2/17/2006
Video Games During Class Time? Only at UNO!
Chaeli Fortina February 17, 2006
Princess Toadstool, Donkey Kong, Sonic the Hedgehog or Mario.
Most people have known these names for as long as they have known their ABCs. Games like Punch Out, Super Mario Brothers and Duck Hunt are games most college students have grown up with.
But if you are clueless, there's a course at UNO that can help.
Topics in Computer Science: Gaming History is a three-credit hour course at the sophomore level intended for those interested in a career in game programming.
According to instructor Patrick Cavanaugh's syllabus, "Students will have a better idea of where the gaming industry is going by learning where it came from. They will come away with more knowledge in all genres of gaming, instead of just what they are personally interested in, giving them a wider base of understanding."
UNO student Sean Cappel is currently enrolled in the course, which meets twice a week at the Peter Kiewit Institute. He says that even though the class is called "Gaming History," it's not all fun and games.
"The class is not as easy as one might think," he says. "You actually have to learn the history and there is a lot of technical information to be memorized. You don't just sit and play video games all day. The class is interesting to a true gamer, however."
The class is taught in both a lecture and a discussion format. As for homework, both written and spoken assignments are required. These aspects are very important as grades are based on project scores, exam scores and participation in class.
There is not a prerequisite for this class. A textbook, "The Ultimate History of Video Games" is required, and according to E-BRUNO, students also need access to a current generation game console such as Xbox, PlayStation2 or GameCube. Students may also need to rent video games.
The syllabus states that the class is "an overview of the history of video gaming, its evolution and different genres and how they relate to the audience." Topics include origins and history of the gaming industry, an exploration of gaming genres, console evolution, gaming milestones and exploring subcultures such as online or computer games.
The class is a sect of a broader class: Topics in Computer Science. This class ranges from one to three credit hours depending on the topic. If you are interested in taking this class, keep checking E-BRUNO, as the topics will vary by semester.
Princess Toadstool, Donkey Kong, Sonic the Hedgehog or Mario.
Most people have known these names for as long as they have known their ABCs. Games like Punch Out, Super Mario Brothers and Duck Hunt are games most college students have grown up with.
But if you are clueless, there's a course at UNO that can help.
Topics in Computer Science: Gaming History is a three-credit hour course at the sophomore level intended for those interested in a career in game programming.
According to instructor Patrick Cavanaugh's syllabus, "Students will have a better idea of where the gaming industry is going by learning where it came from. They will come away with more knowledge in all genres of gaming, instead of just what they are personally interested in, giving them a wider base of understanding."
UNO student Sean Cappel is currently enrolled in the course, which meets twice a week at the Peter Kiewit Institute. He says that even though the class is called "Gaming History," it's not all fun and games.
"The class is not as easy as one might think," he says. "You actually have to learn the history and there is a lot of technical information to be memorized. You don't just sit and play video games all day. The class is interesting to a true gamer, however."
The class is taught in both a lecture and a discussion format. As for homework, both written and spoken assignments are required. These aspects are very important as grades are based on project scores, exam scores and participation in class.
There is not a prerequisite for this class. A textbook, "The Ultimate History of Video Games" is required, and according to E-BRUNO, students also need access to a current generation game console such as Xbox, PlayStation2 or GameCube. Students may also need to rent video games.
The syllabus states that the class is "an overview of the history of video gaming, its evolution and different genres and how they relate to the audience." Topics include origins and history of the gaming industry, an exploration of gaming genres, console evolution, gaming milestones and exploring subcultures such as online or computer games.
The class is a sect of a broader class: Topics in Computer Science. This class ranges from one to three credit hours depending on the topic. If you are interested in taking this class, keep checking E-BRUNO, as the topics will vary by semester.
World Series of Video Games a Go
By Kris Graft
Games Media Properties has announced the premier of the World Series of Video Games,
with $1 million in cash to be won.
The competition will begin in Louisville, Kentucky at the Kentucky Exposition Center from June 15 through 18, followed by four additional events throughout the year, ending with the championships in December 2006.Each event will span three to five days, and will be open to the public.Presented by Intel and sponsored by Xbox 360, the WSVG will be teaming up with the Cyber Professional League, Lanwar and E-Sport Entertainment Group (DreamHack).
