<![CDATA[Kotaku: Science]]> http://cache.gawker.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: Science]]> http://kotaku.com/tag/science http://kotaku.com/tag/science <![CDATA[ Guy Uses Astronomy To Determine Size, Density Of Azeroth ]]> Azeroth probably seems big when you're trotting across it, but have you ever wondered just how big? James Wallis did. James Wallis is also a huge nerd, and has used science (specifically, things like astronomy) to not only determine the actual size of the planet, but also its density and gravity as well. For the record, its gravity is almost the same as ours, so loot drops no faster or slower on Azeroth than it does on Earth.

n00b World Reorder, part 1 [Cope, via Boing-Boing]

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Wed, 02 Jul 2008 05:30:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5021344&view=rss&microfeed=true
<![CDATA[ Doing Science In WoW ]]> Here's something fun: a bunch of scientists decided to get together and do some field research, and assembled a conference. In Azeroth. They published their findings in the American Association for the Advancement of Science's magazine, and it's an entertaining read:

Thus began the first scientific conference held in Azeroth, the online universe inhabited by millions of people playing World of Warcraft. Anyone who has been part of a conference's organizing committee knows that some glitches and mishaps are just unavoidable. And as usual, the problems that actually did occur were unforeseen. It was a success nonetheless. By the end of the third day, a real scientific exchange took place, I married one of the conference participants, and within an hour of the wedding, we were all dead.

There are a lot of feel-good stories circulating about how scientists are using online games to study behavior, but this one is a lot of fun.

Slaying Monsters For Science [Science, thanks Gumblackwood!]

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Wed, 25 Jun 2008 15:00:00 MDT Leigh Alexander http://kotaku.com/index.php?op=postcommentfeed&postId=5019683&view=rss&microfeed=true
<![CDATA[ IGA Study Finds People Don't Mind In-Game Ads ]]> A landmark study conducted by Nielsen BASES and Nielsen Games on behalf of in-game advertising giant IGA Worldwide has found that not only is in-game advertising super-effective, most people don't seem to mind it. The study, titled Consumers’ Experience with In-Game Content & Brand Impact of In-Game Advertising Study, found that 82% of consumers exposed to in-game ads felt that the games were just as enjoyable with ads as they were without.

“The growth of in-game advertising, both current and projected, makes it an attractive medium for brands looking to reach hard-to-reach consumers,” said Elizabeth Harz, EA’s Senior Vice President of Global Media Sales. “This study solidifies what many in the industry have known for a long time: in-game ads are effective and well-received by the gaming community.”

Hooray! We're only alienating 18% of the gaming public! Hit the jump for the rest of the numbers, most of which seem to be aimed more at attracting advertisers rather than assuaging consumer concerns.

Landmark IGA-Nielsen Study: 82% of Consumers React Positively to Receiving Contextual In-Game Ads During Game Play

New research data from 1,300+ consumers indicates brands receive measurable lift in perception, awareness when advertised in-game

Tuesday 17th June/...Integrating dynamic advertisements into videogame environments provides brands a measured lift in overall consumer awareness and opinion of the products they are exposed to during game play according to the Consumers’ Experience with In-Game Content & Brand Impact of In-Game Advertising Study, a landmark research study conducted by Nielsen BASES and Nielsen Games on behalf of IGA Worldwide, the leading in-game advertising network.

“With young adults now spending on average 6 hours a week gaming, advertisers should be excited at how well their messages were embraced and the brands positively perceived,” said Justin Townsend, CEO of IGA Worldwide. “The consumer insights we’ve gleaned from this data will help drive the industry’s first research-based in-game advertising measurement standards as well as strengthen IGA’s position as an effective in-game ad network brands can trust to efficiently deliver their message to target audiences.”

One of the most important factors confirmed by the Study is that most consumers reacted positively to in-game ads: 82 percent felt games were just as enjoyable with ads as without. In addition, there was an average 61 percent increase in consumers’ favorable opinions of products advertised in-game post-play.

“The growth of in-game advertising, both current and projected, makes it an attractive medium for brands looking to reach hard-to-reach consumers,” said Elizabeth Harz, EA’s Senior Vice President of Global Media Sales. “This study solidifies what many in the industry have known for a long time: in-game ads are effective and well-received by the gaming community.”

One of the most comprehensive in-game advertising effectiveness research studies completed to-date, Nielsen tested multiple variables with multiple brands across multiple games, as opposed to just a single brand in a single game. The research also showed how IGA’s in-game unique advertising opportunities generate significant advertising value across key ad metrics.

"In-game advertising is an opportunity to present targeted brand messaging to a highly desirable demographic. This new data shows how important it is how the targeted and contextual ads are displayed in videogames. Participating in this study with IGA Worldwide has provided valuable new insights into effectively using the medium." said Chad Stoller, Executive Director, Emerging Platforms Organic, Inc.

Nielsen surveyed over 1,300 PC gaming participants in their homes by linking IGA’s proprietary measurement software with research trackers embedded within sample game disc. This unique methodology allowed for unprecedented in-depth analysis of consumer receptivity to in-game ads. The participating brand advertisers included Taco Bell, Jeep and Wrigley and game titles were provided by Electronic Arts and Activision.

Select Findings from the Study:

• There is an average 44 percent increase in post-game aided recall from pre-awareness;

• Positive brand attribute association increased 33 percent across all brands;

• Over 70 percent of consumers who were most opinionated about in-game ads, felt the ads made them feel better about the brand, feel more favorable toward the brand, make them more interested in the brand, and believe the ads are for innovative/cutting edge brands;

• Over 60 percent of the most opinionated consumers feel the ads catch their attention, make games more realistic, do not interrupt the game experience, and are promoting relevant products;

• In-game ad exposures with a duration over 2 seconds, as they are measured in IGA’s in-game ad methodology, generates on average an almost 30% increase in key ad metrics, including ad noticeability +100%, recall +42%, and fit +27%, vs. ad exposures with a duration of less than 1 second

“This study offers proof that dynamic in-game advertising is an influential digital ad medium,” said Dave Anderson, Senior Director Business Development, Activision. “Just as important to us is how users react to the ads. From the research it is clear that the overwhelming majority of consumers enjoyed the gaming experience just as much, if not more, with dynamic ads present. As game publishers, it is reassuring to know advertisers and consumers both stand to benefit from dynamic ads.”

IGA’s network offers dozens of games across multiple genres and platforms, as well as a range of standardized awareness advertising formats with digital measurability. The Company’s advertising products and metrics are in-line with the ad industry and measure ad exposure during game play, including key metrics like minimum time viewed, size and angle thresholds.

Videogame advertising is poised to grow to a $2B global industry by 2012 according to eMarketer, making games the fastest-growing major advertising medium. As a result, advertisers are making significant investments in the in-game environment as an effective strategy to reach target audiences.

