Wednesday, January 9, 2008

Second Life Bans Traditional Banking

Linden Labs recently announced a ban on all in-game banking institutions that "offer interest or any direct return on an investment" without the same government regulation that applies to banks in the real world.

SOURCE: Wired

This drastic step comes in reaction to the dissolution of the unregulated Ginko Financial, an in-game bank whose failure saw investors (read: players who had deposited money) lose the equivalent of $750,000.

The decision was widely seen as a necessary step by Linden Labs to avoid governmental intervention.Had the company not banned these unregulated banks, most presumed it was a matter of time before the state government of California (under whose laws Linden Labs operate) stepped in and forced regulations into every financial aspect of the title.

Linden Labs plans to remove all virtual ATMs and other such interest-granting banking institutions from the Second Life world by Jan. 22, 2008, and have politely asked "that between now and then, those who operate these 'banks' settle up on any promises they have made to other Residents."

A Career Where You Never Grow Old & You Never Grow Up

Friday, November 2, 2007

On Being a Visually Impaired Gamer

SOURCE: GameSpot
Note: The writer did such a great job of writing the article that I didn't feel it was right to change anything. These are only the highlights of the posting.


I'm often met with baffled statements such as "But how do you even read the computer screen?" and "How can you possibly play games if you're blind?" Well let me tell you folks, it isn't easy.

Playing video games, on the other hand, is an increasingly difficult venture. It seems odd that, with all of today's technology, video games are becoming less and less accessible.

I use a special "high contrast" color scheme which changes the background color of every web page and most applications to black and, by contrast, turns the text color to white. This simple inversion of the colors improves the clarity of what I am looking at by about 400%, since the darker background color is much easier on my eyes.

Grandia 3 opted for a much more "modern" look, with smaller text windows and brighter backgrounds. If it weren't for the game's voice acting, I would have had trouble ever completing the game because I wouldn't have been able to understand the story…

It seems the RPG trend nowadays is to move away from the classic turn-based formula and in to an action-RPG style.

… despite the increasing number of games released each year, there are fewer and fewer titles which someone like myself can successfully play.

There is also the matter of other accessibility features which are simple to implement but sometimes ignored; I once read the plight of a deaf gamer on a message board asking for a copy of Grandia 3's script because the game lacks a simple subtitle feature for its voice acted parts!

I recognize that innovation is important, especially in the video game industry, but that doesn't mean we need to ignore some of the simpler things in life. I find myself playing fewer games, and getting less excited about games, because I fear that every new title I purchase (or even rent) may simply be too difficult to play these days. I know which genres in general to avoid, but isn't there some way that the industry can take a look at the needs of all its users and try to find some way – even something simple like changing text colors or including subtitles – to make games playable for as many people as possible?

Perhaps one day the technology will be in place to correct all visual impairments, but until that day I can only hope that people sit up and take notice of others' plights and do their own part to help.

SOURCE: GameSpot





Video Games Aide in Physical Therapy

Tuesday, October 2, 2007

Final Fantasy Energy Drink - Are You Game?

Last year, Suntory came out with a limited edition set of Final Fantasy XII energy drinks as well as collectible bottles of Final Fantasy anniversary “potions.” When they first when on the shelves, it said that the sold out like mad, leaving convenience stores and supermarkets with empty racks in a week. They soon hit Ebay with prices set at $25 and above to be purchased by thirsty RPG geeks world wide.

Now, Suntory is back in collaboration with Square Enix with three new lines of tenth anniversary Final Fantasy VII potions and figures, and with a *bit* higher price tag than last time. The cans will be going for a mere $1.60, but the very cool potion bottle (limited to 77,777 pieces) will be traded for $32, which is nearly enough to get the game itself. In addition, there’s an entirely different set of eight cans combined with figures for $9 each which are limited to a million sets. Those are some hefty price tags for a “potion” that contains caffeine, B-Vitamins, and royal jelly, but that’ll never stop a thirsty gamer with plans to game all night long.
















Thursday, August 23, 2007

The Name of the Game Is Work

Source: Business Week

Corporations are increasingly using online games to recruit and train new employees, and just to better keep people in touch.



Companies around the world, including McKinsey & Co., Royal Philips Electronics (PHG), and Johnson & Johnson Pharmaceutical Research & Development (JNJ) are bringing games with 3D computer graphics into the workplace to appeal to the generation raised on Nintendo (NTDOF.PK), World of Warcraft, and Second Life. They are using games to recruit new talent, improve communication between managers and their far-flung staff, and train employees and new hires at all levels.

My Virtual Career

Since 2000, McKinsey's German headquarters has run a computer game called CEO of the Future, based loosely on the popular NBC reality show The Apprentice. The goal is to cast a wider net for new talent. In 2007, nearly 5,000 managers and students from all over the world between the ages of 22 and 32 tried their hand at challenges such as starting a European insurance company in Korea or developing an R&D strategy for a new pain reliever made of a genetically modified fruit.

