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  • Study: Video games affect studying time; Us: *gasp*

    by 
    Alexander Sliwinski
    Alexander Sliwinski
    09.19.2007

    A study found that students who had a video game player to distract them in college studied 40 minutes less and it translated to a first-semester drop of 0.241 points on a 4.0 scale. The study by two professors at Univ. of Western Ontario and Berea College wasn't looking at video games, just the effects of studying on grades. The study had 210 subjects and gathered information by having them fill out "time-use diaries."The study says that students who had a roommate bring a game console to school showed a substantial drop in time spent studying. These students did "not exhibit different levels of class attendance, partying, study efficiency or paid employment - all factors that also could affect grades ... This means that the lower grades of students whose roommates brought video games can be attributed to the fact that these students studied less." The simple lesson to walk away from this is that if you're going to play video games, make sure it doesn't affect your study time. That's it, lesson learned.

  • Cellphones are dangerous/not dangerous, just a hint edition

    by 
    Michael Caputo
    Michael Caputo
    09.18.2007

    Researchers across the pond at the UK Mobile Telecommunications and Health Research Programme (MTHRP) are without a conclusive answer on the short term effects on the brain from mobile phones. After a six year study on the effects of mobile phones on brain and cell functions, researchers found what's to be described as a hint of a cancer risk when exposed. Does anyone else feel a little nervous with non-scientific words being used to describe negative consequences of something most of us do on a daily basis? Leave a comment if you can break the medical jargon![Via textually.org]

  • Study: M rated games have higher scores, better sales

    by 
    Ross Miller
    Ross Miller
    09.11.2007

    Two mothers are talking over a cup a tea. "I think my Billy is going to be well off," she said. "He's got the heart of a teenager. Doesn't swear or advocate violence or engage in promiscuous sex or any of that! He's going far in life."The second mother shakes her head. "Sue Ellen, that's just not how the world works nowadays. My son John is a foul-mouthed bully who dreams about rivers of napalm and who picks fights with the local church group. In this zany world, John will be richer and more well-respected than that wuss you bore."If that conversation makes no sense, replace the mothers with game publishers and the tea with, well, hot coffee. A recent study by the Electronic Entertainment Design and Research firm concluded that games rated Mature by the ESRB, despite being only one-tenth of the titles examined, "have both the highest average Metacritic scores and the highest average gross sales in the United States."What does this say about the average video game consumer? It's hard to say, but we're thinking the industry is learning to grow up with its audience.

  • Report: Online console games bring in more revenue

    by 
    Kyle Orland
    Kyle Orland
    09.07.2007

    It seems like just yesterday when online functionality was a new, exotic feature that was far from required for most games. Now, it seems, online functionality is practically a must if a publisher wants to squeeze as much money as possible from a release. Reuters is reporting on a new study by research firm Electronic Entertainment Design and Research that shows, so far in this generation, console games that allow online play bring in nearly twice as much revenue as games that don't.This isn't that surprising, considering mega-sellers like Madden, Gears of War, and Resistance are weighing on the online side. Would these same exact games make half the money without an online component? It's hard to say, but it's definitely a possibility, and one that should worry online-shy Nintendo. According to the study, only two percent of Wii games included an online component as of June 1, compared to 23 percent of PS3 games and a whopping 77 percent of Xbox 360 titles. That could translate to a lot of early revenue left on the table for the big N. Look, just make the Super Smash Bros. Brawl's online functionality relatively painless and all will be forgiven, all right?

  • Cellphones are dangerous/not dangerous, cell division edition

    by 
    Chris Ziegler
    Chris Ziegler
    09.02.2007

    So apparently, virtually all existing official limits for radiation emitted by mobiles (FCC, we're looking at you) are based on the assumption that the dangerous effects of that radiation are caused by heating of the brain. Pretty big assumption, eh? A new study by Israel's Weizmann Institute of Science suggest that some "non-thermal" forces are at play, though, noting that chemicals involved in brain cell division were affected in tests on rats after just 10 minutes of exposure to cellphone radiation. Improper cell division goes hand in hand with cancer, so the finding is a rather alarming one. Of course, you know the drill: for every study that suggests phones are dangerous, we can certainly dredge up one that says they aren't -- just be forewarned that a cool brain isn't necessarily a healthy one.[Via CNET]

