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March 26th, 2014, 23:22 Posted By: wraggster
For how often the Raspberry Pi is used as a media server, and how easy it is to connect a bunch of LEDs to the GPIO pins on the Pi, we’re surprised we haven’t seen something like Hyperion before. It uses the extremely common WS2812b individually controllable RGB LEDs to surround the wall behind your TV with the colors on the edges of the screen.
One of the big features of Hyperion is the huge number of LEDs it’s able to control; a 50 LED strip only eats up about 1.5% of the Pi’s CPU. It does this with a “Mini UART” implemented on the Pi running at 2MHz.
There’s only one additional component needed to run a gigantic strip of RGB LEDs with a Pi – an inverter of some sort made with an HCT-series logic chip. After that, you’ll only need to connect the power and enjoy a blinding display behind your TV or monitor.
Thanks [emuboy] for sending this one in.
http://hackaday.com/2014/03/26/ws281...for-the-raspi/
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March 26th, 2014, 23:21 Posted By: wraggster
Analysts weigh in on the big Facebook acquisition and what it means for the virtual reality space
Facebook rocked the technology world yesterday afternoon with the acquisition of virtual reality firm Oculus for $2 billion. While many had surmised that an acquisition of the hot tech startup would happen someday, some were surprised that it was Facebook that jumped at the opportunity so quickly. Is this really a good deal for Facebook and Oculus? And what's the ultimate impact on VR?GamesIndustry International chatted with a few analysts to get their perspectives.
"I think this Oculus VR/Facebook deal will appear cheap five years from now, akin to Google's purchase of YouTube in 2006," said Asif A. Khan, CFO of Virtue LLC. "This deal is very important for a number of reasons. Oculus VR now has the cash backing them to ensure their product will make its way to the market instead of worrying about more future venture capital rounds. Facebook has now entered the technology hardware arena and has done so by buying one of the most innovative companies in the world."
He continued, "While many people don't understand how there could be any synergies between the two companies, I would just suggest the idea of an Oculus VR social network experience. Zuckerberg is no dummy and he saw that VR was a potential threat to Facebook's dominant position as a communications platform. Facebook's growth trajectory has changed entirely with this acquisition. I suggested that Nintendo acquire Oculus VR in a past article, but it is also true that Apple, Google, Microsoft, or Sony could have made a play for them as well. This is as big of a win for Facebook as it is a loss for those other companies. I was already a Facebook shareholder going into today's announcement and I will be adding more to my position over time."
"the purchase price of the consumer model of Oculus Rift will likely be lower now that the company can operate without the fear of imminent death that most startups have"
Asif Khan
Patrick Walker, Senior Analyst at EEDAR, largely agrees that the deal is a positive for VR's future. "Facebook's purchase of Oculus VR is so exciting because it signals Facebook's belief in the technology's potential," he said. "There are so many ways that VR technology could revolutionize how we connect with each other and how we interact with the world. Meeting with a doctor remotely, test driving a car from your couch, having a virtual date with your long distance significant other - the range of potential virtual experiences is huge. Facebook realizes this and wants to be prepared to integrate their social graph into this technology platform early." Some question Facebook's seriousness about VR's use for gaming, but Walker's not concerned: "From a gamer's perspective, this is exciting because another major company is putting their support behind VR technology. VR technology has been an emerging technology in games for a while, and on the cusp of GDC and a wave of new product announcements, including Sony's new VR headset, appears ready to enter the mainstream. Facebook's support of the technology will make this happen even sooner."
Khan, too, believes Facebook will be getting more involved in games for a core audience. "This acquisition also means that Facebook is taking the games industry very seriously. I think the platform agnostic culture at Facebook will embolden Oculus VR to have a fighting chance against Sony's Project Morpheus," he noted. "The lack of a proprietary anchor to one platform will allow Oculus VR to make a wider reaching product over time than what Sony currently has going on. Lastly, the purchase price of the consumer model of Oculus Rift will likely be lower now that the company can operate without the fear of imminent death that most startups have. Margins may not be as important to Oculus VR operating as a subsidiary of Facebook than they would have been otherwise. I do wish we would have had a chance to see how far Oculus VR could have gotten by themselves and I wonder if they will ultimately feel like they sold too early, but we have to trade the market we have and not the market we want."
