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  • MMO Family: The many ways video games teach children

    by 
    Karen Bryan
    Karen Bryan
    07.24.2013

    Video games get a bad rap these days, but we've looked at several ways that they do redeem themselves. One area in particular is games-based learning, and there are some great games that are helping bring about a revolution in how we look at education. But there are some more subtle ways that video games are teaching our children, too, and Forbes Contributing Editor Jordan Shapiro has put together a list of five types of learning through video games, regardless of whether a child is playing a serious game or is just putzing around. Let's look at the "other" side of learning through gaming, and see how it's perfectly tailored towards kid-friendly MMO experiences.

  • MMO Family: Can gaming boost kids' physical activity?

    by 
    Karen Bryan
    Karen Bryan
    07.10.2013

    One of the main concerns that parents have about their children's video game playtime is that it can correlate with inactivity, obesity, and a lack of interest in getting off the couch and doing things. And with reports coming out that sitting is the new smoking, they have good reason to be worried. As video games get more and more mainstream and the couch gets used more and more, young children could start to look like those passengers on the AXIOM in Wall-E. But a recent study by Australian researchers featured in the British Medical Journal may shed a ray of optimism that video games can, in fact, offer opportunities for physical activity after all. Is there hope that younger gamers can avoid a sedentary existence as they grow up? Let's take a look in this week's MMO Family.

  • Some Assembly Required: On MMOs and loss aversion

    by 
    Jef Reahard
    Jef Reahard
    07.05.2013

    I've been reading a book called Scorecasting lately. It's basically an academic exercise in statistics and human behavioral analysis as it relates to the decisions made in both individual and team sports. One of the chapters touches on a theory called loss aversion, which is a psychological phenomenon first attributed to Daniel Kahneman and Amos Tversky. The theory is generally understood to mean that humans fear potential losses much more than they enjoy actual gains, and thus they often act in statistically irrational fashion to avoid said losses. We can also see principles of loss aversion at work in MMOs. In fact, I'd go so far as to posit that loss aversion is a large, if indirect, reason why many people play MMOs in the first place. It's also a major reason why sandboxes, virtual worlds, and games that feature some sort of tangible risk/reward mechanic have been in such dire straits since MMOs went mainstream. Follow me past the cut and see if you agree.

  • The Daily Grind: How do you define hardcore?

    by 
    Bree Royce
    Bree Royce
    07.05.2013

    Earlier this week, a Massively commenter suggested that a games writer who doesn't raid constantly is by definition casual. Our columnist argued that to a games writer, a raiding endgame is just one kind of gameplay, that she felt obligated to do and write about more than just raiding, and that her considerable ("embarrassing" I believe was the word she used) playtime alone made her hardcore. And some games don't even have raiding to begin with! I found the conversation interesting because it shows that many of us disagree on what terms like casual and hardcore mean. I think hardcore comes in all flavors: hardcore sandboxers like Jef, hardcore PvPers like Patrick, hardcore roleplayers like Eliot, even hardcore traders like me. There are even hardcore dabblers, who turn trying out new games into an 80-hour-a-week endeavor. But today, we're asking you -- how do you define "hardcore"? Is it about breadth vs. depth? Time invested? A specific, arbitrary activity? Honorable kills? Or do we use the terms merely to minimalize others -- is it time to retire these words in a genre so enormous? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • Former WoW developer Mark Kern wonders if WoW is too easy

    by 
    Elizabeth Harper
    Elizabeth Harper
    07.02.2013

    Mark Kern, who left Blizzard way back in 2005 to found Red 5 Studios, is working on a new free to play, sci-fi MMO called Firefall -- and has some less than flattering things to say about the game WoW has become. His top complaint: that MMOs are now too easy. "When was the last time you died in a starter zone?" Kern muses. "Sometimes I look at WoW and think 'what have we done?' I think I know. I think we killed a genre." The easier content, he argues, means both developers and players focus less on the content in the middle of the game and more on racing to get to the end game -- and by rushing through the game from level 1 to level 90, you miss out on a lot of the game itself. Of course Kern notes that his upcoming MMO has the mix just right -- and that by focusing on the journey instead of the destination, Firefall is a lot more fun. While we are fans of new games -- and love the art style Firefall has going -- we're less convinced about dying in newbie zones as a gameplay necessity. Time will tell if Kern has the right of things -- Firefall's open beta is starting soon.

