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 <title>Video Games and Software</title>
 <link>http://www.techtalkforfamilies.com/general_topics/video_games_and_software</link>
 <description>The taxonomy view with a depth of 0.</description>
 <language>en</language>
<item>
 <title>Episode 59: Send in the Clowns</title>
 <link>http://www.techtalkforfamilies.com/computers_and_peripherals/episode_59_send_in_the_clowns</link>
 <description>&lt;p&gt;Dale is joined this week by a substitute host: Ringmaster Greg from &lt;a href=&quot;http://dwithe.com&quot;&gt;Dancing with Elephants&lt;/a&gt;.&lt;/p&gt;
&lt;h2&gt;Tech News:&lt;/h2&gt;
&lt;ul&gt;&lt;li&gt;&lt;a href=&quot;http://edition.cnn.com/2008/TECH/ptech/10/14/cellphones.driving.ap/index.html&quot;&gt;Keep the mobile phone from ringing in the car&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;http://www.podcastingnews.com/2008/10/21/boxee-update-brings-hulu-streaming-to-apple-tv/&quot;&gt;Stream Hulu to AppleTV&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;http://www.techcrunch.com/2008/10/21/screenshots-of-walmarts-new-mp3-only-store/&quot;&gt;Wal-mart offers DRM-free mp3&#039;s cheaper than iTunes&lt;/a&gt;&lt;/li&gt;&lt;/ul&gt;
&lt;h2&gt;&lt;a href=&quot;http://techtalkforfamilies.com/reviews&quot;&gt;Reviews&lt;/a&gt;&lt;/h2&gt;
&lt;h2&gt;Feedback&lt;/h2&gt;
&lt;li&gt;&lt;a href=&quot;http://redboypodcast.com&quot;&gt;Redboy&lt;/a&gt; offered his thoughts on the creepy doll.&lt;/li&gt;
&lt;li&gt;Call our feedback line: 206-339-6480&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;http://odeo.com/sendmeamessage/TechTalkforFamilies&quot;&gt;Leave a voice message with your computer microphone&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;http://www.techtalkforfamilies.com/contact&quot;&gt;Or e-mail us&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;And check out the &lt;a href=&quot;http://www.techtalkforfamilies.com/extras&quot;&gt;News&lt;/a&gt; for more news, reviews, and other content.&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;Music by &lt;a href=&quot;http://incompetech.com/m/c/royalty-free/&quot;&gt;Kevin McLeod&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://www.techtalkforfamilies.com/computers_and_peripherals/episode_59_send_in_the_clowns#comments</comments>
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 <category domain="http://www.techtalkforfamilies.com/general_topics/computers_and_peripherals">Computers and Peripherals</category>
 <category domain="http://www.techtalkforfamilies.com/general_topics/gadgets/phones_%2526_pdas">Phone and PDA</category>
 <category domain="http://www.techtalkforfamilies.com/general_topics/gadgets/portable_media_players">Portable Media Players</category>
 <category domain="http://www.techtalkforfamilies.com/general_topics/home_theater/tv_%2526_hdtv">TV and HDTV</category>
 <category domain="http://www.techtalkforfamilies.com/general_topics/video_games_and_software">Video Games and Software</category>
 <category domain="http://www.techtalkforfamilies.com/general_topics/websites">Websites</category>
 <pubDate>Fri, 31 Oct 2008 08:17:04 -0400</pubDate>
 <dc:creator>Dale</dc:creator>
 <guid isPermaLink="false">909 at http://www.techtalkforfamilies.com</guid>
</item>
<item>
 <title>Review: Dude Thing Creations Guitar Stand</title>
 <link>http://www.techtalkforfamilies.com/review/video_games_and_software/review_dude_thing_creations_guitar_stand</link>
 <description>&lt;p&gt;&lt;img src=&quot;/files/u1/guitarstand4.jpg&quot; alt=&quot;Dude Thing Guitar Controller Stand&quot; width=&quot;297&quot; height=&quot;500&quot; align=&quot;right&quot; /&gt;&lt;/p&gt;
&lt;p&gt;
The past couple months have shown a marked increase in music games like (and including versions of) Guitar Hero and Rock Band. And while these games are very fun, where do you store all your guitar controllers, since few allow for interoperability? Dude Thing Creations has offered up a solution: a guitar stand!
&lt;/p&gt;
&lt;p&gt;
When our model arrived, I was a bit confused, because the box said, &amp;quot;Fragile Glass&amp;quot; on it. As I gingerly removed the parts from the packing newspaper, I found no glass, but rather that they&#039;d just used an available box. So if packaging is important to you, you&#039;ll be disappointed. The crumpled newspaper did protect the pieces from scratches and damage, but it took me a few minutes to find the envelope containing the instructions.
&lt;/p&gt;
&lt;p&gt;
You&#039;ll need a philips screwdriver and a scissors to put this together, since the plastic angle brackets still have tabs on them that need to be removed, and breaking them off leaves jagged edges. (I used a wire cutter for a nice clean cut.) The guide holes seemed a bit too small, so I had a difficult time getting the screws in, especially since it had some odd angles to work with, but 75 minutes later, it was assembled. That they only used 1 size of screw made it slightly easier, and if you have an electric screwdriver, you&#039;ll be able to use it on some of the screws. By the way, step 7 is missing from the instructions. It should read, &amp;quot;Screw hook screws into remaining guide holes by hand.&amp;quot;
&lt;/p&gt;
&lt;p&gt;
But how is the quality? Made from a painted pine post and birch bases, I wouldn&#039;t mind something just a bit sturdier. It&#039;ll hold up to some guitars and a few bumps, but if your jam session gets too wild, resulting in someone falling on this thing, it&#039;ll probably break. I recommend storing it in a corner somewhere. The paint job is good enough, but something more of a laminate would give it a smoother finish.
&lt;/p&gt;
&lt;p&gt;
The design holds up to 4 guitar controllers and 1 microphone. Guitar Hero guitars hang from the rack, but the longer Rock Band guitars have to lean. An adjustable  or higher rack would solve this problem. The hooks help hold the stray cords for the mic and older guitars. The top shelf offers a place to either set extra standard controllers, or, for those looking for subtlety, a long tablecloth with a plant or other knick-knack. A tablecloth will also cover the &amp;quot;Dude Thing&amp;quot; sticker on the top if you&#039;re not into branding. Additional microphone slots can be included in the order for $3 each for the SingStar fans, and for an extra $10, you can add cup holders to the top, although it&#039;s too high to reach over comfortably from your recliner.
