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What Studies on Video Games and Children Say?

Category : Kids Video Games, Studies on Kids Video Games

Video games have always been a concern to parents since children become quickly addicted to playing video games for hours together. Through time, technology of gaming has advanced with great entertainment and graphics that kids cannot get enough and this has gotten parents very troubled about their effects on kids. There have been a number of studies on video games and children trying to determine the different influences.

Child psychologists, doctors and professors from different parts of the world have studied the critical effects of video games on kids. There have been a number of reports and studies with different views on video games and children. Experts have come out with both positive and negative aspects of playing video games.

Studies of positive effects on children while playing video games:

  1. Video games have proven to be educational and fun at the same time. There are different games developed with care for different age groups. The learning process accelerates when kids have fun and are more inclined to retain the facts and skills that they learn while playing video games.

 

  1. It has been found in a particular study that the physical structure of a child’s brain in its growth years change with every influential activity including playing video games. It was seen that children of all ages learn from charactorial behaviors in games.

 

Games that have story lines of characters that help and solve problems tend to instill the nature of the character into the child. Kids are now following their favorite characters and behaving like they would.

 

  1. Another study worked on understanding the connection between video games and children on a long term bases. The exposure to pro social video games has helped many kids learn to be more understanding and correlate to the problems of others.

 

  1. Various skills like logical, reasoning, hand-eye coordination, strategic thinking, problem solving, quick reflexes have been known to be developed faster on kids who play video games than on kids who do not.

Studies of negative effects on children while playing video games:

  1. Studies of video games and children have shown many negative qualities, most of which influence kids with violent behavior. There were a number of cases that show kids being aggressive, harmful and hostile towards their peers and parents. Though the extent of the influence depends on the personality of the child.

 

  1. Another study of video games and children has shown that younger children have begun to play games that are not relevant to their age and understanding. Games that involve violent actions like shooting and killing must be played by children who understand the difference between video games and reality.

Studies of video games and children will keep continuing because as time passes, technology and gaming change the same way as their influence on children. Understanding the connection of fun and games with kids at the same time, knowing exactly what needs to be done to keep them in line is not an easy task. But with the right methods, everything good can be possible.

 

FEATURE: #9

Category : Marios Bros

The “new” in New Super Mario Bros. Wii is highly debatable. Much like its predecessor on the DS, this game stands solely on Mario’s legacy, a kind of “best of” amalgamation of everything that made the old-school platformers great. These qualities also represent what’s so good about NSMB Wii: it’s freaking Mario.

The game’s story goes that Princess Peach is celebrating her birthday when she’s presented with a gigantic cake topped with bizarre and oddly familiar icing decorations. Out from the dubious dessert erupts an evil kidnapping at the hands of Bowser Jr., everyone’s favourite little Koopa brat copycat. What nobody expected, however, was the addition of the Koopalings, Bowser’s other seven kids, who hadn’t been seen in a proper Mario game in almost 20 years. After Peach’s abduction, the Mario brothers and two Toads from her castle race to her aid, though not before helping themselves to two of her birthday presents: a huge supply of… propeller hats and penguin costumes? That must have been a wild party they had planned for her…


The foundation of New Super Mario Bros. Wii’s gameplay is standard fare for the series: stomping enemies, hitting question mark blocks, collecting coins and items, smashing bricks, jumping down plumbing pipes, and searching for secrets. The mechanics are so well known by this day and age it’s a wonder they don’t teach this stuff in preschool. Mushrooms make you big. Flowers let you throw fireballs. Collect 100 coins and you get a 1-up. A sparkly star turns you into a crazed rainbow being of pure death to everything that stands in your way.

Notably new to the formula here, though, is the odd and unexpected way the world works. As you race through levels, you see large chunks of landscape twisting, spinning, flipping, rising, and falling. Coins and blocks may fly overhead in an arc, giving you minimal time to react and hit them as they pass. You might come across a series of block platforms that swing and bob in time with the music, making for tricky platforming hazards. It’s not uncommon, particularly near the start of the game, to find large, globe-like platforms that spin endlessly, propelling enemies that step onto them towards you. The sudden movements of a stage can surprise, and it’s this randomness that makes the game leap ahead of the previous 2D Mario titles.
 
