A video game is an electronic game An electronic game is a game that employs electronics to create an interactive system with which a player can play. The most common form of electronic game today is the video game, and for this reason the terms are often mistakenly used synonymously. Other common forms of electronic game include such non-exclusively-visual products as handheld that involves interaction with a user interface In the industrial design field of human-machine interaction, the user interface is where interaction between humans and machines occurs. The goal of interaction between a human and a machine at the user interface is effective operation and control of the machine, and feedback from the machine which aids the operator in making operational decisions to generate visual feedback on a video device Video is the technology of electronically capturing, recording, processing, storing, transmitting, and reconstructing a sequence of still images representing scenes in motion. The word video in video game traditionally referred to a raster In computer graphics, a raster graphics image or bitmap is a data structure representing a generally rectangular grid of pixels, or points of color, viewable via a monitor, paper, or other display medium. Raster images are stored in image files with varying formats display device.[1] However, with the popular use of the term "video game", it now implies any type of display device. The electronic systems used to play video games are known as platforms; examples of these are personal computers A personal computer is any general-purpose computer whose size, capabilities, and original sales price make it useful for individuals, and which is intended to be operated directly by an end user, with no intervening computer operator. This is in contrast to the batch processing or time-sharing models which allowed large expensive mainframe and video game consoles A video game console is an interactive entertainment computer or modified computer system that produces a video display signal which can be used with a display device to display a video game. The term "video game console" is used to distinguish a machine designed for consumers to buy and use solely for playing video games from a personal. These platforms range from large mainframe computers Mainframes are powerful computers used mainly by large organizations for critical applications, typically bulk data processing such as census, industry and consumer statistics, enterprise resource planning, and financial transaction processing to small handheld devices A mobile device is a pocket-sized computing device, typically having a display screen with touch input or a miniature keyboard. In the case of the personal digital assistant (PDA) the input and output are combined into a touch-screen interface. Smartphones and PDAs are popular amongst those who require the assistance and convenience of a. Specialized video games such as arcade games An arcade game is a coin-operated entertainment machine, usually installed in public businesses such as restaurants, public houses, and video arcades. Most arcade games are redemption games, merchandisers , video games, or pinball machines, while previously common, have gradually declined in use.
The input device An input device is any peripheral used to provide data and control signals to an information processing system (such as a computer). Input and output devices make up the hardware interface between a computer as a scanner or 6DOF controller used to manipulate video games is called a game controller A game controller is a device used with games or entertainment system used to control a playable character or object, or otherwise provide input in a computer game. A controller is typically connected to a game console or computer by means of a wire, cord or nowadays, by means of wireless connection. Controllers which have been classified as games, and varies across platforms. For example, a dedicated console controller might consist of only a button and a joystick A joystick is an input device consisting of a stick that pivots on a base and reports its angle or direction to the device it is controlling. Joysticks are often used to control video games, and usually have one or more push-buttons whose state can also be read by the computer. A popular variation of the joystick used on modern video game consoles. Another may feature a dozen buttons and one or more joysticks. Early personal computer games often needed a keyboard In computing, a keyboard is an input device, partially modeled after the typewriter keyboard, which uses an arrangement of buttons or keys, to act as mechanical levers or electronic switches. A keyboard typically has characters engraved or printed on the keys and each press of a key typically corresponds to a single written symbol. However, to for gameplay, or more commonly, required the user to buy a separate joystick with at least one button.[2] Many modern computer games allow, or even require, the player to use a keyboard and mouse In computing, a mouse is a pointing device that functions by detecting two-dimensional motion relative to its supporting surface. Physically, a mouse consists of an object held under one of the user's hands, with one or more buttons. (Although traditionally a button is typically round or square, modern mice have spring-loaded regions of their top simultaneously.
Video games typically also use other ways of providing interaction and information to the player. Audio is almost universal, using sound reproduction Sound recording and reproduction is an electrical or mechanical inscription and re-creation of sound waves, such as spoken voice, singing, instrumental music, or sound effects. The two main classes of sound recording technology are analog recording and digital recording. Acoustic analog recording is achieved by a small microphone diaphragm that devices, such as speakers Computer speakers, or multimedia speakers, are speakers external to a computer, that disable the lower fidelity built-in speaker. They often have a low-power internal amplifier. The standard audio connection is a 3.5mm stereo jack plug often colour-coded lime green (following the PC 99 standard) for computer sound cards. A plug and socket for a and headphones Headphones are a pair of small loudspeakers, or less commonly a single speaker, with a way of holding them close to a user's ears and a means of connecting them to a signal source such as an audio amplifier, radio or CD player. They are also known as stereophones, headsets or, colloquially cans. The in-ear versions are known as earphones or. Other feedback may come via haptic Haptic technology, or haptics, is a tactile feedback technology that takes advantage of a user's sense of touch by applying forces, vibrations, and/or motions to the user. This mechanical stimulation may be used to assist in the creation of virtual objects , for control of such virtual objects, and for the enhancement of the remote control of peripherals A peripheral is a device attached to a host computer but not part of it, and is more or less dependent on the host. It expands the host's capabilities, but does not form part of the core computer architecture, such as vibration or force feedback Haptic technology, or haptics, is a tactile feedback technology that takes advantage of a user's sense of touch by applying forces, vibrations, and/or motions to the user. This mechanical stimulation may be used to assist in the creation of virtual objects , for control of such virtual objects, and for the enhancement of the remote control of, with vibration sometimes used to simulate force feedback.