&lt;/p&gt;
&lt;p&gt;While the Dude Thing Guitar Stand does the job as advertised and will help contain your guitar controllers. With Guitar Hero World Tour and Rock Band 2 on the horizon, you may need something like this. Is it the most elegant possible solution? Probably not, but since my wife won&#039;t let me buy a wall-mounted sword rack for my guitar controllers, this seems to be the next best thing. &lt;/p&gt;
</description>
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 <wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.techtalkforfamilies.com/crss/node/817</wfw:commentRss>
 <category domain="http://www.techtalkforfamilies.com/general_topics/video_games_and_software">Video Games and Software</category>
 <pubDate>Wed, 30 Jul 2008 01:33:20 -0400</pubDate>
 <dc:creator>Dale</dc:creator>
 <guid isPermaLink="false">817 at http://www.techtalkforfamilies.com</guid>
</item>
<item>
 <title>Review: Premium Rock Band Drum Covers</title>
 <link>http://www.techtalkforfamilies.com/review/microsoft_xbox_360/review_premium_rock_band_drum_covers</link>
 <description>&lt;p&gt;&lt;img src=&quot;/gallery2/d/5793-3/Premium+Drum+Covers+915.jpg?g2_GALLERYSID=12656cc95d33f7e865eccaba240be32c&quot; alt=&quot;Drum Covers (Wii)&quot; width=&quot;320&quot; height=&quot;153&quot; align=&quot;left&quot; /&gt;
&lt;p&gt;I love Guitar Hero, but my biggest complaint about it is the click of the strum bar. Some people like the auditory feedback, but for me, it detracts from hearing the music, and the game is all about the music. So although many people don&#039;t like the Rock Band guitar, I love the fact that it&#039;s quiet so I can hear the music coming from the TV, or at least I can until the drums start tapping. Drums can be fairly loud instruments, but on Rock Band, unless you crank it up (and wake up the kids), you won&#039;t hear the virtual drums over the drum controls (which may be loud enough to wake up the kids).&lt;/p&gt;
&lt;p&gt;The answer here is simple, and &lt;a href=&quot;http://www.premiumdrumcovers.com/&quot; rel=&quot;nofollow&quot;&gt;Premium Drum Covers&lt;/a&gt; has answered with, you guessed it, Premium Drum Covers. (I know. It&#039;s these cryptic Web 2.0 companies whose odd names give no hint as to their actual product!) The sturdy cloth covers wrap around the drum heads to provide a tight-fitting, good-looking solution.&lt;/p&gt;
&lt;p&gt;The box includes two plastic bags, one with the four covers, and one with 16 liners. The covers are fabric, a coarse material for the &amp;quot;skin&amp;quot; and smoother stitched material around the sides. All of the fabric is sturdy and seems relatively dirt resistant. (We don&#039;t recommend throwing liquids at them, as they must be hand washed (washing instructions included), not to mention the damage to the drum set!) They are currently available in Wii white (our set) or black to match the other consoles&#039; sets. The faces come in colors corresponding to the set colors, but solid instead of just outlined, allowing players to see the colors with peripheral vision and enhancing accuracy. An all-black set is available for those who play by position only, and the company informs me that they plan a Designer Series in the future with leopard print, faux fur, faux leather, denim, or other distinct designs. (I&#039;m thinking studded leather would go over well or  silkscreened designs with custom business logos, hippy flowers, etc.) I look forward to seeing their Rock Band 2 and Guitar Hero World Tour designs.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/gallery2/d/5808-3/Premium+Drum+Covers+911.jpg?g2_GALLERYSID=12656cc95d33f7e865eccaba240be32c&quot; alt=&quot;Close-up&quot; width=&quot;320&quot; height=&quot;215&quot; align=&quot;right&quot; /&gt;
&lt;p&gt;The covers tie on tightly. When I saw the images for the first time, they looked a bit bulky, but having tied them on myself, I can say that they fit as tightly as you can tie them and fit almost like the skin on a baseball. At the same time, they&#039;re easy to remove for any reason--just untie the knot. &lt;/p&gt;
&lt;p&gt;With 16 soft felt drum liners, you can customize the amount of dampening to rebound ratio you prefer. We found no noticeable dampening difference between 3 and 4 liners per drum, and the rebound doesn&#039;t change all that much unless you&#039;re a professional drummer or playing for hours on end. That said, with 3 liners, the loud taps become muffled thumps, and for the first time, we could actually hear the drums on the TV.&lt;/p&gt;
&lt;p&gt;At $39, we highly recommend these pads for &lt;em&gt;all&lt;/em&gt; Rock Band fans. It literally adds value to your game, as you can actually hear the music, which is, of course, the whole point! It may seem a bit pricey, but these are quality covers that will likely last for years and allow you to discover Rock Band all over again. &lt;/p&gt;
</description>
 <comments>http://www.techtalkforfamilies.com/review/microsoft_xbox_360/review_premium_rock_band_drum_covers#comments</comments>
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 <category domain="http://www.techtalkforfamilies.com/general_topics/video_games_and_software/microsoft_xbox_360">Microsoft Xbox 360</category>
 <category domain="http://www.techtalkforfamilies.com/general_topics/video_games_and_software/nintendo_wii">Nintendo Wii</category>
 <category domain="http://www.techtalkforfamilies.com/general_topics/video_games_and_software/sony_ps2">Sony PS2</category>
 <category domain="http://www.techtalkforfamilies.com/general_topics/video_games_and_software/sony_ps3">Sony PS3</category>
 <category domain="http://www.techtalkforfamilies.com/general_topics/video_games_and_software">Video Games and Software</category>
 <pubDate>Thu, 17 Jul 2008 01:17:27 -0400</pubDate>
 <dc:creator>Dale</dc:creator>
 <guid isPermaLink="false">798 at http://www.techtalkforfamilies.com</guid>
</item>
<item>
 <title>Casual Games for Disabled Gamers: Just What the Doctor Ordered</title>
 <link>http://www.techtalkforfamilies.com/casual_games_for_disabled_gamers_just_what_the_doctor_ordered</link>
