<![CDATA[Kotaku: depression]]> http://tags.kotaku.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: depression]]> http://kotaku.com/tag/depression http://kotaku.com/tag/depression <![CDATA[What Should Be the Official Console of The Next Great Depression?]]> With the economy on the ropes and a recession running around like death at the masquerade, it seems inevitable that we're going to be dealing with question eventually, so let's get to it now.

NPR argued yesterday that video games could serve as the mass opiate of this generation's great depression. In the 30s that role was served by nickle movies, but today's audience can perhaps get more bang for their buck, more distraction for their dollar with a game.

So which one will best help people to forget their worldly woes?

The Playstation 3 has theoretical future-proofing in the bag and includes a bunch of built in features that make using it for other purposes (without additional cost) a breeze and of course it has a Blu-ray player. Then again it's the most expensive, and blu-ray movies aren't exactly cheap either.

The Wii is the family friendliest of the bunch, the one most likely to attract reticent non-gamers to it's fold. Of course most of its games aren't as deep and it isn't the cheapest on the market anymore.

The Xbox 360 has the biggest selection of consoles, including the cheapest on the market. It also has the biggest selection of cheap downloadable titles and robust video on demand support, soon to be amplified by Netflix. But tapping into all of the 360's potential features means buying expensive add-ons, like the harddrive.

The arcade. Yes, the arcade. While they are almost non-existent in the U.S. and the likelihood that someone is going to suddenly invest in opening them up, especially now, is crazy, I think arcades are really the closest example of what happened in the 30s with movies. You don't need a television, you don't even need electricity, you just need a quarter and the time to play.

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<![CDATA[Video Games Equal Comfort In Troubled Economic TImes]]> Are video games the movies of our current economic slump? In an article wittily titled, "In Tough Economic Times, Video Games Console", NPR writer Laura Sydell explores the similarities between the growing popularity of video games in mainstream culture with the movie boom that occurred during The Great Depression in the 1930's, at time when a weary nation turned to nickel theaters to escape the grim realities of the economic climate. She compares the relatively steady sales of movie tickets to the ever-expanding gaming market, with software sales up 43 percent from this time last year.

David Riley of the NPD Group says part of the reason video game sales are rising and movie ticket sales aren't is that a movie only lasts a couple of hours — it gives you less "bang for your buck. The difference, obviously, between a movie and a video game is the amount of time that you get," he says.

With gas prices rising and some of the nation's largest financial institutions in dire straits, more and more non-gamers are finding that video games are an excellent way to distract themselves from real-life issues. Anyone else find this slightly ironic? We're they just making fun of us for doing the same thing a couple years back?

It's alright, general public. We hold no grudges. Come, sit next to us, take up a game controller, and we'll ride this thing out together.


In Tough Economic Times, Video Games Console
[NPR]

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<![CDATA[Games Can Aid In Diagnosing Depression]]> commercial_zoloft_cave.jpg

I'm not sure what some of the anti-video game faction would have to say about this, but researchers at the US National Institute of Mental Health in Bethesda, Maryland have said that using video games, or modifications of games, can not only help in diagnosing depression, but also help in determining the severity of such problems.

The volunteers were allowed to familiarize themselves with a virtual reality town such as that used in Duke Nukem, before being given 20 minutes to navigate their way around that town locating various landmarks ....

Within the [depressed] group there emerged a clear correlation between severity of depression and navigational ability, with those suffering from the most acute depression displaying the least ability to find their way around the virtual town.

Using technology to aid in medical diagnoses is nothing new, but the researchers seem excited about the potential for this sort of diagnostic tool, especially when given the difficulties of diagnosing depression in the first place.

Feelings of depression? Nuke 'em! [CNN International]

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<![CDATA[Nintendo Shortcuts Top Ten Chosen]]> The Nintendo Short Cuts Showcase contest is entering the home stretch, and they've narrowed everything down to 10 entries, almost all of which are amazingly bad. Seriously, I hope this once and for all proves to gaming companies that the gaming community is not the hidden well of producing / directing / acting talent they think it to be.

At the website below you can view all ten of the final entries in the contest, from a slightly passable Twilight Zone spoof to a mildly amusing guy in a Link costume complete with game interface overlay. Honestly not sure any should win, per se. You can vote for your favorite, but they've already got 'industry experts' on the case to determine who wins the grand prize. I do not envy them. Go take a look for yourself, but it is *not* a pretty sight.


Nintendo Short Cuts Showcase Finalists [Nintendo - Thanks Jon!]

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<![CDATA[High School Kids Make Meaningful Games]]>

Students at South Shore High School in New York have been passing up normal after school activities for video games...though not to play them. For the past year they've been meeting after school in order to develop meaningful video games with messages attached. It's all part of a program that melds game development with social awareness, and with the help of Global Kids and local developer Gamelab their first game has just been released online. Called "Ayiti: The Cost of Life," it puts the player in control of a family of five poor Haitians in what can best be described as a family management sim.

As you can imagine, the game is dreadfully depressing. You deal with bad weather, low income, hunger, etc. as you desperately try to keep the family alive. It's not fun, but I suppose that was the point. It shows a level of social awareness you certainly wouldn't expect in a group of American high school students. I think the program a brilliant way to mix gaming and learning with extremely positive results. Now if you'll excuse me, I have to go borrow a Zoloft.

Update: I originally mistook this for a school in North Carolina, when it is indeed in New York. I say thee whoops.

Ayiti: The Cost of Life
Creating games, learning lessons [News 14 Carolina]

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<![CDATA[Yakuza English Dub? Criminally Bad F*ck Up]]> When the Yakuza voice cast was announced I was depressed—well, as depressed as one can justifiably be when learning of a potentially bad dub for a video game. Enlisting a handful of B-minus acting talent filled my head with awkward, phoned-in performances from an all anglo cast doing their worst Japanese gangster impression. Since Sony—not to mention the gross majority of Western PS2 owners—would never go for a subtitled localization with the original Japanese language track intact, we're stuck with, well, shit.

Fortunately, the gameplay and unique setting still let Yakuza stand out, it's just a shame that, based on the first taste of English dubs, we'll be unnecessarily cringing at every other line.

Warning: NSFW language and kind of a bummer.

Yakuza Game Intro [GameTrailers]

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