El aterrador juego de “la ballena azul” se viraliza en América Latina – El Mostrador

Autoridades colombianas investigan las muertes de tres adolescentes que podrían estar relacionadas con el “juego” en línea.

Fuente: El aterrador juego de “la ballena azul” se viraliza en América Latina – El Mostrador


Sexual harassment in virtual reality feels all too real – ‘it’s creepy beyond creepy’ | Technology | The Guardian

Sexual harassment has been a feature of online and gaming communities from the earliest days of the internet. Until now, the abuse has been largely limited to verbal and visual messages, but as virtual reality technology becomes more immersive, the line between our real bodies and our digital bodies begins to blur.

Fuente: Sexual harassment in virtual reality feels all too real – ‘it’s creepy beyond creepy’ | Technology | The Guardian


Positive link between video games and academic performance, study suggests | Technology | The Guardian

Students who played online games scored above average in maths, science and reading tests, although study does not prove games were the cause

Fuente: Positive link between video games and academic performance, study suggests | Technology | The Guardian


Your kids want to make Minecraft YouTube videos – but should you let them? | Technology | The Guardian

Don’t put your daughter on the stage, Mrs Worthington. But in 2016, what if the stage is YouTube, and your daughter (or son) is demanding to be put on it, playing Minecraft?That’s the dilemma facing a growing number of parents, whose children aren’t just watching YouTube Minecraft channels like The Diamond Minecart, Stampy and CaptainSparklez – they want to follow in their blocky footsteps.

Fuente: Your kids want to make Minecraft YouTube videos – but should you let them? | Technology | The Guardian


Virtual reality is waiting for its killer app – FT.com

So, there I was shuffling along a rickety plank spanning two tower blocks when the well-meaning Stanford professor urged me to jump. Like a fool, I did so and felt myself plummeting to the ground. I braced for the impact, but there was none.Virtual reality may be great at tricking the senses but it cannot rewrite the laws of physics. I was still standing in the middle of Stanford University’s Virtual Human Interaction Lab with a VR headset strapped to my face.

Fuente: Virtual reality is waiting for its killer app – FT.com


Gaming: don’t think it’s all bad for kids. It can be a step to a creative future | Technology | The Guardian

Gaming: don’t think it’s all bad for kids. It can be a step to a creative future | Technology | The Guardian.

The journey from playing to designing and making games can be a short one, and brings rich educational rewards for children

Project Spark
An image from Project Spark, a program that can be used to design and make games.

Despite their ubiquity, despite the vast sales and the increasing calls for the medium to be recognised as an artform, video games – that most obviously visual of media – still have an image problem. And it is more than superficial, it goes to the heart of the home, where concerned parents worry about the deleterious effect on their sons and daughters. However, while the evils of gaming rhetoric may make the most noise, parents who have fears may be intrigued to know that it is not the only story in town.

Children themselves are now refuting the stereotype that gaming is a mindless, pointless hobby, as the flexibility of the medium allows them to grow from player to creator. And the game-makers agree: “Games as a medium always involve creativity on the player’s part,” says Benjamin Donoghue, creative director at Blackstaff Games. “Creativity is about exploring what you can do within a defined set of rules.” Blackstaff is currently working on DogBiscuit: The Quest for Crayons, a drawing game for mobile devices in which the player designs parts of the game world.


Parents! Focus less on worrying about Minecraft and more on understanding it | Technology | The Guardian

Parents! Focus less on worrying about Minecraft and more on understanding it | Technology | The Guardian.

Millions of kids are obsessed with Mojang’s crafting game, but understanding it rather than fearing it is a good first step for parents

Children love Minecraft, but is that something to worry about?
Children love Minecraft, but is that something to worry about? Photograph: Voisin/Phanie/Rex

A lot of people are getting hot under the collar about the BBC’s article on Minecraft, children and parenting, written by journalist Jolyon Jenkins.

Should parents ever worry about Minecraft? asks whether Minecraft is entirely healthy for kids, from addiction and lessening interest in the real world through to the prospect of “children being digitally mugged” by other players.

Jenkins clearly knows that he’ll have critics, referring to “Minecraft’s champions”, “the other side” and “the opposition” in the piece when suggesting how they might try to counter his arguments, setting this up as a battle.

