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Kurtis Melby used to spend hours playing video games by himself in the basement of his home in Minneapolis, Minnesota. But competing against a computer holds only so much excitement, he says. Now Melby, 14, plays against hundreds of other people, via a dial-up Internet connection. "Online is always fun, because you're playing against humans," he says.


Melby is one of at least 42 million Americans who play video games online. It's a demographic that is larger and more diverse than casual observers may realize. And it may be only the beginning, as game purveyors try to convince consumers to stop thinking of video games as a solitary pursuit, and start thinking of them as something to be shared with people across town or across the world.

"Online gaming has been in the infancy stage for a while," says Richard Ow, who covers the industry for NPD Funworld Video Games. "Now it's becoming a toddler."

The rationale for the predicted growth spurt comes from two sources. The first is the launch of high-profile online computer games like The Sims Online, which allows players to interact with each other in a series of startlingly complex virtual neighborhoods. The second is a well-financed push by "console" game manufacturers Sony and Microsoft to promote the new online capabilities for PlayStation 2 and Xbox products, respectively.

Both Microsoft and Sony made a point of targeting the most rabid video game fans initially. Not surprisingly, the most popular console games with online capabilities feature sports or action: From August to December of last year, game maker Electronic Arts sold an estimated 2.4 million copies of its Madden NFL 2003, which lets players match football smarts with opponents around the country but can also be played offline. The next best-selling online-enabled games are Tony Hawk's Pro Skater 4, in which skateboarders try tricks and talk smack with remote players; and SOCOM: US Navy Seals, a miliary action game in which players assume the roles of the Navy's elite special-operations teams.


But thrill seekers and sports nuts are hardly the only ones getting their gaming kicks online. Check the monitors in an average office during lunch (and maybe even during working hours), and you're likely to find someone logged on to a virtual game of spades or checkers, playing against an opponent several states away. At Microsoft's Zone.com game Web site, usage starts to go up during the middle of the workday on the East Coast. Last November, people spent more time logged on to Electronic Arts' EA.com site than they did on auction site eBay, according to one analysis.

And while video games are usually considered the domain of young men wielding virtual swords, at least half of Zone.com's users are women. "I've met moms who play card games for three hours a night," says Don Ryan, who runs the service. "This was the sort of behavior we expected from people who spend their time running around the dungeons, not playing hearts."

The popularity of services like Zone.com parallels Americans' increasing acceptance of the Internet, and features like e-mail, chat rooms, and instant messaging. Computer users comfortable zipping messages across cyberspace are more likely to spend time playing Scrabble with someone in a different time zone, Ryan says.

Sims designer Will Wright says that the word "game" becomes less appropriate for people playing Sims, where players can compete with each other but often spend more time shooting the breeze at online cookouts or pool parties. "A lot of people are treating it more like a social community rather than a game," he says.

The anonymous, uninhibited online environment, though, does pose a potential problem: How do you exploit the advantages of that arena while assuring parents that their kids are safe mingling with other online gamers? Electronic Arts reported, for instance, that on New Year's Eve, 500,000 role-players exchanged online smooches on Sims. "It's definitely a concern that manufacturers are taking seriously," says Jay Horwitz, who follows online gaming for Jupiter research.


Microsoft, for one, uses monitors to help police games, and provides a feature that lets parents lock up online access.

For online games really to become the force that game makers dream of, the U.S. will have to vastly improve its Internet backbone. Broadband Internet access lets players participate in faster, more complicated, and graphics-heavy games. Just 15.7 million U.S. homes now have high-speed access, but that number is expected to double in three years.

Until then, players like Paul Willey are helping drive the genre. Willey, a 39-year-old Army veteran who suffers from multiple sclerosis, plays golf online from his home in Palmyra, Maine, by logging on to Links. Though he often must use a wheelchair, he is a fierce competitor online, having won $154,000 in tournament prizes in recent years. He also has made friends with fellow players as far away as Australia.

Last year, Willey had lunch with an online golfing buddy from California who was on vacation in Maine; Willey had known him only via Internet chats. "No words can describe it," he says. "The worst part was just letting him go."