New Super Mario Bros. Wii also operates on a much grander scale than any other 2D Mario game. The camera dynamically pans in and out depending on how much open stage there is on which it can focus, and the scope of the levels can be daunting. My favourite new enemy only appears in one stage—the King Bill, a monstrous Bullet Bill with a demonic grin that takes up over half the screen and slowly crushes everything in its path.

Of course, plenty of classic Mario elements make a return, to great effect. Shaking the Wii Remote sends Mario into a spin jump similar to that of Super Mario World. You could use this move to unearth hidden coins from the background scenery, but in NSMB Wii you can also perform the spin in mid-air to give yourself a fraction more hang time. It’s not much, but when used strategically it can mean the difference between life and death.
Yoshi also makes a welcome return to 2D Mario glory, ferrying Mario on his back, gobbling up enemies and berries just like the olden days, and producing his classic sound effect—no more horrible squeaky voice from Yoshi’s Story!
Enemies new and old parade towards you while cheerfully stopping to dance in time with the music. You’re under constant attack by everything from series staples like Goombas and Koopas and more obscure, classic creatures like the Fire Bros, Spike Tops, and Mecha-Koopas.
Every type of classic stage you’ve come to expect in the series (plains, caves, oceans, castles, volcanoes, jungles, deserts, and more) is present in NSMB Wii. Bowser’s airships from Super Mario Bros. 3 also make a triumphant return, complete with all the tricks and traps they had in the past.

Three new items debut in NSMB Wii. The aforementioned Propeller Mushroom provides a flight suit with a copter helmet, allowing you to spin into the air and gently glide back down to earth. Leaping off a cliff and using the propeller to zip back into the air becomes a useful strategy, and lets you scoop up out-of-reach coins hanging precariously over bottomless pits. The (quite literally) polar opposite of the Fire Flower, the Ice Flower, gives Mario and company the ability to throw balls of ice. These frozen spheres move slower than fireballs and break after just one bounce, but can encase almost any enemy in a square block of solid ice, which makes a handy platform to reach high areas. You can also pick up and slide any frozen enemy along the ground, causing them to take out other foes until they hit a wall. The Penguin Suit imparts all the benefits of the Ice Flower, but also improves your traction when running on ice and greatly improves your swimming ability. You can also hop onto your belly while wearing this suit to skim along the surface of ice or water.

A big selling point for NSMB Wii is its four-player co-op, which allows your buddies to join in the fray and help out, or get in each other’s way in a competitive craze. Players can bounce off each others’ heads, or pick up and carry each other as they scramble around the screen racing for items and coins. Players can use Mario, Luigi and two Toads; the game might have benefited from the inclusion of some of Mario’s rich backlog of characters instead of the Toads—why not Wario and Waluigi, Peach or Daisy, or even a Pianta from Super Mario Sunshine? Nonetheless, each player has an identical move set and jumping height, making things balance out nicely, and getting a full group of four players is a recipe for a hectic and crazy scenario.

The release of NSMB Wii also marked Nintendo’s first implementation of the Super Guide, a help system for players struggling with the game’s challenges. If you die continuously in the same stage, a green exclamation point block appears at the starting point. Hitting it block calls Luigi, who proceeds through the level in a bare-bones run through that avoids the elusive Star Coins and ignores secrets. The player can hit the plus button and resume control at any time during this automated walkthrough, allowing less-skilled players to proceed through the game and learn the ropes. Nintendo has since adopted the feature for many of its first-party titles, but it remains an unobtrusive option for those who don’t want its service.

For a fan of Mario, Nintendo, or even just 2D platformers in general, this game stands as one of the Wii’s best, and can’t come with more of a recommendation. It’s wholesome family fun at its finest, with superb level design, tight controls, and enough challenge for even veterans of the series to whittle away their supply of lives trying to track down every last secret.

