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"The idea of a canon is quite a simple one By protecting certain classic games and drawing..."
The idea of a canon is quite a simple one By protecting certain classic games and drawing attention to their status as classics, we would be allowing future generations of game designers the joys of retracing the footsteps of their forebears and understanding the progress of various genres not as matters of historical record but of intuitive progression. To play an old game in light of later developments is to experience a sense of frustration with something that should be there, and to feel that frustration is to be able to call into question whether it is a feeling that is worth re-considering. Indeed, there is no telling how future generations might react to design decisions made in the past, and by making sure that future game designers are able to familiarise themselves with older titles we would not only be making certain that old mistakes could be avoided, but also that old solutions could be called into question.
- Jonathan McCalmont, journalist and media studies academic.
Light up the mood with your own Pac-Man Ghost lamp. $70 a pop.
"My professional opinion is that science has established that media violence and violent video games..."
My professional opinion is that science has established that media violence and violent video games are a risk factor for aggression. This does not mean that playing a violent game necessarily causes immediate aggressive behavior. Humans are much more complex than that. Instead, it means that the odds of aggression go up over time, within the broader range of other risk and protective factors, such as poverty, parental involvement, bullying, etc. It is not the largest scientifically identified risk factor for aggression, but neither is it the smallest.
- Psychologist Dr. Douglas Gentile, Editorial: Pros/Cons: Schwarzenegger v. EMA, News from GamePro
First rule is you do not have to talk about tweefight.
"It seems so much of the compulsion of these games involves sharing these news feed items and..."
It seems so much of the compulsion of these games involves sharing these news feed items and reciprocating a click to get some reward. Its the engine that makes them run. Yet, every time I would be offered the chance to share my progress, it broke any flow that the game had managed to achieve by being a little less inane than its predecessors. The very mechanism that makes these games successful makes them less successful as games. Robert Salomon on Social Games ( Frontierville ).