At this point, as someone who writes regularly about children and technology – Minecraft included – I’m probably expected to saddle up and charge into battle, laying waste to Jenkins’ arguments.

He does make some points worth talking about in a much more balanced and less adversarial way. But my main response boils down to this: wouldn’t it be better for parents to understand Minecraft rather than worry about it?

Because once they understand the game and what their children are getting out of it, they’ll have a much better base of knowledge to make parenting decisions about and around it – from setting time limits to ensuring it’s complemented by other activities.


How have video games changed your life? | Technology | The Guardian

How have video games changed your life? | Technology | The Guardian.

Minecraft screenshot
Minecraft – a game that enables and encourages creativity, in an ordered, easily understandable environment. Photograph: Mojang
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Video games are often labelled as just another hobby, but often, they can be much, much more.

Our games writer Keith Stuart spoke in depth about the positive influence Minecraft has had on his son, who was diagnosed with autism. For him, its creator Markus “Notch” Persson helped give his son a voice:

But most important was the way in which, after talking to each other while playing, they came to talk to us. Zac never really tells us much about what he does at school; his short-term memory isn’t great and a lot of it doesn’t seem to filter through. Or perhaps he doesn’t want us to worry. We know he doesn’t play with other children at break times or lunch, he sits by himself – the other kids grew tired of the fact that he couldn’t deal with team games. But he talks to us about Minecraft. He talks and talks. We were getting bored of it, to be brutally honest, but then my wife read an article that said if you listen to your children when they’re young, they’ll tell you more when they’re older. It’s sort of an investment of care. So we always listen, even though we don’t really get what the ender dragon is, or why it matters.

With so many playing video games today, there are bound to be more stories out there: and we’d like to hear them. How was video gaming changed your life? Have games improved it in some way? Or perhaps they’ve introduced you to a new community?


How video games helped me come to terms with male pattern baldness | Technology | The Guardian

How video games helped me come to terms with male pattern baldness | Technology | The Guardian.

 

Dark SoulsDark Souls is one of the few video games that recognises the transition from a full head of hair to baldness Photograph: public domain

“Screw you, you baldy bastard,” cried the man I’d spent the last 15 minutes alongside, slaughtering Russian mobsters and seizing bag-loads of drugs. We were at the end of a Grand Theft Auto IV online mission and things had gone wrong; somehow, I was getting the blame, despite the fact that he was the one who nearly blew the plan by leaving me behind at the helipad. Nonetheless, a belligerent grenade, tossed at me in spite, marked the end of our contemptuous partnership. It was his words however, not the explosion, that cut deepest.


Violent video games research: consensus or confusion? | Pete Etchells & Chris Chambers | Science | theguardian.com

Violent video games research: consensus or confusion? | Pete Etchells & Chris Chambers | Science | theguardian.com.

A new paper arguing that there is consensus that violent video games cause aggression highlights the pitfalls of peer review

 

Destiny video game
Do researchers agree whether violent video games cause aggression? We don’t seem to be any closer to answering that question. Photograph: PR

 

It seems like a simple question to ask, but it is one that is apparently very difficult to answer: what are the effects of violent media on our behaviour? It’s also a question that regularly produces heated debates, both in scientific journals and in the mainstream news. However, a new study published this week in the Psychology of Popular Media Culture (PPMC) argues that there shouldn’t be a debate at all. Instead, they claim to have found a “consensus” among media researchers, paediatricians and parents, that violent media can cause aggression in children.

 

The study, by Brad Bushman and Carlos Cruz at Ohio State University, and Mario Gollwitzer at Philipps University Marburg, asked participants to complete an online survey asking them how much they agree with the statement “violent X can increase aggressive behaviour in children”, where X included a number of different types of media, ranging from comic books and literature to movies and video games. They were also asked the extent to which they agree with two other statements: one asking whether there is a causal relationship between exposure to violent media and aggression, and another asking whether media violence is a factor in real life violence.

 

According to Bushman and his team, the results pointed to a broad consensus that exposure to media violence had a negative effect on children. In a related press release, Bushman states that they “found the overwhelming majority of media researchers, parents and paediatricians agree that violent media is harmful to children.”

 

What consensus?

