Sunday, November 14, 2010

Diminutive Subjects, Design Strategy, and Driving Sales: Preschoolers and the Nintendo DS



Abstract

Designing for the youngest consumers is a daunting task for video play online games producers, who historically have focused on more “hard core” play online games fans. This article chronicles the research and design process involved in creating Nintendo DS play online games mes for a preschool audience. By integrating multi-method research into the creative process, play online games producers can better understand the play online games mechanics related to different technologies in the context of such young players. This research process is discussed not only with respect to how it was used to help develop DS play online games for preschoolers, but also in regard to the roles of exploratory and formative research in creating new titles, more generally, for this youngest set. In addition to a set of best practices from a process perspective, we discuss our key findings and design tips when it comes to preschoolers and their cognitive abilities, motor skills, and design preferences. By understanding the unique needs of preschoolers, we can continue to improve the interfaces that we create for them on any chosen system, and better integrate educational and other “serious” content into play online games for this target audience.

Keywords: preschoolers, video play online games , motor development, play, children, cognitive development, new media, mobile technologies

Video play online games are reaching new consumer groups and have become an important entertainment and educational part of the lives of preschoolers, or children between the ages of two and six. Rideout and Hamel (2006) report that as many as 29% of children under 6 in the United States have played console video play online games , and 18% have played hand-held ones. Although the first video play online games were developed for and enjoyed by adults, such play is no longer exclusively reserved for the grown ups in the home (Funk, 2009). While the number of American preschoolers who regularly play video play online games may appear low at first (11%), the percentages of those who have console and handheld video play online games players in the home are actually quite high, at 50% and 28% respectively (Rideout & Hamel, 2006). Given young children’s insatiable eagerness to learn (Dorr, 1986) coupled with the fact that they are clearly surrounded by these media, we predict that preschoolers will both continue and increasingly begin to adopt video play online games for personal enjoyment. Although the majority of gaming equipment is still designed for a much older target audience, once a play online games e system enters the household, it is fair play online games for all family members, including the youngest. Portable systems, especially the Nintendo handheld systems (the DS and the previous GameBoy iteration), have done a particularly good job of penetrating the younger market. According to NPD, the Nintendo handhelds make up almost half of the entire video play online games e system market in the U.S. for children under 12 (NPD, 2008). In 2007, 18% of 2 to 5 year olds in the U.S. played with the Nintendo GameBoy and 8% played with a DS (NPD, 2007).

For preschoolers in the U.S., much of their play online games e play is still in an online context, with Websites such as NickJr.com, PlayhouseDisney.com, PBSKids.com, SesameStreet.org, and Webkinz.com. There have been more preschool play online games entering on the console and handheld market in the past two years, although there was not a real preschool market for video play online games systems when the research and design we will describe in this article was undertaken. Current popular series of video play online games for the preschool set are those being released by Nick Jr. on the Wii and DS (Dora the Explorer; Go, Diego, Go!; Wonder Pets; Ni Hao, Kai-Lan), Knowledge Adventures on the Wii, and family-targeted Nintendo play online games like Wii Sports, Wii Play, and Wii Fit. There are also play online games currently under development by Sesame Street, which is a key brand and property in the preschool space. Finally, the iPhone has opened up another platform for preschoolers to use, with 20% of parents thinking that playing play online games is an appropriate activity for their preschoolers to do on their iPhone or iPod Touch (Nickelodeon, 2009).

In the video play online games market, research is typically done in two places:
1) sometime close to the end of the product cycle in order to get feedback from consumers, so that marketing can develop a strategy; and
2) at the very end of the product cycle to “fix bugs” in the play online games .
While both of those types of research are important, and may be sufficient for some titles when dealing with adult consumers, neither aids in designing better play online games--especially when it comes to designing for an audience that may have particular needs in terms of design, such as preschoolers or senior citizens. Instead, exploratory and formative research has to be undertaken in order to truly understand those audiences, their abilities, their perspective, and their needs.

In the spring of 2007, our preschool play online games production team at Nickelodeon (for the Nick Jr. brand) had a hunch that the Nintendo DS--with its new features, such as the microphone; small size and portability; and its relatively low price point--was a ripe gaming platform for preschoolers. There were a few play online games on the market at the time which had characters that appealed to the younger set, but our play online games producers did not think that the play online games mechanics or design were appropriate for preschoolers or beginning play online games . What exactly preschoolers could do with the system, however, was a bit of a mystery.

This article builds on our experiences over the past few years to answer this query. Our context in this case was for the most part the United States, although the play online games that resulted were also released in other regions, due to the broad international reach of the Nick Jr. characters. The specific developmental needs of preschoolers when it comes to handheld gaming devices are first highlighted. We then chronicle the research and design process that our preschool play online games group has developed, discussing the roles of both exploratory and formative research in creating new titles for this youngest set. Moreover, in addition to a set of best practices from a process perspective, we discuss our “top ten” key findings and design tips for the DS when it comes to preschoolers and their cognitive abilities, motor skills, and design preferences.

In order to design the best possible DS product for a preschool audience we fully embody the ideals of a “user-centered approach” which “assumes that users will be at least considered but ideally consulted during the development process” (Markopolous, Read, MacFarlance, & Höysniemi, 2008, p. 45). After all, when it comes to introducing a new interactive product to the child market, and particularly such a young age group within it, we believe it is crucial to assess the range of physical and cognitive abilities associated with their specific developmental stage (Bryant, Akerman, & Drell, in press). What could we expect preschoolers to be capable of in the context of hand-held play online games play and how might the developmental literature inform us as we proceeded with the creation of a new outlet for this age group? What immediately follows is a brief overview of preschoolers’ developing motor skills and cognitive abilities with respect to how their inherent limitations in these domains might affect handheld video play online games , and, ultimately, design preferences therein.

Literature Review

Motor skills have typically been categorized by developmental scholars as pertaining to one of the following groups: gross and fine. While gross motor skills (or movement skills), require the usage of larger muscles, fine play online games  skills (also known as manipulative skills) involve smaller ones (Wang, 2004). Examples of activities which entail mastery of the former include: static and dynamic balance, strength and agility, as well as general body coordination. In the world of preschoolers play online games allows for movements like crawling, walking and sometimes even running, however slowly or awkwardly. In contrast, finger dexterity, wrist flexibility, arm and hand steadiness, and finger speed all involve the use of fine motor skills (Wang 2004). Mastery of these manipulative skills typically play online games behind movement skills; preschoolers may demonstrate play online games gains in gross motor skills while fine motor control progresses more slowly (Gallahue & Ozmun, 1995). As such, handling and controlling basic household objects often presents unique challenges for preschoolers. Common examples include dressing and play online games oneself, in addition to using tools like scissors or writing instruments. Each involves grasping and visual motor integration, two dimensions which are typically assessed to determine children’s level of fine motor development (e.g. Fine Motor Scale of the Peabody Developmental Motor Scales - second edition (PDMS-FM-2), as discussed in Hartingsveldt, Cup, & Oostendorp, 2006). With age and experience, as well as a supportive environment and practice (Benelli & Yongue, 1995), the fine motor play online games required for successful completion of such seemingly simply tasks steadily improves.
When we consider the interplay between common household media devices and the motor skills required for their play, we find play online games differences. The small size of the Nintendo DS, and other handheld devices, suggests that their usage and manipulation would require theplay online games   of fine motor skills. This becomes especially clear in contrast to a system like the Nintendo Wii, which relies on broader movements involving primarily gross motor skills. This article will focus on preschoolers’ interactions with the former. Although the play online games activities of preschoolers become increasingly deliberate as they learn to exert greater control over their large and small muscles (Needlman, 1996), they are still developing and, as such, highly constrained.
While children’s motor development is often play online games , most prominently by Arnold Gesell (1880-1961), as proceeding in a series of predictable and seemingly fixed developmentally determined sequences (Ames, Gillespie, Haines, & Ilg, 1979), more modern accounts have put a greater emphasis on the crucial role of the physical and social environment, with particular attention to the tasks presented therein (Thelen, 1995). According to this view, movement is thought to be heavily influenced by the opportunities (or lack thereof) presented by the environment of the developing child (e.g. Benelli & Yongue, 1995). As we have argued before, new media technologies are steadily entering children’s homes and have the potential to fundamentally alter their developmental experiences by providing new tasks and challenges (Bryant et al., in press). Many of the devices surrounding youth were not intended for their use. The interaction between these latest electronic devices and the youngest household members is still a new field with limited empirical research (Wartella, Vandewater, & Rideout, 2005). We therefore focus here on the Nintendo DS, with the greater goal of trying to meet Wartella et al.’s (2005) plea to better understand how young children use (and are subsequently affected by) play online games media.