“In bringing together some of the most well-known tournaments, the best gamers and unprecedented media exposure, the World Series of Video Games will help promote a new class of champions, and bring the excitement of gaming competitions to a wider audience," said Matthew Ringel, president and CEO of Games Media Properties.For more information, visit here.
Games Media Properties has announced the premier of the World Series of Video Games,
with $1 million in cash to be won.
The competition will begin in Louisville, Kentucky at the Kentucky Exposition Center from June 15 through 18, followed by four additional events throughout the year, ending with the championships in December 2006.Each event will span three to five days, and will be open to the public.Presented by Intel and sponsored by Xbox 360, the WSVG will be teaming up with the Cyber Professional League, Lanwar and E-Sport Entertainment Group (DreamHack).
“In bringing together some of the most well-known tournaments, the best gamers and unprecedented media exposure, the World Series of Video Games will help promote a new class of champions, and bring the excitement of gaming competitions to a wider audience," said Matthew Ringel, president and CEO of Games Media Properties.For more information, visit here.
World Series of Video Games a Go
By Kris Graft
Games Media Properties has announced the premier of the World Series of Video Games,
with $1 million in cash to be won.
The competition will begin in Louisville, Kentucky at the Kentucky Exposition Center from June 15 through 18, followed by four additional events throughout the year, ending with the championships in December 2006.Each event will span three to five days, and will be open to the public.Presented by Intel and sponsored by Xbox 360, the WSVG will be teaming up with the Cyber Professional League, Lanwar and E-Sport Entertainment Group (DreamHack).
“In bringing together some of the most well-known tournaments, the best gamers and unprecedented media exposure, the World Series of Video Games will help promote a new class of champions, and bring the excitement of gaming competitions to a wider audience," said Matthew Ringel, president and CEO of Games Media Properties.For more information, visit here.
Games Media Properties has announced the premier of the World Series of Video Games,
with $1 million in cash to be won.
The competition will begin in Louisville, Kentucky at the Kentucky Exposition Center from June 15 through 18, followed by four additional events throughout the year, ending with the championships in December 2006.Each event will span three to five days, and will be open to the public.Presented by Intel and sponsored by Xbox 360, the WSVG will be teaming up with the Cyber Professional League, Lanwar and E-Sport Entertainment Group (DreamHack).
“In bringing together some of the most well-known tournaments, the best gamers and unprecedented media exposure, the World Series of Video Games will help promote a new class of champions, and bring the excitement of gaming competitions to a wider audience," said Matthew Ringel, president and CEO of Games Media Properties.For more information, visit here.
2/14/2006
Game rooms tilt toward fun
Wall-to-wall amusements give basements the look and feel of game arcades
Lisa HutchursonStaff writer
(February 11, 2006) — Several years ago at a garage sale, Tim Claremont found relief from his high-tech computer programming job in the mechanics of a broken pinball machine.
"I can get this thing to work," he thought. So he slapped down $150 and brought it home.Five pinball machines, one tabletop bowling game and three slot machines later, the 36-year-old has made a hobby of such restorations. In the process, he has filled his Greece basement with similar amusements, along with neon signs, movie posters and video games.
Like Claremont, a growing number of people are adding game rooms to their homes, whether it's for the endless string of projects, the chance to relive younger days or the good, clean fun for friends and family.
Those selling the games are racking up numbers higher than a pinball wizard's. David Stott, president of Stott Vending & Amusement Co. in Perinton, has seen sales rise 25 percent to 30 percent each year for the past five years. The number of people with game rooms has grown accordingly. Dave Norbut, who designs and builds these spaces for Norbut Construction in Henrietta, has seen requests increase from one to three a month these past two years.
With all the bells and whistles, game rooms can be costly. But it's apparently worth it for many customers, says Norbut, who prices such projects (usually involving a basement refinishing) between $20,000 for 500 square feet and $100,000 for 1,500 square feet. Higher-end projects, he says, have included steam showers and home theaters with tiered stadium seating.