Nintendo fanatic mashes ‘Mario’ and ‘Zelda’ with ‘Risk’ in board game homage

Category : Wii

There’s no better way to re-experience the worlds of retro Nintendo games than by taking them over — and thankfully one fan is working to make that a reality. The fan made creation is a custom version of Risk, where the real-world countries have been replaced with places like Hyrule from The Legend of Zelda series and Dinosaur Land from Super Mario World. It’s quite detailed with six continents to take over (as well as a few air-based locations) and according to its creator it took seven years and three iterations to get to this point. Unfortunately, there are no plans to share this with Nintendo fans the world over, at least right now. “It’s not that I don’t want the rest of the world to enjoy my game,” the creator says, “but I’m concerned about legal ramifications.”

The Most Legendary ‘Legend of Zelda’ Game Yet: A Link in the Living Room

Category : Wii

Kyle Cupp is a freelance writer who blogs about culture, philosophy, politics, postmodernism, and religion. He is a contributor to the group Catholic blog Vox Nova. Kyle lives with his wife, son, and daughter in North Texas. Follow him on Facebook and Twitter.

Super Mario Wii U: Our wishlist for Nintendo’s biggest series

Category : Marios Bros

This article originally appeared in Nintendo Gamer magazine.

In Super Mario Galaxy, Mario knew exactly where he was going. Space, the final frontier, and the only place there was physical room to accommodate the breadth of Nintendo’s imagination. Look at the plumber gracing NGamer issue one and he’s almost unrecognisable by today’s standards: there’s a look of steely determination in his eyes, the grit of a true platforming pioneer. What happened to that guy?

Click to view larger image

Now, off the back of New Super Mario Bros. 2 But the glint is gone. His eyes have the safe glaze of a cuddly Pixar protagonist. This is the Mario Nintendo splash all over merchandise; the Mario your granny likes; the Mario who lowered himself to share three games with his mortal enemy, Sonic the Hedgehog. The Mario from issue one? He’d puke his guts up if he had to spend one minute with Sega’s obnoxious rodent.

Somewhere in eighty issues, something changed. Can we chalk it up to fatigue? Six new games in as many years is going to knacker any platforming hero, especially one who refuses to wear proper running shoes. Painful stuff: ankles like concertinas. Or is the number of games symptomatic of a bigger problem? Is Mario’s prolific output evidence of a hero who doesn’t know where he’s going; and whose only choice is to try every direction at once?

Click to view larger image

MONEY MATTERS

The identity crisis began after Super Mario Galaxy; specifically, after Super Mario Galaxy failed to sell 30 million copies. It sold a respectable 10.68 million, only a third of what New Super Mario Bros has shifted to date. Nintendo is – like so many businesses – run on money, and it doesn’t take Robert Peston to work out that ideas that make more money are going to be the ideas favoured going forwards. But what if that money-making idea is the opposite of what you’ve strived for?

Mario, the poster child for innovation, sells better when he repeats past victories…

This is the Mario dilemma in a nutshell: Mario, the poster child for uninhibited innovation, sells better when he repeats past victories. Ouch. Surely that’s frustrating? While Nintendo would never publicly declare such failings, there’s a detectable undercurrent of disappointment in Super Mario 3D Land’s Iwata Asks interview. When Miyamoto jokingly implores fans of 2D Mario to give the 3D adventure a go, the following (laughs) is better read as (laughs through gritted teeth). That whole interview concerns an attempt to create an introduction to 3D platforming written in the language of a 2D game. Everything from the 2D iconography – the bricks, the flagpole, the little/big Mario health system – to the (largely) parallel-tracking camera, is designed to tempt old fans from the 2D shallows to the three-dimensional deep end. Hey, it’s marginally subtler than the DVD that came with Super Mario Galaxy 2, ‘How to play Mario if you’re a mum with no 3D spatial awareness’.

Click to view larger image

As such, 2D Mario’s future isn’t hard to predict. New Super Mario Bros hit the jackpot and, if the success of the Wii sequel is anything to go by, will continue to do so. There’s a reason it’s this slightly unambitious side-scroller that launches alongside Wii U, and not a risky 3D outing. To their credit, Nintendo promise not to milk the ‘New’ series, with Iwata telling Kotaku in a recent interview “we only create one per platform.”