Early Motor Development and Implications for Video play online games

As Gallahue and Ozmun (1995) describe, the first voluntary movements, which begin in infancy and dominate until approximately 2 years of age, are referred to as the rudimentary movement phase. By preschool, physical energyplay online games and children are typically in what is commonly referred to as the fundamental movement phase of motor development (Benelli & Yongue, 1995; Needlman, 1996). Active play online games and play dominates much of the day. A significant milestone of the fundamental movement phase is increased motor control and movement competence (Gallahue & Ozmun, 1995), determined by, as described earlier, not only age, but ecological factors too. Scholars have described the play online games of participating in success-play online games developmentally appropriate motor activities which can assist with the development of a healthy self-concept (Benelli & Yongue, 1995).

During the preschool years, children become increasingly efficient in: gross motor locomotion, posture and balance control, and object manipulation (Wang, 2004). Successful play online games in these three motor domains are highly important given that all observable movement is dependent upon some combination of each (Gallahue & Ozmun, 1995). Thus, the ability to change location, maintain equilibrium, and direct control over the environment becomes increasingly pronounced. This is evidenced by greater proficiency in activities like: crawling, play online games , and running; standing, twisting, and sitting; as well as feeding oneself and drawing. This last group of object manipulation play online games involves directing control over objects in one’s immediate environment. As Wang (2004) explains, this entails not only locating something visually and/or aurally, but making contact with it and identifying it tactilely too. The idea that play online games the fine motor skills associated with grasping and holding objects in the environment develop more slowly and after gross motor abilities associated with the torso is known as the proximodistal pattern of motor development, encapsulating the idea that physical and motor development develops in an outward fashion--from the torso to the hands, and feet (Adolph & Berger, 2005). In the realm of objectplay online games this is demonstrated with grasping, which progresses from the arms to the hands and finally the fingers (Cook & Cook, 2005).

One relevant example of the fine motor development that takes place involves early grip attempts. According to Braswell, play online games , & Peirroutsakos (2007), children first grasp at writing instruments with a palmar or power grasp, which involves using the palms and fingers. From there they go to using a tripod grasp, where the implement is held, more firmly, between the thumb and first two fingers. Between 4 and 6 years of age, children learn to use the more sophisticated dynamic tripod. This play online games , which involves much smaller movements of theplay online games and thumbs, is what allows them to draw finer details and is considered a major milestone of this age (Braswell et al., 2007). Thus, although the fine motor skills required for object manipulation develop more slowly than those associated with gross motor abilities (which undergo dramatic progression during these early childhood years),play online games s are made in the fine motor category as well (Gallahue & Ozmun, 1995), as the grip example demonstrates.

Early Cognitive Development and Implications for Video Game Play

According to Jean Piaget (1896-1980), commonly referred to as the most influential developmental theorist (e.g. Ginsburg & Opper, 1988), preschool mental activity is best characterized by preoperational thought, which dominates between play online games ages of two and seven (Gruber and Vonèche, 1977). A major hallmark of this stage is that children become increasingly able to think in representational terms, which allows them to understand, albeit in a non-play online games , that pictures can stand for real-life objects. Regardless, the ability to perform mental manipulations as well as think symbolically and play online games remains quite difficult for children in this age group. Indeed, Siegler (1991) attests that children experiencing the preoperational stage are typically play online games by their limitations, namely in their ability to perspective-take or entertain multiple concepts simultaneously. This is evidenced, for instance, via their attention to the perceptual space. Preschoolers frequently delegate their play online games to a single feature--that which is most salient--to the exception of others, demonstrating a pattern referred to as centration (Ginsburg & Opper, 1988; Gruber and Vonèche, 1977). Not surprisingly, these cognitive play online games have implications for what children choose to play with and how that play is enacted--be it physical or mediated.
Revelle and Medoff (2002) review play online games of the basic reasons why home entertainment play online games , computers, and other electronic gaming devices, are often difficult for preschoolers to use. In addition to their still developing motor skills (which makeplay online games a controller with small buttons difficult), many of the major stumbling blocks are cognitive. Though preschoolers are learning to think symbolically, the vast play online games are still unable to read and write. Thus, using text-play online games menu selections is not viable. Mapping is yet another obstacle since preschoolers may be unable to understand that there is a direct link play online games how the controller is used and the activities that appear before them on screen (Revelle & Medoff, 2002).Though this may be changing, in traditional play online games systems real life play online games do not usually translate into play online games -based activity. Given preschoolers only recent and, as a result, somewhat limited ability to think symbolically, screen-based representations can often pose difficulties as well.
Clearly, this raises certain important considerations when it comes to play online games design and play. Most video play online games systems are created for adult players and, as a result, can be extremely challenging for young children. After all, preschoolers typically lack fine motor control, cognitive understanding of the mapping between controller use and on screen activities, and, the kinds of abstract thinking skills required to understand the representational nature of concepts, in this case those taking place on screen (Revelle & Medoff, 2002). And yet, young children are particularly curious about the world around them and increasingly surrounded by media devices--be they intended for their use or not. Our play online games producers suspected that specific features of the Nintendo DS might render it appropriate for preschoolers. Taking the user-centered approach described earlier, we sought to examine how, if at all, preschoolers might engage with this new handheld technology in the interest of creating a DS play online games for the 3 to 6 year old market.
Given that most of preschoolers’ waking hours are spent playing and that much of their learning about the world originates with exploration in recreation, it seems crucial to examine the newest playthings available and, ultimately, involve children in the creation of new products for their use. We know that traditional forms of physical play can provide learning opportunities about the body and its capacity for movement as well as aid the development of fine and gross motor skills (Gallahue & Ozmun, 1995); play also correlates with development in other areas such as cognition and social development (Eisert & Lamorey, 1996). As mediated play via electronic devices continues to increase in popularity, it becomes essential to examine this relatively new recreational context for young children. Benelli and Yongue (1995) emphasize the importance of providing preschoolers with opportunities to practice and refine their motor skills. According to von Salisch, Oppl, & Kristen (2006), children select their chosen leisure activity because it addresses a developmental task which they are motivated to resolve. Indeed, they speculate that school-age children may spend hours playing video games due to a desire to hone their fine motor skills, and ultimately be an expert in the play online games . Von Salisch et al.’s (2006) approach is an interesting one that provides a broader landscape with which to consider electronic play online games and children’s growing fascination with them. Below we outline how this understanding of young children’s abilities and challenges with respect to cognitive and motor skills, as they relate to gaming, has become a centerpiece of our research and design process at a large global entertainment company.