  • MMO Family: Setting screen time limits this summer

    by 
    Karen Bryan
    Karen Bryan
    06.26.2013

    As June comes to a close, throngs of school children are free from "pencils, books, and teacher's dirty looks." But the end of school can bring a new problem, as parents and kids battle it out to to determine acceptable limits on game time. How can parents set limits on screen time and still preserve some sense of sanity this summer? Let's look at a few pieces of valuable advice in this week's MMO Family.

  • The Summoner's Guidebook: Getting friends to enjoy League of Legends

    by 
    Patrick Mackey
    Patrick Mackey
    06.13.2013

    I find the mainstream success of League of Legends to be extremely baffling. If you break down the skills you need to be an effective player in the MOBA genre, they are daunting. The mechanical skill cap to be acceptable is unacceptably high, and the knowledge burden is enormous. Other MOBAs have dozens of characters and hundreds or thousands of matchups. League of Legends' character pool is so unbelievably large that even professionals cannot grasp the entirety of its design space. While I can't fathom how normal people find a game this hard fun, I can simply accept it. That makes it quite possible to get our friends and significant others hooked. However, because League is a hard game, it is probably best that we be careful when we try to teach our friends. It's pretty easy to scare them with the enormous difficulty in the game.

  • MMO Family: Study challenges common views on digital media, video games, and family

    by 
    Karen Bryan
    Karen Bryan
    06.12.2013

    When it comes to video games and parenting, there are two scenarios that often emerge. The first is that parents, children, and video games are a contentious mix. Parents and children often clash over things like playtime, game content, and the rising cost of devices needed to play. What results is a scenario where the children are constantly pushing for more and the parents are struggling to keep it under control. The other is that parents have seemingly given up the battle and instead use video game systems and mobile devices as a digital baby-sitter, allowing their children to spend hours each day in front of the screen. So what's the truth? According to a study by Northwestern University, there are some surprising revelations about the real role of digital media in our families' lives.

  • Stick and Rudder: The five types of Star Citizen guys

    by 
    Jef Reahard
    Jef Reahard
    06.02.2013

    I've been through my share of alphas, betas, and early release communities over the years, and without exception, every one of them is chock-full of the same five guys. Oh sure, these guys have hundreds of different forum handles, and in the case of a nostalgia-drenched core title like Star Citizen, some of them may even be old enough to know better. But they're still the same five guys. These guys are in the good pre-release communities and the bad, and while their passion is largely laudible, their busy-body forum hijinks are nothing if not high-lariously predictable.

  • MMO Family: A look at Phineas and Ferb's Agent Alert

    by 
    Karen Bryan
    Karen Bryan
    05.29.2013

    It's hard to walk by a school or a playground without seeing the image of an aqua-colored platypus emblazoned on a kid's shirt, hat, backpack, or lunch box. Phineas and Ferb, the long-running animated Disney series, has been a big hit with children, so it's little surprise that the tie-in game Agent Alert was launched a few months ago. I'm not exactly familiar with the show, but when I got an email alert about a new MMO based on the series, I had to check it out. Was I about to head into a world of thousands of player-made platypus characters? I feared the worst but was pleasantly surprised.

  • Yahoo buys social gaming software company PlayerScale

    by 
    Mike Suszek
    Mike Suszek
    05.25.2013

    While Yahoo was in the news recently for its acquisition of Tumblr, it was also busy buying up another company this week: PlayerScale. PlayerScale's CEO Jesper Jensen announced the company's acquisition on its official site. Founded in 2011, PlayerScale creates software that aids developers in scaling their games across social, mobile and casual platforms, including XBLA, Facebook, the iOS App Store and Google Play market. Its service has over 150 million users across 4,000 titles, according to the company's site. Hard numbers on how much Yahoo spent to pick up PlayerScale, as well as Yahoo's plans for social gaming going forward have yet to be revealed.