 

We don’t think the data are anywhere near as clear-cut as Bushman and colleagues make out. Let’s take the statement “there is a causal relationship between exposure to violent media and aggression”. Here are the results for the four groups of people:

 

data visualisation from Bushman et al 2014
Data responses to the statement “there is a causal relationship between exposure to violent media and aggression”. Data taken from Bushman et al., 2014. Figure produced by Pete Etchells. Photograph: Pete Etchells

 

As you can see, of the researchers that are potentially active in this area, 61% of media psychologists and 56% of communication scientists agree or strongly agree with that statement. Averaging across all four groups of people, 66% agree with the statement, whereas 19% don’t, and 15% are on the fence. As Meatloaf would no doubt agree, two out of three ain’t bad, but it is hardly a “consensus”.


Los beneficios y desventajas de los videojuegos para los niños – BioBioChile

Los beneficios y desventajas de los videojuegos para los niños – BioBioChile.

 

Leo Hidalgo (@yompyz) (CC)Leo Hidalgo (@yompyz) (CC)

 

Publicado por Marcial Parraguez

 

Es los tiempos actuales es muy común que los menores de edad desarrollen adicciones a los dispositivos tecnológicos. Celulares, consolas de videojuego, notebooks y tablets han pasado por encima de los clásicos regalos como las bicicletas o las muñecas, incluso por sobre el desarrollo común de un niño y su relación con el entorno.

La pregunta ahora es ¿esto es positivo o negativo? Estudios recientes han demostrado la diversidad de beneficios que tienen estos gadgets y, al mismo tiempo, los efectos negativos que podrían llegar a causar.

Muchos pasaron tardes divertidas jugando Atarai o Nintendo, otros prefirieron el fútbol o “las princesas”. Y las razones varían, desde lo económico a la posibilidad de socializar. Sin embargo, lo que produce en los niños cualquiera de estas dos actividades es algo muy distinto, según un estudio de Andrew Przybylski, psicólogo del Instituto de Internet Oxford publicado en la revista médica Health News.

En la investigación participaron más de 5.000 niños británicos de entre 10 y 15 años. Los menores debían decir el número de horas que jugaban ya sea frente a una consola o un computador.

El horario y sus efectos

¿Cuánto juegan los menores versus cuánto deberían jugar? En la investigación descubrieron que quienes pasaban menos de una hora con sus videojuegos eran “más propensos a ser felices, a ayudar y a ser emocionalmente estables”.

Por otro lado, estar tres horas o más produce un resultado totalmente diferente y perjudicial para la salud de cualquier menor. “Son más propensos a estar malhumorados, infelices y a portarse mal”, señala la publicación.

Y quienes juegan entre una hora y tres no sufren ningún efecto. De hecho, el equipo de investigación determinó que jugar dentro de esos rangos horarios no produce características positivas o negativas, y que los pequeños se desarrollan “más o menos como un niño que nunca juega”.


Tech-savvy kids, don’t become a digital obsessive like me | Keith Stuart | Comment is free | theguardian.com

Tech-savvy kids, don’t become a digital obsessive like me | Keith Stuart | Comment is free | theguardian.com.

I’m glad my sons – aged six and eight – are digitally literate and handy with a tablet. But I don’t want the tablet to use them
Boy with digital tablet
‘My own sons were smearing mashed banana all over iPad screens and Xbox controllers before they could talk.’ Photograph: Alamy

As a “tech-savvy” parent (I write about video games, for heaven’s sake), I was probably slightly less perturbed by the revelation from Ofcom’s consumer survey that six-year-olds understand more about digital technology than 45-year-olds. I actually think that’s incredibly positive. My own sons (aged six and eight) had the latest gadgets to hand from birth, due to my inability to put anything away. Their inquisitive, sticky fingers were smearing mashed banana all over iPad screens and Xbox controllers before they could talk. There have been many occasions where I’ve sat in my home office happily slaughtering enemies in Call of Duty only to turn around and find my boys staring open-mouthed from the doorway (“Daddy, what are you doing?”). Now games like Minecraft and Terraria are part of their daily lives. They text their nan, they download apps, they can take a photo and make it a smartphone wallpaper. That’s all fine; they are going to need that level of digital literacy to survive – that’s what I tell myself.