  • Gadgets blamed for teens' lack of sleep

    by 
    Darren Murph
    Darren Murph
    08.28.2007

    We've seen gadgets blamed for increased violence, the fall of contemporary art, and even broken hearts, but the latest study to pin more blame on the gizmos we simply can't do without purports that teens are missing out on crucial sleep thanks to their gadget addictions. According to a recent report by The Sleep Council, "gadgets in bedrooms such as computers and TVs are fueling poor quality 'junk sleep,' and considering that nearly a quarter of respondents "admitted that they fell asleep watching TV, listening to music, or with other equipment still running more than once a week," it's not too hard to understand how the conclusion was drawn. Nevertheless, it was suggested that these electronics were hindering kids' ability to get the recommended eight hours of sleep each night, but hey, when (most) free nights begin at 9:00PM, how can ya blame 'em?[Thanks, Joel]

  • Study finds no link between car accidents and yapping whilst driving

    by 
    Darren Murph
    Darren Murph
    08.25.2007

    If you're ready for a healthy dose of unconventional wisdom, you've come to the right place, as a couple of confident graduate student economists at UC-Berkeley are purporting that there is "no match in the evening cellphone use spike and crash data." Basically, the duo is suggesting that although we've been on the mobile horn a lot more these days, the number of fatal vehicular accidents over the past 18 years have not experienced the same leap. Weird logic, we know, so take it for whatever it is (or isn't) worth.[Via Wired]

  • Using virtual reality to induce out-of-body experience

    by 
    Darren Murph
    Darren Murph
    08.25.2007

    Yeah, we've seen bizarre apparatuses that bring about otherworldly feelings, but new studies have reportedly been able to induce out-of-body experiences with just a set of "virtual reality goggles, a camera, and a stick." Apparently, the "research reveals that the sense of having a body, of being in a bodily self, is actually constructed from multiple sensory streams," and when the newfangled system forces individuals to peer at "an illusory image of themselves" while the stick prods them "in a certain way," the guinea pigs said they felt as if they had been removed from their bodies. Of course, it seems the real purpose here circles more around the science of the brain rather than hashing out a DIY guide to accomplish this on your own, and no, so far as we can tell, it (unfortunately) does not play Doom.

  • Study says social games make people more social

    by 
    Mike Schramm
    Mike Schramm
    08.18.2007

    Our good friends at Joystiq reported on a study earlier from Nottingham Trent University (it's in England) about MMO gamers and their social behaviors. And supposedly-- are you sitting for this one?-- massively multiplayer online games actually help people meet others and make friends. Go figure!They surveyed 1,000 gamers (which is not a huge sample, actually), and found that almost half had actually met another player in real life, and one in ten developed "physical relationships" with someone they'd met in a game. 40% of people discussed sensitive issues with online friends rather than real-life ones, and 30% of players were attracted to another player. 80% of players also played not only with online friends, but with real-life friends and family as well. And according to the study, women were more likely to both be attracted to other players, and to eventually date them, and while women play for "therapeutic refreshment," men play for "curiosity, astonishment, and interest."50% of respondents said World of Warcraft was their game of choice, so while the study was actually about MMO players, it's not a stretch to say it's just about WoW players (and pretty hardcore players, too-- average play time per week was 22.85 hours!). Like I said, 1,000 people is a pretty small sample, but apparently a journal approved it-- the study will be published in CyberPsychology and Behavior.

  • Laser printer particle researcher fires back at HP

    by 
    Joshua Topolsky
    Joshua Topolsky
    08.06.2007

    After Australian researchers delivered a damning report claiming that HP's printers were at the top of the heap for expelling dangerous, potentially cancer-causing, ultra-fine particles, the company responded with a lengthy press release which essentially "debunked" the study's findings -- and now the researchers have fired back to the Australian press. The printer-maker claimed that the study of ultra-fine particles was a "new" science, to which Lidia Morawska, head of the project, says simply isn't true. According to her, the European Commission has added a particle number limit to its emissions standards for light vehicles, which Morawska claims is a normally "lengthy" process. Additionally, she says that there is "considerable toxicological evidence of potential detrimental effects of ultra-fine particles on human health," based on the current World Health Organization's Air Quality Guidelines. The scientist further refutes HP's claims that the particles "cannot be accurately characterised by analytical technology," by stating that the study found plenty of printer models which carried no dangerous emissions at all, suggesting clear differences in the variety of particle output. Obviously this debate is just getting started, though we'll be avoiding superfluous laser printing while the jury is out... just to be safe.

