Video games

Zelda: The economical tragedy of Hyrule

Regardless, judging from the relatively low number of shops available (and considering that some of them even had their entrances hidden from first sight), it's assumed that the heavy presence of monsters and wild creatures has severely affected the different businesses. And even after Link manages to defeat Ganon, Hyrule still has a long way to go before restoring itself (as revealed by the instruction manual of The Adventure of Link. In this second game, Rupees have disappeared completely; no shops are seen in any of the current eight towns of the land, not even money-based trades are made, and therefore Link doesn't collect the legendary and long-lasting, yet ultimately deceased currency.

DIYS Gender-Adaption in Zelda - The Windwaker

It’s annoying and awkward, to put it mildly, having to do gender-translation on the fly when Maya asks me to read what it says on the screen. You can pick your character’s name, of course – I always stick with Link, being a traditionalist – but all of the dialog insists that Link is a boy, and there’s apparently nothing to be done about it.

Blarg: Flip all the pronouns

Und der Artikel auf SpOn dazu: Kanadier macht Zeldas Link zum Mädchen

Helfen Videospiele gegen Legasthenie?

Here, we demonstrate that only 12 hr of playing action video games—not involving any direct phonological or orthographic training—drastically improve the reading abilities of children with dyslexia.

Action Video Games Make Dyslexic Children Read Better

Ein Artikel dazu auf FAZ.NET: Computerspiele bei Legasthenie - Mehr als nur Buchstaben

Documentary: Ralph Baer on Magnavox Odyssey

Ralph Baer is often called the father of video games. His invention, the Magnavox Odyssey, was the first home console system. Last year he celebrated his 90th birthday the same year the Odyssey turned 40. Here he talks about those early days of video game history and why now, at 90 years old, he's still inventing.

Inventor Portrait: Ralph Baer

Nintendo: Iwata fragt

Der Präsident von Nintendo, Satoru Iwata, hat eine ausführliche Serie von Interviews mit Kollegen durchgeführt, die Ideen zur Wirklichkeit werden lassen.
Die Interviews aus der Sparte "Iwata fragt" gewähren Ihnen einen Blick hinter die Kulissen von Nintendo-Produkten, indem sie mehr über die Zeit, die Energie und die kreative Vielfalt verraten, die erforderlich sind, um solche Produkte ins Leben zu rufen.

Iwata fragt

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