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History
Main article: History of video games The origin of video games lies in early cathode ray tube-based missile defense systems in the late 1940s. These programs were later adapted into other simple games during the 1950s. By the late 1950s and through the 1960s, more computer games were developed , gradually increasing in sophistication and complexity.[n 1] Following this period, video See also: First video game There are numerous debates over who created the first video game, with the answer depending largely on how video games are defined. The evolution of video games represents a tangled web of several different industries, including scientific, computer, arcade, and consumer electronics Tennis for Two, an early analog computer An analog computer is a form of computer that uses the continuously-changeable aspects of physical phenomena such as electrical, mechanical, or hydraulic quantities to model the problem being solved. In contrast, digital computers represent varying quantities incrementally, as their numerical values change game that used an oscilloscope An oscilloscope is a type of electronic test instrument that allows signal voltages to be viewed, usually as a two-dimensional graph of one or more electrical potential differences (vertical(Y) axis) plotted as a function of time or of some other voltage (horizontal(x) axis). Although an oscilloscope displays voltage on its vertical axis, any for a displayEarly games used interactive electronic devices with various display formats. The earliest example is from 1947—a "Cathode ray tube The Cathode Ray Tube is a vacuum tube containing an electron gun (a source of electrons) and a fluorescent screen, with internal or external means to accelerate and deflect the electron beam, used to create images in the form of light emitted from the fluorescent screen. The image may represent electrical waveforms (oscilloscope), pictures ( Amusement Device" was filed for a patent on January 25, 1947 by Thomas T. Goldsmith Jr. Thomas Toliver Goldsmith, Jr. was an early television pioneer, the inventor of the first arcade game to use a cathode ray tube, and a professor of physics at Furman University and Estle Ray Mann, and issued on December 14, 1948 as U.S. Patent 2455992.[3]
Inspired by radar display tech, it consisted of an analog device that allowed a user to control a vector-drawn dot on the screen to simulate a missile being fired at targets, which were drawings fixed to the screen.[4]
Other early examples include:
- The NIMROD The Nimrod was a special purpose computer that played the game of Nim, designed and built by Ferranti and displayed at the Exhibition of Science during the 1951 Festival of Britain. Later, when the Festival ended, the computer was shown in Berlin. It was the first digital computer exclusively designed to play a game, though its true intention was computer at the 1951 Festival of Britain The Festival of Britain was a national exhibition which opened in London and around Britain in May 1951. The official opening was on 3 May. The principal exhibition site was on the South Bank Site, London of the River Thames near Waterloo Station. Other exhibitions were held in Poplar, East London , South Kensington (Science) and the Kelvin Hall
- OXO OXO is a tic-tac-toe computer game made for the EDSAC computer in 1952. It was written by Alexander S. Douglas as an illustration for his Ph.D. thesis on human-computer interaction for the University of Cambridge. OXO was the first digital graphical game to run on a computer a tic-tac-toe Tic-tac-toe, also spelled tick tack toe, and alternatively called noughts and crosses, Xs and Os, and many other names, is a pencil-and-paper game for two players, O and X, who take turns marking the spaces in a 3×3 grid, usually X going first. The player who succeeds in placing three respective marks in a horizontal, vertical, or diagonal row Computer game by Alexander S. Douglas Professor Alexander "Sandy" Shafto Douglas CBE is a British professor of computer science, credited with creating the first graphical Computer game OXO (also known as Noughts and Crosses) a tic-tac-toe computer game in 1952 on the EDSAC computer at University of Cambridge for the EDSAC Electronic Delay Storage Automatic Calculator was an early British computer. The machine, having been inspired by John von Neumann's seminal First Draft of a Report on the EDVAC, was constructed by Maurice Wilkes and his team at the University of Cambridge Mathematical Laboratory in England. EDSAC was the first practical stored-program electronic in 1952
- Tennis for Two Tennis for Two was a game developed in 1958 on an analog computer, which simulates a game of tennis or ping pong on an oscilloscope. Created by American physicist William Higinbotham, it is important in the history of video games as one of the first electronic games to use a graphical display, an interactive game engineered by William Higinbotham William A. Higinbotham (October 25, 1910 - November 10, 1994), an American physicist, is credited with creating one of the first computer games, Tennis for Two. Like Pong, it is a portrait of a game of tennis or ping-pong, but featured very different game mechanics that have no resemblance to the later game. As the Head of the Instrumentation in 1958
- Spacewar! Steve "Slug" Russell, Martin "Shag" Graetz and Wayne Witaenem of the fictitious "Hingham Institute" conceived of the game in 1961, with the intent of implementing it on a DEC PDP-1 at the Massachusetts Institute of Technology. After Alan Kotok obtained some sine and cosine routines from DEC, Russell began coding, and, written by MIT The Massachusetts Institute of Technology is a private research university located in Cambridge, Massachusetts. MIT has five schools and one college, containing a total of 32 academic departments, with a strong emphasis on scientific and technological research. MIT is one of two private land-grant universities[b] and is also a sea-grant and space- students Martin Graetz, Steve Russell, and Wayne Wiitanen's on a DEC PDP-1 The PDP-1 was the first computer in Digital Equipment Corporation's PDP series and was first produced in 1960. It is famous for being the computer most important in the creation of hacker culture at MIT, BBN and elsewhere. The PDP-1 was also the original hardware for playing history's first computerized video game, Steve Russell's Spacewar! computer in 1961.
