Tuesday, February 26, 2013

Why do we blame games for voilance


By a surve "58 percent of adults blame games for violent behavior."
But that doesn't address what those adults are doing about it. Dig into the survey and you'll see the answer is not very clear. About one third of the 2,278 U.S. adults interviewed said they allow their children to play any sort of video game, violent or not. About two in five say they know little or nothing about game ratings, though 66 percent say they do, in fact, use ratings to identify games they consider appropriate for their children.

Fair point. Now here's the more interesting part: While a majority of adults may blame games for violent behavior, little psychological research backs up this notion. In 2010, the Review of General Psychology -- the journal of the American Psychological Association -- published a special issue on video game violence. The bottom line: There's no hard evidence linking fantasy violence to real-world violence, though this is a question that's certainly come up before."There's a big kind of awareness gap," said Mike Devere, president of the. He added, "What does it say about parents that they're not willing to spend a few minutes to bridge the gap?"
Yes, one psychologist wrote, that connection can be drawn in some personalities prone to violence or antisocial behavior. But those same people can be inspired by other media or events, from movies to real-world happenings to books. (Notably, more than half of those surveyed in the thought there was no difference between playing a violent game and watching a violent movie.)
Dangerous people draw dangerous conclusions, researchers have found, where the rest of us see only entertainment. I wrote more about psychological studies on game violence in this piece when the Obama administration called for more research on the issue.
A question of taste
The question, as I mentioned before, is one of taste: To what does a parent want their children exposed? Is a game with sexual themes more or less vulgar than a game with graphic violence? And at what age are children ready to understand, process, and make their own judgments on that game? That's for parents to decide and, notably, the survey concludes, they're not doing a very good job of understanding and policing what their kids are playing. Particularly fathers.
"My message to my fellow dads is we need to step up and get in the game," Devere told me in an interview this week.
The gaming industry has a ratings system that guides parents on what they deem appropriate, with six different categories ranging from "early childhood" to "adults only." As arbitrary as they may seem, they're certainly no worse than the movie ratings system of the Motion Picture Association of America. But it's an imperfect, broad-brush system.
If parents are indeed concerned about the impact of video games, the best thing they can do is learn about the games their kids are playing, just as they learn about the classes they're taking and the friends with whom they're spending time.
At the risk of stating the obvious, there's no substitute for paying attention.

PS4 updates



BloggerGamer and its wonderful readers have been reacting to the PlayStation 4 since its reveal on February 20 -- even Xbox fans were floored. But what about the people who actually make games? After all, this is supposedly a platform "for developers by developers."
We reached out to some of the industry's brightest creative minds for feedback -- what excites designers, directors, and leaders about the platform, what might be missing, and what's Sony doing right?
This is what came back.
Tim Sweeney, Epic Games Founder and CEO
The PlayStation 4 is a leading-edge hardware platform, and its enormous CPU, GPU and memory resources enables Unreal Engine 4 to reach levels of visual quality and detail that go far beyond the current generation, for games of all sizes and genres.As the developers of the Unreal Engine, we're passionate about not only building great games, but building them efficiently. PlayStation 4 builds upon PC technology and takes it to the next level, providing a very robust and easy-to-use development environment.The features and effects in our new "Elemental" demo on PlayStation 4 are just the tip of the iceberg, showing dynamic lighting and shadowing, subsurface scattering and GPU-powered particle effects at full 1080p resolution.
As we're building games that are an order of magnitude more detailed than the current generation, Unreal Engine 4's tools combined with PlayStation 4's hardware enable developers to achieve that in a reasonable amount of time and on-budget. Our console efforts are focused on high-end, mainstream platforms that will be supported by enormous launches and large-scale support by major developers and publishers.
With PlayStation 4, Sony has defined an ideal next-generation platform with massive appeal to core gamers, and incredible potential for bringing triple-A experiences to the next level.
Ted Price, Insomniac President and CEO
Yes, the PS3 got a bad rap for being tough to develop for. I imagine that's kept some developers from making the leap -- no such excuse exists now. But having worked with Sony first party folks for many years I think what's often overlooked is how creatively supportive Sony has been for its partners over the last couple of decades. Games like Ico, Little Big Planet and Journey exist thanks in large part to Shuhei Yoshida's and others' commitment to shepherding innovation and taking creative risks. I see that continuing and that's great for gamers.
[Mark Cerny] is a thoughtful, brilliant guy and to have him leading the effort on Sony's software approach speaks volumes for how much Sony has listened to developers during this past generation.

