G-Day

November 2, 2010 will most probably go down as an important day in US video game history and therefore for the rest of the world as well. Even though I am a fan of Arnold Schwarzenegger, the fading governor of California got things pretty upside down in regard to video games. The man, who earned celebrity status with violent fair like «Conan, the Barbarian» – decapitations, anyone? –, the «Terminator»-series – the end of the world, anyone? – or «True Lies» – torture and head-splitting tools, anyone? –, signed the law, that seeks to ban the sale and rental of violent games to children, for the first time in 2005. It was declared unconstitutional last year by the 9th U.S. Circuit Court of Appeals in San Francisco.
But such petty affairs wont stop the governator from going out with a bang. So on Tuesday the U.S. Supreme Court will hear arguments in Schwarzenegger vs. Entertainment Merchants Association about the federal court’s decision to throw out California’s ban on violent games, marking the first time a case involving the interactive medium itself has gone before the Supreme Court.
I guess nobody has anything against the idea, that explicitly violent video games should not be played by kids, but it‘s a matter of fairness and equality. If the bill would be accepted, video games would be treated more like pornography than movies or music.
For a more details please check out Gamasutra‘s new feature: Attorney Greg Boyd takes a detailed look at the arguments in the upcoming Supreme Court case on First Amendment issues as regards video games, and then analyzes the possible reasons SCOTUS accepted the case and what outcomes may arise from it. (http://www.gamasutra.com/view/feature/6191/video_game_regulation_and_the_.php)
Whatever you do on Tuesday, keep your fingers crossed that Boyd is right: «It would be surprising to the legal community if this case went against all the prior similar cases on content-based regulation. The consensus expectation is that this case will fit with the other state cases on this issue (and the two lower court decisions in California). The preliminary injunction will likely be upheld and the statute will likely be held unconstitutional.»

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You are all individuals!

In one of my favorite scenes in Monty Python‘s «The Life of Brian» the designated messiah tries to get rid of his followers by saying: «You are all individuals!» They all seem to agree, except for one who says: «I am not …»

I was reminded of this scene, when I talked to a guy called Georges yesterday. He‘s coaching teachers in ICT-matters and problems that might occur at school with the use of digital media, i.e. social networks. He said, that the kids are erasing their Facebook profiles, because their parents are on Facebook as well. Their professors have four times as many friends as they have.

It used to be their platform. It used to be cool. The questions is: What is the new cool?

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An apple a day

Last week Apple, riding the sweet wave of success, announced plans for a new version of the App Store, offering downloadable games and software applications to Mac laptop and desktop computer users.

This new App store will be available to Mac users running the Snow Leopard operating system this holiday season. It will be working in a similar way to the current App store but will be reserved Mac users only. “The Mac App Store brings the revolutionary App Store experience to OS X, making discovering, installing and updating Mac apps easier than ever,” said an Apple spokesperson.

My question is: What is wrong with the current App store? Seems to be working pretty fine and further fencing in of applications is not really in the spirit of the world wide web.

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Are you part of the group?

Maybe you once were a scout, wore your uniform with pride. You put your heart into your tasks to get these special tags. You wanted to be part of a special group. The one’s that succeeded in the selected test. The little medal made clear, that you are part of this very group. At a later stage you may have had your special hand shake you only shared with your best friends, that were part of your secret club.

In a virtual world you may wear medals or use high 5, low 5, twinkle, twinkle little star hand shakes. Yes, they might help you identify your friends, but anybody can hide behind an avatar and jump through the requirred hoops.

Finding an identity online and protecting it maybe one of the most demanding tasks in vr. But it’s not only your id you have to worry about. It is the identity of your group. You have to find a way to build a system of trust and a way to show that you are part of it.

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Through the looking glass

In an interview with CNN Phil Spencer, corp. vice president for Microsoft Game Studios, made it pretty clear, that 3D at home is not really for the masses and more of a «scientific experiment».

«As an entertainment company, we’re trying to do things that millions of people can go enjoy today,» Spencer said. «And for better or for worse, people just don’t really have TVs in their house right now that are going to do 3-D in a way that’s going to work.» The executive then points out that at the core of the gaming experience lies a social component: «A bunch of people sitting around the living room wearing $150 glasses — I’m just not sure that’s kind of mainstream today,» he said. «Trying to get a bunch of people playing together in a room where not everybody sees the same thing … is kind of a weird disconnect to me.» Well, not only to him.

