News for the Week of December 2, 2007

Just in time for the holiday shopping season (well, except for those early birds out there), an update on videogame research, news, trends, and resources...

Uninformed game givers

Sixty percent of kids 8-17 expect to 1) get a game they didn't want or a game for a console they don't have, or 2) not get any or all of the games they asked for, according to a study by Weekly Reader Research cited by USATODAY. It also found that 80% of kids said they'd ask for a videogame this holiday season, and 59% for a game console. Their five favorites are Guitar Hero, Mario Party DS, Super Mario Galaxy, My Sims and Halo 3. Key advice for getting the right games, USATODAY says: know what console the child has and know the child's game picks. I would add: Know the games' ratings! Go to ESRB.org to see if a child's pick is age- and maturity-level appropriate. Meanwhile, as the New York Daily News reviews the three top consoles: Nintendo Wii, Xbox 360, and Playstation 3, the Los Angeles Times reports that Microsoft is pushing to broaden the market for Xbox Live and the online gaming it enables. See also "Support for young videogamers," zooming in on what online gaming can be like for tweens and teens.

Real music, fake guitars

The two hottest videogame (console, not computer) titles of the season, according to the San Francisco Chronicle - Rock Band and Guitar Hero III - are also among the most social. "The fun ramps up considerably with more players." On the other hand, "there's something mildly distressing about living in a society where cash-strapped public schools are more likely than ever to be cutting their music programs, and yet the must-have game of the season teaches you to play a fake guitar" and "the plastic Guitar Hero guitar is pretty much useless around the campfire. (Even as kindling.)" But writer Peter Hartlaub is only half serious (don't miss the wisdom of his distinction between "happiness" and "fun.").

Socializing + gaming: Trend

For once, 30- and 40-somethings may be leading a trend: the blending of social networking and online games. Some analysts call MySpace and Facebook "massively multiplayer games in disguise," the Daily Globe reports. The article's about sites like Kaneva.com that are "less about skill levels and escapism and more about joining friends and strangers in virtual spaces where chatting, comparing fashions, going dancing - and, yes, slaying monsters - are all options." The Daily Globe describes the experience of "a 41-year-old homemaker" who spends "hours online every day playing Kaneva," a "shopping-and-partying game - where she operates a virtual nightclub and hosts parties - because it helps her interact with people, not provide escape from them as traditional games often do." Both sides see financial gain from this trend, with social sites adding gaming features and game sites adding social ones.

Gift guides for gamers

Need a gift for the gamer in your life? Check out USATODAY's "Joysticks to the world: A videogame gift guide" for kids, tweens, teens, adults, and older/casual players and WhatTheyPlay.com's giving guide - for parents who want to learn more about game consoles.

In other news...

  • Parental controls improving. We - parents - are the winners in the "showdown of new parental controls in Apple's Leopard versus Microsoft's year-old Vista," CNET's Stefanie Olsen reports. The reason is, filtering, monitoring, and time-control features are increasingly built in right at the operating-system level on both PCs and Macs now. That means it's all easier for parents to use and tougher for kids to find workarounds (younger kids, anyway). The huge key thing parents need to keep in mind, though, is that the idea of "the family computer" is beginning to fade - at least in the world's wealthier, more connected countries. More and more households have multiple computers, which might require rules restricting kid use to particular computers. But even so, the Web is available on more and more devices, most of them highly portable. It's also available at friends' houses, or course. The friend's house (or public library, or local wireless hot spot, etc.) is probably the No. 1 "workaround" for which no parental-control software you buy or set up works. Even so, Olsen reports, "parents are clearly paying more attention to technology for managing their children's computer use, especially as more kids venture online at younger ages." She cites NPD research showing that "sales of parental control software were up 47.3% percent in the first nine months of 2007 over the same period last year," and some of the top-selling off-the-shelf parental-control products are Enteractive, Microforum, and ContentWatch.
  • Student 'tech sherpas.' Senior Jayson in a Freeport, Me., school district "says he wants teachers to see that technology isn't as hard as they might think." He's a "tech sherpa" for his high school, a group of students that support the district IT department, help teachers with classroom tech, and earn credit in the process, the Christian Science Monitor reports. "This fall the group also launched a weekly live Web-stream show called 'The Tech Curve,' in which students field questions about various Internet teaching tools and the new Mac laptops that the state is issuing to high school teachers (see www.nokomiswarriorbroadcasting.com)." Each year an organization in Olympia, Wash., called Generation YES helps about 200 schools to set up the curricula behind the tech-sherpa program, the Monitor adds. This is the kind of tech-training program that empowers youth as well as educators. The program in Maine is clearly a confidence builder for the "sherpas," who also learn patience and diplomacy in working with adults. "They're relating to people, not just computers," working collaboratively to solve real problems. The school's tech coordinator told the Monitor that "the most valuable assignments he can give are 'authentic' tasks - of real use to the school or the community."
  • Teen 'cybercrime kingpin' arrested. The 18-year-old New Zealander's screenname is "AKILL," and he is the alleged head "of an international cyber crime network accused of infiltrating 1.3 million computers" and stealing $20+ million from victims' bank accounts, the Associated Press reports. "Working with the FBI and police in the Netherlands, New Zealand police raided" his house in Hamilton and took him and several computers in custody. His arrest was part of an international crackdown on criminal hackers who hack or social-engineer their way into large numbers of computers, install malicious software, and take control of the machines, turning them into "zombies." The zombie computers become part of large networks (or "botnets") of computers that can launch denial-of-service attacks on large Web commercial Web sites, extort, manipulate stocks, etc. "Eight people have been indicted, pleaded guilty or have been convicted since the investigation started in June."
  • ClubPenguin members can give to charity. Parents of penguins probably already know that gold coins are earned by playing games in the site. With them, penguins can now not only feed and care for their puffles, and buy surfboards, etc. They can give to charity, the Associated Press and the in-site Penguin Times report (I like that my 10-year-old started reading that paper unbeknownst to me). "Starting Dec. 14 and running through Dec. 24, kids can choose to donate their virtual money to support the environment, children's health or children's education. The company will then split $1 million real dollars among three charities, including the World Wildlife Fund, the Elizabeth Glaser Pediatric AIDS Foundation and Free The Children." This started before ClubPenguin was acquired by Disney, according to the AP. "The Canadian website donated a little more than $30 million to charity after Disney agreed to pay $350 million for the company earlier this year."

For more on these stories or daily coverage, visit NetFamilyNews.org.