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Scientists find red team is better than blue team (seriously)


Finally. Proof that red team roolz. The scientific journal "Cyberpsychology & Behavior" has published the results of a research study, finding that over the course of 1,347 matches of Unreal Tournament 2004, the red team beat the blue team 55% of the time. Yes, this is actually what passes for science now.

One neuroscientist reasons that the slight red team advantage may be psychological, as the color red could prove distracting to men, "possibly because men flush and turn red when they're angry." As silly as that sounds, the study parallels a similar one performed in 2005, where it was found that wearing red in real-life one-on-one sporting events increased the likelihood of victory.

Acknowledging the findings of the research, Epic Games VP Mark Rein said they won't be changing the classic multiplayer colors of Unreal Tournament anytime soon. At least now you have an excuse for losing all the time, right blue team?

Nielsen: Wii usage is second to Xbox 360


A study by Nielsen Games found that the Wii's usage comes in second compared to other consoles the Xbox 360. Among 10-26 year olds, the Xbox 360 reigned supreme, while for those above 27, the PS3 Xbox 360 also held a steady lead. Interestingly, the Wii owned the middle ground in usage for both demographics, with the Xbox 360 and PS3 switching places.

The Nielsen study, conducted between April 2007 and February 2008, lumps all that data into one pool, so it's not hard to see where some issues might lie. It would certainly be interesting to see monthly breakdowns and observe if the Wii and PS3 received noticeable usage increases once high-profile games started showing up during Holiday '07. We also wonder what effect usage of console Blu-ray or DVD functionality had on the data. But what we're actually most curious about, is where the PS2 would be had it been incorporated into the data?

Update
: Nielsen amended its 27+ data, apparently the Xbox 360 and PS3 info was accidentally reversed for the demographic; fixed image to match.

Source: How much use does Wii get?
Source: Correction

[Via GameDaily, Thanks Master X]

Research: Game addicts show traits of autism


Researchers at the British Psychological Society's Annual Conference in Dublin presented a study showing that video game addicts have similar personality traits to those with Aspergers (a high funcutioning form of autism). The study of 391 gamers (86% male) found that players who showed signs of "addiction" had three personality traits that are typically linked with Aspergers: neuroticism, lack of extraversion and agreeableness.

The scientists don't believe these people have Aspergers, but "share some of the same characteristics because they find it easier to empathize with computer systems than other people." They say professions like engineers, mathematicians and computer scientists are closer to the non-empathizing end of the spectrum, but Aspergers is much farther along that line. Their main point is their research supports the idea that those heavily involved in game playing may be nearer to the autistic spectrum disorders than those who don't play at all -- and here we thought it just meant they were nearer to nerd spectrum disorders.

Pentagon project to put game-like display on contact lenses

Using contact lenses to simply change your eye color is so passé. Using contact lenses to augment reality is where it's at. At least it is for the Pentagon, which has put out a request for information on a system to display data "not unlike information provided to players of first-person, shooter-type video games" directly on the surface of the human eye. Sounds kind of like those TV display glasses you hear about sometimes, except, y'know, actually cool.

The technology is a little out there, but it's not a total pipe dream. Researchers at the University of Washington are already working on a nano-scale prototype, and the Pentagon wants actual results out the project in three to five years. The means the technology could trickle down into the consumer market in about ten to fifteen years, just in time to be integrated into the Sony PlayStation 5 and the MicroTendo HyperBox 1080. We can't wait!

[Via Wired]

Study: Two out of three in U.S. play casual games

Anyone who keeps up with gaming news knows that casual games are the biggest thing since sorted gems. But man, if a new report is to be believed, casual gaming is more popular than even we thought.

The report, from research firm Interpret, estimates that 145 million U.S. residents aged 12 to 65 played casual games in 2007. That's almost two-thirds of the roughly 222 million people in that age range. And just because they're casual games doesn't mean they're played casually -- the report estimates players spent an average of 5.1 hours per week on casual games in the fourth quarter of '07. That's nearly 740 million man hours spent playing casual games per week, outpacing activities like magazine and newspaper reading.

Even though most of these gamers only play games on free sites like EA's Pogo, Interpret still estimates industry revenues of $400 to $700 million by 2010. That's a drop in the bucket compared to estimates of $40 billion in total industry revenues by that point, but if we were a small developer, we sure we wouldn't mind having a piece of it.