Next year, McKinsey has decided to make the game downloadable from a Web site so you can play offline and then upload the results. This way, those who don't have regular Internet access won't be penalized. In next year's version of the game, competitors will tackle renewable energy businesses, says Marco Ferber, a Stuttgart-based engagement manager at McKinsey. McKinsey has hired several past winners of CEO of the Future. In 2007, the winners (there was a tie) also received about $20,000 each.


Read More

Thursday, August 2, 2007

Do Video Game Opponents Just Suck?

Just in case you haven’t heard, anti video game protesters say, “video games will rot your brain!” Is that what they said about automobiles, Jazz and Rock n roll? Video games are just anther brain rotter to add to the list, regardless of the benefits it offers.

The force behind the rot is due to the discovery of a sex scene in some games which is only accessible if you hack the game… which of course is much more important than say the total count of how many zombies a player shoots up. Zombies have feelings and are people too…dead but they’re still people nevertheless.

The ‘give it a rest’ opponent believe video games can help prepare kids for the world they will end up working and living in. Video game fan Robert Florio who just happens to be paralyzed from the neck down is currently earning his bachelors degree in Videogame Art and Design with ambitions in creating My goal is to videogames for people with physical limitations.


Walter Reed Army Medical Center uses video games as a means of therapy for recovering soldiers. Chuck Ziegenfuss, a major in the Army and wounded in Iraq in 2005 said playing video games "gives them back a sense that they're normal," he said.

Today’s games force players to learn complex rule systems, follow shifting game environments in real time and prioritize between multiple objectives. Rules, decisions, thinking fast on your feet and being a team player are precisely the sorts of skills that employees need in the workplace.

What about the claims that violent video games lead to violent behavior? According to a variety of surveys today’s kids are less violent not more. Video Game Voters Network provides detailed information on the controversy of violence ad video games. Much of their information is provided and based on University studies, professional researcher documentation and healthcare reports. All of which prove that each and every one of us is responsible for our own actions.


Groups like Mothers Against Videogame Addiction and Violence say they are educating parents of “the world's fastest growing addiction and the most reckless endangerment of children today.

Last time I checked (and I surf the web on a daily basis) I found that the fastest growing addiction for kids have always included:
  • Fast Food / obesity
  • Tobacco
  • Drugs
  • Alcohol
  • Body image related addictions

I can not recall one article or news source listing video games as an "addition" let alone the “world's fastest growing addiction.”

MAVAV Articles include:
EverQuest: A Threat to Society?
Truth - EverQuest: Explore a realm of Adventure, Fantasy and Magic.

Oh yea….. Hordes of teenagers are threatening the existence of dragons world wide due to EverQuest. Stop the innocent killing of dragons!

Video Game Networks or Online Training Camps?

FOR EVIL! {baahaahaahaa}
Jeti Force: “you can stay up as late as you like and eat all the chocolate ice cream you want.”

E3: Evil Entertainment Expo
Truth - E3: The Electronic Entertainment Expo(E3) is the world's largest annual video game and entertainment industry conference where developers and journalists gather to witness the very latest games and technologies. This is where the iPhone was premiered...

Okay… that was a bad example maybe E3 is a little bit evil but so are a lot of industries… we don’t Mothers Against Videogames protesting cell phone use in their cars while driving. Lets see their driving records! I bet they’re not so spotless.

I have to wonder how many of those who attack these video games have spent much time trying to play them? Do they realize how hard they can be? Maybe they do realize how hard the games are and they just really suck at it…

Hot Markets Hot Careers

Monday, July 2, 2007

Cockroaches, Madonna, crime, Spam and gaming.

The five things that will never go away.

From the year 2006 through the years to 2012, Parks Associates a market research firms states that in game spending will go from $370 million in 2006 to more than $2 billion in 2012. In addition, IBM and Seriosity teamed up for a joint research project that revealed
online role playing games are shaping the next generation of corporate leaders. The studies show that there are significant parallels between online gaming and the work force. Today's gamers are learning collaboration; self-organization, risk taking, positive influence, and networking as well as how to earn incentives linked to performance and be flexible in the way they communicate.

In game advertising expects an annual growth rate of 33% higher than that of TV, radio, print, and the Internet.

"If executed correctly, game advertising can provide a win-win solution for advertisers, developers and publishers, console manufacturers, game portals, and gamers." Said Yuanzhe (Michael) Cai, director of broadband and gaming, Parks Associates.

Advertisers are taking notice of the ever-growing industry with cheaper advertising and direct consumer attention. In game advertising helps pay for game creation and can also help make a game more real. Beyond sponsoring a game, some marketers are actually creating their own games as promotional content (called “advergames”) such as Burger King did with Blitz Games.

Jim Spohrer, director of services research for IBM Research center: "Smart organizations are recognizing valued employees who play online games and apply their skills and experience as virtual leaders to their 'real world' jobs."

Gaming is not only increasing in popularity, but also gaining new fans in the older generation. Seniors have slowly been experimenting with gaming as a way to connect with grandkids. Than again, some are simply playing because they didn’t realize how much fun they were. Advertising to seniors has always been a niche market and it’s one that hasn’t been touched for in-game advertising. After all, the gamers who fell in love with the games and demanded bigger, better, more in-depth games are aging.