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Tue, 17 Jun 2008 09:20:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=5017142&view=rss&microfeed=true
<![CDATA[ Science Says: In MP Shooters, Always Bet On Red ]]> Let's take Unreal Tournament 2004. A still somewhat-popular online shooter. Now, UT2004 has two teams: red and blue. Just like a lot of other online games. If you recorded the results of 1,347 UT2004 MP matches, you'd think that, over time, the results would balance out, yes? 50% to the red team, 50% to the blue team. But no! Researchers at the University of Copenhagen in Denmark have found that red came out on top, winning 55% of the matches, tying online gaming into similar studies performed in physical sports, where it's been suggested teams/athletes wearing red enjoy an advantage over others. The reason? Because the "color red may act as a psychological distractor for men, possibly because men flush and turn red when they're angry". Implied is that blue may also act as a psychological distractor for men, possibly because it makes them think of blue skies, fluffy clouds and lazy days at the beach instead of the bloody job at hand.

[AP] [Pic]

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Wed, 11 Jun 2008 21:20:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5015675&view=rss&microfeed=true
<![CDATA[ Your PS3 And 360 Are Killing Your Power Bills ]]>
Very serious, very respected Aussie consumer magazine Choice ran a little test recently. They plugged a bunch of electronic stuff in, turned them on, then let them run and added up how much each appliance would cost you to power for a year if you left them powered-up. The humble DVD player would run to AUD$34.42. A cordless telephone? AUD$2.87. A PlayStation 3? AUD$260. Egads. The 360's not much better, coming in at AUD$203, while the humble Wii uses a humble AUD$24.58. Sure, nobody ever leaves a console on for 365 days, so these are indicative, but still. They're indicatively reminding you to turn your consoles off when you're not using them.

Power usage [Choice]

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Wed, 04 Jun 2008 02:30:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5012860&view=rss&microfeed=true
<![CDATA[ Research Says Video Games Are For Dudes ]]> Stanford professor Allan Reiss published an article in the Journal of Psychiatric Research which states that women are not a driven as men in gaming. His research analyzed MRI data that showed activity in brain's mesocorticolimbic center, the area typically associated with reward and addiction, for both sexes. However! There was more acitviy in the male brain. According to Reiss:

These gender differences might help explain why males are more attracted to, and more likely to become "hooked" on, video games than females. I think it's fair to say that males tend to be more intrinsically territorial. It doesn't take a genius to figure out who historically are the conquerors and tyrants of our species.

Certainly, Reiss might have evidence in hard science, but it sure sounds like he's totally underestimating women. Lots of them are "hooked" on games! Some are tyrants, too!!

Games Are Guy Thing [Game Politics]

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Tue, 27 May 2008 06:40:00 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=5011035&view=rss&microfeed=true
<![CDATA[ Some Professor Says Baloney To Wii Fit ]]> Congratulations, Dr. Judith S. Stern, professor of Nutrition and Internal Medicine at the University of California! You're the first (though definitely not the last) science-type to come out publicly and call out Wii Fit. And not just call it out: call it baloney.

My understanding is that Nintendo is saying that if you track BMI, and by using this program, that you'll improve your BMI, or lower your BMI. I say baloney to that. In fact, I'm sure you'll see very little change in BMI. It's not just BMI you want to look at, but how fat you are.

When you are physically fit, you tend to replace fat with muscle, and your BMI probably won't change...I really think it's false and misleading.

Like I said, this is probably the first of many. Lucky for Judith she used "baloney", because the next scientist's going to have to use "devon", or "ham", and they just won't have the same ring to them.

Wii Fit: Interview with Dr. Judith Stern [GameSpy]

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Wed, 21 May 2008 21:40:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=392593&view=rss&microfeed=true
<![CDATA[ A Half-Life 2 Mod and a History of Video Game Physics ]]> hlhavoc.jpg My undergraduate thesis was long, kinda boring, and involved dead imperialists; two students at McMaster University have created a Half-Life 2 mod called Half-Life Havoc for theirs, and attached a little paper on the history of video game physics.
Half-Life Havoc (HLH) is a lesson in video game physics created in Half-Life 2 using the included level editing tools. Taking inspiration from games like Garry's mod and Portal, HLH aims to create an environment where players can take some time to appreciate the complex physics simulations that are present in modern games. HLH is made up of a series of rooms, each of which has a puzzle or game that illustrates a feature of Half-Life 2's physics engine. Commentary nodes spread throughout the level teach the player about what is going on in each of the games and gives insight into video game physics.

In addition to the mod, you can find their essay entitled "Playing Dead: Physics in Pop Games".

Half-Life: Havoc

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Sat, 12 Apr 2008 13:30:00 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=379100&view=rss&microfeed=true
<![CDATA[ Pierce Film, Cook Xbox On High For Five Minutes, Then Stir ]]>
Ingredients: Kids, a camera, an Xbox 360, a microwave, the timeless human desire to bust stuff up real good. Preparation: Remove white plastic shell from console. Cooking Directions: Insert Xbox 360 in microwave. Cook until in flames. Remove from microwave, inhale toxic fumes, high-five everybody in the room, take photographs. Serving Suggestion: Video of microwaved 360 is above, with a gallery of fried console components in the gallery linked below.
Xbox 360 [Microwave Science, via Giz]

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Mon, 07 Apr 2008 05:30:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=376631&view=rss&microfeed=true
<![CDATA[ Oh Dear, Peter Molyneux's Getting Excited About His New Project... ]]> molyneux.jpg Fable 2's just about done, so already, Lionhead are at work on a new game, one based on some fancy new AI tech (this tech - not a game - is called Dimitri, and he's been talking about it for years now). And what happens, readers, when Lionhead start work on a new game? That's right: boss Peter Molyneux gets all excited.
...And then [Dimitri] moved from [an] experiment to a moment in time that happened six months ago when a discovery was made, and this discovery has been so exciting that it has lead to Lionhead focussing on it and sculpting a game around that. I think that discovery is so significant... This discovery has lead us to start a game and that game will be on the front cover of Nature magazines and Science magazines.
Real-time tree growth confirmed.
Peter Molyneux' Next Game based on Dimitri and a Discovery [GamersGlobal, via VG247]

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Mon, 10 Mar 2008 08:20:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=365697&view=rss&microfeed=true
<![CDATA[ FPS Dying Makes People Feel Better ]]> thomsonface2.jpg While "attorney" Jack Thompson keeps going on and on about games a "murder simulators," Finnish researchers beg to differ. In an article published in the journal Emotion, the researchers state that players actually feel a sense of relief when their characters are killed, giving them a "relief from engagement." Quite the opposite! What's more, the research states that players didn't become desensitized to in-game killing over multiple play sessions and had lower negative feelings about violence. Hrm, we think the feeling of "relief from engagment" is a two way street: Players probably feel some relief after they mow through a buncha bad guys. So, not sure how accurate this is, but what we are sure about is these Finnish folks are actually researchers and that Jack Thompson is actually bonkers. Take this data for what it's worth!
FPS Players Feel Better [Game Critics via Boing Boing Thanks, Chef!]