According to independent analyst Billy Pidgeon, the deal is great for Facebook's perception among investors - the social company is showing that it can be more forward thinking. "Oculus is a very interesting acquisition for Zuckerberg. Telepresence and virtual/augmented reality have been compelling ideas for decades, but the technology hasn't been ready for the consumer market until recently. Zuckerberg is right in framing Oculus as a future leading platform that has significant applications beyond games. Facebook technology has been seen as less than forward leaning as the platform has been playing catch-up with mobile over the past few years. This buy (and others like it) bolsters Facebook's potential longevity in the tech market for the long term," he commented.
"I think critical mass for VR is at least 5 years off, even in developed countries like the U.S."
Lewis Ward
"Although the patent IP prospects are cloudy, with the Oculus purchase Zuckerberg may gain competitive traction against Google, Apple and Sony (and, perhaps, Microsoft). I don't see how Oculus can be effectively used with Facebook games, so the impact on Facebook canvas games will be non-existent to minimal. Even if Oculus isn't used in direct conjunction with Facebook games, this raises the company's credibility in the games sector, as games on Facebook have been in deep decline for years."
While many of the analysts we spoke to praised the deal, IDC research manager Lewis Ward was less convinced. "It doesn't make a lot of sense to me," he remarked. "When I think VR, I certainly don't think Facebook. I can see wanting to get in on the ground floor of a new tech that may eventually have mass appeal, but I think critical mass for VR is at least 5 years off, even in developed countries like the U.S."
"Sony's headset probably won't be commercialized until late 2015 at the earliest and the available software/app library at that point will probably still be quite small," he added. "I have to assume that Zuckerberg and company have a couple things on their long-term roadmap nobody outside the company has heard of and that they consider a great fit for VR headsets. Their announcement alludes to this, but I continue to believe the retail cost of these headsets will probably be in the $750 range. It's just not near being a mass market technology at this point so the acquisition is a bit of a head scratcher."
http://www.gamesindustry.biz/article...om-now-analyst
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March 26th, 2014, 23:20 Posted By: wraggster
Superdata report finds business model gaining traction in living room, monthly users and conversion on the rise
While the mobile market is practically built on microtransactions these days, the practice of selling in-game items and unlockables for small sums is still relatively uncommon on consoles. That's unlikely to be the case for very long, as research firm Superdata reports that the console microtransaction market is growing, reaching approximately 23 million consumers and accounting for about $352 million in sales in 2013.
The number of console gamers making regular microtransactions is also on the rise, with Superdata reporting 1.9 million monthly active users in the console space last year, up from 1.6 million in 2012. Conversions rates also took a jump last year, with 5.1 percent of players paying for microtransactions in supported games, versus just 4 percent in 2012. The firm said some genres monetize better than others, with nearly half of the paying players citing first-person shooters (24 percent) or action-adventure games (21 percent) as their favorite genres.
"As microtransactions become a standard feature to many game genres, so, too, will console games start to incorporate them, the group said. "Hardware manufacturers will be receptive to developers and publishers with a focus on microtransactions and, in return, offer better visibility among console gamers. As we already know from mobile gaming, it is difficult to overstate the importance of a solid relationship with a platform holder."
http://www.gamesindustry.biz/article...ly-and-growing
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March 26th, 2014, 21:56 Posted By: wraggster
The response was swift, and almost universally negative. Within minutes of Facebook's announcement that it was acquiring Oculus VR for $2 billion, the internet had begun to mobilize against the deal. From Twitter to Reddit to our own forums, the message from early commenters was clear: This was bad for Oculus, bad for virtual reality, bad for gaming -- just bad.Part of this was the normal reaction to any popular, independent startup being bought out by a big company. There's a natural -- sometimes justified -- suspicion that the acquirer will ruin everything that made the small company successful, and the onus is on the newly merged business to prove otherwise.
In Oculus' case, however, there was more than the typical anti-acquisition backlash. Facebook has become known as a company that is built around one thing: monetizing your social interactions. On Facebook, you're the product, with everything you do sold to advertisers, and that makes a lot of people uncomfortable. As Minecraft creator Markus "Notch" Persson said in a tweet announcing that he had scrapped plans for a version of the hugely popular game optimized for Oculus' head-mounted display, "Facebook creeps me out."
http://www.engadget.com/2014/03/26/c...cebook-effect/
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March 26th, 2014, 20:59 Posted By: wraggster
There are two key tests that determine the difference between success and failure in the games hardware business.