There's a lot about the PlayStation 4 that is clearly an advance over the PS3. And that's cool from a dev perspective. But looking at the bigger picture, what's important to us as a developer who's created franchises for the Sony platforms is that Sony fans are excited. Reading comments online yesterday it seems to me that there are a lot of Sony loyalists who are pumped about the new console. That's great for all of us who make games on Sony platforms.
The Share button has me the most excited. It's visually the most subtle new feature but potentially the most powerful. As most gamers know, hooking up and sharing with your friends is a super-gratifying aspect of gaming today. But it can be a convoluted process depending on the game and the hardware. If it truly does become a one-button press to connect with your friends it'll be a big step forward for games.
David Goldfarb, Overkill Game Director
I guess I didn't see anything -- in terms of software -- that I was genuinely excited about. Killzone 4 looked wonderful, but I didn't get why I should want to play the game. The moment I liked there was when they moved the crowds away from the player -- I found that interesting, intriguing. But the moment my gun came out it was every other shooter, ever.
The other software I saw I felt equally ambivalent about, but there are a lot of talented developers out there and I'm sure some good stuff will come to be. The Gaikai stuff is interesting and potentially huge. The hardware seems like powerful and easier to develop for. I was hoping for more innovation in the input, but time will tell how that works out.
I think the irony for me is that "next-gen console" is mostly playing catch-up with PCs, So if they aren't innovating on other axes I think it's going to be a rough transition for everyone.

Josh Tsui, Robomodo President
Since new console introductions only come once every 5 or so years from each company, this was some pretty exciting stuff.
Personally, my eyes glaze over seeing yet another military fps blah-blah-blah or any other tired genre. We all know that we'll get certain game types. I was more excited to see what Media Molecule and Jonathan Blow were up to. It was nice to see Sony give indie gaming some time as Sony has some really great things for indie developers. If they can carve out a part of their digital download strategy for some serious indie distribution that is sane, I think that would be a surprising game-changer against other consoles.
I was really hoping for at least one "big" feature that makes me go "holy crap, never thought about that" in terms of changing the way people play games currently. Not necessarily a bad thing, but I was surprised not one single new feature really jumped out.
One pleasant thing that was implied a couple of times is that PS4 is a game machine first and foremost. Games being what leads the experience. I personally like that a lot. Doesn't mean I won't use Netflix on it, but it means that I know where I can turn for a quick game fix. I hope they keep to that promise and make sure that the UX is game-centric.
Stewart Gilray, Just Add Water CEO

PS4 is a dream. It's as they said: incredibly easy to develop for and extremely powerful. Having 8GB of DDR5 ram is staggering, as the speed that the data can be shifted around outstrips that 8GB. However, as a smallish indie, to us it's not about what we can do, it's about what we can do well. 1080p, 60fps, 3D is where it's at, and so far we're blown away by what we've managed to achieve with the hardware. Currently our imaginations are running away with themselves.We are incredibly proud to be working on PS4. Sony's passion and insight into connectivity and instant-access gaming is incredibly refreshing and encouraging to us as a developers. It allows us the ability to create immersive titles that truly engage the player at all opportunities.
Jared Gerritzen, Zombie Studios Creative Studio Head
It's no secret PC gaming is and will be driving technical growth in the gaming industry, however the console "experience" is completely different and something we all can easily enjoy. With the PS4 announcement, the biggest thing I'm excited about is the evolved controller.
The addition of a touch screen can be a serious game changer, games can now expand out of the constraints of the set number of buttons and add swipes and other quick motions to add more depth in the gameplay and function of the game. I love the idea of the share button as well giving players even quicker access to show off games we all work so hard to make.
I have gotten my hands on the controller recently and I'm very happy to say the thumb sticks feel WAY better, and it was my biggest gripe about the PS3.