Methods: Exploratory, Formative, and Best Practices

Instead of focusing exclusively on one particular research project targeted to this question of how to design play online games (in this case for the DS) that are both user-friendly and fun for preschoolers, we will discuss the various types of research we have undertaken at Nickelodeon over the past two years, as well as outline the “Best Practice” research-design system that we have incorporated into our play online games creation process. Our first step toward a research strategy for “user-centered” design was to delve into the world of preschoolers with a large-scale exploratory research project.

Exploratory Research

After consulting with our producers who were interested in designing for the DS, we decided on three key objectives for our initial exploratory project: understand the range of physical and cognitive abilities of preschoolers in the context of handheld system play online games play; understand how preschoolers interact with the DS, specifically how they handle the various forms of play and play online games mechanics offered by the play online games currently on the market for this platform; and understand the expectations of preschoolers’ parents with regard to handheld systems as well as the purchase and play contexts within which game play occurs. The research team decided that in-home ethnographies with preschoolers and their families would yield the richest data with which to arm our producers, so we began by conducting 26 in-home ethnographies in three markets across the United States (a West coast urban/suburban area, a Midwest suburban/rural area, and an East coast urban/suburban area).

The preschoolers in this study included 11 boys and 15 girls ranging in age from 3 years and 3 months to 5 years and 11 months. In addition, because previous research we conducted had shown the effects of older siblings on play online games play (demonstrated, for example, by more advanced motor coordination when using a computer mouse), households were recruited to have a combination of preschoolers with and without older siblings. In order to understand both “new” and “experienced” preschool users of the platform, we split the sample so that 13 families owned at least one Nintendo DS and the others did not. For those households that did not already have a DS, one was brought to the interview for the child to play. This allowed us to see both the instinctive and intuitive movements of the new players (and of the more experienced players when playing new play online games ), as well as the learned movements of the more experienced players. Each of these interviews lasted between one and two hours and included the preschooler, at least one parent, and often siblings and another parent or caregiver.
During each interview three types of information were gathered. From the parents and any older siblings that were available, we collected information about: the purchase decisions surrounding play online games systems in the household, the family’s typical play online games patterns, levels of parental moderation with regard to gaming, and favorite play online games played by various family members. Because these interviews were in-home, we were also able to understand the ecology of gaming in these homes: what types of spaces (communal or private) were used for play online games play, how the systems were set up, where the handheld play occurred in the house (as well as on-the-go play), and the number and type of play online games and play online games systems owned. Finally, and most importantly, we gathered the play online games play data for each child.

With regard to the format, the interviews were mostly unscripted and the moderator began by observing the preschoolers in their usual gaming activities, talking with both the child and parent about typical usage habits, abilities, as well as likes and dislikes. Prior to the interviews, the research team had worked with the in-house play online games producers to create a list of play online games mechanics and issues tied to preschoolers’ motor and cognitive abilities that were critical for them to understand before developing the play online games . These ranged from general dexterity issues related to play online games controllers to the effectiveness of in-play online games instructions to specific mechanics in current play online games that the producers were interested in implementing for future preschool titles. During the interviews, therefore, the moderator guided the preschooler though a series of play online games , so that he/she could observe the interaction and probe both the preschooler and his/her parents on feelings, attitudes, and frustrations that arose in the various circumstances observed.

If the child had previous experience with the DS, he/she was first asked to play his/her favorite play online games on that system. This gave the researchers not only information about current level of gaming experience, particularly as related to the complexity of the chosen play online games , but also allowed them to see the child playing a play online games with mechanics he/ she was already familiar with. Across the 26 preschoolers, the Nintendo DS selections were very broad, including Nintendogs (Nintendo, 2005), New Super Mario Bros. (Nintendo, 2006), Tony Hawk’s Proving Ground (Vicarious Visions, 2007), and Sonic Rush (Dimps Corporation, 2005). The interviewer watched the child play, specifically noting preferences for play online games mechanics and motor interactions with the device as well as how easy or hard each play online games mechanic was for the child. All of the preschoolers were asked to play with a specific play online games chosen by our research team in consultation with our producers, The Little Mermaid: Ariel’s Undersea Adventure (Gorilla Systems, 2006). That play online games was chosen for several reasons. First, it was one of the few play online games on the market with characters that appeal to this young age group. Second, it incorporated a large variety of mechanics that highlighted the uniqueness of the DS platform, including using the microphone for blowing or singing. Based on our previous work with preschoolers we did expect that there might be limitations for preschoolers playing the play online games because of the large amount of text involved, but we used that issue to draw out information about the ways that other family members aided the young children in play online games . That said, parents and older siblings were instructed to interact with the preschooler during play online games play only if that interaction was a normal part of their play online games .
The findings from this initial exploratory study were extensive (and will be highlighted in the Key Findings section below). After reviewing the results and discussing the implications for the play online games design with our internal play online games production team, we then traveled with them to our external play online games design firm to present the findings to them. We worked intensely with them to base the play online games design for the two preschool-targeted DS play online games under development (one for Dora the Explorer: Dora Saves the Mermaids and one for Go Diego, Go!: Safari Adventure) on what we had learned. We then began the formative research process.

Formative Research

As the two DS play online games went into development, we began a formative research course of action. Whenever we developed new play online games mechanics, we brought preschoolers into our in-house usability lab to test the mechanics and make sure that they were not only simple enough, but also engaging. We tested either alpha or beta versions of different elements of the play online games , in addition to looking at overarching play online games structure. Once a full version of the DSplay online games   was ready, we went back into the field and tested it in a research facility with a dozen preschoolers (along with their parents) to make sure that each of the play online games elements worked for the children, and that the overall play online games e was understandable and enjoyable for them. We also got parent feedback on what they thought about the play online games with regard to appropriateness, engagement, and purchase-intent.

One of the key insights from this process was when to test various features of the play online games . Although it makes sense to test early versions of play online games mechanics, those initial renderings can be so stark that they are difficult to test with preschoolers who have trouble imagining the larger play online games context in which they are meant to be playing. In the same way, from a research perspective, in order to test different elements of the play online games , one has to have a prototype that is functional; but, from a production perspective, it is preferable to avoid spending lots of resources designing something that then has to be either redesigned or left out of the play online games entirely. This balance has become a constant, but critical, negotiation point between our research and production teams.

Our Process

After going through the entire “life cycle” process for these first two DS play online games , and learning about when research was most effective and necessary, we created an integrated research and design process for subsequent play online games . It should be noted here that while we were going through the above experience with the DS, we were also undergoing the same research process across a number of platforms, including the Wii, PlayStation 2, and computer. Our method, therefore, was created to be implemented across all systems, and has become a fundamental part of play online games design within Nickelodeon.

The first step in this process is doing exploratory research if there is a new platform involved. Just as we did with the in-home ethnography research on the DS and other platforms, whenever our production team is interested in designing play online games for a new system, we undertake exploratory research to figure out both the possibilities and challenges that the new platform holds for a particular audience (or audiences). For example, the quick adoption rate of the Apple iPhone and iPod Touch intrigued our production team and led us to research exploring the possibilities for creating play online games for all ages on those platforms. Methodologically, we chose research techniques appropriate for the context in which the play online games are played. For the DS research, which was done in conjunction with research on the Wii and PlayStation 2, we conducted in-home ethnographies. In the case of the mobile-oriented iPhone and iPod, we were less concerned with being in homes for the research, so we conducted those interviews in a research facility.