Each game used different means of display: NIMROD used a panel of lights to play the game of Nim Nim is a two-player mathematical game of strategy in which players take turns removing objects from distinct heaps. On each turn, a player must remove at least one object, and may remove any number of objects provided they all come from the same heap,[5] OXO used a graphical display to play tic-tac-toe [6] Tennis for Two used an oscilloscope to display a side view of a tennis court,[4] and Spacewar! used the DEC Digital Equipment Corporation was a pioneering American computer company, a leading vendor in the minicomputer market though the 1960s and 1970s, and for a long time one of the most admired within the hacker community.[citation needed] PDP-1's vector display to have two spaceships A spacecraft is a craft or machine designed for spaceflight. On a sub-orbital spaceflight, a spacecraft enters space then returns to the Earth. For an orbital spaceflight, a spacecraft enters a closed orbit around the planetary body. Spacecraft used for human spaceflight carry people on board as crew or passengers. Spacecraft used for robotic battle each other.[7]
In 1971, Computer Space Computer Space is a video arcade game released in November 1971 by Nutting Associates. Created by Nolan Bushnell and Ted Dabney, who would both later found Atari, it is generally accepted that it was the world's first commercially sold coin-operated video game — and indeed, the first commercially sold video game of any kind, predating the, created by Nolan Bushnell Nolan K. Bushnell is an American engineer and entrepreneur who founded both Atari, Inc and the Chuck E. Cheese's Pizza-Time Theaters chain. Bushnell has been inducted into the Video Game Hall of Fame and the Consumer Electronics Association Hall of Fame, received the Nations Restaurant News “Innovator of the Year” award, and was named one of and Ted Dabney Atari is a corporate and brand name owned by several entities since its inception in 1972. It is currently owned by Atari Interactive, a wholly owned subsidiary of the French publisher Atari SA, was the first commercially sold, coin-operated video game. It used a black-and-white television Television is a widely used telecommunication medium for transmitting and receiving moving images, either monochromatic ("black and white") or color, usually accompanied by sound. "Television" may also refer specifically to a television set, television programming or television transmission. The word is derived from mixed Latin for its display, and the computer system was made of 74 series The 7400 series of transistor-transistor logic integrated circuits are historically important as the first widespread family of TTL integrated circuit logic . It was used to build the mini and mainframe computers of the 1960s and 1970s. Several generations of pin-compatible descendants of the original family have since been de-facto standard TTL Transistor–transistor logic is a class of digital circuits built from bipolar junction transistors (BJT) and resistors. It is called transistor–transistor logic because both the logic gating function (e.g., AND) and the amplifying function are performed by transistors (contrast this with RTL and DTL) chips In electronics, an integrated circuit is a miniaturized electronic circuit (consisting mainly of semiconductor devices, as well as passive components) that has been manufactured in the surface of a thin substrate of semiconductor material. Integrated circuits are used in almost all electronic equipment in use today and have revolutionized the.[8] The game was featured in the 1973 science fiction film Soylent Green Soylent Green is a 1973 American science fiction film directed by Richard Fleischer. Starring Charlton Heston, the film overlays the police procedural and science fiction genres as it depicts the investigation into the brutal murder of a wealthy businessman in a dystopian future suffering from pollution, overpopulation, depleted resources, poverty,. Computer Space was followed in 1972 by the Magnavox Odyssey The Magnavox Odyssey is the world's first home video game console. It was first demonstrated on May 24, 1972 and released in August of that year, predating the Atari Pong home consoles by three years, the first home console. Modeled after a late 1960s prototype console developed by Ralph H. Baer Ralph H. Baer is a German American video game pioneer, inventor, engineer, widely known as "The Father of Video Games", who is noted for his many contributions to games and the video game industry. In 2006, he was awarded the National Medal of Technology for inventing the home console for video games and spawning the video game industry called the "Brown Box", it also used a standard television.[4][9] These were followed by two versions of Atari's Pong; an arcade version in 1972 and a home version in 1975.[10] The commercial success of Pong led numerous other companies to develop Pong clones and their own systems, spawning the video game industry.[11]
Overview
Platforms
See also: History of video gamesThe term "platform" refers to the specific combination of electronic or computer hardware which, in conjunction with low-level software, allows a video game to operate.[12] The term "system" is also commonly used.
In common use a "PC game" refers to a form of media that involves a player interacting with a personal computer connected to a high-resolution video monitor. A "console game" is played on a specialized electronic device that connects to a common television set or composite video monitor. A "handheld" gaming device is a self contained electronic device that is portable and can be held in a user's hands. "Arcade game" generally refers to a game played on an even more specialized type of electronic device that is typically designed to play only one game and is encased in a special cabinet. These distinctions are not always clear and there may be games that bridge one or more platforms. Beyond this there are platforms that have non-video game variations such as in the case of electro-mechanically based arcade machines. There are also devices with screens which have the ability to play games but are not dedicated video game machines (examples are mobile phones, PDAs and graphing calculators).
Genres
Main article: Video game genresA video game, like most other forms of media, may be categorized into genres based on many factors such as method of game play, types of goals, art style and more. Because genres are dependent on content for definition, genres have changed and evolved as newer styles of video games have come into existence. Ever advancing technology and production values related to video game development have fostered more life-like and complex games which have in turn introduced or enhanced genre possibilities (e.g., virtual pets), pushed the boundaries of existing video gaming or in some cases add new possibilities in play (such as that seen with titles specifically designed for devices like Sony's EyeToy). Some genres represent combinations of others, such as massively multiplayer online role-playing games, or, more commonly, MMORPGs. It is also common to see higher level genre terms that are collective in nature across all other genres such as with action, music/rhythm or horror-themed video games.
Classifications
Core games
In general, discussion about video gaming in both the press and politics revolves around titles found in the core games classification; historically, consisting of video games developed for play on personal computers, dedicated video game consoles or handheld game consoles.
Core games are generally defined by their intensity, depth of play or scale of production involved in their creation and can include games across a wide spectrum of genres. For example the Bit.Trip series for WiiWare, the Fallout series for PC and console or LittleBigPlanet for the PS3, all fall within the core games classification. Core games are sometimes considered demanding in their gameplay and typically do not appeal to the casual gamer, but this is more a guideline than a rule.
Casual games
Main article: Casual gameCasual games derive their name from their ease of accessibility, simple to understand gameplay and quick to grasp rule sets. Additionally, casual games frequently support the ability to jump in and out of play on demand. Casual games as a format existed long before the term was coined and include video games such as Solitaire or Minesweeper which can commonly be found pre-installed with many versions of the Microsoft Windows operating system.
