
Hosted by Jeff Barry · EN

Jack Callan and Henry Singleton take a thoughtful look at the environmental impact of the video game industry.

Truman Chancy and Diego Saavedra explore the sounds and music of video games. They take a close examination of human-composed music in contrast to AI generated music.

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Esports: How they are run, what attracts viewers, raise in popularity, and covid’s effects on Esports

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The Connection between Gambling Addiction and Video Games

Allie describes her episode:For my individual podcast, I plan on exploring both the positive and the negative cognitive effects that video games have on our mental health. I will be focusing on research studying the negative effects of video games on emotions, self-esteem, academic and social performance while also focusing on the positive effects such as improved reaction time, spatial memory, and attentional capacity. Most research focuses on adolescents and how video games affect their growth, emotional growth, and behavior, but I will also try to find longer-term effects studied from adolescents into adulthood to see if these positive or negative effects are long-lasting.

Bonner describes her episode:For my individual podcast, I’m going to be discussing the role of video games within the fitness and health industry. I am not a big gamer--largely because I have always associated video games with being sedentary and physically inactive. So, in order to debunk this broad assumption I have always had about the gaming industry, I wanted to research how video games and the technology used in popular games can be used to promote health and fitness. I plan on discussing games and technological innovations such as the Peloton bikes, Wii Fit, Just Dance and Pokemon Go and interviewing people who use these games to stay active.

Jack describes his episode:For my individual topic I want to do an examination of virtual and augmented reality gaming. I was thinking about structuring it into three sections, the first being a little overview of VR and AR along with how the technology has progressed since its first use in gaming in the early 1990s. Then for the second section I’ll examine the current state of VR gaming and technology and its hardware/software limitations. In this I’ll talk about the features and differences between the leaders of modern VR gaming, such as the Oculus rift, sony's playstation vr or HTC’s vive. Lastly, for the third section I’ll talk about the potential direction and applications VR gaming could have in the future and some potential technological advances that could increase VR’s popularity such as an affordable haptic bodysuit. Topic: Virtual reality and Augmented reality gaming and where it can go in the futureSection 1VR/AR overviewApplicationsGlobal useComparisonHistory of VR starting in early 1990sFirst use in gaming around this timeBecomes more mainstream in mid 2010sRoadblocks during this timeWhat made it successfulHistory of AR?Section 2Current state of Virtual and augmented realityPopular deviceshttps://www.cnet.com/news/best-vr-headsets-for-2021/ (Links to an external site.)Features and comparisonPopular gamesCurrent software/hardware limitationsWLU VR gamesuperhotSection 3Where will vr go in the futureReady player one referenceNew features or applications coming in the futureSpecific technology advancementsHaptic bodysuitReady player one referenceWhat will make vr/ar become the main form of gamingPaint a picture of the future to close?

In this episode, Connor Verrett looks at the role of crypto and blockchain on video games.