...Evolution of Gaming Graphics Abstract This research was done to demonstrate how gaming graphics have evolved from the 1980s to the present. Third and fourth video game generations involved, “single game creators”. Present day video games have become much more sophisticated and require a “multifaceted production staff for every creative discipline” (Porcino). Graphics, storylines and complexity was researched in minor detail to compare how technology has developed from past, present and future. Creators used the most advanced technology of their time to create a video game for gamers to enjoy. Evolution of Gaming Graphics The evolution of gaming graphics has progressed from the initial creation of gaming consoles, such as Atari and Sega Genesis, to more sophisticated consoles, such as Xbox and PlayStation. Former game generations provided the use of basic colors, shapes and complexity. Present-day game generations provides sprites or characters that display crisp scenes and facial expressions, which lead the gamer to experience an exceptionally realistic gaming atmosphere. Past To understand gaming graphics one must be aware of few terms involving the process. Two dimensional or 2D is a plane of existence moving either vertical or horizontal. Given the limitations on the computer’s processing power, the main character had to be represented as a colored square. Objects and monsters, swords and dragons were all represented by crude pixelated graphics. (McCall...
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...Evolution of Innovation in the Field of Video Games Zachary Speltz Grand Canyon University: LDR 640 October 12, 2015 Evolution of Innovation in the Field of Video Games The evolution of the video game industry has made it very competitive in terms of having the latest and greatest technology to produce revenue. There are three major companies that are constantly competing for the results which allows for better innovated products. The consumer can see the evolution of in their video game products as well as seeing the Nintendo’s strategic plan of overcoming their competitor’s products, ways of staying number one by making the Wii system, and establish a certain standard for leadership to possess. The evolution of the video game industry in term of competition and technology for Nintendo can be traced back to Japan, where the founder of Nintendo started to make strides in technology in the 1990s (Farhoomand, 2009). Yamauchi, the president of the company, launched a video game system called the Super NES that competed in American against their rival Sony PlayStation. The Super NES’ system used a chip bate technology that allowed for easier access to create video games which permitted software programmers and consumer to benefit tremendously from it because of the amount video game copies it sold in 1985 (Farhoomand, 2009). Nintendo did not want to do with the cheaper software of Sony because it did not allow for more storage and could be easier broken by a consumer which...
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...•Analysis of Future Trends •The Scenarios & Implications •Conclusion •References A Brief History of Video Games Atari to Wii Introduction (1/2) • Video games have been around since the 1940s. • Over the decades, game machines continuously evolved to become powerful machines capable of stunning visuals and graphics. • In the mid 2000 to 2007, social media, smartphone and tablet technology entered the gaming scene. • Casual games become the norm attracting previously non-gamers into the market. Introduction (cont 2/2) • As the dominant force of the mobile and gaming market, in the next coming 5 years, where does Nintendo see itself competing with threats from smartphones and other gaming platforms taking up its share of the market? • Scenario planning : To make strategic decisions that will be a sound foundation for all plausible and possible future scenarios. Company Profile (1/3) • Founded in 1889 in Kyoto, Japan by Fusajiro Yamauchi. • Manufacturer of Hanafuda “flower” cards • Expanded in 1960s by Hiroshi Yamauchi. • Following the crash of the cards business, Nintendo entered the toy industry upon discovering Gunpei Yokoi, a mechanical engineer. Company Profile (2/3) • 1970: Yokoi teamed up with Shigeru Miyamoto to create games – The Father of Modern Video Gaming, creator of iconic franchises including Mario, Zelda and Pokemon. • The rest is history. Evolution of Nintendo Gaming Consoles Industry Overview (1/2)...