Examples of genres within this category are hidden object, match three, time management, tetris or many of the tower defense style games. Casual games are generally sold through online retailers such as PopCap, Zylom and GameHouse or provided for free play through web portals such as Newgrounds or AddictingGames.
While casual games are most commonly played on personal computers, cellphones or PDAs, they can also be found on many of the on-line console system download services (e.g., Xbox Live, PlayStation Network, or WiiWare).
Serious games
Main article: Serious gameSerious games are games that are designed primarily to convey information or a learning experience of some sort to the player. Some serious games may even fail to qualify as a video game in the traditional sense of the term. Also, educational software does not typically fall under this category (e.g., touch typing tutors, language learning, etc...) and the primary distinction would appear to be based on the title's primary goal as well as target age demographics. As with the other categories, this description is more of a guideline than a rule.
Serious games are games generally made for reasons beyond simple entertainment and as with the core and casual games may include works from any given genre, although some such as exergames, educational games, or propaganda games (e.g. militainment) may have a higher representation in this group due to their subject matter. These games are typically designed to be played by professionals as part of a specific job or for skill set improvement. They can also be created to convey social-political awareness on a specific subject.
One of the longest running serious games franchises would be Microsoft Flight Simulator first published in 1982 under that name. The United States military uses virtual reality based simulations for training exercises,[13] as do a growing number of first responder roles (e.g., police, fire fighter, EMT).[14] One example of a non-game environment utilized as a platform for serious game development would be the virtual world of Second Life, which is currently used by several United States governmental departments (e.g., NOAA, NASA, JPL), Universities (e.g., Ohio University, MIT) for educational and remote learning programs[15] and businesses (e.g., IBM, Cisco Systems) for meetings and training.[16]
TAKE ACTION games is a game studio collective that was co-founded by Susana Ruiz and has made very successful and powerful serious games. Some of these games include Darfur is Dying, Finding Zoe, and In The Balance. All of these games bring awareness to important issues and events in an intelligent and well thought out manner.[17]
Educational games
See also: Educational softwareOn September 23, 2009 President Obama launched a campaign called "Educate to Innovate" aimed at improving the technological, mathematical, scientific and engineering abilities of American students. This campaign states that it plans to harness the power of interactive games to help achieve the goal of students excelling in these departments.[18][19] This campaign has stemmed into many new and exciting opportunities for the video game realm and has contributed to many new competitions. Some of these competitions include the STEM NATIONAL VIDEO GAME COMPETITION and the Imagine Cup.[20][21] Both of these examples are events that bring a focus to relevant and important current issues that are able to be addressed in the sense of video games to educate and spread knowledge in a new form of media. www.NobelPrize.org uses games to entice the user to learn about information pertaining to the Nobel prize achievements while engaging in a fun to play video game.[22] There are many different types and styles of educational games all the way from counting to spelling to games for kids and games for adults. Some other games do not have any particular targeted audience in mind and intended to simply educate or inform whoever views or plays the game.
Tactical media in video games
Tactical media in video games plays a crucial role in making a statement or conveying a message on important relevant issues. This form of media allows for a broader audience to be able to receive and gain access to certain information that otherwise may not have reached such people. An example of tactical media in video games would be newsgames. These are short games related to contemporary events designed to illustrate a point.[23] An example of this would be Darfur is Dying.
Development
Main article: Game developmentVideo game development and authorship, much like any other form of entertainment, is frequently a cross-disciplinary field. Video game developers, as employees within this industry are commonly referred, primarily include programmers and graphic designers. Over the years this has expanded to include almost every type of skill that one might see prevalent in the creation of any movie or television program, including sound designers, musicians, and other technicians; as well as skills that are specific to video games, such as the game designer. All of these are managed by producers.
In the early days of the industry, it was more common for a single person to manage all of the roles needed to create a video game. As platforms have become more complex and powerful in the type of material they can present, larger teams have been needed to generate all of the art, programming, cinematography, and more. This is not to say that the age of the "one-man shop" is gone, as this is still sometimes found in the casual gaming and handheld markets,[24] where smaller games are prevalent due to technical limitations such as limited RAM or lack of dedicated 3D graphics rendering capabilities on the target platform (e.g., some cellphones and PDAs).[citation needed]
With the growth of the size of development teams in the industry, the problem of cost has increased. Development studios need to be able to pay their staff a competitive wage in order to attract and retain the best talent, while publishers are constantly looking to keep costs down in order to maintain profitability on their investment. Typically, a video game console development team can range in sizes of anywhere from 5 to 50 people, with some teams exceeding 100. In May 2009, one game project was reported to have a development staff of 450.[25] The growth of team size combined with greater pressure to get completed projects into the market to begin recouping production costs has led to a greater occurrence of missed deadlines and unfinished products;[citation needed] Duke Nukem Forever, a big name sequel that was in production for years before being cancelled, is the quintessential example of these problems.[citation needed]
See also: Video game industry practicesModifications
Main article: Mod (computer gaming)Many games produced for the PC are designed such that technically oriented consumers can modify the game. These mods can add an extra dimension of replayability and interest. Developers such as id Software, Valve Software, Crytek, Bethesda, Epic Games and Blizzard Entertainment ship their games with some of the development tools used to make the game, along with documentation to assist mod developers. The Internet provides an inexpensive medium to promote and distribute mods, and they may be a factor in the commercial success of some games.[26] This allows for the kind of success seen by popular mods such as the Half-Life mod Counter-Strike.