The obvious one is popularity; how can a platform appeal to as many consumers as possible whilst retaining its core values? The second is support; how can a product be considered the best investment opportunity for games developers?
Only when both these requirements are met does an idea have the chance to be commercially sustainable in the long term. About two years ago, the viability of the entire console business was questioned because it didn't pass the second part of that test. After all, with games thriving on mobiles and PC, and developers enjoying the total creative freedom they provide, why would any talented person want to deal with consoles again?
I've always found Oculus Rift to be a fascinating project from a business standpoint because it breaks those two rules.
In 2012, Oculus raised 2.4 million dollars through Kickstarter, though none of the backers have equity in the 2 billion dollar company. Image: FlickrClearly it is far too expensive, and fundamentally too exotic, to ever stand a chance of appealing to the masses. The past two years of media impressions of this astounding hobbyist technology, though glowing in praise, have rarely even hinted it carries mass-market appeal. Oculus was never about that in the first place.
Not only that, but developers have so little financial incentive to support it. For traditional games to work in Oculus Rift, a thorough and time-consuming redesign is required, from sweeping UI changes to solving resolution problems to building assets into the blind spots of PC monitors. Combined with the tiniest target audience who stand to benefit from the additional work (Ubisoft famously said Oculus needs one million sales to encourage support), it's simply too hard a sell for most developers.
Yet there was something special about Oculus. Despite all that went against it, the device still had a chance simply because, from the moment you first wear it yourself, the experience is unforgettable. The device is therefore carried by its own magic, as well as the unwavering commitment of the company that has painstakingly built it from the ground-up."MARK ZUCKERBERG AND HIS EXECUTIVE TEAM HAVE NO INTEREST WORKING IN CORE GAMES"
But all this changed on Tuesday, when Facebook announced it has agreed to buy Oculus VR in a deal potentially worth more than $2 billion.
[h=3]Unfriended[/h]Let's get to the heart of the issue: Mark Zuckerberg and his executive team have no interest working in core games, and it's hard to blame them.
After all, what sort of modern entrepreneur would be enticed by an industry that needs to sell 5 million Tomb Raider units in order to pull out of the red? Who would trust an industry that sells 4 million BioShock Industry copies and witnesses the developer capitulate one year later?
More to the point, Facebook's core obsession is acquiring more users and retaining young people on its social network. Games are far from the solution, and even if they were, Zuckerberg would have acquired many other core development studios before visiting Oculus VR.
During a sudden press conference on Tuesday, Zuckerberg was keen to stress that Oculus "has big plans in immersive gaming that will not be changing" - but what was notably absent was any indication that Facebook wants to invest in the games side of Oculus once the list of current commitments (some of which are legally binding) is completed.
Sony wants to join the VR games race with its own prototype, Project Morpheus"After games, we'll make Oculus a platform," the Facebook chief executive vowed, and this gets to the heart of the matter.
Zuckerberg has made a $2 billion punt on Oculus because he is speculating that virtual reality is the future of computing and is willing to pay for the head-start.
Or, for that matter, he doesn't want to pay over the odds later down the line. For all of Facebook's immense success on PC, the corporation was relatively slow to take advantage of smartphones, and ended up paying $19 billion for the Whatsapp business in February. It doesn't want to make the same mistake again."ZUCKERBERG HAS MADE A $2 BILLION PUNT ON OCULUS BECAUSE HE IS SPECULATING THAT VIRTUAL REALITY IS THE FUTURE OF COMPUTING AND IS WILLING TO PAY FOR THE HEAD-START"
Virtual reality is "the next major computing platform that will come after mobile", the Facebook founder believes, and he considers Oculus to be a "long-term bet".