"People don't mind spending money on their homes and basement," says David Jones, organizer of the Rochester Home Game Room Show. Scheduled for March 4 and 5 at the Monroe County Fairgrounds in Henrietta, the event will showcase components such as arcade and pinball games, slot machines and table hockey. Also on display will be neon signs, jukeboxes, home theaters and hot tubs.
Jones, a collector of pinball and other arcade games, got the idea for this show after attending similar ones across the country. "They were just mobbed with people, and they were selling everything from $200 neon signs to a $5,000 jukebox," he says. His own game room in his Henrietta home features seven pinball machines, a jukebox, three video-game kiosks, and foosball, poker and hockey tables.
Expect to pay anywhere from a few hundred dollars to a few thousand for hot items like bars, CD jukeboxes, and ping-pong, pool and poker tables. Golden Tee Golf and MegaTouch machines can run into the thousands, although used models can be had for a few hundred dollars.
Other items are more expensive: pinball machines ($2,000 to $6,000), video-game kiosks ($2,000 to $7,000) and packs of 40 to 60 games for those kiosks ($500 to $2,000). Some dealers, like Stott, sell used equipment from places such as bowling alleys and bars.
Those scavenging for themed décor or other deals on used equipment can find them on eBay, says Kevin Steele, editor of GameRoom magazine in Ohio.
If you're a fix-it junkie, you can go even cheaper. With the help of a Web site called Twobits.com, Mike Carrier of Gates resurrected a broken Pacman kiosk he got free from a friend. Because Claremont buys broken equipment such as $150 pinball machines, his whole game room cost him only $6,000, although his basement was already finished.
Furnishings and décor, some of it with sports or retro themes, can add to the price tag. But for many people, especially guys, says Norbut, game rooms are a beacon of self-expression in a neutral-walled world. Here in Rochester, Norbut has seen wild paint colors like bright red and lime green — even multicolored ceiling tiles. Jones' game room includes a movie popcorn machine, a white board for high scores and a talking deer head.
Game rooms don't have to be pricey or out-there to be fun, though. About 15 years ago, Carrier started with a $1,110 pool table from Clover Home Leisure Center.
The software engineer, now 35, then paid $20 or $30 for an electronic company break room dartboard, $150 or so for a pack of 14 or 15 games he can play on his Pacman machine, $150 for a 110-CD jukebox and a hundred or so for a combination foosball-hockey table.
His unfinished basement may have only a couch, some throw rugs and wall-to-wall posters from an old movie theater job, but New Year's Eve and Super Bowl party guests have routinely spent hours there. Carrier would like to add a big-screen TV, though.
If you don't have a knack for fixing old machines, the time for eBay or the desire for a refinished basement, Steele says, expect to pay about $8,000 for a basic game room with say, a jukebox, pinball machine and one video-game kiosk.
You may save some money on package deals. Stott, for instance, sells a collection of what he considers the super-hot items for $5,000.For most game room enthusiasts, however, you can't put a price tag on the benefits.
"I think that it makes entertaining at home more fun. It's fun for all age groups," says Claremont's 33-year-old fiancée, Jennifer Kimmel. "We had some company over last week and spent a couple of hours playing games. With the variety we have, there's something for everyone."
LHUTCH@DemocratandChronicle.com
Lisa HutchursonStaff writer
(February 11, 2006) — Several years ago at a garage sale, Tim Claremont found relief from his high-tech computer programming job in the mechanics of a broken pinball machine.
"I can get this thing to work," he thought. So he slapped down $150 and brought it home.Five pinball machines, one tabletop bowling game and three slot machines later, the 36-year-old has made a hobby of such restorations. In the process, he has filled his Greece basement with similar amusements, along with neon signs, movie posters and video games.
Like Claremont, a growing number of people are adding game rooms to their homes, whether it's for the endless string of projects, the chance to relive younger days or the good, clean fun for friends and family.
