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

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)

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.

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.

The nintento wii- injuries!

The nintento wii- injuries!

I found this article about injuries relating to the new ninteto wii console and though it related to the new media tecnologies and the developement of technology, i summaries the article to discuss the main points:

Playing computer games has traditionally been fairly risk-free - a sore thumb is probably the worst injury you could expect. But things have changed since the days of Donkey Kong. The new motion-sensing controller that comes with Nintendo's Wii console seems to provide the perfect excuse for enthusiastic gamers to do themselves a mischief.

The controller translates a person's real movements into the actions of their on-screen character, letting them swing a virtual bat or punch virtual villains by performing the same action in real life. It's a great idea and I can't wait to try it myself. But some people are evidently finding it hard to curb their enthusiasm.

A site called ‘Wiihaveaproblem’ is collecting stories of injuries sustained while flailing around with a Wii controller and it is scary stuff. Supposedly, one guy gave his girlfriend a black eye while punching baddies in Zelda. And some poor woman allegedly dislocated her knee while playing a game of tennis. Several more folk seem to have inadvertently broken their televisions or lights with a flying controller.

Of course, it's nothing more than you'd expect from playing any normal sport, and at least they're getting some exercise.

What is the nintento wii?


What is the nintento wii?


The Nintento Wii (pronounced ‘we’) is the fifth home video game console released by Nintendo. The console is the direct successor to the Nintendo GameCube. Nintendo states that its console targets a broader demographic than that of Microsoft's Xbox 360 and Sony's PlayStation 3, but it competes with both as part of the seventh generation of gaming systems.A distinguishing feature of the console is its wireless controller, the Wii Remote, which can be used as a handheld pointing device and can detect motion and rotation in three dimensions.

Monday 9 April 2007

What is the Playstation 3?


The PlayStation 3 (known as the PS3) is the next video game console in Sony Computer Entertainment's market-leading PlayStation series. The PlayStation 3 was released in the uk in spring 2007. It is the successor to the PlayStation 2 and will mainly compete against the Nintendo Revolution and Xbox 360. Sony has announced that the PS3 will be backwards compatible with earlier PS1 and PS2 games but it is the most power and expensive playstation to date with powerful processors and inbuilt hard drives.

Friday 30 March 2007

What is the xbox 360?


What is the Xbox 360?

The Xbox 360 is a video game console produced by Microsoft.
Its Xbox Live service allows players to compete online and download arcade games and content such as game trailers, TV shows, music videos, or rented movies.
The Xbox 360 is the successor to the first Xbox, and it competes with Sony's PlayStation 3 and Nintendo's Wii as part of the seventh generation of gaming systems.
The Xbox 360 was officially unveiled on MTV on May 12, 2005, with detailed launch and game information divulged later that month at the Electronic Entertainment Expo. It is the first console to provide near-simultaneous launch across the three major regions, and to provide wireless controller support at launch.

Selling Statistics: The console sold out completely at release and by end of 2006 had shipped 10.4 million units worldwide.

Wednesday 28 March 2007

What is High Denfinition Television?

Wikipedia: High-definition television (HDTV) is a digital television broadcasting system with a significantly higher resolution than traditional formats (NTSC, SECAM, PAL). While some early analog HDTV formats were broadcast in Europe and Japan, HDTV is usually broadcast digitally, because digital television (DTV) broadcasting requires much less bandwidth. HDTV technology was first introduced in the US during the 1990s by a group of electronics companies called the Digital HDTV Grand Alliance.
In the 2000s, a number of high-definition television standards are competing for the still-developing niche markets. Current HDTV standards are defined by the International Telecommunication Union (ITU-R BT.709) as 1080 active interlace or progressive scan lines, or 720 progressive scan lines, using a 16:9 ratio. HDTV is also capable of "theater-quality" audio because it uses the Dolby Digital format to support "5.1" surround sound. It should be noted that while HDTV is more like a theater in quality than conventional television, 35mm and 70mm film projectors used in theaters still have the highest resolution and best viewing quality on very large screens. Many HDTV programs are produced from movies on film as well as content shot in HD video.
The term "high-definition" can refer to the resolution specifications themselves, or more loosely to media capable of similar sharpness, such as photographic film. As of 2007, 24 million US households have HDTVs. However, only half are set up to actually receive HDTV programming as some consumers are not aware that they must get special receivers to get HDTV from cable, or use HDTV tuners to receive over-the-air broadcasts, and some are planning to use it in the future.

Monday 26 March 2007

Summary of Article 1

Summary of 'We're all reporteers in the digital democracy'
by Emily Bell

The democratisation of media- mainstream media being influence and generated by consumers.

It has become second nature since september 11th to digitilised events such as the london bombings. There are thousands of photos and video clips taken by ordinary consumers using their increasingly handy digital equipment.

The working media now has the job of incorporating the 'media' into the media and keeping the citizen journalists content flowing by providing them with the tools and knowledge to do so.

Sunday 25 March 2007

Summary of Article

Summary of 'Writers who work for nothing: its a licence to print money'
by John Naughton


  • When the virgin express train bound for Glasgow crashed in Cumbria on 24th February shortly after on the BBC news website appeared details of the crash and a photograph taken inside one of the derailed carriages with the anchor: ‘send pictures to yourpics@bbc.co.uk’

  • A passenger had taken the picture using a camera phone and dispatched via the mobile network to the BBC. This is an example of what has become known as user-generated content.

  • The London bombings of July 7th 2005 marked the first time we had seen such content impact on traditional news media in Britain. Many pictures and footage flooded in from camera phones and digital cameras of observer at the scenes of the attacks.

  • Main stream media suddenly began to understand what user-generated content meant.

  • Since then the digital media generated by the public has become in comprehensible.

  • Good news for the hard drive and media storage manufacturers.

  • Optimists see it as a great release of human creativity which up till now has been unheard of because of lack of technology.

  • Cynics see it differently: as living proof that giving bloggin or movie editing software to the average punter is like giving a clock to a monkey. To them, the user-generated content movement is just vanity publishing on steroids.

  • Sceptics ask: how the constant increase of media can be controlled and managed financially and physically.

Friday 23 March 2007

5 key concepts concerning NMT

1. Convergence

This term is used to describe the process of multiple technologies being bought together to form a new product. Fore example home cinemas, mobile phones, PlayStation's etc

2. Personalisation

A characteristics of many NMTs is their ability to offer user a personalised experience with content and presentation tailored to user/ audience preferences

3. Interactive

Interactivity is a two way communication and in the context of NMTs mean content is reactive to audience's choice

4. Linear/ Non linear

  • cinema experience- linear
  • DVD- can be non-linear
  • Internet - non linear
  • interactive TV - can be either

5. Democratisation

  • The ability to communicate your opinions and ideas
  • Share creative output-blogging
  • Creation of your own tv scheldule