Pokémon Go has been capturing headlines across the globe. The smartphone game requires people to explore their local areas, searching for Pokémon via augmented reality (where the creatures are super-imposed onto the real world).
It started quite slow, I mean I only got 100 subscribers in my first year, but then suddenly more and more people started watching the videos and making requests. I started using my mobile and doing little bits beforehand, where I'd talk into the camera, and started posting more regular 'Let's Play' videos and the next year was on about 1,000 subscribers, but then it started going mad... In 2011 I was already on 100,000 subscribers. That's when I realised it could be a fulltime job.
Everyone is suddenly crazy for Pokémon Go. Nintendo has set the world alight with their Augmented Reality (AR) game and watched their share price soa...
I don't care if it's cluttering up Twitter, I don't care if you're getting sick of hearing about your friend's latest catch. Just be glad that every time you see one of those Tweets, or hear one of those brags it means someone has got up from their chair, and gone for a walk.
Augmented reality is here, and is already having a strong impact on everyone's lives, including those who never played a video game in their lives and never heard about augmented reality...
Data leaks, trolling, cyber bullying, dark webs and hacking scandals have been just a few of the big stories to hit the press over the past decade, but there is also an equally worrying issue affecting an increasingly number of internet users, particularly in the younger generations; addiction. And it comes in many different forms
I've been working in the field of accessibility for disabled gamers for a while, and even now in the wider accessibility community you still from time to time hear the question "why accessibility in gaming? Why expend effort on that when there are so many other pressing issues facing people with disabilities?"
Every year, the iPhone is upgraded and replaced, and suddenly your new phone doesn't seem so new anymore. As a selling model this obviously works quite wells, as Apple currently sit at the top of the tech industry money pile. But can the same model work for videogames?
It's an argument that arises every time a new game is shown, and with it being E3 week, it's an argument we're seeing a lot. "Graphics aren't what's important," people will say, pointing to games of yesteryear. "Gameplay is the only thing that matters in games."
Running can be hugely rewarding both mentally and physically, but getting started and sticking with it is hard. We were always coming at the project as reluctant runners, who hadn't yet found the compelling reason to hit the streets.
Our inspiration for making these games is of course our brother Tommy. He was always a pretty good learner, with a fantastic mind for curious facts and ludicrous jokes, but maths was one of the last things to click and we noticed how this impacted on his independence right up to his late twenties.
Everything we do at the charity - whether that's our innovative research programmes, or our campaign work - considers how we can do things differently to reach our ambitions and create change more quickly. If there's one health issue that demands some different thinking from all of us, it's dementia.
Gaming has always been popular, but this has increased exponentially over the last few years. Whereas gaming was once seen as 'geeky' and 'uncool,' nowadays, geeky IS cool. You can blame the huge rise of comics and 'cosplay' conventions such as Comic Con for contributing to this massive change in perception.
Teaching through games as a supplement to traditional methods, can help engage your less-engaged pupils. What shows Newton's First Law of Motion better than an angry bird in a sling shot?
Online streaming has certainly grown significantly over the past 5 to 6 years. Twitch.TV, and a few others, have not only helped games reach bigger audiences, but also helped the casual and the pro-gamers earn a living. Through subscriptions, donations and just general advertising, playing video games for a living becomes very much a reality for the fortunate few.
It would be naive to think that, with the global phenomenon that is the gaming industry, that a competitive scene would not too rise from its flames. While the professional gaming industry has spent the past ten years equipped with the social stigma of sweaty teenagers, it appears, finally, to be taking a modern, new glossy tone.