NEW YORK & SUNNYVALE, Calif.--(BUSINESS WIRE)--Ahead of the inaugural live event, Digital Democracy: The Yahoo News Conference on Technology & Politics, Yahoo! Inc. (YHOO) today released results of a new online survey that shows a clear racial divide over how Americans feel about the effect of the Internet and social media on politics. While voters overwhelmingly feel that social media and the internet spread misinformation (83%), the findings show that minority voters are especially likely to feel technology has made the American political debate more representative.

Yahoo News commissioned the survey, conducted by Harris Poll in September 2015 among 5,188 registered voters, to gain a deeper understanding of their perspectives on the issues surrounding how technology has influenced their ability to communicate with politicians, their perspectives on cybersecurity, privacy, and the infrastructure of technological education in this country.

According to survey highlights:

White Americans are by far the most pessimistic when it comes to the countrys future

71 percent of Caucasians believe the U.S. is going off on the wrong track, compared to 55 percent of Asians, 54 percent of Hispanics, and just 41 percent of African-Americans. The majority of African-Americans (59%) think the U.S. is going in the right direction.

There are differences in how ethnic groups feel about whether technology has empowered new voices in the political debate, with whites being among the most skeptical across all categories

Three out of four African-Americans and Hispanics (74% and 73%) believe that the web and social media have made political discussion more representative of what Americans really think, as compared to two out of three Asians (69%), and just three out of five Caucasians (60%). Fifty-five percent of African-Americans think that the Internet and social media have made minority voters more influential in politics, compared to 51 percent of Hispanics, 45 percent of Caucasians, and just 43 percent of Asians. Seventy-eight percent of Asians feel that tech has made politics more inclusive, as do 77 percent of African-Americans, 72 percent of Hispanics, and 67 percent of Caucasians.

Minority groups are more optimistic than whites about the political uses of tech

At roughly 60 percent, Caucasians fall 10 to 15 points behind African-Americans and Asians, and 3 to 6 points behind Hispanics in their view of whether its easier to find the truth about an issue or candidates because of the internet and social media (60%) and whether these technologies ensure more transparency in the campaign process. (59%) Fifty-seven percent of Caucasian voters think social media has made politics more negative, followed by Hispanics and Asians at 50 percent and 51 percent, and 41 percent of African-Americans.

Minorities have higher hopes for the possibility of engaging with political candidates electronically as compared to whites

Fifty percent of African-Americans want to engage political candidates through social media, while only 32 percent of Caucasians feel the same way. Hispanics scored among the highest in most categories of online engagement, as well as offline, physical world civic involvement. They were most among the most likely to view a presidential candidates picture on social media (30%), to watch their video (30%) or to read their blog (26%). They reported the highest levels of regularly posting on social media about current events (26%), attending a public meeting on school or town affairs (19%), attending a political rally, speech or organized protest (10%), and writing letters to newspapers (8%) or calling a radio show (8%).

Overall, 83 percent of voters believe that the web and social media spread misinformation. This includes:

85% of Caucasians 83% percent of Asians 81% of Hispanics 78% of African-Americans

Most voters have a limited view of the reach of their own influence as an individual, even with the advent of social media

Just 23 percent of Hispanics believe technology has given them more of a voice in politics, 21 percent of African-Americans, 18 percent of whites, and 15 percent of Asians.

White Americans are most skeptical of information they see online

Nearly half (45%) of Caucasians think its difficult to know who to trust because every news organization has a bias, as compared to 34 percent of Hispanics, 32 percent of Asians, and 29 percent of African-Americans.

African-Americans are more inclined to give government the benefit of the doubt on matters of cyber-security

Nearly half of African-Americans think the government (47%) and corporate sector (46%) are well prepared for cyber attacks, as compared to a third of Hispanics (35% and 36%) and Asians (32% and 33%), and just about one-fifth of Caucasians (20% and 21%). 17 percent of African-Americans trust the government to keep their information safe from hackers, along with just 8 percent of Caucasians, 14 percent of Hispanics and 12 percent of Asians. Sixty-seven percent of whites think former Secretary of State Hillary Clintons use of a private e-mail server during her time in government is a serious matter, compared to just 60 percent of Hispanics and Asians, and 42 percent of African-Americans.

The survey findings will be presented during Digital Democracy: The Yahoo Conference on Technology & Politics at Drake University on November 12, 2015. The full-day event will feature conversations with high profile influencers including, elected officials, campaign strategists, tech industry leaders, top journalists and futurists discussing the ways in which technology is shaping the future of our democratic process and the relationship between citizens and their government.