Those selling the games are racking up numbers higher than a pinball wizard's. David Stott, president of Stott Vending & Amusement Co. in Perinton, has seen sales rise 25 percent to 30 percent each year for the past five years. The number of people with game rooms has grown accordingly. Dave Norbut, who designs and builds these spaces for Norbut Construction in Henrietta, has seen requests increase from one to three a month these past two years.
With all the bells and whistles, game rooms can be costly. But it's apparently worth it for many customers, says Norbut, who prices such projects (usually involving a basement refinishing) between $20,000 for 500 square feet and $100,000 for 1,500 square feet. Higher-end projects, he says, have included steam showers and home theaters with tiered stadium seating.
"People don't mind spending money on their homes and basement," says David Jones, organizer of the Rochester Home Game Room Show. Scheduled for March 4 and 5 at the Monroe County Fairgrounds in Henrietta, the event will showcase components such as arcade and pinball games, slot machines and table hockey. Also on display will be neon signs, jukeboxes, home theaters and hot tubs.
Jones, a collector of pinball and other arcade games, got the idea for this show after attending similar ones across the country. "They were just mobbed with people, and they were selling everything from $200 neon signs to a $5,000 jukebox," he says. His own game room in his Henrietta home features seven pinball machines, a jukebox, three video-game kiosks, and foosball, poker and hockey tables.
Expect to pay anywhere from a few hundred dollars to a few thousand for hot items like bars, CD jukeboxes, and ping-pong, pool and poker tables. Golden Tee Golf and MegaTouch machines can run into the thousands, although used models can be had for a few hundred dollars.
Other items are more expensive: pinball machines ($2,000 to $6,000), video-game kiosks ($2,000 to $7,000) and packs of 40 to 60 games for those kiosks ($500 to $2,000). Some dealers, like Stott, sell used equipment from places such as bowling alleys and bars.
Those scavenging for themed décor or other deals on used equipment can find them on eBay, says Kevin Steele, editor of GameRoom magazine in Ohio.
If you're a fix-it junkie, you can go even cheaper. With the help of a Web site called Twobits.com, Mike Carrier of Gates resurrected a broken Pacman kiosk he got free from a friend. Because Claremont buys broken equipment such as $150 pinball machines, his whole game room cost him only $6,000, although his basement was already finished.
Furnishings and décor, some of it with sports or retro themes, can add to the price tag. But for many people, especially guys, says Norbut, game rooms are a beacon of self-expression in a neutral-walled world. Here in Rochester, Norbut has seen wild paint colors like bright red and lime green — even multicolored ceiling tiles. Jones' game room includes a movie popcorn machine, a white board for high scores and a talking deer head.
Game rooms don't have to be pricey or out-there to be fun, though. About 15 years ago, Carrier started with a $1,110 pool table from Clover Home Leisure Center.
The software engineer, now 35, then paid $20 or $30 for an electronic company break room dartboard, $150 or so for a pack of 14 or 15 games he can play on his Pacman machine, $150 for a 110-CD jukebox and a hundred or so for a combination foosball-hockey table.
His unfinished basement may have only a couch, some throw rugs and wall-to-wall posters from an old movie theater job, but New Year's Eve and Super Bowl party guests have routinely spent hours there. Carrier would like to add a big-screen TV, though.
If you don't have a knack for fixing old machines, the time for eBay or the desire for a refinished basement, Steele says, expect to pay about $8,000 for a basic game room with say, a jukebox, pinball machine and one video-game kiosk.
You may save some money on package deals. Stott, for instance, sells a collection of what he considers the super-hot items for $5,000.For most game room enthusiasts, however, you can't put a price tag on the benefits.
"I think that it makes entertaining at home more fun. It's fun for all age groups," says Claremont's 33-year-old fiancée, Jennifer Kimmel. "We had some company over last week and spent a couple of hours playing games. With the variety we have, there's something for everyone."
LHUTCH@DemocratandChronicle.com
Violent video games don’t kill, guns do
BY TRENT CUTLEROpinion WriterFebruary 13, 2006
It seems like no matter where you look you can find some kind of violence. Video games look more realistic each year and television appears to have more violent themed shows these days. Of course, all of this means violence in our society is gradually getting worse, right? Wrong.
