Triplepoints of Interest – Oct. 23

In this week’s TPoI, Activision announces the return of Call of Duty World League with a $4.2 million prize pool, Online Forum NeoGAF goes offline following sexual assault allegations, and Microsoft officially discontinues their Kinect webcam.

NeoGAF Briefly Goes Offline Amid Sexual Assault Allegations

The online forum NeoGAF temporarily went offline following sexual assault allegations from Ima Leupp, a film director who worked with NeoGAF owner Tyler Malka. NeoGaf, which Cecilia D’Anastasio of Kotaku wrote, “has had significant influence in the video game industry since its founding in 2004” received criticism from members of the site as well as the general press due to the allegation as well as Malka’s previous behavior. The Verge reports that these allegations made by the producer were shared without her consent and that she intended to make the post as an outlet for her feelings associated with the event. In the follow up to the allegations, The Daily Dot reports that a large portion of the NeoGAF community has moved to a new forum, ResetEra, so that they can no longer support Malka.

Microsoft Discontinues the Kinect

After selling over 35 million units since its 2010 launch, Microsoft has discontinued and shutdown manufacturing for the Kinect depth camera and voice recognition microphone. CO.DESIGN reported in an interview with Microsoft’s Alex Kipman that the device has become a smaller part of Microsoft’s design strategy and that the team wanted to move away from working with it. ZDNet reports that this follows the decision to cancel efforts to bring enhanced voice controls to the Kinect and that other apps for the Xbox One like Netflix and Hulu have also removed Kinect support. The Verge reports that the technology used in the Kinect will continue to be used in products like Microsoft’s augmented reality glasses as well as their mixed reality headsets.

Activision Announces Call of Duty World League with $4.2 Million Prize Pool

Activision announced this week that the Call of Duty World League (or CWL) will return in 2018, with the first event kicking off at the MLG Arena in Columbus during early January. Gamesindustry.biz reports that this year’s league will feature 32 teams from around the world and that there will also be National Circuit tournaments which will offer competitions for teams that didn’t qualify for the CWL. ESPN covered the format changes for this years competition, highlighting that the CWL will now feature two divisions which will compete at the same time in lan settings. Telegraph reports that the near $4.2 prize pool will be spread out throughout the events and that the top team will be awarded a $1.5 prize at the end of the season.

TriplePoints of Interest – Week of May 1

Breaking a record is usually an admirable feat and often desired outcome, but Activision might not be too happy with its latest record. Call of Duty: Infinite Warfare’s newest trailer just became the most disliked gaming video on YouTube. On a more positive note though, Oculus is shipping off a few Rifts into stores and YouTube just announced cable bundles for streaming. So that evens it out, right?  Continue reading TriplePoints of Interest – Week of May 1

TriplePoints of Interest – Week of June 8

What juicy pre-E3 news did we uncover this week? The main event was WWDC and then VR stole the show! Who’s going to be checking out some VR hardware at the show this year?!

Looking fine, iOS 9!

Now it’s Apple’s turn! WWDC made waves yet again with iOS 9 among other announcements. Miss the big reveals? The Next Web has you covered with a summary of all the splashes. Tech Times has a summary of Metal, which allows for better graphics rendering and thus smoother scrolling for users. According to writer, Lauren Keating, 2K, Blizzard, and Aspyr are among the developers using it to enhance their apps.

The Vainglorious Apple Design Awards

In other WWDC news, Apple announced the winners of this year’s Apple Design Awards. Crossy Road, Vainglory, and Mediocre Games’ (creator of Smash Hit) Does Not Commute were among the winners, says CNET.

Green Robot is on a Rampage!

App Annie reported this week that Android has surpassed iOS in growth this month, seeing a 50% rise in global consumer spending versus iOS’s 30%, says GamesIndustry International. Writer, Matthew Handrahan, credits multiplayer games as a great driver of spending, with 60% of consumer spending coming from multiplayer titles.

See you at the inaugural TwitchCon 2015!

Twitch announced their panel line up for their inaugural TwitchCon event, says GamesIndustry International. Subjects to be covered include the legality of Let’s Play videos and streams, using Twitch as a fundraising platform, and tips to building healthy communities.

ESPN is Legendary!

ESPN released a long-form piece profiling famed South Korean League of Legends player, Lee “Faker” Sang-hyeok, and the culture of eSports in the country. Writer, Mina Kimes, visited the headquarters of his team, SK Telecom T1, in Seoul and followed him on his road to the year’s first major international tournament, Mid-Season Invitational tournament in Tallahassee, FL. According to Daily Dot, this article is set to appear in a special ESPN The Magazine issue that will dive deeper into video games, featuring NFL player, Marshawn Lynch on the front cover for his upcoming appearance in Call of Duty: Black Ops III.

The Oculus Rift is spawning soon!

The Oculus Rift in its final form was revealed yesterday with a view of its launch model and controller. WIRED has the full photo gallery, along with the release time frame of Q1 2016. Kotaku also has the list of games that will be released for the device.

Image from BGR

The Other Side: can violent video games be a peacekeeper?