Wednesday, June 20, 2007

British Bans Manhunt 2 - The First Video Game In 10 Years

You can not buy Manhunt 2 in Britain. The decision by the British Board of Film Classification, or BBFC, means the game, from publisher Take-Two Interactive Software, creators of the controversial "Grand Theft Auto" series, cannot be legally supplied anywhere in Britain.

BBFC director David Cooke said "'Manhunt 2' is distinguishable from recent high-end video games by its unremitting bleakness and callousness of tone in an overall game context which constantly encourages visceral killing with exceptionally little alleviation or distancing."

He continued by saying

"There is sustained and cumulative casual sadism in the way in which these killings are committed, and encouraged, in the game."

The ban in Britain prompted one U.S. family group to lobby for an ‘Adults Only’ rating to ensure major American retailers cannot sell the game to minors. According to Gamepolitics.com, Manhunt 2 has been given an ‘Adults Only’ rating in the States, rather than the usual M (mature) rating which is non-prohibitive and acts merely as a guide for parents. This means that most major retailers will not sell the game.

Take Two/Rockstar still has online retailers and independent stores to channel the game through, but big superstore chains like Walmart account for 25% of game sold in the US.

Other global territories are likely to take a similar stance as the UK and US has -- so it seems the Take Two/Rockstar strategy for stalking success and creating Hellfire controversy may have backfired.

What’s The Big Deal?

In the game Manhunt 2, players become an insane asylum escapee sneaking up on “enemies” and killing them in gruesome ways.

If there was ever a game that deserved an “Adults Only” rating from the Entertainment Software Rating Board, Manhunt 2 is definitely it. What other game can you graphically decapitate someone and then use the head as a bowling ball? In Manhunt (original) players were able to suffocate somebody with a plastic bag and kill using razor wire. Sequels are follow-ups introducing bigger and better than the original – if razor wire and effective plastic bag instruments of death was used in the original and received only an M for Mature rating than what the hell do you have to do to get an “AO” (Adults Only) rating?

Manhunt 2 is a disturbing game. I’d like to think I’m not squeamish – at least when it comes to videogame violence. After all, it’s not real; it’s all make-believe, right? But Take Two/Rockstar video games have become nothing more than animated ‘choose-your-own-adventure’ snuff films

My opinion may not be what you were expecting from a self-described proud to be called Game Geek Gurl. There is no story without conflict and in interactive games, that conflict is predominantly played out in violence. God of War and Destroy All Humans have violence in mass quantities, no question about that. But the Manhunt series encourages players to be as vicious as possible in killing their “victims”. One game review of the original Manhunt encouraged this aspect by stating

“it’s certainly fun watching your enemies die and that is one of the main features of this game.”

Manhunt 2 Ban Questions:

  • What will be the result of censorship for future games?
  • How will the ban effect past, current and future video game classifications?
  • Does the ban purpose any serious threats to the long-term future of the gaming industry?



Censorship in any form is risky and further promotes the downwards spiral of a nannied nation. But is the merciless violence of Manhunt’s content video game entertainment or sensationalism of violence?


Wednesday, May 30, 2007

It’s Not Space Aliens, But It’s A Blast

Cigna Corp. (Health & Life Insurance) said on May 30th, 2007 that it will offer HopeLab's access to "Re-Mission" the video game. The game features a teen appropriate sexy Roxxi nanobot with a blaster for her left arm and glides through the bodies of fictional cancer patients with her singular purpose of blasting cancer cells out of existence. Along the way, Roxxi also battles dangerous infections and manages side effects associated with cancer and cancer treatments. As you can read, the video game is to set to help teen cancer patients deal with their disease and help them visualize the destruction of cancerous cells.

Since the game's launch early last year, HopeLab said it has delivered 76,000 copies of "Re-Mission" which is available on disc or via download on its Web site. Cigna's will also offer the game on their website.


Pam Omidyar, a medical researcher launched HopeLab in 2001 to improve the health and possibilities of recovery for young people – and she did it with a mix of quality science and fun technology. HopeLab, a Northern California-based nonprofit organization, teamed with video game developers and animators and a medical specialist as well as young patients, in developing a quality video game that would educate as well as entertain.

Medical experts say that teenage cancer patients face unique challenges that adults do not always encounter. They are old enough to be responsible for their treatment, but may be too young to understand the potentially deadly consequences of skipping a required medication dosage.


HopeLab tested "Re-Mission" in a randomized, controlled trial of 375 male and female cancer patients aged 13 to 29, in the United States, Canada and Australia. The "Re-Mission" players maintained levels of chemotherapy in their blood and showed higher rates of antibiotic use than those in the control group, indicating that the game helped patients maintain they’re cancer therapy routine. It also demonstrates that the game is helping to instill confidence that the disease can be fought and encourages consistent implementation with their treatment.