But there are some elements of my digital lifestyle that I’d rather protect them from; some routines I hope don’t become inveterate to them. I mean, imagine if their daily lives started to work like mine – a digital obsessive with a compulsive need to share everything. They wouldn’t just be able to go out into the garden for a casual kickabout – they’d need to set up a live stream over Twitch, with ongoing commentary – then edit the funny bits into a YouTube video, promoted via Twitter. Playing hide and seek in the park would involve GPS tracking. I’d think I had geo-located one of them, only to find that he’d attached his smartphone to a squirrel. I don’t want to deliver their bedtime stories via a series of Snapchat mimes.


Violence, video games and fun – a beginners' guide for parents | Technology | theguardian.com

Violence, video games and fun – a beginners’ guide for parents | Technology | theguardian.com.

The Guardian Games’ session at Camp Bestival this weekend explained some of the benefits and ground rules of video games for mystified parents

Camp Bestival performers
Not Keith Stuart and Jemima Kiss talking to Camp Bestival parents about video games Photograph: Caitlin Mogridge/Redferns via Getty Images

A festival is not a natural place to think about video games. At Camp Bestival this weekend, the sun was out, the crowds were swarming between stages; there were circus acts, acoustic sets, storytelling sessions for children. Everybody was enjoying being outside, surrounded by friends, music and the Dorset countryside – there were very few screens, apart from at the Skylanders Trap Team promotional area which drew excited kids and wary parents, mumbling to each other that they’d wanted to escape that kind of thing …

But for an hour on Sunday, in front of a surprisingly large audience at the Guardian’s tent, I talked about video games on stage with Jemima Kiss. What we wanted to do was place games in a cultural context to show how they’ve evolved, what they have to offer and why the newspaper covers them. We wanted to show that games have a place at this table.

The history of games

Sometimes people are surprised by just how long these things have been around – since 1958, in fact – so we started there. The sports sim Tennis for Two was programmed on an ancient analog computer by William Higinbotham at the Brookhaven National Laboratory. It ran on an oscilloscope screen.

From here, our talk took in landmark titles in the history of games as an industry; from Pong through to Candy Crush Saga. There was Space Invaders, which popularised the shoot-em-up genre and introduced reactive sound, the looping four-note background music speeding up as the alien invaders neared your ship. We considered Pac-Man, one of the first marketable game protagonists, which introduced the idea of merchandising to the sector.

We talked about Tetris and its perfection of “tidying up” as a game mechanic, and Street Fighter 2, and the way an error in the game’s character animation had the unexpected benefit of revolutionising the fighting game genre. Grand Theft Auto and Call of Duty, also figured, the former for kickstarting the open-world action adventure, the latter for, well, becoming the biggest entertainment franchise in the world.

Games and violence

Aware that there were lots of parents in the audience, we wanted to talk about violence. A myth I still encounter from non-players is that most games are about shooting and graphically depicted death. Actually, although shooting obviously remains a vital game mechanic, 75% of games released during 2013 were suitable for children under 16, and less than 10% were rated 18. However, we were keen to emphasise that 18 means 18; it’s not a casual suggestion, titles with this rating are absolutely unsuitable for children. Games aren’t a bogeyman but parents have a role in ensuring that children are protected from graphic violence. That’s a message people don’t often want to hear.

As for the long-term link between game and real-world violence – after 30 years of interrogation, none has been scientifically established. Research into the matter is often limited (and, arguably, flawed) in its methodology and focus; short term spikes in aggression can be given undue prominence, while meaningful studies are often misrepresented by tabloid newspapers looking for something easy to blame the latest gun tragedy on. It is impossible to apportion specific blame when violence happens – myriad socio-cultural influences are involved.


My year of video game sex | Technology | theguardian.com

My year of video game sex | Technology | theguardian.com.

From iPad orgasm simulators to strip tease puzzlers, sex in video games takes shape in surprising ways

How Do You Do It
How Do You Do It – a game about discovering sex via dolls

I’ve spunked a heck of a lot of time on video games in the past few years. However, before I started researching the column affectionately titled “S.EXE” at RockPaperShotgun I had never thought: “This game is a bit erotic.” Games are not really known for their ability to articulate anything with less than the rhetorical power of a brick through a dollhouse, never mind being able to convey eroticism, innuendo or subtext.