If Facebook was even concerned with the future prosperity of Oculus Rift as a games device, the company would know the best thing would be to not get involved at all. Zuckerberg's vision, as he put it on his Facebook page, has nothing to do with games:
"Imagine enjoying a court side seat at a [sports] game, studying in a classroom of students and teachers all over the world or consulting with a doctor face-to-face, just by putting on goggles in your home."
http://www.computerandvideogames.com...eality-gaming/
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March 26th, 2014, 20:52 Posted By: wraggster
Notch might not be happy with Facebook's purchase of Oculus - but that doesn't mean all developers are.CCP told Eurogamer it still plans to launch space combat game Eve: Valkyrie for the consumer version of Oculus Rift, whenever that comes out."We're very excited for our friends and colleagues at Oculus," CCP said."We share their vision about the future of VR and gaming and are looking forward to participating in the consumer launch of the Oculus Rift with Eve: Valkyrie."Last night, after Facebook announced they had bought Oculus for $2bn, Markus "Notch" Persson canned plans to release a virtual reality-enabled version of Minecraft for the Rift."I definitely want to be a part of VR, but I will not work with Facebook," the mega-rich Minecraft creator said. "Their motives are too unclear and shifting, and they haven't historically been a stable platform. There's nothing about their history that makes me trust them, and that makes them seem creepy to me."CCP had announced Eve: Valkyrie as an Oculus Rift launch title to be co-published by Oculus. It's also due out on Sony's rival VR headset Project Morpheus. Eve: Valkyrie is, as the name suggests, a spin-off from spaceship MMO Eve Online, which also spawned console shooter Dust 514 last year for PlayStation 3.
http://www.eurogamer.net/articles/20...r-eve-valkyrie
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March 26th, 2014, 00:46 Posted By: wraggster
The rise in popularity of indie games has threatened the very viability of triple-A development – but don’t expect it to last.
That’s the message from Peter Molyneux who told CVG at GDC that indies should enjoy it all while it lasts.
"These things go in cycles," he said. "What I'd say is, enjoy this time, because it won't last.
"Don't think we're going to be all indies for the next five years – these things go in cycles, just like in the music business. You have a time where punk is big, and then you have times like now where everything is manufactured.
"Walk through any hotel lobby at GDC and look at people's name badges. This morning at breakfast I saw three angel investors talking to indies. They're saying, 'take my money! I want to invest in your company!'
"But what those indie companies don't realise is that they'll then have to have board meetings, and in those meetings they'll be told, 'no, you shouldn't do that - look at this game that's making money'.
"Enjoy this time, because inevitably it will only last a short period."
http://www.mcvuk.com/news/read/molyn...indies/0130099
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March 26th, 2014, 00:13 Posted By: wraggster
Oculus Rift founder Palmer Luckey says Facebook's $2bn acquisition of the firm is “a special moment for the game industry”.
Taking to Reddit, the VR pioneer said he was initially skeptical about Facebook's interest, but believes such a partnership makes sense and offers a “clear and obvious path” to delivering virtual reality to everyone.
He stated that very little would change at the company day-to-day, but the firm would now have substantially more resources to build its team and the tech. Luckey added he was confident VR would “change the way we play games forever”.
“In the end, I kept coming back to a question we always ask ourselves every day at Oculus: what’s best for the future of virtual reality? Partnering with Mark and the Facebook team is a unique and powerful opportunity,” said Luckey.
“The partnership accelerates our vision, allows us to execute on some of our most creative ideas and take risks that were otherwise impossible. Most importantly, it means a better Oculus Rift with fewer compromises even faster than we anticipated.
“Very little changes day-to-day at Oculus, although we’ll have substantially more resources to build the right team. If you want to come work on these hard problems in computer vision, graphics, input, and audio, please apply!
“This is a special moment for the gaming industry - Oculus’ somewhat unpredictable future just became crystal clear: virtual reality is coming, and it’s going to change the way we play games forever.
“I’m obsessed with VR. I spend every day pushing further, and every night dreaming of where we are going. Even in my wildest dreams, I never imagined we’d come so far so fast.
“I’m proud to be a member of this community - thank you all for carrying virtual reality and gaming forward and trusting in us to deliver. We won’t let you down.”
You can read more details on Facebook's acquisition of Oculus here.
http://www.develop-online.net/news/l...dustry/0190929
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March 25th, 2014, 23:40 Posted By: wraggster
Facebook has acquired Oculus VR, the company building the Oculus Rift virtual reality headset, for $2 billion. Oculus will keep its headquarters in Irvine, California.
"We are excited to work with Mark and the Facebook team to deliver the very best virtual reality platform in the world," Oculus co-founder and CEO Brendan Iribe said in a press release. "We believe virtual reality will be heavily defined by social experiences that connect people in magical, new ways. It is a transformative and disruptive technology, that enables the world to experience the impossible, and it's only just the beginning."
