All About Video Games
All About Video Games
Many kids across the country are enthralled with their new video games that they received as Christmas presents from family and friends. These children need very little instruction to help them get started playing fun and exciting video games that focus on sports events, fantasy thrillers and cartoon characters to provide hours of uninterrupted entertainment opportunities.
Some of these video games can be used on home computer systems but for the most part, these video games are operated on handheld game consoles, multimedia consoles or multimedia platforms. There are a variety of handheld controllers that are attached to the gaming consoles using cords or are powered with wireless networking technologies that allow children to play a video game from anywhere in the room.
The Xbox 360 multimedia platform is one of the latest operating systems for playing video games on. It features a game playing environment that allows the user to rotate their viewpoint in a 360 degree radius, and the visual aspects in each video game is very realistic for even the most seasoned of video game players.
Some video games are compatible for use on other gaming systems. The Nintendo Wii game system will play single or double-layered optical discs or 8-centimeter Nintendo GameCube video games too. The Game Boy Micro will play all video games that are made for the Game Boy Advance SP models.
The Nintendo DS has the capability to allow up to 16 players to network together and enjoy the same video game action and chat with each other as they enjoy their video games. The Nintendo DS will also play all games currently used by the Game Boy Advance and those made specifically for the Nintendo DS game system.
The Sony PlayStation Portable is commonly called a PSP by video gamers all over the world. This handheld video game system serves double duty as a video game player and one that will serve as a portable video and photo viewer. MP3-encoded songs can also be played when they are stored on the Memory Stick Duo that comes with all game consoles.
The Xbox features unbelievable graphics and an amazingly powerful hard drive system that some people compare to the hard drives found in their own personal computer systems that they have at home. Many of the XBOX video games are suitably rated for Teen and Mature audiences, and some of them may contain very graphic violence and adult themes that are not suitable for viewing by children.
The Xbox can be used as a home entertainment system too. The Xbox is well equipped to play many musical compact disks that are sold at major retailers around the country with brilliant sound qualities that might be found in more expensive home entertainment systems. The family can enjoy DVDs of their favorite movies and build a home library that is second to none.
Many of these game systems are equipped with wireless technologies and feature USB 2.0 connectivity. Video games can be played with surround sound features or through built-in speakers on many of the video gaming consoles. These video games will be shown in vivid digital screen colors and in sizes that are perfect for traveling, or for use by many players when attached to a home television unit.
Play Station History
Play Station History
A video console that is Sony Playstation. The computer game device was released in the late 90’s. It was on the name of Sony Computer Entertainment. Now, there many types of Playstation. These are Playstation2, Portable Playstation and the upcoming most awaited, Playstation3.
The Sony Playstation was launched in Japan last December 3, 1994. However, in the United States, it was released on September 9 1995, a little bit late compared to Japan. Europe was late by 20 days to United States; they release the Playstation on Septmber 29, 1995. They were successful on their launching. However, they have received negative feedbacks about the gaming machine.
In early1996, PlayStation was revised. The complaints they received was numerous, regarding the machine is easily over heat. They made an intervention that is to remove the S-video port a left over from Japan. The call the machine Sony Station.
In 2000, a smaller version was released. They call them the PSone. In early September, the game device was released in United States of America. The Playstation got its PS name from Japan. The game device is also famous by the name PSX, named by the Americans. In 2003, they release PS2. A DVD version of Sony Playstation.
The following are the accessories of Sony Playstation:
• AC adaptor
• Battery pack
• Memory Stick Duo with 32 MB
• Headphone with remote control
• Soft case and cloth
• UMD in-pack sampler
How are you going to navigate this device? Simple, just follow the following guidelines.
• Plug the device to electric connections. Make sure that the plug is safely plugged.
• Then turn on the device by pressing the on/off key.
• Open the disk compartment.
• Load the disk.
• Wait for the disk to load its content, and then proceed with the game.
Now almost all household have the game device at home. Kid and the kids at heart love playing this gaming machine. Many games are also available for them as well. That is why they are not fed up with the game and still indulge to playing with it.