And yet here I am, a few months down the line, and I’ve learned quite a lot about how human bodies might relate to each other, just from writing about how sex and relationships are approached through the humble medium of the “video” “game”. They can convey subtext and eroticism and gender politics and attachment just as well as almost anything else.

Fingle, for example, is a surprisingly intimate iPad game where you rhythmically rub your fingers against another person’s to complete fingertip obstacle courses. In Japanese “otome” dating games you get to know your suitor intimately before they will even let you kiss or “win” them, illuminating many interesting things about Japanese culture.

Recently I interviewed the game designers Auriea Harvey and Michaël Samyn, who met and cybersexed via an online art commune in the early 90s. They began making sexy digital art together. They recently released the award-winning Luxuria Superbia on PC and iPad, which is an abstract game you touch in different ways until it explodes with colour and movement. It’s not a subtle metaphor, but it’s executed with taste and sensitivity, a nod and a wink. It transmits the idea that sex might in fact be communication, about a multitude of touches, sensations and responses rather than “bash A to win”.


Ser sostenible da puntos | Sociedad | EL PAÍS

Ser sostenible da puntos | Sociedad | EL PAÍS.

22 MAY 2014 – 09:30 CET

 

Una imagen de la aplicación Torrecicla. / CLAUDIO ÁLVAREZ

Una persona abre una lata de atún, la vacía, y la tira en el cubo de envases lleno. Cierra la bolsa de los envases, sale a la calle y la deposita en el contenedor amarillo. Hasta aquí, todo normal. La novedad es que al terminar la operación, esta persona saca el móvil y registra lo que acaba de hacer en una aplicación. “¡Cinco puntos!”, señala la pantalla. “¡Has desbloqueado un nuevo reto!”. Con una sonrisa, pulsa “Compartir” y su puntuación se refleja en sus cuentas en las redes sociales.

Cada vez hay más aplicaciones informáticas que incentivan, a través de sistemas de puntos y premios, el cambiar nuestros comportamientos para hacerlos más ecológicamente sostenibles. Para la consultora Paula Owen, este tipo de programas responde a la necesidad de universalizar esa clase de actitudes. “Casi siempre intentamos incentivar desde el punto de vista del castigo: mostrando las peores consecuencias de nuestras acciones”, afirma. “Pero hacer que la gente se sienta culpable solo funciona con determinadas personas. Por desgracia, estamos hablando de un problema tan grande que hay quienes se asustan e ignoran la situación”.

Según Owen, el juego puede ser parte de la solución. “El usar un punto de vista positivo nos permite explicar educando”, afirma. “Además, la gente, cuando juega, quiere ser mejor que los demás. Ninguna explicación sobre el medio ambiente que podamos dar incentiva tanto como esto”.

Un ejemplo de como el juego puede ser el motor de un comportamiento sostenible se encuentra en una campaña llevada a cabo en Estocolmo (Suecia) por una firma de automóviles. Un contenedor de reciclaje de vidrio fue diseñado para dar puntos si los envases se introducían de forma adecuada.

Según la campaña, en una tarde un centenar de personas utilizaron el contenedor-juego, mientras que el cubo más cercano solo fue visitado por dos personas.

Esta clase de proyectos son conocidos como ludificación (gamification en inglés). Pero la existencia de una relación entre el juego y el aprendizaje, sobre todo en adultos, debe tomarse con cautela. “El considerar que el juego refuerza automáticamente nuestro comportamiento es una idea que data del siglo pasado”, señala José Luis Linaza, profesor de Psicología del Desarrollo en la Universidad Autónoma de Madrid. “Pero un juego no se puede definir desde fuera. Quien decide que algo es un juego es el propio jugador. Se trata de una actitud hacia la realidad”, apunta.


Is there any evidence of a link between violent video games and murder? | Pete Etchells and Chris Chambers | Science | theguardian.com

Is there any evidence of a link between violent video games and murder? | Pete Etchells and Chris Chambers | Science | theguardian.com.

Journalists need to stop repeating baseless claims and scientists need to stop bickering

A visitor plays
Research into the effects of video games on aggression hasn’t got to the point where it can tell us anything about murder. Photograph: Ina Fassbender/Reuters

In the wake of the killing of the schoolteacher Ann Maguire last week, the question has again been raised of whether playing violent video games could lead someone to commit murder. It’s a common link that we see suggested in the media whenever tragedies of this sort occur, but the scientific evidence simply doesn’t support these claims.

