Tuesday, October 7, 2008

Using Video Games as Bait to Hook Readers

CARLSBAD, Calif.— When PJ Haarsma wrote his first book, a science fiction novel for preteenagers, he didn’t think just about how to describe Orbis, the planetary system where the story takes place. He also thought about how it should look and feel in a video game.
The online game that Mr. Haarsma designed not only extends the fictional world of the novel, it also allows readers to play in it. At the same time, Mr. Haarsma very calculatedly gave gamers who might not otherwise pick up a book a clear incentive to read: one way that players advance is by answering questions with information from the novel.
“You can’t just make a book anymore,” said Mr. Haarsma, a former advertising consultant. Pairing a video game with a novel for young readers, he added, “brings the book into their world, as opposed to going the other way around.”
Mr. Haarsma is not the only one using video games to spark an interest in books. Increasingly, authors, teachers, librarians and publishers are embracing this fast-paced, image-laden world in the hope that the games will draw children to reading.
Spurred by arguments that video games also may teach a kind of digital literacy that is becoming as important as proficiency in print, libraries are hosting gaming tournaments, while schools are exploring how to incorporate video games in the classroom. In
New York, the John D. and Catherine T. MacArthur Foundation is supporting efforts to create a proposed public school that will use principles of game design like instant feedback and graphic imagery to promote learning.
Publishers, meanwhile, are rushing to get in on the action. Scholastic, the American publisher of the Harry Potter series, recently released “The Maze of Bones,” the first installment in a 10-book mystery series that is tied to a Web-based game.
In advance of the publication of “Brisingr,” the third book in the best-selling “Inheritance” fantasy series by Christopher Paolini, Random House Children’s Books commissioned an online game. About 51,000 people have signed up since June to play and chat on message boards on the site.
But doubtful teachers and literacy experts question how effective it is to use an overwhelmingly visual medium to connect youngsters to the written word. They suggest that while a handful of players might be motivated to pick up a book, many more will skip the text and go straight to the game. Others suggest that video games detract from the experience of being wholly immersed in a book.

Some researchers, though, say that even when children don’t read much text, they are picking up skills that can help them thrive in a visually oriented digital world. And some educational experts suggest that video games still stimulate reading in blogs and strategy guides for players.
To be sure, some of the experiments pairing electronic games with books will be little more than marketing gimmicks. But publishers and authors suggest that some projects may push creative boundaries, helping to extend storytelling beyond the traditional covers of a book.
The premise of Scholastic’s series “The 39 Clues,” for example, is that online players search for some of the clues themselves, encountering background stories about new characters as well as text and pictures about everything from the Titanic to the Iditarod sled-dog race, material that supplements the novels and inevitably entails some reading.
A New Narrative
A recent poll by the Pew Internet & American Life project found that 97 percent of children 12 to 17 play games on computers, consoles and handheld devices. But while video games may seem to have little in common with books, some see a clear connection.
“I think gamers and readers are looking for the same thing,” said Rick Riordan, author of the popular “Percy Jackson and the Olympians” novels, who has written the first book in Scholastic’s “39 Clues” series. “They are looking to be dropped into an intriguing story and to become a character in the story.”
Still, avid readers who have compared the narrative arcs of video games with books sometimes find the games wanting. When Jacob Bagley first arrived as a freshman at Brown University, he was rapidly sucked into “world of warcraft
t,” an online game set in a medieval landscape where players collaborate to slay monsters and complete quests.

Mr. Bagley, now a senior, was so addicted that he sometimes abandoned friends in the dining hall to return to the game. But the story was never the attraction. Both the narrative and the characters, he said, were too simplistic, and he gave up “World of Warcraft” ( Buy wow gold ) in his sophomore year.
Video games, said Mr. Bagley, 21, “certainly don’t have the same degree of emotional and intellectual complexity of a book.”
Some people argue that video games are an emerging medium likely to undergo an evolution. “I wouldn’t be surprised if, in 10 or 20 years, video games are creating fictional universes which are every bit as complex as the world of fiction of Dickens or Dostoevsky,” said Jay Parini, a writer who teaches English at Middlebury College.

