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Take-Two Interactive Founder Resigns Top Posts |
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Topic: Games |
9:11 am EST, Mar 17, 2004 |
The firm's founder, Ryan A. Brant, has resigned as chairman and director of the company, after federal regulators informed the company of their plans to file civil charges against Mr. Brant and others in connection with accounting irregularities. He will become vice president in charge of publishing, a newly created position overseeing the video game publishing arm of the business. Take-Two has been a success story in the video game industry ... Take-Two Interactive Founder Resigns Top Posts |
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A Real-Life Debate on Free Expression in a Cyberspace City |
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Topic: Games |
1:59 am EST, Jan 15, 2004 |
Electronic Arts terminates the account of one Peter Ludlow, "an unabashed muckraker" in The Sims online world of Alphaville. Members of the community react, strongly. ... more than simply a source of entertainment, they are also a gateway to a complex social network that takes on a life of its own. Sherry Turkle: "Part of the original reason people went to these games was for a sense of time out. But as these spaces get more integrated with real life the kind of boundaries people want are still being negotiated." A Real-Life Debate on Free Expression in a Cyberspace City |
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Topic: Games |
6:38 pm EST, Jan 1, 2004 |
It's watching you. With the introduction of the EyeToy, the PS2 now has the ability to track body motions and recognize free-space gestures as part of interacting with a whole new class of entertainment software. The implications of free-space manipulation for a broader audience are really quite intriguing. Gaming Grows Eyes |
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Topic: Games |
9:42 pm EST, Dec 22, 2003 |
Playing with a joystick is basically the same move as playing a piano; the thrill is not what you get from outside, but what you express from inside. Whether it's a piano or a chessboard or a joypad, that's your technology, and you express yourself through it. "The golden age of movies is gone. That's it. It's a fact." Has there ever been a cultural sea change as stealthy as the one represented by the rise of interactive entertainment? The gore and moral lassitude of games like GTA have given rise to a parental panic reminiscent of the early days of rock 'n' roll. This is the article that last week's alarmist whiner in the LA Times would have liked to write, but couldn't. Playing Mogul |
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Action video game modifies visual selective attention [PDF] |
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Topic: Games |
10:45 am EDT, May 29, 2003 |
Abstract: As video-game playing has become a ubiquitous activity in todays society, it is worth considering its potential consequences on perceptual and motor skills. Here we show that action-video-game playing is capable of altering a range of visual skills. Four experiments establish changes in different aspects of visual attention in habitual video-game players as compared with non-video-game players. In a fifth experiment, non-players trained on an action video game show marked improvement from their pre-training abilities, thereby establishing the role of playing in this effect. Here is the article in today's issue of Nature. Subscription required. Action video game modifies visual selective attention [PDF] |
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Video-Game Killing Builds Visual Skills, Researchers Report |
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Topic: Games |
10:41 am EDT, May 29, 2003 |
And now, the news that every parent dreads. Researchers are reporting today that first-person-shooter video games -- the kind that require players to kill or maim enemies or monsters that pop out of nowhere -- sharply improve visual attention skills. Video-Game Killing Builds Visual Skills, Researchers Report |
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RE: 20Q - Play 20 Questions Against an AI |
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Topic: Games |
4:55 pm EST, Mar 1, 2003 |
The game you are about to play is a test of the next generation of Twenty Questions. Decius wrote: ] This works surprisingly well. ] The algorithm is very straight forward... Fun! It was able to guess that I was thinking of tea, even though we disagreed on some of the answers to the questions. RE: 20Q - Play 20 Questions Against an AI |
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Geeks Without Borders, by Steven Johnson |
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Topic: Games |
4:17 pm EST, Feb 17, 2003 |
L3 takes place in virtual space, while the Go Game unfolds on actual city streets. But they share a common denominator: the widening of the game environment. Most forms of entertainment are defined by their edges: the outline of the Monopoly board or the dimensions of a movie screen. To enter the world of the game or the story, you enter a confined space, set off from the real world. Play-space doesn't overlap with ordinary space. But Go and L3 don't play by those rules. Go colonizes an entire city for its playing field; L3 colonizes the entire Web. These are games without frontiers. ... The next time you see a strange street sign in your neighborhood, it might just be a prop in someone else's entertainment, and the next Google search results page you pull down might contain a link to a node in the L3 universe. That's the thing about games without frontiers. You never really know when you're playing. Geeks Without Borders, by Steven Johnson |
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In an Ancient Game, Computing's Future |
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Topic: Games |
6:11 am EDT, Aug 1, 2002 |
Go is different. Deceptively easy to learn, either for a computer or a human, it is a game of such depth and complexity that it can take years for a person to become a strong player. To date, no computer has been able to achieve a skill level beyond that of the casual player. "Every Go book is filled with advice on patterns of different kinds." "You don't really know what's going on in the back of your mind. Even a strong player doesn't know how his mind works when he looks at a position." Katie Hafner writes about Go. In an Ancient Game, Computing's Future |
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