 <description>&lt;p&gt;This doesn&#039;t surprise me at all. I know lots of people with disabilities who use video games as &amp;quot;therapy.&amp;quot; Laptops are great, too. Note again that the survey was commissioned by casual game maker PopCap, who stands to benefit from this information.&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p align=&quot;left&quot;&gt;&lt;strong&gt;Survey: &#039;Disabled Gamers&#039; Comprise 20% of Casual Video Games Audience&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;More Than 10% Have Had Casual Games Prescribed or Recommended By A Doctor; Players With Disabilities Play Longer, More Often, And For Different Reasons&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;SEATTLE, June 11 /PRNewswire/ -- Tens of millions of disabled consumers have gravitated to &amp;quot;casual&amp;quot; video games as a source of relief or distraction from their infirmities, as well as a sense of accomplishment or belonging, according to a new survey conducted by Information Solutions Group on behalf of PopCap Games. According to the survey, more than one in five (20.5%) players of casual video games have a physical, mental or developmental disability; this compares to 15.1% of the American population overall who are disabled, according to the latest U.S. Census data. Over three quarters of the more than 2,700 disabled consumers who participated in the study described their disabilities as &amp;quot;moderate&amp;quot; or &amp;quot;severe,&amp;quot; and the benefits to, and methods of play by, disabled gamers vary considerably from those of non-disabled casual gamers.&lt;/p&gt;
&lt;p&gt;Compared to the casual gamer population as a whole (which industry estimates peg at 300 million to 400 million players worldwide), those with disabilities play more frequently, for more hours per week, and for longer periods of time per gaming session. They also report that they experience more significant benefits from playing and view their game-playing activity as a more important factor in their lives than do non-disabled consumers.&lt;/p&gt;
&lt;p&gt;Profile of Respondents&lt;/p&gt;
&lt;p&gt;A total of 13,296 casual game players responded to the survey, with 2,728 respondents (20.5%) identifying themselves as &amp;quot;mildly&amp;quot; (22%), &amp;quot;moderately&amp;quot; (54%) or &amp;quot;severely&amp;quot; (24%) disabled. Of those, 46% indicated that their primary disability was physical, 29% said it was mental, and 25% stated they had a developmental or learning disability. Over two thirds (69%) of disabled respondents were female, and a third (35%) of all respondents had another person -- parent, adult offspring, spouse, guardian or caregiver -- assist them in taking the survey.&lt;/p&gt;
&lt;p&gt;The most common types of disabilities and medical conditions cited by respondents, by category, were:&lt;/p&gt;
&lt;p&gt;  --  Physical: Rheumatoid Arthritis/Osteoarthritis (14%); Fibromyalgia(11%); Multiple Sclerosis (7%).--  Mental: Moderate/Severe Depression (41%); Bipolar Disorder (16%);Anxiety Disorder (15%).--  Developmental/Learning: ADD/ADHD (46%); Autism (15%); Dyslexia (11%).
&lt;p&gt;The majority (61%) of those survey respondents with a physical disability are age 50 or older, while slightly more than half (52%) of those with a developmental/learning disability are under 18 years of age.&lt;/p&gt;
&lt;p&gt;Perceived Benefits of Play&lt;/p&gt;
&lt;p&gt;Fully 94% of disabled players of casual games said they believe playing casual games &amp;quot;provides physical or mental benefits&amp;quot; -- compared to 80% of casual game players overall. The most common benefits cited by disabled gamers (when asked to choose as many as applied) were stress relief (81%), mood lifting (69%), distraction from issues related to disability (66%), improved concentration (59%) and mental workouts (58%). Interestingly, the top benefits varied significantly based on the type of disability; the top three benefits by disability type were:&lt;/p&gt;
&lt;p&gt;  --  Physical: Stress relief (84%) and distraction from issues related todisability (73%)--  Mental: Stress relief (87%) and mood-lifting (78%)--  Developmental/Learning: Improved concentration (79%) and improvedcoordination/manual dexterity (73%)
&lt;p&gt;Those with developmental/learning disabilities cited learning (pattern recognition, spelling, typing skills) far more often (61%) than those with disabilities that were mental (26%) or physical (23%).&lt;/p&gt;
&lt;p&gt;Furthermore, 77% of disabled players said playing casual games provides them with &amp;quot;additional benefits over and above what a typical non-disabled player might experience.&amp;quot;&lt;/p&gt;
&lt;p&gt;Of the &amp;quot;additional benefits,&amp;quot; responses were numerous and varied, often citing deeper sensations of achievement and &amp;quot;belonging,&amp;quot; or distraction from loneliness and/or chronic pain. As one respondent put it, &amp;quot;Our son with Attention Deficit Disorder does not really remember he has a disability when he is playing.&amp;quot; Dr. Carl Arinoldo, a Stony Brook, New York-based psychologist of 25 years&#039; experience who has treated patients with a range of physical and mental disabilities, agrees: &amp;quot;With some forms of depression, a person may be very focused on something that clearly amounts to a misperception of reality. So the chance to distance themselves from the perceived negative situation and relax may allow them to think more clearly and consider the situation later in a more realistic manner.&amp;quot;&lt;/p&gt;
&lt;p&gt;Gary Robinson, a 58-year-old North Carolina resident with severe physical disabilities, states &amp;quot;Games like Bejeweled and Peggle, with simple controls that are also mentally challenging and engaging are ideal for me, because my mind moves as quickly as the next guy&#039;s but I type with a mouth-stick. In some ways, games like these are the greatest thing that&#039;s appeared on the computer scene for people like me.&amp;quot;&lt;/p&gt;
&lt;p&gt;Playing Habits&lt;/p&gt;
&lt;p&gt;Among all disabled gamers, nearly two thirds (64%) said they play casual games every day, and an additional 28% play several times per week. By comparison, 57% of casual game players overall say they play daily. In terms of time spent playing, disabled gamers are more &amp;quot;avid consumers&amp;quot; than the average casual game player:&lt;/p&gt;
&lt;p&gt;  --  60% of disabled gamers play casual games for five or more hours perweek, (vs. 52% of casual gamers overall)--  40% of disabled gamers play for 10 or more hours per week (vs. 29% ofoverall casual gamers)--  24% of disabled gamers play for 16 or more hours per week (vs. 13% ofoverall casual gamers)
&lt;p&gt;Gary Robinson estimates he spends four or more hours each day playing casual games. &amp;quot;Let&#039;s just say that playing the games helps my whole well-being; sometimes they give me a direct and immediate purpose in life, and that&#039;s an important sensation to have every so often.&amp;quot;&lt;/p&gt;
&lt;p&gt;When asked to choose the single most frequent time for playing casual games, 26% of survey respondents with physical disabilities, and 29% of those with mental disabilities, indicated &amp;quot;late at night, before bed,&amp;quot; compared to just 11% of those with developmental/learning disabilities. The latter group indicated weekends (30%) was the time they played most often. This is presumed to be due to the large number of children in the category.&lt;/p&gt;