Cheating
Main article: Cheating (video games)Cheating in computer games may involve cheat codes and hidden spots implemented by the game developers,[27][28] modification of game code by third parties,[29][30] or players exploiting a software glitch. Modifications are facilitated by either cheat cartridge hardware or a software trainer.[29] Cheats usually make the game easier by providing an unlimited amount of some resource; for example weapons, health, or ammunition; or perhaps the ability to walk through walls.[28][29] Other cheats might provide an unusual or amusing feature, like altered game colors or other graphical appearances.
Glitches
Example of a glitch from the video game Ultimate Mortal Kombat 3 Main article: Computer glitchSoftware errors not detected by software testers during development can find their way into released versions of computer and video games. This may happen because the glitch only occurs under unusual circumstances in the game, was deemed too minor to correct, or because the game development was hurried to meet a publication deadline. Glitches can range from minor graphical errors to serious bugs that can delete saved data or cause the game to malfunction. In some cases publishers will release updates (referred to as patches) to repair glitches. Sometimes a glitch may be beneficial to the player, these are often referred to as exploits.
Theory
Main article: Game studiesAlthough departments of computer science have been studying the technical aspects of video games for years, theories that examine games as an artistic medium are a relatively recent development in the humanities. The two most visible schools in this emerging field are ludology and narratology. Narrativists approach video games in the context of what Janet Murray calls "Cyberdrama". That is to say, their major concern is with video games as a storytelling medium, one that arises out of interactive fiction. Murray puts video games in the context of the Holodeck, a fictional piece of technology from Star Trek, arguing for the video game as a medium in which we get to become another person, and to act out in another world.[31] This image of video games received early widespread popular support, and forms the basis of films such as Tron, eXistenZ, and The Last Starfighter.
Ludologists break sharply and radically from this idea. They argue that a video game is first and foremost a game, which must be understood in terms of its rules, interface, and the concept of play that it deploys. Espen J. Aarseth argues that, although games certainly have plots, characters, and aspects of traditional narratives, these aspects are incidental to gameplay. For example, Aarseth is critical of the widespread attention that narrativists have given to the heroine of the game Tomb Raider, saying that "the dimensions of Lara Croft's body, already analyzed to death by film theorists, are irrelevant to me as a player, because a different-looking body would not make me play differently... When I play, I don't even see her body, but see through it and past it."[32] Simply put, ludologists reject traditional theories of art because they claim that the artistic and socially relevant qualities of a video game are primarily determined by the underlying set of rules, demands, and expectations imposed on the player.
While many games rely on emergent principles, video games commonly present simulated story worlds where emergent behavior occurs within the context of the game. The term "emergent narrative" has been used to describe how, in a simulated environment, storyline can be created simply by "what happens to the player."[33] However, emergent behavior is not limited to sophisticated games. In generally any place where event-driven instructions occur for AI in a game, emergent behavior will exist. For instance, take a racing game in which cars are programmed to avoid crashing, and they encounter an obstacle in the track: the cars might then maneuver to avoid the obstacle causing the cars behind them to slow and/or maneuver to accommodate the cars in front of them and the obstacle. The programmer never wrote code to specifically create a traffic jam, yet one now exists in the game.
Social aspects
Demographics
The November 2005 Nielsen Active Gamer Study, taking a survey of 2,000 regular gamers, found that the U.S. games market is diversifying. The age group among male players has expanded significantly up into the 25 - 40 age group. For casual online puzzle-style and simple mobile cell phone games, the gender divide is more or less equal between males and females. Females have also been found to show an attraction to online multi-player games where there is a communal experience.[citation needed] More recently there has been a growing segment of female players engaged with the aggressive style of games historically considered to fall within traditionally male genres (e.g., first-person shooters). According to the ESRB almost 41% of PC gamers are women.[34]
When comparing today’s industry climate with that of 20 years ago, women and many adults are more inclined to be using products in the industry. While the market for teen and young adult men is still a strong market, it is the other demographics which are posting significant growth. In 2008, the average American gamer has been playing for 12 years, and is now, on average, 35 years of age.[35]
Multiplayer
Main article: Multiplayer video gameVideo gaming has traditionally been a social experience. Multiplayer video games are those that can be played either competitively, sometimes in Electronic Sports, or cooperatively by using either multiple input devices, or by hotseating. Tennis for Two, arguably the first video game, was a two player game, as was its successor Pong. The first commercially available game console, the Magnavox Odyssey, had two controller inputs.
Since then, most consoles have been shipped with two or four controller inputs. Some have had the ability to expand to four, eight or as many as twelve inputs with additional adapters, such as the Multitap. Multiplayer arcade games typically feature play for two to four players, sometimes tilting the monitor on its back for a top-down viewing experience allowing players to sit opposite one another.
Many early computer games for non-PC descendant based platforms featured multiplayer support. Personal computer systems from Atari and Commodore both regularly featured at least two game ports. PC-based computer games started with a lower availability of multiplayer options because of technical limitations. PCs typically had either one or no game ports at all. Network games for these early personal computers were generally limited to only text based adventures or MUDs that were played remotely on a dedicated server. This was due both to the slow speed of modems (300-1200-bit/s), and the prohibitive cost involved with putting a computer online in such a way where multiple visitors could make use of it. However, with the advent of widespread local area networking technologies and Internet based online capabilities, the number of players in modern games can be 32 or higher, sometimes featuring integrated text and/or voice chat. MMOs can offer extremely high numbers of simultaneous players; Eve Online set a record with 54,446 players on a single server in 2010.[36]
Benefits
Main article: Video game behavioral effectsIt has been shown that action video game players have better hand-eye coordination and visuo-motor skills, such as their resistance to distraction, their sensitivity to information in the peripheral vision and their ability to count briefly presented objects, than nonplayers.[37] Researchers found that such enhanced abilities could be acquired by training with action games, involving challenges that switch attention between different locations, but not with games requiring concentration on single objects. It has been suggested by a few studies that online/offline video gaming can be used as a therapeutic tool in the treatment of different mental health concerns.[which?]
