Showing posts with label Games. Show all posts
Showing posts with label Games. Show all posts

Monday, December 17, 2012

First Person Shooter Games

I've been debating - do I write this post or not since Friday evening. Newtown, CT is just heartbreaking -  so many others are so much better at expressing feelings and emotions with words than I am. It's all still as confused and upset as I was Friday around 12:30 when I first heard the news something had happened. 

Yesterday (Sunday) morning I watched the political shows and there was a lot of discussion about a "common thread" profile with these types of incidents. Specifically:
  • Mentally unbalanced
  • High intelligence
  • Computer expertise
  • High estimation of potential that gets damaged in life prior
  • Hero in their own mind - happiest moment of their life during shooting
  • Lost in a black hole of their own festering
  • History of graphic video game violence with a passion for shoot to kill video games
  • Access to weapons - specifically assault type weapons like the ones used in violent video games
On Saturday I posted up a link in Facebook to a blog post on First Person Shooter (FPS) games written Thursday, the day before the shooting in CT, titled America's Love Affair With the First Person Shooter and the Rise of "Call of Duty: Black Ops 2". The post finishes with this paragraph:
The FPS genre is a perfect reflection of our national identity. It has become as American as celebrity worship and gaming itself. Like it or not, you have to admit that emptying a clip into some stranger's face could become a new American tradition. And how new is it really? After all, this is the nation that gabe the world cowboys, gangsters, and Rambo. The fact is that the FPS genre will be with us far into the life cycles of the next-gen consoles and beyond. Celebrity and mere mortals, athlete and accountants, rappers and high school students—there is no one type of FPS enthusiast anymore. It has become a vehicle where ordinary players can become professionals in the realm of eSports, attaining their own measure of celebrity in the process. Regardless of what critics may think of the content of these games, it's time to accept the fact the FPS genre has become our new national pastime. So why not just relax and heed Biggie Smalls' immortal words of advice: stay low and keep firing. 
This was written the day before the shooting. I encourage you to read the entire post and form your own opinions.

Wednesday, March 3, 2010

Leveraging Virtual Worlds with Karl Kapp

We had the honor of having Dr Karl Kapp keynote the second day of the Winter 2010 ICT Educator Conference held the first week of January in San Francisco. Karl is a professor of Instructional Technology, author, speaker and expert on the convergence of learning, technology and business. His background teaching e-learning classes, knowledge of adult learning theory and experience training CEOs and front line staff provides him with a unique perspective on organizational learning.

Karl teaches graduate-level courses on topics of virtual learning worlds, e-learning applications and the business of e-learning at Bloomsburg University and consults with Fortune 500 organizations on implementing virtual learning worlds and learning technologies. He is author of four books including, Gadgets, Games and Gizmos for Learning and Learning in 3D: Adding a New Dimension to Enterprise Learning and Collaboration, co-authored with Tony O'Driscoll.

Karl's keynote was delivered at the beautiful San Francisco Microsoft facility (Thanks Microsoft!) and titled Leveraging Virtual Worlds, Web 2.0 and Smart Phones for Educational Excellence. Here's a description of the presentation:

Are your classroom interactions designed to teach the new breed of learner - a learner raised on a steady diet of video games, electronic gadgets, and the Smartphones? Wondering how to integrate new technologies into your classroom? Can't imagine why anyone would want video games and Twitter in the classroom? Learn how the consumer-based gadgets, games and web widgets are changing community college education forever. The influence of games, virtual worlds and Web 2.0 on learning preferences, expectations and collaboration is just now becoming visible and is profoundly impacting community colleges. Learn how to leverage this technology for educational excellence. See examples of virtual worlds teaching science, iPods teaching basic chemistry, simulations teaching aircraft testing, and gadgets increasing student interactions in the classroom.

Click the image below to watch and listen to Karl's presentation - it is excellent.
Want to see more of Karl - check out his blog at www.karlkapp.blogspot.com

Here's other ways to watch and listen:

To access show notes and audio of Karl Kapp's 45 minute and 50 second video podcast titled Leveraging Virtual Worlds, Web 2.0 and Smart Phones for Educational Excellence with Karl Kapp click here.

Listen to it directly in your web browser by clicking here.

If you have iTunes installed you can subscribe to our podcasts by clicking here.

Friday, July 20, 2007

Casual Gaming = Big Business

The Hollywood Reporter has reported that Nickelodeon will make an investment of $100 million in the development of casual games. Casual games are games that are typically played for a few minutes at a time - examples include puzzle and card games. This announcement was made by Nickelodeon Kids and Family Group President Cyma Zarghami at the Casual Connect Gaming Conference yesterday in Seattle. Zarghami is quoted:

"Particularly in the kids' space, with more than 86% of kids 8 to 14 gaming online, we see great momentum for online casual gaming,"

Also, according to The Reporter:

"Included in the Nickelodeon initiative is myNoggin, a preschool educational game in the form of a subscription service; an expansion of the Nicktropolis multiplayer games franchise; Nick Gaming Club, Nickelodeon's first subscription offering featuring multiplayer games with 3-D avatars; the-NGames.com, a casual gaming site geared toward female teens; and the transformation of the site Neopets.com to NeoStudios, a property centering on the creation of new online virtual world experiences".

In addition, the Casual Game Association (CGA) has released some preliminary data from their Casual Games 2007 Report. Here's a few preliminary data highlights from a MCV press release:

The number of games being submitted to major online portals has doubled over the past two years, suggesting an increase in new publishers developing more titles.

In 2006 the most popular casual games were Mystery Case Files, Diner Dash, Cake Mania, Bejeweled and Slingo.

Women still make up the majority (74%) of all paying players online with men now represent about half of the much-larger non-paying player universe.

The number of games being submitted to major online portals has doubled over the past two years, suggesting an increase in new publishers developing more titles.

The rapid growth of the casual games market has prompted companies to create games for more audiences and also for more platforms, including the Internet, PC and Macintosh computers, Xbox, PlayStation, Nintendo DS, Wii and even mobile phones and PDAs.

The full CGA report will be released in the fall - if you are interested in receiving a copy watch the CGA website at http://www.casualgamesassociation.org or send an email to datastudy@casualgamesassociation.org