World of Warcraft composer forms video game tribute band


The lead composer on World of Warcraft announced his video game tribute band Critical Hit today, along with the band’s debut album, which includes covers of the main themes from Tetris, Pokémon, Halo 2 and Metal Gear Solid 2.

Jason Hayes is an in-house composer for Blizzard Entertainment. He has contributed to the soundtracks of video games like Dota 2, StarCraft, Warcraft 3, Diablo 2 and Counter-Strike: Global Offensive. For Critical Hit, he brings together professional violinists, guitarists, pianists, flautists and percussionists to perform original arrangements from some of the world’s most well-known video games.

The band’s debut album, Critical Hit: Volume One, is now available for pre-order for $14.99. Hayes will sign copies of the album that are pre-ordered between now and Oct. 31.

Critical Hit will perform its first live show on Nov. 9 at BlizzCon at the Anaheim Convention Center. The performance will take place during the convention’s Sound Panel.

 

[source]


 

When Gaming Is Good for You


Hours of Intense Play Change the Adult Brain; Better Multitasking, Decision-Making and Even Creativity.

Videogames can change a person’s brain and, as researchers are finding, often that change is for the better.

Love them or hate them, online videogames are a treasure trove for researchers who are studying how all those keyboard taps, mouse clicks and joystick moves may affect behavior, perception and even cognitive skills. WSJ’s Robert Lee Hotz reports.

A growing body of university research suggests that gaming improves creativity, decision-making and perception. The specific benefits are wide ranging, from improved hand-eye coordination in surgeons to vision changes that boost night driving ability.

People who played action-based video and computer games made decisions 25% faster than others without sacrificing accuracy, according to a study. Indeed, the most adept gamers can make choices and act on them up to six times a second—four times faster than most people, other researchers found. Moreover, practiced game players can pay attention to more than six things at once without getting confused, compared with the four that someone can normally keep in mind, said University of Rochester researchers. The studies were conducted independently of the companies that sell video and computer games.

(clockwise from top left) Rockstar Games; Take -Two; Blizzard Entertainment; Activision; Electronic Arts; Blizzard Entertainment; Eli Meir Kaplan for the Wall Street Journal (cyclist)

Scientists also found that women—who make up about 42% of computer and videogame players—were better able to mentally manipulate 3D objects, a skill at which men are generally more adept. Most studies looked at adults rather than children.

Electronic gameplay has its downside. Brain scans show that violent videogames can alter brain function in healthy young men after just a week of play, depressing activity among regions associated with emotional control, researchers at Indiana University recently reported. Other studies have found an association between compulsive gaming and being overweight, introverted and prone to depression. The studies didn’t compare the benefits of gaming with such downsides.

The violent action games that often worry parents most had the strongest beneficial effect on the brain. “These are not the games you would think are mind-enhancing,” said cognitive neuroscientist Daphne Bavelier, who studies the effect of action games at Switzerland’s University of Geneva and the University of Rochester in New York.

Different Games’ Effects on Your Brain

Blizzard Entertainment

Learn how different games do different things to your brain

Computer gaming has become a $25 billion-a year entertainment business behemoth since the first coin-operated commercial videogames hit the market 41 years ago. In 2010, gaming companies sold 257 million video and computer games, according to figures compiled by the industry’s trade group, the Entertainment Software Association.

For scientists, the industry unintentionally launched a mass experiment in the neurobiology of learning. Millions of people have immersed themselves in the interactive reward conditioning of electronic game play, from Tetris, Angry Birds, and Farmville, to shooter games and multiplayer, role-playing fantasies such as League of Legend, which has been played 1 billion times or so in the two years since it was introduced.

“Videogames change your brain,” said University of Wisconsin psychologist C. Shawn Green, who studies how electronic games affect abilities. So does learning to read, playing the piano, or navigating the streets of London, which have all been shown to change the brain’s physical structure. The powerful combination of concentration and rewarding surges of neurotransmitters like dopamine strengthen neural circuits in much the same the way that exercise builds muscles. But “games definitely hit the reward system in a way that not all activities do,” he said.