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Tue, 26 Feb 2008 06:00:43 MST Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=360733&view=rss&microfeed=true
<![CDATA[ 'Phun': A 2D Physics Playground ]]>

Not precisely a game, but there has been talk lately of physics (and science in general) in games, and this is a neat little program that's fun to spend a while playing with. It's still in beta and has the requisite bugs you might expect, but here's what the creator has to say about it:

Phun is a Master of Science Theises by Computing Science student Emil Ernerfeldt for supervisor Kenneth Bodin at VRLab, Umeå University. The solver is based on work by Claude Lacoursière

Phun is meant to be a playground where people can be creative. It can also be used as an educational tool to learn about physics concepts such as restitution and friction.

You can snag the download (Windows only for now, but an OSX version is apparently on its way) at the Phun website, where there's more information. There's also a thread going over at the GameDev.com forums.

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Sun, 24 Feb 2008 16:30:34 MST Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=360118&view=rss&microfeed=true
<![CDATA[ Science Is Fun! Half-Life, Portal, and Science ]]> halflife2screen.jpg All hail the Enlightenment — Thomas Freeman has an interesting look at science and attitudes towards science in Half-Life and Portal. What do such attitudes spell for future releases?

For the last few years, the buzzword for game engine design has been physics, but most games didn't use it for anything more than the most basic eye-candy. HL2 showed that the model itself could actually be fun and interesting as part of the gameplay. I like to imagine doing the same thing for other fields - chemistry, for example, which has never been one of my strong subjects but would almost certainly make for amazing puzzles a la MacGyver. To some degree, this progression is already taking place; what's Spore but an expansive biology toy?

A fun and thought provoking read, even for those of us who run screaming from labs of any kind. Give me musty library stacks any day.

Anomalous Materials [The Escapist]

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Sun, 17 Feb 2008 14:30:48 MST Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=357430&view=rss&microfeed=true
<![CDATA[ Violent Games Make Kids Ruthless, Bloodthirsty Killing Machines ]]> batboypic.jpgAn entire swarm of Kotakuites has bombarded the tips email with a story from KETV 7 in Omaha Nebraska entitled, "Video Games Normalize Killing, Doctors Say." A completely atrocious headline, though good enough to get the story linked from the main page of CNN. Less hard-hitting news and more of a research roundup, the article presents information from studies done by Iowa State University, Kansas State University, the Indiana School of Medicine and the National Institutes of Health showing that violent games normalize our children to violence...putting them more in tune with violent behavior and therefor much more likely to engage in it.
"Exposure to violent video games, even E rated video games, increases aggressive thoughts, increases pro-social behavior and increases general arousal," said Dr. Greg Snyder, a psychologist at Omaha's Children's Hospital.
Phew. And here I was feeling dirty for getting all excited while playing Dora the Explorer.

Probably not what he meant mind you. Snyder went on to theorize that exposure to violent video games desensitize our children to the real thing.

"The more normal it is, the more likely it is they're going to activate or engage in those behaviors when provoked or even unprovoked," Snyder said.
Interestingly enough, the piece then shifts gears to show the other side of the story, something you rarely see in articles of this type. They even have a nifty quote from Ryan Miller, the manager of general operations for Gamers in Omaha.
"Just like any new media, it gets attacked. When any new genre of music comes out, it gets attacked. TV will, of course, get attacked. I'm sure, way back when, books got attacked," Miller said.
I'm sure too Ryan, as book burnings can be traced as far back as Emperor Qin Shi Huang of China in 213 BC. He makes a solid point though, and one I've made so many times I am beginning to get sick of making it. Video games are being used as a scapegoat, and it is getting old. Could someone please invent some sort of new entertainment for parents to blame so I can go back to posting funny cake pictures?

Video Games Normalize Killing, Doctors Say [KETV 7 - Thanks Everyone!]

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Fri, 08 Feb 2008 09:20:15 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=354250&view=rss&microfeed=true
<![CDATA[ Bionic Eyes Could Change The Face Of Gaming ]]> bioniceyes.jpgWhat if instead of having your television cluttered with interface elements while playing an FPS, you could have the HUD displayed directly on your eye? This is one of the possible applications of the bionic eye created by engineers at the University of Washington, which utilizes microscopic manufacturing techniques to contact lenses imprinted with electronic circuits and lights. While the current prototype has yet to light up and a full display version is still years away, the possibilities for such a device are staggering. From the press release:
There are many possible uses for virtual displays. Drivers or pilots could see a vehicle's speed projected onto the windshield. Video-game companies could use the contact lenses to completely immerse players in a virtual world without restricting their range of motion. And for communications, people on the go could surf the Internet on a midair virtual display screen that only they would be able to see.
Not only would the gaming applications be amazing, but imagine a world where porn is just a blink away! Now that's some real innovation right there.

Contact lenses with circuits, lights a possible platform for superhuman vision [UWNews.org]

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Thu, 17 Jan 2008 11:20:40 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=346081&view=rss&microfeed=true
<![CDATA[ Video Games Damage Your Frontal Lobe ]]> braindamagetai.jpgStop playing video games immediately - you are hurting your brain! A doctor Chou Yuan-hua from the Department of Psychiatry of Taipei Veterans General Hospital conducted a study on 30 25 year-olds, monitoring their brains for blood flow during a 30 minute gaming session. He discovered that the act of playing video games "obviously causes a decreased blood flow in the brain" with increasing severity when the games in question are violent.
Noting that the study focused on subjects who played video games for only 30 minutes, Chou said many youngsters spend far more time on video games each day, unaware that doing so on a long term basis could damage the frontal lobe of the brain, as well as the anterior cingulate gyrus.

Not my anterior cingulate gyrus! Fuckbeans. I love my cingulate gyrus.

The frontal lobe of the brain is associated with thinking, speaking, and impulse control, so the study definitely explains 75% of Xbox Live users. Meanwhile my beloved cingulate gyrus monitors the internal emotional response, which is why I am so cold and dead inside. Decreased blood flow to these areas is generally exhibited in patients suffering from schizophrenia and depression.

All I can say is thank goodness I am no longer 25 years old and thus not affected by these findings.

Playing video games may sap emotional control: survey [Taiwan News Online via PC World]

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Thu, 27 Dec 2007 09:40:29 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=338067&view=rss&microfeed=true
<![CDATA[ Science Is Fun! - Physics In Games ]]> lunar_lander2.gif Gamasutra has an interesting piece up on the use of physics in games by Pascal Luban, on the current applications, limitations, and future possibilities. It's worth a read through if you're interested in game design, even though physics is one of those things that ought to be invisible. The potential uses are interesting to ponder, and with better technology and some creative designers:

Physics is extremely demanding in terms of resources and some of the ideas that I have developed here are not currently achievable — but the advances in the tools and technologies are foreseeable, giving us the power in the future. From now on, gameplay can be improved with uses that are not just cosmetic. The development of dynamic game environments that the player can change on the fly is already a trend in today's level design. Physics makes this evolution possible.

