Teen texter from Toronto is all thumbs ahead of world championships in New York

2010 January 11
tags:
by mistercooke

http://briancromer.files.wordpress.com/2009/04/texting.jpg?w=474&h=275

Sat Jan 9, 5:42 PM

By The Canadian Press

TORONTO – Dexterously thumbing a sentence in under four seconds flat is a skill that has bestowed Kathy Spence the illustrious title of Canada’s fastest texter, but now the nimble-fingered teen will have to try something new if she hopes to win the world title.

She’ll have to use proper punctuation.

“The reason why I’ve been practising my punctuation is that I don’t usually use it a lot when I’m texting,” said the 17-year-old, sheepishly shrugging her shoulders and laughing.

For Spence “really” is actually “rly” in text-talk, “because” looks more like “bc” and punctuation is optional.

Having to avoid these shortcuts nearly stumped Spence last summer when she competed in the LG Canadian Texting Championships in Toronto, but the tech-savvy teen managed to plow through the irritating commas and laborious exclamation marks to win $25, 000 and a top spot at the international competition.

Spence is heading to New York City Jan. 13 to take part in the Mobile World Cup where she will have to compete against some of the world’s fastest texters.

Contestants from thirteen different countries will face off against each other for a chance to win US$100,000.

For Spence, the road to text champion began when she entered a contest at a local mall last year.

Officials were impressed with the bubbly teen’s ability to whiz through a text, as she hammered out one sentence in under four seconds.

“I was running around the house screaming,” Spence said, about her reaction after receiving a call from an organizer who informed the teen that she had made it through round one of the competition.

Spence went on to beat out contestants from across the country last June by texting “Of course you can say it backwards, which is Suoicodilaipxecitsiligarfilacrepus!”

At the time, Spence’s practice regimen consisted of sending about 200 text messages a day to friends and family, a training schedule that got her into trouble with her parents who preferred she focus more on her homework.

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Spence, who normally sends about 2,000 text messages a month, has continued to stretch her thumbs out over the past few months by sending out text messages to friends and family.

“I’m into texting now too,” said Spence’s mom, who is also named Kathy Spence.

“When I text her and she doesn’t respond. I say ‘you are slow, I’m faster than you’,” the older Spence said laughing.

Amy Konecnik, 17, from Saskatoon was the runner-up in last year’s competition and will also be joining Spence in New York on Thursday.

Top 10 video game innovations By Steve Tilley of canoe.ca

2009 December 12
by mistercooke
  • http://media.teamxbox.com/games/ss/1030/1096374697.jpg

    Top 10 video game innovations
    By Steve Tilley

  • 1. Online multiplayer console gaming

    2. Wireless video game controllers
    3. Downloadable games and game content
    4. User-generated content in console games
    5. High-definition visuals
    6. Motion-sensing game controllers
    7. Web browsers as a gaming platform
    8. Touchscreens on handheld gaming devices
    9. Hard drives in game consoles
    10. Physics as a gameplay enhancement/mechanic

    Top 10 video game developers By Steve Tilley of canoe.ca

    2009 December 12
    by mistercooke
  • http://scrapetv.com/News/News%20Pages/Games/Images/ubisoft-logo.jpg

    Top 10 video game developers
    By Steve Tilley

  • 1. Ubisoft Montreal (Assassin’s Creed, Splinter Cell)
    2. Valve (The Orange Box, Left 4 Dead)
    3. Nintendo (Super Mario Galaxy, Wii Fit)
    4. BioWare (Mass Effect, Knights of the Old Republic)
    5. Rockstar Games (Grand Theft Auto series)
    6. Bungie (Halo series)
    7. Harmonix (Rock Band series)
    8. Infinity Ward (Call of Duty series)
    9. Capcom (Resident Evil series)
    10. EA Canada (Need For Speed, SSX)