For more information on Digital Democracy: The Yahoo Conference on Technology & Politics, go to: http://yahoodigitaldemocracy.tumblr.com/

Tune into the livestreamed event on Thursday, November 12, at 10:30am ET: yhoo.it/digitaldemocracy

Full survey results available upon request: caitlinoneill@yahoo-inc.com


This nationally representative survey was conducted online within the United States by Harris Poll on behalf of Yahoo from September 15-25, 2015 among 5,188 US adults ages 18 and older who are registered to vote. This online survey is not based on a probability sample and therefore no estimate of theoretical sampling error can be calculated. For complete survey methodology, including weighting variables, please contact the Yahoo PR team.

About Yahoo

Yahoo is a guide focused on making users' digital habits inspiring and entertaining. By creating highly personalized experiences for our users, we keep people connected to what matters most to them, across devices and around the world. In turn, we create value for advertisers by connecting them with the audiences that build their businesses. Yahoo is headquartered in Sunnyvale, California, and has offices located throughout the Americas, Asia Pacific (APAC) and the Europe, Middle East and Africa (EMEA) regions. For more information, visit the pressroom (pressroom.yahoo.net) or the Company's blog (yahoo.tumblr.com).

Montreal Politics Examiner

Bonnie K. Goodman, BA, MLIS is a journalist, librarian, editor & historian. She is the editor of the Academic Buzz Network http://academicbuzznetwork.wordpress.com/, a series of political, academic & education blogs. She has previously covered the 2004, 2008 & 2012 U.S. Presidential campaigns, and 2010 midterm elections. Ms. Goodman has a BA in History & Art History, and a Masters in Library and Information Studies both from McGill University, and has done graduate work at Concordia University as part of the MA in Judaic Studies degree program. Ms. Goodman has also contributed to a number of reference publications; including "The History of American Presidential Elections, 1789-2008," "The Encyclopedia of the Cold War" and "The Home Front Encyclopedia." Her specializations are American, Canadian & Israeli politics.

Contact Subscribe Bonnie K.'s other topics:

You needed a projector and screen to enjoy the home movies of an earlier time ... home movies that a modern-day movement is determined to preserve. David Turecamo has everything but the popcorn:

At the Durham County Library in North Carolina recently, there was event celebrating the movies. Not an awards show; it was a screening of home movies which some people might think date to the Stone Age.

"I haven't seen these in 30 years!" said one visitor.

People brought their movies to screen and have transferred to DVD. It was sponsored by the Center for Home Movies, a national organization dedicated to the preservation of, well, home movies.

"These are important cultural artifacts; we want to make sure that you're not throwing them away," said Skip Elsheimer, one of the directors of the Center for Home Movies.


Screening home movies at Durham County Library.

CBS News

"It's almost voyeuristic in a way to watch somebody else's home movies," he said. "But you get to see the common experiences; you get to see how somebody else celebrated Christmas, which is sometimes very different, or very much the same."

These days we're watching ourselves on YouTube and Facebook and documenting our lives at arm's length, so it's useful to remember that this digital obsession we have really began with home movies.

Kodak made home movies a central part of family life, just in time for the Baby Boom. You really couldn't afford not to shoot them, especially because it was so easy.

"Even if you've never snapped a picture before, you'll make exciting movies, indoors or out, with the new Brownie movie camera!"

The Brownie movie camera is the grandchild of the original Kodak camera, a Brownie for still photographs. That was the invention of George Eastman, who created Eastman Kodak. Beginning 130 years ago, when Eastman received his first patent, Kodak's slogan was, "You press the button, we do the rest."

"First of all, if the cameras made a successful image, you're going to use more film," said Todd Gustafson, the curator of technology at the George Eastman House in Rochester, N.Y. "So it really was the film business -- the cameras were the means to shoot film. Obviously they made money on the cameras, but the film was a lot more profitable."

George Eastman House, an international museum housing 16,000 cameras, projectors, editing and lighting equipment, "really archives the history of photography, soup to nuts," said Gustafson.

Today, George Eastman's house itself is a living biography of the man who invented the modern era of photography.