Physics is more than skin deep? It's a short article and not too heavy on the science speak.

Physics in Games: A New Gameplay Frontier [Gamasutra]

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Sat, 08 Dec 2007 14:00:42 MST Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=331622&view=rss&microfeed=true
<![CDATA[ Guitar Hero III - Will It Blend? ]]>

How does the Guitar Hero III X-plorer guitar controller fare when faced with the whirring blades of the BlendTec Total Blender? I won't spoil it, but know that it doesn't hold up too well to a Pete Townshending. For a blender that costs as much as a PlayStation 3 it had better fuck this thing up.

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Wed, 21 Nov 2007 18:20:00 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=325699&view=rss&microfeed=true
<![CDATA[ Virtual Crack House Aids Drug Rehab ]]> crackhouse.jpgAs a gamer, I've been through many virtual-reality crack houses in my time, usually with guns blazing. Duke University professor Zach Rosenthal, however, has an entirely different way of dealing with crackheads in virtual reality - curing them.
"What we're trying to do is take people into a virtual crack-related neighborhood or crack-related setting and have them experience cravings, just like they would in the real world," Rosenthal said.
Therapists then wait for the cravings to subside and associate it with a trigger such as a specific sound, conditioning the addicts to associate said sound with the cessation of cravings. The idea is that when the addict encounters real-world sensations they can call a phone number to hear the tone, and the cravings go away.

It's all a form of classical conditioning, a phenomenon first explored by Ivan Petrovich Pavlov. Pavlov conditioned dogs to salivate when a sound occurred, commonly believed to be the ringing of a bell. By ringing the bell before feeding the animal it began to associate the bell with the anticipation of food.

The main difference here is the use of virtual reality to provide the stimulus, rather than actually putting crack cocaine on a table and hitting the addicts with rolled-up newspaper whenever they reach for it. "Bad crackhead!"

While the program has had some success, Rosenthal doesn't see his work as merely a way to help addicts recover their lives.

"This isn't about cocaine, and this isn't really about substance use," He said. "This is about creating new learning and extending that learning to the real world."


Virtual Reality Game Helps Drug Addicts Recover
[ABC News via GamePolitics]
Image courtesy of ABC News

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Tue, 06 Nov 2007 09:20:31 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=319413&view=rss&microfeed=true
<![CDATA[ Astrophysicist Replaces Supercomputer with Eight PlayStation 3s ]]> ps3_supercomputer_250x.jpg

Astrophysicist Dr. Gaurav Khanna is using eight linked Playstation 3s to measure what sort of gravity waves would be produced if a super-massive black hole were to swallow a star.

The eight PS3s, donated to the doctor's research by Sony, replace Khanna having to tap into supercomputing sites at $5,000 a pop, Wired reports. He said the "gravity grid" of PS3s, which has been up for about a month now, are equal to about 200 of the supercomputing nodes.

"The interest in the PS3 really was for two main reasons," explains Khanna, an assistant professor at the University of Massachusetts, Dartmouth who specializes in computational astrophysics. "One of those is that Sony did this remarkable thing of making the PS3 an open platform, so you can in fact run Linux on it and it doesn't control what you do."

The other of course is the upcoming release of Eye of Judgment.... better pick up a some velvet robes Dr. Guarav "Gravity Grid" Khanna.

Astrophysicist Replaces Supercomputer with Eight PlayStation 3s

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Wed, 17 Oct 2007 09:00:11 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=311792&view=rss&microfeed=true
<![CDATA[ Game In College, Have Poor Time Management, Watch Grades Drop ]]> gpa.gif While I'm all for the academic study of gaming, a lot of the 'scientific' studies just kill me - if you spend too much time [insert time waster of your choice here] in college, your grades could drop? Really? And people actually get funding for this kind of stuff? The paper is being published by the National Bureau of Economic Research and was conducted at Berea College, where certain conditions meant that typical college time wasters weren't present. Video games, however, were - and they found that people who brought along video games to college (or had roommates who did) spent less time studying (and had a lower GPA) than people who didn't:

... The study needed an external factor that influenced study time. It found it in video games, specifically by dividing the students based on whether their roommates had brought gaming rigs to school. About half of the males and a quarter of the females fell into this group. But the impact of access to gaming didn't depend on the students' gender: those with video games in their rooms spent about two-thirds of an hour less on academic work per day out of a mean of 3.5 hours of study time. That decrease closely tracked the amount of time that the students reported spending gaming, suggesting that there was a direct transfer of effort between the two activities.

As Ars Technica points out, this is not really a gaming problem, rather a time management one. A life outside of academia is to be strongly encouraged (everyone needs an outlet for stuff not relating to books, lectures, tests, and essays), but it has to be balanced out with academic requirements. Isn't this simple common sense?

Deathmatch: video games vs. study time, a flawless GPA victory [Ars Technica via GamePolitics]

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Sun, 23 Sep 2007 22:30:04 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=302790&view=rss&microfeed=true
<![CDATA[ Folding@Home Achieves Petaflop ]]> As mentioned by Kaz in his TGS keynote, the power of the PS3 has carried the Folding@home project to a milestone never before reached on a distributed computing network - the petaflop...one quadrillion floating point operations per second. It would take everyone in the world doing 75,000 calculations in a second to achieve similar results, so the milestone is pretty massive.

"The recent inclusion of PS3 as part of the Folding@home program has afforded our research group with computing power that goes far beyond what we initially hoped," said Vijay Pande, Associate Professor of Chemistry at Stanford University and Folding@home project lead. "Thanks to PS3, we are now essentially able to fast-forward several aspects of our research by a decade, which will greatly help us make more discoveries and advancements in our studies of several different diseases."
The PlayStation 3. Blu-ray player. Video game console. Humanitarian.
PLAYSTATION®3 Helps Folding@home Become The First Distributed Computing Network To Reach The Petaflop Milestone Reached Gamers Help Scientists Speed Up Their Research and Find Cures for Diseases Including Alzheimer's, Parkinson's and Cancer


TOKYO and FOSTER CITY, Calif., September 19, 2007 - Sony Computer Entertainment Inc. (SCEI) today announced that PLAYSTATION®3 (PS3™) computer entertainment systems, part of Stanford University's Folding@home™ program, have enabled the distributed computing project to reach a petaflop, a milestone never before reached on a distributed computing network. Known amongst the scientific community, a petaflop is the ability of a computer to do one quadrillion floating point operations per second (FLOPS). In other words, if every person on the planet were to perform a simple mathematical calculation, such as calculating a percentage, each person would have to perform 75,000 calculations every second for the world's population to achieve a petaflop.

By achieving a petaflop, scientists with the Folding@home program are now able to conduct research that typically would not be possible for 10 years down the line. Thanks to the PS3's powerful Cell Broadband Engine™ (Cell/B.E.), scientists will now be able to make greater progress in their studies of protein folding and its link to diseases such as Alzheimer's, Parkinson's and certain forms of cancer.