Next on HopeLab's list: Obesity

Wednesday, May 23, 2007

Wednesday, May 9, 2007

MSNBC Goes Interactive in Movie Theaters

From Online Media

by Les Luchter, Wednesday, May 9, 2007 6:00 AM ET
WHILE SPIDER-MAN 3 ENJOYED THE largest opening weekend box office ever this past weekend, those who saw the film at National Amusement's The Bridge: Cinema de Lux theater in Los Angeles received an additional treat courtesy of MSNBC.com: a pre-movie video game dubbed NewsBreaker Live that they could play from their seats.

Attendees were shown a live msnbc.com RSS newsfeed on the big screen, and as each person moved either to the right or left, their collective actions controlled paddles that "smashed up" the real-time headlines with a bouncing ball, causing them to fall. Simultaneously, the audience moved to "capture" the headlines before they dropped off the screen entirely.

"There's a single camera at the front of the theater that's recording the audience's movements," explained David Polinchock, chief experience officer for Brand Experience Lab, which developed the game with strategic communications firm SS+K and Etcetera Edutainment, part of Carnegie Mellon University's Entertainment Technology Center. "As they lean left and right, the camera records that, puts it in the computer system, and that's how they interact with the game. So they, in effect, become the joystick...."

Msnbc.com says NewsBreaker Live is part of the site's new branding campaign--"A Fuller Spectrum of News"--that also includes a NewsBreaker online game and a NewsStream screensaver, and is backed by TV, print and online ads.

NewsBreaker Live will run through July preceding such other major blockbusters as the sequels to Harry Potter, Shrek, Pirates of the Caribbean and Fantastic 4, as well as the new Transformers. Theatergoers in Philadelphia and White Plains, NY will also be able to enjoy the fun, which one 20-something male in Los Angeles called "the sweetest movie waiting experience I've ever had."

Tuesday, May 8, 2007

The Impact of Being a Gaming Parent

By: twistedcaboose

We’ve all heard it before, “Video games are bad for kids”. The press, some celebrities, religious leaders and of course politicians want to blame events and actions of our children on video games. This is our opportunity as gaming parents to prove them wrong.

Video games mean so much more for parents. Being a gaming parent means more quality time with our children and more sharing. It gives us insight to what our children enjoy and gives us control over what our children do.

Although I was a gamer when I was a child and young adult, I lost touch with the gaming world until after my son was born. I am the mother of a 16 year old son. Being close to my son has meant stepping into his world and enjoying what he enjoys.

My son’s gaming began on the Nintendo Gamecube at around the age of eight. His game of choice then was Zelda: Ocarina of Time. It had been years since I picked up a console controller. I played badly at first but I would sneak into his room at night while he was asleep to practice and hone my skills. His gaming time was limited because he was young and reading and learning were more important at his age; each night we would play for an hour and on weekends a couple of hours per day. We would take turns on the controller. I would usually only play if he was having a hard time getting through something. We each would have our attempts at defeating the unbeatable bosses. I shared in the excitement when after 20 grueling tries he would finally beat a level or boss and I would bask in the hugs, kisses and pride when I beat a level or boss he could not defeat. And yes I even spent late nights while he slept looking for hints and walk-throughs.

After a few years on the Gamecube and a few years older his attention was set on the Xbox and PS2. His first love on the Xbox was Halo: Combat Evolved. I watched him play campaign and shared in his triumphs and then the ominous question came “Mom, can I play online?” This was my time to shine as a parent. My answer; “Get the other controller.” We hooked up to Xbox Connect and with some of my sons friends and were live within minutes. At first we created or joined rooms where only my son’s friends and a couple of their parents could play. Then together we ventured in to the world of multiplayer with unknown rivals. Sometimes we would get profane kids but they would be booted from the party immediately. I was REALLY bad at first. I had never actually played campaign with my son; just watched. My son and his friends constantly called me a “noob”. I practiced for hours at night just to be able to look up and walk at the same time. My skills and enjoyment of the game began to increase. My son would have his friends over and we would all play Halo until the wee hours of the night; laughing, giving each other high fives, eating junk food and ribbing each other if we died too quickly. On one of those nights my defining moment came that proved me a gaming parent. A kid we had been playing with was talking “smack”. Nothing profane just the normal stuff like “you suck” and “I can beat without trying” and “my dad could beat you”. My son, bless his heart, says “Dude my mom can beat your dad.” What? No pressure here! The kid gets his dad on and he and I exchange hellos and then game on. My heart was pounding, my palms sweaty and the boys were cheering for me. In the end I beat his dad. He and I had a great opportunity as parents to teach all the kids a lesson; sportsmanship. We exchanged the good games and talked about the game a bit and his son played with us a bit more. The light hearted smack talk continued and in the end my son’s favorite line to the kid was “dude my mom beat your dad in Halo”. They laughed. We still laugh about it.

With the release of Halo2 the gaming together continued for years with my son and his friends. We ventured into Match Making together and found a good group of friends to game with. I would hear some of his online friend’s stories about school, getting their drivers license, how they did on tests and some of his friends that were in college and how they were doing; a great group of friends and people in general.

