<![CDATA[Kotaku: Kids]]> http://cache.gawker.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: Kids]]> http://kotaku.com/tag/kids http://kotaku.com/tag/kids <![CDATA[ CNBC's Jane Wells - Sony Is Winning, My Son Says So ]]> I have to get me one of these "children" I keep hearing so much about. They seem terribly handy. Jack Thompson uses his to help expose the chinks in video game retail, our own Brian Crecente does some of his best work when dealing with the tiny person he helped manufacture - even CNBC reporter Jane Wells is getting in on the act, using her son to illustrate while Sony is going to win the console battle via humorous anecdote. Her 16-year-old son remained an Xbox 360 fan throughout the Microsoft E3 presser, but then Sony went and changed his mind.

Then he watched the Sony press conference, and the world as we know it changed. After hearing about “Metal Gear Solid 4”, as well as other PlayStation exclusives in the pipeline and the awesomeness of Blu-ray, he promptly packed up his Xbox 360 and all his games and went down to Game Stop to trade them in.

I am sure the folks at Sony are overjoyed to hear oh Jane's boy's extreme reaction to their press conference, but had he been living in a cave for two years or what? He heard about Blu-ray and Metal Gear Solid 4 and decided to go PlayStation? According to Wells, her son reads all of the news sites, participates in chat rooms, and even watches G4...oh. That explains it.

Not heartwarming story about a journalists son is complete without a tender moment at the end, so I leave you with Jane's final words on the subject.

As we left the store, I said to him, “I never thought I’d see you with a PlayStation.” “Neither did I,” he replied.

*wipes away tear and adds a link*

The Ultimate Proof Sony Is Winning [CNBC - Thanks Dean!]

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Tue, 22 Jul 2008 10:20:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=5027692&view=rss&microfeed=true
<![CDATA[ Rumor: Prank Results in Half-Assed "Confirmation" of GTA IV for PC ]]> Not sure what to make of this. Bullshit radar says "proof of nothing" because there's no reason for tech support to be looped in on a game in development. That said, two guys worked up an extremely patient, social engineering prank that had 2K Games support believing, or at least suspicious of the possibility of a hacked Grand Theft Auto IV demo on pirate sites. And in the back-and-forth, it turned up this reply from tech support:

"The PC version of GTA IV has not even been announced for release and is still in development so is not about to be released on a website."

The entire conversation is very long and almost takes on the scope of a 419 baiter thread. But they do provide screenshots (granted, those can be faked too.)

Basically, these two guys concoct a detailed tech support problem with a free demo of Grand Theft Auto IV, and see if Take 2 will bite. Of course, they do, but only to a point. After getting that little nugget above — which they're convinced was copypasted from some higher-up's response to befuddled tech support — they get another tech who is less fun and a little more circumspect about their claims.

While the last message does say, "We are unsure when the PC version of the game will be released," that does not mean, "We are sure it will be coming out, just not when." I am likewise unsure of when I'll win the Publisher's Clearing House Sweepstakes.

ComputerandVideoGames.net reported rumors back in April that a PC GTA IV was due out in October, citing European retailers. That didn't bring a denial from Rockstar UK, just "no comment." So unless and until Rockstar wants to lay the rumor smash, this remains rumor only. I wouldn't get my hopes up, but you never know.
How We Pranked Rockstar [Blog, thanks reader Matt]

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Sat, 19 Jul 2008 13:00:00 MDT Owen Good http://kotaku.com/index.php?op=postcommentfeed&postId=5026952&view=rss&microfeed=true
<![CDATA[ GameStop Unveils Enticing Family Site ]]> Retailer GameStop has launched a website called GameStop Playground, designed to appeal to families - and possibly to put anxious parents at ease about buying video games for their kids. It features activities, mini-games and videos alongside tools geared at helping parents understand the ESRB's ratings, with game recommendations for kids.

Currently, there's a Wall-E minigame, printable paper dolls for My Fashion Studio, and instructions on how to draw LEGO Batman, on which I am sure we could all afford a lesson.

GameStop kicks off the site launch with an activity contest, where participants come up with an activity for GameSpot's kid-friendly activity book launching this winter. The winning activity gets featured in the book, and the winner also gets a $500 GameStop gift card. Kotaku readers who are parents, now is when you force your children to enter and totally help them cheat, and then buy $480 worth of games for yourself and then give the kid a used GBA title, or something.

I'm joking. Kinda.

[GameStop Playground]

GAMESTOP GIVES MORE POWER TO THE PLAYER…AND PARENTS….WITH LAUNCH OF ITS NEW GAMESTOP PLAYGROUND WEBSITE

Virtual Playground Features Interactive Games, Contests, and Gaming Tips for Parents

In an effort to provide more power to gamers – and their parents, GameStop, the world's largest video game and entertainment software retailer, has launched the GameStop Playground, a virtual online playground of fun activities, videos, and mini-games for families to enjoy. In conjunction with its on-going "Respect the Ratings" efforts, the site also provides tools to help parents select appropriate games for their children, including shopping guides, gaming tips, ESRB ratings, and a list of recommended games for kids.

The GameStop Playground can be accessed online at: http://www.gamestop.com/playground,

where visitors are invited to try the WALL•E mini game, print out a template to make My Fashion Studio paper dolls, learn how to draw LEGO Batman, watch a Mario Kart video, and more. The site will be updated regularly to include new games, activities, contests, and helpful information.

To coincide with the launch of the site, GameStop Playground is currently hosting the "Build Your Own Activity Contest," which invites contestants come up with a cool and unique activity for the next issue of the GameStop activity book. The winner of the activity contest will receive a $500 GameStop gift card and have his/her activity featured in the book coming out this winter. Four runner-ups will each get $100 gift cards. All entries must be postmarked on or before Sept. 12, 2008. For complete rules, visit www.gamestop.com/playground/contest.

With more than 1,600 E-rated game titles to choose from, GameStop simplifies the game-selection process and gives power to the players. As the world's leading gaming specialty store, GameStop has the widest assortment of titles and an experienced staff to guide game selection for any ages.

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Fri, 11 Jul 2008 18:40:00 MDT Leigh Alexander http://kotaku.com/index.php?op=postcommentfeed&postId=5024344&view=rss&microfeed=true
<![CDATA[ Nintendo Hooks Up Hospitalized Kids With Wii Fun Centers ]]> Nintendo has announced it's teaming up with the Starlight Starbright Children's Foundation to put "Fun Centers," which include Wii consoles, into hospitals across the U.S. and Canada. The Foundation hopes to get 500 centers set up by year end, and Nintendo is shooting for 1,250 for the total first run. These centers mean that "thousands" of kids will get to play Wii during their hospitalizations.

The Fun Centers will contain Sharp Aquos flatscreen TVs, Wiis and family-friendly titles like Super Mario Galaxy, Wii Sports and Mario Party 8. On June 25th, Nintendo will kick things of by donating two units to Childrens Hospital Los Angeles at a Galaxy-themed launch event.

Nintendo has partnered with the Foundation for some 16 years now, and had GameCubes in previous versions of the Fun Center. The company says doctors, family and hospital staff praise the Fun Centers for their ability to "brighten moods, boost morale and reduce feelings of isolation among ailing children."

If I may get a little personal for a sec, I had a hospital stay when I was a kid, and I remember playing Super Nintendo there with a lot of other kids, many of whom were much younger than me and much worse off - I can vouch for it brightening the days, for sure. Full announcement follows the jump.

Nintendo and Starlight’s New Fun Centers Featuring Wii Give Sick Children a Boost
Partnership with Starlight Starbright Children’s Foundation Brings Fun Centers with Wii Consoles to Hospitals Nationwide

REDMOND, Wash.—(BUSINESS WIRE)—Determined to help lift the spirits of seriously ill children and their families, Nintendo of America Inc. and Starlight Starbright Children’s Foundation have committed to placing hundreds of popular Fun Centers, now featuring Wii™ game systems, in hospitals across the United States and Canada this year. Nintendo of America is manufacturing 1,250 new Fun Centers in their first run, and Starlight expects to have about 500 of them placed in hospitals by the end of the year. In a continuation of the organizations’ 16-year partnership, the portable Fun Centers with the new Wii technology will be enjoyed by thousands of hospitalized kids.

The new Fun Centers feature a Sharp AQUOS™ flat-screen television, a DVD player, a Wii system and a selection of family-friendly Wii games like Super Mario Galaxy™, Wii Sports™ and Mario Party® 8. The Fun Centers were created specifically to offer children an entertaining respite during difficult hospital stays.