  • King claims 70 million daily active players, Pet Rescue Saga coming soon to mobile

    by 
    Mike Schramm
    Mike Schramm
    05.16.2013

    King, which used to be called King.com it pulled a name change at GDC this year, has announced that it has 70 million daily active players, which is a crazy number. By far, King's biggest title is Candy Crush Saga. The company notes that the game has 15.5 million active players on Facebook every day. Candy Crush Saga is also a big hit on iOS, where it consistently appears in the top charts for both most downloaded and top grossing. King also announced its intention to bring Pet Rescue Saga to iOS. That game has 6 million daily players on Facebook, and King says it will be the third saga game (along with Bubble Witch Saga) to make the leap to mobile platforms. Pet Rescue Saga will arrive on both iOS and Android later this summer. King's success is just phenomenal. It's impressive for any form of media to reach 70 million people, and for that to happen daily is just crazy. This casual games market can blow up overnight and shrink just as fast (just ask Zynga), but for now, King is doing impressively well.

  • MMO Family: First Impressions of World of Trinketz

    by 
    Karen Bryan
    Karen Bryan
    05.15.2013

    I have to begin this week's column with a disclaimer: I am not a fan of Facebook, and I'm even less a fan of Facebook games. The only one I found enjoyable was Ian Bogost's Cow Clicker because it was a giant middle finger to the bottom-feeding practices so commonly found in Facebook Villes. But when I got a Google alert in my inbox about the world's first family-friendly 3-D MMO for Facebook, I had to head back to the blue-and-white wasteland of Facebook and see it firsthand. Could it be that the era of isometric views and mindless clicking is finally over? Have we finally moved on from agriculturally themed games? I decided to check out World of Trinketz to seek some answers.

  • Daily iPad App: Sid Meier's Ace Patrol is an excellent game sold badly

    by 
    Mike Schramm
    Mike Schramm
    05.14.2013

    My birthday was last week on May 6, and Firaxis must have heard about that because in recent weeks they've released not one, but two great turn-based strategy games. First, Haunted Hollow was released as a great, original free-to-play title, and now the legendary Sid Meier (of Civilization and Pirates) has released a game called Ace Patrol, available as a free download on iOS. Ace Patrol is excellent -- it's a turn-based dogfighting game, where you manuver pilots in WWII around a battlefield, climbing, diving and swooping around into position all while trying to accomplish certain goals or take out the other side. Progression in the game is marked by "maneuvers," so pilots who have leveled up have access to more and advanced moves. Weapons fire for free, but you've got to line up closely to the enemy, preferably behind them, to avoid any incoming attacks. Unfortunately, as good as the game itself is, Firaxis really missed the mark on this one's freemium plan. The in-app purchases on Ace Patrol are just plain confusing -- you can play through a number of missions for free, but then when you spend some money to unlock the rest of the missions, you (currently -- I'll bet this is fixed soon) don't get to keep your progress. Additionally, while in-app purchases give you access to other nations, you also sometimes need to pay to get your lost pilots out of being captured. Fortunately, there are "superpacks" you can buy (which essentially open up the game's content), but the whole scheme just isn't well-thought-out. Haunted Hollow's IAP was clear and well-designed, but the same care hasn't been taken here, unfortunately. Still, Ace Patrol is an excellent game, a very well-designed set of battles put together by a master game developer. There are quite a few of these turn-based battle simulations to go around (Leviathan Warships is another recently released variant, though that one takes place on sea and is more complicated than Ace Patrol), but Ace Patrol does an excellent job of combining really deep strategy with easy and accessible gameplay. Grab this free download right away for sure.

  • Sid Meier on mobile and the value of hardcore gamers

    by 
    Jef Reahard
    Jef Reahard
    05.14.2013

    You know you're getting old when legendary PC developer Sid Meier gives interviews about his foray into mobile gaming. It's not as bad as it sounds, though, because the man behind the Civilization series tells GamesIndustry.biz that the core gaming audience is still driving the industry regardless of platform. "I think we've seen historically that the more casual gaming platforms and markets do have a kind of rise and fall pattern to them, whereas the hardcore gaming market, the serious gamers are much more stable, and they're going to be around for a long time and will keep playing games," Meier said. Meier also ruminates on his approach to mobile free-to-play, which is basically the same try-the-demo-buy-the-full-game-if-you-like-it model that PC gaming has employed for decades. "It's not something like a constant stream of purchases every day, but it's more just unlocking the rest of the game and then you are done," he explained.

