – with over 72 per cent stating they are creative thinkers. Men on the other hand, voted themselves as more logical, with nearly 60 per cent stating they have a more systemic approach to solving problems.

 

 

About the Scribblenauts

Scribblenauts was created and developed by 5TH Cell and allows players to use their imagination to create their own unique experience, allowing the game to appeal to gamers of all levels. In Scribblenauts, players use the stylus and touch screen to help Maxwell acquire the “Starite,” the prize earned from solving the puzzle in each challenge.  Entering any noun that comes to mind, players can utilize it in order to reach the goal and combine countless objects to create wildly original scenarios.

 

Scribblenauts recognises tens of thousands of words and every level has hundreds of objects that can be used as a solution, offering extensive replay value. Players can also create and share levels with the Level Editor via Nintendo DS Wi-Fi Connection.

 

Scribblenauts is rated “PG” and is now available at Australian retail stores nationwide on Nintendo DS and is Nintendo DSi compatible for a SRP of $59.95.  For more information, visit www.scribblenauts.com.

 

 For additional information, images or to interview Warner Bros. regarding the survey findings, please contact;

 

Howorth                                                          Howorth

Kathryn Colliton                                             Rebecca Tannous            

+ 61 2 8281 3812                                           +61 2 8281 3809

kathryn@howorth.com.au                          Rebecca@howorth.com.au

 

Warner Bros. Interactive Entertainment

Joel Graham

+61 2 9495 3139

joel.graham@warnerbros.com

 

 

 

*This survey was conducted between July – August 2009 by Warner Bros. Interactive Entertainment through Livewire’s members based of more than 2500 member, various primary and high schools and other outlets throughout Australia. Participants aged 7-79 years.

The Guggenheim of gaming

From Pong to PlayStations, this exhibition covers the console evolution. By Jason Hill.

After a year-long renovation, the “new” Australian Centre for the Moving Image has opened its doors to the public with a free exhibition that prominently features video game, as reported at Digital Life

It’s a Wii way to the top for Wolfmother

VIDEO may have killed the radio star but 21st-century video games are giving them a whole new audience.

Big-hitting artists including the Australian band Wolfmother are pushing to have their songs on computer games.

To read Christine Sam’s article at The Age click here

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