To help mark the introduction of the new Fun Centers, two units, donated by Nintendo, will be presented to Childrens Hospital Los Angeles at a special Super Mario Galaxy-themed launch event on June 25. Child star Allen Alvarado, of Discovery Kids’ Flight 29 Down, and video game icon Mario™ will be in attendance. Allen has had personal experience with Fun Centers, which kept him company and aided in his recovery when he was hospitalized for several weeks at Childrens Hospital after an automobile accident last fall.

Previous versions of the Fun Center, most recently featuring Nintendo GameCube™ video game systems, earned praise from families, doctors and hospital staffers alike for their ability to brighten moods, boost morale and reduce feelings of isolation among ailing children. Since the first model was created in 1992, more than 5,000 units have been distributed to over 1,000 hospitals across North America. The new Fun Center offers an enhanced entertainment experience by incorporating the Wii console’s distinctive motion-sensing controls and an array of popular games.

“We’re extremely proud to make Fun Centers a part of our collaboration with Starlight,” said Don James, Nintendo of America’s executive vice president of Operations. “The inclusive fun of Wii is especially valuable for families in need of a tension reliever while dealing with serious pediatric illness. We hope the new Fun Centers will give kids and their loved ones an opportunity to play, laugh and connect with each other amid trying circumstances.”

“Our patients at Childrens Hospital benefit greatly from the Fun Centers,” said Linda Garcia, Manager, Child Development Services, for Childrens Hospital Los Angeles. “The Fun Centers serve as a diversional tool for Child Life Specialists to provide to patients and families in the playrooms, at bedside and throughout the hospital, including medical units, clinics and waiting rooms. The Fun Centers promote socialization, mastery and fun. Through this play, children learn about cooperation, positive thinking and problem-solving skills. The Fun Centers also provide opportunities for hand strengthening and finger dexterity, an important therapeutic value for our patients undergoing physical rehabilitation.”

“Everyone who has spent time in a hospital knows how scary and lonely it can be,” said Paula Van Ness, CEO of Starlight. “Our Fun Centers transform the hospital experience for children, bringing enjoyment and laughter to an otherwise daunting experience. And as an added benefit of this new Fun Center model, the Wii technology can be used to encourage children to do physical therapy and motor coordination exercises.”

People who want to help support the mission of Nintendo and Starlight Starbright Children’s Foundation can visit Starlight’s Site of a Million Stars at www.millionstars.org. Click on Mario’s star to place a star in Nintendo of America’s Galaxy. Starlight’s goal is to unite 1 million caring people and organizations to bring seriously ill children and their families out of the dark. Placing a star in Nintendo of America’s Galaxy is free and includes space for a message about the nature of your support and a link to your favorite Web site. You can also choose to add special features to your star or upgrade to a constellation for a tax-deductible donation of $5 to $100.

For more information about Fun Centers, visit www.starlight.org/funcenters.

About Nintendo: The worldwide innovator in the creation of interactive entertainment, Nintendo Co., Ltd., of Kyoto, Japan, manufactures and markets hardware and software for its Wii™, Nintendo DS™, Game Boy® Advance and Nintendo GameCube™ systems. Since 1983, Nintendo has sold more than 2.7 billion video games and more than 460 million hardware units globally, and has created industry icons like Mario™, Donkey Kong®, Metroid®, Zelda™ and Pokémon®. A wholly owned subsidiary, Nintendo of America Inc., based in Redmond, Wash., serves as headquarters for Nintendo’s operations in the Western Hemisphere. For more information about Nintendo, visit the company’s Web site at www.nintendo.com.

About Starlight: When a child or teenager has a serious medical condition, everyone in the family is affected. For 25 years, Starlight Starbright Children’s Foundation has dedicated itself to helping seriously ill children and their families cope with their pain, fear and isolation through entertainment, education and family activities. Starlight’s programs have been proven to distract children from their pain, help them better understand and manage their illnesses, and connect families facing similar challenges so that no one feels alone. Through a network of offices, Starlight provides ongoing support to children, parents and siblings in all U.S. states and Canadian provinces with an array of outpatient, hospital-based and Web offerings. Programs are also delivered internationally through affiliates in Australia, Japan and the United Kingdom. To learn more visit www.starlight.org.

About Childrens Hospital Los Angeles: Founded in 1901, Childrens Hospital Los Angeles has been treating the most seriously ill and injured children in Los Angeles for more than a century, and it is acknowledged throughout the United States and around the world for its leadership in pediatric and adolescent health. Childrens Hospital is one of America’s premier teaching hospitals, affiliated with the Keck School of Medicine of the University of Southern California since 1932. It is a national leader in pediatric research. Since 1990, U.S. News & World Report and its panel of board-certified pediatricians have named Childrens Hospital Los Angeles one of the top pediatric facilities in the nation. Visit our website: www.ChildrensHospitalLA.org

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Tue, 24 Jun 2008 18:20:00 MDT Leigh Alexander http://kotaku.com/index.php?op=postcommentfeed&postId=5019333&view=rss&microfeed=true
<![CDATA[ Platform-Hopping With Space Chimps ]]>

I often hear longtime platformer fans complain they don't make 'em like they used to, and bemoan the perceived "selling out" of their favorite mascot franchises, when all they want is the great gap-skipping of old that they remember from their younger days.

Most of us were kids during the 3D platformer heyday. So maybe, though, just maybe, if any of those games were to be released today, we'd say they looked like children's games. Brash Entertainment's upcoming Space Chimps film tie-in platformer is a kids' game, and giving it a whirl today was what made me think about days of yore.

It doesn't look too fancy, and it's aimed to be friendly to the younger set. But it sure took me back a bit, which was a surprisingly fun experience.

Space Chimps is hitting Xbox 360, Wii, DS and PS2 on July 15th, just a bit ahead of the film. I was only vaguely aware there was a film - it's summertime, after all, and between Kung-Fu Panda and Wall-E, I asked the rep if Brash was a little bit concerned about the release timing. Why not wait until there's a bit more of a lull in the mascot-led, kid-friendly animated flicks?

"I do think with school out, we'll be in good shape," she told me.

The game's based on the upcoming film, and features animated cutscenes from it, which looked adorable on the Xbox 360. The basic premise is that a pair of NASA chimps, descendants of the very first space monkeys, find themselves on an alien planet, tasked with rescuing its citizens from the rule of an evil overworld.

The Space Chimps game lets you play as either Ham the Third, the male monkey, or Luna, his female cohort, depending on what sequence you're playing through. Ham can brawl and do a sort of diving headbutt, while Luna soon picks up a little lizard buddy (exclusive to the game) who can ride on her sleeve and act as a first-person gun. There are also little exploding red dudes called Plodeys that you can pick up to hurl at walls to open new doors and solve puzzles.

After clearing an area with Ham, by beating up some spear-toting hostile aliens and opening my way forward with a Plodey, I got to navigate Luna through a cavern of rivers and floes. Leaping on chunks of stone as they fell down a waterfall (that was either hot, or poisonous, or just generally hazardous enough to induce death) reminded me of the simplicity of the early 3D platformers - and the frustration, too, which was not necessarily a bad thing.

With Luna, I knocked off the head of a statue and carried it to a button, which would keep the platform I needed from sinking. The whole works was old-school, and nothing real snazzy to look at, but the chimps look cute, the film looks like it could be lots of fun, to the extent that those character flicks always do, and I was surprised at how long I spent playing it.

Maybe I miss my roots? What do you guys think - do you miss the old 3D platformers? Think your current age has anything to do with it? Would you play a "kids' game" if it reminded you of what you used to enjoy?

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Tue, 24 Jun 2008 16:20:00 MDT Leigh Alexander http://kotaku.com/index.php?op=postcommentfeed&postId=5019295&view=rss&microfeed=true
<![CDATA[ Interview: D3P's Takenaka Talks Coraline Game, Universal Pictures Agreement ]]> D3Publisher announced an aggressive push into kid-friendly games this morning with two announcements: First, the publisher has entered into an agreement with Universal Pictures to release video games based on the upcoming animated film Coraline, an adaptation of the gothic fairytale novella by Neil Gaiman. The Coraline game will be coming to consoles and handheld systems in 2009

Second, D3P will release a DS title based on Aardman Animation's Shaun the Sheep TV series on February 6, 2009. When Kotaku visited D3P's press event last week in New York City, we got to take a look at the Shaun the Sheep game, and we also recently spoke to D3P of America's executive vice president Yoji Takenaka about the agreement and the new titles.

