Monday, May 24, 2010

Google Pac Man Game Permanently Available on Google.com/pacman


YAY! for those of us who were addicted to the google pacman.! its now going to be there all the time!which is good when you have nothing to do or when we just miss the classic game!
short sweet and simple article!


The 30th anniversary of the Pac Man computer game was celebrated by Google in style: The complete Google logo had been turned into a Pac Mac application. This game was played by so many users, that Google decided to give it a permanent home: www.google.com/pacman

original article.
category: Electronic
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Monday, May 17, 2010

Global mobile gaming revenue to reach $11.4 bn by 2014


MORRRINNINGG! it amazes me how video games are still the number one thing on the web/seller.and now on phones. but hey they make it work and if it works well it sells.

NEW DELHI: Worldwide mobile gaming end-user revenue is expected to reach USD 11.4 billion by 2014, research firm Gartner today said.


According to Gartner, global mobile gaming end-user revenue is expected to increase by 19 per cent to surpass USD 5.6 billion in 2010 from USD 4.7 billion in 2009.

The market will continue to see steady growth through 2014, when it is projected to reach USD 11.4 billion, Gartner said in a statement.

"The hype around mobile application stores has opened this market up to numerous publishers and developers -- further expanding revenue potential and competition in this industry," Gartner Principal Research Analyst Tuong Nguyen said.

"Although we expect most mobile gamers to continue to gravitate toward 'free' games, we do not expect the ad-supported model to take off within the next three years, despite the success we have seen with this approach in the Japanese market," Nguyen added.

Gartner estimates 70-80 per cent of all mobile consumer applications downloaded are mobile games. Moreover, 60-70 per cent of these downloaded games are "free".

This trend is expected to continue for the next 2-3 years, it said.

Other factors boosting the global popularity of mobile gaming include increasing accessibility of mobile games in emerging markets and growing availability of micropayments for mobile gamers.

original article.
category: Wii
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Monday, May 10, 2010

Video Games Don’t Cause Children to be Violent


Proposals like this are a solution in search of a problem.
By Michael D. Gallagher
Posted May 10, 2010
Michael D. Gallagher is the president and CEO of the Entertainment Software Association.

The Supreme Court recently decided to review a California law that would regulate the sale and rental of computer and video games to minors. We can all agree that parents are the best arbiters of determining what is right for their children. The issue at hand though is how best to support those parents. We believe that with parental controls, ratings awareness and retailer support, proposals like this are a solution in search of a problem. In addition, there are numerous legal reasons why 12 courts have already rejected proposals similar to this one, and we believe there are sound constitutional reasons why we hope the Supreme Court will concur.

A few facts to consider: The average video game player is 35 years old and has been playing for 12 years. Forty percent of gamers are women, and one out of every four gamers is over age 50. Video games are a mass medium form of entertainment that are enjoyed today in a majority of homes by players of all ages.

The myth that video games cause violent behavior is undermined by scientific research and common sense. According to FBI statistics, youth violence has declined in recent years as computer and video game popularity soared. We do not claim that the increased popularity of games caused the decline, but the evidence makes a mockery of the suggestion that video games cause violent behavior. Indeed, as the U.S. Ninth Circuit Court of Appeals declared: “The state has not produced substantial evidence that … violent video games cause psychological or neurological harm to minors.”

In fact, addressing critics’ claims that games are somehow different than other forms of art, the Hon. Robin Cauthron of the United States District Court for the Western District of Oklahoma wrote in a permanent injunction against that state’s attempt to regulate the sale of games to minors that, “the presence of increased viewer control and interactivity does not remove these games from the release of the First Amendment protection.”

The industry also has an independent rating system, similar to the movie rating system, that informs and empowers parents. Watchdog groups and government agencies, like the Federal Trade Commission, praise it as a system that works. A 2009 study by the FTC found that 87 percent of parents were satisfied with the computer and video game ratings. Last year, the FTC said the computer and video game industry “outpaces” other entertainment industries in restricting marketing of mature-rated products to children, clearly and prominently displaying rating information and restricting children’s access to mature-rated products.


Retailers are supportive of the ratings system and are playing a critical role in keeping mature-themed video games out of the wrong hands. Virtually all major U.S. retailers are working to help parents keep control of the games children play by enforcing age restrictions.

Parental controls are also built into all current-generation game consoles, enabling parents to block video games they do not want their children to play. This ensures that parents’ standards are enforced, even when they are not at home.

As a medium, computer and video games are entitled to the same protections as the best of literature, music, movies, and art. In the end, Americans’ rights to speech and expression are sacred and inviolate—and millions across the political spectrum agree with us.

Read why violent video games should not be sold to kids without a parent or guardian, by Timothy F. Winter, president of the Parents Television
Council.

original article.
category: Videogame Hardware
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Monday, May 3, 2010

The Games Industry Is Selling You Youth



Good morning. its may! wow this year has gone by sooo fast its not even funny. anyways i always enjoyed playing super mario brothers so i had to of course post this article. hope everyone had a great weekend.


Mario may have a million 1UPs in his pocket, but the rest of us only get one life each - and that means one childhood, and only one. How many of us wish that we could not just replay our favorite games from our youth, but unplay them entirely? To experience them for the first time all over again? That sense of rose-colored nostalgia, an attempt to recapture days gone by, is something that drives many of us in our gaming habits - as Brendan Main argues in Issue 251 of The Escapist:

In a lot of ways, today's gamers have access to the games of their youth like never before. Nowadays, we have the trappings of childhood at our fingertips. Classic older games remain accessible through re-releases, ports and emulation, or are made new through reboots and remakes. Vintage games can often be found online, making even the rarest titles accessible to anyone interested enough to track them down. There are projects that take this dedication to the past a step further. Consider the growing number of "demakes" that reproduce popular games through the formalistic conventions of earlier systems, such as the 8-bit Shadow of the Colossus found in Hold Me Closer, Giant Dancer, and Team Fortress' pixelated reinvention as Gang Garrison 2. Similarly, painstakingly "retro" enhanced remakes like Konami's Castlevania: Rebirth and Capcom's Bionic Commando: Rearmed maintain the art, music and graphic conventions of earlier titles, but tidy them up for a new audience.

All of these games are oriented against the past in one way or another, either by giving players access to the games they played in their youth, or by extending that past to include games that did not or could not exist at the time. Instead of growing out of youth, we remix and re-master it. Rather than resembling that old quote about how growing old meant "putting away childish things," today's gaming landscape exhibits an eternal childhood that grows with us, with no signs of going away.

original article.
category: Video Specialty Products
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