I then found a website for older gamers that not only let me enjoy my gaming with my son but other gamers that had similar life experiences; 2old2play.com. The site offered me a choice from over 9000 gamers to play with that share a lot of what I share. Many are married, some are single. They have homes, cars, jobs and stress. Sometimes we talk about our kids, some ask for advice and insight or help; but we all share our lives and love of video games. Many of us have met face-to-face. We get together and play. We all relieve our stresses together. Many of us have children that we game with; the majority in fact. It is a safe haven for gaming adults. I have made real-life friends that share what I love.

Present day; my son has moved onto PC gaming while I remain a console gamer. He still picks up the Xbox 360 controller every once in a while and still games with me when new maps come out for Halo2 and still enjoys playing some of the other games with his friends every once in a while. I am still a die hard Halo fan and play every night with my friends and am involved with 2old2play.com doing whatever I can to help. Even though I don’t play PC games I understand what my son does and still share in the joy when he reaches a goal. A couple of months ago I found myself dropping everything to watch my son play Shadow of the Colossus on his PS2. It was a beautiful game to watch, the creativity and game play; I sat in awe. My son even appreciated the artistry involved in creating this game. I watched almost every minute that he played and we talked about the features in the game. Gaming has brought a new level of closeness between him and me.

Now that you’ve read my tale of our gaming experience you may ask, “What is the impact of being a gaming parent?” Look closely at the text that I’ve bolded. You notice words like closeness, joy, share, talk, love and many more. These experiences are the impact. We as adults are the purchasers of these games for our kids and ourselves. We are the leading buyers in the industry. At some point as parents we can choose to let video gaming be another wall between our kids and ourselves or we can pick up a controller or put our hands on a keyboard and become part of our children’s lives. In the time of technology our kids will game in some way. Parents have the opportunity to venture into the world of technology with their kids or stand on the side lines.

I challenge any politician to read this story and tell me that video games are bad for MY son. In fact the opposite is true. What you find in this short story of our lives is an experience of togetherness, love, understanding, friendship and sharing. One simple thing, gaming, it is what makes us closer. For some families it’s sports or music; for my little family it’s video games. In fact this is only a small sample of why video games are good for our family and others like us. Go ahead, tell me that all of these things: quality time, limited, excitement, hugs, kisses and pride, shine, together, laughing, defining moment, gaming parent, cheering, sportsmanship, real-life friends, love, understand, share, joy, we talked and closeness, are bad for my son. Then I will ask you what you do with your children that leads to a better understanding of them, sharing with them, talking with them, that allows them to open up to you, that impacts their lives.

I control what my son sees, plays and hears. I have taught my son lessons through video games and made myself available to him to open up and communicate. I control what video games my son buys. I share in my son’s life and love of video games.

I am an impact on my son’s life because I am a gaming parent.


Monday, May 7, 2007

Advergaming

Video Game advertising, where is it heading?

Advergaming is the business of placing advertisements in video games to advertise or promote a product, organization or sometimes a viewpoint. There are two types of Advergaming

Static in-game advertising
Dynamic in-game advertising

Static in-game advertising consists primarily with virtual billboards and in-game product placement that can not be altered once placed in the game.

Dynamic in-game advertising can be altered remotely by the advertising agencies and can be product tailored according to geographical location or time of day. This allows the agencies to delivery time-critical advertising campaigns, such as movie launches.

A report by eMarketer is showing a huge increase in spending when it comes to marketing inside of the video game space and analysts expect a minimum of a 22 percent increase by the year 2011. Personaly, I believe the percentage will be much greater than the 22 percent.

Looking at some recent cases of video game advergaming, a successful new marketing trend has developed. Burger King was immensely successful in their advergaming campaign by launching three Xbox and Xbox360 titles -- Gamers actually spent money to play a game created with one purpose in mind: advertising.

  1. Pocketbike Racer - Racing game pitting Burger King mascots against one another.
  2. Big Bumpin - Bumper car game pitting Burger King mascots against one another.
  3. Sneak King – An adaptation of the stealth action genre, but instead of sneaking up and snapping someone's neck, you gives them the gift of food.


Advertising in video games will continue to build heat and produce stacks of profits. What scares me is how far will it develop? The last thing I want and I truly mean this… The very last thing I want to see is Mariah Carey at the glamorous age of 90 in short shorts singing ‘Vision of Love’.

We've all grown used to ads on google, personal blogs, and social networks; video games is just the newest kid on the block. With approximently 50% (or more) of the entertainment hours being spent with a controller in-hand instead of watching TV, how will advertisers market products to you? Advertisers are simply taking the advertising to where your eyeballs are in hopes of re-capturing the demographic of people not watching TV.

I believe gamers do appreciate the presence of in-game advertisements because it makes the game more realistic. However, how much advertising will be considered too much? Where will advertising placement be considered inappropriate?

How will advertisers tap into millions of subscribers of fantasy role playing games?