"Coraline is a movie for kids, and it's part of our global strategy to bring good kids' properties to the video game market," said Takenaka. "Also, Coraline opened up a relationship with Universal Studios, a major studio, and I am very excited by that."

Gaiman's dark fairytale story had its disturbing moments, so we were a little surprised to hear that it's being adapted as a stop-motion animated kids' flick, and asked Takenaka for more details.

"It will skew toward the younger demographic," said Takenaka, "but there's something in there for everyone."

Nightmare Before Christmas director Henry Selick will be heading up the film project, and the animation will be filmed first in 3D, starring Dakota Fanning in the title role. Coraline discovers a secret door in her house that leads to an alternate life that seems better at first, but quickly grows sinister.

"It's a very stylish movie and we love the story. We see opportunity there, and so we decided to take this property and make a game out of it."

It isn't the publisher's first partnership with a film studio, after doing Aardman's Flushed Away based on the Dreamworks Pictures film.

"We're very much enthusiastic any time we have this kind of opportunity, so I'm excited," said Takenaka. "We are here to support the kids' market."

Shaun the Sheep will be a DS exclusive, and Takenaka said it was the right time to do the game as the TV series, already well-received in the UK, began to gain popularity in the U.S, running right before Hannah Montana on the Disney channel. Takenaka expects the game will release simultaneously, or close to it, in both Europe and the U.S.

"We are making an adventure game showcase of the very funny and very memorable moments in the show, and it has an immediate hook with the sense of humor," Takenaka explained.

When I had the Shaun the Sheep game demonstrated for me at the D3P event, it did indeed look to be a kid-friendly adventure game with minigames at intervals making full use of the DS functionality - like "blowing dry" each fluffy sheep after they'd been washed. In the section I saw, the player guided Shawn around the farm with the stylus, tapping various objects in the search for a lost flock. There were also well-rendered images from classic moments in the show that the player would receive as rewards for success.

Takenaka said the kids' product line was a major part of the publisher's strategy, but not its entirety. "Our strategy is, right now, 50-50 divided between kids' games and original IP. As you know, we brought Dark Sector just about a couple months ago, and Dead Head Fred last summer, and Earth Defense Force. So we are bringing more contents in the future."

D3P also plans to continue moving into the area of digital distribution, as it did when it brought Puzzle Quest to Xbox Live Arcade. "We enjoy the success on XBLA with Puzzle Quest, and it's one of our top sellers in the last year. We would like to keep going and bringing very great games, intriguing games... we are here to support Xbox Live and PlayStation Network and PC downloadables, and we are ready to move forward onto Wii Ware."

Some of these downloadable titles, said Takenaka, will be specific to one platform, and others will be available cross-platform.

While only Shaun the Sheep was available to view at D3P's recent press event, Takenaka said he'd seen the Coraline game in progress, and that he was excited about how it was coming along.

"She is cute!" He said.

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Mon, 16 Jun 2008 08:00:00 MDT Leigh Alexander http://kotaku.com/index.php?op=postcommentfeed&postId=5016735&view=rss&microfeed=true
<![CDATA[ Grand Theft Childhood Author Weighs in on GTAIV ]]>

The book Grand Theft Childhood got a good bit of attention upon its release, and the authors are back discussing reactions to the book, as well as issues that have cropped up (again) in the wake of GT IV. On the media frenzy, they have this to say:

This is strikingly similar to the concerns over and editorials against comic books, radio, gangster films and—back in the late 19th century—the evil influence of paperback novels on teenage girls. None of those bore out. Each time, the pundits and politicians said that earlier concerns may have been silly, but that this time it’s different. So far it hasn’t been.

It's repeated frequently, but probably worth repeating once more — everything from Hollywood films to Chinese classics like Peony Pavilion have been labeled as 'dangerous' at some point or another (with ferocity equal to or surpassing video game critics' utterances). Anyway, it's an interesting interview touching on a number of issues.

Grand Theft Childhood Author Weighs in on GTA IV [Open Education via GameSetWatch]

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Sun, 18 May 2008 13:30:00 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=5009574&view=rss&microfeed=true
<![CDATA[ Gaming Into Adulthood ]]> raroo2.jpg Finally getting to grad school was — in some ways — a rude awakening for me; I still haven't mastered the art of balancing the demands of my work with, uh, everything else, which had never been a problem to this point. My gaming life has been sporadic at best since January, and I spend more time writing about games than actually playing them. But despite my ineptitude, I felt a little hopeful after reading a nice piece over at GameSetWatch that explores the art of growing up and balancing a beloved hobby (gaming) with the demands of adulthood, like parenthood:

In retrospect, it was silly of me to be so worried that being an "adult" meant I wouldn't be able to play videogames. I believe that part of my maturation into what I consider to be real adulthood came in the form of learning to juggle all the new "adult" responsibilities I've taken on with the hobbies I've always held dear, most notably gaming.

Thinking back to when I was growing up, my parents kept up with their hobbies just the same as I do now .... I can vividly remember both of them pursuing their favorite pastimes on a daily basis while still keeping up with their parental and familial duties.

There is a light at the end of the tunnel! Balance is a hard skill to master, and I'm looking forward to having more time to game in future years when I've nailed down the best way to fit in everything I love to do. It's occasionally painful to come to grips with having to reconfigure well-loved hobbies in sometimes dramatic ways (I've given up much loved hobbies entirely until I get out of grad school, mostly because the time-money conundrum cannot be worked out), but it is nice to 'have it all' when you can make it work.

'All Grown Up: A Gamer Comes to Grips With Adulthood' [GameSetWatch]

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Sun, 11 May 2008 14:30:00 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=389325&view=rss&microfeed=true
<![CDATA[ Talking Club Penguin, Disney, and 'Emergent Play' ]]> clubpenguin.jpg I'm really fascinated by the success of MMOs aimed at kids — both in terms of their current (and potential) earning power, as well as the attachment people have to them. Club Penguin has been a massive success, and GamesIndustry.biz chatted with Lane Merrifield, one of the co-founders and current general manager, on Disney, the business model, MMOs for kids, and the birth of Club Penguin. Asked whether or not the success of CP was a surprise, Merrifield had this to say:

Absolutely, I'd be silly if I said I wasn't. We built this for our kids - I mean we built it scalable, and part of why we didn't have any VC money, no investors, was because we didn't build it as a business - we built it as a side project.

Lance, another of the partners - his oldest child and mine are about three months apart, and we were talking about how they were learning to use the mouse, starting to use the computer and the internet.

And it was that dialogue, and some technologies that Lance had been working on that really was the birth of Club Penguin. So a lot of this has come as a surprise.

I think there's a tendency to brush off these niche games since they're not 'serious' MMOs — even though they've done an incredible job of pulling in the subscribers with reasonably limited advertising and so on. Where will these types of games go from here — and their players? Club Penguin player today, WoW addict in a decade? I guess time will tell.

MMO Week: Club Penguin [GamesIndustry.biz via PlayNoEvil]

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Sun, 11 May 2008 10:30:00 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=389302&view=rss&microfeed=true
<![CDATA[ Another Day, Another 'Adult Crime Game Kids Love' ]]> gtaivbox.jpg It's not just writers like us who can't get enough of GTA IV, oh no — what would a GTA release date be without people from all over weighing in? Mike Musgrove over at the Washington Post gives his opinion on the 'adult crime game kids love,' which turns into looking at some of the latest studies on the relationship between violence, video games and kids. Included is an interesting little tidbit about the Grand Theft Childhood:

Funny thing about "Grand Theft Childhood." I had picked up the book expecting that a tome with such a provocative title would take a dimmer view of the influence games have on kids.

Olson said she and her husband wanted the title to be phrased as a question ("Grand Theft Childhood?"), but "publishers don't like question marks."

She said she hopes that folks who want to think there's a link between violence and video games read the book — if the title hooks them in, so much the better.

"We didn't want to preach to the choir," she said.

I guess that's one of the things about GTAso much stuff written in the wake of a new release has precious little to do with the game itself. At least this one is a reasonably positive look at the beloved media topic of violent games and violent (or not) kids.

The Adult Crime Game Kids Love [The Washington Post]

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Sun, 27 Apr 2008 11:30:00 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=384467&view=rss&microfeed=true
<![CDATA[ One Kotaku Editor's Introduction to Gaming ]]> While going through a stack of family photos last night, I hit upon one of what must have been my first encounter with video games - - Chuncheon, South Korea in 1983, at the age of six or seven months.