&lt;p&gt;Playing Preferences&lt;/p&gt;
&lt;p&gt;Almost half (44%) of all disabled gamers indicated that they had recommended playing casual games to others with significant disabilities, and more than a tenth of respondents (11%) said that a &amp;quot;physician, psychiatrist, physical therapist or other medical professional had prescribed or recommended playing casual games as part of the treatment&amp;quot; for their disability.&lt;/p&gt;
&lt;p&gt;As for solitary versus companion game play, 44% of disabled gamers said they played casual games with other people at least part of the time. Of those, more than one in four (28%) said they played casual games with other disabled individuals. Among respondents with developmental/learning disabilities specifically, 60% said they played casual games with other people.&lt;/p&gt;
&lt;p&gt;When asked to pick their favorite categories of casual games, disabled gamers&#039; choices closely mirrored those of non-disabled players, with &amp;quot;puzzle&amp;quot; (84%), &amp;quot;word and trivia&amp;quot; (61%) and &amp;quot;arcade&amp;quot; (59%) being the three most-cited genres. &amp;quot;Card&amp;quot; (54%) and &amp;quot;hidden object&amp;quot; (51%) games rounded out the top five categories among disabled gamers.&lt;/p&gt;
&lt;p&gt;Casual Vs. Hardcore&lt;/p&gt;
&lt;p&gt;Only 26% of disabled casual gamers said they also play traditional, &amp;quot;hardcore&amp;quot; video games; among those respondents with physical disabilities specifically, that figure dropped to 18%. Among all disabled gamers who also play hardcore games, 25% said they played hardcore games on a daily basis -- compared to 64% who play casual games daily.&lt;/p&gt;
&lt;p&gt;Survey Methodology&lt;/p&gt;
&lt;p&gt;This international research was conducted by Information Solutions Group (ISG; &lt;a href=&quot;http://www.infosolutionsgroup.com/&quot; target=&quot;_newbrowser&quot; class=&quot;release-link&quot; rel=&quot;nofollow&quot;&gt;http://www.infosolutionsgroup.com/&lt;/a&gt;) for PopCap Games. These results are based on online surveys completed by 2,728 respondents randomly selected between April 2 and April 17, 2008. In theory, in 19 cases out of 20, the results will differ by no more than 1.9 percentage points from what would have been obtained by seeking out and polling all PopCap.com users. Survey subjects were presented with exhaustive lists of various types of disabilities by category in order to assist in accurately categorizing themselves. For the purpose of this survey, a disabled person is defined as one who has a significant medical condition or a physical, mental, developmental or learning impairment/disability. This includes, but is not limited to, medical conditions that affect mobility, vision, hearing and learning. It also includes chronic diseases, such as multiple sclerosis and chronic fatigue syndrome; mental disorders, such as depression or anxiety; and developmental disabilities, such as ADD/ADHD (recently re-diagnosed as AD/HD -- Predominantly Inattentive Type), dyslexia and autism.&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
</description>
 <comments>http://www.techtalkforfamilies.com/casual_games_for_disabled_gamers_just_what_the_doctor_ordered#comments</comments>
 <wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.techtalkforfamilies.com/crss/node/737</wfw:commentRss>
 <category domain="http://www.techtalkforfamilies.com/general_topics/video_games_and_software">Video Games and Software</category>
 <pubDate>Wed, 11 Jun 2008 22:43:40 -0400</pubDate>
 <dc:creator>Dale</dc:creator>
 <guid isPermaLink="false">737 at http://www.techtalkforfamilies.com</guid>
</item>
<item>
 <title>Review: Chuzzle for PC or Mac</title>
 <link>http://www.techtalkforfamilies.com/review/mac_os_x/review_chuzzle_for_pc_or_mac</link>
 <description>&lt;p&gt;PopCap, perhaps the best known of the casual gaming companies, has sponsored research into the benefits of the daily e-break. According to a recent study conducted by Dr Chamorro-Premuzic of Goldsmiths University, British firms may lose as much as four billion pounds a year as a result of banning employees from the internet and from casual gaming. To combat this problem, PopCap has created a website which allows employees to anonymously petition their bosses for a scheduled e-break at &lt;a href=&quot;http://www.popcapbreak.com&quot; target=&quot;_blank&quot; title=&quot;PopCapBreak&quot; rel=&quot;nofollow&quot;&gt;www.popcapbreak.com&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;
Skeptics point out that PopCap has a vested interest in promoting e-breaks since they produce the kinds of games employees might play.
&lt;/p&gt;
&lt;p&gt;
Whatever side you take in this debate, you’ve got to admit that PopCap’s popular Chuzzle game is a great way to spend ten minutes. (Actually, in my experience, &lt;em&gt;Chuzzle&lt;/em&gt; falls into the category of games called &lt;em&gt;hey-where-did-the-last-hour-go&lt;/em&gt;?)
&lt;/p&gt;
&lt;p&gt;
&lt;img src=&quot;/files/u9/chuzzle.jpg&quot; border=&quot;2&quot; alt=&quot;Chuzzle&quot; width=&quot;320&quot; height=&quot;253&quot; align=&quot;right&quot; /&gt;&lt;em&gt;Chuzzle&lt;/em&gt; is a puzzle game played on a six-by-six grid occupied by lovable fuzzballs called “chuzzles”. Players can drag either a row or column in an attempt to align three or more chuzzles in a straight-line or an L-formation. When they’re lined up, the chuzzles pop like little furry soap bubbles. The more you pop, the more points you score. Dragging a row (or column) causes it to “wrap” around the screen as if the chuzzles are on a conveyor belt. This means you can quickly move a chuzzle from the bottom of the screen to the top. However, this kind of movement can result in unexpected consequences and every move must be carefully planned.
&lt;/p&gt;
&lt;p&gt;
The bursting chuzzles fill a flask and when the flask is completely full, you are rewarded with a bonus and move to the next level.
&lt;/p&gt;
&lt;p&gt;
To keep things interesting, the game will periodically lock one of the chuzzles, effectively keeping that row/column from moving. You can clear the lock by moving other chuzzles to burst their locked kinsman.
&lt;/p&gt;
&lt;p&gt;
Another unusual occurrence is the “fat” chuzzle which fills the space normally occupied by four chuzzles. These hefty critters clear out plenty of space on the board when they pop, but they can’t be dragged off the screen. Like their locked brethren, the fat chuzzles can be a challenge.