In Steven Johnson's book, Everything Bad Is Good For You, he argues that video games in fact demand far more from a player than traditional games like Monopoly. To experience the game, the player must first determine the objectives, as well as how to complete them. They must then learn the game controls and how the human-machine interface works, including menus and HUDs. Beyond such skills, which after some time become quite fundamental and are taken for granted by many gamers, video games are based upon the player navigating (and eventually mastering) a highly complex system with many variables. This requires a strong analytical ability, as well as flexibility and adaptability. He argues that the process of learning the boundaries, goals, and controls of a given game is often a highly demanding one that calls on many different areas of cognitive function. Indeed, most games require a great deal of patience and focus from the player, and, contrary to the popular perception that games provide instant gratification, games actually delay gratification far longer than other forms of entertainment such as film or even many books.[38] Some research suggests video games may even increase players' attention capacities.[39]
Learning principles found in video games have been identified as possible techniques with which to reform the U.S. education system.[40] It has been noticed that gamers adopt an attitude while playing that is of such high concentration, they do not realize they are learning, and that if the same attitude could be adopted at school, education would enjoy significant benefits.[41] Students are found to be "learning by doing" while playing video games while fostering creative thinking.[42]
The U.S. Army has deployed machines such as the PackBot which make use of a game-style hand controller to make it more familiar for young people.[43]
According to research discussed at the 2008 Convention of the American Psychological Association, certain types of video games can improve the gamers’ dexterity as well as their ability to problem-solve. A study of 33 laparoscopic surgeons found that those who played video games were 27 percent faster at advanced surgical procedures and made 37 percent fewer errors compared to those who did not play video games. A second study of 303 laparoscopic surgeons (82 percent men; 18 percent women) also showed that surgeons who played video games requiring spatial skills and hand dexterity and then performed a drill testing these skills were significantly faster at their first attempt and across all 10 trials than the surgeons who did not play the video games first.[44]
Whilst many studies have detected superior mental aptitudes amongst habitual gamers, research by Walter Boot at the University of Illinois found that non-gamers showed no improvement in memory or multitasking abilities after 20 hours of playing three different games. The researchers suggested that "individuals with superior abilities are more likely to choose video gaming as an activity in the first place".[45]
Controversy
Main article: Video game controversyLike related forms of media, computer and video games have been the subject of frequent controversy and censorship, due to the depiction of graphic violence, sexual themes, advergaming (a form of advertising in games), consumption of drugs, consumption of alcohol or tobacco, propaganda, or profanity in some games. Among others, critics of video games often include parents' groups, politicians, organized religious groups, and other advocacy groups, even though all of these can be found in all forms of entertainment and media. Various games have been accused of causing addiction and even violent behavior, though how much ground this holds is debatable. "Video game censorship" is defined as the use of state or group power to control the playing, distribution, purchase, or sale of video games or computer games. Video game controversy comes in many forms, and censorship is a controversial subject. Proponents and opponents of censorship are often very passionate about their individual views.
Various national content rating organizations, such as the Entertainment Software Ratings Board or ESRB in North America, rate software for certain age groups and with certain content warnings. Some of these organizations are optional industry self-regulation (such as the ESRB), while others are part of national government censorship organizations. Most video games display their rating on the front side of their packaging. However, parents are not always aware of the existence of these ratings.[46]
Commercial aspects
Game sales
See also: List of best-selling video games A typical retail display (in Geneva, Switzerland) with a large selection of games for several major consolesThe three largest producers of and markets for computer and video games (in order) are North America (US and Canada), Japan and the United Kingdom. Other significant markets include Australia, Spain, Germany, South Korea, Mexico, France and Italy.[47] Both India and China are considered emerging markets in the video game industry and sales are expected to rise significantly in the coming years. Irish are the largest per capita consumers of video games[48].
Sales of different types of games vary widely between these markets due to local preferences. Japanese consumers tend to purchase console games over computer games, with a strong preference for games catering to local tastes. In South Korea, computer games are preferred, especially MMORPG games and real-time strategy games. There are over 20,000 Internet cafés in South Korea where computer games can be played for an hourly charge.
The NPD Group tracks computer and video game sales in the United States. It reported in 2004 that:
- Console and portable software sales: $6.2 billion, up 8% from 2003[49]
- Console and portable hardware and accessory sales: $3.7 billion, down 35% from 2003[49]
- PC game sales: $1.1 billion, down 15% from 2006[50]
PC games that are digitally distributed either directly or by networks such as Steam are not tracked by the NPD, and Steam does not list sales numbers for games downloaded through their service. Unauthorized distribution is also rampant on the PC.[51]
These figures are sales in dollars, not units, Unit shipments for each category were higher than the dollar sales numbers indicate, because more software and hardware was discounted than in 2003. But with the release of the next-generation consoles in 2006, these numbers increased dramatically. The game and film industries are also becoming increasingly intertwined, with companies like Sony having significant stakes in both. A large number of summer blockbuster films spawn a companion game, often launching at the same time to share the marketing costs.
Criticism
In Australia, the United Kingdom and other PAL regions, generally when compared to the US, PAL gamers pay 40% to 50% more for the same product.[citation needed]
As English is the main language in Australia and the UK there is little impetus for translation (although regional differences naturally exist). The differences between PAL and NTSC are these days irrelevant; most video displays run at least 60Hz. But there is a legal problem of regional lockout in Australia, with most DVD players release coming region-free to meet local laws.[52]
However, video game consoles are still sold fully in Australia. Some effort has been made to increase awareness of the issue, specifically to Nintendo of Australia,[53] was in the form of a formal report outlining the issues, published by Aaron Rex Davies.[54] The report has gone on to gain a lot of attention in the public media.[55]
See also
| Video games portal |
- Audio game
- Category:Novels based on video games
- Classificatory disputes about art
- Computer Games Artist
- Educational Games
- Gamers Outreach Foundation
- Gaming PC
- History of Games
- Nonviolent video game
- Personal computer game
- Portrayal of women in video games
- ROM
- Unlockable games
- Video game addiction
- Video game controversy
- Videogame art
- Video game collecting
- Video game console emulator
- Video game culture
- Video game industry
- Video game packaging
Lists
Notes
- ^ "Television gaming apparatus and method". United States Patents. http://www.freepatentsonline.com/3659285.html. Retrieved 2008-06-25.