Unlike Mini Bash or Tristan, I didn't have particularly cool or hip parents, thus my video game education was more or less self-directed. My mom still doesn't really get the whole gaming thing, but thinks it's pretty cool I write for a big gaming blog. So, Kotakuites, what was your introduction to gaming? Were you lucky enough to have parents who encouraged it? If you've got kids, do you game with them? When and how did you introduce them to gaming?

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Sat, 26 Apr 2008 10:30:00 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=384351&view=rss&microfeed=true
<![CDATA[ Manga Fighter Celebrates Grand Opening ]]> Manga Fighter is an excellent way to introduce your children to the world of third-person shooters without having to worry about them being 'desensitized to violence'. Unless of course you're a cartoon cat, in which case you're screwed. OnNet USA is celebrating the Grand Opening of Manga Fighter, a free to play MMO shooter with cutesy characters and anime sensibilities. They'll be holding several in-game events with prizes they assure us are "great". Great!

"We are huge fans of other MMO shooter games," said YJ Jin, Producer of Manga Fighter. "But we're tired of gory, violent and gruesome games. With Manga Fighter, we've created something fun - yet non-violent - so that gamers of all ages can jump in and have a great time."
To give the game a try, head over to mangafighter.gamescampus.com and sign up for a free account.
OnNet USA Invites Gamers to the Manga Fighter Grand Opening

SAN JOSE, CA - April 10, 2008 - OnNet USA, a leading developer of free-to-play online games, today announced the "Grand Opening" of Manga Fighter, a massively multiplayer third-person action game. To celebrate the occasion, OnNet USA will hold several events with great prizes. Bringing a unique and action-packed take on the genre, Manga Fighter raises the bar for all-ages online games.

"We are huge fans of other MMO shooter games," said YJ Jin, Producer of Manga Fighter. "But we're tired of gory, violent and gruesome games. With Manga Fighter, we've created something fun - yet non-violent - so that gamers of all ages can jump in and have a great time."

Manga Fighter offers an entirely new take on online shooters. Featuring stylized cartoon-like characters, rich and electrifying environments, and an arsenal of non-lethal weaponry, Manga Fighter offers gamers of all ages the classic shooter experience without the needless gore and violence.

To participate in the events, create a free Manga Fighter account at mangafighter.gamescampus.com.

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Thu, 10 Apr 2008 11:20:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=378320&view=rss&microfeed=true
<![CDATA[ Games For Heroes Collects Games For Heroes ]]> It's no secret at this point that there are a ton of gamers in the armed forces over in Iraq and Afghanistan. Handheld video games are among the most requested items from our troops stationed in the Middle East, right up there with a home cooked meal and possibly going home sometime soon. There have been games for troops movements in the past, notably Fun For Our Troops and Cheap Ass Gamer's efforts, but this one's from the kids. Peter Gallagher and Jack Wilson created Games For Heroes after organizing a letter writing game to help cheer up the troops. Realizing that letters are nice, but video games are better, the two teens created Games For Heroes, now working in conjunction with MarineParents.com to gather 10,000 new and used handheld systems and games and ship them to the fighting men and women abroad. It's amazing what teens can do when they aren't busy playing video games all day, isn't it? Hit the link below for details on how you can help!

Games For Heroes [Official Site]

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Thu, 10 Apr 2008 10:00:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=378248&view=rss&microfeed=true
<![CDATA[ Madden Wins Kids' Choice Award ]]> kidschoicemadden.jpg The 2008 Nickelodeon Kids' Choice Awards have come and gone. and it was yet another glorious year for children young and old everywhere. Highlights include a celebrity sliming performed on Orlando "Immensely Overrated" Bloom, Hannah Montana desperately trying to get her own name back, and the Naked Brothers' Band once again receiving condemnations from NAMBLA for false advertising. From a gaming standpoint, my nephew narrowly avoided getting a sympathetic smack upside the head as EA's Madden 2008 inched out High School Musical: Sing It! for the coveted Favorite Video Game award. It's nice to see that children faced with a crappy selection of titles went for one of the lesser evils.

2008 Kids' Choice Awards [Nickelodeon]

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Mon, 31 Mar 2008 08:40:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=373990&view=rss&microfeed=true
<![CDATA[ Zoey 101 and Roxy Hunter Get Their Guitar Hero On ]]> On Friday Roxy Hunter's Aria Wallace and Zoey 101's Victoria Justice spent the day playing Guitar Hero III on the Xbox 360 with fans during a Game with Fame event. The two were in Los Angeles to celebrate the upcoming Nickelodeon Kids' Choice awards. I wonder if they realize the game's a lot easier if you face the screen?

[Photos by Amy Graves/Getty Images/WireImage]

va2.JPG

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Sun, 30 Mar 2008 12:00:37 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=373738&view=rss&microfeed=true
<![CDATA[ Juvenile Timewaster of the Day: Questionaut ]]> I don't remember learning modules being this good when I was a munchkin: Samorost creators Amanita have put together a lovely game for the BBC, designed for 11 year olds. Questionaut is point and click, very pretty, and is tripping up adults left and right (that's what happens when you get far removed from your junior high school years and the concepts contained within, I guess). It's short and worth taking for a spin for the lovely environment alone, even if finding 20% of 140 is a bit below your intellectual level.

Questionaut [BBC via Rock, Paper, Shotgun]

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Sun, 16 Mar 2008 13:00:07 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=368406&view=rss&microfeed=true
<![CDATA[ New Kiddy MMO Gets $3.2 Mil In Funding ]]> kidsmmo.jpgAs if MMOs for teens and adults aren't bad enough, Fluid Entertainment (Disney Princess Castle Party, Disney Mix, Pokémon Play It!) has decided that children need a Warcrack of their own. They've secured $3.2 million in backing for the development of a new MMO aimed at children. With only a few entries in this genre so far, Fluid is going after a relatively untapped market. The game will have an environmental theme, and according to the press release, boast "unprecedented levels of engaging gameplay for children's MMOs, while infusing the compelling narrative with a meaningful purpose." The MMO will be an original title, meaning it's not likely to be based off any of Fluid's previous partnerships with Hasbro, Disney, or Mattel. We can all rest easy that it won't be World of Hannah Montana. Thank goodness.

Fluid Entertainment Gets $3.2 Million for New MMO Veteran children's game developer secures backing for original game.

March 12, 2008 - Fluid Entertainment, a California based interactive entertainment developer, today announced it has secured $3.2 million in Series A funding led by Trinity Ventures. These funds will support the development and launch of a new, entirely original MMO (Massively Multiplayer Online) game for children. Fluid Entertainment will announce more game details in the coming months.

"Fluid Entertainment is led by a creative team with more than a decade of experience developing interactive, educational, and - most importantly - fun entertainment for kids," remarked Tim McAdam, general partner at Trinity Ventures. "The company has been in business since the late 90s, and is widely known for developing well regarded games for children. With three other gaming investments in our current portfolio, we were looking for the right play in the children's MMO area, which is an open canvas with only a few incumbents. Fluid has a veteran team, a great history, and a clear and progressive vision that positions the company to become a leader in this arena."

Fluid Entertainment will use the financing to complete development of an engaging, interactive, and environmentally themed "green" game for kids. Slated for launch later this year, the game will feature unprecedented levels of engaging gameplay for children's MMOs, while infusing the compelling narrative with a meaningful purpose.

"It's an exciting time for everyone here at Fluid Entertainment as we drive toward launching an enormously imaginative, vibrant, and innovative new online 'playscape' for children," said Greg Jones, CEO of Fluid Entertainment. "We're thrilled that the venture community shares our exciting vision, and this financing ensures our ability to execute."

Fluid Entertainment's introduction of an original MMO property comes at a time of immense growth in the interactive entertainment field. According to the ESA (Entertainment Software Association), the computer and video game industry broke sales records in 2007, surpassing $9.5 billion. This figure reflects 28% growth from the previous year, with largest growth reflected in the "Family Entertainment" genre, which grew 110%. Additionally, a recent study published by eMarketer, predicts that MMOs, also called "virtual worlds," will be played by 53% of children and teens, a projected 20 million users, by the year 2011.

Working at the forefront of digital entertainment since the genre's earliest years, Fluid Entertainment has a long history of creating educational, engaging and entertaining media for children. The company boasts partnerships spanning a decade with such publishers as Hasbro, Berkeley Systems, Disney, Mattel and The Learning Company.

