THE EXPONENTIAL TIMES: Extra! Extra! Etc. Etc.

I TREATED myself with the purchase of a NAG (New Age Gaming) magazine the other day, which came with a glossy-ink-scented E3 (Electronic Entertainment Expo) supplement. The accompanying DVD was also largely dedicated to E3 and consisted of around two hundred game videos, trailers and GameTrailers.com awards.

I do not work for NAG nor do I sell their magazines. I was merely mesmerized by how far gaming has come in the last few years. We are certainly living in exponential times with the bacterial-like spread of information and new technologies.

Gone are the days of chalkboards and letter posting in the developed world. The sale and consumption of hard-copy books is fast dwindling at the hand of the Kindle and other eReaders. If Wikipedia were to be published as a book it would be over two million pages long. There are now even babies in Egypt named “Facebook.”

Exponential Times in Gaming

3D graphics has reached a point beyond comprehension five years ago. The number of gaming devices and vibrating motion controllers on the market this year can have one gleefully immersed 24/7, if you have the time. The exponential rate at which new game titles are being released has made the task of writing letters to Santa quite a meticulous one.

Exponential Times in Social Media

In 2007, one out of every eight U.S. couples met online. It is now estimated to be one in five. When television first entered our lives, it took 13 years to reach a target audience of 50 million. Facebook took just two years to get the same number of people on board its platform.

Greater than the exponential development of technology, is the exponential availability of information. It is estimated that a week’s worth of the New York Times contains more information that anyone living in the 18th century could have consumed in their entire lifetime. The amount of technical information available is more than double every two years.

Exponential Times in Education and Employment

This exponential growth of technology and information is changing the way children are educated. Students are now being prepared for jobs that don’t yet exist and being trained to use technologies that have not yet materialised. It has also been shown that students who are online tend to outperform those who receive more face-to-face education.

This is of course changing the way that people are employed globally. It is estimated that 95% of companies that are online today recruit people using LinkedIn; around the same percentage of businesses use social media for marketing purposes.

Exponential Times Year to Year

In 2008, more than 200 million cell phone calls were made every second. This has roughly tripled every 6 months since. In 2009, every minute or so, a day’s worth of video footage was uploaded to YouTube. In 2010, the number of Google searches completed every ten minutes could have powered Las Vegas for half an hour. This year there are roughly 80 million Farmville farmers versus the 1.5 million real farmers. The moment you’ve finished reading this, most of this information will be outdated.

Here are two of the videos where you can find this information as well as more and more and more...

Exponential Times in 2008
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Exponential Times in 2011
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STEAM: And the future of the video game industry

DIGITAL distribution giant and gaming platform, Steam, has fast become the Google of the gaming world – reaping in an estimated US$468 million (roughly R3.1 billion) in revenues through June 2011, according to mygaming.co.za. This attests to the fact the gaming industry has become one of the fastest growing industries in history.

Using Steam has become compulsory for ardent PC gamers, who are forced to use the platform to buy, install and update several of the latest gaming titles. According to Wikipedia, as of July 2011, Steam had over 30 million active users and offered over 1 300 game titles. It is estimated that Steam has a 70% share of the digital distribution market for video games.

The Steam platform
The Steam gaming platform

The idea of creating a centralised online platform to distribute games and related media online was, in part, a move towards combating software piracy – specifically pirated games. To play a store bought game that is powered through steam requires one to register a Steam account. One then has to be logged into Steam to install the game, update the game, play the game and be offered a host of promotional adverts upon exiting the game.

In bandwidth-stricken countries such as South Africa, one can imagine what a schlep this can be. In my experience, if a newly released game if bought through Steam, it can take up to two days to download and install. Thereafter Steam automatically updates your newly bought game, which can take another day or two. If your bandwidth hasn’t run dry by this point, you then have to log into Steam before you can play your new game for the first time.

The benefits of Steam

One can understand the benefits that gaming platforms such as Steam offer. They have made it extremely difficult for impoverished gamers to play pirated titles; it automatically patches and updates your game collection, and it offers you downloadable content for your favourite titles. It does also offer a lot of specials and promotions, whereby one can easily transfer and convert your money into US dollars and buy games via the web for cheap. In fact, purchasing games through Steam is so simple that it can be dangerously addictive.

