Patterns: A Video Game, an M.R.I. And What Menâs Brains Do
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Why does it often seem that men enjoy playing video games more than women? Perhaps because they do.
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Our video-game enemies are smart - and getting smarter. The artificial intelligence that guides in-game characters today leads to far more natural actions and realistic friends and foes than in the past. &quot;As graphics improvements top out, artificial intelligence will (drive) game innovation,&quot; says University of California-Santa Cruz professor Michael Mateas. A look at  AI evolution:
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Game addicts meet a potentially addictive new game. Will profit ensue?
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The videocassette in film: an unsettling innovation, a romanticized artifact, an LP in an MP3 world.
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Psychologists and neuroscientists have spent several decades producing theoretical models of the mental processes and neural networks that might  be involved in the kaleidoscopic state of psychosis. Largely concerned with simulating the nuts-and-bolts of the mind and brain, these  computer models generate results that tend only to be of interest to researchers and their scientific colleagues. More recently, scientists have decided to harness the power of virtual reality, in an attempt to move beyond the confines of theory, to simulate the experience of psychosis itself.
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The word "gaming" is making its way onto the whiteboards of advertising conference rooms on a regular basis these days. As a proponent of this industry's viability as a communication platform for brands, I think that's great progress. We've collectively woken up to the fact that pimple-faced teenagers are not the only ones playing games (for those of you not in the know, these guys aren't even the typical game consumers anymore, nor have they been for quite a few years now).
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Editors: Shlomo Reifman and Samantha N. Wong Researchers: Joshua Brandt, Fei Mei Chan,  Andrew T. Gillies, Soo Jeong, Edward Knudsen,  Artie Kwok, John Ray and Jody Yen Programmer: Carl Subick
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Academics and game designers are working on ways to make games that are fun but have a serious bent too.
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The fantasy of winning stimulates the same brain circuits that winning does.
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roundup Playtime isn't always fun. As researchers note the effect of violent games on the brain, some console buyers risk life and limb.
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Teens who play violent video games show  increased activity in areas of the brain linked to emotional  arousal and decreased responses in regions that govern  self-control, a study released on Tuesday found.
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In the old days, heroes were commemorated with stone statues in public squares. In today's video game obsessed society, players can get a Mii.
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Emotiv Systems has developed a neural-processing technology that lets players manipulate a game environment with their mind alone.
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U.S. scientists have, for the first time, applied a computer model of how the brain processes visual information to a complex, real world task.  People have been talking about computers imitating the brain for a long time, said Massachusetts Institute of Technology Professor Tomaso Poggio.
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The basics of gameplay -- competing against opponents, setting records, winning prizes -- are as old as human civilization. We use game models to motivate ourselves, to answer questions and to find creative solutions. Our online lives are just twists on the videogame leader boards. For many, life itself has turned into a game.
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LOS ANGELES, Feb 8 (Reuters Life!) - It's not all fun and  violence in video games, according to makers of a new genre of  games which claim to boost players' mental health and  self-esteem.
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Tycho:  Rhythm games aren't my forte, but I have a lot of inbuilt experience with meter which helps me fake it until I can build genuine skill.  And, as rhythm elements have crept into the entire medium, Tycho stock has been in a boom phase.  It's understandable, then, that while I soar and illuminate - and Gabriel sputters, bound to earth - tensions related to my prowess have begun to burn red-hot.  That is, until they cool again.  These things have a way of working themselves out in the fullness of time.          There's an incredible article over at Wired this month (and possibly also in the magazine?) about the Bungie's psychological approach to game design.  What a tremendous challenge it must be to retain authorial control in such a case!  As someone whose output is rarely screened by any agency, the whole thing gave me chills.  The right to fail nobly in a creative endeavor (as we sometimes do) is such a powerful luxury.  No such luxury may be extended to them, upon whose toil an entire platform rests.  God keep me from such a fate.          I keep hearing that Metroid Prime 3: Corruption isn't being promoted very well, but the person saying this always seems to know about it, and then when people share this complaint in the thread those people also seem to be "in the know."  It ships on the twenty-seventh of August, if you weren't aware - but since you almost certainly are, we needn't dwell on it.  What we should be dwelling on are the series of teaser vids that Retro has been trickling out.  Metroid's largely mysterious heroine has always been a huge draw for me, and going into deep detail about the character would actually damage the mystique.  But the universe she operates in need not be vague, which is why these clips are such a rich meal:  there's the Aurora Unit trailer that modernizes ancient Metroid canon in a classy way, and there's a treat at the end of the Valhalla trailer that ties it all together.  They both cover a setting that has gotten darker and more sophisticated, tones we don't typically associate with Nintendo.       We like to get kicks in on the post-Harmonix Guitar Hero, partly based on their "wacky" multiplayer concept - which ordinary gamers will probably love - but also out of a sort of tribal loyalty.  This having been established, they've built an authentically heroic tracklist that really has a lot of beef.  Going from the most recent Rock Band announcement out of Leipzig, both versions appear to have Radiohead's "Creep" and the Beastie Boys' "Sabotage," which is something of a comfort.  After seeing different songs on each game from Metallica and The Rolling Stones, I wasn't sure if they were already traveling down the catalogues securing exclusive weaponry.  I hope that the labels in this case see the old wisdom of arming both sides.