“There has been a lot of attention wasted in figuring out whether these things turn us into killing machines,” said computational analyst Joshua Lewis at the University of California in San Diego, who studied 2,000 computer game players. “Not enough attention has been paid to the unique and interesting features that videogames have outside of the violence.”

Broadly speaking, today’s average gamer is 34 years old and has been playing electronic games for 12 years, often up to 18 hours a week. By one analyst’s calculation, the 11 million or so registered users of the online role-playing fantasy World of Warcraft collectively have spent as much time playing the game since its introduction in 2004 as humanity spent evolving as a species—about 50 billion hours of game time, which adds up to about 5.9 million years.

[BRAINGAMEJUMP]

Games People Play

Top five video games in 2010 (by units sold)

1. Call of Duty: Black Ops

2. Madden NFL 11

3. Halo: Reach

4. New Super Mario Bros.

5. Red Dead Redemption

Top five computer games in 2010 (by units sold)

1. Starcraft II: Wings of Liberty

2. World of Warcraft: Cataclysm Expansion Pack

3. The Sims 3

4. World of Warcraft: Wrath of the Lich King Expansion Pack

5. Civilization V

Source: Entertainment Software Association, NPD Group

With people playing so many hundreds, if not thousands, of different games, though, university researchers have been hard-pressed to pinpoint the lasting effects on cognition and behavior.

Blizzard Entertainment Inc. in Irvine, Calif., which sells World of Warcraft, StarCraft II and other popular games, did not respond to queries about whether the company supports gaming research or conducts its own studies. Neither did RiotGames Inc. in Santa Monica, which markets League of Legends.

The vast majority of the research did not directly compare gaming with hours of other intense, mental activities such as solving math equations. Almost any computer game appears to boost a child’s creativity, researchers at Michigan State University’s Children and Technology Project reported in November.

A three-year study of 491 middle school students found that the more children played computer games the higher their scores on a standardized test of creativity—regardless of race, gender, or the kind of game played. The researchers ranked students on a widely used measure called the Torrance Test of Creativity, which involves such tasks as drawing an “interesting and exciting” picture from a curved shape on a sheet of paper, giving the picture a title, and then writing a story about it. The results were ranked by seven researchers for originality, length, and complexity on a standardized three-point scale for each factor, along with detailed questionnaires.

In contrast, using cellphones, the Internet, or computers for other purposes had no effect on creativity, they said.

Several new studies shed new light on how videogames affect the brain and behavior — and it’s not necessarily for the worse. A new study suggests videogames boost creativity in children and offer other neural benefits. Lee Hotz has details on Lunch Break.

“Much to my surprise, it didn’t matter whether you were playing aggressive games or sport games, not a bit,” said psychologist Linda Jackson, who led the federally funded study of 491 boys and girls at 20 Michigan schools.

Even so, researchers have yet to create educational software as engaging as most action games. Without such intense involvement, neural circuits won’t change, they believe. “It happens that all the games that have the good learning effect happen to be violent. We don’t know whether the violence is important or not,” said Dr. Bavelier. “We hope not.”

Until recently, most researchers studied the effects of gaming on small groups of volunteers, who learned to play under laboratory conditions. Some scientists now are turning the commercial games themselves into laboratories of learning.

In the largest public study of electronic gaming so far, Mark Blair at Simon Fraser University in Vancouver, British Columbia, is analyzing the behavior of 150,000 people who play the popular online game called StarCraft II, pulling together more than 1.5 billion data points of perception, attention, movement and second-by-second decision-making.

By analyzing so much game play, he hopes to learn how people become experts in an online world. That may shed light on how new knowledge and experience can become second nature, integrated into the way we react to the world around us.

 

[source]

Activision Blizzard goes independent as Kotick leads $8.2 billion buyout


Kotick and Kelly form separate investment group with Tencent as publisher also buys shares

Activision Blizzard goes independent as Kotick leads $8.2 billion buyout

Activision Blizzard is to become an independent company as CEO Bobby Kotick leads an investor buyout from Vivendi worth $8.2 billion.

The publisher of World of Warcraft and Call of Duty will buy 439 million shares from Vivendi for $5.83 billion. In addition, an investment group led by Kotick and co-chairman Brian Kelly, will purchase 172 million shares worth $2.34 billion.