A Toyota billboards in racing games, a Subway banner behind home plate or a crate of Red Bull in first action shooter games – realistic. But an advertiser trying to blend a product into a medieval or even a fantasy realm setting and keeping it relevant seems impossible. Can you imagine seeing an Elvaan character eating a Burger King Whopper in Final Fantasy?

At the moment, it seems as if everyone is winning with in game advertising. Gaming companies have a promising revenue source. The companies behind the advertising have seen significant increase in product purchases, game developers feel the extra revenue allows them to introduce and experiment with new ideas and gamers appreciate the realism.

But if I start seeing Mariah Carey or any other pop tart ads, I’m going back to television!

Friday, May 4, 2007

Is there such a thing as virtual rape?

As life moves online so does crime. Is there such a thing as virtual rape?

Definition: Rape is a form of assault where an individual forces another to have sexual intercourse against that person’s will.

Does this apply to avatars? Technically, avatars are codes, software programs controlled from a keyboard. They look like humanoids, but in fact they are still software programs. A person with the ability to create and manipulate coding can in fact “hack” into anther code (avatar) and take control of what that avatar does.

If a person does take control of anther’s avatar and directs the avatar to have sex with someone that they otherwise would not have sex with -- does that make it rape?

A thesis written by Wesley Cooper of the University of Alberta believes

“Although a virtual rape is not a rape, it can be a betrayal of the values that a virtual community builds itself around, and a humiliating insult to the player whose character is victimized.”

However in Julian Biddell's "A Rape in Cyberspace" she says

“Where before I'd found it hard to take virtual rape seriously, I

now was finding it difficult to remember how I could ever NOT have taken it seriously. “

The action was an assault and it did indeed force an individual’s avatar to have sexual intercourse against the live person’s will. Rape?

In most jurisdictions there can be no rape without penetration – which seems like an impossible concept in virtual worlds. Yet stalking and harassment definitely exists and laws now include internet stalking and harassment as a crime punishable by law.

As business and social interactions online increases, so does the need for mutually agreed upon law and or conventions covering property, copyright, contracts, crime (including sex crimes), tax, privacy, gambling and money laundering. Already US tax laws are being considered and drafted based on the dollars earned ‘in-world’ and taken out of the virtual world.

When a “crime” happens where is the jurisdiction?

If the victim is in the US but the attacker is in Australia, where is the case to be dealt with?

Can the owner of a game / virtual world dictate certain laws to apply to gamers?

What are the consequences of letting private companies make laws for millions of people?

Wednesday, May 2, 2007

Atari will lay off 20% of it's staff

When you hear an industry is making billons, it can be a bit of shock when you hear a major company will reduce its work force. However, that’s exactly what’s happening at Atari. Atari employees received some unfortunate news this week when the company announced that they would lay off 20% of their overall workforce, across a wide-range of positions. Administrative positions will be hit the hardest.

Following a lengthy financial restructuring program that included the sale of numerous internal studios and brands over the last eighteen months, and the resignation of CEO Bruno Bonnell, Atari Group's parent company, Infogrames Entertainment made the workforce lay off announcement this week.

Apparently, Atari is still having financial problems and because of them, the company's board of directors approved the reduction of employees. The plan was approved on April 10th and it will be completed by the end of July. Commenting on the recent move, Atari president and CEO David Pierce declared:

"We expect that today's reorganization will continue to reduce Atari's general and administrative cost. These actions, though difficult, are a significant first step in reorganizing Atari and demonstrate our commitment to restoring shareholder value."

With the announcement of the lay offs, some sources are wondering what this could mean for they’re "PlayStation Home " project. The potential home entertainment system project was revealed to UK trade magazine earlier this year and is said to be available this summer.

While this is unfortunate news for employees, it may end up being great news for consumers if Atari can hold onto customer loyalty. The Atari brand has been on a downward spiral for a long time. Dragon Ball Z games have made up the majority of their release schedules and only speculative upcoming projects have held customer interest.

Monday, April 30, 2007

Shakespeare In Video


A virtual rose by any other name is still a rose.

Since children typically spend hours battling trolls, aliens and a variety of other bad guys, a Canadian university is going to try introducing them to Shakespeare with a video game. "Speare" contains a link to a database about Shakespeare called Canadian Adaptations of Shakespeare that was developed by the university as an educational resource.

While zapping enemy spaceships players will have to help recover stolen pages from Romeo and Juliet by memorizing lines from the famous play, learning facts about Shakespeare's life and creating synonyms and homonyms for parts of the missing text.

"The game is a way to capitalize on the time that kids spend on computers," said Professor Daniel Fischlin who headed the team at the University of Guelph in Ontario that developed the game called "Speare."

"I don't know of another medium that has seven-year-olds spouting Shakespeare," Fischlin added in response to charges the game might trivialize learning.

The Shakespearean game available online was tested on more than 100 grade six students and was launched to coincide with the anniversary of Shakespeare's death. With the introduction of the game, Daniel Fischlin plans to publish his findings in an academic journal.

