Showing posts with label Gaming articles. Show all posts
Showing posts with label Gaming articles. Show all posts

Tuesday, January 27, 2009

Free download : Finding friends by playing online games

There are tens of thousands of websites offering free online games for those who want to have some fun online or find friends online. Don’t believe me? Make a simple search through your favorite search engine and you’ll see the vast amount of websites offering free online games. Finding friends through online games is easy and simple because you get to understand each other while playing games and connect with each other through the website’s chat or communicate function available right there in the website.


Although not all online games website requires you to sign up in order to play their online games, some websites do require a simple sign-up. The information that you input into the online games website will become your member’s profile. Other members will be able to view your profile. Your likes, dislikes, favorite games, favorite movies, location (not address, please. Never enter your complete address online, anywhere), and personal characteristics will help you find friends through online games.

Engaged in a competitive battle with each other, you are in a better position to gauge the kind of person that your opponent is, for instance, is he/she an aggressive person? Is he/she a strategically-minded person who is capable of planning everything from scratch? What is his/her favorite character and how does he/she use that online game character to his/her benefit?

The reason why finding friends through online games is easy is because there are forums and chat rooms that online game fans can use to connect, share tips, communicate, make alliance, and chat with online. They share a common interest, a common goal...and the online games that they like become the foundation for their friendship. Not only do they battle it out playing online games but they essentially turn into friends after chatting and communicating with each other.

It’s also safer finding friends through online games. Because the common interest is online games, basically, they just want to have some fun online and not lurk around endangering the lives of others. Although we should still be careful about revealing too much of ourselves online, we generally feel safer when we make friends through online games.


You not only make new friends through online games, you can also connect with and play online games with your friends without having to visit an internet café. Even if your friends have gone to college or are working elsewhere in the world, you can still log on at the same time and enjoy a couple of hours of fun, unbridled fun through online games.

About the author:
Dakota Caudilla, journalist, and website builder Dakota Caudilla lives in Texas.

Free download : Evolution of Gaming - Graphics vs Gameplay

If you are old enough to remember the early days of computer gaming you know there were a lot of great games that were fun because of the exceptional gameplay and not just the graphics. Gaming started to become a little more popular in the 90s once people started buying computers. In the early 90s games like Maniac Mansion, X-com 1, and Civilization were extremely hot because of their addictive unique gameplay. Today gaming is mainstream and marketed towards a mass audience. In order to market to everyone, many games these days focus on the graphics and special effects rather than unique gameplay. You see many games that seem to be carbon copies of each other with slightly different twists.

These days, a lot of games try to be as realistic as possible and have the most textures and polygons jammed in to wow your eyes. In order to market to everyone, many games these days focus on the graphics and special effects rather than unique gameplay. Although there is nothing wrong with a game with beautiful graphics, once the novelty of the graphics runs out, the gameplay is what keeps you playing. You see many games that seem to be carbon copies of each other with slightly different twists. There are a few games like Halo 2 where the developers obviously spent a lot of time fine tuning to make sure the gameplay was as enjoyable as possible. With Halo 2, the two things that give it an edge in my opinion is the fact that the movement of players is slower than most games and the weapons are highly balanced. Also, rather than throwing tons of multiplayer maps at the player, the developers focused on making a limited number of quality maps.

Freeware games are an option for people on a small budget who value gameplay over graphics. A freeware game is simply a game that is completely free with no fees attached. Freeware developers usually don’t have the million dollar 3d engines to run their games so they must make the games as fun as they can without all the bells and whistles of retail games. These developers make games simply for the love of making them and sometimes come up with some unique and quality games that are definitely worth a look. Especially considering that these games are completely free. These games span all the categories of retail games from Massively Multiplayer to 3d First Person Shooter. Some companies also release production quality games as freeware because they decide not to put the game into production or as promotion.


About the author:
Tony James is a supporter of freeware games.

Wednesday, January 14, 2009

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Welcome to the Mysterious island! Are you feeling a bit Mystified? Does everything seem all Mysty? Are you thinking you might have Myst something? Well, you've come to the right place for help. Myst: The Official Strategy Guide Revised and Expanded Edition is the #1 bestselling, ultimate, authoritative source for answers and information about Myst Island and the Ages of Myst. Also included; Riven: The Official Strategy Guide. This book before you is a powerful tome--make it serve you to find Gehn, free Catherine, and rescue Riven's natives before it's too late. Get Riven: The Official Strategy Guide.

Sunday, January 11, 2009

Free download : What is "The Entertainment Software Rating Board (ESRB)" ?

The Entertainment Software Rating Board (ESRB) ratings are designed to provide information about video and computer game content so parents can make informed purchasing decisions. ESRB ratings have two parts: rating symbols suggest age appropriateness for the game and content descriptors indicate elements in a game that may have triggered a particular rating or concern. To take full advantage of the ESRB rating system, it's important to check both the rating symbol (on the front of the game box) and the content descriptors (on the back of the game box).