The second step in the process is to sit down with the play online games producers to discuss the overall play online games design. Based on the exploratory research and previous formative research, we brainstorm ways to be innovative with our play online games play, while remaining appropriate for our audience. Being part of this creative process is incredibly useful (and satisfying) for our research team, because it allows us to understand and appreciate the creative applications of our work. In turn, we are not afraid to push the limits of the play online games design--we just make sure that we test any new mechanics or design implementations that we come up with, which is the third phase of the research-design process.

Just as we did in our initial DS play online games design process, we test new play online games mechanics before implementing them into the play online games . Sometimes this is done by testing similar mechanics corollaries from other play online games , and, other times, our designers create stripped-down, preliminary versions for us to take into the field. These play online games elements are then tested with audiences in our in-house usability labs, where participants are recruited from a national panel that we maintain.

The fourth stage in the research and design process is the script review. At least one member of the research team sits down with the production team to go over all voiceover scripts and instructional text that will be part of the play online games . Our role in these meetings is to gauge the appropriateness of the vocabulary for the target audience and to make sure that the play online games instructions are clear.

The next phase of the process is the initial alpha/beta testing. Similar to the earlier mechanics tests, we bring participants into our in-house facilities to test early versions of both the overall play online games and the various elements. Since these are rough versions of the play online games , and voiceovers have usually not been recorded, we often have to read the dialogue or instructions out loud to simulate the play online games play. However, we are often curious as to whether the play online games mechanics are intuitive in and of themselves as well, so we simply wait to see if the participant can play the play online games without the instructions. (This is also important because based on all of our past research with children and video gaming we know that most of them skip any and all instructions for the play online games .)

The final phase of our research and design process is to test the end product. Once the play online games is very close to being complete, we do one-on-one user experience interviews with about a dozen members of our target audience in an outside facility (and often using an outside research vendor). When conducting research with children, we always include their parents, so that we can better understand their reactions to the play online games and purchase intent. At those research sessions, we make sure to invite not only the play online games production team, but also the marketing and public relations teams, so that they can see the product in action and hear how the consumers respond to it.

By creating this six-phase integrated research and design process, we have greatly improved both our products and our knowledge of our consumers. From a product perspective, the success of our play online games has been both from a financial and a public relations standpoint, including 5 star reviews, consumer feedback, and numerous awards. Moreover, from a process perspective, the formalization of the procedure has helped both the research and design teams to create effective and efficient processes that allow us to create high quality play online games without having to “reinvent the wheel” every time. This knowledge is also often useful for design work we do on other platforms. In order to capture this knowledge, we have also created an online Game Developer’s Handbook. Designed as a constantly-updatable wiki, this interactive information platform allows our design and creative partners to search for information that will aid them in designing play online games for our audience. For example, a designer working on a new preschool-targeted play online games on the DS simply logs on to the Handbook, clicks the link for the Nintendo DS and the corresponding target ages, and all the information that he/she needs to know in order to develop age-appropriate, engaging play online games for that audience is provided. In addition, the Handbook also contains our “Design Philosophy” documents, which outline our approach to creating play online games . Some of our key findings that are in the Handbook when it comes to preschoolers and the DS are highlighted below.

Key Findings: Our Top Ten List

Over the past two years, our research has uncovered vast amounts of information and insights into how preschoolers interact with various platforms, including the DS. Here are the top ten insights we have garnered about this handheld platform.

1. The DS is about the coolest hand-me-down you can get.
Although this first insight is not specifically about play online games design, it is a critical component to our understanding the importance of research on the preschool segment. As we have interviewed kids and families in their homes and on-the-go, it has been clear that handheld gaming systems, and particularly the Nintendo DS, are coveted entertainment devices. As older children in the household “graduate” to newer versions, the younger members of the household inherit their old systems. This opens up the opportunity to create play online games for the younger audiences, particularly preschoolers.

2. Preschoolers cannot read, which means that all instructions need to be in voiceover and include visual representations.
Although this finding may seem extremely obvious to those who work with young children on a consistent basis, this has been one of the most difficult areas for us to negotiate with respect to play online games design on the DS. Because the play online games cartridges have very limited memory capacity, particularly in comparison to console or computer play online games , the ability to capture large amounts of voiceover data via sound files or visual representations of instructions becomes limited. Text instructions take up minimal memory, so they are preferable from a technological perspective. Figuring out ways to maximize the sound and graphics files we have while retaining the clear visual and verbal cues that we know are critical for our youngest players is a constant give and take.

3. Preschoolers may use the DS stylus or may use their fingers, or both! (Although they are not very accurate with either.)
One of the very interesting aspects of the DS is that the interface, which is designed to respond to stylus interactions, can also effectively be used with the tip of the finger. This is particularly note-worthy in the context of preschoolers for two reasons: 1) although they are relatively adept at using the stylus, they nevertheless have trouble with fine motor skills and their hand-eye coordination is still in development, so they are less exact with their stylus movements; and 2) their fingers are so small that they mimic the stylus very effectively, and therefore by using their fingers they can often be more accurate in their play online games interactions.

4. Although preschoolers do not have trouble holding the small stylus, they do have difficulty making small movements that require fine motor skills. This means that the “hotspots” for interaction within the play online games must be forgiving for them (i.e., larger).
Along the same lines as the finding described above, the small scale of the DS and the stylus are a plus for the small hands of the preschooler audience, but they still have trouble making precise contact with objects on the screen. For example, when they are told to wipe away a sand dune on the beach in one of our play online games , they scrawl with their stylus (or finger) over the entire screen, instead of just the one area with the sand dune. When programming the “hotspots” for the play online games interactions with this age group, there has to be a much larger area that gives them a positive response.

5. While rhythm play online games seem ideal for the DS, and are very successful with older demographics, preschoolers find it difficult and frustrating to tap in a rhythm or on a beat.
Initially, we were very excited about the possibility of incorporating play online games that used rhythmic tapping with a stylus or finger into the preschool repertoire. Over the past two years, we have tested many variations on this type of play online games , and have consistently found that it is very difficult for preschoolers to remain on beat when using either the stylus or their finger on screen. Because they get frustrated easily, we initially tried to make the play online games response to their taps very forgiving. Unfortunately, by the time the play online games mechanic was “forgiving enough,” it no longer required them to actually match the rhythm displayed by the play online games --they could just tap the screen in rapid succession which was recorded as a positive response.

6. The microphone is a big hit with preschoolers! They love to yell or blow into it and see the play online games respond.
The microphone was one of the key features of the DS that had initially intrigued our play online games design team. The idea that we could overcome motor skills issues and rely on children’s love of talking, singing, and making noise seemed a perfect fit for the preschool audience. For the most part, that is indeed the case. The exception to this rule is play online games that require the child to match a tone or pitch through singing. This proves too difficult for young children. In addition, the success of microphone integration into a play online games comes with a critical caveat--most preschoolers do not know the location of the microphone on the DS. Therefore, the instructions on where to speak or blow have to be very clear and include graphics showing them what to do and where. If those are included, children have no problem engaging in those play online games , and truly enjoy them.