The orignal purpose of the website was a site for Shakespearean lesson plans, video interviews and e-books of his plays. When professors realized the site's multimedia features were accessed mainly by young people, the idea for Speare was born.

A 12-year-old student, tested the game while it was being developed and said it taught her more about Shakespeare than books used by her older sister.

“Some of my grade 8 friends have just been learning from a book, and they say this is a more hands-on approach, and they learn more because it's fun," she said.

I went over to the site and it's very Final Fantasy like. It's slow but the graphics are nice and the game is simple and well done.

From the game:
The Prospearean Galaxy is named for a powerful and wise sorcerer whose knowledge comes from ancient storytelling. All resources are devoted to creating poetic codes, containing great wisdom to be used only for peaceful purposes. The power to speak is the power to do.

Peace reigned in the galaxy until a civil war broke out in the Verona System between planets Montagor and Capulon, who were entrusted with guarding Shakespeare’s ancient text Romeo and Juliet. Distracted by their squabbles, the Verona System is left open to invasion by the ever-encroaching drones of the power hungry Insidian Army.

The Verona galaxy was in charge of guarding the text of Romeo & Juliet. The player is Spear, in charge of retrieving the missing text.
"Speare"

Monday, April 23, 2007

One Day Blog Silence campaign is ridiculous


From the campaign website: "All you have to do is spread the word about it and post the graphic on your blog on 30th April 2007.
No words and no comments. Just respect, reflect and empathy.
"


One Day of Blog Silence is supposed to show honor for Virginia Tech victims?

You want to show Honor?


  • Blog about someone who went out of their way for a good deed



What to show respect?


  • Blog about peaceful methods of disputing disagreements



Want to show empathy?


  • Blog about tolerance and acceptance



Want to show reflection?


  • Blog about how to interact with total strangers of a different culture.



Blog about anything positive

But blogging about nothing produces NOTHING


Change the world by changing how you look at it and how you act in it.



April 30th, 2007
One Day Blog of Positive Solutions NOT Silence!






Inspiring Teenagers

Friday, April 20, 2007

Society & Video Games

The Video Game Violence Myth

by Gaming Insider
Summary:

This past Monday bore witness to a horrific event, when a Virginia Tech student killed more than 30 other students and professors. Such a massive and sudden loss of life in a setting intended to be one of safety and growth is absolutely worthy of personal reflection and sorrow. Unfortunately, this tragic event, like others in the past, has also been seen as a prime opportunity for politicization.

The problem is, millions of normal, well-adjusted individuals play and enjoy video games. They play when bored and when stressed; they even organize social events around games. And they really don’t like being compared to individuals responsible for heinous acts, solely on a common form of recreation. In fact, according to an FBI report on school shooters, potential shooters focus not on enjoyment of the game itself, but primarily on a constant exposure to violent stimuli (page 20), whether video games, movies, literature, or torturing the neighborhood cat. It’s also worth noting that in the entire 52-page report video games are mentioned exactly once.

Only hours after the events on Monday, before the identity of the shooter was even known, video games were being mentioned as the primary influencing factor behind the shootings. From Fox News, to Jack Thompson — the systematic rabble rouser on the topic — to Dr. Phil, all levied charges against video games. And I’d be willing to wager that in the near future there will be some government figure pointing a finger and pushing for a bill regulating this “threat.”

The Video Game Violence Myth

Tuesday, April 10, 2007

Donkey Kong Climbs Again!


Donkey Kong (Miyamoto, et. al.,1981) is best known for it's Italian Mario who is out to save his girlfriend. because the carpenter mistreats the ape, so of course as revenge Donkey Kong escapes and kidnaps Mario's girlfriend, originally known as the Lady, but later renamed Pauline. Upon reaching the top of the steel stage, a heart appears between Mario and Pauline, but Donkey Kong grabs the woman and climbs higher, causing the heart to break. And the game then starts over at a higher level of difficulty.

Even today Donkey Kong is ranked as the 3rd most popular arcade game of all time and the Engineering students at UC Santa Cruz helped Donkey Kong climb his steel stage again using 6400 post it notes.


Total Number of Post-It® Notes: About 6400

Total People: About 10 Involved

Total Time:
5 hours

Currently visible at the E2 building at UCSC, it is scheduled to be removed on or before May 1.
1156 High Street
Santa Cruz, CA 95064








You can see more pictures on the website
here















Friday, April 6, 2007

YouTube Videos & Video Recorded Games Are Dangerous

YouTube is a popular, interactive website that allows people to preview, create and post videos for free. Anyone can upload content, and it is accessible for all, even if the content is inappropriate for kids.


While pornography is now "a given,” there are now other hazards inappropriate for children to view. A new dangerous trend is experimental videos uploaded to YouTube with a 'try this at home,' influence that is resulting in injury and death.


Think & Ask is a nonprofit news agency that produces online articles reflecting cultural references and investigative reports. Approximately 200 questionable videos viewed by Think & Ask during a three day period in January 2007 did not require a login. The videos show a variety of dangerous actions and instructions such as 'how to be cool with drugs'. One teen smokes marijuana and then points a gun to his head after several rounds with his bong, calling his video 'we gotta stay high.'