With Vivendi no longer a major stakeholder, Activision Blizzard becomes an independent company led by Kotick and Kelly, whose investment group also includes Chinese operator Tencent, Davis Advisors and Leonard Green & Partners.

“These transactions together represent a tremendous opportunity for Activision Blizzard and all its shareholders, including Vivendi,” said Kotick.

“We should emerge even stronger-an independent company with a best-in-class franchise portfolio and the focus and flexibility to drive long-term shareholder value and expand our leadership position as one of the world’s most important entertainment companies. The transactions announced today will allow us to take advantage of attractive financing markets while still retaining more than $3 billion cash on hand to preserve financial stability.”

Kotick added, “Our successful combination with Blizzard Entertainment five years ago brought together some of the best creative and business talent in the industry and some of the most beloved entertainment franchises in the world, including Call of Duty and World of Warcraft. Since that time, we have generated over $5.4 billion in operating cash flow and returned more than $4 billion of that to shareholders via buybacks and dividends. We are grateful for Vivendi’s partnership through this period, and we look forward to their continued support.”

Kotick’s investment group will hold around 24.9 per cent of the company, with Kotick and Kelly investing $100 million combined of their own cash. Vivendi will continue to hold around 12 per cent of shares.

 

[source]

Blizzard hits PS3 and PS4 with Diablo III


Blizzard’s dungeon crawler is coming to PS3 and PS4

Diablo III

If you weren’t one of the 12 million who have already picked up Diablo III for PC, you’re in luck. At Sony’s press event tonight, Blizzard Entertainment announced a “strategic partnership” with Sony to bring Diablo III to PlayStation 3 and the upcoming PlayStation 4.

Blizzard senior vice president of story and franchise development Chris Metzen revealed the game, saying that it was already running on the PlayStation 3 and “looks great”. No in-game footage was shown.

Diablo III for consoles will include a four-player co-op mode for online and offline multiplayer. The game’s user interface has also been revamped for its move to the PlayStation 4.

Diablo III will have a full debut at PAX East this March.

 

[source]

NY attorney general purges another 2,100 sex offenders from online gaming


Eric Schneiderman secures participation of NCsoft, Gaia Online, THQ and Funcom in “Operation Game Over”

NY attorney general

The office of New York Attorney General Eric T. Schneiderman has announced an expansion of its “Operation Game Over” initiative today, with gaming companies such as THQ, Gaia Online, NCsoft and Funcom helping to further cleanse online environments from the threat of sexual predators. Over 2,100 additional accounts of registered sex offenders were purged from online gaming platforms recently, which follows an earlier sweep that helped purge more than 3,500 accounts of registered sex offenders with the participation of Microsoft, Apple, Blizzard Entertainment, Electronic Arts, Disney Interactive Media Group, Warner Bros and Sony.

The way it works in New York is that under the state’s Electronic Securing and Targeting of Online Predators Act (e-STOP) law, convicted sex offenders must register all of their e-mail addresses, screen names, and other Internet identifiers. That information can then be provided to websites and online game providers so they can remove the potential predators. Schneiderman’s office noted that Operation: Game Over is the first time e-STOP has been applied to online gaming platforms.

“The Internet is the crime scene of the 21st century, and we must ensure that online video game platforms do not become a digital playground for dangerous predators. That means doing everything possible to block sex offenders from using gaming systems as a vehicle to prey on underage victims,” said Attorney General Schneiderman. “I applaud the online gaming companies that have purged registered sex offenders from their networks in time for the holiday season. Together, we are making the online community a safer place for the children of New York.”

Unfortunately, online gaming platforms have given sexual predators a way to interact with children and teens and lure them into meeting up in the real world. Last year, for example, a 19-year-old man in Monroe County, NY was indicted on sexual abuse charges after allegedly meeting a 12-year-old boy through Xbox Live. He slowly gained the boy’s trust over several months before inviting him to his house where the abuse took place, police said.

Schneiderman said that parents need to keep a closer eye on their children’s gaming habits. They should purchase age appropriate games, use the game console’s parental control options, keep console usage out in the open (rather than in a basement or closed bedroom) and talk to their kids about “how to protect identifying information and to avoid and report conversations that make them uncomfortable.”