Dubbing 2008 “a golden year for games retail”, Screen Digest senior games analyst Piers Harding-Rolls said that Nintendo will continue to shine as it seduces non-gamers and Xbox 360 and PlayStation 3’s aspirations as ‘multimedia hubs’ will become a reality within the next 12 months.
“We expect the good trading conditions to continue in 2008 as all three of the latest generation of consoles hit the mainstream consumer head on,” he told MCV.
I'll have to admit that the first pass on statistics surprised me. Of the top 100 most active Facebook applications, games do not do statistically better than the average application. Games only have a marginally higher percentage of active daily users (8.57%) than the overall average (8.01%). And if you expand the criteria to include all apps that use game-like mechanics, (such as Superpoke), the average is still in the same range (7.71%). It's a wash.
A quoi ressemble les bureau des développeurs autour du monde ? J'ai ma petite idée à ce sujet...
[ via Kotaku ]
Inutile de précher à des convaincus: si vous lisez ce blog, c'est que vous en avez peut être conscience. Le jeu vidéo n'est pas qu'un divertissement.
Ces derniers temps, le succès commercial de l'industrie attire un peu d'attention médiatique et politique sur le jeu vidéo. Et les critiques sont la plupart du temps très négatives - au même titre que ce qui a pu être écrit au sujet des comics, du rock, ou plus récemment, des mangas.
L'article suivant défend la thése "positiviste" du jeu vidéo:
And then there are the games that are being used in classrooms to teach subjects as varied as sociology and mathematics. Games, it seems, grab the attention of younger students for much longer than standard textbook and blackboard routines (who’d have guessed?) and they’re increasingly being adapted to classroom uses by progressive and gaming-savvy teachers. It’ll be a long time before off-the-shelf games arrive on standard curricula, but they’re already making headway.
James Paul Gee’s book ‘What Videogames Have To Teach Us About Learning And Literacy’ has become a popular subject for reference in academic and scholarly circles, and the news is starting to filter down to everyday teachers too. Gee argues that games teach us “proactively”: they ask gamers to do something, and we want to do it. This is, he suggests, rather different to the way students respond to the way they are taught in schools.
Gee looked at dozens of games and identified teaching principles in them. The way they use a minimal amount of verbal instruction, for example: people are generally poor at following verbal instructions and games recognise this. Try remembering complex directions given to you when you’re trying to find somewhere: anything more than two lines is usually too much.
Games generally only deliver verbal instruction when absolutely necessary. Gee also noted that games encourage us to learn by enabling us to master skills and then use them, before providing us with new challenges. Think about how you learn to use a particular unit in an RTS like Command & Conquer, before later having to come up with new solutions to defeat a counter-unit that thwarts you. Standard learning doesn’t usually give us time to master something and use it before we move on to something else. Gee also recognised that games are, as Sid Meier described them, “a series of interesting choices” and as such stimulate quite different responses from the people who play them to those invoked by textbook and blackboard teaching, especially when combined with investment in a character.
Gee suggests that if we could be taught science by identifying with a ‘scientist’ character in the same way we’re taught to identify with a game character, we might be a little more committed to learning about science. Gee is not alone in his quest Software association ELSPA has made a number of attempts to illustrate how games and learning are linked.
Their 2006 paper ‘Unlimited Learning’ sets out the argument for games as tools in the overall process of learning and education in schools. We could imagine, for example, a boardgame or pen and paper roleplaying game based on running a school, but add to this a computer, 3D planning systems, and the ability to control realtime calculations of costs as they will be encountered in the real world and you suddenly have something both accessible to children and complex enough to teach adult ideas.
One school in Birmingham opted for exactly this kind of approach. A contributor to the ELSPA report explained how it worked: “We were originally going to use SimCity 4 but thought it too detailed for the one-and-a-half hours we had the children. School Tycoon [a commercial product] allowed us to get the children to develop their spatial thinking skills, fiscal skills, numeracy and even social awareness.
Many did not realise the jobs that are entailed in running a school and how essential they are. The pupils were given cards to make their own ‘physical’ school within a budget and were then shown the software. They were allowed to play in the ‘sandbox’ mode for an hour and then we print-screened the final school with financial and academic results to determine who had been successful.”
Based on Douglas Coupland's book of the same name, it's about four nerd-like characters working for monolithic games company
Je suis tombé sur cette dernière vidéo de Prototype, un jeu d'action futuriste dans un univers plutôt sombre.
En fait, ce n'est pas tant le jeu - qui a l'air très intéressant par ailleurs - que la vidéo en elle même qui m'a interpellé. En particulier la qualité de production de cette vidéo, digne de ce qu'on trouve dans les bonus des DVD en fait.
Clairement, du temps et de l'argent ont été investies pour les créer, et je pense que çe sont plus que de simple outils marketings. L'industrie du jeu est petit à petit en train d'aller au bout de sa logique Hollywoodienne.
Bien sur, ca ne date pas d'hier. Mais le soin apporté à ce type de matériel est enfin en train d'atteindre une qualité décente.
Alors, pourquoi mettre en avant certaines personnes, outre de satisfaire les égos des uns ou des autres ?
Je pense que la raison est psychologique. Le jeu vidéo veut embrasser les mythes hollywoodiens du réalisateur, ce visage derrière la caméra qui donne une humanité au film. Ce visage est là pour donner du sens. Et donner du sens, c'est marquer les esprits.
Et, marquer les esprits, c'est vendre plus. CQFD ^_^
Splitscreen gaming has been with us since the dinosaurs, but the one big flaw is being able to see your opponent's screen. Texas Instruments has invented a pair of glasses that will allow one screen to be used, while showing two independent views of the action, i.e. you only see your split of the screen.
Said Gates, "The final announcement, last year we talked about the 360 being an STB -- this year we're excited to announce that BT will be the first to provide that capability. Buy a 360 and use it as an STB for your TV." No other details are given (what about DVR?), but we're hoping to hear some more soon.
As much as I love games, I’ve never quite been able to swallow that they belong on the same shelf as the rest of it. It’s not that games have to be brilliant or serious; not all pop culture is “smart.” It’s not that games don’t already tell stories; most of the XBox 360 games I’ve played are full of stories.
I usually skip them. And it’s not that games can’t, to use the old benchmark, make you cry. Games make us cry all the time. The Library section of Halo makes me cry. Slamming my knee into a table makes me cry, too. Shouldn’t we aim a little higher?
Cartoonist Chris Ware once cracked that to most people, comic book stores are one step above porno shops. In fact, comic stores are still a step above your local GameStop, because most of them have a section for people like Chris Ware – or say, Alan Moore.
But obviously, not all games play to the lowest common denominator. Portal, for example, is my game of the year with a bullet – because it never took short cuts, never got lazy, never winked or made excuses. It was subversive, hilarious, and horrifying. Even BioShock fell apart at the end, but Portal was always a step ahead of me, and that’s why I loved it.
it’s time we raise the bar. If games are going to grow as a genre, some of them have to step up and function as pop culture. We can still have the Tetris’s and the Madden’s and Mario’s, but we need a few games that play to our wits and savvy, and know they’re in on the joke.
Because it’s not enough to treat games as a sport, a business, an academic pursuit, or a great way to pass time and kill people. Someday, they’re going to have to be cool.
La Wiimote n'en finit pas d'inspirer et d'inviter à l'innovation, comme cette exemple de casque de réalité virtuel maison ^_^
Johnny Chung Lee rules... :)