It is easy to see violence in the news and think it is getting worse. While violence in American media has dramatically increased, the actual rate of violent acts committed in the United States has significantly declined.
For example, violent crime rates have been dropping since 1994 and reached the lowest level recorded in 2004. Obviously, violence is not increasing because of negative media influence.
Do you remember the years of
the school shootings? People believed the shooters of Columbine were heavily influenced by the video game “Doom.”
Students that have carried out horrible school shootings show little emotion after being apprehended. No remorse, no tears and no words of sorrow escape the shooter’s lips. This lack of emotion was blamed on video games and violence in the media.
However, violent video game and Marilyn Manson did not directly cause their problems. These problems come from lack of love, discipline and respect for life.
Violence in the media does not cause people to walk out the door and kill. Sometimes it is psychological, other times it is learned in a violent home.
If parents do not properly discipline their children, one can argue an outside influence could aid in child aggression. Nevertheless, it is unfair, and wrong, to assume that media violence directly causes it.
I believe the problem lies in our American culture. The Japanese play video games equal to Americans yet their homicide rates are incredibly lower. People here deal with their problems differently.
Educating the youth in communication skills is a great way to proactively combat the negative media influence toward aggression. In many places this is already being done.
I don’t believe America really wants to take the necessary action to stop violence and death. In one year Japan had 15 people murdered by handguns. New Zealand had 2 people killed and the United States had 9,390 deaths caused by handguns. It’s too easy to find the gun closet in many homes.
The number one thing we could do is enforcing stricter gun laws, but Americans will never give up their handguns. Stricter gun laws would solve more problems than a boycott of video games.
This is the real problem, not the things of graphic nature shown on TV and video games. Has TV caused you to act violently? I believe most of us will answer no. Then how can we think TV causes everyone else to act violently?
Media violence is not the real cause of homicide in America.
The problem is deeply rooted in our culture, home and lifestyle.
It seems like no matter where you look you can find some kind of violence. Video games look more realistic each year and television appears to have more violent themed shows these days. Of course, all of this means violence in our society is gradually getting worse, right? Wrong.
It is easy to see violence in the news and think it is getting worse. While violence in American media has dramatically increased, the actual rate of violent acts committed in the United States has significantly declined.
For example, violent crime rates have been dropping since 1994 and reached the lowest level recorded in 2004. Obviously, violence is not increasing because of negative media influence.
Do you remember the years of
the school shootings? People believed the shooters of Columbine were heavily influenced by the video game “Doom.”
Students that have carried out horrible school shootings show little emotion after being apprehended. No remorse, no tears and no words of sorrow escape the shooter’s lips. This lack of emotion was blamed on video games and violence in the media.
However, violent video game and Marilyn Manson did not directly cause their problems. These problems come from lack of love, discipline and respect for life.
Violence in the media does not cause people to walk out the door and kill. Sometimes it is psychological, other times it is learned in a violent home.
If parents do not properly discipline their children, one can argue an outside influence could aid in child aggression. Nevertheless, it is unfair, and wrong, to assume that media violence directly causes it.
I believe the problem lies in our American culture. The Japanese play video games equal to Americans yet their homicide rates are incredibly lower. People here deal with their problems differently.
Educating the youth in communication skills is a great way to proactively combat the negative media influence toward aggression. In many places this is already being done.
I don’t believe America really wants to take the necessary action to stop violence and death. In one year Japan had 15 people murdered by handguns. New Zealand had 2 people killed and the United States had 9,390 deaths caused by handguns. It’s too easy to find the gun closet in many homes.
The number one thing we could do is enforcing stricter gun laws, but Americans will never give up their handguns. Stricter gun laws would solve more problems than a boycott of video games.
This is the real problem, not the things of graphic nature shown on TV and video games. Has TV caused you to act violently? I believe most of us will answer no. Then how can we think TV causes everyone else to act violently?
Media violence is not the real cause of homicide in America.
The problem is deeply rooted in our culture, home and lifestyle.