  • The useless distinction between casual and hardcore

    by 
    Matthew Rossi
    Matthew Rossi
    05.09.2013

    If the words 'casual' and 'hardcore' ever had a useful role in determining the differences between players in World of Warcraft, and I am not convinced they ever did, they no longer do. A player who wants to have an alt of every single class at max level and makes that happen is not playing the game casually even if she never raids. A player who collects several hundred pets and levels many of them through pet battles, or has a similarly high number of mounts, or determines to go out and get every cooking recipe in the game (including Dirge's Kickin' Chimeraok Chops which you can't even get anymore but somehow he finds a way) is playing the game very seriously indeed. Quite frankly, despite the fact that I raid a set schedule, I often feel like I'm significantly more 'casual' than many players who never raid at all. I know I play a lot less - I definitely do not log on every day, I don't run LFR unless I missed a boss in normal (because I want a shot at my Secrets of the Empire off of that boss) and I don't do pet battles, farm, or even do daily quests anymore. So with my roughly fifteen hours of WoW a week, 12 of it spent inside a raid and the other three futzing about older raids for transmog gear, am I casual or hardcore? And does it matter? Ordinarily I'd explore the answer in the paragraphs to come. But frankly, the answer is no. It doesn't matter. It is so far from mattering that the light from it mattering won't reach us for fifty thousand years. What matters is finding out what players want to do with their time and letting them do it.

  • MMO Family: Are video games stressing kids out?

    by 
    Karen Bryan
    Karen Bryan
    05.01.2013

    Video games get blamed for all sorts of societal problems, particularly for young children. Violence, obesity, and laziness are just the tip of the iceberg. And a recent article from Amanda Enayati adds one more potential problem: stress. Growing up is complicated enough, but are video games making it even harder to be a happy, relaxed kid? Enayati, CNN Health's stress columnist and the technology and stress correspondent for PBS MediaShift, says it's complicated but points to a few studies that argue the pros and cons. Let's take a look at the debate over whether video games might be too stressful for children.

  • The Perfect Ten: Final moments of MMOs, part 2

    by 
    Justin Olivetti
    Justin Olivetti
    04.25.2013

    LAST TIME ON THE PERFECT TEN: Games were shut down, tears were shed, memories were dragged unwillingly from long-term storage, and videos were shown. Also, Marty totally suckered Biff into driving into a truck full of manure and then got his parents to kiss at a dance so that he wouldn't be erased from the space-time continuum. AND NOW FOR THE EXCITING CONCLUSION! Is it completely morbid to want to revisit (or see for the first time) the final moments of MMOs? Yes, but also no. Really, it's just interesting to me, and I have no great agenda at play here. Sometimes seeing how a game goes out can tell you a lot about its community and dev team. So join us now as we hit the second half of 10 videos showing the last few minutes of these online RPGs.

  • MMO Family: Is it time to regulate MMO cash shops?

    by 
    Karen Bryan
    Karen Bryan
    04.17.2013

    "I want it now!" We're all familiar with that screechy demand by Veruca Salt in Willie Wonka and the Chocolate Factory. And for those of us raising children, it's an all-too-common request. When kids want something, they'll pull out all the stops, and for many kids, that brand-new video game warrants an Oscar-winning tantrum. MMOs, on the other hand, are a different breed because the bulk of kid-friendly MMOs are now free-to-play and make use of cash shops and a variety of subscription plans in order to generate revenue. In essence, MMOs have to work for their money now rather than rely on the traditional monthly subscription, but that has led to questions about how far studios should go in getting players to part with their money. In some instances, it's led to children (and some adults) spending large amounts of money without fully understanding what they've done. Should there be regulations on marketing practices of game companies? A recent announcement by the U.K.'s Office of Fair Trading regarding web and app-based games might hint at that answer.

  • One Shots: Soggy beginnings

    by 
    Justin Olivetti
    Justin Olivetti
    04.14.2013

    Dungeons and Dragons Online newcomers and veterans alike are quite familiar with the waterlogged Sahuagin and all of their wacky antics. Basically think "level 1 mermaids from hell" and you're right with the rest of us. It's a good thing that the game doesn't have smell-o-vision because the tutorial would be reeking of a fishery, that's all I'm saying. Reader Sharvis photographed his initial journey through the game and delivered this familiar image of an odd cellar. "Oh great, the Wavecrest Tavern's basement has flooded," he writes. "And who let the Sahuagin in? They're making everything look tacky again!" We'll get the sump pump working while you check out the rest of today's player-submitted screenshots!