Writers have also started to adopt the pace and perspective of video games. Quinn Clark, a video game player in Vista, a San Diego suburb, was drawn to Mr. Haarsma’s novel, “The Softwire: Virus on Orbis 1,” because of its similarities to some of his favorite games.
The novel is narrated by J. T., a 13-year-old boy who has the ability to burrow into a computer with his mind and fights aliens. His viewpoint mimics the behind-the-eyeballs feel of a video game.
“I felt like I was in ‘Call of Duty 4,’ ” said Quinn, a beanpole thin 12-year-old, referring to a popular combat game.
Libraries Check In
Gaming advocates suggest that even if video games don’t motivate more traditional reading, they have the potential to teach players how to absorb visual information and think strategically.
Inspired in part by such theories, librarians now stage tournaments for teenagers with games like Super Smash Brothers Brawl and Dance Dance Revolution. In the first half of this year, the New York Public Library hosted more than 500 events, drawing nearly 8,300 teenagers. In Columbus, Ohio, nearly 5,500 youngsters have participated in more than 300 tournaments at the public library this year.
“I think we have to ask ourselves, ‘What exactly is reading?’ ” said Jack Martin, assistant director for young adult programs at the New York Public Library. “Reading is no longer just in the traditional sense of reading words in English or another language on a paper.”
In some cases, librarians may guide young gamers towards other resources — including, occasionally, books. But critics argue that most children who play games at the library simply do just that. And games like Dance Dance Revolution, in which players follow dance steps on a screen, seem to have little to do with literacy of any kind.

At a gaming tournament at a branch of the Ann Arbor, Mich., public library earlier this year, more than 30 boys gathered in a darkened room, feverishly sparring in matches of Super Smash Brothers Melee for more than six hours. Most of them said they did not read much, and rarely checked out books.

Derek Hibbs, 18, a regular tournament player, said reading felt too solitary. “You can’t say: ‘I charge you to a reading duel. Go!’ ”
Researchers, who are just beginning to explore the cognitive effects of video games, have found that in laboratory settings, action gamers are better than nonplayers at focusing on tasks and ignoring irrelevant distractions.
Some gaming evangelists suggest reading feels too passive to youngsters who want the sense of power conferred by a control pad.
“Games are teaching critical thinking skills and a sense of yourself as an agent having to make choices and live with those choices,” said James Paul Gee, the author of the book “What Video Games Have to Teach Us About Learning and Literacy.” “You can’t screw up a Dostoevsky book, but you can screw up a game.”
Skeptics point out that psychological research consistently shows that skills often don’t transfer from one setting to another.
Nevertheless, some educators argue that students may learn more by playing an active role in the simulated world of a game than they might by simply reading a book.
Such ideas led Lyn Lord, a social studies teacher at Kimball Union Academy, a boarding school in Meriden, N.H., to introduce students to Civilization, a role-playing game in which players build and lead cultures like the Aztecs or the ancient Romans through thousands of years of historical development.

Holly McLaughlin, a senior at Kimball who played Civilization as a sophomore in Ms. Lord’s class, said that at first she failed at the game, choosing to develop culture and religion at the expense of roads and the military. Playing, she said, helped her gain a deeper appreciation for why leaders made certain decisions.
“Rather than just reading about it,” Holly said, “you would understand everything about it, because you had built a network of roads yourself.”
There is still little research on whether students ultimately absorb information better by playing games. “I actually think reading is pretty great and can compete with video games easily,” said Mark S. Seidenberg, a professor at the University of Wisconsin in Madison who specializes in reading research. “So rather than say, ‘Oh, books are irrelevant in the modern era because there are all these other media available,’ I would ask shouldn’t we be doing a better job of teaching kids how to read?”
Some gaming advocates suggest that video games may help with that. The reading that gamers do in instructional manuals, strategy guides or message boards, though often cryptic and more technical than narrative, might serve as a “gateway drug for literacy,” said Constance Steinkuehler, an assistant professor in the school of education also at the University of Wisconsin at Madison.
For the past year, Ms. Steinkuehler has been testing this hypothesis with a group of teenage boys who play World of Warcraft ( Currency: wow gold ) .
Noah Tropp, 14, who participated in Ms. Steinkuehler’s program for several months this year, regularly reads sites like gamewinners.com and supercheat.com. While looking for hints online, he read about “Death Note,” a novel based on a Japanese video game. Over the summer, he read it.
Noah also wrote about the games and other pastimes on a group Internet forum. “I was so surprised because he does not like writing,” said William Tropp, Noah’s father. “I said, ‘Why aren’t you like this in school?’ ”
In one posting, Noah recommended “xxxHOLIC,” a graphic novel based on Japanese manga cartoons.
“You should check it out if you get the chance,” Noah concluded, “and it is a good book!”
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Escaping into virtual PC worlds