Playing with Playstation is enjoying. There are plenty of game packs available for you to play. Just plug the game on the screen and get hold of the game pad then enjoy playing. Experience the adventure one playing the Playstation. It is a great activity for your past time. It can also be a great way to unwind. Just sit down and get your hand on the ultimate gaming experience.
However, kids are indulging too much from playing this device. As we all know, kids love colorful things. They love fantasizing. That is why they love playing the Playstation. Parent should catch their concerns about this. It will affect their school performance. Instead of studying, they waste all their time playing video games. Be watchful and give your kids a time specifically allotted to playing video games. Make them aware of the purpose of the game. The game is made to amuse but not to ruin life.
In coming years, technology will continue discovering new way to perfect life, to make life worth living. New breeds of game are going to sprout and continued to be patronized.
Just be aware of the proper use and do not let these machines run you.
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Really Good News About Your Children’s Video Games
Really Good News About Your Children’s Video Games
Research published by University of Rochester neuroscientists C. Shawn Green and Daphne Bavelier has grabbed national attention for suggesting that playing “action” video and computer games has positive effects – enhancing student’s visual selective attention. But that finding is just one small part of a more important message that all parents and educators need to hear: video games are not the enemy, but the best opportunity we have to engage our kids in real learning.
Any observer knows that the attitude of today’s children to video and computer games is the very opposite of the attitude that most of them have toward school. The amount of time they spend playing computer and video games – estimated at 10,000 hours by the time they are twenty-one, often in multi-hour bursts – belies the “short attention span” criticism of educators. And while years ago the group attracted to video and computer games was almost entirely adolescent boys, it is now increasingly girls and all children of all ages and social groups. One would be hard-pressed today to find a kid in America who doesn’t play computer or video games of one sort or another.
The evidence is quickly mounting that our “Digital Native” children’s brains are changing to accommodate these new technologies with which they spend so much time. Not only are they better at spreading their attention over a wide range of events, as Green and Bavelier report, but they are better at parallel processing, taking in information more quickly (at “twitchspeed”), understanding multimedia, and collaborating over networks.
What attracts and “glues” kids to today’s video and computer games is neither the violence, or even the surface subject matter, but rather the learning the games provide. Kids, like and all humans, love to learn when it isn’t forced on them. Modern computer and video games provide learning opportunities every second, or fraction thereof.
On the surface, kids learn to do things – to fly airplanes, to drive fast cars, to be theme park operators, war fighters, civilization builders and veterinarians. But on deeper levels they learn infinitely more: to take in information from many sources and make decisions quickly; to deduce a game’s rules from playing rather than by being told; to create strategies for overcoming obstacles; to understand complex systems through experimentation. And, increasingly, they learn to collaborate with others. Many adults are not aware that games have long ago passed out of the single-player isolation shell imposed by lack of networking, and have gone back to being the social medium they have always been – on a worldwide scale. Massively Multiplayer games such as EverQuest now have hundreds of thousands of people playing simultaneously, collaborating nightly in clans and guilds.
Today’s game-playing kid enters the first grade able to do and understand so many complex things – from building, to flying, to reasoning – that the curriculum they are given feel like they are being handed depressants. And it gets worse as the students progress. Their “Digital Immigrant” teachers know so little about the digital world of their charges – from online gaming to exchanging, sharing, meeting, evaluating, coordinating, programming, searching, customizing and socializing, that it is often impossible for them to design learning in the language and speed their students need and relish, despite their best efforts.
An emerging coalition of academics, writers, foundations, game designers, companies like Microsoft and, increasingly, the U.S. Military is working to make parents and educators aware of the enormous potential for learning contained in the gaming medium. While “edutainment,” may work for pre-schoolers, it is primitive when it comes to the enormous sophistication of today’s games. We need new and better learning games, and these are finally beginning to appear. Microsoft has sponsored a “Games-to-Teach” project at MIT which is building games for learning difficult concepts in physics and environmental science on the X-Box and Pocket PC. Lucas Games has lesson plans to help teachers integrate its games into curricula to teach critical thinking. A UK study by TEEM (Teachers Evaluating Educational Multimedia) has shown that certain games can help youngsters to learn logical thinking and computer literacy. Given the almost perfect overlap between the profiles of gamers and military recruits, the US Military uses over 50 different video and computer games to teach everything from doctrine, to strategy and tactics. “America’s Army, Operations,” a recruiting game released for free in 2002, now has almost 2 million registered users, with almost a million having completed virtual basic training.