"Everyone looks at it and says, 'Oh, it's all antiques, it's all old stuff.' Eastman didn't like antiques or old stuff," said curator Cathy Connor. "Everything that you're looking at was what was brand new at the turn of the century. He had electric light; most people had gas light. There was a phone in each room. He had indoor plumbing. He was a scientist, an engineer, he was inventor."


A home movie camera.

CBS News

Eastman's great invention, a simple camera and easy-to-use film, might never have happened -- except that as a young man he was working in a bank and heard it was possible to make money investing in some land in Santo Domingo. "It was a land rush; it was kind of a risky investment. It was suggested before he do this that he should document the land photographically."

Which meant he either had to learn how to take pictures himself, or pay for an artist to come with him, draw them and then sign his name, as proof that the property existed.

"Photography as we know it was a lot different," said Gustafson. "At that time, people were doing the wet plate process, where the photographer had to be both the photographer and the chemist."

"[Eastman] bought all the photographic equipment, his camera, his big tripod -- a lot of investment of money -- and then took lessons," said Connor.

2015 CBS Interactive Inc. All Rights Reserved.

It's Time To Buy A Modern Video Game Console

Hey, you. Gal or guy whos interested in video games but still doesnt have a PlayStation 4 or Xbox One (or, of course, the PC equivalent). Now is the time to buy one.

In November of 2013, when Sony and Microsoft first launched their video game boxes, it was hard to recommend either of them without throwing in some caveats. Both consoles were impressive, sure, and from a technical standpoint they blew their predecessors out of the water, but they just didnt have enough games. Multiplatform titans like Assassins Creed IV and Battlefield were also available on the last-generation Xbox 360 and PlayStation 3, and it was tough to justify buying a $400 console for the likes of Knack or Ryse. Back then, if you asked me whether you should buy a next-gen console, Id say sure, as long as you kept in mind you were investing in the video games of the future.

Two years later, that future has arrived. Both the Xbox One and PlayStation 4 are a little sleeker, a little cheaper, and way easier to justify, whether you live and breathe video games or youre just curious about the hobby. If you can deal with all the patches, installations, and other tedious bullshit thats coupled to modern gaming, then consider this an official recommendation: Its time to buy a current-generation console.

Go ahead and take a second to browse our lists of the best games for both systems. Its almost hard to believe how strong theyve gotten. RPG fans can lose many a weekend to The Witcher 3, Fallout 4, and Divinity: Original Sin. People who prefer more action can mess around in the worlds of Infamous: Second Son or Sunset Overdrive. Theres Batman: Arkham Knight, Bloodborne, Ori and the Blind Forest, Rocket League, and so many more games both big and small that are well worth your time. Some, like Batman and Bloodborne, are exclusive to the newer consoles. Others, like Call of Duty: Black Ops III, dont even ship with a campaign on PS3 and Xbox 360. Current-gen versions of gems like Metal Gear Solid V and Dragon Age: Inquisition both look and run better than the older ports, and today, two years into this generation, publishers have all but stopped supporting the last generation of consoles.

Thats a lot of proper nouns, right? If youre not a big gamer, let me slow it down for you. The Witcher 3, a fantasy role-playing game made in Poland, drops you into a massive world and lets you hack your way through all sorts of smart, well-written quests and stories. Rocket League, a digital game, is basically soccer with cars. A few of us Kotaku writers are obsessed with Destiny, and if youre looking for an excuse to get on voice chat with your friends and shoot some aliens, you could do way worse than the PS4 version. The remade version of The Last of Us, while sometimes clunky and complicated for inexperienced gamers, tells one of the strongest stories in modern media. Until Dawn is an interactive horror movie. All of these games are rewarding in many ways, and theyll enrich your lives more than Candy Crush or even, dare I say, Threes.

Its not just games. The new consoles are a lifestyle upgrade for gamers. Sure, the Xbox 360 and PS3 had Netflix and friends lists and could do plenty more than the Xbox and PlayStation 2, but an upgrade to Xbox One and PlayStation 4, consoles with about a half-decades worth of better technology in them, should provide some positive culture shock. The new machines multitask better, have sleeker interfaces, and even let you suspend your games so that you can pick up right where you were the next time you wake your console up.