Millions of people across the globe are turning on their computers and entering virtual worlds every week - with games such as World of Warcraft ( Currency: wow gold , Second Life and Entropia Universe proving ever more popular.
Players interact with each through their avatars - a digital representation of themselves used in the game world.
BBC Scotland has been probing the opinions of one expert from Kinross on the growing popularity off logging out of real life and into computer worlds.
Brian Baglow has worked on games such as Grand Theft Auto and Body Harvest and now promotes companies involved in the interactive, mobile, online and entertainment industries through the PR agency he founded called Indoctrimat.
He estimates that between 50 and
60m people are involved in virtual world gaming.
He said: “There are as many different types [of virtual game] as you can think of different movies or television and surprisingly it started back at the beginning of computing, when computers were all fundamentally linked together.
“You didn’t have your very smart PC on your desktop but they were all in universities and they had huge fire-proofed rooms with something the size of a house in there and all you had was the keyboard and the television screen and some of the early games actually turned into multi-player worlds.
“If you want some of the jargon, they’re called MMORPGs - Massively Multi-player Online Role Playing Games.”
Mr Baglow believes the attraction of the games could be the bond formed between players.
“It’s the ability to interact with other people - real people all over the planet regardless of where they are or who they are,” he said.
“There are a lot of people out there now who have formed life-long friendships.
“Some people have got married after meeting in virtual worlds.”

However, Mr Baglow recognises there could be problems with such games.
He said: “There is a security issue - you have to be very very careful about who you’re agreeing to talk to and it’s something that a lot of the social networks - Bebo, MySpace, and that kind of thing suffer from as well.”
And there were accusations that some people on Second Life were buying sex with those posing as child characters and even had links to real child pornography.
Mr Baglow said: “Most virtual world games have a point to it - you have to go in, build your experience level, you have to win quests, you have to do things.
“Whereas Second Life was more of an experiment in creating a virtual world where people can do as they please - they can meet people, they can build a house, they can do anything you can do in the real world essentially - and it is open to the same problems that the rest of the internet faces.
“But for a lot of the games you’re far too busy either blowing up space ships or destroying parties of orcs to worry about anything else.”
The virtual gaming world brings in a lot of money - but how do companies make their cash?
Mr Baglow explains: “Most of the games support themselves through monthly subscriptions, so you’re actually paying to take part, but within each of these worlds they have some sort of economy.
“There’s a fantastically complex game called EVE Online which comes out from a company in Iceland and they’ve been going for several years now, and they’ve actually recruited an economist and are voting people into positions of power, into a government, democratically, within this world and a large part of that is to do with the resources and the actual economy within the game.”
Mr Baglow believes the industry will continue to grow in the future.
He said: “More and more devices that you now own are becoming connected and connectable, everything from your mobile phone and your home video games consul, through to your PC.
“So it’s going to be entirely possible to take these worlds with you regardless of where you are and you can log in from your phone, you’re going to be able to find out what’s going on through text up-dates, so I really think it’s quite exciting.”
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World of Warcraft: EM LA Day 2 Melee

After the first day of competition, four teams have been eliminated from competition and four have moved on. PMS.h20 and Finding Serennia were gone after group play, having not put up much of a fight to any of their opponents. After all of the group play, the tournament called for two relegation matches to determine who would advance to the playoffs. Four American teams and two matches later, Pandemic vs. SK-Gaming and GotGame East vs. Evil Geniuses decided who would continue onto the upper bracket to represent the US.For day 2 of the Extreme Masters:
Los Angeles event, we have three more matches to be played out. First up will be the lower bracket finals and upper bracket round two to determine who will be competing in the finals. x6tence and GotGame East will be competing in the upper bracket finals in what will definitely be an exciting match. x6tence won all three of their matches in Group Play, only losing two rounds total to Pandemic Blue. Look for the variation in comps from x6tence, they’ve already played at least three different comps in this tournament so far, and been very successful at all of them.The relegation matches were both shutouts from Pandemic and GotGame East as they both won their games 3-0. Be sure to check out the interview from GotFrag with Serennia that occurred right after that match to hear his opinion on their performance, and the altercation between Swarm and Serennia!
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Game economy grows with micropayments