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Digital

It‘s a world of ones and zeroes. There is nothing in between. Right or wrong. Black or white. Zero or one. Either it works or it does not. In a digital world there is no margin for error.

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Here we go again

Another major acquisition in the realm of social games platforms took place: The Japanese social games provider DeNA bought the US-developer ngmoco with bases in San Francisco, New York and Portland.

ngmoco is primeraly known for its games for Apple platforms. It is reported that DeNA will invest 300 mio. $ in cash as well as stocks. Depending on the success another 100 mio. $ should follow. The new owner has ambitious plans and wants to turn ngmoco into the worldwide biggest mobile social games platform.

For the record: In November 2009 Electronic Arts got hold of Playfish for approximately 400 mio. $, and last July Disney acquirred Playdom for a reported 563 mio. $.

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Who are you online?

Rich man, poor man, slut or star, alien, animal, sweet or nasty – the choices of our online personalities are pretty endless. We could change our gender, have pink hair, multiple piercings and fluorescent eyes to go with them, as well as four heads and spiky tails, but we rather chose to look like we always do.

According to research done by Concordia University of Montreal avatars reflect the personality of their creators. “It is estimated that by 2011, 80 percent of Internet consumers and Fortune 500 companies will have an avatar or presence in a virtual community,” says Dr. H. Onur Bodur a professor at the Concordia John Molson School of Business. Dr. Bodur and a former graduate student, Jean-Francois Belisle, studied the avatar-creator behaviour in the virtual community Second Life. “This virtual world stands out because it has its own economy, where real-money transactions occur,” says Belisle. “Membership in the avatar world has increased more than twentyfold between 2006 to 2009 and has reached about 15 million.”

“Overall, the impressions made by the physical traits of the avatar match certain dimensions of the true personality of the creator,” says Dr. Bodur in a press release by the university. “For example, attractive avatars with stylish hair and clothes were perceived to be extroverted. This was confirmed by the personality measures obtained from Second Life participants.”

Can‘t wait to see your avatar on Mojikan next week.

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Generation gap

Talking with teachers and parents about video games can be a rather sobering experience. Skepticism is prominent. One elderly lady was wondering, what did games have to do with schools anyway. Well, they have a lot to do, because essentially we learn by playing. And: There are generational differences to solving a problem.

The gap actually opens around the age of 40. The chances that you grew up playing a video game when your 40 plus is 1:2, if your part of the @-generation the chances are 4:1. And: comparing a game like „Space Invaders“ or „Pac-Man“ to something like „Heavy Rain“ or „Call of Duty: Modern Warfare“ is about as close as a skate board is to the Shinkansen, the Japanese bullet train connecting Tokyo and Kyoto.

Traditionally digital emigrants cover pretty much every aspect and possibility before actually trying to solve a problem. They are well prepared and fear the possibility of a mistake. If it comes to playing a game, the fear level reaches panic dimensions, as one could look like a fool, ramming the virtual Lamborghini Reventon into a not so virtual looking wall or even brake something.

The gamer generation on the other hand prefers the trial & error approach, especially if it comes to playing games. If the first way does not get you through the level, maybe the second, the third … will. That‘s just one aspect, but a crucial one, why it is so hard for adults to relate to the wide world of digital entertainment.

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The face behind Facebook

„In Zuckerberg we trust“ was the title of an online article by Forbes (www.forbes.com). Mister Zuckerberg, the face and brain behind Facebook, has not only made it into the Forbes 400 list of the most wealthy persons in the world (estimated wealth: 35 bio. $), currently place 35, there is also a movie coming out this week by „Se7en“-director David Fincher, „The Social Network“.

In a poll by Forbes/Zagby 63 per cent of the questioned Americans said, that they didn‘t trust Facebook with their personal informations, yet 90 per cent polled are on Facebook. And by the way, they are not alone. Chances are pretty good, that you used Facebook today and contributed to the 2 bio. $ revenue of 2010. Do you trust Facebook?

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