ESRB Content Descriptors

Alcohol Reference :
Reference to and/or images of alcoholic beverages.

Animated Blood :
Cartoon or pixilated depictions of blood.

Blood :
Depictions of blood.

Blood and Gore :
Depictions of blood or the mutilation of body parts.

Cartoon Violence :
Violent actions involving cartoon-like characters. May include violence where a character is unharmed after the action has been inflicted.

Comic Mischief :
Scenes depicting slapstick or gross vulgar humor.

Crude Humor :
Moderately vulgar antics including "bathroom" humor.

Drug Reference :
Reference to and/or images of illegal drugs.

Edutainment :
Content of product provides user with specific skills development or reinforcement learning within an entertainment setting. Skill development is an integral part of product.

Fantasy Violence :
Violent actions of a fantasy nature, involving human or non-human characters in situations easily distinguishable from real life.

Gambling :
Betting-like behavior.

Informational :
Overall content of product contains data, facts, resource information, reference materials or instructional text.

Intense Violence :
Graphic and realistic-looking depictions of physical conflict. May involve extreme and/or realistic blood, gore, weapons and depictions of human injury and death.

Mature Humor :
Vulgar and/or crude jokes and antics including bathroom humor.

Mature Sexual Themes :
Provocative material, possibly including partial nudity.

Mild Language :
Mild references to profanity, sexuality, violence, alcohol or drug use.

Mild Lyrics :
Mild references to profanity, sexuality, violence, alcohol or drug use in music.

Mild Violence :
Mild scenes depicting characters in unsafe and/or violent situations.

Nudity :
Graphic or prolonged depictions of nudity.

Partial Nudity :
Brief and mild depictions of nudity.

Sexual Violence :
Depictions of rape or other sexual acts.

Additionally, online games that include user-generated content (e.g., chat, maps, skins) carry the notice "Game Experience May Change During Online Play" to warn consumers that content created by players of the game has not been rated by the ESRB.

ESRB Helps Parents Choose the Right Games for Their Families

The ESRB rating system is designed to give parents the information they need to evaluate a computer or video game before making a purchase. The ratings are not meant to recommend which games consumers should buy or rent or to serve as the only basis for choosing a product. Rather, parents should use the ESRB ratings in conjunction with their own tastes and standards and their individual knowledge about what's best for their children.

ESRB recommends that parents learn about games before making a purchasing decision. Game reviews printed in newspapers and Web sites are excellent sources of information. To search for games that are appropriate based on age categories and content, use the ESRB online ratings search feature.

ESRB also urges parents to talk with their children about their favorite games. Playing the games with your children helps stimulate those discussions and is a fun way to spend time together. For more information visit the ESRB Web site.

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Free Game Article about Pacman Creator

Pac-Man creator leaves Namco Bandai for school

With career training in Japanese gaming "on the verge of crisis," Toru Iwatani explains why he's leaving his employer of almost three decades.

Toru Iwatani, best known as the creator of Namco mascot Pac-Man, is set to leave his employer of almost 30 years next March in order to teach his craft to aspiring developers. In an interview in the latest issue of Weekly Famitsu, Iwatani discussed his motivations for the move. Iwatani explained that in 2004 he participated in a series of lectures on game planning held by Namco in conjunction with the Tokyo Polytechnic University. After this, he started lecturing regularly at several universities. "I experienced firsthand the passion today's young people have for games," Iwatani told Famitsu Weekly. "I also realized how important teaching is. So, when TPU told me they were beginning a new course on games, and asked me to become a full-time lecturer, I decided to do it." Although he wanted to keep making games, he felt he was needed elsewhere. "I thought it more important to pass on the know-how that I've accumulated over the last 30 years to the next generation," he said. "Right now, the state of career training in the Japanese games industry is on the verge of crisis." According to Iwatani, the evolution of hardware has created incredible difficulties for publishers. "It will become very hard to train staff in-house, as was done in the past," Iwatani said. "As a result, the educational institutions must follow through. However, Japan is far behind in the field of game education compared with the US, Europe, Korea, and China." Iwatani also expressed his hope that other veteran game designers will take a hand in training the next generation of game makers, saying that different corporate cultures yielded different ways of doing things. Having those diverse points of view ties into the importance of the school as both a place of learning and research for Iwatani. "For example, mental training games have become very popular lately," he said. "TPU has set up facilities to monitor brain activity so that we can thoroughly investigate the relationship between games and brain activation. … It is necessary to verify that the claims [made by brain-training games] are valid from a scientific viewpoint. As the impact of games on society grows, they will be subject to criticism." However, the main thing Iwatani hopes to impress on Japan's future game creators is the crucial role of communication in the workplace. "Game development is a group activity, so communication is crucial," Iwatani said. "On the other hand, it's a creative process, so assertiveness is necessary. I hope to foster in my students a balance between assertiveness and cooperation."