[Picture credit]

PS3s used to simulate black hole collisions


It's like our favorite old-school commercial: "Mr. Owl, how many Playstation 3s does it take to simulate a collision between two black holes?" Apparently, the answer is 16.

A group at the University of Massachusetts at Dartmouth hopes to use a cluster of 16 PS3s to run the simulation, specifically looking at the properties of the gravity waves emitted by the collision. The cluster -- nicknamed the PS3 Gravity Grid -- was built with a partial donation from Sony, who must like watching really big stuff collide as much as we do.

Similar simulations have been run before (most notably by NASA), but this marks the first time the super-calculation has been performed using a game console. Like our colleagues as PS3 Fanboy, we admit that most of the technical jargon presented here is way over our heads. We're sure some of you will "get it," though, and not just resort to Tootsie Roll references.

[Via PS3 Fanboy]

Shocking research shows men like video games


People with any type of condition triggered by shock may want to stop reading now, but research by Frank N. Magid Associates shows that console gaming is the top choice for entertainment among young males. Now breathe, BREATHE! It's a lot to take in at once. GameDaily posted the charts for the study of 1,864 Americans which shows among males overall console gaming came in third behind using the internets and watching TV. Among males 12-34 console gaming came in first and then drops dramatically in older demos.

The research shows that women overall would rather talk on the phone, watch a DVD, listen to music or read a book before playing a console game; however, there is an odd spike among 18-24 year old females for console gaming. Playing free web-based games did better with females, particularly among women of a mature age. No real shocking revelations, but we're always appreciative of research that gives some understanding to gamer demographics.

Finnish researchers: Video games don't desensitize to violence

We're just speaking for us personally on this one, but video games haven't desensitized us to violence in the least bit. In fact, you could say that video games have made us more sensitive to it in that even the hint of a disemboweling can send us into spasms of delight, ecstatic in the knowledge that our gaming-honed thirst for blood will (temporarily) be slaked.

Our feelings have now been backed up by some Finnish research, which found that players became "angry and anxious after killing an opposing character in James Bond 007: NightFire." Interestingly, the players also felt a sense of relief at being killed, which we guess is a comment on NightFire as much as anything else. What about you: Does in-game murder still have an effect on you?

Gaming graphics cards drive advances in medical imaging

We all know that gamers can actively help medical research through efforts like the PS3's Folding@Home project. Now comes word from UK's The Engineer magazine that gamers and their pumped up video cards are helping the cause of medical imaging without even trying.

You see, speeding up the processing of magnetic resonance imaging is important to prevent the blurring effects of involuntary body movement. Networked supercomputers are fast enough to do it, but they're too expensive to be a wide scale solution. However, high-powered video cards, with their 128 built-in processors, provide the perfect, low-cost method for speeding things up. And why have those graphics cards so freaking cheap and powerful? "The reason for this is the games industry," said Kings College London Professor Tobias Schaeffter. "It is amazing how much the power of the cards increases annually by putting on more processors and more memory."

So remember, the next time you plunk down hundreds of dollars for that new super-duper graphics card, you're not just helping your gaming experience -- in some small way, you're helping medical research.

Study: More Xbox 360 achievements = better reviews, more sales

A new study by Electronic Entertainment Design and Research (EEDAR) suggests that the Xbox 360 achievement system (here called "accomplishments" for some reason) has an effect on the title's success. According to the press release, EEDAR found a "strong connection between a game title's diversity of Accomplishment types with that game's profitability -- pointing to the idea that the more diverse the Accomplishments available to the user, the more enjoyable the game, higher review scores, more units sold."

We're hesitant to conclude that the number of achievements is a causality for gamer enjoyment, although we know of a few people who swear by their gamerscore (and a handful of games whose sales, but not necessarily reviews, were greatly increased because of their achievements). We wonder if the correlation is instead a sign that developers who spend more time ensuring the quality of their games also extend that hard-work towards the achievements, as well. If Valve's The Orange Box sells a bajillion copies, it's not necessarily because it has 99 ways to up your gamerscore.

Study: Women's spatial abilities increase with video games


Research done at the University of Toronto found women who played video games reduced the inherent difference between the sexes when it comes to spatial skills. Spacial skills are things like reading a map, driving a car and putting stuff together. Researcher Jing Feng says their original experiment showed that "women do not do as well on spatial tasks"; however, their second experiment found that video games improved both sexes when it came to spatial skills, and that women caught up to men in tests -- five months later the experiments yielded the same result.

