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Only 24 hours left to fund this Canterbury Tales boardgame.
You can see it here.
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You can see it here.
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John Abell issues a complaint about e-books — that they don’t possess the “reminding” capabilities that you get from your bookshelf. Interesting to think about games that way too as they move into digital formats: E-books don’t exist in your peripheral vision. They do not taunt you to finish what y
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The folks at Discover point to a heretofore under-appreciated sense in games: touch. Researchers at Disney announced something called the “Tactile Brush” that could simulate touch in film and games. I can’t see this making Dead Space anything but more terrifying: It has long been known that if two
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Some surprisingly intuitive evidence for the anti-crime potential of games: The University of Texas study looked at sales of violent video games around the country. It found that for every 10 percent increase in the number of violent games sold, the crime rate dropped by 1 percent. The study’s autho
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PC World takes a look at a couple studies that suggest games may have positive benefits in the workplace. We’ve heard similar things about education — that games create “systems-based” thinking. That is, you’re apply a spread of skills when you play games and that may have implications for real-li
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Mainstream videogame news can be tough to keep abreast of. Here’s some help: –Peter Molyneux laments his Fable E3 presentation. -Sega exec predicts Wii U launch for spring/summer ‘12. – A peek at Zelda tribute level in Super Mario 3DS. -Assassin’s Creed: Revelations teaser trailer takes a turn for t
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PAUSE: A street art dog should get some Minecraft love. [Via]
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The Times has a lovely obit written by Luke DuBois for Max Matthews, the arch-father of computer music: When Max died in April at the age of 84 he left a world where the idea that computers make sound is noncontroversial; even banal. In 2011, musicians make their recordings using digital audio work
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A videogame in development can be used by speech therapists in their rehabilitation work. It’s developed by Algoma Games for Health. Read about it here.
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Not much else to say about this. The study conducted by MocoSpace found gender and time spent playing to be somewhat equal. But: However, it’s the virtual goods sales that show a major difference. 69 percent of men buy virtual goods, while only 31 percent of women do. In fact, MocoSpace found that 9