“Adult female gamers have unseated boys under the age of 18 as the largest video game-playing demographic in the U.S., according to a recently published study from the Entertainment Software Association, a trade group focused the U.S. gaming industry”.
Read the full ESA report at http://www.theesa.com/facts/pdfs/ESA_EF_2014.pdf and the article by Charles Pulliam-Moore at http://www.pbs.org/newshour/rundown/female-adults-oust-teenage-boys-largest-gaming-demographic/
Chris Plante writes on Polygon: “Electronics Arts thinks it can bring Battlefield’s military gunplay home. It’s not that easy. […] Despite the move, the series’ fetishization of military weaponry, gear and lethal combat remains [but] cops and soldiers are not the same thing. They serve different purposes”.
Read the whole article at http://www.polygon.com/2014/8/19/6029085/battlefield-hardline-police
Miguel Sicart just published a new book titled “Play Matters”.
From the back cover: “We play games, but we also play with toys, on playgrounds, with technologies and design. Sicart proposes a theory of play that doesn’t derive from a particular object or activity but is a portable tool for being–not tied to objects but brought by people to the complex interactions that form their daily lives. It is not separated from reality; it is part of it. It is pleasurable, but not necessarily fun. Play can be dangerous, addictive, and destructive”.
The homepage for this book is: http://mitpress.mit.edu/books/play-matters
Chris Suellentrop, on the New York Times, writes: “Women have created, or contributed to, scores of video games. Putting together a museum exhibition to highlight their work would be a way to reclaim some of this overlooked history. […] Video games will never be widely accepted as the art form of interactive culture if half of humanity doesn’t help to shape their future”.
Moral dilemmas are not a new concept to games. Players are constantly faced with making decisions, and many games attempt to give those choices meaning by weighting them with heavy moral consequences. Is one man’s life worth the cost of saving hundreds? How about six? What about just your own? […] But despite the heavy consequences designers hope their games convey, too often these dilemmas fail to really have any effect. […] Gods Will Be Watching is not that kind of game. You have limited time, limited resources, and the odds are stacked heavily against you. The only way to win is by making terrible, impossible decisions, to do what must be done in order to survive.
Jenova Chen’s award-winning games have captured the imagination of the next generation of creators and fans alike. Chen discusses in depth the crucial design decisions made in the development of flOw, Flower and Journey that unraveled a blank canvas for new game experiences, emotional storytelling, and player interactions that positively inspire and connect audiences worldwide.
What happens when stories meet mobile media? In this cutting-edge collection, contributors explore digital storytelling in ways that look beyond the desktop to consider how stories can be told through mobile, locative, and pervasive technologies.
Among the contributors: Adriana de Souza e Silva, Susan Kozel, Lone Koefoed Hansen, Gerard Goggin and Larissa Hjorth.
The book webpage is at: http://www.routledge.com/books/details/9780415707282/
Game Studies: The International Journal of Computer Game Research has just published its latest issue (Volume 14, Issue 1, July 2014).
All articles are available at http://www.gamestudies.org/1401
Sherry Jones (@Autnes) tweets: “Videogames and movies are finally starting to steal the right things from each other”
Read the full article at http://t.co/hsxl2zW5f9