7. Combining directional pad mechanics with stylus movements is a problem for young children.
When preschoolers play with the DS, they usually hold it in their lap or place it on a table-like surface, because their small hands make it difficult to hold and play the system at the same time. As they play, they do one thing at a time--either they use the directional pad or pick up the stylus and use it. There is a significant transition period and mental effort involved as they switch from one of these play-types to another. Therefore, trying to incorporate both into a single mechanic creates an overly-complex mechanic that they cannot handle, both physically and cognitively.

8. Two-step processes (i.e., drag the item over here and then tap on it) are not as successful with preschoolers.
Similar to above, the cognitive requirements needed to interact with multi-step mechanics are beyond the abilities of most preschoolers. When instructions are given at the beginning, they often forget the second part of the objective and then need to have the instructions repeated. If two play online games are required to complete a task, they should be presented separately and sequentially.

9. Preschoolers love immediate (and positive) responses to their actions.
Young children have raw, emotional responses to media; they want to see the results of their actions in a play online games immediately. We have designed play online games with a variety of positive response feedbacks--from responding to every interaction the child makes to those that require the child to accomplish several tasks before the play online games responds (e.g., tapping a drum to fill an entire “power meter”). The most popular play online games among preschoolers are ones in which their actions have immediate positive consequences.

10. Replayablity is key with both parents and preschoolers.
Although, clearly, simplicity and intuitiveness of play online games play must be the hallmark of a good preschool-targeted play online games for the DS, the play online games also needs to be fun the fifteenth time it is played, and not just the first. Ideally, replayability is fostered through multiple levels, re-skinned play online games , or increased task difficulty. The limited memory capacity of the DS cartridges, however, means that the integration of these replay-oriented features must be strategically incorporated into the design. Being able to re-use graphics or sound for new variations on a play online games is a good way to make the play online games feel “new” to the child. In addition, we often include both a “Story Mode,” which plays through the entire play online games , and a “Mini-Game Mode,” which allows kids to play their favorite mini-play online games over and over again. We usually set up the play online games so that the child first has to play in Story Mode in order to “unlock” the entire play online games and then is able to go back and choose his/her favorite parts to play over and over again. This issue of replayability is a constant challenge in developing play online games for this age group.

Conclusion

Over the past two years, we have learned a great deal not only about the play online games design process, but also about how the research process can be improved so that it is a more strategic, integrated part of creating play online games for our audiences. We have formalized our research processes with our production team, so that there are clear expectations for “how things work” on both ends, making the partnership more transparent for both parties. In addition, we have begun to create a database of all of the knowledge we have gathered (across all platforms), which will be available to our developer and studio partners to help them in the design process. We still learn something new--about our audiences, the platforms, or our process--with each project, but we have also spent enough time reflecting on what we have done so far that we do not feel that we are spending extra effort “reinventing the wheel” each time.

For our preschool audience, in particular, we have seen tremendous results from the fruits of our labor. The first two DS play online games were awarded the Editor's Choice Award in December 2007 by the Children's Technology Review, and were chosen to be part of their Top Five Favorites for 2007. In addition, Dora the Explorer: Dora Saves the Mermaids remained in the Top Three position in the children's DS software category for at least six months after its launch. In response to this success, we developed 3 new DS titles in both 2008 and 2009, and are continuing to develop new DS play online games moving forward. As described over the course of this article, our experiences with these first two titles have deeply shaped the research and design process that we have created for play online games across all platforms.

We have strived to successfully integrate research into the creative and design process for play online games and other digital products that span across all ages, but the results are most dramatic for our youngest audience. By keeping their needs and desires at the forefront of every play online games we design, we create the self-fulfilling prophecy of a successful play online games . This type of research and development process has great potential not only for play online games creators interested in working with new platforms and mechanics, but for consumers as well.

References

Adolph, K. E. & Berger, S.E. (2005). Physical and motor development. In M.H.

Bornstein & M.E. Lamb. Developmental science: An advanced textbook. 5th ed. (pp. 223-281). Mahwah, NJ: Lawrence Erlbaum Associates.

Ames, L.B., Gillespie, C., Haines, J. & Ilg, F.L. (1979). The Gesell Institute’s child from one to six: Evaluating the behavior of the preschool child. New York: Harper & Row.

Benelli, C. & Yongue, B. (1995). Supporting young children’s motor skills. Childhood Education, 71(4), 217-220.

Black Lantern. (2007). Dora the Explorer: Dora Saves the Mermaids [Nintendo DS]. USA: 2K Play.

Black Lantern. (2007). Go Diego Go: Safari Adventure [Nintendo DS]. USA: 2K Play.

Braswell, G.S. Rosengren, K.S. & Peirroutsakos, S.L. (2007). Task constraints on preschool children’s grip configurations during drawing. Developmental Psychobiology, 49(2), 216-225.

Bryant, J.A., Akerman, A., & Drell, J. (in press). Wee Wii: Preschoolers and motion-based play online games . International Journal of Gaming and Computer-Mediated Simulations, 2(2).

Cook, J.L. & Cook, G. (2005). Child development: Principles and perspectives. Boston: Pearson.

Dimps Corporation. (2005). Sonic Rush [Nintendo DS], USA: Sega.

Dorr, A. (1986). Television and children: A special medium for a special audience. Beverly Hills: Sage.

Eisert, D. & Lamorey, S. (1996). Play as a Window on Child Development: The Relationship between Play and Other Developmental Domains. Early education and development, 7(3), 221-235.

Funk, J.B. (2009). Video play online games Gallahue. In V.C. Strasburger, B.J. Wilson, & A. B. Jordan.

Children, adolescents, and the media. (2nd ed., pp. 225-240). Los Angeles: Sage.

Gallahue, D.L. & Ozmun, J.C. (1995). Understanding motor development: Infants, children, adolescents, play online games. (3rd ed.). Madison, Wisconsin: Brown and Benchmark Publishers.

Ginsburg, H.P. & Opper, S. (1988). Piaget’s theory of intellectual development. (3rd ed). Englewood Cliffs, NJ: Prentice Hall.

Gorilla Systems. (2006). The Little Mermaid: Ariel’s Undersea Adventure [Nintendo DS], USA: Buena Vista Games.

Gruber, H.E. & Vonèche, J.J. (Eds.) (1977). The essential Piaget: An interpretive reference and guide. New York: Basic Books.

Hartingsveldt, M.J.V., Cup, E.H., & Oostendorp, R.A. (2005). Reliability and validity of the fine motor scale of the Peabody Developmental Motor Scales - 2.Occupational Therapy International, 12(1), 1-13.

Markopolous, P., Read, J., MacFarlance, S., & Höysniemi, J. (2008). Evaluating children’s interactive products: Principles and practices for interaction designers. Oxford: Elsevier.

Needlman, R.D.(1996). Growth and development. In R.E. Behrman, R.M. Kliegman, & A.M. Arvin (Eds.), Nelson textbook of pediatrics (15th ed., pp. 30-72). Philadelphia: Saunders.

Nickelodeon. (2009). iPhone and iTouch Research. Internal report.

Nintendo. (2005). Nintendogs [Nintendo DS], USA: Nintendo.

Nintendo. (2006). New Super Mario Bros [Nintendo DS], USA: Nintendo.

NPD. (September 2007). Kids and gaming. Port Washington, NY.

NPD. (May 2008). Kids in the digital age. Presentation at ToyCon 2008. Phoenix, AZ.

Revelle, G.L. & Medoff, L. (2002). Interface design and research process for studying the usability of interactive home-entertainment systems by young play online games. Early education & development, 13(4), 423-434.