"The recent inclusion of PS3 as part of the Folding@home program has afforded our research group with computing power that goes far beyond what we initially hoped," said Vijay Pande, Associate Professor of Chemistry at Stanford University and Folding@home project lead. "Thanks to PS3, we are now essentially able to fast-forward several aspects of our research by a decade, which will greatly help us make more discoveries and advancements in our studies of several different diseases."

"When we introduced PS3, we knew its incredible processing power would allow for a great deal of innovation and creativity," said Jack Tretton, president and CEO of SCEA. "It's extremely rewarding to see that the scientific community has found a way to harness PS3 technology for humanitarian purposes and we continue to be amazed at what gamers and the Folding@home community have been able to accomplish in such a short amount of time."

Because the process of folding proteins is so complex, computers are used to perform simulations to study the process. Since these simulations can take up to 30 years for a single computer to complete, Folding@home enables this task to be shared among thousands of computers connected via the network, utilizing distributed computing technology. The Folding@home program up until recently leveraged only the distributed computing power of personal computers (PC) from around the world. The PCs that made up the Folding@home network numbered roughly 200,000 giving the program the equivalent of about one-quarter of a petaflop. On March 15, 2007, PS3 joined the program and since then close to 600,000 unique PS3 users have registered to the Folding@home network, bringing the overall computing power of the program to more than a petaflop.

PS3 users can join the program by simply clicking on the Folding@home icon within the Network menu of the XMB™ (XrossMediaBar) or can optionally set the application to run automatically whenever the PS3 is idle (*1).

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Thu, 20 Sep 2007 08:20:07 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=301867&view=rss&microfeed=true
<![CDATA[ Scientists Studying Warcraft Plague ]]> bubonicplague.jpg A couple of sources (notably Wonderland and GamePolitics) have taken note that a forthcoming paper in The Lancet Infectious Diseases will be taking a look at the World of Warcraft 'Corrupted Blood' plague of 2005. Their purpose? To see how virtual models of epidemics can help real-world research - and they got the perfect case in the WoW plague. Eric Lofgren (Rutgers University) and Nina Fefferman (Tufts University), the two researchers who worked on the paper, say in their abstract:

Simulation models are of increasing importance within the field of applied epidemiology. However, very little can be done to validate such models or to tailor their use to incorporate important human behaviours. In a recent incident in the virtual world of online gaming, the accidental inclusion of a disease-like phenomenon provided an excellent example of the potential of such systems to alleviate these modelling constraints. We discuss this incident and how appropriate exploitation of these gaming systems could greatly advance the capabilities of applied simulation modelling in infectious disease research.

According to the article in the Times, "As the virus spread, very real challenges emerged, such as the failure of quarantine measures, further transmission by character's pets and the existence of "immune" characters, who act as carriers, passing the virus to others while failing to succumb to symptoms." With the never ending onslaught of negative press, it's nice to see games like WoW getting some pretty good positive press - and interesting, to boot. The paper will be in the September

How a computer game glitch could help to fight off global pandemic [The Times via Wonderland & GamePolitics]

The untapped potential of virtual game worlds to shed light on real world epidemics (abstract) [Lancet Infectious Diseases]

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Sun, 26 Aug 2007 10:00:31 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=293459&view=rss&microfeed=true
<![CDATA[ Through The Glass Deveopment Studio ]]> hamstercage.jpgVisitors to the Leipzig Games Convention later this month will get a unique opportunity to watch the development of a game from start to finish, as a four-man development team is placed in a glass box and given four days to create a game. Dubbed The EA Experience The Glass Development Studio, visitors to the exhibit will be able to watch the team craft a game from the idea and planning stages all the way through to programming and graphic design.
"We only need four days to complete the process. This means that visitors will be able to watch the game slowly take shape before their eyes. GC visitors in the glass development studio will be also be able to subject the different versions of the game to their own quality testing," explained Boje Holtz of exDream.
Visitors will also be able to ask questions of the caged development monkeys and hopefully be able to feed them sugar cubes and give them chin scritches when they've been particularly good. Hit the jump for the exhibit announcement!

The Glass Development Studio at GC family

Visitors to the Games Convention Can Experience How a Computer Game Is Created at First Hand

The The German Federal Association for Interactive Entertainment Software (BIU) has joined up with Leipziger Messe to create the first glass development studio at the GC - Games Convention. From 23 to 26 August the Hannover development studio exDream entertainment will be developing a game at the GC family hall (Hall 5, stand F40), providing visitors with an insight into the typical working processes involved in the development of a game.

The game will be a puzzle similar to the games classic Tetris. Visitors to the show will be able to watch the four-man development team at work from idea and concept to programming and graphic design. In addition, the exDream team will also be answering any questions regarding the process of developing a digital game. "We only need four days to complete the process. This means that visitors will be able to watch the game slowly take shape before their eyes. GC visitors in the glass development studio will be also be able to subject the different versions of the game to their own quality testing," explained Boje Holtz of exDream.

The glass development studio opens on Thursday, 23 August 2007.

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Tue, 07 Aug 2007 11:20:52 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=286879&view=rss&microfeed=true
<![CDATA[ Timewaster of the Day (Week? Month?): Sharkrunners ]]> sharkrunners1.jpg Not really a timewaster thanks to the 'fun factor,' but for the interesting melding of real-life science with online games that slow my browser down to the speed of molasses: perhaps appropriate, since Sharkrunners is a game that's going nowhere fast, as it operates in real time. Going hand in hand with Discovery's annual Shark Week, Sharkrunners let's the player control a virtual ship to track real-life sharks:

In the game, players control their ships, but the sharks are controlled by real-world white sharks with GPS units attached to their fins. Real-world telemetry data provides the position and movement of actual great white sharks in the game, so every shark that players encounter corresponds to a real shark in the real world.

Ships in the game move in real-time, so players receive email and/or SMS alerts during the day when their boat is within range of an encounter. Players login, choose crewmembers and an approach technique, and then collect various data from the nearby sharks.

This reminds me to set the TiVO.

Sharkrunners [via Wonderland]

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Sun, 29 Jul 2007 11:30:38 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=283620&view=rss&microfeed=true
<![CDATA[ Second Life Wiimote Training ]]> secondlifewiimote.jpgTake the innumerable possibilities present in the world of Second Life and combine them with the motion-sensing capabilities of the Nintendo Wiimote, and what do you get? If you're MIT research fellow David E. Stone, you get a highly customizable training simulator. Calling the controller "one of the most significant technology breakthroughs in the history of computer science," Stone is using the Wiimote in conjunction with Second Life to create training simulators for companies such as Orkin Pest Control. Companies that classically have trouble finding training methods the truly engage the user. Within the world of Second Life the company could potentially run employees through checking a house for moisture or mixing chemicals.
"This isn't the kind of technology, or model, that this industry — or Orkin — is used to considering," notes David Lamb, Orkin's vice president of learning and media services. He's working with senior officers in the company to build a business case for such training, and, given the potential savings the company could eventually realize across its 400 branch offices, "there's a very high probability we'll move into this arena."