For more information on Fluid Entertainment, please visit: http://www.fluidentertainment.com


About Fluid Entertainment
Based in Mill Valley, California, Fluid Entertainment is an independent children's interactive entertainment developer founded in 1998 by industry veteran Scott Mathews. With experience creating high profile licensed interactive products based on properties including Harry Potter™, Disney, the Powerpuff Girls, Pokémon and many others, Fluid Entertainment is currently developing an original MMO title for children.

About Trinity Ventures
Trinity Ventures (http://www.trinityventures.com/), a 21-year veteran in the venture business with more than $1 billion under management, partners with exceptional entrepreneurs to build great companies. Trinity Ventures focuses on early-stage technology investment opportunities with a particular emphasis on the digital media, Internet services, mobility, security and software markets. Trinity has invested in more than 100 ventures, including such leading companies as Aruba Networks (NASDAQ: ARUN), Blue Nile (NASDAQ: NILE), Crescendo Communications, Extreme Networks (NASDAQ: EXTR), Forte Software, Illustra, LoopNet (NASDAQ: LOOP), Photobucket (acquired by News Corporation: NWS), Speedera Networks (acquired by Akamai Technologies: AKAM), Starbucks (NASDAQ: SBUX) and Sygate Technologies (acquired by Symantec: SYMC).

Press Release via IGN

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Fri, 14 Mar 2008 13:00:02 MDT torif http://kotaku.com/index.php?op=postcommentfeed&postId=367383&view=rss&microfeed=true
<![CDATA[ Kids Can Burn Calories While Gaming ]]> mayo-clinic-logo.jpg
There's yet another study on obesity, children, and video games. Y'know, just for a change of pace. But wait! This one was done by The Mayo Clinic, making it somewhat reputable! And what makes this study different from all the others? Instead of looking at, "Do video games make kids fat? Y/N," the study looked at just how much energy kids used while playing traditional games, watching TV, playing virtual camera games placing the child on the screen, watching TV while walking on a treadmill, and playing a dancing game. The study had a small sample group, with 15 children considered in the "normal" weight range for their age and height, and 10 children considered mildly obese.

The most interesting result of the study? The dancing game actually expended more energy than walking on the treadmill. Hit the jump for exactly what those results were.


While watching TV and playing traditional video games, both groups of kids expended the same about of energy. Using the camera game, they used three times the amount of energy. Walking on the treadmill, the normal weight kids used three times the energy, while the mildly obese kids used five times the energy. Both groups used the most energy in the dancing game, with the mildly obese group burning six times the amount of energy than sitting still.

I think this study would have been made all the more interesting if they'd used more current games, like anything for the Wii, Wii Fit in particular, but the results are kinda neat, nonetheless.

Mayo Clinic Shows Adding Activity to Video Games Fights Obesity [KIII TV]

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Wed, 05 Mar 2008 09:00:00 MST torif http://kotaku.com/index.php?op=postcommentfeed&postId=364113&view=rss&microfeed=true
<![CDATA[ Child Demands Pokemon At Gunpoint ]]> GOAHEADOKEMOANS.jpgOkay, I know that Pokemans are the source of everything good in the world, but this is going a bit too far. A 10-year-old boy in Redwood City, California wanted a fellow student's Pokemon cards so badly that he brought an Airsoft gun to Roosevelt Elementary School, held it to the 6-year-old's forehead and demanded he hand them over. What the hell was going through this stupid child's head? You don't bring a gun - fake or otherwise - into a school because you want to steal Pokemon cards. YuGiOh cards sure, but not Pokemon cards. It's 2008 already, get with the program. The underage gunman has been suspended from school pending possible expulsion, and I am betting whoever it was at his house that owns an Airsoft gun wasn't the type of person to let such behavior go without a good whack on the ass with a belt. Yes yes, disciplining your children is wrong, what was I thinking?

Armed Boy Takes Classmate's Pokemon Cards [CBS13.com via DS Fanboy]

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Mon, 11 Feb 2008 10:20:35 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=355002&view=rss&microfeed=true
<![CDATA[ Kids' Choice Awards Choose Poorly ]]> On Sunday, March 29th, rock and roll hero and sometimes actor Jack Black returns to the Nickelodeon stage to host the 21st Annual Kids' Choice Awards, where the stupid children decide who wins the awards! Now I know there are some pretty smart children out there, but they are all busy playing games like Portal or BioShock (with their stupid parents proudly ignoring them in the other room), thus the nominees for the 2008 Favorite Video Game Award:

Dance Dance Revolution
Guitar Hero
High School Musical: Sing It!
Madden NFL '08
There's really not much I can say here. I mean, Guitar Hero is nice and all, but they just list Guitar Hero...not II or III. Same with Dance Dance Revolution. There are 20 bajillion versions of DDR out there. Pick one! Madden 08 just goes to show that they were running out of kid-friendly titles to nominate, and if High School Musical: Sing It! wins? I am driving over to my nephew's house and smacking him upside the head just for associating with people his own age.

Kids' Choice Award's Official Nominee Announcement [Nickelodeon]

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Fri, 08 Feb 2008 10:20:02 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=354307&view=rss&microfeed=true
<![CDATA[ British Gov Doesn't Want Fat Kids Anymore ]]> default_fat_kid.jpgSick of being fat? Well, the British government is sick of you being fat too, and they're not gonna take it anymore! British citizens could soon see incentives for putting down the controller and getting fit. In a report made by the Department of Health called Healthy Weight, Healthy Lives, the government makes recommendations to try and help Britain get fit, including getting the number of obese kids down by 2020 to the levels seen in 2000.

The £372 million anti-obesity initiative doesn't overlook video games, and encourages parents to regulate the amount of time kids spend playing online, using some of the available family timers for consoles. The report also says the Department of Health will research the "impact of this 'screen time' on children's outcomes", observing how playing video games affects kids' physical fitness and overall health.

Industry professionals in Britain say that they support the decision and are willing to collaborate:

In response, director general of ELSPA [Entertainment and Leisure Software Publishers Association] Paul Jackson said: "We look forward to working with the department on strategies to help in the education and support of parents and children. We as an industry wish to encourage healthy lifestyles and will therefore also take the opportunity of informing the government of the huge amount of active gaming devices and games which offer more active and interactive play."

I'm always encouraged when video games aren't seen as the source of all obesity problems in kids, and it's a step in the right direction whenever a government can recognize that games really aren't bad in moderation.

ELSPA welcomes anti-obesity scheme [MCV]

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Thu, 24 Jan 2008 16:00:05 MST torif http://kotaku.com/index.php?op=postcommentfeed&postId=348541&view=rss&microfeed=true
<![CDATA[ Teabagging In Our Schools ]]> usedwetteabags.jpgBullying has come a long way since I was a kid - a small white boy in a mostly black neighborhood getting stuffed into trash cans after school. Asshole children have to keep up with the times, and in Point Pleasant Beach New Jersey the physical and psychological abuse has taken on all-new, game-like qualities.
A group of boys has been involved in bullying others, and officials said their actions have included physical attacks, taunting and sexually harassing victims by making their crotches touch other boys' heads while fully clothed — something apparently inspired by the Halo video game series, in which players can perform a posturing move over a defeated enemy.

*rubs temples and sighs* Kids. I'm not sure how to put this. I almost wish the old GI Joe cartoon was still around, because the message would really hit home if delivered by Duke, Hawk, or Snake Eyes by way of some sort of electronic interpreter, followed by the rallying cry of, "Knowing is half the battle!", but here goes.

Don't put your crotches on other student's faces without their express and (if possible) written consent. It's fine in the context of a competitive video game, but real-life involuntary teabagging is wrong.

I used to be disappointed that I missed out on all of the cool video games and computer training the children today are growing up with, but a story like this kind of makes me glad. Sure, I was playing a square with a simplistic arrow fighting against a dragon that looked like a duck, but Adventure never led to someone's testicles rubbing against my forehead. At least not directly.

As for the bullies themselves? Just be careful. Those little guys you are picking on won't always be so little and weak. I grew a foot during the summer between 5th and 6th grade, and suddenly I wasn't such an easy target anymore - plus, the weaker kids are generally more intelligent, able to remember details much longer than the average bully, and are likely to hold a grudge. Hear that M. Bonds of Conshohocken Pennsylvania? Might wanna start giving those trash cans a wide berth.