GAME CHARACTER : MATCH ?

Here's the Street Fighter game's character compared with TV and Movie stars.











Kristin Kreuk as Chun-Li











Taboo as Vega











Michael Clarke Duncan as Balrog











Neal McDonough as M. Bison











Chris Klein as Charlie Nash





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Monday, December 22, 2008

FREE DOWNLOAD article : Gaming has no significant effects on schoolwork, sociability

By John Timmer

Gaming by America's youth has been accused of contributing to everything from school shootings to the obesity epidemic. These accusations, however, lack a key piece of information: the actual role played by gaming in the typical young person's life.

Results of a survey of American adolescents have appeared in the June edition of Archives of Pediatrics & Adolescent Medicine, and they paint what is likely to be a reassuring picture for those willing to listen: less than half of adolescents are gamers, and they spent a small enough time gaming that it plays a minimal role in their lives. But don't expect the mainstream media to report this. Instead, coverage so far is leading with the more sensational headline, "Video Games Cut Into Teens' Reading, Studying." The truth is anything but.

The study obtained data by having about 1,500 representative adolescents in an existing survey population complete 24-hour time-use diaries, which provided detailed descriptions of their activities on randomly chosen days. The researchers found that 36 percent of adolescents played video games, and that there's a stark split along gender lines: 80 percent of those gamers were boys. Typical use was about an hour of gaming a day during the week and an hour and a half on weekends (females played less than males).

The authors then compared the gaming population to the non-gamers on a set of five activities: interactions with parents and with friends, reading, homework, and sports. They controlled for basic demographic issues, such as adjusting figures on the time spent with parents according to the hours the parents worked; student times were adjusted based on the hours they worked or spent in school.

Perhaps the most remarkable aspect of the results was how little an effect gaming had on adolescents. Hours at the console had no link to time spent in sports, with the exception of a minor drop for boys during weekends (where each hour of gaming lead to 8 minutes less time on sports). Even some potentially disturbing figures seem minor when examined in detail. For each hour spent gaming during the week, the time that boys spent reading dropped by 30 percent. This would be problematic except for the fact that boys only spent an average of eight minutes reading on a typical weekday.

Instead of turning kids into loners, gaming largely fell in line with general trends of social interactions. Although there was some variability between the sexes, children who gamed with their friends generally spent more time with friends in every other activity. A similar trend held with parents, in that children who had fewer interactions with their parents in general were less likely to game with their parents, as well.

The strongest effect seen in the study was related to homework. In this case, homework and gaming were unrelated in boys; the same trend held for girls during the week. But, on weekends, each hour girls spent gaming was correlated to 13 fewer minutes spent on homework, a drop of 34 percent. Still, the authors caution that this link does not indicate a drop in academic effort; they note that it's entirely possible that gamers organize their time better. Again, this important observation has been ignored.

Overall, the survey suggests that, far from being endemic in youth culture, video games play a significant role in the lives of only a minority of US children, most of them male. Although there were some figures that might suggest that gaming displaced academic activities, such as reading and homework, the total time spent on these pursuits was so small that minor effects were magnified. If people are concerned about the lack of reading done by adolescents, the fact that non-gamers spend only eight minutes a day reading should be a far larger concern than the fact that gaming causes that figure to drop by a little more than two minutes.

taken from : arstechnica.com

FREE Games For Health: Casual Gaming's Effects on Mood, Stress

Surveys have suggested that gamers play certain casual games to reduce stress and improve mood - but are those effects borne out by empirical evidence?

A team at East Carolina University's Department of Recreation and Leisure Studies, underwritten (but not directed to find particular answers) by casual publisher PopCap Games, set out to answer that very question - using the power of science.

Two members of the team, Carmen V.Russoniello, Ph.D., L.P.C., L.R.T., B.C.I.A.C., and Jennifer M. Parks, CTRS, pr
esented the group's findings, expanding on initial reports, during this year's Games For Health conference in Baltimore.

Russoniello has been studying the psychological effects of recreational activity for 20 years, making the subject of this survey particularly in line with his professional interests. "I'd probably have done the study even if they hadn't underwrote it, just out of interest," he admitted.

The researcher was sure to note that that this study only begins to delve into the topic. "This is a pilot, exploratory study," he said. "We went in not knowing what to expect." Added Parks, "No one has done a study like this before."