Super Mario 3D Land, Mario Kart 7 on eShop

Category : Marios Bros

A look into the European CDN server where Nintendo hosts their downloadable eShop titles hints at some interesting uploads, the data files for Super Mario 3D Land and Mario Kart 7. 

The discovery was made by an avid server scout who posts the specifics here.
The files for Super Mario 3D Land were uploaded to the server on August 21, while Mario Kart 7 was added on August 30, though neither have been confirmed for an eShop release at this stage.

Judging by the evidence on hand it seems that these two titles will be made available for digital download at some point in the near future, with perhaps older titles coming later. Of course, we have no word on pricing at this stage, or if regions outside Europe will have this service made available.

New ‘Nintendo Land’ games, ‘Metroid Blast’ and ‘Balloon Trip Breeze’ detailed

Category : Wii

Examiner.com is the inside source for everything local. We are powered by Examiners, the largest pool of passionate contributors in the world.

Examiners provide unique and original content to enhance life in your local city wherever that may be. Examiners come from all walks of life and contribute original content to entertain, inform, and inspire.

New ‘Nintendo Land’ games, ‘Metroid Blast’ and ‘Balloon Trip Breeze’ detailed

Category : Wii

Examiner.com is the inside source for everything local. We are powered by Examiners, the largest pool of passionate contributors in the world.

Examiners provide unique and original content to enhance life in your local city wherever that may be. Examiners come from all walks of life and contribute original content to entertain, inform, and inspire.

The Secret World of Video Game Speedrunners

Category : Wii

The Legend of Zelda: Ocarina of Time is an epic game; it takes hours to explore dungeons, travel through time and fight giant monsters. Released in 1998, it’s the first Legend of Zelda game to breach the third dimension, and it was meant to take players hours or days to complete on their Nintendo 64.

Or, you could beat the whole thing in 21 minutes and 45 seconds.

This is known as a speedrun. Talented players use their skills, days of practice and known glitches to get the fastest possible time in games that were never intended for quick play. This isn’t about appreciating the game for the story or the graphics, but about exploiting development holes for players to burn through.

In the past, there wasn’t a way to prove the glitches weren’t just something added by the players to get a faster time. But thanks to services like uStream and Twitch.TV, speedruns are broadcast for thousands to enjoy and scrutinize.

“Back in the beginning, nobody streamed speed runs ever. It’s so entertaining to see what steps people take and how they get to their goal,” says Cosmo Wright, who started SpeedRunsLive, a site that features gamers livestreaming their attempts at faster times.

Wright, 23, says he first got interested in speedrunning by playing GoldenEye on his Nintendo 64. That game featured multiplayer modes that could only be unlocked with fast times in the single player campaign. Wright says he’d unlock the achievement, then go back for an even better time. A few years later, he was drawn in to watching speedruns of The Legend of Zelda: Ocarina of Time.

Wright says games from the Nintendo 64 era are great for speedrunning because the early days of 3D level design were fraught with glitches that savvy players could exploit. In speedrunning circles, it’s known as finding a “sequence break” — a glitch that allows them to reach the end of the game without completing previous objectives.

Examples of this exist in Super Mario 64, where by executing a certain backwards jump, a player can break the game and access areas that would normally require a certain number of stars to unlock. There are speedruns where players completed Super Mario 64 without collecting any stars, though it’s done with special software that allows them to exploit these glitches to the fullest. While the tools are frowned on by traditional speedrunners, it’s a good example of what breaks in the game can lead to.

Even more examples of sequence breaking are available in Ocarina of Time. The biggest exploit was uncovered earlier this year; it allows Link to enter the final level of the game shortly after beating its first boss, meaning a speedrunner can beat Ocarina of Time in a little more than 20 minutes. (The whole video of this run can be found in the gallery below.)

Ocarina of Time is the speedrunner gateway drug for many because there are a number of paths, and runners would make up different challenges based on the menu of glitches available. Wright says that in 2009, he and some friends created an IRC bot that would spit out random objectives for speedrunners, and they would race for the best times. Eventually this became so popular that “our method of storing times in a text file became too difficult, so I said ‘we probably should get a website up for this.’”