    Top 10 biggest video game stories By Steve Tilley of canoe.ca

    2009 December 12
    by mistercooke
    http://www.xbox360bundleguide.com/images/2.jpg

    #5: Red Ring of Death

    Top 10 biggest video game stories

    By Steve Tilley

    1. Hot Coffee — Sexually explicit content discovered on the Grand Theft Auto: San Andreas game disc leads to a political firestorm and massive recall (2005).
    2. Bill vs. Japan — Microsoft’s Bill Gates unveils the Xbox game console and enters a market dominated by Sony, Nintendo and Sega (2000).
    3. Brandon Crisp tragedy — After the confiscation of his game console, an Ontario teen runs runs away from home and is later found dead from a fall (2008).
    4. Call of booty — Call of Duty: Modern Warfare 2 breaks single-day entertainment sales records, with more than $300 million rung up at registers (2009).
    5. Red ring of death — Outcry over the abnormally high failure rate of Xbox 360 consoles leads Microsoft to extend the system’s warranty to three years (2007).
    6. Rhymes with “twee” — Nintendo reveals their new video game console, previously codenamed Revolution, will officially be called Wii (2006).
    7. Death of a dream — Industry titan Sega exits the hardware manufacturing business after the failure of the Dreamcast game console (2001).
    8. Duke Nukem for never — Game developer 3D Realms announces that the 12-years-in-the-making Duke Nukem Forever has been cancelled (2009).
    9. Ganging up on Bully — The teen-rated action-adventure game Bully is attacked by teachers and politicians who feel it glorifies schoolyard violence (2006).
    10. For the horde — Massively multiplayer online game World of Warcraft launches, and becomes one of the most successful gaming phenomena of the decade (2004).

    TOP 10 VIDEO GAMES: By Steve Tilley of canoe.ca

    2009 December 12
    by mistercooke

    http://www.pwned.com/gamecovers/pc/196f381bc9cca7c51dd2458e19bbcf90-Half_Life_2_.jpg

    TOP 10 VIDEO GAMES:
    By Steve Tilley

    1. Half-Life 2/The Orange Box (2004/2007)
    2. Grand Theft Auto III (2001)
    3. Ico (2001)
    4. The Sims (2000)
    5. Uncharted 2: Among Thieves (2009)
    6. Super Mario Galaxy (2007)
    7. Fallout 3 (2008)
    8. Resident Evil 4 (2005)
    9. Halo: Combat Evolved (2001)
    10. BioShock (2007)

    Video Games through the decade 2000 — 2010

    2009 December 12
    by mistercooke
    By STEVE TILLEY — Sun Media

    Thu, December 10, 2009

    http://www.tribalscreens.com/VideoGamingGuys.jpg

    The graphics are prettier, the storylines are deeper and the controls have us moving our bodies in addition to twiddling our thumbsticks.

    But the biggest change in video games over this last decade has been their transformation from a nerdy hobby into a mainstream entertainment force.

    In 2000, as an odd little computer game called The Sims made its debut, video games and game consoles were still largely seen as the domain of teenaged outcasts, the kind of guys who’d rather spend a Saturday night pressing buttons on a controller than pressing their luck on an actual date.

    Was that an accurate depiction of games and gamers? Probably not, but quick ’n’ easy stereotypes rarely are. To say you were a gamer in 2000 was to bravely declare solidarity with your fellow computer-game enthusiasts and PlayStation 2 early adopters, blank stares and stifled snickers be damned.

    And now, as the decade winds to a close, The Sims and its sequels have sold more than 100 million copies; Call of Duty: Modern Warfare 2 has had the largest single-day gross of any entertainment launch in history (at $310 million US); and sitcom characters are just as likely to be seen trading quips over a game of Wii Sports as they are over a cup of coffee.

    Video games still aren’t as ubiquitous and universal as television or films – we still call those who play games “gamers,” even though no similar segregation exists for movie buffs, TV fans or book nuts — but they’re getting awfully close. Roughly half of all Canadian households now have a video game console of some sort, compared to 35% just four years ago.

    And that 20-year-old gamer virgin in his mom’s basement? According to the Entertainment Software Association of Canada, the average gamer of 2009 is 36 years old, and more than one-third are female. You can bet some of those ladies would eat you alive in a game of Madden NFL 10 or Halo 3.

    As a gamer from the Intellivision era onward, it’s been fulfilling for me to see how far the medium has come in the past 10 years (and to have spent a sizable chunk of that time writing about it for Sun Media, as even today we’re one of the few mainstream news outlets that covers games on the same footing as movies, music and TV.)

    There have been controversies and steps backward, sure, and video games still have a lot of growing up to do. Ten years from now, it would be nice to see more games that speak to a broader level of experience and engagement, instead of falling back on subject matter such as Guy With Gun Shoots Everything That Moves.