- ^ *Patrick Stack. "History of video game consoles" Time Magazine website 2005 /
- ^ U.S. Patent 2,455,992
- ^ a b c "Welcome to Pong-Story - Introduction". PONG-Story.com. http://www.pong-story.com/intro.htm. Retrieved 2007-10-24.
- ^ "Welcome to... NIMROD!". http://www.goodeveca.net/nimrod/. Retrieved 2007-10-24.
- ^ Winter, David. "A.S.Douglas' 1952 Noughts and Crosses game". PONG-Story. http://www.pong-story.com/1952.htm. Retrieved 2009-07-03.
- ^ Rabin, Steve (2005) [2005-06-14]. Introduction to Game Development. Massachusetts: Charles River Media. ISBN 1-58450-377-7.
- ^ Marvin Yagoda (2008). "1972 Nutting Associates Computer Space". http://marvin3m.com/arcade/cspace.htm.
- ^ Orlando, Greg (2007-05-15). "Console Portraits: A 40-Year Pictorial History of Gaming". Wired News. http://www.wired.com/gaming/gamingreviews/multimedia/2007/05/gallery_game_history. Retrieved 2007-10-24.
- ^ "History of Gaming - Interactive Timeline of Game History". PBS. http://www.pbs.org/kcts/videogamerevolution/history/timeline_flash.html. Retrieved 2007-10-25.
- ^ Miller, Michael (2005-04-01). "A History of Home Video Game Consoles". InformIT. Archived from the original on 2007-10-12. http://web.archive.org/web/20071012152258/http://www.informit.com/articles/article.aspx?p=378141. Retrieved 2007-10-25.
- ^ "platform - Definitions from Dictionary.com". Dictionary.com. http://dictionary.reference.com/browse/platform. Retrieved 2007-11-03.
- ^ "How Virtual Reality Military Applications Work". http://science.howstuffworks.com/virtual-military.htm. Retrieved 2009-11-24.
- ^ *Anne Derryberry, "Definition of Serious games Adobe.com August 2007
- ^ "Serious Games in Virtual Worlds: The Future of Enterprise Business Intelligence". http://www.b-eye-network.com/view/4163. Retrieved 2009-11-24.
- ^ "Using Second Life As A Business-To-Business Tool". http://www.informationweek.com/blog/main/archives/2007/04/using_second_li_2.html. Retrieved 2009-11-24.
- ^ http://takeactiongames.com/TAG/HOME.html
- ^ http://www.whitehouse.gov/issues/education/educate-innovate
- ^ http://www.whitehouse.gov/the-press-office/president-obama-launches-educate-innovate-campaign-excellence-science-technology-en
- ^ Video Game Competitions to Expand Stem Learning in the United States
- ^ http://imaginecup.com/support/faq.aspx#Question1.1
- ^ http://nobelprize.org/educational_games/
- ^ "Newsgames: Procedural Rhetoric meets Political Cartoons" by Mike Treanor and Michael Mateas
- ^ "The Edge of Reason?". eurogamer.net. http://www.eurogamer.net/articles/the-edge-of-reason. Retrieved 2009-11-16.
- ^ "Assassin's Creed II dev team triples in size", Christopher Reynolds, 18 May 2009, NOW Gamer.
- ^ Hollywood Reporter interviewing Doug Lombardi, Quote: "Mods absolutely helped us drive huge sales to 'Half-Life,'".
- ^ Vargas, Jose Antonio (2006-08-28). "In Game World, Cheaters Proudly Prosper". Washington Post. http://www.washingtonpost.com/wp-dyn/content/article/2006/08/27/AR2006082701059.html. Retrieved 2007-10-24.
- ^ a b 1UP Staff. "Cracking the Code: The Konami Code". 1UP.com. http://www.1up.com/do/feature?cId=3108751&did=1. Retrieved 2007-10-24.
- ^ a b c Rybka, Jason. "Video Game Cheats and Codes - What Are Cheat Codes?". About.com. http://vgstrategies.about.com/od/faqglossary/a/WhatAreCheats.htm. Retrieved 2007-10-24.
- ^ Rybka, Jason. "Why Use Cheats and Codes for Console and PC Games?". About.com. http://vgstrategies.about.com/od/basicgamingtipstricks/a/whyusecheats.htm. Retrieved 2007-10-24.
- ^ Murray, Janet (1998). Hamlet on the Holodeck. MIT Press. ISBN 0262631873.
- ^ Aarseth, Espen J. (2004-05-21). "Genre Trouble". Electronic Book Review. http://www.electronicbookreview.com/thread/firstperson/vigilant. Retrieved 2006-06-14.
- ^ IGN: GDC 2004: Warren Spector Talks Games Narrative
- ^ Guy, Hannah (2007). "Women video gamers: Not just solitaire". http://www.pcworld.ca/news/column/a7fe9b8a0a010408019ac931643ebf2c/pg0.htm. ] from PC World, Canada
- ^ US Video Games Industry Report" IBISWorld, August 2008
- ^ CCP reveals new EVE Online record with 54,446 concurrent users
- ^ Green, C. Shawn; Bavelier, D (2003). "Action video games modify visual attention". Nature 423 (6939): 534–537. doi:10.1038/nature01647. Green & Bavelier. PMID 12774121.