&lt;/p&gt;
&lt;p&gt;
Super chuzzles (which have pulsating halos) appear when you clear five or more chuzzles at once. Take out a super chuzzle and it will take out the eight chuzzles which surround it.
&lt;/p&gt;
&lt;p&gt;
In the “classic” game, you can keep racking up the points so long as there are moves to be made. If you get stuck, there’s a hint button. Every hint you request reduces the level in the flask and puts the rewards that much farther out of reach. Observant players may note that the chuzzles themselves give “free” hints by way of their eye movements.
&lt;/p&gt;
&lt;p&gt;
For players who want a more reflective experience, there is the “zen” mode. There are no locks or levels. You can relax and enjoy the experience.
&lt;/p&gt;
&lt;p&gt;
“Speed” chuzzle hits you with locks more frequently and can be a real test of your nerves.
&lt;/p&gt;
&lt;p&gt;
The final mode, “Mind Bender” challenges you to recreate patterns of chuzzles which are displayed in the control panel on the left side of the screen.
&lt;/p&gt;
&lt;p&gt;
Particularly good combinations (or unusually high scores) are rewarded with trophies which are stored in the trophy room for later review.  This provides players with an ever-changing set of goals to attain.
&lt;/p&gt;
&lt;p&gt;
One of the nicest features of &lt;em&gt;Chuzzle&lt;/em&gt; is that the game offers a “color blind” mode in which chuzzles are marked with different symbols.
&lt;/p&gt;
&lt;p&gt;
&lt;em&gt;Chuzzle&lt;/em&gt; is completely inoffensive and it’s one of those games where you find yourself saying, “Just one more round.”
&lt;/p&gt;
&lt;p&gt;
When you finally have had enough, and tell the game you want to quit, you’ll be presented with a dewey-eyed chuzzle that can’t quite believe you want to leave. If your experience is anything like mine, you’ll find yourself wondering why you want to quit this oddly addicting puzzle game, too.
&lt;/p&gt;
</description>
 <comments>http://www.techtalkforfamilies.com/review/mac_os_x/review_chuzzle_for_pc_or_mac#comments</comments>
 <wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.techtalkforfamilies.com/crss/node/708</wfw:commentRss>
 <category domain="http://www.techtalkforfamilies.com/general_topics/video_games_and_software/mac_os_x">Mac OS X</category>
 <category domain="http://www.techtalkforfamilies.com/general_topics/video_games_and_software/microsoft_windows">Microsoft Windows</category>
 <category domain="http://www.techtalkforfamilies.com/general_topics/video_games_and_software">Video Games and Software</category>
 <pubDate>Mon, 02 Jun 2008 21:32:50 -0400</pubDate>
 <dc:creator>KevinLeeC</dc:creator>
 <guid isPermaLink="false">708 at http://www.techtalkforfamilies.com</guid>
</item>
<item>
 <title>Video Games Promote Healthy Behavior</title>
 <link>http://www.techtalkforfamilies.com/video_games_and_software/video_games_promote_healthy_behavior</link>
 <description>&lt;p&gt;Looks like a lot of research is going into showing how good video games are for you. Well, some of them, anyway:&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p align=&quot;left&quot;&gt;&lt;strong&gt;Discovering How Video Games Can Motivate Healthy Behaviors: More than $2 Million Awarded to 12 Research Teams Across U.S.&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Awards go to researchers in CA, FL, IN, ME, NC, NY, SC, VT and WA; Studies explore how games can increase physical activity and enhance prevention, self-management of health conditions&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;PRINCETON, N.J., May 29 /PRNewswire-USNewswire/ -- The Robert Wood Johnson Foundation (RWJF) announced today during a telenews conference the first round of grants awarded through its Health Games Research national program. More than $2 million in grants will enable 12 research teams to help strengthen the evidence base that supports the development and use of digital interactive games to improve players&#039; health behaviors and outcomes. Funded studies explore topics ranging from how motion-based games may help stroke patients progress faster in physical therapy to how people in substance abuse treatment can practice skills and behaviors in the virtual world of a game to prevent real-world relapses.&lt;/p&gt;
&lt;p&gt;The 12 grantees, awarded up to $200,000 each, are leading one- to two-year studies of games that engage players - ranging in age from eight to 98 - in physical activity and/or games that motivate them to improve their self-care (e.g., healthy lifestyle choices, prevention behaviors, chronic disease self-management and/or adherence to medical treatment plans).&lt;/p&gt;
&lt;p&gt;Health Games Research is headquartered at the University of California, Santa Barbara. The program is directed by Debra Lieberman, Ph.D., communication researcher in the university&#039;s Institute for Social, Behavioral, and Economic Research, lecturer in the Department of Communication and a leading expert in the research and design of interactive media for learning and health behavior change. Health Games Research is funded by an $8.25 million grant from RWJF&#039;s Pioneer Portfolio, which supports innovative projects that may lead to breakthrough improvements in the future of health and health care.&lt;/p&gt;
&lt;p&gt;&amp;quot;Health Games Research gives us a tremendous opportunity to advance the field,&amp;quot; said Lieberman. &amp;quot;Previous studies and clinical trials have shown that well-designed interactive games can significantly improve players&#039; health-related knowledge, skills, behaviors and outcomes. The 12 new studies will give us deeper insights into how and why certain game designs are compelling, fun and effective, and for which types of people. This work will yield a broad spectrum of validated game design principles that game designers will be able to use to enhance the effectiveness of future health games and game technologies.&amp;quot;&lt;/p&gt;
&lt;p&gt;A total of 112 research proposals were submitted by universities, medical centers and game industry organizations across the country. In January 2009, Health Games Research will issue its next call for proposals, awarding up to an additional $2 million in grants in its second round of funding.&lt;/p&gt;
&lt;p&gt;&amp;quot;Games and game technologies offer unique solutions to a wide variety of health and health care challenges,&amp;quot; said Chinwe Onyekere, M.P.H., RWJF program officer. &amp;quot;Health Games Research and this impressive set of grantees will help build the strongest possible evidence to support the growing field of games and health, and maximize its potential to improve the health and health care of all Americans.&amp;quot;&lt;/p&gt;
&lt;p&gt;The 12 grant recipients are:&lt;/p&gt;