Stone's other clients include a medical devices firm, a global energy company looking to train power plant employees in a safe environment, and a major logistics company that he's created a driving simulation for using the Wiimote in a plastic steering wheel assembly.

But why the Wiimote, when other motion sensing devices have been around for years?

The advantage of the Wiimote is that it's a "human-centric device," says Eric Klopfer, a professor at MIT. A gyroscopic mouse, by contrast, "maps well onto the computer's interface, but not to the person's. The Wiimote fits the user. ... People know intuitively what to do with it when they pick it up because we use it like devices we are familiar with — bats, rackets, wands, etc."

The potential applications are staggering, really. Right now Stone is talking to a group of European Universities looking to create a virtual cancer lab. Could you imagine Second Life and the Wiimote contributing to the cure for cancer?

Hit up the link below for a deeper look at what Brown can do for you. Comments about the sexual applications of the Wiimote in Second Life are sure to follow.


Wii + Second Life = New Training Simulator [Wired]

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Fri, 27 Jul 2007 10:20:46 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=283262&view=rss&microfeed=true
<![CDATA[ PS3 Folding Kicking Ass, Getting Update ]]> Over 250,000 PS3 systems have registered for the Folding@home program since its launch in March, delivering nearly 400 teraflops of computing power at any given moment, more than doubling the pre-PlayStation power output.

Today Sony has announced their continuing support with an update set to go live tomorrow that will increase folding speeds, improve the user location display on the map, and allow for longer names for teams and individual donors.

The folks at Stanford are ecstatic:

"The PS3 turnout has been amazing, greatly exceeding our expectations and allowing us to push our work dramatically forward," said Vijay Pande, Associate Professor of Chemistry at Stanford University and Folding@home program lead. "Thanks to PS3, we have performed simulations in the first few weeks that would normally take us more than a year to calculate. We are now gearing up for new simulations that will continue our current studies of Alzheimer's and other diseases."

It's amazing what our consoles can accomplish when we aren't playing them. I just hope they aren't counting on this kind of output on a regular basis. Once the Metal Gear Solids and Final Fantasies start coming out I get the odd feeling the PS3 Folding@home project contributions will be a great deal less terafloppy. Yes it's a word.

PlayStation 3 Users Significantly Contribute To The Folding@homeTM Program

Tokyo, April 25, 2007 - Sony Computer Entertainment Inc. (SCE) today announced that great progress has been made in the one month since PLAYSTATION 3 (PS3 ) computer entertainment systems became part of Stanford University's Folding@home program, a distributed computing project aimed at understanding protein folding, misfolding and related diseases. Since the program launched in March, participation by the PS3 user community has been phenomenal, providing Folding@home with immense computing power that is helping to fast forward its research. Furthermore, thanks to PS3's powerful Cell Broadband Engine (Cell/B.E.), the Folding@home program has become one of the most powerful distributed computing networks in the world and is quickly approaching a level of computing power that is of historical proportions.

Exhibiting its continued commitment to the program, SCE also announced that starting tomorrow, it is providing a Folding@home application update that will further enhance the user experience. The updated software features an improvement in folding calculation speeds, increased visibility of user location (*1) on the globe and the ability for users to create longer donor or team names.

"The PS3 turnout has been amazing, greatly exceeding our expectations and allowing us to push our work dramatically forward," said Vijay Pande, Associate Professor of Chemistry at Stanford University and Folding@home program lead. "Thanks to PS3, we have performed simulations in the first few weeks that would normally take us more than a year to calculate. We are now gearing up for new simulations that will continue our current studies of Alzheimer's and other diseases."

Some of the key accomplishments made since the Folding@home program launched on PS3 include:

More than 250,000 unique PS3 users have registered to the program in just one month.

PS3 users are delivering nearly 400 teraflops, achieving a total computing power of over 700 teraflops at a single moment. This is more than double the computing capacity of the network before PS3 joined the program (*2)

The "halo-effect" of PS3 has been evident as the number of active PCs has increased by 20 percent in the last month.

"We continue to be thrilled with the ongoing contributions of the PS3 user community in helping the Folding@home program study the causes of many different diseases that afflict our society," said Masayuki Chatani, Corporate Executive and CTO Computer, Sony Computer Entertainment Inc. "As we move forward, we are issuing a call to action for all PS3 owners around the world to download the Folding@home application and help this cause. These PS3 fans can also be part of history as the Folding@home distributed computing program inches closer to achieving a petaflop - a measure of computing power that has never before been reached."

PS3 users can download the new update version 1.1 by restarting the Folding@home application. New Folding@home users can join the program by simply clicking on the Folding@home icon within the Network menu of the XMB (XrossMediaBar) or can optionally set the application to run automatically whenever the PS3 is idle (*3).

Starting with Folding@home, SCE will continue to support distributed computing projects in a wide variety of academic fields such as medical and social sciences and environmental studies through the use of PS3 and hopes to contribute to the advancement of science.

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Wed, 25 Apr 2007 09:20:10 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=255086&view=rss&microfeed=true
<![CDATA[ UC Irvine Game Research Lab Partnering Up With Korean Counterparts ]]> 71923189.jpg

UC Irvine's Calit2 Computer Game Culture and Technology Laboratory, which researches ... games, announced on 19 April that it is joining up with South Korean researchers at the Center for Digital Industry Promotion. Their purpose? To examine "heterogeneous game networks, new game devices, and tools and techniques for developing beyond next-generation games." The three year project hopes to "help expand domestic and international markets for computer games that incorporate new technology to facilitate cross-cultural game development and play," which is a mouthful.

Still, research on the cross-cultural back and forth of 'pop culture' and comparatively 'new' media is a popular topic these days, and for good reason. With Chinese and Korean companies trying to pitch games to Western markets, Western firms trying to pitch to the Korean and Chinese markets, and Japanese companies just laughing since they're smack dab in the middle, no effort required, it's entirely possible that some geeky academics in Irvine, CA and Daegu City, South Korea will help smooth the sometimes choppy waters of cross-cultural pop culture. Something that makes my little academic heart beat just a little faster.

UC Irvine Research Institute Announces International Collaboration [via Business Wire]

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Sat, 21 Apr 2007 14:30:17 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=254252&view=rss&microfeed=true
<![CDATA[ Game Violence Doesn't Affect Stable Children ]]> helmetkid.jpgThe great thing about video game violence studies is you can generally find one to back up whatever opinion you may have on the issue. Take the one performed by the Swinburne University of Technology in Melbourne, Australia, which pretty much found what I've been saying all along. Violent video games only affect crazy kids.