The team then jumped into a statistic-heavy presentation of their findings, which tracked the effects of the games Bejeweled 2, Peggle, and Bookworm Adventures on 143 subjects' emotional and mental states, including tension, depression, anger, vigor, fatigue, and confusion. Three groups of subjects played one of the three games while undergoing tested, while a control group simply surfed the internet.

Nearly across the board, the games were found to have an ameliorating effect on negative mental states, although in some cases the impact varied across gender and
age.

For example, Bejeweled 2 caused a general decrease in physical stress among subjects, while Bookworm Adventures' effect on the same statistic was more pronounced in males. Bookworm Adventures also had a significant positive effect on emotional balance among those younger than 25 years of age, but less of an effect on those older than 25.


That age divide was even more pronounced when testing subjects' confusion level - confusion was significantly reduced among under-25 subjects after playing all three games, whereas confusion level remained insignificantly affected for those over 25.

A different kind of age gap revealed itself in the results around subjects' change in vigor: the trait increased in those under 25 after playing Bejeweled 2, while Bookworm Adventures

Interestingly, females saw a significant decrease in emotional balance after playing Bejeweled 2, whereas males had an increase in that area. All three games reduced anger levels by some amount, but males saw a greater effect after playing Bejeweled 2, while females saw a greater effect after playing Peggle. Both games had a more significant effect in anger reduction on those under 25.

All three games, particularly Peggle and Bookworm Adventures, decreased depression in subjects by significant amounts, up to 45%. The effect was more positive among men.

Despite the wealth of data, the group noted that there is much left to be studied. Traits such as mindfulness were not tracked, nor was the length of the positive effect after playing the games. Still, the positive results are encouraging - developers could even do biofeedback-based "focus testing" of t
heir games before release to optimize positive effects.

After the main presentation, the group announced it has now received a grant to do further study examining activity levels on Wii as well as cognitive activity of sickle cell anemia patients playing PopCap games, measuring mood and pain. Longer term-effects will be examined.

"We play these games for a reason," the researchers said. "When we think of the money we put into the games, it would be silly to spend that kind of money if we didn't get something out of it - something we can't articulate just yet."
caused the same effect for those over 25.



Sunday, December 21, 2008

FREE PC GAME : VIOLENCE IN GAMES: A Youth Perspective

by Nick Honeywell (age - 14)

ED. - We thought the issue of animated violence in computer and video games would be an interesting topic of discussion for a 14 year old to delve into. So. Here it is. An opinion from Nick Honeywe
ll, a 14 year old gamer from England.


Oh deary me, what is the world coming to these days? You can't go far without hearing someone connect violence to computer games and TV programs.


"Stop your children playing Doom!" the worst of the critics yell, "It will turn them into murdering psychopaths!" Thats the kind of bad press the games industry can do without.


True, you kill people in Doom. True, you pull out spinal cords in Mortal Kombat II. True, you beat people up in countless other games ... but does any of this have any lasting effect on children, or other people?


The ELPSA monitor man panel on the back of boxes in England was a good idea, but it was doomed to failure because it was rushed by the government threat of putting legal ratings on games. Even though a few big companies used this system, it was ususally in a small panel on the back of the box, so it was easily missed.


I feel that many people are giving a biased view about violence in computer games. They claim it will turn people into homicidal monsters who want to actually do the violence they see in Doom for real. Now that is a load of tosh. Throughout history there have been many people with violent tendencies, but did they have computers? Did Hitler play Doom? Had Genghis Kahn even played Mortal Kombat II? The answer of course, is no. There are some people who, just turn violent wit
hout the influence of computer games. What evidence do we have that games make people violent? Has anyone been in court for shooting 12 people with a sawn-off shotgun, and then said in his defence that is was "because I played Doom, and I felt like doing it in real life."? No.

Of course, people have tried to claim that even though there is currently no evidence of violence caused by games, there will be when 14 year olds grow up after living their teenage years playing violent games. Seeing as I and my friends are 14, I asked them what they thought. The general view was,


"Violent games will not make normal people into psychopaths. True, people like playing on Mortal Kombat II which has scenes of graphic violence, but it is only a game! No-one (unless they are mentally unstable), will try to re-enact Doom or Mortal Kombat II."


I think it is wrong for the English goverment to allow computer games to have legal age limits on them. Ok, I agree that it is alright to put certificates on games which have FMV (Full Motion Video) scenes of graphic violence, but it is *not* alright if it is a game in which the graphic violence is just a sprite drawn on computer by the graphics guy. It is just a collection of pixels made to look real, it is not actually real.


I do agree that it is the parents right to be worried about what their children are playing, and it is their right to know as much about the game their child wants to buy, but computers are different from, say ... drugs. Drugs harm people, games do not. (unless you play for a prolonged time).



This article is Copyright (C) 1994 by Nick Honeywell for Game Bytes Magazine. All rights reserved.

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