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Posts tagged: Resources

Whizkid Games Receives the Premier’s Recognition Award for Special Design

As reported by Jason Hill at Screenplay, a package of free online games for children with autism has received an accolade in the Victorian Government’s 2010 Premier’s Design Awards.

Whizkid Games was created by a group of final year multimedia design students from Swinburne’s Faculty of Design in collaboration with Swinburne’s National eTherapy Centre (NeTC) and Bulleen Heights Autism School.  Whizkid Games aims to help autistic children learn life skills. Focusing on areas such as coping with change, recognising emotions and non-verbal communication, the 16 therapeutic games are themed around everyday activities such as getting dressed, going to school and following a schedule.

To read the article, click here

The ESA’s Essential Gaming Facts

The ESA have just released their annual report titled Essential Facts About the Computer and Video Game Industry Report. The 2010 survey confirmed that computer and video game play remains widespread, and that game play is an increasingly social activity. Sixty seven percent of American households play computer and video games, and 62 percent of gamers say they play with other gamers in person at least one hour per week. Family play has also grown in popularity, with nearly half of all parents (48 percent) reporting they play with their children at least once per week.

The report not only underscores the increasing popularity and broad appeal of computer and video games, but also provides a window to the industry’s future. ESA’s 2010 data suggests the interactive entertainment software industry is well positioned to enjoy a continued period of growth and expansion, and remain a dominant player in the American economy.

Safer Internet Day 2010: Think before you post

Insafe logo - Safer Internet Day 2010

Safer Internet Day is an annual international event which aims to raise awareness about the safe and responsible use of new technologies—especially among children and young people. Organised by Insafe, the European internet safety network, Safer Internet Day will take place on Tuesday 9 February 2010.

This year’s theme is ‘Think before you post’.

In 2009, Safer Internet Day was celebrated through 500 events in 50 countries all over the world.

Safer Internet Day activities are co-ordinated in Australia by the Australian Communications and Media Authority (the ACMA). Australia has participated in Safer Internet Day celebrations since 2004, when the event was launched internationally by the European internet safety network, InSafe.

 ‘Think before you post’ is an important topic for young people as the risks are both personal and can have an impact on others.

The ACMA, through its national cybersafety education program, Cybersmart, will mark the day with a series of internet safety events and activities. These include:

  • a Cybersmart Detectives activity involving schools across Australia
  • Launching cybersafety-themed videos produced by children and young people on the Cybersmart website
  • A ‘Hot Seat’ in children’s networking website SuperClubsPLUS Australia for upper primary and lower secondary school students
  • A mailout to all Australian local councils and public libraries with Safer Internet Day posters and other cybersafety materials.

A broad network of partners supports Safer Internet Day across Australia.

Think before you post

‘Think before you post’ is an important internet safety message for children and young people. It applies to both their use of the internet and mobile phones. A simple technique of stopping to think about the consequences before sending or posting online may help to reduce the negative experiences online.

The Cybersmart website provides easy-to-recall tips which detail some of the most important points. These include:

  • Think before you hit send or post. Once something is posted, it can be online forever.
  • Don’t post anything you don’t want others to know—or that you wouldn’t say to them face to face. Treat others as you would like to be treated.
  • Remember that private images and videos you send or post on a social networking site may be easily passed on to others and uploaded to public sites. Once they’re up, it’s almost impossible to remove them completely.
  • Respect other people’s content and be aware that if you post or share their content it might breach copyright laws. For example, a photo that your friend took is their property, not yours. You can only post it online if you have their permission.
  • Keep your personal information private. Don’t share personal details like your name, address or school with people you don’t already know in real life.
  • If you plan to send private information to anyone using your mobile phone, talk to a trusted adult before you send. Be cautious.

For more information, visit www.cybersmart.gov.au

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The ACMA’s Cybersmart program

The ACMA provides comprehensive cybersafety initiatives and education programs as part of the Australian Government’s cybersafety policy. The ACMA’s program, Cybersmart, includes undertaking targeted information and awareness-raising campaigns, activities and programs, developing cybersafety education materials for use in schools and at home, and researching current trends in cybersafety.

The Cybersmart program includes:

  • The Cybersmart website www.cybersmart.gov.au. This website provides a comprehensive, one stop shop for cybersafety information aimed at young people, parents and teachers.
  • Cybersmart Online Helpline service—provided by Kids Helpline, this service offers free, confidential online counselling to young people who have encountered negative experiences online. The Cybersmart Online Helpline is accessed through the Cybersmart website.
  • Targeted information and awareness-raising campaigns and activities, such as Safer Internet Day and participating in National Child Protection Week.
  • Developing cybersafety education materials for use in schools and at home. These programs are designed for children from 5 to 15 years and include Hector’s World™, CyberQuoll, CyberNetrix, Cybersmart Detectives and Wise up to IT.
  • The Cybersafety Outreach program of Professional Development for Educators and general internet safety awareness presentations for parents, teachers and children.
  • Researching current trends in cybersafety and young people’s use of online media.
  • The Cybersafety Contact Centre offering callers information and advice about internet safety issues and concerns. Telephone 1800 880 176.
  • A complaints hotline for members of the public to report offensive internet material. Visit: www.acma.gov.au/hotline.

GameSpot AU’s Classification FAQ

Everythig you need to know about video game classification in Australia

If you’re an Australian and you’re a gamer, then you’re probably already aware that game classification in this country has some problems; namely, that the lack of an R18+ rating means any title deemed unsuitable for anyone under the age of 15 is refused classification, which effectively bans that game from sale. But do you know why Australia doesn’t have an R18+ rating? Who’s to blame? Why do we need an adult rating for games? What do the opponents of an R18+ say? And what can you do about it? This GameSpot AU feature aims to answer all your questions, and more.