Idomeneus stabbed Erymas in the mouth with the pitiless bronze. The bronze spear passed right through and up under the brain, smashing the white bones. His teeth were knocked out and both his eyes flooded with blood: wide-mouthed he spurted a well of blood through nostrils and mouth: and the black cloud of death covered him over. [i]

In the 8th century B.C., violent video games were the lyre and voice of a blind man called Homer. His narratives were also widely available for consumption by children.

In my 8th grade classroom, my classics teacher told my classmates and I to prepare for the graphic details of Homer’s The Iliad. We were told that Homer believed depicting violence in media served to cleanse the soul, removing violent intentions, not creating them. He even believed that reciting his epic poetry of the brutality of war would disturb listeners enough to prevent them from wanting to go to war.

Most recently, controversy erupted when players discovered Grand Theft Auto V’s torture scene, where the player is required to input commands to torture an NPC. Was Rockstar’s intention to disturb players with that scene? If so, would players who completed the mission be less likely to want to torture in real life due to the feelings they experienced playing through it?

Regardless, the popularity of billion-dollar franchises like Call of Duty and Grand Theft Auto has of course led much of the non-video gaming public to believe that widespread consumption of such media is, in fact, making society more violent. On the other hand, an interview between video game journalist Todd Kenreck and psychiatrist Dr. Tyler Black of the British Columbia Children’s Hospital presents another view: that the rise in violence has been skewed by the amount of media coverage it gets, and that violent crime is at a 20-year low.

Thus far, the two warring arguments state that 1) video games make the consumer more inclined to commit violent crime and 2) video games have no effect on real-world violence.

In February 2013, the New York Times’ Benedict Carey presented a third angle: video games can actually reduce real-world violence.

Mr. Carey presents findings from various scientists’ research, including that of Michael R. Ward of the University of Texas, Arlington. Dr. Ward examined week-by-week sales data for violent video games across a wide range of communities in the United States and Europe. Dr. Ward and his colleagues, in fact, discovered a new trend: surges in violent video game sales led to a decrease in crime, especially violent crime.

Coincidence? The findings of Kimberly Wallace of Game Informer suggest Dr. Ward’s results are anything but one. In her article, she explains the infamous “finger-cutting scene” of Heavy Rain, where Ethan Mars, the protagonist, is required to amputate his finger, the method of which is chosen by the player. Failure to complete this task results in one less clue to finding Ethan’s missing son.

Ms. Wallace explains the trauma she experienced upon completing the scene. She states that all she could think about was the pain she’d endure were she to cut off her own finger in real life, coming to the conclusion that, “It shouldn’t be so easy to watch a man slice off his own finger, especially when you’re behind the wheel.”

Ms. Wallace’s experience suggests that exposing a consumer to gore and violent situations instills the undesirable feelings associated with possibly experiencing the violence themselves. Even in situations where the player is required to inflict pain on a character other than the protagonist, notably the airport scene in Call of Duty: Modern Warfare 2, there is the option to skip the scene in-game. This is due to players decrying its disturbing nature, which is telling that gamers do not enjoy the idea of killing innocent people. Developer Infinity Ward told USA Today that the scene is meant to get players “pretty twisted up.” They go on to say that they hope the scene “makes some people a little upset.”

Infinity Ward’s hope for players’ negative reaction is likely attributed to the fact that they want players to recognize that murdering civilians is a shameful act. If Homer were alive today, would he endorse exposing that scene to people of all ages, including children, to educate them on the immoral nature and damaging consequences of committing violent crimes?

The idea that exposure to violence and undesirable situations reduces the consumer from committing them in real life is hardly exclusive to video games. Scientific American published a 2011 article stating that experts believe consumption of pornography may reduce the desire to rape by offering a safe, private outlet for deviant sexual desires. This is backed by data from Christopher J. Ferguson, professor of Psychology at Texas A&M International University. Dr. Ferguson states that rape and sexual assault are at their lowest levels since the 1960s, thanks in part to porn being nothing more than “a Google search away.” In 1992, psychiatrist Richard Green at Imperial College London found that patients requesting treatment as sex offenders commonly saw that “pornography keeps their abnormal sexuality within the confines of their imagination.”

If Dr. Ferguson and Dr. Green’s findings on pornography apply to violent video games, then perhaps there is a fourth side to this argument: that violent video games not only reduce the inclination to commit violent crime, but can be a tool for making violent criminals less likely to re-offend.

I am by no means suggesting that Charles Manson should be released from prison if he reaches the top of the leaderboards in Call of Duty: Black Ops 2. However, the data presented does suggest we might be asking the wrong question when it comes to violence and video games.

Do video games cause violence? Do video games reduce violence? Or is there no link between the two? Perhaps we cannot find the right answer before we find the right question.

Which do I believe is correct? I believe that being traumatized after the much more traumatic “Trial 4” scene of Heavy Rain made me a better person. I also believe that bettering myself after experiencing that mission was a conscious choice I made.

I believe that video games have the ability to heal and make you a better person. I also believe that video games can only accomplish the above if you let them.

