Finally: Games beat Email as Online Time Sink

The Nielsen company’s latest study show that online games have edged out email as the 2nd-largest time sink online in the U.S.

Progress, I think.

(The result may be partially due to users shifting personal communication from email to social networks.)

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Top 10 Sectors by Share of U.S. Internet Time
RANK Category Share of Time

June 2010

Share of Time

June 2009

% Change in

Share of Time

1 Social Networks 22.7% 15.8% 43%
2 Online Games 10.2% 9.3% 10%
3 E-mail 8.3% 11.5% -28%
4 Portals 4.4% 5.5% -19%
5 Instant Messaging 4.0% 4.7% -15%
6 Videos/Movies 3.9% 3.5% 12%
7 Search 3.5% 3.4% 1%
8 Software Manufacturers 3.3% 3.3% 0%
9 Multi-category Entertainment 2.8% 3.0% -7%
10 Classifieds/Auctions 2.7% 2.7% -2%
Other 34.3% 37.3% -8%
Source: The Nielsen Company

Speaking at Nordic DiGRA, August 16-17 in Stockholm

Nordic Digra 2010: Experiencing Games: Games, Play, and Players
August 16-17, 2010
Kista, Stockholm, Sweden

The programme has now been set for the Nordic Digra conference, and we would like to extend our call for participation to this exciting first-time event! The theme for the conference, ‘experiencing games’, places a particular focus on studying design for player experience and research on tools and methods for player-participatory design.

The event will feature
– Keynotes by Prof. Jesper Juul (Half-Real and Casual Revolution) and Christopher Sandberg (CEO and founder of The company P)
– Papers sessions presenting up-to-date Nordic research in the game area
– Two workshops, on Collecting and analyzing video data in game studies and designing and implementing pervasive games
– A social evening located in the new Digital Arts Centre in Kista, featuring music, good food and, of course, gaming

About the keynotes:
Christopher Sandberg is CEO and founder of International Interactive Emmy Award winning television and new media production company The company P. He has one and a half decade of experience in start-ups as CEO and as Executive Producer in television, online and mobile, ranging from drama to social applications and games. Sandberg is Executive Producer and Creative Director for the new project by Tim Kring (creator of Heroes), the Conspiracy For Good.

His keynote draw on experience from working with some of the leading showrunners in drama and having broadcast meet games, social media and live action street play. He will talk about the latest productions from The company P:  It is about letting the audience in to your world, and letting the shared experience out into the world”.

Jesper Juul has been working with the development of video game theory since the late 1990’s. He is currently at the NYU Game Center and The Danish Design School, but has previously worked at the Singapore-MIT GAMBIT Lab at MIT and at the IT University of Copenhagen. His book Half-Real on video game theory was published by MIT press in 2005. His recently published book, A Casual Revolution, examines how puzzle games, music games, and the Nintendo Wii are bringing video games to a new audience.

He will be talking about The Casual Turn: Reinventing Video Games & reinventing Game Research

Registration fee includes coffee and tea breaks, lunches and conference dinner on Monday evening. The workshops have no registration fee but we need to know if you will participate.

Non Digra members need to become members, check http://www.digra.org/join

Early bird fees:
Regular – 130 Euro alt 1250 SEK
Student – 50 Euro alt 475 SEK

Registration after August 1:
Regular – 150 Euro alt 1450 SEK
Student – 70 Euro alt 650 SEK

For registration and further information, go to our website www.nordic-digra.org

Take a course at the New York University Game Center this fall

A New York University announcement:

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Expand your mind by taking a class in an exciting new field: There are still spaces available in two Game Center classes this fall, Introduction to Game Design and Game Studio! Both classes are free of prerequisites, so they are open to all students. Find them on Albert under Tisch Open Arts Electives.

Students: Please pass this information along to your friends.

Professors: Please pass this information along to your students.

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Introduction to Game Design

(Two Sections Available)

INSTRUCTOR: Eric Zimmerman
Course Number: H95.1605.001/H95.2605.001 (Section 1) &
H95.1605.003/H95.2605.003 (Section 2)
Meeting Tuesday from 9:30 to 12:15AM and 2 to 4:45PM
Lab Time: Thursday 6 – 9PM (Both sections)

This class is an intensive, hands-on workshop addressing the complex challenges of game design. The premise of the class is that all games, digital and non-digital, share common fundamental principles, and that understanding these principles is an essential part of designing successful games. Learning how to create successful non-digital games provides a solid foundation for the development of digital games.

In this workshop, students will; analyze existing digital and non-digital games, taking them apart to understand how they work as interactive systems; create a number of non-digital games in order to master the basic design
principles that apply to all games regardless of format; critique each other’s work, developing communication skills necessary for thriving in a collaborative field; explore the creative possibilities of this emerging field from formal, social, and cultural perspectives; develop techniques for fast prototyping and iterative design that can be successfully applied to all types of interactive projects.

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Game Studio

INSTRUCTOR: Katherine Isbister

Course Number: H95.1608.001/H95.2608.001
Meeting Thursday from 9:30 – 12:30AM
Lab Time: Wednesday 5:30 – 9PM

In this course, students learn best practices in digital game development, working in small teams to produce complete games. The course introduces students to project management, production roles, playtesting, considerations of audience and platform, and other practical concerns in building games.