There's no real explanation why there would be such a dramatic change after only 10 hours of video game playing or why it would last for months. One could complain about how it's ridiculous that this research is done and yada, yada, yada. But, if having the important women in our life play some video games hardwires them to read a map better, we'll take it -- we hate pulling over and asking for directions.

[Via GamePolitics]

Study: M rated games have higher scores, better sales

Two mothers are talking over a cup a tea. "I think my Billy is going to be well off," she said. "He's got the heart of a teenager. Doesn't swear or advocate violence or engage in promiscuous sex or any of that! He's going far in life."

The second mother shakes her head. "Sue Ellen, that's just not how the world works nowadays. My son John is a foul-mouthed bully who dreams about rivers of napalm and who picks fights with the local church group. In this zany world, John will be richer and more well-respected than that wuss you bore."

If that conversation makes no sense, replace the mothers with game publishers and the tea with, well, hot coffee. A recent study by the Electronic Entertainment Design and Research firm concluded that games rated Mature by the ESRB, despite being only one-tenth of the titles examined, "have both the highest average Metacritic scores and the highest average gross sales in the United States."

What does this say about the average video game consumer? It's hard to say, but we're thinking the industry is learning to grow up with its audience.

Game Developer Census details nearly 600 companies in North America

It's a groundbreaking achievement, and you probably can't afford it. The CMP Media Group has just published an exhaustive list of every significant game publisher and developer in North America. The publication details approximately 510 companies in the United States, and an additional 80 in Canada, and includes the full postal address, phone number, e-mail contact, URL, approximate number of employees, and examples of games produced for every included business, as well as details regarding the particular focuses of each company.

In addition to the comprehensive directory, the census also reveals that over 39,700 individuals are currently employed by the games industry in the United States, and around 8,100 in Canada. Of those employees in the United States, over 46% are working in California, with Washington state a far second at 11%, and Texas third with 7.37%.

Individuals interested in purchasing the report are probably out of luck. Priced at $1,995 (yes, that's a comma), the census is intended for contractors and service companies looking to invest or do business with the North American market. The census is the second publication from CMP's Game Developer Research group, which also published the industry salary report earlier this year.

[Via Sys-Con]

Gaming magazines influence boys' self-image

A study to be published in the journal Body Image this summer shows signs that boys who read video game magazines have an increased desire for muscle mass compared to boys who read Highlights or something like that. The study examined 181 boys and found that those who read game magazines had a greater desire for muscle mass. The study found that the 104 African American boys studied did not have the same result, which the researchers believed was because of the lack of black characters in game magazines.

The reason the clear distinction is made between game magazines and actual video games is because the pictures in magazines are "characters [that] are drawn with extreme muscularity and much more realism than in video games themselves." Looks like the the video game magazines are screwing up boys like Seventeen and Cosmopolitan have been messing with girls for years. Sure, sure, we can poke holes in the study all day, but it is interesting to think how many more waxed super muscled characters in video games exist like Dante, Kratos and Guile; than there are "real men" like Dead Rising's Frank West with his chest hair, love handles and average build.

[Via GameDaily.biz]

Study: video games may incite 'angry' players to violence

In a Villanova University study (PDF), 167 undergraduates played games that were either violent or non-violent, and were then asked to choose an action for a fictitious character in a story. The gamers who had just played violent games like Mortal Kombat or Doom 3 "produced significantly more aggressive responses" than those who'd played inoffensive fare like Tetris Worlds.

Seems pretty conclusive, doesn't it? Professor Patrick Markey, who conducted the study, doesn't think so. "Their personality made a big difference. People who are extremely angry tend to be much more affected by violent videogames than people who are not angry and of course the opposite is true that people who are not angry are virtually unaffected by violent videogames. So it's both the person and, in essence, the situation."

Markey, himself a gamer, cautioned against sensationalism from the mainstream media, as well as knee-jerk defenses from -- ahem -- game journalists. "I like the rating system so legislatively I hope nothing's done. ... [but] getting out the information that videogames can have an effect if you're [an angry] person is extremely important." For still more on Patrick Markey's research, you can check out his appearance on the Cheap Ass Gamer CAGcast.

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