Facebook founder Mark Zuckerberg said that he views the Oculus Rift as a new communication platform. He wrote the following (in a Facebook post, of course):
"The Rift is highly anticipated by the gaming community, and there's a lot of interest from developers in building for this platform. We're going to focus on helping Oculus build out their product and develop partnerships to support more games. Oculus will continue operating independently within Facebook to achieve this. But this is just the start. After games, we're going to make Oculus a platform for many other experiences. Imagine enjoying a court side seat at a game, studying in a classroom of students and teachers all over the world or consulting with a doctor face-to-face – just by putting on goggles in your home."
Pre-orders for the Oculus Rift dev kit 2.0 went live last week, after Oculus VR shipped more than 60,000 of the original model. Oculus has a close partnership with Valve, recently signing a former Valve VR lead as its new chief architect and establishing offices in Seattle, Washington, near Valve HQ. At GDC 2014, Sony revealed its own VR headset, Project Morpheus.
Update: In a blog post, the Oculus team lists its reasons for entering into this seemingly odd partnership: "At first glance, it might not seem obvious why Oculus is partnering with Facebook, a company focused on connecting people, investing in internet access for the world and pushing an open computing platform. But when you consider it more carefully, we're culturally aligned with a focus on innovating and hiring the best and brightest; we believe communication drives new platforms; we want to contribute to a more open, connected world; and we both see virtual reality as the next step.
"Most important, Facebook understands the potential for VR. Mark and his team share our vision for virtual reality's potential to transform the way we learn, share, play, and communicate. "
http://www.joystiq.com/2014/03/25/fa...uys-oculus-vr/
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March 25th, 2014, 02:49 Posted By: wraggster
Former Microsoft Studios creative director Adam Orth has spoken of how a tirade of abuse from people on the internet affected his life and lost him his job.
Last year Adam Orth lost his job at Microsoft following his outburst on the always-online rumours circulating about Xbox One, which many people had already taken a dislike to.
"People began to distance themselves from me. I was dejected, ashamed and embarrassed,” he said. “I destroyed my career and feared being blacklisted by the industry. I went from income to no income."
Orth also suggested that most developers “don't even raise an eyebrow” at internet threats and abuse, because it has become “the new normal”.
“As an industry we've become desensitised to this insane behaviour because it's overwhelming, ubiquitous and unstoppable. Somehow we've devolved while moving forward, and there's no going back,” he added.
Develop has more details.
http://www.mcvuk.com/news/read/inter...normal/0130039
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March 25th, 2014, 02:46 Posted By: wraggster
This month has seen both next-gen consoles finally get their hands on a big exclusive, but what do the arrivals of Titanfall and InFamous: Second Son reveal?
Well, we know that InFamous helped PS4 hardware sales jump by 106 per cent week-on-week. Titanfall, meanwhile, helped Xbox One to a 96 per cent sales boost.
MCV has also been told by a trusted retail source that Titanfall sold just under double the amount of units its first week than InFamous managed in its debut week, although of course Titanfall sales fell around 75 per cent in its second week leaving it behind both Sony's game and Metal Gear Solid: Ground Zeroes.
MCV can also reveal that around one in four UK Xbox One owners purchased Titanfall. Meanwhile, around one in nine PS4 owners acquired InFamous: Second Son.
None of this takes digital purchases directly from Microsoft and Sony into account, however.
It’s easy to argue that really InFamous and Titanfall are sufficiently different in theme and potential reach so as to render such comparisons meaningless. However, it’s just as easy to argue that at a time when hundreds of thousands of consumers are desperate to get their hands on new games for their still new gaming hardware, the performance of these early titles is telling.
http://www.mcvuk.com/news/read/titan...mpared/0130069
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March 25th, 2014, 02:44 Posted By: wraggster
[Sven337] just blogged about a gas consumption monitoring setup he finished not long ago. As his gas meter was located outside his apartment and nowhere near any electrical outlet, a battery-powered platform that could wirelessly send the current consumption data to his Raspberry Pi was required. His final solution therefore consists of a JeeNode coupled with the well known nRF24L01+ wireless transmitter, powered by 3 supposedly dead alkaline batteries.
