Gamers Rewarded With Another Life
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There&#39;s a scene close to the beginning of Half-Life 2 of an urban vista in which a flock of birds flies toward a pale ecru sky against the backdrop of a very tall, black, ominous building.
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Artificial Life, a brazen Hong King Company has invented a new (and I use the next term very loosely) game. For those men without a girl, and who have exhausted every other method of finding companionship, comes the Virtual Girlfriend.
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Virtual drudgery comes to Second Life. In Game|Life.
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By Jeffrey Kelley, Richmond Times-Dispatch, Va.  Sep. 11--For video gamers, it will soon be the hap-happiest season of  all.
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Second Sight offers a compelling storyline that keeps gamers coming back for me.
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Video gaming has long suffered a reputation for creating sedentary and solitary zombies, pasty and pudgy except for their muscular thumbs. A growing number of games, however, are getting gamers off their couches and on their feet, not only shouting, gyrating, singing and dancing, but sometimes -- gasp! -- playing nicely with others, face-to-face, in groups.
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Inhabitants of virtual worlds are giving the games they play real economic power, a study has found.
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Game designers work to distill the magic that gives a game broad, mainstream appeal. Susan Arendt reports from the Game Developers Conference in San Francisco. Plus: Full GDC coverage in Game|Life.
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How the world of online gaming spawned a multimillion-dollar shadow economy measured in virtual coins, 80-hour workweeks and very real money.
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Buddy, can you lend a thumb? MySims, Rune Factory and Drawn to Life give gamers a chance to play the selfless card.
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Unsuspecting residents are lured in by shiny, foreign objects that unleash a self-replicating worm and bring the virtual world to a grinding halt. In Game|Life.
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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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Video game makers are straying from virtual blood-and-guts battles to letting people play at being rock music stars.
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Is competition to keep up with the next-gen Joneses slowly running the video-game industry into the ground?  In Game|Life.
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Video gamers, finally emerging  from the pixilated haze brought on by last year's bumper crop  of best-selling titles, are now turning their attention to  upcoming releases.
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Games with a political and social agenda have provided a novel take on world events.
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Ads in video games are becoming a lucrative area for firms trying to reach young people.