From an article in the Journal of Interactive Advertising:
"On-line gamers are the youngest group and have above-average education and income, but non-gaming Internet users enjoy the highest socioeconomic status. In terms of motivation, on-line gamers are more impulsive and more open to the Internet than either other group. On-line gamers are also highest in novelty seeking, risk-taking, and word-of-mouth communication. In terms of attitude, both online gamers and non-gaming
This from an article in the New York Times on the use of video games as a pedagogical device:
"Neuroscientists have connected game play to the production of dopamine, a powerful neuro*transmitter central to the brain’s reward-seeking system and thought to drive motivation and memory processing (and more negatively, addictive behaviors) — all of which could have implications for how, when and what type of games should be used to advance children’s learning. But as it is with just
Updated 09-23-2010 at 12:00 PM by E-Male
Wow! I've just had one the most exiting PR expierience so far. It got my heart pounding and for a couple of minutes my hands almost shook. (I know the latter is not really great while playing games)
We were playing Battle for Qinling, I was on the Chinese team. (Against my wishes, since I wanted to team up with my fellow TG collegues. Namely BlackPython222 whom I followed yesterday in a great Insurgency match. Well... Except for the one time when my premature trigger finger caused
This is me at work . . .
(Best viewed in HD)
From an interesting article in the New York Times today:
"“I look around Tokyo Games Show, and everyone’s making awful games; Japan is at least five years behind,” said Keiji Inafune, 45, head of global research and development at Capcom and one of Japan’s most prominent game designers."
"The most popular games in Japan are linear, with little leeway for players to wander off a defined path. In the United States, he said, video games have become more