Rideout, V., & Hamel, E. (2006).The media family: Electronic media in the lives of infants, toddlers, preschoolers and their parents. Menlo Park, CA: Henry J. Kaiser Family Foundation.

Siegler, R. (1991). Children’s Thinking. (2nd ed.). Englewood Cliffs, NJ: Prentice Hall.

Thelen, E. (1995). Motor development: A new synthesis. American Psychologist, 50(2), 79-95.

Vicarious Visions. (2007). Tony Hawk’s Proving Ground [Nintendo DS], USA: Activision.

von Salisch, M., Oppl, C. & Kristen, A. (2006). What attracts children? In P. Vorderer & J. Bryant (Eds.), Playing video games: Motives, responses and consequences.(147-163). Mahwah, NJ: Lawrence Earlbaum Associates.

Wang, J. H.T. (2004). A study on gross motor skills of preschool children. Journal of research in childhood education, 19(1), 32 - 43.

Wartella, E.A., Vandewater, E.A., Rideout, V.J. (2005). Introduction: Electronic media in the lives of infants, toddlers and preschoolers. American Behavioral Scientist, 48(5), 501-504.
The International Journal of Computer Game Research
Our Mission - To explore the rich cultural genre of play online games ; to give scholars a peer-reviewed forum for their ideas and theories; to provide an academic channel for the ongoing discussions on play online games and gaming.
Game Studies is a crossdisciplinary journal dedicated to play online games research, web-published several times a year at play online games .org.
Our primary focus is aesthetic, cultural and communicative aspects of computer play online games , but any previously unpublished article focused on play online games and gaming is welcome. Proposed articles should be jargon-free, and should attempt to shed new light on play online games , rather than simply use play online games as metaphor or illustration of some other theory or phenomenon.

Saturday, November 13, 2010

ESRB Ratings For NES Games


ESRB Smackdown
When Nintendo's Wii console launches a scant few months from now, it will make hundreds of earlier Nintendo titles available for purchase through the Virtual Console service. The Entertainment Software Rating play online games (or ESRB) was not founded until 1994, so many of these play online games were never given a rating, particularly every release for the NES. With this in mind, the ESRB has retroactively rated a number of popular NES titles to protect the sensibilities of today's video play online games audience.
Kid Icarus
Rated M (Mature) for the presence of theology.
Super Mario Brothers 2
Rated T (Teen) for implying that women can jump higher and further than men, and promoting violence against dodo birds.
Excitebike
Rated AO (Adults Only) for suggestive bumps littering each racetrack, along with a track editor that allows players to place these bumps in whatever perverse order they wish.
Bubble Bobble
Rated T for excessive spitting and the existence of dinosaurs.
Tetris
Rated AO for the possibility that a player can line the blocks up just right, causing them to resemble exposed breasts or swear words such as "cunt" or "hell".
Dr. Mario
Rated T for promoting the unlicensed dispensing of pharmaceuticals.
Arch Rivals
Rated M for scenes in which players can pull the pants off of other players, resulting in embarrassment and psychiatric trauma.
Battletoads
Rated M for the brutally accurate portrayal of the combative nature of frogs.
Dick Tracy
Rated T for foul language in play online games title and the excessive use of the color yellow.
Rampage
Rated M for animal abuse (tiny military men shooting at gigantic apes, lizards, and wolves for trivial reasons such as the supposed destruction of multiple cities and the eating of countless humans).
Bionic Commando
Rated M for the protagonist's "bionic arm", which suspiciously resembles a play online games penis that grows in size and features a groping hand at the tip.
Nightmare On Elm Street
Rated E (Everyone)
Zelda
Rated T for suggesting that a kidnapping should not be reported to the authorities.
Smash TV
Rated T for condoning vandalism in the play online games very title and tricking children into thinking that an American Gladiators foam helmet can somehow offer protection against bullets.
Paperboy
Rated M for promoting deforestation in the production of newspapers.
Final Fantasy
Rated M for graphic hand-to-hand combat between combatants who are a full thirty feet apart from one another at all times.
Top Gun
Rated MA for way too many homoerotic themes to list here.

Gaming In The Olympics
The Global Gaming League has begun a push to make playing video play online games an Olympic sport, possibly taking the place of current fan favorite Synchronized Pizza Ordering. It may seem absurd at first, but professional video gaming and the Olympics are a perfect fit due to the fact that virtually no one honestly cares about either. When asked which play online games would be featured in the inaugural Olympic Video Gaming event, a spokesperson for the Global Gaming League stated that athletes would in all likelihood play EA Sports' upcoming button-masher: Beijing 2008 Summer Olympics. We'll keep you updated!
Xbox 360 Backwards Compatibility
Are you and Xbox 360 owner? Sort of disappointed by the lack of updates on the backward compatibility front? According to Microsoft's Peter Moore, you've gotten more than you deserve.
"Nobody is concerned anymore about backwards compatibility. We under promised and over delivered on that. It's a very complicated thing... very complex work. I'm just stunned that we have hundreds of play online games that are backwards compatible... More are coming, but at some point, you just go, there's enough, let's move on, or people aren't as worried about a play online games being backwards compatible - and I like to think we've upheld our end of the bargain in making at least two or maybe three hundred play online games backwards compat."
He has a point. Stop living in the past, you jerks! At some point you have to realize that old play online games are horrible, and that the present is where it's at. The present is in fact, so great that word is Microsoft has plans to cut forward compatibility. By saying "hey, that's enough" and scrapping all play online games in development, customers will be able to forget the pesky past (which Peter Moore has commanded we aren't concerned about anyway) and the annoying future so that we may enjoy what we have and thank Microsoft for it.

The Waitful Dead
Capcom's Xbox 360 zombie beat-em-up Dead Rising doesn't hit retailers' shelves for another week, but crowds have already begun to form outside of software stores across the country. Anticipation on this level is typically reserved for the launch of a brand new system and not an individual play online games, so we hit the local mall to see what's got everyone so excited.
"MMRRRFF..." croaked one enthusiastic fellow, moments before he lunged at me and playfully tried to bite my neck.
"Ngh." agreed his companion, a man dressed in a beaver mascot costume which had fallen into disrepair. To emphasize his point, he shuffled into me and repeatedly knocked his oversized stuffed head into my chest.
Not everyone was excited about the play online games for the same reason, though.
"Ggghll!" explained a brave woman who had ventured out into public despite numerous embarassing lesions covering her body and what appeared to be a broken jaw. Her dedication in the face of certain ridicule from her fellow shoppers illustrated how important this play online gamesis to her.
While it's great to see people get so excited about video play online games, I hope that something can be done to organize the crowds a bit better. As it was, people were sort of milling about with no rhyme or reason, bumping into each other. I even witnessed several scuffles break out when shoppers from other stores walked by, presumably intruding on the Dead Rising fans' spots in line by accident. To the software stores out there, please take the time to rope off a clearly marked area for the line to start and end at, and maybe even treat these customers with complimentary slices pizza or something. Some of those people looked absolutely famished.
New Game Studio, Titles Announced
Minutes before we went live, Video Game Article received a press release from a new play online games development house named "Horrible Ideas Studios". The studio detailed a number of upcoming titles spanning several platforms, such as:
Intro Movie Commander (pc) - Players sit through approximately 20 hours of overly flashy videos of various companies' logos. Each video can be skipped by pressing the Spacebar at a specific point, but finding that point will prove to be a challenge.
Super Fast Challenge: The Race For Second Place (Xbox 360) - In this racing sim, no matter how well you perform the AI will always find a way to defeat you. Always. From miraculous 400% boosts in speed to invulnerability to simply disappearing behind you and then reappearing at the finish line, the computer will use any method it deems acceptable to beat you. Challenging!
Walkthrough: The RPG (PS2) - Some of the more difficult items to obtain in rpgs are pretty much only available once you're read a walkthrough online thanks to nonsensical solutions such as "visit the graveyard at 11:18pm and take three steps to the left, then two to the right and drink a mana potion". In Walkthrough: The RPG every single element of the play online games is like this. It's literally impossible to advance past the opening sequence without plugging a fishing pole into the second controller port and perfectly emulating Paula Abdul's dance from her 1991 video "Straight Up Now Tell Me", although nothing in theplay online games indicates that this is what you must do. This is the perfect rpg for people who love looking up solutions on GameFAQs and hate actually playing the play online games they buy.