Monday, February 18, 2013

Update About HALO


BELLEVUE, Wash.--Halo, the multibillion-dollar-grossing video game franchise, set an incredibly high bar for its creator, Bungie, to meet with its next title.
"After Halo, a bunch of us thought, 'What comes next?'" Bungie co-founder Jason Jones told a group of journalists visiting Bungie's Bellevue, Wash., headquarters Wednesday.
Jones and Bungie's leadership, who sold the company to Microsoft in 2000 and then spun it out of the software giant in 2007, wanted to find a project worthy of the groundbreaking work in Halo. They wanted to come up with not just a new game, but a new model for gaming, something that could change the way gamers play.
Jones thinks Bungie's Destiny is exactly that. Destiny is something of a first-person shooter with bits of massively multiplayer online role-playing gaming mixed in. Bungie, which has kept mum about the title while gamer sites fulminated for the last two years about what it might be, is beginning to rev up the hype machine for its next title.
Eric Hirschberg, the chief executive of Activision, which will publish Destiny, said the game defied typical genres, giving it a new one -- "shared-world shooter." Even so, there are plenty of parallels with the Halo franchise, particularly that you're still shooting up aliens. Players guard the last city on Earth, while exploring the ruins of the solar system, moving from Mars to Venus, in order to defeat Earth's enemies.
One of the big differences this time is that the game is a persistent online universe, where players come across others, matched to their skills. They're encouraged to work together to rout evil, visit new worlds, and earn rewards.
"This is one of those areas (collaborating with strangers) where I was most skeptical," said Hirschberg, whose company has also published such franchises as Call of Duty and World of Warcraft.
But gamers don't have go through the awkward dance of hooking up in a lobby before setting out on their adventure. They naturally come across allies and, if Bungie and Activision succeed, feel entirely comfortable teaming up with complete strangers to set out on the next adventure. While Bungie didn't share how those interactions come about, it could be similar, perhaps, to the wildly popular indie title Journey for the Playstation 3, which did away with the premise of playing with your friends in favor of encountering others randomly.
Gamers also will be able to play solo. But Bungie Chief Operating Officer Pete Parsons said the goal for Bungie is to get gamers working together."
One thing gamers won't be able to do is play Destiny without an Internet connection, a bold move for the console gaming crowd that expects to be able to play offline. Even so, Activision has no plans to charge subscription fees to play the game. And while he wouldn't talk about a release day, Hirshberg told analysts on the company's earnings call earlier this month that the new Bungie game was not factored into the company's 2013 guidance, implying that the game won't likely arrive until 2014. It will be available on both the Xbox and Playstation platforms.
Bungie showed no game play during the presentation and gave little detail about how far along the development actually is. Instead, executives talked in sweeping themes about the new universe Bungie created, while highlighting production art, engineering details, and some of the music in its plans for its first post-Halo effort.
It's not just the first time Bungie has talked about the new game; it's really the first time Bungie has given a glimpse into its post-Microsoft life. Two years ago, the company moved from Kirkland, Wash., to an old movie theater and bowling alley in the Bellevue Galleria retail complex. It rebuilt the site, adding a theater, a fireplace, and a climbing wall. Bungie also added a motion-capture studio dubbed Spandex Palace, as well as a massive production floor where 280 of the companies 360 employees work on game development and design.
It's one of those new-age workplaces, where every desk has wheels, so that teams can be reconfigured on the fly as problems or opportunities emerge. The floor has a neon blue glow and is eerily quiet as the crew develops Destiny. Nothing on the floor is more than 6-feet high, so that everyone can see where the action is, where they might be needed. "This is a great space for making a great universe," Bungie's Parsons said.
There's little doubt, when you walk in the door at Bungie, that this is the company that Halo built. A giant Master Chief, the hero of that series, stands watch in the hallway. And a massive trophy case, brimful of awards for the Halo series, with a few other titles sprinkled in, greets every visitor.
The company is focused solely on Destiny now. The Halo franchise is now entirely handled by Microsoft Studios. And Bungie has cast its lot with Activision.
Last year, the Los Angeles Times dug out details of the deal with Activision from a legal dispute between the publisher and Call of Duty developers Jason West and Vincent Zampella. Activision's contract with Bungie, unsealed in that suit, calls for Bungie to develop four "sci-fantasy, action shooter games," under the code-name Destiny, released every other year, starting in the fall of 2013. The deal also called for Bungie to release four downloadable expansion packs every other year starting in the fall of 2014.
Under the terms of that contract, which may have been modified since it was unsealed, Bungie was to receive royalties of 20 percent to 35 percent of operating income from the game. Activision was also to pay Bungie $2.5 million a year in bonuses between 2010 and 2013 for meeting quality and budget milestones. And the deal called for Activision to pay Bungie $2.5 million if the first Destiny game scores 90 or higher on GameRankings.com.
The executives didn't address the unsealed contract, except for a few passing quips during a question and answer session. But there's little doubt that much is riding on Destiny for both companies.
And Bungie is putting its resources, much more considerable now with its Activision partnership, behind the new title. Its audio director, Marty O'Donnell, is working with Paul McCartney on the music for Destiny. O'Donnell played a few of the pieces recorded at Abbey Road Studios in London with a 106-piece orchestra and a choir of more than 40 singers.
O'Donnell, whose music is as responsible for the tone of Halo as the graphics and gameplay itself, gushed about collaborating with McCartney. Rather than dictate the way a piece should work, McCartney has shared ideas with O'Donnell and left it up to him how the final arrangements should work.