  • HP ridicules Queensland study linking laser printer particles to potential health issues

    by 
    Thomas Ricker
    Thomas Ricker
    08.03.2007

    Oh noes, that study claiming that laser printer particles are dangerous is shaping up to be just as contentious as those studies proving that cellphones are/aren't dangerous. As you'll recall, the Queensland University study tested 62 "relatively new" laser printers from Canon, HP, and Toshiba and found 17 to be "high emitters" of potentially dangerous, ultra-fine toner particles. Of these, all but one (a Toshiba model) were manufactured by HP. As you'd expect, HP has issued a formal response courtesy of Tuan Tran, HP's vice president of marketing for supplies. Perhaps predictably after such a damning report, HP's response can be summarized as an attempt to both discredit and mock the research while standing behind the safety of their products. Tuan first ridicules the study by stating "the nature and chemical composition of such particles – whether from a laser printer or from a toaster – cannot be accurately characterized by analytical technology." He goes on to say that, "Testing of ultrafine particles is a very new scientific discipline. There are no indications that ultrafine particle (UFP) emissions from laser printing systems are associated with special health risks." HP does agree with the study's assessment that "more testing in this area is needed" and claims to be actively engaged in the process. Since HP's statement came our way via a PR agency and not HP's official news site, we offer you their complete response after the break. While it's tempting to label HP the Big Tobacco of the printer business, don't; it's far too early to jump to such conclusions. Still, with a press release like this, they're not making it easy on anyone.

  • Laser printer particles as dangerous as cigarette smoke?

    by 
    Darren Murph
    Darren Murph
    07.31.2007

    In today's edition of How Your Office is Slowly Killing You, a study emerging from Queensland University of Technology suggests that laser printers can emit clouds of ultra-fine particles that compare to "cigarette smoke and motor vehicle emissions." Reportedly, 13 out of 40 models tested were deemed "high emitters" of particles from the toner, and while office photocopiers failed to produce similar results, concentrations of microscopic particles near laser printers were found to be "five times higher than outdoor levels often produced by traffic" in a given investigation. Currently, no efforts have been made to actually study the chemistry of the emissions, but considering that such fine objects could easily sink "to the very lowest reaches of the lungs," we'd say that's reason enough to request an airtight office a few floors underground.[Image courtesy of Gripguard]

  • Luxembourg leads cellular market penetration

    by 
    Sean Cooper
    Sean Cooper
    07.26.2007

    Color us surprised, it seems the market leader for cellular penetration -- at least in the 30 "Organisation for Economic Co-operation and Development," or OECD countries -- is Luxembourg. With some 153.7 subscribers per 100 people -- apparently attributed to multiple SIM cards per person -- they are knocking the socks of us over here where penetration is about 70 out of every 100. Other interesting tidbits include Japan and Korea where 3G subscriptions surpass 2G and Canada which is next to last in penetration rates to Mexico. The compiled data covers the years between 1980 and 2005, so if you love this type of info -- we all know, nothing beats dropping these type of tidbits at a social gathering -- hit the read link to grab yourself a free copy.[Via InformationWeek]

  • Is HDTV finally ready for the mainstream?

    by 
    Darren Murph
    Darren Murph
    07.25.2007

    It seems that this question gets posed by one mainstream media outlet or another every year or so, and what better time to ask again than following estimates that 50 million American homes will be HDTV-equipped by the end of next year? It's no secret that carriers are pushing HD more frequently in their advertising, and now that select basic cable channels are finally making the move to HD, we wonder if the currently satisfied viewers will get curious and follow along? Numerous analysts have suggested that consumers won't make the jump en masse to demand HD programming until a noticeable amount of non-network content becomes available in HD, and while CNN, Food Network, TBS, and A&E (for instance) are all going (or have gone) HD, there's still hundreds of channels out there that have yet to purchase the first piece of HD recording equipment. Is HDTV ready for mainstream? Our gut says not quite, but we're a lot closer today than we've been.[Image courtesy of PSBSpeakers]

  • Electrical fields deemed potentially harmful to your health

    by 
    Darren Murph
    Darren Murph
    07.21.2007

    We've already heard that electricity could cause all sorts of fatal side effects, and it's all but conclusive that stray WiFi can warp your brain, but how come magnetic signals are helping people get their lives back together? If you haven't already guessed, here we have yet another alarmist story which claims that "electrical fields generated by everyday electrical equipment may cause an increased risk of respiratory diseases and infection." The study, published by Imperial scientists, strongly suggests that these toxic fields (some created by computers, no less) can attract airborne particles thanks to stray electrostatic charges, and can then lead to excess amounts of potentially unwholesome deposits making their way into one's lungs. Of course, unless these masterminds wrote their research up via pencil and paper while dressed in ESD suits, we'd say they're just as exposed as the rest of us.