Second Life has its own economy. So do big-ticket games like World of WarCraft ( Currency: wow gold ) , EverQuest, and E.V.E. However, in-game economies are not just limited to the big names anymore; two such games were on display at the E for All expo here this weekend.
Second Life has its own economy. So do big-ticket games like World of WarCraft, EverQuest, and E.V.E. However, in-game economies are not just limited to the big names anymore; two such games were on display at the E for All expo here this weekend.
One such game, online first-person shooter Combat Arms, was released by Nexon during the summer. The game’s economy is based on NX Cash, where 1 million NX= $100. Combat Arms is the latest game released by the American publishing arm of South Korea-based Nexon.
Nexon’s revenue model relies solely on in-game microtransactions, as opposed to ads or subscription fees. The company’s games, which include Maple Story and Mabinogi (both MMORPGs), are free to play, and marketing manager Meghan Myskowski says the microtransactions don’t affect gameplay, but rather “provide customization and personalization of your character. It enhances the experience for the user.” And in the game, she adds, everything is assigned value.
The company sells prepaid cards in $10 and $25 increments; they’re available at several online and brick-and-mortar retailers. The cash can be used to buy items in the game; the typical item value is $1. However, you can’t cash out of the game, unlike some other in-game economies.
Virtual Economy Strengthens
Myskowski declines to give details about how usage patterns have evolved over the years since Maple Story was introduced in the
United States in 2005. But she says the U.S. market had to get used to the concept of micropayments.
“Now, people are used to paying for virtual items,” she adds. “Virtual life has changed substantially.” Myskowski also credits games like World of WarCraft
Buy wow gold and sites like Facebook with growing awareness and use of microtransactions.
The other game on display at E for All that uses a cash economy: MindArk’s Entropia Universe. The online MMORPG game launched four years ago (originally as Project Entropia), and counts nearly 800,000 registered users; only about 40 percent of those users are in the U.S. Entropia is free to play, just as Nexon’s games are. But here, you’ll want to add bucks into the economy, in order to gain skills, possessions, and objects from other players in the game.
A spokesperson for the Swedish-based company said that over $400 million in U.S. funds have changed hands in this virtual world. The exchange rate is 10 PED equals $1; however, objects are not valued as they would be in the outside world. For example, a coat could cost $1700 in the game; one player sold a rare gun in an in-game auction for $17,000.

The company says it expects to be the first MMO to integrate the CryEngine 2, which will enable more photorealistic and immersive game play. The CryEngine update is due in the first quarter of 2009. New planets built using the Entropia Universe platform are also expected next year.
Mutual Benefit
Joseph Olin, president of the Academy of Interactive Arts and Sciences, notes that in-game economies have appeal to both users and game makers. “Most people playing in these persistent world environments are building their character. In E.V.E., third party brokers trade currencies in virtual worlds. Nexon has shown across all of their games that if you have the right balance of in-game economies and real world value, consumers are happy to spend some money there.”
Is some of the crossover between online and offline barter on the up-and-up? The translation isn’t cut-and-dried–as the case of Blizzard’s world of warcraft Buy wow gold showed. There, the company successfully blocked people who were cheating by paying someone money in the real world to up their character’s level for them in the virtual world.
In another sense, relative values have changed–and so have what people are willing to pay for in small doses. “Who would have thought ringtones, wallpaper screensavers, and non-game mobile entertainment would be a $250 million business?” muses Olin on the success of mobile carriers promoting such services.
The bottom line in the trend towards micropayments is less about the user experience and more about the game makers’ bottom line, though. Olin says, “Interactive entertainment companies are looking for ways to monetize their investment. The changing nature of PC entertainment software distribution, and the advent of console entertainment systems, has changed what software entertainment companies can do. You can’t sell boxed entertainment anymore. And people who are playing games aren’t always playing them on PCs anymore.
“Downloadable content and microtransactions for console based games are on the rise–look at Guitar Hero and Rock Band, where people anticipate downloadable Tuesdays, and you see huge numbers, half-a-million people downloading a song.” Aerosmith’s download album for Guitar Hero has outsold the band’s albums on CDs over the years.
Microtransactions and in-game economy are among many ways of adding to and growing a game after its initial release. “It’s code,” Olin says. “Code lives. I went into code lock, but I didn’t stop development. Why shouldn’t give the benefit of my continued development to my consumers?”
Ultimately, he adds, “consumers have so many different paths and choices to make, that the traditional business model of the consumer buying from a store, those walls are crumbling because everything is in real-time, and everything is connected.”
The experiment isn’t over, of course. “This is unchartered territory,” Olin adds. “Publishers will figure out the fair way of what people are willing to pay. The more choices, the more people benefit.”
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