YouTube has no form of regulation for posting videos, but the videos will be removed from the site if viewers decide to complain and claim that it has inappropriate content. There have been several allegations that kids have been influenced by the violence from YouTube and were encouraged to produce their own experiments and footage.


For example, a recent arrest was made when four teenage boys from Mississauga gang-raped a 16-year-old girl. They were caught by the police because the boys had made a YouTube video of it that was being sent to students around their school. The victim was drugged and had no recollection of the crime committed against her, so if it wasn't for those boys filming it, they might not have been caught.


It is arguable to say that the boys made the video because of the hype that homemade videos are receiving from YouTube, but there is no way to prove that violent video postings on YouTube is a real issue or not.


In our society, violence is entertainment, whether it is real or just staged. Nevertheless, even if YouTube / viewers cannot prove that a video is real or fake, banning all types of violent videos is not the answer. It does not seem right that a website, which is just a medium for providing entertainment, is being blamed for influencing people to commit crimes.

It is also not fair to say that violent video games, YouTube videos or certain music causes violent happenings. It is up to the parents as well as the people who listen and watch videos as a form of entertainment to make decisions for themselves. We can not and should not have to babysit.


Than again, where should viewers, parents, businesses and or the government draw the line?


A 19-year-old shows viewers that holding a lighter to an aerosol stream of bug spray provides a torch to play with.


Is this entertainment, freedom of speech, his right to be stupid or should this be a video deemed inappropriate and not allowed to be viewed on YouTube?


The Chocking Game


There are numerous videos that show how to do a sleeper hold, also known as The Choking Game at teen parties. The choking game has been attributed to a number of teenage deaths as well as numerous victims who have suffered permanent neurological damage from the game.


A British motorcyclist constantly toys with police by recording his careless speed driving and posting the video on YouTube minus the date. Because the laws state that a ticket must be issued within 14 days of the act, police can not issue the motorcyclist a citation.


Other games that inspire dangerous actions are fledgling sponsors that announce “Can You Top This” contests where kids are doing incredibly stupid stunts or lighting themselves on fire in front of cameras, in order to win prizes.


At Break.com, site owner Keith Richman holds video popularity contests and pays the winners. Last year, he paid $500 for rights to video of a dry ice bomb blowing up in a man's hand, according to Charlie Dyess – the man featured in the video.


"At first, I thought my fingers were gone. I thought I blew them off," Dyess said. Shrapnel from the bottle tore into his arm, and he temporarily lost hearing in his right ear.


Dyess recovered, and not long after, he and the man behind the camera decided to enter Break.com's contest. They won second place and he gloated about receiving $500 for the act of stupidly.

However, the scarier part is that at the time of the filming, Charlie Dyess said he was working on a movie project with his church's youth group – there are several teens in the video. He agreed the video may in fact inspire other stupid pranks but doesn't see any problem or conflict of interest in creating stunts of stupidly.


"I know from working with youth that no matter what you preach they're going to do anything they want," he said.


Somewhere in his mind I guess he figured if you can't beat em join em... I smell a future Darwin Award winner.


As if joining them wasn't bad enough, Charlie Dyess continued his praise of stupidity by saying:


"These kids are bored and they want to do something," he said. Video cameras and Web site distribution have "brought the prankster out in everybody."


Pranksters or modern day Gladiators?


One college student said in an interview

"I think people can post whatever they want. It's obviously not cool if someone posted videos of beating people up or killing them. But what about the news that shows people all the time like that. Or movies? That's allowed. You can't allow one without the other," said Kevin Welsh, a Brock University student.


  • What is the difference?
  • Is there a difference?
  • Where should the line be drawn?

Inspiring Teenagers


Thursday, April 5, 2007

Trips to the doctor haven't reduced, they're just different.

Yes, I am still on my When I was Your Age kick.

Now days I take pride in my adventurous kid caused scars and laugh at fond memories of some of the dumb stuff I did and tried to do. I was so ' adventurous' that my doctor told my dad not to bother taking me to the emergency room, just call him at home.

However, a new study in Britain shows that children have become less active in adventures, largely due to video and computer games.


The report showed a sharp decrease between 1999 and 2006 in the number of children who visited the hospital due to injuries from activities such as tree climbing, bike riding, chasing cats on your skateboard while holding your dog's leash... or was that just me?

Instead of physical adventurous injuries, almost 600 children went to the hospital last year suffering from Repetitive Strain Injury, a condition which normally affects assembly line workers and office computer professionals.

Child health advocates are worried saying children are increasingly being robbed of their childhoods.

I don't know if children are necessarily being robbed of a childhood, but they are definitely missing out on beloved memories of outdoor fun. Skateboarding, swinging from a tree rope and diving into water, stupid stunts and bruises and scars are all part of growing up. Having small injuries helps children learn about risk.

A Career Where You Never Grow Old &

You Never Grow Up