School to approve bullying policy [Asbury Park Press]

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Thu, 24 Jan 2008 09:20:51 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=348472&view=rss&microfeed=true
<![CDATA[ New Mexico Proposes Video Game Tax To Get Kids Off Asses ]]> sierra_club_logo.jpgThe latest proposal that would tax video games (and televisions) in an effort to fund other, seemingly unrelated programs has popped up in New Mexico, initiated by the Sierra Club. The environmental organization's executive director, Carl Pope, writes on the Huffington Post that tacking on a 1% tax on games and televisions would generate some $4 million toward pushing the "No Child Left Inside" agenda, getting chubby kids off their humps and out to national parks where they can receive an outdoor education.

We suppose that this sort of diversion of funds makes more sense than others. I just hope they don't limit the use of PSPs for these poor kids brought to tears by the prospect of experiencing "nature." And, please New Mexico, make sure these kids are well stocked on Happy Meals.

A Tax to Remember [The Huffington Post via GamePolitics]

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Wed, 23 Jan 2008 18:20:00 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=348301&view=rss&microfeed=true
<![CDATA[ Graham Hopper on Disney, Squeenix, Turok, and Kids' Games ]]> kh-logo.jpg Graham Hopper, Disney Interactive's general manager, sat down with Gamasutra to discuss the Wii, kids games, grown up games, movies, Squeenix, Kingdom Hearts, and all sorts of other stuff in an interesting mishmash of grown up gaming concerns and child's play. Disney's had a hand in the gaming world for quite some time, though they've shifted from licensing to producing, and have been beefing up their portfolio with studio acquisitions and new relationships. Will this spell a real shift in the future?

The key thing for us is being flexible. We never said that we wanted to move away from licensing, and we don't intend to. Great examples of licensed games that we make that we would love to continue to make those licensed games.

A great example of that is Kingdom Hearts. It's a great collaboration between Square and ourselves. Disney characters are in there, and Final Fantasy characters are in there. It's the kind of collaboration that works, and where we see other opportunities like that, we will do them.

We've got a relationship with THQ, and things with Konami. It's not an aberration for us to be licensing. They stay part of our portfolio. But a big piece of the focus is that we didn't feel that purely following a license would give us the right kind of investment focus on quality, and building our brand in games where we thought we had the potential to do.

As tempting as it can be to dismiss a lot of the more casual and kid-geared offerings from companies like Disney, those markets are growing by leaps and bounds - a lot of kid games may fly under the proverbial radar while they're snapping up new users like no tomorrow. It's interesting to read how one company with a very well defined image is trying to cater to a number of pretty diverse markets.

Evolving Disney: Graham Hopper Speaks [Gamasutra]

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Sun, 20 Jan 2008 15:00:55 MST Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=346960&view=rss&microfeed=true
<![CDATA[ 'Play Like a 3 Year Old' - One Take on Game Design Woes ]]> jakanddaxter.jpg There's a fun and interesting little article over at the Escapist by Wendy Despain, on what she's learned about game design thanks to the opinions of her youngest nephews. Her conclusions after presenting some munchkins with games like Star Wars: Battlefront and Jak and Daxter? Game designers could probably learn something from the bitter disappointments of toddlers when faced with game mechanics and features that most of us just take for granted as, well, what games do:

I've been to a lot of conference sessions talking about how to make games better than they are. I've read a lot of books about it and seen even more books on Amazon about it. The game industry likes to talk about this subject - a lot. And who knows? I may not have been able to identify what was annoying my little friends about these games if I hadn't been studying the subject myself.

But I just can't shake the feeling that all us game developers would learn these lessons better if we just sat down and played like a 3-year-old for a while. Even if we're making games for grown-ups. As we get older we get jaded. We expect to be disappointed. We aren't surprised by inadequacy and sloppy work. We tolerate mediocrity and even find comfort in the mistakes that have become tradition through repetition.

It's an interesting perspective on some of the game design issues that have sparked much discussion in the industry.

Play Like a 3-Year-Old [Escapist Magazine]

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Sun, 20 Jan 2008 13:00:02 MST Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=346959&view=rss&microfeed=true
<![CDATA[ UK McDonald's Boss Blames Games For Obesity ]]> fatkidsmcd.jpgWhile I am positive that at least 15 of the extra pounds on my frame at the moment can be directly attributed to my recent string of afternoon visits to the McDonald's drive-thru down the street from my apartment, but McDonald's UK CEO Steve Easterbrook sees it somewhat differently. Who is to blame for the obesity epidemic?
"I don't know who is to blame," Mr Easterbrook says. "The issue of obesity is complex and is absolutely one our society is facing, there's no denial about that, but if you break it down I think there's an education piece: how can we better communicate to individuals the importance of a balanced diet and taking care of themselves? Then there's a lifestyle element: there's fewer green spaces and kids are sat home playing computer games on the TV when in the past they'd have been burning off energy outside.

Plus the people are eating complete shit. Added that last bit myself. Of course he does have a point. I haven't participated in any organized outdoor activities since I learned to forge my mother's name back in high school. Eating completely worthless McDonald's crap constantly can only be countered by arduous physical activity, and despite reports to the contrary, playing with your Wii doesn't count.

When it comes to the question of obesity, here is my opinion. You can eat right and play video games all day long and still be relatively slim. You can eat horrible, grease-soaked garbage and exercise regularly and still maintain a nice figure. You can't do both.

Big Macs and healthy profits - how the fast food giant fought back [Times Online via MCV]

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Tue, 08 Jan 2008 10:40:15 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=342206&view=rss&microfeed=true
<![CDATA[ Making Video Games With 5th Graders ]]> homeworkmonster.jpg Giancarlos Alvarado is an elementary school teacher in Trenton, NJ and he let us know that he's written a piece on the unique approach he's been taking in his fifth grade classroom - designing a video game called Earthquake Terror: After Shock with his students. There's been a lot of attention given to the use of games in an educational setting, and it's great to read about the success of one teacher-designed plan of action - kids love it and parents and other teachers are equally as enthusiastic. But Alvarado is also honest with the problems and limitations of implementing such a program:

Parents and co-workers have been overwhelmingly positive about the project, citing its originality as a catalyst for more independent reading and learning ....

Video game development in the classroom is not for everyone and is still very difficult to implement today. A teacher must be not only highly computer literate and programming savvy, but also well versed in a middleware program such as RPG Maker XP. In order for a project such as ours to be applied to an everyday curriculum, teachers would require vast amounts of training, which is a costly obstacle.

The game was submitted to the 2008 IGF Student competition, and Alvarado says the students will be working on the game through the end of the school year. The article is short and sweet, but explains how the project came to be and how the class is putting together their game.

Making Video Games ... With Fifth Graders [Game Career Guide]

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Sun, 06 Jan 2008 14:30:00 MST Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=341246&view=rss&microfeed=true
<![CDATA[ Pepsi-Sponsored Game Fights Mexican Obesity ]]> chubbysortamexican.jpgMexico is one of the world's leading producers of fat children, thanks to the nation's propensity for friend foods and the overwhelming popularity of soft drinks - the country is second only to the United States in soda consumption. Now one brave soft drink company has risen above the rest to combat Mexico's growing childhood obesity epidemic. Are they pulling their product? Making it healthier? No! They're making a video game. A tamagotchi-style game to be exact, where children must guide a character called a Nutrin through everyday choices involving healthy and well-balanced eating. Will it work?
"It's great," Cesar shouted above the din of digital yeehahs, boings, burps and jingles as his class wallowed in their weekly session. "It teaches you what you should eat." The 10-year old's ample frame spilling over his chair belied his claim that he already eats mostly fruit and vegetables and drinks only water, but he was certainly having fun. The conversation was cut short when his nutrin began demanding attention: "I'm hungry," it said.

The game is a part of the company's Live Healthily school program, aimed at teaching children the proper way to eat healthy food and enjoy regular delicious and refreshing Pepsi products. This will of course be as successful as a Smith & Wesson "Don't Shoot At Rival Gangs" campaign, or Columbia's "The Drugs Are For Other Countries" initiative.

Don't worry though, Pepsi isn't using the Live Healthily program for self-promotion. Just ask Jorge Meyer, vice president of corporate affairs of PepsiCo in Mexico.

"We are already producing nutritional products. . .The problem is that Mexicans haven't wanted to buy them."
*finishes his third can of Mountain Dew this morning and sighs* Just sad.