- ^ Brain Candy: The New Yorker
- ^ Daphne Bavelier et al. (2003). "Action video game modifies visual selective attention" (PDF). Nature/University of Rochester. http://www.bcs.rochester.edu/people/daphne/GreenandBavelier.pdf. Retrieved April 29, 2006.
- ^ Gee, James Paul (2003). What Video Games Have to Teach us About Literacy and Learning. Palgrave Macmillan. ISBN 1403961697.
- ^ James Paul Gee et al. (2007). "Wired 11.05: View". Codenet, Inc.. http://www.wired.com/wired/archive/11.05/view.html. Retrieved December 4, 2007.
- ^ Glazer, S. (2006). "Video games". CQ Researcher 16: 960–937. doi:cqresrre2006111000.
- ^ "iRobot Receives New Military Orders 14 PackBot Robots". 2007. http://www.spacedaily.com/reports/iRobot_Receives_New_Military_Orders_14_PackBot_Robots_999.html. Retrieved July 25, 2007.
- ^ Playing Video Games Offers Learning Across Life Span Newswise, Retrieved on August 17, 2008.
- ^ "One less excuse to play video games". New Scientist (Reed Business Information) (2680): 23. November 1, 2008. http://www.newscientist.com/article/mg20026805.700-video-games-dont-train-your-brain.html. Retrieved 2008-10-30.
- ^ ""Grand Theft Auto Makers Sued By LA Attorney For Hidden Porn"". Console Watcher. 2006. http://www.consolewatcher.com/2006/01/grand-theft-auto-makers-sued-by-la-attorney-for-hidden-porn/. Retrieved October 26, 2006.
- ^ Computer And Video Games: A British Phenomena Around the World (PDF)
- ^ Global Entertainment and Media Outlook:2009-2013
- ^ a b "U.S. video game industry sales dip in 2004". Game Info Wire. January 18, 2005. http://gameinfowire.com/news.asp?nid=5650. Retrieved February 12, 2006.
- ^ "Sales & Genre data". Entertainment Software Association (ESA). 2004. Archived from the original on 2006-02-08. http://web.archive.org/web/20060208194822/http://www.theesa.com/facts/sales_genre_data.php. Retrieved February 12, 2006.
- ^ DiCarlo, Lisa (July 18, 2005). "Do Game Publishers Ignore Piracy?". Forbes.com. Archived from the original on 2008-01-03. http://web.archive.org/web/20080103014804/http://www.forbes.com/2005/07/18/videogame-piracy-worldwide-cx_ld_0718piracy.html. Retrieved October 29, 2007.
- ^ "High Court of Australia enforcing region free"
- ^ Nintendo Australia
- ^ "Research report into excessive delays in release of Wii software by Nintendo in Australia and New Zealand regions" by Aaron Rex Davies (PDF)
- ^ "Australia to Nintendo: Knock It Off"
References
- Lieu, Tina (August 1997). "Where have all the PC games gone?"". Computing Japan. Archived from the original on 1998-01-12. http://web.archive.org/web/19980112155115/http://www.cjmag.co.jp/magazine/issues/1997/aug97/0897pcgames.html.
- Costikyan, Greg (1994). "I Have No Words & I Must Design". http://www.costik.com/nowords.html.
- Crawford, Chris (1982). "The Art of Computer Game Design". http://www.vancouver.wsu.edu/fac/peabody/game-book/Coverpage.html.
- Salen, Katie; Eric Zimmerman (2005). The Game Design Reader: A Rules of Play Anthology. The MIT Press. ISBN 0-262-19536-4.
- Smuts, Aaron (2005). "Are Video Games Art?". http://www.contempaesthetics.org/newvolume/pages/article.php?articleID=299.
- Blodget, Henry (April 12, 2005). "How to Solve China's Piracy Problem". Slate.com. http://slate.msn.com/id/2116629/. Retrieved February 12, 2006.
- Winegarner, Beth (January 28, 2005). "Game sales hit record highs". Gamespot. http://www.gamespot.com/news/2005/01/28/news_6117438.html. Retrieved February 12, 2006.
- John Wills (2002-10-01). "Digital Dinosaurs and Artificial Life: Exploring the Culture of Nature in Computer and Video Games". Cultural Values (Journal for Cultural Research) (Routledge) 6 (4): 395–417. doi:10.1080/1362517022000047334.
- Williams, J. P., & Smith, J. H., eds. (2007). The players' realm: studies on the culture of video games and gaming. Jefferson, N.C.: McFarland & Co. ISBN 9780786428328
External links
| Find more about Computer and video games on Wikipedia's sister projects: | |
| Definitions from Wiktionary | |
| Textbooks from Wikibooks | |
| Quotations from Wikiquote | |
| Source texts from Wikisource | |
| Images and media from Commons | |
| News stories from Wikinews | |
| Learning resources from Wikiversity | |
- Video game at the Open Directory Project
- Tom Chatfield writes on the culture and future of video games for Prospect Magazine
- CBC Digital Archives: The Arcade Age
- An interactive videogame history timeline
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Categories: Video games
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Sun, 18 Jul 2010 19:10:37 GMT+00:00
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Q. I'm 16 and i'm planning on majoring in computer science and becoming a video game programmer. Then eventually becoming a lead video game programmer. I would like to know what does a video game programmer does on a normally day also i heard they work weird hours; so, can someone explain how that works. Also what did you major and minor in during college and what steps did u take to get a job.
Asked by Vernon - Sun Jun 6 20:56:07 2010 - - 2 Answers - 0 Comments
A. you can find the related information on the internet
Answered by Nancy - Wed Jun 9 08:44:12 2010