I don’t know if I am right. But I believe that a medium is only as good or bad as you decide. How do video games influence you? I believe only you know the answer to that.


[i] The Iliad: A New Prose Translation by Martin Hammond (Penguin Classics, 1988)

Images:

The Wrath of Achilles (1819), by Michel Drolling

Grand Theft Auto V, from Pixel Enemy

Heavy Rain “The Lizard,” from IGN

Call of Duty: Modern Warfare 2 “No Russian,” from PC Gamer

Wii U to Ditch Friend Codes, Welcomes Convenient Social Gaming

Wii U

One of my biggest gripes about the Nintendo Wii was the idea of having to jot down lengthy friend codes to play with friends and colleagues online. Talk about counterproductive measures to experience “social” gaming. However, earlier today, it was revealed that multiple user IDs will be able to be stored on the Wii U, which also means Friend Codes are now a thing of the past.

Sites like Destructoid are confirming that Nintendo has officially set the record straight, stating, “Our plan is to replace Friend Codes with a much more user-friendly Account ID system, which employs user-created account names.”

Finally, Nintendo has caught up to the consoles (and mobile devices for that matter), allowing quick, immediate connectivity to friends without the ridiculous number sequences previously required to connect. This just went a long way in getting me further intrigued in the Wii U’s launch, which is slated for November 18.

With a handful of launch titles featuring multiplayer capabilities, including Call of Duty: Black Ops II, Wipeout 3, FIFA Soccer 13, and Sonic & All-Stars Racing Transformed to name a few, you can bet friends looking to play together across the country breathed a collective sigh of relief around today’s Nintendo reveal – myself included.

Should Gaming News Report on Anders Behring Breivik?

On July 22, 2011, Anders Behrig Breivik killed 77 people in a horrific tragedy in Norway.  Within a day, game-centric journalism sites and blogs began covering stories about the killer because Breivik wrote a 1500 page manifesto that included recommendations on using Call of Duty: Modern Warfare 2 as training for an inevitable war with Islam.  He also discussed using an obsession with World of Warcraft as a cover – saying you couldn’t answer your phone because “you were busy raiding” isn’t likely to invite any questions.  “If you’re planning requires you to travel, say that you are visiting one of your WoW friends,” Breivik writes, “or better yet, a girl from your ‘guild’ (who lives in another country). No further questions will be raised if you present these arguments.”

Violent events have been linked to videogames countless times in the mainstream media, usually to the dismay of gaming journalists.  While some have strong connections, such as Breivik explicitly saying he used Modern Warfare 2 to train, others have much more tenuous connections, like when the Denver Post claimed the Columbine school shooting was caused by parents revoking the shooters’ videogame rights.

Continue reading Should Gaming News Report on Anders Behring Breivik?

Call of Differentiation Part 2: Missed Connections

Modern Warfare 2
A few months ago I wrote about the unfortunate confusion over the Modern Warfare and Call of Duty brands. Infinity Ward had just conceded to assuming the Call of Duty label for their upcoming blockbuster Modern Warfare 2, and they and Activision were ramping up for a massive marketing campaign. I showed how Modern Warfare 2 might have already lost its chance to break GTA IV’s monster sales records, and that an awe-inspiring marketing campaign was in order to recapture lost mindshare. Now, less than a week away from launch, we haven’t really seen a campaign on par with what we saw for GTA IV, and Infinity Ward’s most recent promotions seem to only disappoint the relatively small community of industry writers. There is an enormous group of fans that will purchase this game on day one, and Infinity Ward and Activision have done a great job catering to their interests, but have they missed an opportunity to bring Modern Warfare 2, and video games in general, to a larger audience? Continue reading Call of Differentiation Part 2: Missed Connections

Call of Differentiation

CODThe Call of Duty franchise is one of the most successful and iconic video game brands of all time, partially because development of each game alternates between two studios, Infinity Ward and Treyarch, allowing publisher Activition to release a new full game each year. But that boon has turned into a burden as the desire for differentiation has resulted in an identity crisis for the brand. The internal politics between Activision, Infinity Ward and Treyarch has created congnitive dissonance over where the Call of Duty series is headed. And in the case of this year’s Call of Duty: Modern Warfare 2, Activision has said that they’re gunning for Grand Theft Auto 4’s launch sales records, but their indecision over the official title of the game may have cost them millions in opening day revenue, and has potentially pushed GTA IV’s sales records out of reach.

For Call of Duty fans the buzz leading up to Call of Duty: Modern Warfare 2 has been a roller coaster ride of product branding and re-branding. When the game was first mentioned during a Massive Inc., “upfront” advertising meeting in late 2008, it was referred to as Call of Duty: Modern Warfare 2. After 2007’s Call of Duty 4: Modern Warfare, Activision dropped the, “4” and began using subtitles to denote sequels, hence 2008’s Call of Duty: World at War – sometimes referred to by fans as Call of Duty 5. Confused? Well don’t feel bad, you’re not alone. Continue reading Call of Differentiation