Pepsi tackles childhood obesity with videogames in Mexico [Guardian Unlimited via GEMAGA]

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Wed, 02 Jan 2008 09:20:36 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=339518&view=rss&microfeed=true
<![CDATA[ Library Tricks Kids Into Reading By Promising Wiis ]]> wii_library.jpgIn an effort to get the kids to read books, Cape Coral, Florida libraries are bringing in Wiis, in a classic bait and switch scam that will get the youth hooked on "learning." The lure of Nintendo software will probably be more successful than clubbing them on the head and transporting them to the library via gunny sack, think local parents. "If each kid plays for 15 minutes, the rest of the kids are going to be waiting and they're going be talking. They're going to be picking up books," said a concerned parent of a four-hour-a-day gamer. These poor kids. They'll be choosing their own adventures in no time, enjoying the works of R.L. Stein and J.K. Rowling and dozens of other child-friendly, initials-only authors like a bunch of book addicts.

Library Wii's [WRCB TV]

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Mon, 31 Dec 2007 17:30:06 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=339307&view=rss&microfeed=true
<![CDATA[ Online Worlds Do It For The Kids ]]> Second Life may pull in big numbers, attracting furries, virtual real estate moguls, corporations desperately attempting to appear "hip" and Something Awful forum goons raining penises down upon the unsuspecting, but it's online worlds targeted at kids that are drawing attention from executives. Take Webkinz, for example, the online world that sees wee lads and lasses logging on to the tune of six million uniques per month. That's three times the amount who logged on a year ago. Similarly, according to the New York Times, Club Penguin, which involves dressing up penguins platonically, has seven times the traffic of Second Life.

Everyone's getting into it, for those of you not aged in the single digits, including Disney, Lego, and Mattel. The goal? Shill wares to kids while they play free games, establish brand recognition, then help them "graduate" to the next-generation of online worlds, whether it's Pirates of the Caribbean Online, World of Warcraft or simply fantasy baseball. Oh yes, it's quite dastardly. Good thing I'll be raising my kids with good Quaker morals and no electricity.

Web Playgrounds of the Very Young [New York Times - thanks, Duane!]

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Mon, 31 Dec 2007 16:00:45 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=339292&view=rss&microfeed=true
<![CDATA[ 'Gaming Across the Generation Gap' ]]> sesamestreet.jpg There have always been classic examples of children's entertainment that have also been watchable or readable for adults - Sesame Street reigned supreme in this category when I was a youngster, and there's plenty of classic kid lit that you'll find lurking on thoroughly adult bookshelves everywhere. Scott Nixon tackles the issue of 'piggybacking' in games in an interesting Gamasutra piece - what does it take to make a game that kids can get but adults aren't going to find eye rollingly bad?

Some games lend themselves to Piggybacking better than others, in large part because some games are inherently more fun to be an adjunct participant in than others. In general the hierarchy is consoles over computers, turn-based games over real-time and thinking games over twitch ....

Straight action games are usually spectator friendly only in a very limited "me-centric" way — you watch, often cringing, leaning from side to side, all the while itching to get your hands on the controller and show whoever is playing how to do it right. As much as you want to help as a spectator, your warnings and suggestions will rarely yield any real benefits and are more likely just to frustrate the primary player.

You can't stick two half-decent Unreal Tournament players together and get one amazing player, but two sub-par logicians working together on an adventure game can easily overcome obstacles where one alone would be adrift.

From there, Nixon points to some concrete examples of how this piggybacking concept can work well in games, and some of the inherent problems with making children's games that can appeal to all ages. He exhorts designers of children's games to "remember there may be a literate and highly critical parent watching and judging your every move"; not bad advice for any creator of children's media.

Piggybacking: Gaming Across the Generation Gap [Gamasutra]

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Sun, 16 Dec 2007 11:30:27 MST Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=334464&view=rss&microfeed=true
<![CDATA[ USA Today Picks 2007's Best Games (For Kids) ]]> Parents, grandparents, aunts and uncles who may be on the lookout for something appropriate for the kids this holiday—strike Manhunt 2 from your lists, first of all—may want to refer themselves to USA Today's picks for the best kid fare of 2007. Sure, it may be easy to tick off things like Super Mario Galaxy and Zack & Wiki: Quest for Barbaros' Treasure, but what about the littlest tykes? And what about those who will go Wii-less this year?

USA Today points to a couple of titles that fell under our radar, including DVD games and PC titles such as Guess How Much I Love You and JumpStart World Kindergarten. Of course, the editor must be commended for her choice of Rock Band, which is just about perfect for the kids. Sure, there will be some snarls of anarchy from the pre-teen crowd this Xmas, but it's, like, educational and stuff.

Best 2007 video games for kids [USA Today]

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Thu, 13 Dec 2007 15:20:32 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=333583&view=rss&microfeed=true
<![CDATA[ Ubisoft Buys Japanese Kids ]]> catzbox.jpgRelax, they're only Digital Kids. Ubisoft further extends their spidery reach around our tiny blue marble as they announce the purchase of Japanese developer Digital Kids. Think of an animal. Now pluralize it with a Z. That's Digital Kids. The minds behind Ubisoft's Catz, Dogz, Wolverinez, Squidz, etc. According to Ubi's Yves Guillemot, it's all part of the company's plan to expand their presence in the casual gamespace.
"When it comes to Nintendo DS games, Digital Kids has demonstrated a leading knowledge that has resulted in creative animal simulation titles that appeal to Japanese and Western audiences alike, which is quite rare," Guillemot said in a statement.
I'd make some sort of snippy comment here, but the fact of the matter is I purchased Catz for my new mobile phone last night in a fit of pure, sleep-deprived mouse clicking, so I am not one to talk. My kitty is named Whiskers.

Ubisoft Buys Japanese Studio [Next Generation]

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Mon, 05 Nov 2007 11:00:15 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=318941&view=rss&microfeed=true
<![CDATA[ The Shredmaster Jr ]]> D'awwwwwww. Ain't that just the cutest thing you ever did see? From our dreamGear via our sister site Gizmodo, comes the Shredmaster JR Micro Plug N Play Guitar perfectly sized for the wee wailers in your life. The Shredmaster JR is a plug and play Guitar Hero like game that comes pre-loaded with ten songs including Smoke on the Water, I Love Rock and Roll, Iron Man, You Give Love a Bad Name, Billion Dollar Babies, Hotel California, Paradise City, Smells Like Teen Spirit, Paranoid, and Master of Puppets.

Unfortunately, I couldn't find any images of what the game interface looks like so your own your own on that one. But if your tiny rocker wants to shred and you just can't bear to let them touch your precious GH controllers with their peanut butter and jelly fingers, this might be the product you've been looking for.

Shredmaster JR Micro Plug N Play Guitar [dreamGEAR]

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Sun, 28 Oct 2007 17:00:00 MDT fdemarco http://kotaku.com/index.php?op=postcommentfeed&postId=316023&view=rss&microfeed=true
<![CDATA[ THQ Brings Four To XBLA ]]> spongebobxbla.jpgTHQ is gearing up for a big push onto Xbox Live Arcade. SpongeBob SquarePants: Underpants Slam!, which sounds like the worst Denny's meal ever, is expected to hit Xbox Live sometime in November, along with a new original title called Screwjumper, which is almost as suggestive. These two releases will be followed by another two THQ originals, Elements of Destruction and Rocket Riot. The SpongeBob title marks Nickelodeon's debut on the Live service.
"We're excited to add one of our hottest properties to the Xbox LIVE Arcade line up of games," said Steve Youngwood, executive vice president of digital media, Nickelodeon/MTVN Kids and Family Group. "SpongeBob has been a top kids' video game franchise worldwide, making it the perfect property for Nickelodeon and THQ to bring to this downloadable platform."
A downloadable SpongeBob title will be a boon to parents everywhere, saving them the time and humiliation involved with having to go pick one up at the store.

THQ Announces SpongeBob SquarePants: Underpants Slam!TM, Along With Additional New Titles

New SpongeBob Game Will Mark THQ and Nickelodeon's Debut on Xbox LIVE Arcade

AGOURA HILLS, Calif. - October 24, 2007 - THQ Inc. (NASDAQ: THQI) today announced that SpongeBob SquarePants: Underpants Slam!™ will be one of the first titles in the company's portfolio of games developed specifically for Xbox LIVE® Arcade for the Xbox 360® video game and entertainment system from Microsoft and is expected to release in November. SpongeBob SquarePants: Underpants Slam!, based on Nickelodeon's hit animated series, will mark the network's debut on the Xbox LIVE Arcade. In November, THQ also expects to launch Screwjumper™, a new original title, in the company's portfolio of Xbox LIVE Arcade for Xbox 360 games. These titles will be followed by new original titles Elements of Destruction™ and Rocket Riot™. The games will all be available for download via the Xbox LIVE Marketplace for the Xbox 360 video game and entertainment system from Microsoft.