Speedrunning and Streaming: BFFs

SpeedRunsLive is now a gathering place for speedrunners to watch others, compare times and set up races. It couldn’t be successful without the streaming technologies behind it; until the rise of services like uStream, players had no way to really watch each other. Twitch has made it even easier, with its easily embeddable stream and chat. While there is still some technology players must purchase to stream, such as tv tuner cards, Twitch has made it easier for communities to form around these websites, and for superstar speedrunners to emerge.

Michael Sigler, better known as Siglemic, is one of the most well-known speedrunners on TwitchTV. His runs attract thousands of viewers, and it’s enough success for him to support himself entirely on the ad revenue he earns from TwitchTV. He holds the world record for his 120-star run on Super Mario 64, at 1:44:52. Despite holding the record, he plans to continue on the same game.

“I feel like I can still shave another minute off my time,” says Sigler, who has been working on Super Mario 64 for more than two years. He broadcasts his daily training on his Twitch channel and keeps a running dialog with his fanatic viewers, who have turned his skills into several memes.

If you want to see Sigler’s impressive speedruns, along with a few more great ones curated by Cosmo Wright, check out the gallery below.


http://6.mshcdn.com/wp-content/gallery/awesome-gaming-speed-runs/de0p2-GsfOA.jpg

This is my speedrun of The Wind Waker in 5:21:08, done by Cosmo Wright.

It is played in one sitting, with English text, and uses the Tingle Tuner. As of this upload, it is the current record.


http://8.mshcdn.com/wp-content/gallery/awesome-gaming-speed-runs/PaUCFrW_mEE.jpg

This speedrun utilizes a glitch where a player can warp from the first boss chamber directly to the final boss fight of the game. This glitch was discovered in April 2012, and allowed for a very fast time for game completion. This is the current world record holding run for the game, and the commentary also explains some of the details of how it was achieved.


http://4.mshcdn.com/wp-content/gallery/awesome-gaming-speed-runs/q1cfJ9WOptg.jpg

Cosmo says: “This game is already insanely hard, and these strategies are pushing it to near human limit.”


http://5.mshcdn.com/wp-content/gallery/awesome-gaming-speed-runs/PDhsLwrWDDU.jpg

Cosmo says: “romscout is incredibly fast, without a turbo controller. Performs a lot of difficult skips.”

This is the world record as of 2/20/2012.


http://6.mshcdn.com/wp-content/gallery/awesome-gaming-speed-runs/yU8C4px6zXc.jpg

Siglemic, aka Michael Sigler, getting the world record for a 70-star run in Super Mario 64


http://9.mshcdn.com/wp-content/gallery/awesome-gaming-speed-runs/lXk8eR4FoQw.jpg

Siglemic, aka Michael Sigler, getting the world record for a 120-star run in Super Mario 64

View As One Page »

The Secret World of Video Game Speedrunners

Category : Wii

The Legend of Zelda: Ocarina of Time is an epic game; it takes hours to explore dungeons, travel through time and fight giant monsters. Released in 1998, it’s the first Legend of Zelda game to breach the third dimension, and it was meant to take players hours or days to complete on their Nintendo 64.

Or, you could beat the whole thing in 21 minutes and 45 seconds.

This is known as a speedrun. Talented players use their skills, days of practice and known glitches to get the fastest possible time in games that were never intended for quick play. This isn’t about appreciating the game for the story or the graphics, but about exploiting development holes for players to burn through.

In the past, there wasn’t a way to prove the glitches weren’t just something added by the players to get a faster time. But thanks to services like uStream and Twitch.TV, speedruns are broadcast for thousands to enjoy and scrutinize.

“Back in the beginning, nobody streamed speed runs ever. It’s so entertaining to see what steps people take and how they get to their goal,” says Cosmo Wright, who started SpeedRunsLive, a site that features gamers livestreaming their attempts at faster times.

Wright, 23, says he first got interested in speedrunning by playing GoldenEye on his Nintendo 64. That game featured multiplayer modes that could only be unlocked with fast times in the single player campaign. Wright says he’d unlock the achievement, then go back for an even better time. A few years later, he was drawn in to watching speedruns of The Legend of Zelda: Ocarina of Time.

