Generational Divide in Gaming: Younger Players Favor PvP, Older Gamers Stick to Solo Adventures

New research highlights a significant generational divide in gaming preferences. A study conducted by MIDiA Research, which surveyed 9,000 gamers across countries like the US, UK, Germany, and South Korea, found a stark difference in game genre preferences between younger and older players. The research revealed that player-versus-player (PvP) games are far more popular among the 16-24 age group, with only 30% of them showing interest in single-player experiences. In contrast, a striking 68% of these younger gamers prefer online or couch co-op gaming, favoring the social and competitive aspects of multiplayer games.

On the flip side, the study showed that among the oldest demographic—gamers over the age of 55—a whopping 74% prefer single-player games that lack any online components. The data reveals a steady shift in preferences as one moves from younger to older audiences, with a clear decline in interest in multiplayer games as age increases.

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The Impact of Video Games on Teens: A Comprehensive Look

The impact of video games on youth has long been a topic of debate. While some argue that gaming helps young people form friendships, learn teamwork, and develop problem-solving skills, others believe that video games expose teens to violent content, disrupt their sleep, and can lead to addiction. To explore these differing views, the Pew Research Center surveyed 1,423 U.S. teens aged 13 to 17 about their video game habits, the friends they’ve made through gaming, and whether gaming interferes with their academic performance or sleep.

Gaming Prevalence and Identity Among Teens

Video gaming is widespread among U.S. teens, with 85% reporting they play games. Only 15% say they never engage in gaming. Interestingly, not all teen gamers consider themselves “gamers.” Overall, 40% of U.S. teens identify as gamers, while 45% play video games but do not label themselves as such.

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Nanoleaf Unveils Cutting-Edge Smart Lights and Skylight Panels for the Ultimate Gaming Setup

If you’re a passionate gamer, especially one who enjoys streaming, the Nanoleaf brand and its visually stunning LED lights are likely no stranger to you. Renowned for creating captivating wall decorations that have been emulated by some of the biggest online content creators, Nanoleaf is now expanding its reach into the interactive light domain with a series of CES 2024 launches, introducing a futuristic line of lights compatible with Matter—the rapidly growing standard for seamless device control.

Among the latest additions to the Essential Matter line are the Smart Multicolor light strip, multicolor outdoor string lights, and smart multicolor permanent outdoor lights. These Nanoleaf Essential Matter devices offer convenient control through a smartphone app or voice-activated smart speakers. The integration with Matter streamlines the user experience, eliminating the need for multiple hubs and bridges to facilitate communication between smart devices.

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First Prescription Video Game Receives FDA Approval–A Post-COVID Treatment for Persons with ADHD

PRESCRIPTION VIDEO GAME AS ADHD TREATMENT?

By Joen Coronel

You won’t believe that health experts have been exploring the capabilities of a video game to contribute to the patients’ well-being during post-COVID-19 treatment. Recovering from the disease might seem to be a long way especially since other people are found to have difficulty in doing their usual tasks.

Even so, symptoms can still linger for some time, and they have not coped up with them for a while.

The first video game to have been approved by the Food and Drug Administration (FDA) as a treatment for children with ADHD is now out for playing. Particularly, it targets those whose ages range from eight to twelve years old.

The video game called “EndeavorRX” was developed by Akili Interactive last summer when it passed as an official prescription. New York-based neuropsychologist, Faith Gunning thought of this recreation to work similarly to the usual treatment for the symptoms.

However, Gunning not only considered the certain bracket to benefit from playing it, but he also noted that it could also help other people who are not in the same group. It began when she has seen that those COVID-19 patients need something to cope up with their symptoms.

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How virtual reality overcame its ‘puke problem’

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For years, VR devices caused motion sickness – known as the “barfogenic zone”. Have engineers finally solved it, asks Colin Barras, or just replaced it with a different kind of queasiness?

Back in the early 1990s, virtual reality was poised to revolutionise gaming. Games giant Sega, makers of the hugely popular Genesis console, had just unveiled the Sega VR project. At the project’s core lay a headset that coupled state-of-the-art graphics with movement tracking software to immerse gamers in a rich and vibrant virtual world. At least, that was the plan.