You might be thinking: What about Nintendo? Isnt the Wii U pretty cool? I hear that Mario Maker thing is awesome. You would be right. But the Wii U, like the Wii before it, is best as a supplement to the other consoles, not a replacement. Youre only going to get Nintendo games there. All of the big multiplatform gamesthe Call of Dutys, the Batmans, the Falloutsare designed for the PlayStation 4, Xbox One, and PC, so if you want to play most modern video games, youll have to get one of those three.

Two years into this console generation, weve hit the point of no return. Whether youre a veteran gamer whos refused to upgrade or youve just heard about this Fallout 4 thing on the subway and youre curious to see what todays video games are all about, you should buy a current-gen console. No caveats needed.

You can reach the author of this post at jason@kotaku.com or on Twitter at @jasonschreier.

Company Politics and Six Sigma by Peter Peterka

by: Peter Peterka

No grouping of human beings is without some amount of politics. Managing deployment of Six Sigma in your organization will unavoidably run into some personal issues and conflict. However, with deft handling of the personal and political issues that come up, along with patience and perseverance, your Six Sigma deployment will not get derailed.

Political factors that can affect a Six Sigma project include personal resistance to change, inflexible company policies, and incompatibility with existing organizational methods and goals. Not surprisingly, all of these factors also affect business processes of any kind. They are not unique to Six Sigma. This is one of Six Sigma's strengths: realistically acknowledging the way politics work in an organization. Six Sigma is not just number crunching. It understands the importance of and encourages the involvement of people throughout and at all levels of the organization working together toward a common goal. Six Sigma encourages planning, communication, and openness about processes, procedures, and information.

Many people see change, any change, as lossa loss of their power or a loss of the security of the old way of doing things. Thus, people are prone to defend the old way, out of habit and out of unease. They wonder how change will affect them and what exactly happens behind the scenes and if they don't know, become apprehensive. This is a problem that can be overcome through communication. Six Sigma successes require clear and open communication at all levels. Any change in an organization will meet some resistance, either intentional or just from inertia. When management can effectively communicate that it is behind that change and can communicate the positive aspects of the change, resistance and turf politics can be countered and overcome.

Another problem is people who disregard the value and power of Six Sigma and consequently, they are reluctant to support Six Sigma projects. To the uninitiated, Six Sigma may appear similar to or simply an evolution of other quality programs. There have been so many quality improvement fads over the years. It is not surprising that people are now a little jaded. Others may see Six Sigma as solely another cost-cutting or productivity enhancement fad. This is a short-sighted view. Six Sigma is neither a fad nor just another quality initiative. It is a way of life. It is a multi-level, cyclical movement toward continual process improvement. The quality improvement fads sell themselves as cheap and easy quick fixes. The reality is that there are no quick fixes to significant process improvement. Six Sigma understands that; it is not a simple quick process. However, the right Six Sigma training and information will help people to understand that Six Sigma is significantly different; it is a robust continuous improvement strategy and process.

Once projects are begun, Six Sigma projects can become a battle of wills for control over which strategy, approach, or tool is used. Team meetings can devolve into arguments over which measurement to use, how it will be calculated, which charts will be generated, whether to use DMAIC or DMADV, etc. Six Sigma is not about making things more difficult. It is about using common sense to make things easier. It is certainly about recognizing that there is more than one road to improvement and more than one right answer to a problem.

In overcoming political problems, the leadership of senior management is critical. Successful Six Sigma programs are built on a solid organizational foundation. The organizational structure and system needs to be clearly identified and communicated to the entire organization to successfully implement Six Sigma Quality. Becoming a Six Sigma organization doesn't just happen. Planning and training goes into setting up a successful Six Sigma organization. Employee roles and responsibilities must be established and clearly communicated to all. For many companies successful in Six Sigma, the key factor has been the direct involvement of their top leaders.

Six Sigma is about getting everyone involved. A Six Sigma project forms a team of people who work together to identify problems and develop solutions. Such teams are not isolated teams rearranging the world for everyone else to live in. These teams are serving the organization by employing the skills and tools they have learned to increase quality and reduce defects. Instilling the team concept along with expert training will go a long way toward solving potential political troubles in your organization.

About The Author

Peter Peterka is a Master Six Sigma Black Belt for Six Sigma us and has implemented Six Sigma in a variety of organizations. For additional information for Six Sigma Training and Six Sigma Consulting please contact Peter Peterka at http://www.6sigma.us/.


This article was posted on February 20, 2006

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