    But, like the Sims themselves, video games have evolved, matured, become more social and been embraced by the masses. The medium’s awkward teen years are over, and the exodus from the basement is complete. Game on.

    Video games take bigger role in education

    2009 December 12
    by mistercooke

    http://www.thetechlounge.com/files/news/images/1228786828_video-games-education.jpg

    RALEIGH, North Carolina (Reuters) – Teachers trying to get students interested in molecular biology or space now have a new tool — video games.

    As more children grow up playing video games, educators are partnering with game developers and scientists to create new interactive experiences for the classroom.

    A trio of new games were developed to make subjects like world culture, molecular biology and space exploration more accessible and fun for young minds.

    According to a new “Kids and Gaming 2009″ report from The NPD Group, among all children in the United States aged 2-17, 82 percent, or 55.7 million, are currently gamers.

    Of these gamers, 9.7 million are aged 2-5, representing the smallest segment, while 12.4 million are aged 9-11, making up the largest segment.

    Just as kids have embraced music videogames like Activision’s “Guitar Hero 5″ and MTV Games’ “The Beatles: Rock Band” and sports games like Electronic Arts’ “Madden NFL 10″ and “FIFA 10,” educators and researchers are hoping games like “Immune Attack,” “Discover Babylon,” and Virtual Heroes’ “Astronaut: Moon, Mars & Beyond” will engage and educate youngsters.

    The Federation of American Scientists (FAS) game developer Escape Hatch Entertainment created “Immune Attack” to plunge 7th through 12th graders into the microscopic world of immune system proteins and cells.

    The goal of the game is to save a patient suffering from a bacterial infection. Along the way, players gain an understanding of cellular biology and molecular science.

    “This is a first-person shooter in which the objects you need to activate with your ray gun are proteins on the interior surface of the veins,” explained Melanie Ann Stegman, PhD, a program manager at FAS.

    “This integration of molecular science with the game took a big collaboration between scientists at Brown and our game designer.”

    Stegman said data from kids who played the game show that they’re picking up much more than just vocabulary.

    Students are learning intuitively how the cellular world works, including complex concepts like the functions of Monocytes and the molecular interactions among human complement factors and bacterial surface proteins. A sequel is already in development for next year.

    “As long as games are designed to be engaging, exciting and competitive I think they can be easily tailored toward educational purposes,” said Tad Raudman, a science instructor at University Preparatory School in Redding, California, whose students played “Immune Attack.”

    “Approximately 10 percent of lifetime learning happens in the formal (K-12)educational setting. If games are played several hours a week on average, they can have a significant outcome on learning in both formal and informal settings.”

    The FAS also worked with UCLA’s Cuneiform Digital Library Initiative and the Walters Art Museum to create “Discover Babylon,” a game aimed at 8 to 12 year-olds that teaches about the significance of Mesopotamia in world culture using library and museum objects.

    “Quality videogames are very important in education because they reach some students who otherwise could not be taught,” said Clara J. Heyder, physiology and pathology teacher at Bayside High School in Virginia Beach, Virginia.

    “Cideogames encompass visual, auditory and kinesthetic learning which are very important for learning.”

    On January 18, serious games developer ARA/Virtual Heroes will release a free downloadable prototype game called “MoonBase Alpha,” which has been designed in conjunction with NASA engineers and astronauts to teach STEM (science, technology, engineering and math) education to students across the United States.

    The first-person perspective game thrusts players 30 years into the future and requires players to team up and use real match and scientific thinking to overcome challenges that astronauts might one day face.

    “MoonBase Alpha” is a free predecessor to a new massively-multiplayer online game, “Astronaut: Moon, Mars & Beyond,” which will be released later in 2010.

    Jerry Heneghan, founder and CEO of ARA/Virtual Heroes, said the game will be an immersive platform, allowing multiple curriculum modules for teachers to incorporate the game into learning about science, technology, engineering and math for both the classroom and at home.

    “Students can pick a role like a roboticist, science officer, commander, or space engineer and work as a team on missions to perform experiments, solve space problems, and save the colonies from a myriad of potentially catastrophic situations,” he said.

    (Editing by Belinda Goldsmith)

    Are videogames bad for your health?

    2009 December 12
    by mistercooke

    The first clinic to treat videogame addiction has opened in the UK. But how dangerous is it to spend hours in front of a console?

