Gameworld: Older women rule ... the casual games market
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Contrary to popular  belief, teenage boys are not the masters of the entire video  game universe.
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Nintendo is hoping that the Nintendo DS will win over older, more sophisticated gamers.
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The next game controller could be your gray matter. Also: Online bells and whistles for the PS3.
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Age is clearly a sensitive issue in  China's fast-paced world of online games, where a year or two  can mean the difference between the height of youth or a game  title being past its prime.
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As president of Activision Publishing, Kathy Vrabeck helps promote and develop games like "Doom 3," "Tony Hawk's Underground 2" and "Call of Duty." But she might think twice before buying those top-sellers for her 7-year-old son. In a gaming world where violence reigns, parents like Vrabeck are searching for family-friendly titles bearing a rating of "E" &#151; for everyone.
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Video games aren't just for the  kids anymore. More than one in three U.S. adults who go online,  or 37 percent, own a video game console and 16 percent own a  portable gaming device, Nielsen//NetRatings  said on  Tuesday.
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Tycho:  As suggested by Gabriel's recent communique, pokemania is not only going strong but has burst, like some foul canker, and the infection has spread.  It's true that I have built a so-called "Leaf Deck," but this is because I was fairly certain they would beat me up if I didn't.  Now he's hauling in his case of Next Quest figurines each day, as I myself once hauled a tacklebox of Necrons, only I need to stress that it was more awesome when I was doing it, because Necrons are unkillable harvesters of flesh and not some kind of weird fox or living scarf.  It's absolutely fucked that I have spent almost fourteen years trying to reveal the subtle glories of table gaming, only to be cast down time and time again.  However wise my counsel, it apparently lacked that crucial munchkin component.    After I completed Half-Life 2: Episode Two - perfectly acceptable entertainment, but nowhere near the revolutions found elsewhere on the same platter - I started to wonder how they would deliver the third episode to the same platform in the next year or so.  I doubt they'll have another four games to accompany it, but who knows:  they're a bizarre company where extraordinary things happen.  Left 4 Dead, Counter-Strike, Day of Defeat, and Episode 3 might look pretty nice on there together.  On the PC, of course, one simply clicks a couple times to get whatever they want, and then leverages Valve's fairly incredible community implementation to get things done.  You could accomplish all of this using only the tip of your nose.      On the Playstation 3, even with Valve's distaste for native development, there's already several precedents for direct delivery of individual titles.  On the 360, where Arcade is Microsoft's only concept for delivering titles in their entirety, the hundred and fifty meg limit falls hard around some titles, hemming them in.  But there's a weird (read: psychotic) eyelet where where larger-form product can escape: as content drops for retail titles.  I was surprised that there was no option for this in The Orange Box itself.  Now that Valve is in a position to write a game once and then compile it to different platforms, a retail release - called "Steam," and including two or three catalog titles - could be delivered as an anchor for their considerable franchise power almost in  perpetuity.  After years of fairly positive digital delivery experiences through Steam, I have to say that I found purchasing a Valve product in a retail context almost unpleasant - and not just because it entails hauling around my considerable bulk.  Retail has been a raw deal for a long time now in developer terms, and I avoid it whenever possible.  I should solicit another piece by an insider here for the post, and I know just the guy.  When he breaks down the way royalties work in the industry, you'll be surprised it isn't just Electronic Arts that's left, selling Electronic Arts games in EA branded stores.
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NEW YORK  - Video games involving multiple   players serve as informal gathering places akin to old-time   pubs and coffee shops, and can thereby boost the players'   social connections, researchers argue in a new study.
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Video games in Genevieve Woche's household used to be strictly kids-only. The adults weren't invited, and they probably weren't interested anyway. These days, it's a family affair.
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Older Americans play with video games that promise to keep their minds sharp. Some do crossword puzzles, try to master foreign languages or learn to play musical instruments -- all in the hope of staving off Alzheimer's. Now, a growing body of research is offering tantalizing evidence that a brisk...
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THEY USED TO be for kids. Space Invaders, Pong, Doom, some of them were shoot-âem-up fun, others were just, well, fun. But computer games have changed.
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Move over, junior. Grandma and grandpa are joining the wave in video and computer games as makers step up efforts to promote the software as brain-healthy exercises.
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The game publisher known primarily for its sports titles teams up with iVillage to persuade women to enter the world of gaming. In Game|Life.
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This game box offers online service, simpler controls to entice new players.
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Gametap puts hundreds of titles at your fingertips and connects you to gamers worldwide. By Chris Kohler from Wired magazine.
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What most adults might consider games for kids are anything but, say video game industry critics and two US senators. BY CHARLES HOMANS.
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Investor's Business Daily - Slot machines are evolving to suit a new generation of gamblers. The new machines, targeted at gamblers under the age of 40 who grew up playing video games, require greater hand-eye coordination, with some models featuring joysticks in the works. Slot makers say younger gamblers also like clusters of machines linked together to allow for communal games. One manufacturer has teamed up with video game maker Atari to create a Pong-style machine and other skill-based slots.