Okay, not crazy exactly, but those predisposed towards violence, aggression and neurotic behavior. Call it crazy lite(tm). The study looked at 120 children in the early teens before and after a 20 minute Quake II session. While the already aggressive children were either more or less aggressive depending on their emotional state before playing, the majority weren't affected at all.

Prof Devilly said much of the research linking aggressive behaviour to violent video games had been unconvincing.

"It's the only message parents have ever received and it's just not accurate," he said.

The study showed aggression linked to game playing depended on a player's mood and predisposition to aggression, he said.


It all boils down to being familiar enough with your child to know whether or not they should be playing violent video games, which is sadly a rare thing these days. You don't leave a pryo kid alone with a pack of matches, but if you never look closely enough to see the soot on their fingertips, how are you to know?

Most kids 'unaffected' by violent games [The Sydney Morning Herald via GamePolitics]

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Wed, 04 Apr 2007 10:20:04 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=249489&view=rss&microfeed=true
<![CDATA[ Clip: Will Wright and Brian Eno Pick Each Other's Brains ]]> A while back, Crencente posted this little gem about Will Wright and Brian Eno going head to head on the subject of generative thinking.

It's actually incredibly inspiring. These two have taken the exercise of creative thinking and made it into a science, charting how time relates to the level of interest a person has. Plus, they interview each other about where each get their ideas and compare the similarities of their process. It's very nerdy-Woodstocky.

Will Wright and Brian Eno [Fora TV]

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Thu, 29 Mar 2007 13:40:00 MDT Kim Phu http://kotaku.com/index.php?op=postcommentfeed&postId=248136&view=rss&microfeed=true
<![CDATA[ Clips: Dr. Marks Explains Folding@Home ]]>

Stanford University's Folding@Home program has gotten a lot of play this week, and so it should. The program harnesses the power of idling PC's and PS3's to calculate data that will eventually help find cures for Parkinson's Disease, Alzheimer's, various types of Cancer and other diseases.

This is all well and good and I'm sure we all want to do something to help the cause, but how does this program really work? What exactly is protein folding and what will be the eventual outcome? GameVideos producer Kathleen Sanders finds out in this sit down interview with Sony's r&d manager, Dr. Richard Marks.

This is a program all owners of the PS3 should try and opt into if they can. I know I would if I actually had a PS3, but I will be downloading the PC version to use on my computer here at home. If you are interested in joining a team for the experiment, why not join our own newly formed Team Kotaku. And as Kathleen so eloquently puts it at the end of the interview, "If you don't download it, then you're kind of automatically an asshole."

I will warn you: this is a very scientifical and techie interview with lots of big words, so if it's early where you are, you might want to down a couple cups of coffee before taking this one on.

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Sat, 24 Mar 2007 10:00:00 MDT fdemarco http://kotaku.com/index.php?op=postcommentfeed&postId=246834&view=rss&microfeed=true
<![CDATA[ Teen Video Game Violence In Contexts ]]> The latest edition of the sociology journal Contexts features an article by Karen Sternheimer that tackles the subject of the effect of violent games on teens. Entitled Do Video Games Kill?, it explores the use of video games as a "folk devil"; a device allowing society to focus blame and fear, offering up an easy explanation for complex problems.
Such games have come to represent a variety of social anxieties: about youth violence, new computer technology, and the apparent decline in the ability of adults to control what young people do and know.

Sternheimer really nails the subject here, delving deeply into the motivations behind the push to villify gaming. In the course of the five page essay she delves into the effects of the mainstream press and politics on how people view video games and violence, our growing need to not blame or punish our children for much of anything, and an interesting racial angle I hadn't considered. Definitely worth a read.


do video games kill?
[contexts via GamePolitics.com]

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Wed, 28 Feb 2007 11:40:54 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=240301&view=rss&microfeed=true
<![CDATA[ Those Eagle-Eyed Action Gamers ]]> University of Rochester researches have determined that playing action-packed video games can have a positive effect on your eyesight. Professor of brain and cognitive sciences Daphne Bavelier and graduate student Shawn Green somehow managed to round up college students who didn't regularly play video games. First they administered an eye test, and then they administered an hour a day of Unreal Tournament, while a control group got stuck with Tetris instead. At the end of the month, the UT players showed a marked improvement when given the same vision test as before, while the Tetris players were all asleep.
"When people play action games, they're changing the brain's pathway responsible for visual processing," says Bavelier. "These games push the human visual system to the limits and the brain adapts to it. That learning carries over into other activities and possibly everyday life."

The research can now be assimilated by specialists who could theoretically use action game stimuli to help people with visual defects. Another check mark in the 'gaming is good for you' column.

Action Video Games Sharpen Vision 20 Percent [Science Daily - Thanks Michael!]

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Tue, 06 Feb 2007 13:20:18 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=234408&view=rss&microfeed=true
<![CDATA[ Pets Versus Video Games ]]>

Greg Miller of the Columbia Daily Tribune puts the relationship between pets and gamers into a whole new perspective. Maybe your pets don't love video games so much as they are jealous of them. He relates a story about his cat throwing up on a copy of WWF Royal Rumble for the Sega Genesis for Christmas in 1994, as well as a particularly bad experience this Thanksgiving, where his dog got clocked by a wiimote during a spirited family game of bowling. He spoke to a pet supply company owner about the issue.

"Pets get jealous of all kinds of stuff," he said from the store on I-70 Drive S.W. "Pets are like little children, and they never get past the age of 3 or 4. So think about it."

Perhaps this puts the whole WiiKitty phenomenon into perspective, and also explains why my cat Rufus loves laying on my strategy guides. Pets are jealous bastards. I see only one solution, other than having our widdle fuzzykins put to sleep. We must teach animals to game, before it's too late.

Pets retch, fetch to pin gamers to a short leash [Columbia Daily Tribune]
Photo from Greg Miller

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Thu, 28 Dec 2006 14:40:24 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=224909&view=rss&microfeed=true
<![CDATA[ NYT Dissects Wii Remote ]]>

In a short but sweet article the New York Times picks apart the Wii's remote and how it works. They also included some pretty cool graphics that show the way the thing works and what it looks like all exploded.

The secret to the Wii Remote, says the article, are MEMS, micro-electrical-mechanical systems:

...the controller's most-talked-about feature is the capacity to track its own relative motion. This enables players to do things like steer a car by twisting the remote in the air or moving a game character by tilting the remote down or up.

"This represents a fabulous example of the consumerization of MEMS," the tiny devices known as micro-electro-mechanical systems, said Benedetto Vigna, general manager of the MEMS unit at STMicroelectronics, a leading maker of the accelerometers embedded in the controllers. (Nintendo itself declined to talk about the controllers' inner workings.)

He said the motion sensors, using the technology that activates vehicle air bags, can accurately sense three axes of acceleration: up and down, left to right, and forward and backward.

This is mostly achieved within the MEMS, micron-size machines that depend on submicroscopic structures carved into the silicon. For example, one structure moves like a tiny diving board, stimulated by the actions of the game players.