How Boogerman Single-Handedly Changed The Video Game Industry
November 18th, 1994 was the day that changed everything. On that date a plucky independant studio named Interplay released Boogerman: A Pick And Flick Adventure on the Super Nintendo and Sega Genesis. Whileplay online games  everywhere were captivated by the journeys of protagonist Snotty Ragsdale, Boogerman would have a greater impact on every play online gamesto come after it.
Boogerman introduced the concept of jumping. Other play online games had attempted this gameplay mechanic, but none had been all that successful at its implementation. Since the realease of Boogerman, nearly everyplay online games  has featured jumping.
Boogerman also featured characters, a concept which is still used in many play online games today.
When Boogerman flicked his boogers, they would fly through the air in a close approximation of real life physics, then stop when they hit an enemy. Take a look at the physics going on in the critically acclaimed Half-Life 2 and try to imagine how different the play online gameswould be if Boogerman had never been made.
Defeating the final boss would end the play online games. Boogerman was revolutionary in that you could shut the console off at this point, or at any point during the play online games.
Lastly, the most telling proof of Boogerman's profound impact on the industry is revealed when you examine the sales figures. Before the play online games release, the play online games industry barely had enough sales in a year to buy a large island. After Boogerman, video play online games now make as much or more than the film industry. Now that's influence.

Friday, November 12, 2010

Dead Rising Strategy Guide


Dead Rising - VGA's Exclusive Strategy Guide
While an excellent play online games, Dead Rising can be frustrating due to its difficulty and the emphasis that the save system places on staying alive. Planning ahead and understanding the play online gamesmechanics are vital to your very survival and getting the most out of your time in the Willamette mall. If you follow our tips, you'll get through the play online games with no problems.
Day One
Your main base of operations is the mall's security room which opens to a helipad, an air vent, and a hallway. After your initial encounter with the zombies at the mall's main entrance, you will return to this security room and watch as Otis the janitor welds the hallway door shut. This is good, as you do not want to see another zombie again for the rest of the play online games.
Now the only entrances through which zombies could potentially enter the security room are:
- An air vent
- The helipad
Unfortunately Otis will not weld the air vent shut, presumably because a man named Brad just climbed through said vent and it is his only route back to safety. Talking to Otis multiple times will not convince him to weld the vent, and there are no welding tools to be found in the security office that would allow you to do it yourself. For now you'll have to be content with simply staying as far away from this air vent as possible. Otis will serve as a miner's canary from now on. If you hear him scream, run.
The helipad is on a rooftop island surrounded by barbed wire, which means no zombie can gain access to it unless he is the reanimated corpse of a skydiver that died of a heart attack mid-jump. Just to be safe you will, of play online games, want to have Otis weld this door shut, but once again reasoning with the man gets you nowhere. This is a blessing in disguise, as your helicopter ride to safety will arrive on this very helipad in 72 hours.
For now, make your way to a secluded room halfway between the helipad and the air vent in case zombies come pouring through one of the entrances. Now the waiting play online games begins.
At seven o'clock at night, the zombies' eyes glow red and everything gets scarier. Back up into one corner of the room as far as you can possibly go, making sure to face the door so nothing can sneak up on you.
Day Two
On day two, you might begin to feel a little restless. Venture out to the helipad and look around at the sky, just in case the helicopter pilot misheard you and thought he had to pick you up today. Stay out there until it gets dark, then run back inside.
Make your way to the room with the bank of security cameras. A blonde woman with impressively lifelike breasts will be seated at the security panel. She refuses to speak to you, which is to be expected. For now pick up the apple on the floor and eat it, then spend the rest of the night drinking coffee creamer and taking pictures of the woman play online games to ignore you.
Day Three
As soon as your final day begins, drink all of the warm spoiled milk sitting next to the blonde woman and run to the helipad. Position yourself so that your body blocks the door, just in case some zombies infiltrate the security room. The key here is to keep yourself busy without thinking of the shambling figures who want to eat you in the parking lot below. Pressing Start to read through everything in the menu and look at the map pauses the play online games (which of course means that no time passes), so don't bother.
Once it gets dark, realize that although there are 72 hours in three days, you were dropped off in the afternoon of the first day. The helicopter won't be back until tomorrow afternoon. Go back inside and stare at the blonde girl some more.
Day Four
As soon as day four begins, rush outside. In fact, if you can, get there a little early in case the pilot has his watch set to another timezone. By now your camera's batteries will have died, so there goes one source of entertainment. There are, in fact, a few camera stores inside the mall where you could get a recharge, but there are zombies in there.
Wait at the foot of the helipad's stairs so you're as close to the landing spot as possible. If you want to you can walk up and down the stairs for fun, but walk down backwards so the helicopter doesn't land when you're facing in the other direction.
Eventually, the helicopter will come.
Congrats on beating the play online games!
General Tips
- The main point of the play online games is to stay somewhere quiet and safe for as long as possible, far from the reach of zombies. Adding a custom soundtrack with your favorite tunes will help the hours go by.
- As soon as you set foot on the helipad, run around and jump wildly. There is a small chance that your spastic gesturing will be seen by the pilot and he'll come back for you.
- Once you've completed 72 Hour Mode you have the option of playing Overtime Mode, which allows you to return for the mall for another 24 hours. Don't do this. It can only expose you to more zombies.
- Don't be a hero. You'll probably see a number of survivors on the security cameras, holed up in abandoned stores as the dead claw at them through hastily constructed barricades. The best thing you can do for them is look play online games or go to the helipad to see if your chopper has arrived early. Going out there can only end in death or inconvenience.