Saturday, February 16, 2013

PlayStation 4 to stream games in real time over Net


Sony's acquisition last year of cloud-gaming company Gaikai may be reflected in a big way in the upcoming PlayStation 4.
The Wall Street Journal is citing inside sources in reporting that Sony's new gaming console,expected to debut Wednesday at an event in Manhattan, will let people play games streamed in real time over the Internet.

Streaming could also help Sony go at least some way toward addressing the popularity of simple games on smartphones and other devices. As CNET's Rich Brown mentioned when Sony bought Gaikai, the acquired firm seemed to offer potential in terms of enabling higher-end mobile gaming: "Imagine playing a core PlayStation...[game] on your console, then picking the game up exactly where you left off on your cell phone or
 tablet," he wrote.The report says the streams will involve games designed for the outgoing console, thePlayStation 3. That could be an effort to deal with backward compatibility: last month the Journal reported that for the PS4, Sony would "likely" go with chips from AMD, rather than the Sony-IBM-Toshiba-developed Cell chip that's in the PS3 -- a move that could cause compatibility issues with current games. The new report from the WSJ says the PS4 will be able to accommodate new games stored on optical discs. It's not clear if new games would be streamed as well.
Sony announced the Gaikai deal in July of last year. The cloud service allows for the streaming of beefier games than those commonly played on iPhones and the like (Angry Birds, Fruit Ninja, and so on). Company co-founder David Perry told Blogger Gamer back in 2010 that the service was a bit like game arcades back in the day: "You wanted to play the latest machines, but they were $5,000 to $10,000. So you stuck your quarters in." Gaikai created data centers designed to run any modern-day game, at any settings, and then focused on piping streams to the end user.

Online game PLAY!

Games at Miniclip.com - Commando: Rush\
Hello gamers i just use to play games online i think these games are not that bad but id compare them with your console games. They are not in match in anythings whether it is graphics, quality or any other things. So i think we just try these games. I am sure that you will feel good after playing this game.

Blogger gamer

Blogger gamers
Games at Miniclip.com - Commando: Rush Commando: Rush
Commando is back! Rank up to unlock awesome weapons and all new quick fire missions.
Play this free game now!!

Wednesday, February 6, 2013

I-mac


All-new design. The desktop. In its most advanced form ever.

Creating the stunningly thin design of the new iMac took some equally stunning feats of technological innovation. We refined,re-imagined or re-engineered everything about it from the inside out. The result is an elegant all-in-one computer that’s as much a work of art as it is state of the art.

A big, bold display. Third-generation Intel quad-core processors and the latest NVIDIA graphics. Cutting-edge storage options. And much more. No desktop has ever brought so much to the table.

Huge, LED-backlit widescreen display. Easy on the eyes. Actually, phenomenal.

Innovations you can see.

You won’t want anything to distract you from what you’re viewing on these big, beautiful 21.5- and 27-inch displays. And nothing will, thanks to a new display design that reduces reflection by 75 per cent. In addition, because the LCD now sits right up against the glass, your content seems to leap off the screen. Learn more about the iMac design

75%Less reflection

IPS technology and LED backlighting.

The gorgeous iMac display looks great from any seat in the house. A technology called in-planeswitching (IPS) gives you a bright picture with excellent colour from nearly any angle. And LED backlighting offers instant-on, uniform brightness with no waiting. So you’re always ready to share that holiday slideshow with the family.

Vivid, true-to-life colour. Every time.

Everything you see on the big, glossy display — from skin tones and dark shadows to bright blue skies and green fields — is rich and vibrant. And the colours are more true to life too. That’s because every iMac display is individually colour-calibrated using state-of-the-art spectroradiometers to match colour standards recognised around the world.