Jump over to the GameSpot AU FAQ here.

For the latest coverage on the R18+ issue check out here.

The Dance Revolution Steps out of the Arcade

As reported by Simon Tsang at smh.com.au, a popular video game that involves following stepping moves on a special light up mat, has been modified by medical researchers to help the elderly undertake regular exercise.

To read more click here

Melbourne High School uses gaming to get students running to class

 A Melbourne High School has recently introduced Game Design, a Year 10 elective subject, where students create games using industry standard tools.

Director of information and communication technology (ICT) , Adrian Janson is the man behind the subject.  He is embracing new technology and using the world of gaming to increase engagement amongst students, and is having a bit of fun at the same time.

 His Game Design class involves Year 10 students learning how to develop games using C# and XNA (a development platform for the Xbox 360).  Adrian has produced the materials for the class and has also been using some of the materials on the XNA Creator’s Club website, http://creators.xna.com/en-AU/.  Although C# has been challenging for Adrian’s students, they have been highly engaged, programming in a language that they know is used in the industry.

Adrian has eased the learning curve by creating tutorials which take students step by step through the game creation process.  By the end of the semester, students are building simple 2D arcade games with full animation, multimedia and multiplayer features.

Adrian has been teaching programming for 18 years and has been using games in the classroom for about 10.  Whilst he has taught a number of programming languages in that time, this is the first time that he has used tools that have enabled his students to write games for a console.  Having access to tools such as these has created a dynamic classroom environment where students are highly engaged and excited.   

Adrian spends time introducing his students to the theory of game design, including discussing a history of the gaming industry and the different genres that exist.  His students have definite ideas as to what makes a good game, with some of them stating the need for a good story and concept, or that the games should be multiplayer so that it’s different every time you play.

Commenting on his elective subject Adrian said:

“In the past, we‘ve used lots of different tools, but there’s always been a disconnect between what we’ve been doing in the classroom and what happens in the industry.  This new class using the Xbox 360 has taken everything to a new level.  It’s not like I’m telling students ‘Ok let’s make a tic-tac-toe game.’  Suddenly, we are doing something legitimate. We’re writing a game for the Xbox 360 – the kids go bananas.”

Adrian’s classes are a great start to a positive future for the games industry with many students considering studying the subject further.  Whilst most of his students came into the class with no programming knowledge they leave with a new found understanding and admiration for the industry.

Entertainment Software Association’s (ESA) FY09 Report

The ESA is an industry association dedicated to serving the business and public affairs needs of companies that publish computer and video games.

To view their full annual report, click here.

How to Spot a Pirated Game

Top 10 Tips to Avoid Buying Pirated Games

    1. Trust your instincts: Compare the price against the recommended retail price. If the price is very low, be suspicious.

    2. Buy from established outlets: Game prices are highly competitive. Some markets, Internet and newspapers advertise pirated games.

    3. Check the trademark symbol or hologram: When buying second hand games, check the box, disc and manual for clearly printed trademark symbols or certificates of authenticity.

    4. Coloured discs and DVDR: Games publishers do not produce games on DVDR or coloured discs. These are likely to pirated games.

    5. Spelling and grammar: Check packaging for misspellings and grammatical inaccuracies – pirated games often contain such errors.

    6. Box covers: Ensure the game comes in a full cover retail box. Hand written labels, faded discs, plastic disc covers and photocopied inserts are likely to be pirated games.

    7. Multiple games on one disc: Several games on a single disc with no genuine box cover are likely to be pirated games. Copyright owners rarely produce compilation discs.

    8. Who are you buying from: If the seller won’t give you their contact details, a receipt or any information should the product be faulty, the game is likely to be pirated. Keep all documentation.

    9. Do your homework: Keep informed about game piracy by visiting the iGEA website

    10. Report piracy: If you are aware of any potential game piracy, register it in confidence by calling the iGEA Anti Piracy Hotline: 1800 20 40 19 or anti-piracy@igea.com.au.

Videogame Piracy – An Overview

Game piracy is the unauthorised copying or “burning” of games, sharing games on peer-to-peer networks, or illegal download of games from the Internet.

Each year these actions cost the industry $100 million in lost sales, as well as hundreds of full and part time Australian jobs. Australia has a world-class computer and video game industry. Every pirated game is damaging the future of games development in Australia.

For consumers, game piracy means many end up with faulty products. Pirated games may contain completely unrelated or inappropriate content. These games are inferior and you are not protected should the game malfunction.

Game piracy also affects Australia in lost tax and GDP, as well as undermines intellectual property laws that are the foundation of inward business attraction and investment.

Sadly, large scale piracy and organised crime often go hand in hand. Piracy provides the cash flow for other crimes including pornography, vehicle rebirthing and identity theft.

Useful Links

o Australian Attorney-General’s Department – Copyright
o Australian Attorney-General’s Department – Copyright Ammendments
o Australian Copyright Council
o Australian Copyright Council/Pricewaterhouse Coopers: Making the Intangibel Tangible: The Economic Contribution of Australia’s Copyright Industries
o Australian Customs Service
o Australian Federal Police
o Australian Federal Police IP Crime Data Sheet
o Australian Federation Against Copyright Theft
o Creative Commons
o International Anti-Counterfeiting Coalition
o IP Australia
o Music Industry Piracy Investigations
o Police Federation Australia
o The Entertainment Software Association of America Anti Piracy Program
o World Intellectual Property Organisation

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