    Bandslam

    Lisa Kudrow takes the strain in the recent film Bandslam. Photograph: Allstar/20 CENTURY FOX/Sportsphoto Ltd./Allstar

    The Guardian, Friday 11 December 2009

    You know your gaming habit has got out of hand when you start wearing a nappy to allow you precious extra minutes at the screen. So says Brian Dudley, the director of Broadway Lodge in Weston-super-Mare, which earlier this year became the first addiction clinic in the UK to welcome gaming addicts.

    “We are now seeing some people devoting their whole lives to gaming,” says Dudley, who offers a 12-step abstinence programme to those suffering from a wide range of addictions, including alcohol, drugs and sex. “Some spend 18 hours a day playing on their computers. Immersive role-playing games such as World of Warcraft and Call of Duty hook people and let them live in a fantasy world. The online element to the game lets them falsely believe they have lots of friends. Some people were reported to have taken a week off work just to play Call of Duty when it was released recently.”

    Dudley’s sense of frustration about the lack of action over excessive gaming is palpable: “We’re just at the tip of the iceberg in our understanding of this subject. There’s been very little in the way of meaningful research. Some research in the US has shown that 8-10% of gamers show signs of addiction, and in places such as South Korea there are now over 100 gaming addiction treatment centres. The industry is in denial about it at the moment and politicians are just not interested.”

    Ever since videogames became a fixture in our homes in the early 1980s, there has been panic about their effect on our increasingly sedentary population. But with the arrival of broadband earlier this decade, multiplayer, fantasy role-playing games such as World of Warcraft have become hugely popular.

    “It’s the games with no end that are the worst,” says Dudley. “They can help people develop eating disorders, such as binge eating. We’re also seeing cross-addiction, where gamblers start to also get addicted to gaming and alcohol. There are many triggers for addiction such as bullying and family problems. But sometimes it can be just that the person really enjoys the game.”

    But are computer games just a hook for addictive personalities? Without extensive research, it’s unlikely we’ll ever get a definitive answer, says Dudley. And the gaming industry is dismissive of the notion that gaming could be harmful. The Entertainment and Leisure Software Publishers Association (Elpsa) says: “Playing videogames is simply another daily activity that can give people pleasure. It is not a physical addiction.”

    Addiction is not the only worry. Since the launch in 2006 of the Nintendo Wii, there have been regular reports of people suffering from injuries during gameplay. But it is injuries caused by repetitive actions – “cumulative trauma disorders” – that seem most likely to manifest themselves during excessive gaming. “It has been shown in the US that kids playing computer games can develop symptoms in their arms and fingers, especially when using a joystick,” says Professor Stephen Tyrer, emeritus consultant in psychiatry, pain and neurorehabilitation at Newcastle’s Royal Victoria Infirmary. “Kids that really enjoy a game can also develop more symptoms, but after two to three days of not playing, the symptoms tend to go. Aggression and pain have also been strongly related in studies, which might raise questions about there being a link when playing certain games. The most affected part of the body is likely to be the hand and arm, but the tension created when playing could lead to symptoms in the neck, shoulder and elbow. As with any screen-based activity, the advice is to take as many breaks as possible, ideally at least five minutes every hour.”

    Mike Rawlinson, director general of Elpsa, says that the “industry believes that videogames should be enjoyed as part of a healthy, active and balanced lifestyle”. And he points to the fact that in October, the Department of Health’s Change4life programme chose to endorse Nintendo’s Wii Fit Plus for its health benefits.

    It marks quite a departure from a Change4life poster that was distributed across the country back infrom March that . It showed a young boy slouched in front of a screen holding the controller to a games console with the headline: “Risk an early death, just do nothing.”

    Top 10 best-selling videogames in the USA for November, 2009

    2009 December 12

    'Modern Warfare 2' with a promotional statue

    Relax News

    Saturday, 12 December 2009

    Sales analysts NPD have released their November figures for the US video games industry, confirming what Activision, the publishers of monetary and play-time juggernaut Call of Duty: Modern Warfare 2, have been shouting from the rooftops since the game’s November 10 release — it sold a combined 6.07 million units in the USA on PS3 and Xbox 360 alone.

    Modern Warfare 2 dominated the charts, occupying the number 1 and 2 spots on Xbox 360 and PlayStation 3 respectively, whilst New Super Mario Bros. Wii jumped into the charts at number 3, the Xbox 360 version of Assassin’s Creed II hangs in at number 4 and Left 4 Dead 2 shifted enough copies to secure fifth place.