The latest Intel processors. Four cores, infinite possibilities.

Powered by third-generation Intel Core processors, the new iMac is the fastest yet. Every model in the lineup comes as standard with a quad-core Intel Core i5 processor, starting at 2.7GHz and topping out at 3.2GHz. And at the Apple Online Store, you can configure your iMac with an even more powerful Intel Core i7 processor, up to 3.4GHz.

All-new NVIDIA graphics. Up to 60 per cent more powerful.

Across the line, the new iMac features advanced NVIDIA GeForce graphics processors built on the Kepler architecture, delivering up to 60 per cent greater performance for graphics-intensive tasks.1 You’ll see more frames per second in 3D games, and you can edit HD home videos with more speed and responsiveness than ever before.

Advanced storage options. Hard drive. Flash. Or the best of both.

Up to a 3TB hard drive.

Go ahead and take all the photos, buy all the music and shoot all the video you want. A 1TB hard drive comes as standard on the new iMac, with the option to upgrade to a massive 3TB drive2 — which is 50 per cent more storage than ever before offered on iMac.

Up to 768GB of flash storage.

For maximum performance, you can configure a 27-inch iMac with 768GB of flash storage instead of a traditional hard drive. Flash storage delivers up to three times the performance of a traditional drive3 — speed you’ll notice when you start up your iMac, launch an app or browse your photo library.

Introducing Fusion Drive.

The new iMac introduces a breakthrough storage option called Fusion Drive, which combines a high-capacity hard drive with high-performance flash storage. Fusion Drive automatically and intelligently manages your data so that frequently used apps, documents, photos and other files stay on the faster flash storage, while infrequently used items move to the hard drive. You’ll enjoy shorter boot times, and as the system learns how you work, you’ll experience faster application launches and quicker file access.

Ports and connections. The most advanced high-speed I/O.

Thunderbolt

Ultra-fast and ultra-flexible, the tiny Thunderbolt port offers unprecedented transfer speeds and incredibly versatile expansion capabilities. Connect high-performanceperipherals such as external drives, cameras, audio and video capture devices — even Mini DisplayPort displays for more screen real estate. All iMac models include two Thunderbolt ports, so you can create the ultimate do-anything desktop.

USB 3

Bring on your printer, digital camera, mobile phone and external hard drive. Every iMac comes with four USB 3 ports — with speeds up to 10 times faster than USB 2 — so you’ll have plenty of peripheral possibilities, including your iPhone or iPod, printer or Apple USB SuperDrive.

Wi-Fi and Bluetooth

The latest 802.11n wireless technology in iMac makes it effortless to connect to aWi-Fi network.4 Bluetooth 4.0 wireless technology is also built in, so you can use your favourite wireless accessories — such as the Apple Wireless Keyboard and Magic Mouse — straight out of the box.

Audio and visual. We’ve made things even more perfectly clear.

Higher-fidelity sound and a larger soundstage.

Even though the iMac enclosure is thinner than ever, the new built-inspeakers deliver higher-fidelity sound than before. So when you’re listening to that new album, watching the latest flick or playing your favourite action game, you’ll get immersive sound and a surprisingly wide soundstage.

Dual mics. Be heard loud and clear.

iMac has two built-in microphones that work together to home in on your voice and filter out the sounds around you. That means more accuracy when you’re using Dictation and better clarity during FaceTime video calls.

FaceTime HD camera forhigh-resolution video calls.

Get everyone in the picture with crisp, widescreen HD video. The built-in720p FaceTime HD camera lets you make video calls that are so clear, it seems like everyone’s in the same room. Make FaceTime calls from your iMac to any FaceTime-enabled Mac, iPhone, iPad or iPod touch.5

Wireless Magic Mouse or Magic Trackpad. Two ways to Multi-Touch.

Choose your perfect cable-free setup. Magic Mouse — which comes as standard with iMac — lets you perform simple gestures across its smooth, seamless top shell. Scroll in any direction with one finger, swipe through web pages and photos with two, and click and double-clickanywhere. To take advantage of all the Multi-Touch gestures that make OS X Mountain Lion so easy and intuitive to use, choose the Magic Trackpad option when you buy from the Apple Online Store. Designed with a touch-friendly all-glass surface, it’s the largest Multi-Touchtrackpad made by Apple. So there’s plenty of room for scrolling, swiping, pinching, rotating, and then some.