News for the Week of July 13, 2008

Videogame news was all over the Internet and airwaves this week with the big E3 game convention in Los Angeles. Here are the stories more relevant to youth:

'Soon we'll all be gamers'

It's not an exaggeration. First the sales figures, but they're not the only indicator: In the first five months of this year retail sales of videogame software alone (not consoles) "grew 45% over the same period last year to $3.42 billion." Overall videogame industry growth was 32%," the San Jose Mercury News reports. In the UK, sales were up 28% the first half of this year to 33 million+ pounds (about $66 million), the Times of London reports. Other interesting indicators from the Times that this is not merely a phase. "Nintendo is now Japan's second most valuable company - trailing the car maker Toyota but ahead of giants such as Canon and Panasonic." High valuation of game makers in general is "an expression of the market's belief that this industry still has an enormous amount of room to grow," according to the Times, pointing to the explosive growth "that comes when everyone is converted to playing videogames" (with the first generation of child gamers becoming parents themselves and "whole families now gathering around a game console").

Less predictable, more fun

Ah, the growing challenge of being a videogamer. Not only are there more and more real people behind game characters (in multiplayer online games), but the game characters in console games are getting smarter. "Recent advancements in video game design - and new game consoles with dazzling computing power - have endowed computer-controlled characters with a sense of self-preservation and unpredictability not seen even a year ago," the Associated Press reports. The latest Grand Theft Auto game was the first to use this technology that creates animation "on the fly," as the gamer plays - probably part of the explanation for GTA4's April sales having surpassed those of a blockbuster movie opening (and may have an impact on holiday wish lists, since only the latest consoles can support this new technology). The moment-by-moment decisions of other people are what create the unpredictability of multiplayer online games.

Xbox Live with avatars

The new Xbox Live, just announced by Microsoft this week, will be more like virtual life than ever. The gaming community for the Xbox console will soon be more three-dimensional - a suitable "space" for the avatars, or animated characters, gamers will create for it," the Financial Times reports. "The avatars demonstrated by Microsoft appeared more sophisticated than the popular Wii Miis of Nintendo's console but less ambitious than the characters possible in the much delayed Home virtual world planned for Sony's PlayStation3." The FT added that Xbox Live's new look and feel will simply happened with a free software update that'll be available in the fall.

Griefers: Game communities' bullies

Griefers aren't new to gaming communities, but they're apparently becoming a fixture in multiplayer online games too - games such as World of Warcraft, RuneScape and Everquest, Reuters reports. "Unlike traditional Internet bullies who work through instant messages and cell phones, griefers lurk on online multi-player videogames, harassing their victim by bullying, tormenting or thwarting other players in the game," according to Reuters. For help on how to deal with this, see "10 Tips for Dealing with Griefers" at Microsoft.com . See also "Support for young videogamers".

In other news...

  • Texting for parent avoidance? That's according to an executive in Disney's US mobile-phone division: that kids will let parents' calls go to voicemail, then text Mom or Dad about what's up, CNET reports. They prefer texting to talking with parents (and friends) "so that they can continue doing other things like play video games with friends." Check out the texting numbers CNET's Stefanie Olsen reports, citing C&R Research in Chicago: "The average teen generates between 50 and 70 text messages a day, or as many as 18,000 a year." Nearly 50% of US 10-to-13-year-olds and 83% of teens own cellphones.
  • Supreme court justice's privacy breach. No, Justice Breyer wasn't using a file-sharing network himself. But a guy at his investment firm was on LimeWire and inadvertently shared "the names, dates of birth and Social Security numbers of about 2,000 of the firm's clients, including a number of high-powered lawyers and Supreme Court Justice Stephen G. Breyer," the Washington Post reports. This isn't just about file-sharing in the workplace. It's about how private family records and information can be made public on P2P networks if file-sharers and music fans at home aren't configuring the software correctly.
  • Ever more mobile MySpace. Trying to block MySpace at school (or home or anywhere) is getting harder, since 1) "For teens, the future is mobile," CNET reports, and 2) MySpace (not to mention other social sites) is getting increasingly mobile. The social site just announced its new social-networking app for the iPhone (available free in iPhone's App Store), Internet News reports. With it, iPhone users can "search the network and add friends, compose and delete mail, and send bulletin blasts to all their friends [in 12 languages so far]. It will also offer the ability to upload and share pictures" and music. MySpace is also available on Helio phones, the T-Mobile Sidekick and other AT&T phones - not to mention its deals so far with 27 carriers in 20 countries offering m.myspace.com (MySpace tailored just for those little mobile screens). And social networking on phones is only just taking off - ITbusiness.ca calls mobile social networking a "goldmine of untapped business opportunities" . So computer filtering workarounds are getting easier by the moment. But consider setting parental controls on kids' iPhones. Six out of the first 10 apps named in a site rating iPhone apps which a reader pointed out to me this week (and to which which NetFamilyNews can't ethically link) are selling porn.

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