20 JUL 2017 by ideonexus

 Old CRPGs are Unplayable for Modern Gamers

They had five days to play (Ultima IV), and I asked them to make as much progress as they could in that time. When we gathered to debrief in class, a few students explained how they’d overcome some of their difficulties, but the vast majority was utterly flummoxed by the game. As one of them put it, “I’d say for gamers of our generation, an RPG like Ultima IV is boring and pretty much unplayable.” After removing the arrow from my chest, I asked them to explain why. It mostly came dow...
Folksonomies: history preservation gaming
Folksonomies: history preservation gaming
  1  notes
17 FEB 2011 by ideonexus

 10,000 Injuries to Infants a Year from Cribs, Playpens, a...

An estimated 181 654 (95% confidence interval: 148 548–214 761) children younger than 2 years of age were treated in emergency departments in the United States for injuries related to cribs, playpens, and bassinets during the 19-year study period. There was an average of 9561 cases per year or an average of 12.1 injuries per 10 000 children younger than 2 years old per year. Most of the injuries involved cribs (83.2%), followed by playpens (12.6%) and bassinets (4.2%). The most common mecha...
  1  notes

Cribs accounted for of 10,000 injuries per year to infants.

01 JAN 2010 by ideonexus

 Generation @ is Not the Cultural Revolution Predicted

In purely statistical terms, it appears that ever-greater proportions of young people's days are focused on technology. According to a recent study carried out by the Stuttgart-based media research group MPFS, 98 percent of 12- to 19-year-olds in Germany now have access to the Internet. And by their own estimates, they are online for an average of 134 minutes a day -- just three minutes less than they spend in front of the television. However, the raw figures say little about what these supp...
Folksonomies: new media generation @
Folksonomies: new media generation @
  1  notes
Although the media refer to them as "digital natives," "Generation @" or simply "the net generation." The current generation sees the Internet the same way my generation saw TV's, radio, and VCRs, something that was always there. Despite the potential, they don't use this medium for much else than communication and entertainment.