Wright says games from the Nintendo 64 era are great for speedrunning because the early days of 3D level design were fraught with glitches that savvy players could exploit. In speedrunning circles, it’s known as finding a “sequence break” — a glitch that allows them to reach the end of the game without completing previous objectives.

Examples of this exist in Super Mario 64, where by executing a certain backwards jump, a player can break the game and access areas that would normally require a certain number of stars to unlock. There are speedruns where players completed Super Mario 64 without collecting any stars, though it’s done with special software that allows them to exploit these glitches to the fullest. While the tools are frowned on by traditional speedrunners, it’s a good example of what breaks in the game can lead to.

Even more examples of sequence breaking are available in Ocarina of Time. The biggest exploit was uncovered earlier this year; it allows Link to enter the final level of the game shortly after beating its first boss, meaning a speedrunner can beat Ocarina of Time in a little more than 20 minutes. (The whole video of this run can be found in the gallery below.)

Ocarina of Time is the speedrunner gateway drug for many because there are a number of paths, and runners would make up different challenges based on the menu of glitches available. Wright says that in 2009, he and some friends created an IRC bot that would spit out random objectives for speedrunners, and they would race for the best times. Eventually this became so popular that “our method of storing times in a text file became too difficult, so I said ‘we probably should get a website up for this.’”

Speedrunning and Streaming: BFFs

SpeedRunsLive is now a gathering place for speedrunners to watch others, compare times and set up races. It couldn’t be successful without the streaming technologies behind it; until the rise of services like uStream, players had no way to really watch each other. Twitch has made it even easier, with its easily embeddable stream and chat. While there is still some technology players must purchase to stream, such as tv tuner cards, Twitch has made it easier for communities to form around these websites, and for superstar speedrunners to emerge.

Michael Sigler, better known as Siglemic, is one of the most well-known speedrunners on TwitchTV. His runs attract thousands of viewers, and it’s enough success for him to support himself entirely on the ad revenue he earns from TwitchTV. He holds the world record for his 120-star run on Super Mario 64, at 1:44:52. Despite holding the record, he plans to continue on the same game.

“I feel like I can still shave another minute off my time,” says Sigler, who has been working on Super Mario 64 for more than two years. He broadcasts his daily training on his Twitch channel and keeps a running dialog with his fanatic viewers, who have turned his skills into several memes.

If you want to see Sigler’s impressive speedruns, along with a few more great ones curated by Cosmo Wright, check out the gallery below.


http://6.mshcdn.com/wp-content/gallery/awesome-gaming-speed-runs/de0p2-GsfOA.jpg

This is my speedrun of The Wind Waker in 5:21:08, done by Cosmo Wright.

It is played in one sitting, with English text, and uses the Tingle Tuner. As of this upload, it is the current record.


http://8.mshcdn.com/wp-content/gallery/awesome-gaming-speed-runs/PaUCFrW_mEE.jpg

This speedrun utilizes a glitch where a player can warp from the first boss chamber directly to the final boss fight of the game. This glitch was discovered in April 2012, and allowed for a very fast time for game completion. This is the current world record holding run for the game, and the commentary also explains some of the details of how it was achieved.


http://4.mshcdn.com/wp-content/gallery/awesome-gaming-speed-runs/q1cfJ9WOptg.jpg

Cosmo says: “This game is already insanely hard, and these strategies are pushing it to near human limit.”


http://5.mshcdn.com/wp-content/gallery/awesome-gaming-speed-runs/PDhsLwrWDDU.jpg

Cosmo says: “romscout is incredibly fast, without a turbo controller. Performs a lot of difficult skips.”

This is the world record as of 2/20/2012.


http://6.mshcdn.com/wp-content/gallery/awesome-gaming-speed-runs/yU8C4px6zXc.jpg

Siglemic, aka Michael Sigler, getting the world record for a 70-star run in Super Mario 64


http://9.mshcdn.com/wp-content/gallery/awesome-gaming-speed-runs/lXk8eR4FoQw.jpg

Siglemic, aka Michael Sigler, getting the world record for a 120-star run in Super Mario 64

View As One Page »