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December 11, 2011 | By Matt Stevens, Los Angeles Times
Erin Reynolds is a graduate student, so she knows at least one thing for certain. "Everyone feels stress," she said. That's part of the reason Reynolds and 12 others on her team created a video game that uses heart-rate sensors to help players learn to stay calm as they wind their way through a decrepit house filled with their characters' horrific memories. The 28-year-old USC cinematic arts student said she believes her psychological thriller game, Nevermind, can help people develop ways to cope with stress.
November 16, 2010 | By Mary Forgione, Los Angeles Times
Parents may not like how much their teens play video or computer games, but gaming appears to be harmless for most kids, a new Yale University study suggests. The survey of 4,028 teens found that playing video games didn't lead to unhealthy behaviors in boys, who accounted for the majority of gamers in the study. But 5% who reported "problematic" or addictive gaming habits were more likely to smoke cigarettes, use drugs and get into serious fights. Check out the full study, published Tuesday in the journal Pediatrics . This likely won’t be the last word on the effects of gaming on kids.
March 1, 2013 | By Joseph Serna
Playing action video games could help dyslexic children read faster, a new study suggests. Neuroscientists from the University of Padua in Italy tested the reading ability of two groups of 10-year-olds after one group had played action video games and the other played non-action video games. According to the study , published Thursday in Current Biology, playing fast-paced video games helped improve dyslexic children's reading speed more than a year of intense, traditional therapies could.
March 12, 2010 | By Alex Pham
Video game sales in the U.S. plunged 15% in February as skittish consumers continued to ratchet back their spending. The bleak sales report from the NPD Group marks the 10th monthly decline in the last 12 months. Game sales fell to $624 million. Console sales dropped 20% to $426 million, while sales of peripherals such as game controllers slipped 1% to $204 million. The drop occurred despite three major titles released last month: BioShock 2 from Take-Two Interactive Software Inc., Dante's Inferno from Electronic Arts Inc., and Heavy Rain from Sony Corp.
November 3, 2012 | By Steven Zeitchik
Among the pleasures of  "Wreck-it- Ralph," the Disney animated movie that has opened to strong reviews  this weekend, is watching a history of video games flash before you (and, perhaps, your own history along with it). There are prominent references to contemporary first-person shooters like "Call of Duty" (here called "Hero's Duty"). But most of the fun comes with nods to titles from video games' early days. The most obvious of them involves the title character, who is situated in "Fix-it Felix," a game clearly inspired by "Donkey Kong.
March 22, 2013 | By Chris O'Brien
The cast and creators of HBO's "Game of Thrones" were in San Francisco this week for the Season 3 premiere, which airs Sunday. But along with the return of the show, fans have also been handed a new GOT video game on Facebook called "Ascent" which is officially in "open beta. " The game had 100,000 people signed up waiting for it to finally launch in late February. And when it finally did, the stampede of users downloading it crashed the servers of the company that made it,   Boston-based Disruptor Beam.
November 30, 2009 | By Tony Barboza
UC Irvine has long sought to be known for preeminence in fields such as engineering, medicine and business. But now the university is embracing a new discipline: video games. Once ridiculed within university halls as merely a nerdy pastime, computer games are being promoted to a full-fledged academic program at the Irvine campus, a medium as ripe for study as the formats before it: film, radio and television. This fall UC Irvine established the Center for Computer Games & Virtual Worlds, and construction is underway on a 4,000-square-foot, 20-room "Cyber-Interaction Observatory" for faculty research.
May 10, 2013 | By Chris O'Brien, Los Angeles Times
Fly toy helicopters with your mind. Be a DJ and shift musical tracks based on how you feel. Wiggle robotic cat ears by increasing your state of calm. Astonishing advances in the ability to harness brain waves have made the fantastic notion of moving and controlling objects with the mind possible. Now neuroscientists are grappling with another challenge: Find a "killer app" that will demonstrate the true potential of tapping into brain waves and ignite the neurotechnology revolution.
August 29, 2003 | Elaine Dutka
Challenging the stereotype that video games are the domain of teenage boys, an industry group reported that 26% of game players are women 18 or older, while 21% are boys 6 to 17. According to Wired News, the industry has worked to publish games catering to women and older players, in addition to young people. The average age of players has risen to 29, according to the study, released by the Entertainment Software Assn. and conducted by Peter D. Hart Research Associates.
February 27, 2014 | Nathan Fenno
Electronic Arts Sports and the Collegiate Licensing Co. wanted to use the names and likenesses of college athletes in video games, according to an NCAA document unsealed in federal court Wednesday. The report was among hundreds of pages of documents that U.S. District Judge Claudia Wilken ordered to be made fully or partially public in the long-running antitrust lawsuit against the NCAA fronted by former UCLA basketball player Ed O'Bannon. The case is scheduled for trial in June and, in the interim, the document dump provides another window into the often contentious issues of amateurism and compensation raised by the case.
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