The course will combine lecture and occasional guest speakers with practical exercises and milestones in building a completed digital game.

Manic Miner: The Opera

If you, like me, have fond memories of Matthew Smith’s 1983 game Manic Miner (playable here), chances are you are from Europe. It’s a pivotal game in the European history of games, but little known in the U.S.

Someone out there is apparently sufficiently fond of the game to compose an opera about it.

(Philosophical question of the day: does composing an opera about something always imply a fondness of it?)

(Via GameSetWatch.)

New version of Firefox due to FarmVille

If you are using Firefox, you have probably been asked to upgrade to 3.6.6 over the weekend. You may notice that the list of fixed bugs only has one item.

Yes, the primary motivation behind Firefox 3.6.6 is that 3.6.4 introduced problems for FarmVille players. (A new 10-second timeout for Flash sometimes prevented FarmVille from loading.)

From this we can learn that Firefox developers are not (willing to admit that they are) playing FarmVille. Obligatory critical comment in the bug report:

(I have a few comments about the prevalent anti-FarmVille sentiment, but more about that later.)

Is Soccer Un-American?

In my experience, we Europeans tend not to think of soccer (yes, football) as particularly left-wing or democratic, or egalitarian, or non-competitive, but with the World Cup just starting, a few U.S. commentators have been arguing in full force for exactly that.

Here’s Gary Schmitt explaining that Americans (read: U.S. Americans) only enjoy sports in which the best team wins. Latin Americans and Europeans are different of course.

For sure, there may be a number of reasons that is the case but my suspicion is that the so-called “beautiful game” is not so beautiful to American sensibilities. We like, as good small “d” democrats, our underdogs for sure but we also still expect folks in the end to get their just desert. And, in sports, that means excellence should prevail. Of course, the fact that is often not the case when it comes to soccer may be precisely the reason the sport is so popular in the countries of Latin America and Europe.

Oh, Gary’s evidence that soccer is not about the best team winning: The U.S. beating Spain last year in the Confederations Cup.

Here’s Matthew Philbin similarly arguing that soccer doesn’t require skill, agility and so on, unlike American sports.

And to conservatives, the troubling aspects of the game aren’t confined to the pros. Soccer requires comparatively little from children but the ability to run after the ball – the risk of failure for anyone except maybe the goal keeper is zero. Even the strong chance that any given game will end in a tie makes it attractive for parents reluctant to impart life’s difficult lessons to young kids.

It must baffle soccer partisans that Americans haven’t taken to their game. After all, the United States is a sports-obsessed nation.

Americans look to sports to teach work ethic, teamwork and responsibility, in addition to the physical and mental skills necessary for competition. They love underdogs and “Cinderella stories” and “Evil Empires” and “bums,” “Hogs” and “No-Name Defenses.”

And Americans like to think their sports reflect something about them. Michael Shackelford of Bleacher Report praised football because it, “requires a combination of power and agility, brute strength, and grace … In other words, it requires American characteristics in order to succeed.”

You can’t make this stuff up.

(Links via Gawker.)

Tuesday Changes Everything (a Mathematical Puzzle)

The last two weeks have seen heated debate about a mathematical puzzle posed by Gary Foshee and reported by  New Scientist (discussions here and here and here).

Gary Foshee, a collector and designer of puzzles from Issaquah near Seattle walked to the lectern to present his talk. It consisted of the following three sentences: “I have two children. One is a boy born on a Tuesday. What is the probability I have two boys?”

“The first thing you think is ‘What has Tuesday got to do with it?'” said Foshee, deadpan. “Well, it has everything to do with it.” And then he stepped down from the stage.

This is the answer: 13/27.

Many people will intuitively say that the answer is 1/2 (=the chance of having a boy or a girl), but probability aficionados will give the answer 1/3, since this is the Boy or Girl Paradox: We are not told that the speaker has a child and is waiting for another, but that he already has two children. Two children can come in four configurations: 1) boy/girl, 2) girl/boy, 3) girl/girl, 4) boy/boy. Since he has one boy, we are looking at the options 1, 2, or 4. Only the boy/boy combination includes two boys, so the probability is 1/3. In other words, order matters and completely changes probability.

So what has being born on a Tuesday got to do with it? Why would the answer not still be 1/3? The New Scientist has a good explanation toward the bottom of the article. Simply count the different combinations of genders and weekdays, which gives the result (number of combinations with two boys, at least one of which was born on a Tuesday) / (number of combinations with at least one boy born on a Tuesday). The result really is 13/27.

This is the best illustration I have found: This shows all the boy/girl pairs as well as the possible weekdays on which they could be born. Green represents situations with two boys, at least one of which was born on a Tuesday. Yellow represents at least one boy born on a Tuesday. Red is neither. Hence the answer is green/(green+yellow)= 13/(13+14)  = 13/27.

But again, what has Tuesday got to do with it?

More below.

Continue reading “Tuesday Changes Everything (a Mathematical Puzzle)”