&lt;p&gt;Cornell University, Department of Communication (Ithaca, NY) - Mindless Eating Challenge is a mobile phone game for younger adolescents that rewards their good health habits and food choices. The study will investigate how strategies of persuasion in a game can promote healthy behaviors in daily life. The game uses eating tips, mobile phone snapshots of food that players plan to eat, nurturing of virtual characters and feedback from the system and from peers to promote good nutrition and healthy lifestyles.&lt;/p&gt;
&lt;p&gt;Indiana University, School of Health, Physical Education and Recreation (Bloomington, IN) - BloomingLife: The Skeleton Chase is an alternative reality game designed to promote physical activity and healthy lifestyles among college freshmen. It involves an interactive fictional story (a mystery that takes eight weeks to solve) unfolding across a variety of media (e-mail, Web sites, phone calls from fictional characters, physiological monitoring) and real-world physical and mental challenges that players must surmount to gather clues. The study will compare the impacts of competitive versus collaborative game versions.&lt;/p&gt;
&lt;p&gt;Maine Medical Center (Portland, ME) - Family-Based Exergaming with Dance Dance Revolution (DDR) will identify impacts of the popular dance pad game on families with at least one overweight child, aged 9 to 17. Participating families will be randomly assigned to receive the DDR game or a pedometer. The study will assess, over time, players&#039; amount, type and enjoyment of physical activity, quality of life, body mass index and body composition. It also will examine family dynamics in the activities they do together and factors that influence their motivation to be physically active.&lt;/p&gt;
&lt;p&gt;Union College, Department of Psychology (Schenectady, NY) - Seniors Cyber-Cycling with a Virtual Team: Effects on Exercise Behavior, Neuropsychological Function and Physiological Outcomes is a randomized, clinical trial designed to identify individual and situational factors that influence exercise behaviors and health outcomes in community-dwelling older adults, aged 50+. The system combines a stationery bicycle with FitClub cardiovascular exergame software, which uses a touch screen to provide individualized feedback to the player and a three-dimensional virtual environment for exercise that can be shared with other players competitively or collaboratively.&lt;/p&gt;
&lt;p&gt;University of California, San Diego, School of Medicine (La Jolla, CA) - Behavioral Choice Theory Approach to Testing Exertainment for Adolescent Physical Activity will identify health behavior change principles used in a variety of commercially available exergames and their impact on players&#039; physical activity levels. The study will use the Xavix system (exergames with sport equipment controllers for tennis, boxing, bowling, cardio-fitness and other sports) to assess the frequency, intensity and duration of physical activity in people aged 11 to 15 that are given a Xavix to use at home for several months. The researchers also will investigate how the social interactions that take place during game play may influence health behavior change.&lt;/p&gt;
&lt;p&gt;University of Central Florida, College of Medicine (Orlando, FL) - Practicing Relapse Prevention in Artificial-Reality Environments: [PREPARE]: A Game-Based Therapy Maintenance Tool will investigate role-playing games designed to enable people aged 18 to 65 that are diagnosed with alcohol abuse or dependence to practice skills that can help them prevent real-world relapses. The relapse prevention games are embedded as mini-games within an extensive multiplayer online game. The study will compare behavioral and health impacts of treatment plus access to the game versus treatment without access to the game.&lt;/p&gt;
&lt;p&gt;University of Florida, College of Public Health and Health Professions (Gainesville, FL) - Action Video Games to Improve Everyday Cognitive Function in Older Adults will explore the effects of an action-adventure driving video game (Playstation 2&#039;s &amp;quot;Crazy Taxi&amp;quot;) on the visual attention skills of a group of community-dwelling adults, aged 65 and older. The study will compare participants who play &amp;quot;Crazy Taxi,&amp;quot; those who receive a traditional visual attention training program and those who are given no training at all. It will evaluate visual attention performance and cognitive speed and skills, as well as investigate how players&#039; levels of engagement in the game may influence their motivation to carry out the visual attention training program.&lt;/p&gt;
&lt;p&gt;University of North Carolina at Chapel Hill, School of Public Health (Chapel Hill, NC) - Presence: Predicting Sensory and Control Effects of Console Video Games in Young Adults will investigate motivations to expend energy during video game play for people aged 18 to 35. The study will compare physiological measures of energy expenditure while people play traditional video games (those that involve pushing buttons on a standard game controller or on a Wii motion-sensing controller) versus active video games (those that require physical movement, using inputs such as a dance pad, balance board or guitar). It also will explore players&#039; sense of being present in the game and their intrinsic motivation to play, two factors that are known to increase the amount of time people will spend playing a game. This is the first time that research will identify impacts of these factors on players&#039; energy expenditure; study results may lead to recommendations for making traditional games more active and active games more compelling.&lt;/p&gt;
&lt;p&gt;University of South Carolina Research Foundation (Columbia, SC) - Commercially Available Interactive Video Games for Individuals with Chronic Mobility and Balance Deficits Post-Stroke will investigate the potential of physical activity video games to serve as innovative, cost-effective ways to help people recover motor skills after experiencing a stroke. The study will compare the effects of two video game systems (Wii and EyeToy) on players&#039; mobility, balance and fear of falling.&lt;/p&gt;
&lt;p&gt;University of Southern California, School of Cinematic Arts (Los Angeles, CA) - Effectiveness of Social Mobile Networked Games in Promoting Active Lifestyles for Wellness will use cell phones and the Web to deliver &amp;quot;Wellness Partners,&amp;quot; a character-driven social mobile networked game, to children and adults aged 12 to 44. The game is designed to motivate real-world wellness through a player support system that involves family members and friends, and by incorporating elements from virtual pets, role-playing games and online social networking. A single-player version provides a fictional game character that offers encouragement, reminders, progress checking and communication with others. The multi-player version allows players to enlist members of their social network to be partners or helpers. The study will examine how various components of the game may motivate healthy behaviors.&lt;/p&gt;
