The last time I was exposed to videogames I was 14 and my brother had a NES, and basically never let me play, and I sucked at it anyway. In Feb. 2011 I got a Kinect. This is the story of my journey, and what I was thinking.
Monday, October 10, 2011
Just Dance 3 Review
Tuesday, October 4, 2011
Should exist
Sunday, October 2, 2011
Your emotions, kinected
There's an old article on Gizmodo on how making certain physical motions can drive your emotions, and how the Kinect and Wii can "hack" that effect.
Numerous studies have shown that movements or postures generate cues the mind can use to figure out how it feels, a phenomenon dubbed the physical-feedback effect. Wii games might also create emotions between people through "emotional contagion," where the brain can make us feel what we see, hear, read or think others experience.
I think this goes without saying -- haven't these people ever danced before? Climbed a tree? Been on a swing? Done a really great exercise class at the Y? And I'm not even talking runner's-high endorphins, I'm just thinking about that moment when you let something loose and boom, you feel fine about everything.
It's like that funny trick with Yoga -- you connect the name of the pose with the action you're doing (get into being a snake while doing Cobra, really push down like a petulant child in Child's Pose, make like a Warrior, etc.), you definitely get that mind-body connection.
However, I think one thing that the Kinect brings to the sheer joy of moving, something that hasn't been explored, is how pairing the Skinner box-like rewards systems of flashy lights and "gamer point" rewards with the fact that moving is fun.
Below are Wii players rating their emotions as they are having them. Maybe we should be doing this during daily activities -- and novel, exercise-based ones, as well?
Thursday, September 22, 2011
Review: "Your Shape: Fitness Evolved"

Wednesday, September 21, 2011
New titles expanding on Kinect's abilities
When Microsoft launched Kinect last year, the accompanying software lineup included plenty of dance games, exercise games and other titles aimed squarely at attracting the casual crowd. Yet while many of those first-generation games were fun, they did little to sell Kinect to Microsoft's core gaming audience.
That fact hasn't been lost on Microsoft, which used its E3 press briefing earlier this year to spotlight Kinect and showcase its potential to the hardcore crowd. The first wave of those titles geared toward core gamers has finally arrived. And while the overall results are mixed, the unique ways in which they utilize Kinect's motion-tracking capabilities reveal just how much potential the system truly has.
Boom Boom Dance will not ask players to mirror complicated dance routines performed by pre-animated on-screen dancers.
Instead, as shown in the debut trailer, players will directly control an on-screen avatar, performing freestyle dance moves in an attempt to hit on-screen balls in time with the music.
It looks like a decent way to get a workout, assuming you like the music, though.
Monday, September 19, 2011
Netflix/Qwikster
Ubisoft
Sunday, September 18, 2011
On being "Microsofty"
Why Kinect?
My exercise life was in a bit of a transition at the time. My longtime aerobics instructor had just left the classes I'd depended on for fitness, and my work schedule was making increasing demands on my time. My local Y is overcrowded, and I don't get excited much out of the fitness machines, if I can even get the one I want. The Wii appealed to me, and "Just Dance 2" was precisely the kind of thing I liked to do -- boogie down.
So when I went home, I thought to myself that maybe a Wii was right for me. At the time, the Kinect had just come out, and when I started Googling around, I made these notes:
1) Kinect had no controller except your body. I'm in my 30s and a decade of desk jobs had given me some carpal-tunnelly/repetitive motion-y type stuff in my right wrist. Gripping a Wiimote was not something I wanted to do all day. Also, being in my 30s and basically having never played much in the way of videogames, I was not into the whole controller thing. Too many buttons, too much pressure to make the right combinations, too much Skinner-boxing. I want to use all my muscles, and I don't need anything that keeps me on my butt. (My decision was further confirmed when the new Wii was shown to have an iPad-like controller. Clever, but no thank you, I do not do traditional push-the-button gaming, I am an old lady.)