The most recent data that we have on the links between video game use and aggressive behavioural outcomes comes from a meta-analysis, published in the Personality and Social Psychology Bulletin in January 2014. Researchers from the University of Innsbruck looked at 98 studies, testing nearly 37,000 participants since 2009. They found that, overall, video games do affect the social behaviour of players – violent video game use is linked to an increase in aggressive outcomes and a decrease in prosocial outcomes. On the other hand prosocial games show the opposite effect – they’re linked to a reduction in aggressive behaviour and an increase in prosocial, cooperative behaviour.

At first glance these findings might suggest that there is something to the suggestion that violent videogames encourage acts of violence, but the link is actually quite tenuous. Psychological studies on aggression and video games tend to rely on measures of aggression that are a far cry from murder. For example, one experimental test that’s often used is a modified version of the Taylor Competitive Reaction Time Task. Here the participants are first asked to play either a violent or non-violent video game. Afterwards, they’re asked to play a reaction time game against another, fictional player. If they win a particular encounter, they get to blast their opponent with a loud noise. The key manipulation is that the participants choose how loud the noise is, and how long it lasts for. Longer, louder noises are taken as a measure of increased aggression.


Estudio afirma que videojuegos provocan agresividad en niños y adolescentes – BioBioChile

Estudio afirma que videojuegos provocan agresividad en niños y adolescentes – BioBioChile.

 

Steve Wright Jr. (CC) FlickrSteve Wright Jr. (CC) Flickr

 

Publicado por Denisse Charpentier | La Información es de Agencia AFP

 

Los niños y adolescentes que juegan regularmente con videojuegos tienen más pensamientos y comportamientos agresivos, según un estudio realizado con más de 3.000 participantes publicado en Estados Unidos.

El estudio fue realizado en Singapur durante un período de tres años con menores de entre 8 y 17 años, de los cuales 73% eran varones, y fue divulgado en el Journal of the American Medical Association (JAMA) Pediatrics.

Los participantes respondieron a una serie de preguntas, incluyendo el número de horas por semana frente a la consola, sus videojuegos favoritos, y si habían golpeado a alguien que los había provocado o hecho enfadar.

También se les preguntó si habían soñado a veces con golpear a alguien o hacerle daño.

“El estudio revela que el hecho de jugar a menudo con estos videojuegos violentos incrementa a largo plazo los comportamientos agresivos independientemente del sexo, la edad, el grado de agresividad inicial de los individuos y la intervención de los padres”, escribió Douglas Gentille, de la Universidad de Iowa, autor principal de los trabajos.

Los resultados ilustran los efectos de los videojuegos sobre la agresividad en todas las culturas y todas las edades, agregó.

Tanto los chicos más jóvenes como los mayores “fueron afectados de manera significativa por los videojuegos violentos y el estudio sugiere que quienes comienzan (a jugarlos) más pronto estarían más propensos a tener pensamientos agresivos”.


Candy Crush, la confitería virtual que atrae más a las mujeres – BioBioChile

Candy Crush, la confitería virtual que atrae más a las mujeres – BioBioChile.


Candy Crush Saga | King

Candy Crush Saga | King

Publicado por Denisse Charpentier | La Información es de Agencia AFP
Con tres niños pequeños y un empleo, Emma Martini tiene poco tiempo para los juegos de computador. Pero cada noche se sienta en silencio al pie de la cama de su hijo mientras éste se duerme… y juega a Candy Crush.

“¡Me evita estar ahí sentada en la oscuridad mirando a la pared durante 15 minutos!”, dice riendo a la AFP esta madre de 32 años.

Martini es una de las fans de este adictivo juego, a quienes se puede ver concentrados en sus teléfonos y tabletas en cuanto tienen un segundo.

A diferencia de los videojuegos convencionales, cuyas partidas pueden durar horas, Candy Crush Saga es uno de los nuevos “juegos informales” que se disfrutan en momentos cortos y mientras se viaja.

El pasatiempo se ha colado en cada momento del día, atrayendo a gente nueva al universo de los videojuegos; y las mujeres constituyen dos tercios de los apasionados de Candy Crush, según la empresa creadora, King.