&lt;p&gt;University of Vermont, School of Medicine (Burlington, VT) - Breath Biofeedback Video Game for Children with Cystic Fibrosis will explore whether a breath biofeedback video game can improve cystic fibrosis patients&#039; self-administration of inhaled medicines, engagement in respiratory exercises and awareness of their respiratory status. The game uses a breath controller and game software developed by the research team in collaboration with patients in the target user group. In addition to potentially helping cystic fibrosis patients self-manage their condition and maintain better health, the game may also be useful for children and adults with asthma and other forms of chronic obstructive pulmonary disease.&lt;/p&gt;
&lt;p&gt;University of Washington, School of Medicine (Seattle, WA) - Video Games for Dietary Behavior Change and Improved Glycemic Control in Diabetes will investigate health impacts of online mobile mini-games for people with type 2 diabetes, aged 18 and older. The games are designed to help players attain better blood sugar control by improving their ability to estimate carbohydrates and calories in food portions and by improving their eating habits. In addition to assessing the impact of the games on dietary knowledge and food choices, the study will explore effects of two game design strategies: tailoring and tethering. Tailoring involves customizing a game to meet an individual player&#039;s preferences and goals. Tethering involves embedding a learning task within the strategies that players must use to win a game.&lt;/p&gt;
&lt;p&gt;&amp;#160;&lt;/p&gt;
</description>
 <comments>http://www.techtalkforfamilies.com/video_games_and_software/video_games_promote_healthy_behavior#comments</comments>
 <wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.techtalkforfamilies.com/crss/node/713</wfw:commentRss>
 <category domain="http://www.techtalkforfamilies.com/general_topics/video_games_and_software">Video Games and Software</category>
 <pubDate>Thu, 29 May 2008 20:32:09 -0400</pubDate>
 <dc:creator>Dale</dc:creator>
 <guid isPermaLink="false">713 at http://www.techtalkforfamilies.com</guid>
</item>
<item>
 <title>Surfing and casual games at work increase productivity and company sales?</title>
 <link>http://www.techtalkforfamilies.com/video_games_and_software/surfing_and_casual_games_at_work_increase_productivity_and_company_sales</link>
 <description>&lt;p&gt;OK, note that this study was commissioned by PopCap, a major casual games company, who stands to benefit from this big time, but it&#039;s an interesting and not surprising study nonetheless:&lt;/p&gt;
&lt;p align=&quot;left&quot;&gt;&lt;strong&gt;UK Businesses Lose GBP4 Billion a Year due to Office &#039;e-break&#039; Ban&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;DUBLIN, May 28/PRNewswire/ -- Banning personal internet use in the workplace could cost British businesses up to GBP4 billion every year* due to a resulting decline in staff productivity. That&#039;s according to a report, published today by PopCap.com that unveils research that indicates taking a 10-minute online break during the course of the working day serves to reduce stress while sharpening and refocusing the mind. &lt;/p&gt;
&lt;p&gt;With seven out of ten companies - including Credit Suisse and British Gas - banning access to social networking sites**, and many considering banning personal internet access altogether, The PopCap Break Report 2008 highlights the negative impact this could have on the UK economy. The research shows that far from distracting employees from their work, e-breaks actually serve to increase staff efficiency and morale, benefitting UK businesses. &lt;/p&gt;
&lt;p&gt;The findings are based on psychometric trials carried out on a cross section of UK businesses under the supervision of Goldsmiths University psychologist, Dr Chamorro-Premuzic. The comparative effect of different types of online breaks on employees&#039; performances*** were tested and the results revealed that if bosses actively encouraged employees to take one ten minute e-break in the working day their overall productivity levels would increase. &lt;/p&gt;
&lt;p&gt;The report ranks different types of office e-breaks according to their positive impact on productivity levels. Dr Chamorro-Premuzic rated the top five types of e-breaks according to their benefits: &lt;/p&gt;
&lt;p&gt;1) Puzzle and &#039;casual&#039; computer games &lt;/p&gt;
&lt;p&gt;The report reveals that ten minutes playing online games had the most positive benefits for employees (and therefore, employers!) They were particularly beneficial for stressed out, nervous and anxious workers. This finding supports recent research which shows that &#039;casual&#039; videogames and online puzzles like the ones found on PopCap.com, can have calming effects on individuals. These type of games help to improve mental agility and boost confidence - creating a calmer, happier workforce. &lt;/p&gt;
&lt;p&gt;2) Social Networking &amp;amp; personal emails &lt;/p&gt;
&lt;p&gt;Research suggests that &#039;interpersonal e-breaks&#039; have the most positive impact on workers who are self-assured and content in their role. &lt;/p&gt;
&lt;p&gt;3) Online shopping &lt;/p&gt;
&lt;p&gt;Online retail therapy is an effective &#039;quick fix&#039; strategy to boost happiness levels in the workplace. &lt;/p&gt;
&lt;p&gt;4) General browsing &lt;/p&gt;
&lt;p&gt;Although this form of relaxed internet surfing may appear to have no specific goals, the research shows that it fulfils individuals need for cognition, caters to their intellectual curiosity and stimulates their thirst for knowledge - ultimately bolstering general knowledge acquisition - of benefit to bosses. &lt;/p&gt;
&lt;p&gt;5) Life Admin (e.g. online banking, booking doctor&#039;s appointments etc) &lt;/p&gt;
&lt;p&gt;This break is best suited to female employees, with the research tracking a greater improvement in their productivity levels than their male counterparts. Life admin is extrinsically linked to work performance in that it frees up the mind from administrative concerns as well as freeing up time after work. &lt;/p&gt;
&lt;p&gt;Dr Chamorro-Premuzic commented: &amp;quot;With work days becoming increasingly longer and workloads more demanding, UK bosses are introducing internet bans to help combat alleged productivity loss and inappropriate use of workplace resources. Yet bosses are missing a trick by introducing e-bans. The PopCap Break Report has revealed that allowing workers more freedom at the PC, can benefit the worker&#039;s morale levels, effectively boosting companies&#039; profits.&amp;quot; &lt;/p&gt;
&lt;p&gt;In light of today&#039;s report, PopCap invites employees to anonymously lobby their employer at &lt;a href=&quot;http://www.popcapbreak.com/&quot; rel=&quot;nofollow&quot;&gt;http://www.popcapbreak.com&lt;/a&gt; to introduce a ten minute e-break in their office. &lt;/p&gt;