Video Games Award Show to Debut 2007
Published by nForcer on Monday, 13 February 2006 17:54:20 GMTTopic: Gaming
Video games are to get their own annual televised awards ceremony - just like the Oscars, Emmys and Baftas. Non-profit industry group The Academy of Interactive Arts and Science announced the creation of the show at its annual games summit. The first awards show will debut in early 2007, said the Academy.
BBC - Best games get TV award showcase
Jules Haimovitz [Dick Clark Prods.] says the audience for the show is "much, much broader than most people think, at least 12-49... We're creating a form of video that heretofore hasn't existed, so it would be like trying to describe a music video to somebody in 1968. It will be entertaining even to those outside the game crowd."
Part of the program's approach will be to incorporate insights from celebrities, consumers and well-known talents in the video game industry.
AllHeadlineNews - Video Game Awards Show to Debut in 2007
Video games are to get their own annual televised awards ceremony - just like the Oscars, Emmys and Baftas. Non-profit industry group The Academy of Interactive Arts and Science announced the creation of the show at its annual games summit. The first awards show will debut in early 2007, said the Academy.
BBC - Best games get TV award showcase
Jules Haimovitz [Dick Clark Prods.] says the audience for the show is "much, much broader than most people think, at least 12-49... We're creating a form of video that heretofore hasn't existed, so it would be like trying to describe a music video to somebody in 1968. It will be entertaining even to those outside the game crowd."
Part of the program's approach will be to incorporate insights from celebrities, consumers and well-known talents in the video game industry.
AllHeadlineNews - Video Game Awards Show to Debut in 2007
Best-Selling Games Ever
07:21 AM, February 14th 2006 Newsby Jack The Ripper
Yes folks, it's that time of year: we look back into the past, grab some gaming legends by the throat and throw them here, so everyone can see what's so special about them. So, get ready, 'cause we're about to be in the company of great marketing hits. And yeah, this also includes The Sims, so easy with the swearing, okay? According to GamingSteve, the crown, the scepter, the 1st place and all the other complementary honors go to none other than the two weird-colored brothers. Super Mario Brothers is the best-selling video game of all time, with over 40 million units sold. Furthermore, the 26 Mario games have sold an astounding 152 million copies. At least, that's what Guinness Book of World Records says. As far as PC games as concerned, I'm sure you already know the answer: The Sims is the indisputable champion. Finally, let's talk about the ancient coin-operated arcade games. The winner is the one and only Pac-Man. By the way, did you know that Pac-Man was first known as "Puck-Man"? You did? Well, then answer me this: why did the kids scratch off a part of the "P" written on the arcade-machines and why did the publisher decide to change the game's name?
Yes folks, it's that time of year: we look back into the past, grab some gaming legends by the throat and throw them here, so everyone can see what's so special about them. So, get ready, 'cause we're about to be in the company of great marketing hits. And yeah, this also includes The Sims, so easy with the swearing, okay? According to GamingSteve, the crown, the scepter, the 1st place and all the other complementary honors go to none other than the two weird-colored brothers. Super Mario Brothers is the best-selling video game of all time, with over 40 million units sold. Furthermore, the 26 Mario games have sold an astounding 152 million copies. At least, that's what Guinness Book of World Records says. As far as PC games as concerned, I'm sure you already know the answer: The Sims is the indisputable champion. Finally, let's talk about the ancient coin-operated arcade games. The winner is the one and only Pac-Man. By the way, did you know that Pac-Man was first known as "Puck-Man"? You did? Well, then answer me this: why did the kids scratch off a part of the "P" written on the arcade-machines and why did the publisher decide to change the game's name?
Weightmans adds to its video games teamWeightmans
solicitors have bolstered its Video Games team with the appointment of solicitor Sean Crotty, IP and Commercial Contracts. Sean was head of the IP and Technology Unit at his previous firm, advising on a wide range of Media Entertainment and Commercial activities.He will now be working alongside John Schorah, Head of Corporate, acting for both publishers and developers in the computer and video games industry.Weightmans recently acted for Swordfish studios on their recent acquisition by VU Games, and also advised Venom Games in respect of their purchase by Take Two.