Exclusive GTA:IV Preview


Not much is known about the next Grand Theft Auto play online games aside from the fact that it's in development and set to release in October of 2007 on the Xbox 360, Playstation 3, and Mac. Speculation has run rampant about the play online games setting and features since the release of GTA: San Andreas, but Rockstar has kept quiet.
Until now.
Something Awful has long enjoyed a close relationship with Rockstar (as is evident by the "SA Goon" ranking in GTA: Vice City and the inclusion of white people in GTA: San Andreas), so when the time came to reveal the juicy details of Grand Theft Auto IV, the maverick play online games company continued its tradition of bucking the system by giving us the scoop to rather than one of the big gaming magazines or websites.
The Setting
The official map of Maeba Prime. In the future, we realize that in order to maximize efficiency all of our states, counties, and cities must be roadless squares.
Fans of the series have long been wondering where GTA4 takes place, but it turns out they should have been wondering when. The play online games is set in the futuristic city of Maeba Prime, which one environment artist describes as "Blade Runner meets Star Wars meets Mrs. Doubtfire". Skyscrapers covered in neon lights and gigantic holographic billboards dominate the skyline, laser guns and light sabers (with the clever brand name "The Lucas") are common, and all wrist watches are digital.
What about the radio stations that gave previous GTA installments so much personality? Many of the popular voice actors - including Lazlow - are back, only this time around they will be playing their old characters' descendants who happen to have the exact same jobs, sound exactly the same, and hold the same opinions. And the music? Instead of coming up with hours of futuristic music to fill the airwaves, Rockstar decided to only include current music and label each radio station as "classic".
Vehicles
While the core play online games mechanic still revolves around stealing modes of transportation as you explore a free roaming environment, there are no real streets as we know them in Maeba Prime so most of your travel will be done in the air or through the densely packed crowds of people on the walkways that span the gaps between buildings. Here's a quick rundown of the many ways you can get around Maeba Prime:
  • Bicycles - With neon wheels
  • Jetpacks - Only slightly harder to pilot than the helicopters in previous play online games
  • Pedestrians - Approaching a pedestrian from behind and clicking the left analog stick will allow you to clamber up onto your target piggyback style and ride him or her around. Many hours can be wasted by having them run at top speed into traffic or toward the ledge of a building, then diving off of them at the last second.
  • Flying cars
  • Flying boats
  • Hovering airplanes - Can't fly, but can hover a good foot and a half off the ground
Improved Controls
The gang at Rockstar have taken note of the tight controls in Saints Row which allow you to aim precisely in all directions both on foot and while driving. This interesting decision to put the player in total control of the action, they feel, is a gimmick.
GTA4 uses an advanced version of theplay online games, where every single npc within drawing distance of your character is automatically targeted at all times. Pressing the attack button will use your current weapon on a randomly selected target (there are typically 80 or more on screen at the same time - impressive!). You can remove individual people from your lock-on list by simply clicking down on the right thumbstick while tapping the left thumbstick to the left or right to cycle through your targets, then pressing the left and right trigger buttons simultaneously to confirm your choice.
Instead of just having the option to shoot straight out of your window to the left or right while in a vehicle, you can now shoot directly  play online games into the dashboard or backward into your gas tank/fuel cell.
Compelling Storylines
The stylish cinematics and pulse-pounding missions we've come to expect have returned, but this time they're new! Here's a sneak peek at some of the actual dialogue for one of your mission providers, a teenage hacker/gang leader voiced by Kevin Spacey.
Chapter One - "Damned If You Do, Damned If You Dough"
Billingsley: So you're the new guy in town, just strolled in and already acting like you own the place. You gotta earn my trust, son. Our rival hacker gang, the Bitboys, are a bunch of straight up bitches. Go show them we mean business by having a bunch of weird ass pizzas they don't even want delivered to their hangout. You have thirty seconds to do this, and you can only use the play online games across the city.
Chapter Two - "Pain In The Glass"
Billingsley: Not bad, that pizza stunt should knock the Bitboys out of commission for good. By now you've probably heard that we're the biggest dealers of illegal play online games glass in Maeba Prime, right? Well I need you to take this incredibly slow and dilapidated hovertruck full of very fragile stained glass in a clockwise lap around the entire city and then bring it back here. If there's a single scratch on that glass you will fail. Also, you will be escorting three robots who tend to run in separate directions from each other and knock into pretty anything they see, including your hovertruck full of fragile stained glass. If one of them wanders more than one block away from you, you will fail. If the cops see the large print on the side of the hovertruck that reads "ILLEGAL CARGO" and pull you over or touch your vehicle, you fail.
Chapter Three - "The Heat Is On"
Billingsley: Good work with the stained glass, dawg. The Bitboys are somehow back in action, and they're having an ice cream n' strippers party to celebrate. I want you to fly this remotely controlled nanite into their hideout and adjust the thermostat so that their ice cream melts, putting them out of commission for good. Your nanite will emit a wailing siren sound to alert the enemy of its presence, and it can not withstand an attack of any play online games. Good luck.
Chapter Four - "Pane In The Ass"
Billingsley: Nice work with the ice cream, homey! I want you to take that hovertruck full of very fragile stained glass in a counterclockwise lap around the city, tailing one of those robots you escorted earlier. If you get close enough for him to see you, you fail. If you let him get out of your sight, you fail. If you can pull this off, we'll have full control of the city for reasons I can't explain.
Conclusion
These features alone would make for a fantastic game, but as you might expect there are tons of additional activities and surprises in GTA4. For example, the workout system in San Andreas has been greatly expanded. For every step you take your character loses one pound, and for every ten seconds you stand still or sit in a vehicle your character gains three pounds. The constant struggle to stay somewhere between morbid obesity and terminal emaciation adds a layer of strategy to an already compelling experience. And that's just one of many features that affect your play online games, I haven't even gotten into the frequent crippling seizures which afflict your character during missions and play online games goof up his facial muscles unless you rapidly press a sequence of buttons in the correct order.
Keep checking in on Video Game Article for all of your GTA information!

Neverwinter Nights 2 Primer


Neverwinter Nights 2: A Primer
There's quite a hullabaloo surrounding Neverwinter Nights 2. The prospect of a sequel to the popular Dungeon & Dragons play online games with slick play online gamesplay and graphic improvements alongside a superior single player campaign has a lot of people very excited. But what if you missed out on the first play online games? What if the complexities of the D&D ruleset are as foreign to you as the complexities of an electric razor are to a D&D player? Fret not! We'll get you up to speed, play online games you in on everything you need in order to play online games Neverwinter Nights 2.
How Dice Come Into Play
The first thing you should know is that in Dungeons & Dragons, absolutely everything is decided by rolling dice. A twenty sided die is the standard, though there are exotic variations with anywhere up to one hundred sides. There is even a one-sided die that is used in rare circumstances, such as when a Dungeon Master rolls to determine whether or not he can get up to get a snack.
In a regular tabletop play online games, with each step your character takes must pass a roll of the dice in order to determine whether you have successfully taken a step or have slipped, tripped, or died of a brain aneurysm. You can play online games how long it would take just to walk into an olde inn and take a seat, or to tapdance for ale! This is why most D&D players are dedicated groups who meet every week for years and rarely make it past level 6.
How does this curious mechanic translate to Neverwinter Nights 2? Thanks to the magic of microprocessors, every time your character takes a step the computer automatically rolls the dice for you. It's all handled under the play online games, freeing you up to manually roll for your character's more important actions, such as breathing and chewing.
Armor All play online games based on Dungeons & Dragons use an armor system called THAC0. This may seem complicated at first, but it's really quite simple. See, THAC0 stands for "THAC zero". So there you have it.
Dialogue
Forget the simplistic Good, Neutral and Evil dialogue branches found in play online games like Knights of the Old Republic. When talking to an NPC in Neverwinter Nights 2, it's very rare that your character to be presented with anything less than five possible responses. The way other characters respond to you can vary as well, depending on your chosen background.
For example, a standard fighter with no chosen background will see this:
"Ah! You've recovered my slice of bread from the bugbear cave! My sandwich can now be completed. I thank you for your assistance in this matter."
While the same character with "Ladies' Man" as their background will see this:
"Ah! You've recovered my slice of bread from the bugbear cave! My sandwich can now be completed. I thank you, you play online games, for your assistance in this matter."
The same character with "Troublemaker" as their background will see this:
"Ah! You've recovered my slice of bread from the bugbear cave! My sandwich can now be completed. I thank you, you Troublemaker, for your assistance in this matter."
And the same character with "Farmer" as their background will see this:
"play online games."