  • Apple ties Gateway for third in US PC shipments, looks to steal the bronze

    by 
    Darren Murph
    Darren Murph
    07.19.2007

    While many have criticized Apple for (debatably) giving its handheld lineup more priority than the Mac, it looks like sales aren't suffering because of it. Presumably due (at least in part) to the halo effect stirred by Apple's marketing blitz of its iPhone and iPod, Apple's US personal computer shipments for Q2 of this year landed them in a tie with the once mighty Gateway in terms of American market share. Granted, Gateway did have a few more shipments than Apple, but if Gateway continues to fade and Macs continue to move, we could see Cupertino raising up the bronze (outright) here soon. Attaboy Steve -- just snag 18-percent more of the market and second place is all yours.

  • 50 million American homes to house HDTVs by 2008

    by 
    Darren Murph
    Darren Murph
    07.19.2007

    Honestly, don't look so surprised. Just under two years ago, some 15-percent of American homes had at least one HDTV somewhere on the premises, and not long after, estimators were suggesting that a whopping 82-percent of domiciles would be HDTV-equipped by the end of this decade. Earlier this year, a more recent report found that over one-quarter of those residing in the US of A owned an HD-capable set -- though we'll never live down the embarrassment from the hordes of owners who've yet to figure out how to operate them. Nevertheless, an updated study has found that "more than 30 million US households now have at least one HDTV," and judging by recent sales figures, has estimated that 52 million homes will house an HDTV by the end of 2008. Now, how's about a few more HD channels for the growing sect, eh?

  • HDNet, HDNet Movies on top of HD-exclusive viewership rankings

    by 
    Darren Murph
    Darren Murph
    07.10.2007

    While the amount of HD exclusive channels continues to (slowly) grow, it was Mark Cuban's own HDNet and HDNet Movies that took home the gold in the "first high-definition TV ratings" acquired by TNS Media Research. The data was gathered from set-top-boxes in an unnamed "major market," and the two channels were said to "excel in both weekday and weekend" ratings. For the week ending July 1st, the channels held between 6.1-percent and 8.6-percent of the viewers that were tuned into 100-percent HD channels, which simply leaves us to wonder what the other 90 or so percent of eyes were watching so intently.[Via BlogMaverick]

  • Nintendo's DS Lite orders food, shows replays at Safeco Field

    by 
    Darren Murph
    Darren Murph
    07.09.2007

    Those looking for a little more interaction at Safeco Field this season need only bring their DS Lite and a few extra bucks. This season, Nintendo is trialing the Nintendo Fan Network at the home of the Seattle Mariners, which enables onlookers to "order food and drinks, watch the live television feed of the game, access stats and scores, and play trivia from the comfort of their seat." The quietly introduced pilot program has brought several kiosks to the park, which uploads a program to the DS Lite and enables the WiFi-equipped handheld to take part in the bonus festivities. Eventually, the Big N hopes to expand the system into other stadiums, but for now, Mariners fans can get in on the action for $5 per game, or $30 for ten games.[Image courtesy of Flickr]

  • Study says games really don't hurt you

    by 
    Elizabeth Harper
    Elizabeth Harper
    07.05.2007

    According to Ars Technica, a study appearing in the June edition of Pediatrics & Adolescent Medicine covering the effects of video games on young people paints a relatively reassuring picture. The study suggests that video games have no significant impact on academics or socialization. From the article:Although there were some figures that might suggest that gaming displaced academic activities, such as reading and homework, the total time spent on these pursuits was so small that minor effects were magnified. If people are concerned about the lack of reading done by adolescents, the fact that non-gamers spend only eight minutes a day reading should be a far larger concern than the fact that gaming causes that figure to drop by a little more than two minutes.And in my experience playing World of Warcraft with both kids and adults, I have to say that the game is very social, and can even teach plenty of social skills. (Well, as long as you eventually level out of Barrens chat.) Of course if you're replacing homework time with World of Warcraft time, that's one thing, but this study doesn't suggest that's what's happening. What's your opinion -- do games like World of Warcraft have a negative effect on our kids?[Thanks, Mogwai!]