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Yearly Archives: 2008
Annotated Links of Interest: October 2nd 2008
Links of interest for October 1st 2008 through October 2nd 2008:
- Google Search 2001 – To celebrate Google’s 10th birthday they’ve gone back in time and worked with the Internet Archive to let you search the 2001 web … YouTube is a nonsense word, ‘blog’ only returns 76,400 hits and Facebook has just under 1800 results!
- EA Downplays Spore’s DRM Triggered Piracy Record [TorrentFreak] – Despite credible estimates that Spore has been downloaded over a million times via bittorrent networks, EA are playing down these figures and, in a turnabout for a big media producer, are arguing that not every download would have represented a legitimate sale were bittorrent not around (something many downloaders have been arguing about p2p film and even tv for years). Despite EA’s PR spin, it seems likely DRM is one of the big things nudging fans into downloading the Spore (and bypassing the DRM altogether).
- Blizzard wins Warcraft bot payout [BBC NEWS | Technology] – “World of Warcraft creator Blizzard has won $6m (£3.36m) in damages from the makers of a software ‘bot’. The damages award comes after Blizzard won the first round of its legal battle against MDY Industries in July 2008. Blizzard embarked on the case against MDY claiming that the World of Warcraft Glider software produced by the small company infringed its copyright. The Glider software lets Warcraft players automate many of the repetitive steps the game involves. … it helped them automate the many repetitive tasks, such as killing monsters and scavenging loot, required to turn low level characters into more powerful ones.”
Building Open Education Resources from the Botton Up
Hello to everyone at the Open Education Resources Free Seminar today in Brisbane. I’m sorry I couldn’t be there in person today, but for those who were there – and anyone else interested – my short presentation ‘Building Open Education Resources From the Bottom Up: How Student-Created Open Educational Resources Can Challenge Institutional Indifference‘ is embedded here:
My apologies for the few glaring typos in the slides – it’s a good argument against recording a presentation at 1am in the morning! Any comments, questions or thoughts either from folks at the seminar, or from anyone else, are most welcome!
Update: If you’re just after the powerpoint slides, you can now view or download them on Slideshare.
Spore, or: The Battleworm 4000 (and kids…)
So, there has been a lot of talk about Spore since it’s initial release almost a fortnight ago and since I’m in the middle of a series of lectures for our new gaming based unit in Communication Studies, I figured I should definitely try it out. I’m still thinking all of the logistics through, but one thing is clear from the outset: while Spore does have a win-condition (unlike The Sims which is basically endless), it’s not a game, it’s a toy. Or, rather, it’s not overly satisfying as a game (the gameplay is, to be frank, not all that exciting), but as a toy to build cellular organisms, new species and even space-faring civilisations, it’s absolutely brilliant. Also, even with the weirdest creatures, Spore makes everything cute. To justify that point, I’d like to introduce one of my species, the Battleworm 4000:
And make sure you watch the video all the way through to meet the kids! More on Spore, I’m sure, in the coming weeks …
Pew Videogames Study Shatters Myths About Teens and Gamers!
The Pew Internet & American Life Project recently released a very significant survey which really challenges many popular preconceptions and myths about videogames and the impact of game play on young people. One of the most important findings is that any stereotype of the typical video game player seems pretty much useless, because almost all American teens, in all their diversity, play videogames:
- Fully 97% of teens ages 12-17 play computer, web, portable, or console games.
- 50% of teens played games “yesterday.”
- 86% of teens play on a console like the Xbox, PlayStation, or Wii.
- 73% play games on a desktop or a laptop computer.
- 60% use a portable gaming device like a Sony PlayStation Portable, a Nintendo DS, or a Game Boy.
- 48% use a cell phone or handheld organizer to play games.
- 99% of boys and 94% of girls play video games.
Nor is there one dominant gaming type or genre:
The five most popular games among American teens are Guitar Hero, Halo 3, Madden NFL, Solitaire, and Dance Dance Revolution. These games include rhythm games (Guitar Hero and Dance Dance Revolution), puzzle/card games (Solitaire), and sports games.
Likewise, rather than being isolating, gaming is actually a primarily social experience for many teens:
For most teens, gaming is a social activity and a major component of their overall social experience. Teens play games in a variety of ways, including with others in person, with others online, and by themselves. Although most teens play games by themselves at least occasionally, just one-quarter (24%) of teens only play games alone, and the remaining three-quarters of teens play games with others at least some of the time.
- 65% of game-playing teens play with other people who are in the room with them.
- 27% play games with people who they connect with through the internet.
- 82% play games alone, although 71% of this group also plays with others.
It was also reassuring that most parents monitor what sort of games their kids play, at least in the earlier years, and most parents did not find any correlation between videogames and anti-social or violent behaviour in teens:
- 90% of parents say they always or sometimes know what games their children play.
- 72% say they always or sometimes check the ratings before their children are allowed to play a game.
- 46% of parents say they always or sometimes stop their kids from playing a game.
- 31% of parents say they always or sometimes play games with their children.
- 62% of parents of gamers say video games have no effect on their child one way or the other.
- 19% of parents of gamers say video games have a positive influence on their child.
- 13% of parents of gamers say video games have a negative influence on their child.
- 5% of parents of gamers say gaming has some negative influence/some positive influence, but it depends on the game.
One of the other major findings was that games tended to be played socially (ie with others) more than in isolation, and that gaming communities tended to make teens socially and politically active! If you’re in any way interested, I’d encourage you to look at the report yourself (PDF link); it’s already getting decent media coverage. Meanwhile, the BBC also reports that a huge study of EverQuest II players discovered that they were neither obese nor was their Body Mass Index (BMI) any higher than the norm (actually, it was a little lower).
[Photo: ‘I … Will Help … My Friends’ by _mpd_, CC BY NC SA.]