    NPD confirmed that Modern Warfare 2 is now the fastest selling videogame in terms of sales during its first month of release. As NPD analyst Anita Frazier pointed out, “Halo 3 previously held the spot when it sold 3.3 million units in September ‘07 in 12 days at retail. MW2 bested Halo 3’s daily sales rate by 16% in its 19 days at retail in November.”

    A year previous, Gear of War 2 had been the best seller as an Xbox 360 exclusive, and the previous title in the Call of Duty series, World at War, was at number 2. Mario Kart Wii was riding high at fifth place, an impressive achievement considering its release seven months earlier in April. Even now, it maintains a presence in the November 2009 chart at number 10 with 315,000 units sold during the month. Presumably there can’t be many Americans left who want Mario Kart Wii or a Wii console and don’t yet have it – but though sales for both have dropped off, the Wii is still the best-selling home console of the month, year, and the current generation of hardware.

    Top 10 Best Selling Videogames, USA, November 2009

    1. Call of Duty: Modern Warfare 2 (360): 4.20 million units
    2. Call of Duty: Modern Warfare 2 (PS3): 1.87m
    3. New Super Mario Bros. Wii (Wii): 1.39m
    4. Assassin’s Creed II (360): 794.7k
    5. Left 4 Dead 2 (360): 744k
    6. Wii Sports Resort (Wii): 720.2k
    7. Wii Fit Plus (Wii): 679k
    8. Assassin’s Creed II (PS3): 448.4k
    9. Dragon Age: Origins (360): 362.1k
    10. Mario Kart with Wii Wheel (Wii): 315k

    Source: NPD Group

    Video game warnings on boxes?

    2009 December 10

    http://www.joystickdivision.com/esrb_rating-m_thumb.gif

    If you go to ESRB, this site provides parents with straightforward and clear expectations of what to expect in a videogame. For example, a game called The Saboteur was recently released and this is the description of the game as found on ESRB’s web site:

    The Saboteur
    Platform: Windows PC, PlayStation 3, Xbox 360
    Rating: Mature
    Content descriptors: Blood, Intense Violence, Nudity, Sexual Themes, Strong Language
    Rating summary: In this “open-world” third-person shooter, players control an Irish racing mechanic who seeks revenge against Nazis in German-occupied Paris during the 1940s. Players engage in hand-to-hand combat, perform “stealth kills,” shoot guns, and plant and set off explosives to destroy Nazi targets. Stealth kills usually involve breaking the necks of Nazi soldiers or stabbing them from behind; gun attacks can include carjacking an enemy in a vehicle—players shoot the driver and throw out the body before getting into the car—and shooting soldiers or civilians while they’re on the ground (i.e., postmortem damage). Most of these attacks are accompanied by depictions of blood: the blood sprays out of targets and may pool on the ground or stain surrounding walls. In the free-roaming context, players have the ability to approach any character and use machine guns, rocket launchers, and flamethrowers against him; the cries of pain and screaming from these characters may be unsettling (though players are penalized for killing civilians via the point system). And in districts where the Nazi presence is strong (i.e., the “Will-to-Fight” is low), players may witness civilians in the background getting executed by enemy soldiers.The game contains sexual themes and nudity. Female dancers inside a Parisian cabaret are depicted topless, wearing thong-style underwear that expose their buttocks. Inside a French brothel, women walk around with very little clothing on—essentially, topless with the exception of “pasties” as coverings. German soldiers are sometimes shown groping and fondling prostitutes, dancers, and waitresses; prostitutes can be seen walking the streets of Paris, though sexual acts are only mentioned, never depicted. Characters also reference sex/sexuality in the dialogue (e.g., “A girl should always carry protection,” “Laying on your back all day gives one perspective on life,” and “We’re hitting the brothels later. Want to come?”). The dialogue drives much of the storyline, and those who deliver it use profanity (e.g., “f**k,” “sh*t,” “c*ck,” and “a*shole”) in no uncertain terms.

    cigarette

    Should this type of clear and frank description be mandatory by law on the OUTSIDE PACKAGING of the video game boxes so that parents and / or all customers are fully aware of what they are getting themselves into when they buy this game — in the same way that cigarette boxes are now equipped with gruesome images and messages?

    What might these video game warning labels look like?