In 1982, a technology straight out of contemporary science fiction was on track to be the world's first Twitter. Living and dying in the '80s and '90s, the cable service teletext brought 24/7, on-demand news directly to a television. Much like Twitter, teletext offered a stream of live, bite-sized information, but in a blocky, neon font. One titanic news corporation unlocked its true potential: as an early video game streaming service.
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Call of Duty: Ghosts didn't get the usual triumphal announcement from Activision that it was the biggest entertainment launch of the year. Because, one assumes, it was not. Activision did say that $US1 billion worth of Call of Duty was on retailers' shelves. Why is that worth bragging about? Well, this video is why.
Public attitudes regarding mental illness are frequently apocryphal and damaging, and a major source of these views is media portrayal of a topic that affects all of us to some extent. A few months ago, an open letter was posted in response to a Kotaku article on the upcoming horror game, Outlast, which takes place in an asylum and includes violent criminal inpatients as enemies.
Today on televison, somebody said something reasonable about violent video games. Karl Marlantes, an author, marine veteran and author of the book “What It Is Like to Go to War” fielded a question on C-Span2 about the long-term effect that unrealistic depictions of war in media and specifically gaming will have on the military.
In the middle of a dated metaphor about cavemen killing dinosaurs to make ends meet Joe Scarborough, host of MSNBC's Morning Joe, called men in their twenties weak, unmarriable gamers. Speaking on the topic of shifting gender roles and female breadwinners, Joe stated: "Men in their twenties, who unfortunately I think are weak, and stay at home, and play video games and are weak, weak, weak and unmarriable!"
Yesterday, we ran a piece exposing the scare tactics media like to use when discussing video games and violence. Flashy edits, buzzwords, complete ignorance, that sort of thing. Today Katie Couric, the host of the particular segment we analysed, reached out to her Twitter followers to ask for the "positive side" of violent games.
This morning, I saw someone tweet an article called "Gaming Journalism versus Nintendo." Catchy enough headline. I had to check that one out. The article, written for the website Not Enough Shaders by a writer named Emily Rogers, levied a number of accusations at a large gaming website that was not named.
Yesterday, I ran an op-ed asking the people who make and publish video games to talk more, to be more willing to answer gamers' questions, to communicate rather than wrap themselves in a blanket of cold, corporate silence.
It's great and all getting the games media to pay attention to your indie title, enough so they'll dedicate a couple of kilobytes of database data to pass the news to their readers, but I feel that's only part of the journey. Someone's writing about your game, that's awesome, but what if the readers don't engage with that news? Is it the writer's fault? Is there something the developer could have done better to improve their chances with the outlets they've targeted?