The structures are enveloped in an electrical field, Mr. Vigna said. When the MEMS elements are moved, the electrical field changes and the MEMS chip is sensitive enough to detect the changes.

These accelerometers are so sensitive, Mr. Vigna said, because electrons — those subatomic particles that whirl around the nucleus of atoms like a video game in the making — can sense the subtle atomic-level movement of the silicon structures.

So I guess that means you don't need to whip the remote around like you're trying to punch a hole through a brick wall.

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Thu, 21 Dec 2006 18:00:01 MST Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=223721&view=rss&microfeed=true
<![CDATA[ The Wii Reaches ALL Demographics ]]> I was sitting in my living room last night when the Zelda itch hit me. My girlfriend was still at work, so it was safe to pull out the wiimote and nunchuck, or so I thought.

Et tu, Rufus? So not only is my girlfriend bogarting the Wii, now my little fuzzy partner in crime was coveting it as well? I mean, I know I could certainly take it from him with nothing more than a few scratches, but the sheer cuteness formed a solid wall that would only allow through air and camera flash. It's a phenomenon you really have to experience for yourself to appreciate.

This started me thinking. What if the appeal of the Wii went so far beyond the standard video gaming demographic that it effected non-humans? An interesting theory, but I would need a guinea pig to test it out.


guineapig.jpg
As you can see, Sheba here seems unaffected by the introduction of the wiimote into her natural habitat. In many other animals this would be a negative result, but guinea pigs are convinced that most everything is either delicious hay, and therefore tolerable, or a Peruvian, therefore life-threatening. The wiimote definitely falls into the 'hay' category.

KOTAKU FUN FACT! - Peruvians eat upwards of 22 million guinea pigs a year!

guineapigo2.jpg
Mmmmm.

Anyway, I took the hay verdict as conclusive proof and rushed into the living room to watch for that whacky old guy's free government grant money infomercial and have Rufus sign release papers, when I noticed this:

breaking02.jpg

Well there goes that theory. I suppose I could have just lost the PS3 evidence and published my findings to suit my beliefs, but then I'd be no better than every two-bit scientist that ever published a skewed violent games turn your children into demons report. My cat isn't a Nintendo fancat. He's just a lazy all-round gamer like me only fuzzier, who dreams of having opposable thumbs like the big mammals. Judging by the lack of a 360 controller, he's also most likely Japanese. You learn something new every day.

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Tue, 12 Dec 2006 15:40:36 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=221108&view=rss&microfeed=true
<![CDATA[ The Wii Sports Experiment ]]> Since the release of the Nintendo Wii, we here at Kotaku have wondered how much of an effect playing Wii sports actually has on the human body. How would it effect weight, heart rate, and overall general health? As we gathered our resources together, ready to hire a massive team of scientists, nutritionists, and computer specialists to do just that, someone else beat us to it. *sigh of relief*

hey_suburbia at WiiNintendo.net plans to spend 30 minutes a day playing Wii sports, from December 3rd to January 15th, in order to chart the effect it has on his body, tracking his pain, weight, Wii Fitness Age, etc.

It'll be interesting to see how this turns out, though as some commentors on his page have already pointed out it really isn't all that scientific without taking into account the food you eat and other activities. I'm just overjoyed that I didn't end up having to do it. Hooray for sloth!

Wii Sports Experiment [WiiNintendo.net, via Hot Shot Gamer]

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Fri, 08 Dec 2006 12:40:45 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=220451&view=rss&microfeed=true
<![CDATA[ Opting Out of In-Game Advertising ]]>

ArsTechnica claims that last year's suspicious research conclusion, that gamers actually enjoy games with advertising more than those without, is probably just as bunk as it sounds.

Not only was the study funded by those that stood to profit from such a result, but it just doesn't sound right. A new study by ComScore Networks asserts that 63 percent of "hardcore gamers" (16+ hours per week), and 73 percent of more casual gamers polled, did not want in-game ads.

AT suggests an alternative:

The reality is that advertising generates $1-2 of profit per title sold. This is not the sort of massive subsidy that game designers would have you believe is necessary to keep the games coming. If advertising provided 25 or 30 percent of the title's development budget, the argument would make more sense. When a new game sells for $60, though, adding another buck to the price is hardly going to break anyone's bank.

The problem with this solution is that it does not take into account the cost of extra programming time required to create two version of the same game, even though the differences would probably be limited to texture swapping. I'm not sure how much work that would be, however.

Most gamers do not agree that advertising makes games more realistic [Ars Technica, thanks Frodo (who also provided the image for this post)]

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Tue, 03 Oct 2006 18:20:45 MDT egauger http://kotaku.com/index.php?op=postcommentfeed&postId=204933&view=rss&microfeed=true
<![CDATA[ Games as Teaching Tools ]]> Futurelab, a UK company seemingly devoted to studying the potential usage of video games on education, has recently concluded a study on just this subject, and declares that the future looks bright.

The project is called Teaching With Games and has the support of Take Two, EA, Microsoft, and the ISFE.

"I can definitely see the potential of using games in the classroom. It proved to be a great tool for motivating students and engaging their interest. I would like to use games for teaching in the future if the technical problems could be addressed," commented Claire Gemmell, a teacher at St John's School & Community College in Marlborough. The technical problems she's referring to involved licensing and copy protection issues that prevented some teachers from easily installing the software or running the games on school networks.

Games in the study included RollerCoaster Tycoon 3, Sims 2, and Knights of Honor.

I personally have been a proponent of regular old gaming (as opposed to educational games, which usually suck) as learning tool since I realized how savagely I fought to acquire the reading skills necessary to play adventure games when I was wee.

Games are set up to reward learning just as a basic tenet of play, so they're already ideal forms of teaching. What did you learn from gaming, my wee apelings, and how did it help you?

Study: Games Can Aid Learning at School [Gamedaily BIZ]

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Mon, 02 Oct 2006 19:40:19 MDT egauger http://kotaku.com/index.php?op=postcommentfeed&postId=204749&view=rss&microfeed=true
<![CDATA[ Game Reviewers Scientifically Proven to be Useless ]]>

Following outcry against similar results of a smaller study conducted last year, Susquehanna Financial Group's Video Game Journal once again took to the facts to try and find a correlation between game sales and the opinions of game reviewers.

And once again, with an even larger sample than originally taken, their data indicates that there is no reason to believe that anyone cares what reviewers think, after all.

...a theory (that game ratings matter) that fails under scrutiny is accepted as conventional wisdom. Conventional wisdom is wrong. And we have not even addressed the causation argument - that a higher rating causes a game to sell better. There is no reason to argue causation, because while correlation does not equal causation, the absence of correlation means no causation in our case.

WHERE IS YOUR LESTER BANGS NOW?

Game Score-to-Sale Theory Again Disproven [Gamasutra]

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Wed, 20 Sep 2006 16:20:36 MDT egauger http://kotaku.com/index.php?op=postcommentfeed&postId=201823&view=rss&microfeed=true