[Sven337] carefully looked at the different techniques available to read the data from his meter. At first he had thought of using a reflective sensor to detect the number 6 which (in France at least) is designed to reflect light very well. He then finally settled for a magnetic based solution, as the Actaris G4 gas meter has a small depression intended for magnetic sensors. The PCB you see in the picture above therefore has a reed sensor and a debug LED. The four wires go to a plastic enclosure containing the JeeNode, a couple of LEDs and a reset switch. Using another nRF24L01, the Raspberry Pi finally receives the pulse count and reports it to an eeePC which takes care of the storage and graphing.
http://hackaday.com/2014/03/23/monit...nd-a-nrf24l01/
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March 25th, 2014, 02:39 Posted By: wraggster
Google only recently announced versions of its Glass headset attached to conventional specs and sunglasses (shown above), but a new partnership with Luxottica -- the company behind brands including Oakley and Ray-Ban -- will give it a significant boost. Described as a strategic partnership to "design, develop and distribute" Glass eyewear, it promises headsets "that straddle the line between high-fashion, lifestyle and innovative technology." Oakley has shown off its own heads-up display equipped goggles already, and one wonders if the two projects will merge or continue separate development. Andrea Guerra, CEO of Luxottica Group, says his company is proud to "set the pace in the eyewear industry once again," but offers few details on how or when that will happen, with more info to be released later.
The Google Glass G+ post is a bit more revealing, highlighting Luxottica's more than 5,000 retail locations and distribution channels that will come in handy later. Of course, those big name brands will also help Glass expand beyond the 40 or so variations offered currently in its Titanium Collection (seen in the gallery below) and make the product something people don't want to snatch off of your face. Google's "Captain of Moonshots," Astro Teller, sees the deal as a way to push "smart eyewear" forward -- although wearers may want to wait for the law tocatch up.
http://www.engadget.com/2014/03/24/g...ley-luxottica/
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March 25th, 2014, 02:38 Posted By: wraggster
24-hour games news site will be headed by Luca De Dominicis
[h=3]Gamer Network[/h]Find out more at www.gamer-network.net
gamer-network.net
Gamer Network's VG247 is heading to Italy, and will be headed up by Eurogamer.it MD Luca De Dominicis.
"Growing out into Europe is extremely exciting for us, especially following our successful relaunch of VG247.com," said VG247 publisher Patrick Garratt.
"We're absolutely thrilled Luca and his team have launched VG247 in Italy, and look forward to its inevitable success."
De Dominicis has been MD of Eurogamer's Italian site since August 2008 and is also MD of Elemental Publishing and film site Moviesushi.it. He'll head up an editorial team of seven on the new VG247.it.
"After our success with Eurogamer.it, we believe VG247," he said. "It is the ideal publishing product to strengthen Mindblast's gaming editorial offering. It is a challenge that we face with great enthusiasm."
http://www.gamesindustry.biz/article...nches-in-italy
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March 25th, 2014, 00:37 Posted By: wraggster
Playing as a black character in a violent video game can tend to increase negative ethnic assumptions, according to a new study.
Researchers from four separate universities conducted studies with white gamers, presenting them with two "violent" video games in which one protagonist was black and the other was white.
<figure style='background: rgb(255, 255, 255); font: 14px/23.79px "Helvetica Neue", Helvetica, Arial, sans-serif; margin: 0px 0px 20px; padding: 0px; outline: 0px; border: 0px currentColor; width: 460px; color: rgb(38, 38, 38); text-transform: none; text-indent: 0px; letter-spacing: normal; word-spacing: 0px; vertical-align: baseline; display: block; white-space: normal; position: relative; -webkit-text-stroke-width: 0px;' class="responsive single-article__canvas single-article__canvas--full zoomhover" title="" data-media992="http://cdn.medialib.computerandvideogames.com/screens/dir_3168/image_316873_460.jpg" data-media768="http://cdn.medialib.computerandvideogames.com/screens/dir_3168/image_316873_700.jpg" data-media480="http://cdn.medialib.computerandvideogames.com/screens/dir_3168/image_316873_480.jpg" data-media="http://cdn.medialib.computerandvideogames.com/screens/dir_3168/image_316873_320.jpg"></figure>"White participants who played a violent video game as a Black avatar displayed stronger implicit and explicit negative attitudes toward Blacks than did participants who played a violent video game as a White avatar," the report's abstract reads.
The research comes amid calls from within the games development community to promote cultural diversity in games with more non-white lead characters.