“No sé mucho de ordenadores y tiendo a dedicar el poco tiempo que me queda a leer un libro”, explicó Martini, una profesora asistente de Spilsby, en el este de Inglaterra.

Pero su madre, de 52 años, la convenció de descargar Candy Crush. “Me estaba volviendo loca” con las solicitudes para sumarse al juego a través de Facebook.

Ahora Martini juega cada noche mientras su hijo cae dormido: “Lleno un tiempo vacío”, comenta.

“Los juegos informales han calado entre las mujeres”, explicó Mark Griffiths, director del departamento de investigación de juegos de la universidad Nottingham Trent.

“La mayoría de las veces juegan cuando el niño hace una siesta, o camino al trabajo, sin interferir en las cosas importantes de la vida”.

“Es una solución rápida al aburrimiento”, sentencia.

“No dejaría de jugar un segundo con mis hijos para pasar un nivel”, confirma Nuria López, una madre de dos niños barcelonesa que comparte afición al juego con su hija Paula, de 12 años.

“Las partidas son cortas y te quedas rápidamente sin vidas. Eso ayuda a no engancharse”, argumenta.


Estudio determina que jugar 40 horas de StarCraft mejora tus habilidades cerebrales – BioBioChile

Estudio determina que jugar 40 horas de StarCraft mejora tus habilidades cerebrales – BioBioChile.

Blizzard / StarCraft 2Blizzard / StarCraft 2
Publicado por Christian Leal

¿Eres un adicto a los videojuegos de estrategia en tiempo real? Si siempre tuviste la corazonada de que pasar tanto tiempo dirigiendo ejércitos para destruir fortalezas enemigas no podía ser en vano, ahora tienes evidencia científica para demostrarlo.

Esto porque en un estudio publicado a comienzos de agosto y financiado por el Ejército de Estados Unidos, se descubrió que este tipo de juegos -y específicamente StarCraft- tienen la capacidad de hacer más flexibles las estructuras mentales, permitiendo a las personas tomar decisiones con mayor rapidez en situaciones de estrés.


Para su enfermedad, tome este videojuego | Sociedad | EL PAÍS

Para su enfermedad, tome este videojuego | Sociedad | EL PAÍS.

 

En el Hospital Universitario de Burgos, entre camillas, gasas y bisturíes, disponen de tres videoconsolas. No son para entretenimiento del personal en horas de guardia, sino que forman parte del material del departamento de Medicina Física y Rehabilitación. Cada vez más profesionales de la salud exploran las posibilidades terapéuticas de los videojuegos, que se abren paso como una herramienta más en el tratamiento de ciertas dolencias, desde esguinces hasta trastornos de la alimentación.

Una isla, situaciones complejas que superar y un sistema que registra las reacciones de los jugadores ante las mismas, mediante la captación de la frecuencia respiratoria, la sudoración o los gestos de la cara. Este es el videojuego Islands con el que se han entretenido algunos pacientes con trastornos de la alimentación y de ludopatía del Hospital Universitario Bellvitge (Hospitalet de Llobregat) para mejorar su capacidad de autocontrol. “Algunos se mostraban sorprendidos, especialmente los que no han nacido en la era digital”, afirma la psicóloga Susana Jiménez, una de las responsables del proyecto de investigación para evaluar los resultados de este videojuego.


¿Por qué Candy Crush es adictivo? – BioBioChile

¿Por qué Candy Crush es adictivo? – BioBioChile.

Publicado por Nadia Flores

Candy Crush

Parece la pregunta más común entre los más de 50 millones de jugadores activos de Candy Crush, quienes aseguran que el ahora juego más popular de Facebook es irresistible e incluso adictivo.

Se juega más de 600 millones de veces al día y genera más de US$600.000 al día, según reportes no oficiales. Pero, ¿existe una explicación para que este juego sea tan adictivo?

Candy Crush, que posee 400 niveles, es bastante simple y consiste en ordenar dulces del mismo color para pasar etapas. Según sus creadores es posible superar el desafío sin gastar un solo peso, sin embargo -y sin lugar a dudas- cuesta bastantes horas de dedicación.

Tom Stafford, profesor de psicología y ciencias cognitivas de la Universidad de Sheffield, la adicción a este juego tiene que ver con que genera “tareas incompletas”, un fenómeno psicológico llamado “efecto Zeigarnik”, consignó BBC.