However, this is not to mention that the Steam servers are often running at full capacity whereby one is put on a waiting list to play. I was once informed that my newly installed and updated game would launch in approximately five days. Bearing all this in mind it’s fair to say that Steam is having a negative impact on many game consumers who don’t necessarily want to play multiplayer.

Market research

Anti-piracy aside, Steam most certainly uses its cleverly crafted platform for market research purposes. A Steam user’s page includes some brief personal information, details of any games owned, as well as the number of hours played in each game. Steam admits that it collects and reports anonymous metrics of its usage, stability, and performance and uses this information to justify implementing new features.

However, a lot of this information is collected without notifying the user or offering an opt-out. Some of these metrics are also available publicly, such as what games are being played or statistics of a player’s progress in certain games. Last year, Steam announced that they would begin collecting a list of users' installed software as well.

Steam critiques

Steam has been criticised for allowing developers and game publishers to change prices and restrict game availability depending on the locations of users. Despite the reduction in manufacturing, packaging, design and distribution costs, this can cause some games to cost more than their retail prices. Steam has also been heavily criticised by European users for pricing games much higher in Euro-zone countries.

Furthermore, according to the Steam Subscriber Agreement, “Steam's availability is not guaranteed and Valve is under no legal obligation to release an update disabling the authentication system in the event that Steam becomes permanently unavailable.” - www.gamefaqs.com

Ardent PC gamers can argue for or against the value of Steam. However, if history has taught us anything, it is always wise to be cautious of that which is powerful. However, with Steam now being in the position of power that it is, has implications for gamers worldwide. In our liberal and democratic age, I suppose the biggest concern is a lack of choice.

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OGAMES: Big Brother gets more interactive

DSTV Online has launched Africa’s biggest gaming portal, Ogames.com. Offering users over 600 games for PC and over 300 mobile games, Ogames.com has focused on social media integration and dynamic multiplayer offerings for its online community of gamers.

Key to the Ogames.com offering is multiplatform interaction, giving users the opportunity to play games with strong links to the DStv Channel offering. Ogames.com’s new Big Brother games – developed for the current season of M-Net’s Big Brother Amplified – allow users to play for points which translate into rewards for the housemates on the live TV show.

By playing Big Brother Bubble Popper, Big Brother Wordsearch or taking the Big Brother Quiz, Ogames.com users have the chance to influence aspects of the television show. They can use the points they score by playing to supply the housemates with extra snacks, drinks and surprise gifts & goodies at their Saturday night parties. Users also stand the chance to win rewards of their own. By scoring more than 500 points, they are entered into a grand prize draw for Samsung prizes at the Big Brother Amplified finale on 31 July.

Brendan McNulty, GM: Games, says that this level of gaming / television interactivity is a first for the continent and puts Ogames.com at the forefront of interactive gaming worldwide.

“Viewers and gamers in Africa have never had the chance to influence the content of a television broadcast on this level before – outside of voting for contestants. The Big Brother games allow users to compete and show off their skills and have the result broadcast across the continent for all to see on Africa’s biggest reality show,” says McNulty. “This development on Ogames.com is just the first in a series of steps which will take interactivity in the broadcast space to new heights in our market.”

Darkness Falls – The Jozi Outbreak is another new addition to Ogames. The MXit-based Massively Multiplayer Online Role-Playing Game (MMORPG) sees users entering a shadowy world to participate in a battle that's been raging for generations in Johannesburg. Thousands of players have chosen their side, created their own characters and are honing their skills as they battle through the dark underworld of Darkness Falls.

“MMO’s like Darkness Falls are generating huge traffic volumes as thousands of players log in to challenge each other. This kind of game has changed the way users engage with multiplayer offerings and Ogames.com is excited to be leading the charge,” says McNulty.

Ogames.com is the biggest gaming portal in Africa, built specifically for the African market. The portal delivers quality, fun and challenging mobile and PC games to users. With a strong multiplayer offering, Ogames.com offers users the chance to compete against each other for high scores and collect badges to showcase their achievements. Ogames.com launches tailor-made Kenyan and Nigerian sites in July.

- Issued on behalf of Ogames.com

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FALLOUT NEW VEGAS DLC: Honest Hearts and Dead Money

Hopefully by now all the bugs in the first two Fallout New Vegas DLC have been stomped out. If you haven’t yet played Dead Money or Honest Hearts here’s a quick review of each.