"We view Xbox LIVE Arcade for Xbox 360 as a natural fit for many of our established casual brands, as well as an opportunity to serve up new gaming content," said Bob Aniello, senior vice president of worldwide marketing, THQ. "With more than 20 million units of SpongeBob video games shipped worldwide to-date, we're so excited to bring casual gamers SpongeBob SquarePants: Underpants Slam! on the Xbox LIVE Arcade for Xbox 360, and we look forward to rolling out more titles with a slate of games that offer a variety of options via the popular Arcade network."


For more information about SpongeBob SquarePants: Underpants Slam! and the rest of THQ's Xbox LIVE Arcade portfolio, please visit www.thq.com.

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Thu, 25 Oct 2007 11:20:51 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=315063&view=rss&microfeed=true
<![CDATA[ Kids Spending Even More Time Playing Video Games ]]> kids_gaming.jpgThe NPD Group has issued a report on the state of video game hungry kids, indicating that the over a third of those who do play video games are spending more time with them than they were last year. The NPD's poll of 3,474 of two- to seventeen-year old gamers shows some interesting trends and habits among the younger crowd, indicating that some 39 percent of kids play their video games online as opposed to offline. Only 9 percent of those online gamers are actually paying for their online fix, however, with females, kids aged 15 to 17 and "super users"—those who play games more than 16 hours a week—leading the online gamer youth demographic.

These kids, who should really go outside and play when they're not reading Kotaku for news and foul language, have a common progression, says the NPD. The tend to graduate from kid-friendly electronic games to PC at around age 6, eventually moving on to mobile phone gaming, portable game devices, then to consoles like PlayStations, Xboxes and one-to-two Gamecubes, with NPD indicating that they're going for next-gen hardware.

Rather unsurprisingly, boys tend to stick to consoles, while girls are more attracted to PCs, mobile platforms and "kid-oriented systems".

NPD analyst Anita Frazier says of the findings that between 6 and 8 years is the "critical age at which to capture the future gamers of the world" as that's when children transition into "serious" gamers. These poor kids. They don't know the hell they're getting themselves into, one of pale skin, soft belly flesh and an unhealthy attraction to epic mounts.

Still, I, like Frazier, and Houston before her, believe that children are our future and we should teach them well and let them lead the way. And make sure they play Ico. It's important to a child's development.

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Tue, 16 Oct 2007 18:20:00 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=311560&view=rss&microfeed=true
<![CDATA[ There's A Viva Piñata Party In Your BK Kids Meal ]]> Fans of Viva Piñata, charbroiled beef and/or mechanically separated, reshaped chicken meat will want to hoof it on down to their local Burger King and secure themselves a BK Kids Meal. The fast food chain is giving kids their required daily amount of plastic with an octet of brightly colored toys molded in the form of the cast of Viva Piñata Party Animals, one free with each kid targeted combo.

The best part is that each piñata comes packed with a surprise inside, one that doesn't require you to smash the thing to bits to recover. Surprises inside include dreidels, kazoos, yo-yos and puzzles. Head on over to the Burger King site or troll the Rare forums to learn more.

Burger King! It's a wonderful restaurant!

Viva Piñata [Burger King - thanks, Jim!]

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Mon, 08 Oct 2007 17:40:00 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=308400&view=rss&microfeed=true
<![CDATA[ Study Finds Fault In Parental Controls, Parents ]]> PARENTALCONTROLS.jpgGlobal Consulting firm User Centric recently conducted a study on effectiveness of parental controls in electronic devices. 20 parents and 20 children were gathered, with the parents asked to set up parental controls and children asked to bypass them. The results will shock you. Well not really, I just wanted to feel like the nighttime news hook story commercial voice over guy. The results are pretty much what you'd expect. Confusion about ratings and how indeed to setup the controls themselves led to a 47% failure rate on video game consoles, with lesser degrees of failure for V-chips, mobile phones, and DVRs. I take two things from these results. First, parents need to better understand the ratings systems before they start trying to restrict access to them, and User Centric needs to perform another study on parents who aren't stupid. Hit the jump for User Centric's press release, discovered via GamePolitics.

Study Finds Usability Problems with Parental Controls OAKBROOK TERRACE, IL, SEPTEMBER 25, 2007 - Ratings-based parental controls are often used to protect children from exposure to inappropriate media. To compare the usability of common parental controls, Chicago-based usability consultancy User Centric, tested four devices with 20 parents and 20 children ages 9-12.

During individual usability test sessions, all participants were asked to set up parental controls using a television with a V-Chip, a digital video recorder, a game console, and a mobile phone marketed specifically for children under ten. Participants were also asked to rate each device based on ease of use during set up and their confidence in their own success.

Findings:

* Failure rates were high: 31% (DVR), 36% (mobile phone), 42% (V-Chip), and 47% (game console). Across all four devices, parents and children had similar failure rates when setting up parental controls. Participants who reported prior experience fared no better than those who had no experience.
* The relationship between ratings systems and their impact on parental controls was unclear to many participants. When using the V-chip, participants were often uncertain if selecting one rating would be sufficient for blocking the more severe ratings. When using the game console, participants were confused whether their selection represented the highest rating allowed or the lowest rating blocked (despite explanations displayed onscreen).
* One third of participants failed to set up parental controls across all the devices. This contrasted sharply with the high confidence ratings given by participant; many participants believed they had successfully activated parental controls when they actually had not.
* Several participants failed to set up parental controls because they were unaware that they had to perform an extra step to save and then activate their selection. Parental control interfaces failed to provide sufficient visual cues on whether a specific rating was successfully selected or automatically saved as the current setting.


Overall, User Centric found that participants' lack of understanding about ratings compromised their ability to successfully set up parental controls and that parents may be more confident than they should be that the controls are properly set.

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Tue, 02 Oct 2007 10:20:31 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=306092&view=rss&microfeed=true
<![CDATA[ British Schoolkids Stave Off Obesity With DDR ]]> ddrpad.jpg There have been a number of new stories about US schools using Dance Dance Revolution as a way to get kids who aren't into competitive sports or their required PE classes moving - now the Brits are getting in on the act. Despite the fact that the BBC couldn't be bothered to fact-check the name of the game title, they have a short piece on the use of DDR in Bedfordshire schools - they've just done trials, targeting it's use towards girls who aren't interested in traditional sports:

Mellone Cutts is the head of PE at Lea Manor High School which took part in the trials.

"There is a number of students who we don't reach with competitive sports," she said.

"With more and more children becoming obese, one way we can help is by increasing participation in sport and this does that."

And who says video games have no redeeming value?

Computer dance gets pupils active [BBC News, thanks Daniel!]

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Sun, 16 Sep 2007 10:30:08 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=300320&view=rss&microfeed=true
<![CDATA[ Fascinating Yet Horrifying: The Barbie & Bratz MMOs ]]> Barbie_Girls_MP3_player.jpg Barbie, everyone's favorite anatomically impossible plastic plaything now has her own MMO: BarbieGirls. Following in the footsteps of things like Club Penguin, just a lot pinker and more irritating, it's a brilliant marketing strategy and already boasts 4 million users. And they haven't even gone out of beta yet. And continue to sign up new users at the rate of 45,000 a day. Wow. Not to be left behind, Bratz - the trashier, more badly made up version of Barbie - is also opening their own Be-Bratz MMO.

As nauseating as the whole bubblegum-fashion explosion for adolescent girls can be to us "mature" adults, you can't fault Barbie for keeping up with the times. These virtual worlds for kids — the things I've been looking at on Worlds in Motion like Habbo, Puzzle Pirates, Nicktropolis and Toontown — are absolutely huge, able to generate way more hits and user activity than even the most popular MMO targeted at our set. This is big biz to corporations and advertisers right now, but even if it weren't, I guess it's sorta cool to see the evolution of the way children play with dolls keeping pace with technology.

In order to get access to the full version, players have to purchase (or get their parents to purchase for them) the $59.99 Barbie Girls MP3 player that functions as a USB key. The Bratz game requires the same sort of scheme, just at a cheaper price point (you get a doll and some stuff that Sexy Videogameland describes as "some pink computer peripherals (a mouse and pad) that look like Japanese sex toys") of $29.99. I'm fascinated, yet horrified. Yet fascinated. I neither knew about this stuff, nor realized it was so damn popular. BarbieGirls will be going to full release on 13 August.

Do You Guys KNOW About This Stuff? [Sexy Videogameland]

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Sat, 11 Aug 2007 12:30:54 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=288516&view=rss&microfeed=true