&lt;p&gt;Notes to Editors &lt;/p&gt;
&lt;p&gt;*Based on findings of trials carried out on a cross section of UK businesses- Dr Chamorro- Premuzic, Goldsmiths University 2008 (See notes to editor) &lt;/p&gt;
&lt;p&gt;**Based upon research conducted by employment law firm, Peninsula (April 2008) &lt;/p&gt;
&lt;p&gt;***The PopCap Break Report measured the impact on productivity of a variety of e-breaks including; life admin, casual gaming and social networking &lt;/p&gt;
&lt;p&gt;Calculation of the GBP4 billion figure &lt;/p&gt;
&lt;p&gt;Calculated using the 2008 UK turnover figures for services &amp;amp; highly skilled jobs and the recorded productivity increase identified in the experimental research for the PopCap Break Report.  &lt;/p&gt;
</description>
 <comments>http://www.techtalkforfamilies.com/video_games_and_software/surfing_and_casual_games_at_work_increase_productivity_and_company_sales#comments</comments>
 <wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.techtalkforfamilies.com/crss/node/697</wfw:commentRss>
 <category domain="http://www.techtalkforfamilies.com/general_topics/video_games_and_software">Video Games and Software</category>
 <pubDate>Wed, 28 May 2008 22:05:28 -0400</pubDate>
 <dc:creator>Dale</dc:creator>
 <guid isPermaLink="false">697 at http://www.techtalkforfamilies.com</guid>
</item>
<item>
 <title>Pac-Man, the Movie?!</title>
 <link>http://www.techtalkforfamilies.com/blog/dale/pac_man_the_movie</link>
 <description>&lt;p&gt;Ars Technica has reported that a &lt;a href=&quot;http://arstechnica.com/journals/thumbs.ars/2008/05/22/pac-man-movie-in-development-really&quot; target=&quot;_blank&quot; rel=&quot;nofollow&quot;&gt;Pac-Man movie&lt;/a&gt; is now in the works. The plot they give is bogus (and warning: some of the comments are not kid-friendly), and I&#039;m not too optimistic about the subject being good movie material (still having nightmares from Super Mario Bros). So here&#039;s my question: what video game would make a good movie? Post your ideas below.&lt;/p&gt;
</description>
 <comments>http://www.techtalkforfamilies.com/blog/dale/pac_man_the_movie#comments</comments>
 <wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.techtalkforfamilies.com/crss/node/681</wfw:commentRss>
 <category domain="http://www.techtalkforfamilies.com/general_topics/video_games_and_software">Video Games and Software</category>
 <pubDate>Thu, 22 May 2008 16:44:48 -0400</pubDate>
 <dc:creator>Dale</dc:creator>
 <guid isPermaLink="false">681 at http://www.techtalkforfamilies.com</guid>
</item>
<item>
 <title>Earthworm Jim Lives! Interplay Inks Deal With Creator to Relaunch the Legend</title>
 <link>http://www.techtalkforfamilies.com/video_games_and_software/earthworm_jim_lives_interplay_inks_deal_with_creator_to_relaunch_the_legend</link>
 <description>&lt;p&gt;BEVERLY HILLS, Calif., April 22 /PRNewswire-FirstCall/ -- Interplay Entertainment Corp.  (BULLETIN BOARD: IPLY)  announced today that the company signed a partnership arrangement with Earthworm Jim creator Douglas TenNapel to relaunch the videogame icon.&lt;/p&gt;
&lt;p&gt;TenNapel will serve as a creative consultant on Earthworm Jim 4, and will simultaneously develop an animated series and feature film to expand the well known brand.&lt;/p&gt;
&lt;p&gt;TenNapel created the original Earthworm Jim character, which Interplay developed into a video game with Shiny Studios for the Sega Genesis console in 1994. The game became an immediate hit, and later spawned sequels on various computer and video game platforms, including Earthworm Jim 2, Earthworm Jim 3D, and Earthworm Jim: Menace 2 the Galaxy.&lt;/p&gt;
&lt;p&gt;The iconic character became a virtual hero whose popularity took him far beyond video games into TV and toys. An animated Earthworm Jim television series, produced by TenNapel, aired for two seasons from 1995 to 1996, on The Kids WB! with Dan Castellaneta of &amp;quot;The Simpsons&amp;quot; providing the voice for the title character.&lt;/p&gt;
</description>
 <comments>http://www.techtalkforfamilies.com/video_games_and_software/earthworm_jim_lives_interplay_inks_deal_with_creator_to_relaunch_the_legend#comments</comments>
 <wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.techtalkforfamilies.com/crss/node/618</wfw:commentRss>
 <category domain="http://www.techtalkforfamilies.com/general_topics/video_games_and_software">Video Games and Software</category>
 <pubDate>Tue, 22 Apr 2008 17:39:11 -0400</pubDate>
 <dc:creator>Dale</dc:creator>
 <guid isPermaLink="false">618 at http://www.techtalkforfamilies.com</guid>
</item>
<item>
 <title>Mad Catz to Produce Arsenal Football Club Branded Videogame Controllers and Accessories</title>
 <link>http://www.techtalkforfamilies.com/microsoft_xbox_360/mad_catz_to_produce_arsenal_football_club_branded_videogame_controllers_and_accessories</link>
 <description>&lt;p&gt;SAN DIEGO --(Business Wire)-- Apr. 9, 2008 Mad Catz Interactive, Inc. (AMEX/TSX: MCZ), a leading third-party interactive entertainment accessory provider, announced today that its Mad Catz Europe Limited subsidiary has entered into a license agreement with The Arsenal Football Club plc to produce customized videogame controllers and other videogame accessories utilizing the brand of the Arsenal Football Club of the English Premier League. The multi-year agreement provides Mad Catz with rights to distribute licensed accessory products throughout Europe.
&lt;p&gt;Mad Catz plans to develop new, Arsenal-branded video game controllers, faceplates, Console Skinz(TM) and carrying cases for the PlayStation(R)2, PlayStation(R)3, Xbox 360(TM), PSP, Nintendo(TM) DS Lite, and Nintendo(TM) Wii gaming consoles.&lt;/p&gt;
&lt;p&gt;&amp;quot;Arsenal is one of the world&#039;s premier sporting franchises with a global fan base and the addition of this brand to our robust license portfolio should help strengthen the penetration of Mad Catz&#039; products in key European markets,&amp;quot; said Darren Richardson, President and Chief Executive Officer of Mad Catz. &amp;quot;We look forward to providing European retailers and customers with a range of Arsenal-branded videogame accessories.&amp;quot;&lt;/p&gt;
&lt;p&gt;For more information or for high definition photos of the products, please visit &lt;a href=&quot;http://www.madcatz.com/&quot; rel=&quot;nofollow&quot;&gt;http://www.madcatz.com&lt;/a&gt;.&lt;/p&gt;
</description>
 <comments>http://www.techtalkforfamilies.com/microsoft_xbox_360/mad_catz_to_produce_arsenal_football_club_branded_videogame_controllers_and_accessories#comments</comments>
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 <category domain="http://www.techtalkforfamilies.com/general_topics/video_games_and_software">Video Games and Software</category>
 <pubDate>Wed, 09 Apr 2008 22:29:34 -0400</pubDate>
 <dc:creator>Dale</dc:creator>
 <guid isPermaLink="false">588 at http://www.techtalkforfamilies.com</guid>
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