The reality of Sega’s virtual reality fell some way short. The biggest problem was that the onscreen graphics didn’t keep pace with the gamer’s head movements, triggering a form of motion sickness. Thomas Piantanida, then principal scientist of SRI International’s Virtual Perception Program, test drove a prototype in 1993 and came up with a name for the vomit-inducing phenomenon. The headset’s graphical output, he said, lay in the “barfogenic zone”. By 1994, Sega had quietly shelved the project.

Virtual reality is back in the news this week, as Facebook has just forked out $2 billion for Oculus VR. The social media giant is betting that immersive virtual and augmented reality will become a part of people’s everyday life, which raises the question of whether the technology has managed to escape the barfogenic zone during the last 20 years.

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HTC is prototyping an AR headset that looks like sunglasses

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The HTC Proton concept rendering

It’s still a work in progress

HTC just announced updates to the Vive Cosmos, its lineup of consumer-ready virtual reality headsets. But it’s also testing a more streamlined mixed reality device codenamed “Project Proton.” While the Proton is just a prototype, HTC shared concept images of its design, shedding some light on the company’s goals.

The Proton headset seems functionally similar to the upcoming Cosmos XR. Both are built for mixed or augmented reality experiences, but unlike Microsoft or Magic Leap’s mixed reality glasses, they use passthrough video instead of transparent waveguide lenses. (So basically, you’re looking at a VR-style screen, but it shows you live video overlaid with virtual elements.) But where the Cosmos XR looks like the Cosmos VR headset, the Proton looks more like ski goggles or — to put it generously — very large sunglasses.

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Can video games replace the outdoors?

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Maybe not in our hearts, but certainly in our brains. Plus, they can make you love the indoors far too much—which is why there’s now a full-fledged, woodsy rehab center for joystick addicts who need a soothing pathway back to a normal life.

Joining game in progress.

You materialize at a sprawling ranch near a snowcapped mountain covered with freshly powdered pines. Three horses graze nearby behind a purplish wooden fence.

To open the gate, click the lock.

A jet-black mare wearing a striped blanket approaches, its hooves sinking into the slush and white puffs blooming from her nostrils.

Click horse.

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Logitech made a VR stylus you can use on a table or in the air

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Less Tilt Brush, more CAD

Logitech has announced a new VR stylus called the Logitech VR Ink Pilot Edition that’s designed to make it easier to draw and sculpt in virtual reality. Unlike existing VR controllers from the likes of HTC, you hold Logitech’s VR stylus like a traditional pen, and it can seamlessly transition between drawing in the air and drawing on a flat surface.

It’s a neat idea, but it sounds like Logitech is still going through the process of working out its reason for being. A teaser video shows the stylus being used mainly for 3D CAD work to design cars and planes, but the company also says it’s seeking industry partners and app developers to work out more use cases for the accessory. Either way, Logitech seems to be aiming this squarely at professional designers rather than part-time Tilt Brush hobbyists.

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Top 5 Predictions for VR/AR Breakthroughs

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Convergence is accelerating disruption… everywhere!

Exponential technologies are colliding into each other, reinventing products, services and industries.

In this third installment of our Convergence Catalyzer series, I’ll be synthesizing key insights from my annual entrepreneurs’ mastermind event, Abundance 360, which takes place every January in Beverly Hills. This five-blog series looks at 3D Printing, Artificial Intelligence, VR/AR, Energy & Transportation, and Blockchain.

Today, let’s dive into Virtual and Augmented Reality…

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The U.S. Army is using virtual reality combat to train soldiers

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War Games

The virtual battlefield can simulate millions of “intelligent entities.”

The U.S. military has constructed a massive virtual reality platform to help train infantry soldiers in realistic battlefields filled with millions of artificial intelligence agents.

Futurism first reported on the Synthetic Training Environment (STE) back in April, when the U.S. Army published a whitepaper describing its ability to simulate real cities in the U.S. and North Korea.

Now software developers who contributed to the VR platform opened up about their work in an interview with Digital Trends, describing how virtual reality can help the U.S. train a more combat-ready and versatile military.

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Discover the Hidden Patterns of Tomorrow with Futurist Thomas Frey
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By delving into the futuring techniques of Futurist Thomas Frey, you’ll embark on an enlightening journey.

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