2) "Just Dance 2" was published by Ubisoft, a company which had just announced its intentions to be the number one third party videogame publisher for Kinect. Since "Just Dance 2" was a huge winner for me, I thought, "Dude, that sounds perfect."
3) The reviews for Kinect were ecstatic. Its sales were already breaking records, and it seemed like a pretty sure bet that developers would fill the gap of its fairly paltry initial game offerings. Plus, what existed at the outset seemed to fill most of my basic needs. It doesn't matter if there aren't a lot of games as long as the few you need are on offer, and as long as better ones come along as time goes on. Right?
A couple of things nagged at me. First, there was the fact that it is a Microsoft system. I'm sorry, but Microsoft has always offered products with counter-intuitive, over-buttoned, over-optioned, not-quite-working-right clutter. Nintendo is sort of the Mac of the videogame world, albeit softer and fuzzier. Playstation is the Unix (in the sense that hardcore gamers, like my brother, use this system). By this equation, I should be a Nintendo person, considering the Playstation Move as my backup. But the Move doesn't seem to generate much enthusiasm at all, and Nintendo is headed in a touchscreen direction.
Second, there was the cost. The Xbox and Kinect are freaking expensive. No getting around that.
There was a lot of dithering room, and I dithered. Enough so that my husband -- who I would have expected to say, "Don't do this, do you really need more time in front of a screen?" -- said if I thought I'd really enjoy it, I should go get it. Nuff said.
So, months later, here I am, Kinecting and liking it. Hope I can help all you other grown-up ladies and gentlemen out there who are considering expanding your videogaming from Farmville and Bejeweled to something more physical.
"It's for my nephew," the origin story
They are not made for chicks like me. Chicks who are on the "hen" side of the word chick, that is.
My kind of store has well-lit aisles, products arranged in groups that make sense, and possibly a faint pumped-in scent of lavender or apple pie, whatever research has shown makes chicky-hens want to buy. A lot of thought has gone into merchandising, and I'm not just being sold a throw pillow, I'm being sold a dream of a fully-coordinated living room.
(So much order! No piles of unread New Yorkers all over!)
Video game stores are not designed this way. Especially the ones in my town, which are independent and which, due to their being independent and local, do appeal to me in theory.
In reality, we are talking an instant assault on the nose. Video game stores smell like puberty, Funyun sweat and a soupcon of Mountain Dew burps. No Axe undertones -- these guys don't care enough about what girls think to try that hard, and I'm not sure whether to be grateful for that or not. We are talking lots of merch under glass and behind the counter (my town is small and has its share of tweakers). We are also talking underlit and full of young guys. If they're accompanied by adults, it is by their dads.
We are talking about an environment that is meant for those with Y chromosomes under 30, and which has an atmosphere that attracts enough tweakers to make it necessary to have some overly-obvious security. I didn't really realize this the first time I went in, in my work clothes and heels, to check out what it would be like to buy a game there.
Although the deals were red hot on games, the atmosphere was not for me. I bought "Guitar Hero: World Tour" for seven bucks (!!) and told the clerk it was for "my nephew" before checking out. Yes, I lied. I went to the other game store to see if it was any different (aka better), but it was basically exactly the same thing. To boot, both stores had a paucity of Kinect titles.
I realized that although women my age are basically a core gaming market, we are not its target, and we probably won't be getting clean, light and attractive stores anytime soon, especially since we're already buying. Teen boys are the ones who need to be hooked at this point, whether to a system or the style of sitting down with a controller in front of a TV instead of through the internet or however they're playing.
I get the feeling this is the kind of woman gamer considered acceptable in the game store environment.
My personal and professional ethos is to shop local, but on video games I'm taking a pass, considering the attempts I've made as my good faith effort. Some stuff you just have to have a certain amount of either rapport with the shopkeepers and their customers or, barring that, privacy to buy. I will let these particular fiefdoms have it their way.
I can't help thinking that eventually someone will see that there is money to be made in creating a game store for people that replicates a Target-like environment, or even something more boutique. I'd also be interested to know of other women's experiences going to game stores.