Friday, 27 April 2007
Feedback #2
Well done Josh - this is thorough research. However, I would also consider the current moral panics surrounding "virtual reality" and the future of gaming.
Online gaming
The PS3 comes with a inbuilt online system called 'home'
What is home?
PlayStation Home (known as "Home™") is a community based service for the Playstation network which has been in development since early 2005. Home allows users to create an avatar character for their PlayStation 3 console. This avatar will get their own house, which can be adorned by items players can receive in several achievements. In the future the service will also expand, allowing players to have more sorts of clothing, as well as hold pets.
Microsoft Xboxs' rival online gaming system (xbox live, see below) has been running since the first xbox was released in 2002.
Since then with the new release of the Xbox 360 console the system has become huge and the two systems 'home' and 'Xbox live' are going head to head in the race to become the online gaming giants...
What is Xbox live?
Xbox Live is a multi player gaming and content delivery system created and operated by Microsoft Corporation. It was first made available to the Xbox video game console in November 2002. An updated version of the service became available for the Xbox 360 console at that system's launch. Live for Windows makes certain aspects of the system available on other platforms such as PCs (using Windows Vista), handhelds and mobile phones.
So whats better then?
Only time will tell as the beta version of PlayStation's home is yet to be released, but with the huge Xbox live online community already built is it too late for PlayStation to enter the race let alone win it?
Thursday, 26 April 2007
What is second life?
What is second life?
Second Life is a 3-D virtual world entirely built and owned by its residents. Since opening to the public in 2003, it has grown explosively and today is inhabited by a total of 5,872,015 people from around the globe.
the below graph indicates the growth in term of usage of Second life and how it has become such a worldwide phenonimon
Second Life is a 3-D virtual world entirely built and owned by its residents. Since opening to the public in 2003, it has grown explosively and today is inhabited by a total of 5,872,015 people from around the globe.
the below graph indicates the growth in term of usage of Second life and how it has become such a worldwide phenonimon
Friday, 20 April 2007
Hypothesis...
what i need to look at;
-what is second life?
-online gaming comunities through consoles etc ie home, xbox live
-the future of gaming
-the advantages and isdvantages for gaming as the industry changes/grows
-personal games players(psp and on phones etc)
-what is second life?
-online gaming comunities through consoles etc ie home, xbox live
-the future of gaming
-the advantages and isdvantages for gaming as the industry changes/grows
-personal games players(psp and on phones etc)
Wednesday, 18 April 2007
Feedback on research #1
Josh - this is a promising start; well done.
You now need to use the framework from today to focus and add depth to your study. You need to add entries on the Second Life, online gaming communities, the future of gaming, the advantages/disadvantages for gaming as it develops and where the industry is set to go now.
You now need to use the framework from today to focus and add depth to your study. You need to add entries on the Second Life, online gaming communities, the future of gaming, the advantages/disadvantages for gaming as it develops and where the industry is set to go now.
Parenting May Be Key in Children’s Use of Video Games
Parenting May Be Key in Children’s Use of Video Games
Video games are different from other forms of media, because the child is an active participant. Unlike watching a movie or a TV show, the child is actively making choices and weighing options. He is rewarded for certain behaviors, which may range from solving a puzzle to murdering an innocent bystander, depending on the game.
A controversial new research has proved that excessive playing of games can actually stunt the growth of a human brain. Brain-mapping expert Professor Ryuta Kawashima and his team at Tohoku University in Japan measured the level of brain activity in teenagers playing a Nintendo game and compared it with those who played other arithmetic games. It was concluded that the Nintendo game stimulated activity only in the parts of the brain associated with vision and movement. While arithmetic games stimulated brain activity in both the left and right hemispheres of the frontal lobe. The frontal lobe of the brain is associated with learning, memory and emotion and continues to develop till the age of 20. Hence it is a matter of concern. Though the games do provide certain benefits, the question is how much and is it really worthwhile.
Parents need to keep track of how much time their children spend in front of the screen playing games and also as to what type of games they play. Every aspect has its advantages and disadvantages; so is the law of nature. What we can do is try to maintain a balance and get the best of what it has to offer, be it nature or technology.
Tuesday, 10 April 2007
Computer and Video Games : The Pros and Cons
http://www.buzzle.com/editorials/2-27-2004-51038.asp
Computer and Video Games : The Pros and Cons
This article went into depth about the pros and cons of people playing video games and the effect it could have on the individual.
I decided to summerise the main points;
Pros;
Researches have found that gamers score better as vision tests.
The logical thinking patterns are often improved when strategic games are played.
Decision making skills are better.
Reactions can be improved.
Educational games help learning.
Cons;
Researches have found that people can have wrist, back and muscle injuries from sitting in the same position for hours.
Eyes strains have been found to be common.
Specialists have confirmed that children who spend too much time playing computer games not only are easily susceptible to long terms problems like bad posture and RSI (repetitive strain injury).
Spending many hours in front of the monitor and not going out enough could also cause social problems thus resulting in them becoming shy and introvert.
Computer and Video Games : The Pros and Cons
This article went into depth about the pros and cons of people playing video games and the effect it could have on the individual.
I decided to summerise the main points;
Pros;
Researches have found that gamers score better as vision tests.
The logical thinking patterns are often improved when strategic games are played.
Decision making skills are better.
Reactions can be improved.
Educational games help learning.
Cons;
Researches have found that people can have wrist, back and muscle injuries from sitting in the same position for hours.
Eyes strains have been found to be common.
Specialists have confirmed that children who spend too much time playing computer games not only are easily susceptible to long terms problems like bad posture and RSI (repetitive strain injury).
Spending many hours in front of the monitor and not going out enough could also cause social problems thus resulting in them becoming shy and introvert.
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