At the GDC 2014 industry event, the BioWare gameplay designer Manveer Heir was given a standing ovation at the end of his speech on the need for more representative diversity in games.
"Why should we reject stereotypes? Not only is it lazy, but it's fairly boring. We play so many games that use the same stereotypes. I get fed up with the same old story and characters in every game," he told attendees.
Heir did not specify racial diversity as a priority over other marginalised groups, such as women, nor did he imply a desire for more violent games. Yet the study suggests promoting diversity is more than a matter of proportionality.
However, the study's findings come from a small sample of 126 gamers, which may not be enough to convince peers that the results should be considered conclusive.
Additionally, the study appears to feature an exclusively white sample, thereby ignoring the impact had on people of other ethnicities. The abstract also did not cite the potential result from non-violent games, or games where non-violence is an option.
A second experiment, in which 141 test subjects played another violent video game as a Black protagonist, "displayed stronger implicit attitudes linking Blacks to weapons", the research found.
Three US universities contributed to the project (University of Michigan, Central Michigan University, and Ohio State University) along with one academic institution in The Netherlands (4VU University).
The full study can be found in the Social Psychology and Personality Science journal.
The study's methodology was not outlined in the abstract.
http://www.computerandvideogames.com...-study-claims/
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March 25th, 2014, 00:25 Posted By: wraggster
PS4-exclusive inFamous: Second Son has stormed to the top of the UK all-format chart. It's the second biggest launch for any PS4 game, behind launch title Killzone: Shadow Fall.Metal Gear Solid 5: Ground Zeroes arrived in second place and pushed Titanfall, last week's number one, into third.58 per cent of Ground Zeroes copies were sold on PS4 and 15 per cent on PS3, meaning just 27 per cent of copies sold were for Microsoft platforms.Square Enix's re-mastered Final Fantasy 10/10-2HD arrived in fourth, meanwhile.South Park: The Stick of Truth was fifth, FIFA 14 sixth, Dark Souls 2 seventh, The Lego Movie Video Game eighth, Plants vs. Zombies: Garden Warfare ninth, while Minecraft: Xbox 360 Edition was 10th.
http://www.eurogamer.net/articles/20...rops-titanfall
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March 24th, 2014, 02:15 Posted By: wraggster
The most important day of a womans life is the day she gets married, the right dress in the correct style, the colour that shows off your skin perfectly and in these days where money is hard to come by the price, quality is one thing but you dont want to pay thousands for a dress for one day when you can get one thats probably the same but at a fraction of the price.
Bridesmaidtide.co.uk is an online store which offers the full range of Wedding Day Dresses, you have of course the Brides Wedding Dress, Bridesmaid Dresses, Flower Girl Dresses, Junior Bridesmaid Dresses and Prom/Evening Dresses. The range of colours is vast starting with Pink, Green, Blue, Black, Purple, Yellow, White, Red, Champagne, Silver and Brown.
At Bridesmaidtide.co.uk the wedding dresses come in a massive amount of styles for any size of woman to make your day the extra special day you deserve, the dresses vary from the ultra modern to the more traditional types with long trains and puffed up lace, one of the biggest things that will make you go wow is the amazing price, in the UK you would expect to pay a minimum of £500 for a dress up to £2500 at the least but this is where the dresses will make you go wow. Prices start at just over a hundred pounds up to £250, the savings which can be made are staggering, theres even a guide on how to measure yourself to get the perfect size.
Fabric used in the dresses can be lace, chiffon, organza, satin, taffeta and tule.
The Bridesmaid Dresses come in every colour imaginable and the range should mean that this store would be your one stop shop for a bridesmaid dress.
On your wedding day you want it to go perfect, the dresses ive mentioned above should help you choose
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March 23rd, 2014, 00:03 Posted By: wraggster
The idea of the gamepad is so entrenched in our mind, it's easy to forget that there are other ways to play video games. No, we're not talking about the PC gamer's keyboard and mouse, or even the traditional arcade stick -- but custom, purpose built controllers made to augment a specific experience. At GDC 2014, we found an interactive gallery full of them. The event, Alt.Ctrl.GDC serves as a showcase for indie game experiences that aren't fully accessible without specialized hardware, but to us, it was simply an alternative arcade of creativity.
http://www.engadget.com/2014/03/22/g...native-arcade/
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