Academic research into the positive effects of games on learning, which not so long ago sat unread on the shelf, is being noticed by national media. Theoretical and practical guides such as “What Video Games Have To Teach Us About Learning And Literacy” by Professor of Education James Paul Gee, and my own “Digital Game-Based Learning,” are now on bookshelves. Experts, such as former Stanford CFO William Massey, who created the learning game “Virtual U.” are working with game designers to build games that communicate their knowledge and experience. Foundations like Sloan, Markle and others are funding these efforts. The Woodrow Wilson school has begun a project called “Serious Games” to increase the use of gaming in public policy debates, picking up an effort that begin 10 years ago with “Sim Health” from Maxis.
Yet despite all the findings, research, and cries for help from the kids in school, many parents and educators still tend to think of video and computer games as frivolous at best and harmful at worst. The press often encourages this with headlines about “killing games” when in fact two thirds of the games are rated “E (everybody),” and sixteen of the top 20 sellers are rated either “E” or “T (teen)”. To counteract this “name prejudice,” users and funders of today’s “new” educational games often refer to them by “code” names, such as “Desktop Simulators,” “Synthetic Environments,” or “Immersive Interactive Experiences.”
Yet what these new, highly effective learning tools really are a combination of the most compelling and interactive design elements of the best video and computer games with specific curricular content. The tricky part is doing this in ways that capture, rather than lose, the learner’s interest and attention. We are now becoming much better at this. The money and will is there to do it, and our students are crying for it.
Broadband
Broadband
Broadband is the name given to a high-speed Internet connection that provide large bandwidth. It is a quick connection, typically “always-on” and capable of transmitting data at a much faster rate than a standard dialup modem connection. Broadband also won’t tie up your phone line, allowing you to use the internet and telephone simultaneously. Broadband can be provided from a dedicated line such as Cable or ISDN, or over the top of your phone line such as ADSL.
Low-band Internet access is typically running up to 56kbps using a dial-up modem. Mid-band Internet is a phrase given to dialup that operates at 64kbps or 128kbps. Broadband starts at 512kbps (approximately ten times faster than typical dialup) and is also typically available at 1mbps, 1.5mbps and 2.2mbps. Some companies offer broadband at 4mbps and 8mbps. The maximum possible for cable is around 26mbps and 24mbps for ADSL although these speeds are not sold commercially due to the high cost required to upgrade telephone lines to be able to transmit at this speed.
With broadband you can quickly download or stream music and video. Many websites are designed especially for broadband users with intense integrated graphics, flash and video. Another popular use of broadband is online gaming. Xbox and PS2 consoles include broadband support, by subscribing to gaming packages from your ISP you can play Xbox and PS2 games live with other people over the internet. Online PC gaming has been around since the early days of the internet, but now with faster speeds there is less lag (slow or jerky response from the computer making it hard to play) and you are no longer keeping an eye on the time as you play, making it much more popular. Many recent games are released requiring an internet connection, without them you simply cannot play.
With users so keen on downloading music and video most broadband providers have introduced a maximum limit on the amount you can download. This can be as low as 1 GB up to 30 GB for power users, or unlimited for the extreme. Exceeding your ISP’s download cap will result in you having a limit connection for the rest of the month or none at all.
The future of broadband is the possibility of Internet Television. Currently there is not enough bandwidth (the amount of data you can send and receive down the line) to give as good an image as of a standard television. But with ever increasing internet speeds Internet Television will soon be with us. You can already legally download clips from your favourite shows, music videos and other content you would normally find on your television, just not in real time. Another use developed because of broadband is online telephony. Software that enables you to turn your computer into a telephone and talk to people from across the world without any extra cost is not only commonplace but of a higher quality recording than standard telephone lines. It seems with ever increasing Internet speeds, Broadband will be able to replace television, telephone and will soon become a welcome addition to every home. Broadband is helping the internet become an extensive resource that’s easy to access and fun to use.
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