Fallout New Vegas Dead Money Review

Dead Money was a little disappointing in my opinion. It almost seems like Bethesda were trying to make a zombie shoot ‘em up expansion for Fallout New Vegas. The scenery is dull and eerie and the bad guys mostly consist of bright-eyed ghosts with multiple sclerosis. They have been cleverly named the "Ghost People." There is a lot of dialogue if that’s your thing and, in the case of one companion, none at all. There are a few new weapons on offer, which is nice, especially in the melee department.

So if pawning zombie-like creatures with melee combat in close quarters is your thing, Dead Money is for you.

Fallout New Vegas Honest Hearts Review

Honest Hearts, on the other hand, is something of a marvel. Fresh and expansive canyon scenery will have you immersed into a newly crafted section of the Fallout universe named Zion. Honest Hearts also ties in nicely with stories told back in New Vegas. The legendary Burning Man, who shall not be named according to Caesar, is looking for vengeance. You have the choice of either teaming up with the macho mummy or siding with a soft-hearted evangelical soul on missionary work.

The landscape in Honest Hearts is home to three different tribes who live off the land and have much to teach an adventurous courier. Will you team up with the Burning Man and wipe the White Legs off the face of the planet? Or will you help evacuate the Dead Horses before they fall victim to the same fate?

  • Both Fallout New Vegas DLC are available through Steam for $10 (roughly R70).

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EDUCATION: Introducing gaming into the classroom

EDUCATION is the very foundation of our future. No doubt there are flaws in our current education system that need to be addressed. The marking system, learner agency and voluntary tangential learning are a few of the major issues in education today.

There’s a theory that tries to define each decade according to technological progress. Loosely speaking, by the end of one decade everyone had cellphones, by the end of another everyone was on Facebook, and this decade (2010-2020) it is said that everyone will be a gamer in a broad sense. It’s not a solid theory, but I’m sure you catch my drift.

Some exciting ideas are starting to surface which involved introducing gaming into the classroom — making education more fun and engaging. Again it is no solid science, but a few schools (especially in the United States) have started implementing such ideas into their teaching techniques and have started to see positive results.

To put gaming into better perspective — the most successful games on the market today are ones that encourage gradual progress. These award the player with experience points as he or she progresses through the game. Once enough experience is gained the player levels up, which comes with particular rewards or perks.

Benefits of a rewards system in education

Working towards clear and tangible levels with clear rewards or benefits would be a huge motivational factor for learners. Assignments and tests would feel more rewarding rather than disheartening if there is something to be gained. This wouldn’t necessarily require a major change in the way papers are generally marked. Marks would merely be changed to levels and learners would work towards a total rather than down from one.

Offering class-wide achievements, such as giving the whole class a reward if one or a few learners accumulates X amount of experience, would also encourage peer support. Rather than envying the top achievers, peer pupils would encourage their progress. The top achievers, on the other hand, would understand that they couldn’t get the best possible score unless they help the other learners improve their marks.

Gamifying Education

Agency in education

A huge hurdle for teachers is dealing with learners who lack a sense of agency — who feel that their opinions and choices don’t matter. They may feel that they have no control over their choices, perhaps ones that were made for them by their parents. They lack long-term goals and motivation — something that is common in young people today.

It is known that learners with a higher sense of agency do better at school. What’s interesting is that agency is the life force of games! You are in full control over the choices you make and the future lies entirely in your hands. What’s more, games teach us that if we fail, we try again (or try something different) until we succeed.

Voluntary tangential learning and information

A third challenge for our educational system is encouraging learners to pursue information voluntarily outside of the classroom. Homework, for most, is a bore — a chore that needs to be completed before we can play proper games. There are very few external motivators that encourage self-education.

An idea is to turn a subject into a game by leaving out pieces of the puzzle and using information that you want learners to learn on their own as keys that unlock the next section of the game or subject. In searching for this information there’s also a chance of tangential learning — learners stumbling across other pieces of related information.

I recall one of the most exciting times in my own education, which was when different subjects started to interlink and connect up. And this happened way after high school. Learning and understanding the connections between information and ideas is so important in education. A cross-disciplinary approach could be created early on by creating the keys mentioned here across different subjects. This will also allow learners to shine in different subjects and encourage communication and sharing of education among them.

This may also create an understanding and an appreciation of the importance of other subjects that learners may not immediately be interested in. I sure wish I had understood this when I was in high school.

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