Professional gaming has yet to break through to mainstream American culture, despite its online popularity. It has a tiny fan base compared to sports like football or basketball. In the mecca of pro gaming – Korea – it’s a totally different story. Continue reading… “Pro gamer on the difference between playing in the US and Korea”
Feelreal VR Mask
The Feelreal VR Mask is going to make the world of virtual reality a little more real and smelly. The mask attaches to the bottom of headsets like the Oculus Rift and adds other sensory experiences, like hot and cold air, water mist, and smells. Feelreal is also making a helmet, called Nirvana, which can fit the VR Mask and a smartphone. Both projects seek funding together on Feelreal’s Kickstarter, which is looking for $50,000.
A huge amount of money will be spent on video games in 2015. According to an upcoming report from research firm Newzoo, the global gaming market will reach $91.5 billion this year.
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Instead of putting fun first, Western developers focused too heavily on analytics.
The mobile-gaming gold rush is over, according to Rick Thompson of Signia Venture Partners. But he says the industry can reestablish a stronger, more sustainable model by looking to the East.
Game-based learning can provide students with the right skills and knowledge for their future.
Technology transforms how students learn, share and gather information and has had a huge impact on the education system worldwide.
Mobile gaming is expected to generate $1.4 billion in South Korea.
This year, in South Korea mobile gaming is expected to generate $1.4 billion. Mobile games like Anipang have become a cultural phenomenon within the country. It’s as common to see older women in their sixties playing games in the subway as it is to see younger children playing games at the bus stop. The mobile gaming craze in Korea is largely a result of the following factors.
The creative director of the Education Arcade and a professor at the MIT Media Lab, Scot Osterweil spoke at MIT Technology Review’s EmTech conference about why educators need to encourage more creativity—and how that could help us build a better, more leisurely future.
People are more likely to play smartphone and tablet games these days than buy a separate console to satisfy their inner gaming geek. Yet even casual gamers might want more control over their little addiction. That’s where the GameCase controller steps in.
Revenues for game-based learning will grow to $2.3 billion by 2017.
According to recent analysis, the global market for learning games and simulations is growing and likely to continue to expand over the next few years, driven in large part by the booming use of mobile technologies.
Game-based learning focuses on teaching knowledge to kids or general consumers.
A new research report by Ambient Insight finds that educational games, also known as “serious games,” are going through a renaissance in part because of the acceptance of learning apps on mobile devices.
The Android-based Ouya console brings the indie-game concept to hardware and it raised over $8 million on Kickstarter.
2012 was the year of Kickstarter … at least for games.
After developer Double Fine (The Cave, Psychonauts) broke the crowdfunding concept wide open with its hugely successful campaign that raised over $3.45 million to produce a classic-style point-and-click adventure game (tentatively titled Double Fine Adventure), everyone wanted in on the concept. That led to the games category exploding on the site.
The new PlayMaker school in Los Angeles is using gaming technology to teach curriculum.
Maybe play isn’t the opposite of work but synonymous with it. There is a growing body of scientific evidence, reviewed here by the University of Georgia, showing education is not the same as disinterested drudgery: For children and adults, “play is an important mediator for learning and socialization throughout life.”