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...goal-line technology has been the topic of much debate in the world of soccer. In the last several years calls made by refs regarding would-be goals have been under heavy scrutiny. Many calls have been inaccurate and wrong which has caused the Fédération Internationale de Football Association (FIFA) to act on the accuracy of the calls being made. Technology referred to as “Goal-line Technology is being considered to be used in games to provide all lovers of the sort with a better game, and a more accurate game called by the referee’s. The goal-line technology is a camera system which takes picture of the ball as it crosses the goal line. Some still, are against inputting the technology into soccer matches for fear of unreliability and undermining the authority of the referees. Older fans fear that it will deteriorate the core and passion of the game. The 2010 world cup winner won US $30 million alone which is why the decision on the camera system is imperative with soccer being one of the most popular sports ever Work Cited 1. "Goal-line technology moves closer after FIFA authorizes two systems." BBC Sport. N.p., 23 2012. Web. 12 Nov 2012. 2. "Instant Replay." Wikipedia. N.p., 12 2012. Web. 12 Nov 2012. <http://en.wikipedia.org/wiki/Instant_replay 3. Bell, Jack. "Goal-Line Technology Approved, After Long Wait." New York Times 06 July 2012: 14. Academic Search Premier. Web. 12 Nov. 2012. 4. "The Evolution of Sports Video Replay Technology." National...
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...Online Media and Role-Playing Games The evolution of video games has come a long way from the medieval days of Atari’s Pong circa early 1970s to the vastly interactive world of the Internet today. Early video games presented the player with one-dimensional problems, for example, Pong simulated Ping-Pong; the players only objective was to hit the rectangle back and forth. Eventually video games transformed into Role-Playing Games, which were multi-dimensional and allowed the player(s) to immerse themselves completely in a fantasy world. The new RPGs allowed the player to problem-solve, strategize, work within a community, and use cognitive skills. According to Squidoo, (2011), RPG’s consist of “a storyline, which usually evolves an epic battle between the forces of good and evil, with the player’s characters fighting on the good side to avert an apocalypse” (What Are Role Playing Games? para.2). A recent trend in video games has immerged into MMORPG, which is an acronym for Massively Multi-Player Online Game. An ideal example is World of Warcraft in which the player is introduced into a new realm of reality. World of Warcraft was first released in November 2004; it currently holds the most subscribed MMORPG title and the Guinness Book of World Records for the most popular MMORPG. WoW crosses age and gender demographics, it helps create communities that involve players, writers, artists, and animation programmers. For example the players are integral in the creation...
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...'Pokemon' still catching 'em all on Nintendo 3DS (CNN) -- Two new Pokémon games, "Pokémon X" and "Pokémon Y," have taken the gaming world by storm, selling more than 4 million units globally in their first two days of availability, and tracking to become the fastest-selling games of all time for the handheld Nintendo 3DS. Not bad for a franchise that got its start in 1996 on the Nintendo Game Boy handheld console. But the president of the Pokémon Company said the new games stay true to their roots of bringing people together to play while offering a new blueprint for the universe of pocket monsters. "From the beginning, communication between players has been the primary goal for the Pokémon brand," Tsunekazu Ishihara told CNN. "Today, the ability to connect millions of people around the world via Wi-Fi is why launching 'Pokémon X' and 'Pokémon Y' simultaneously worldwide was an ambitious yet important goal." Since debuting in video and card games, Pokemon has become a cultural phenomenon across the globe. There have been cartoons, cereals and a feature-length film, not to mention the national and global tournaments that draw thousands of players. "Gotta catch 'em all" is the franchise's catch phrase, referring to the player's goal of catching and training the tiny monsters to compete against other players. That's gotten significantly harder, though, with the expansion to more than 700 different known creatures in the universe. Unlike previous titles that were named after...
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...9:00 10/25/2014 Negative Effects of Video Gaming On Young Adults Video games have been around for over forty years helping to keep people entertained, and in the last decade have been a substantial evolution in technology. As these games have grown so have their benefits but their downfalls have developed as well. With their almost lifelike representation of the world, intricate settings and storylines, and wide spread social gaming scenes, the video game world has created a new venue for people to interact and compete. Games are a wonderful addition to the technological era, but they have negative effects on the brain, develop addictive personality traits and promote antisocial behavior. A study shows that our brains respond very well to changes in the environment. Consequently, when a player plays in any game, our brains make it real. Moreover, video games can help players to pay attention to details, to think and react quickly and to improve their academic performance. When playing an action game, our brains need more attention to successfully complete tasks or events in the game; this actually builds visual skills and spatial distribution. Video games have adopted modern and efficient techniques that require both the body and the brain; this action makes us more dynamic, and it can improve our static balance in games such as “Dance Dance Revolution” and “In the Groove” “In today’s era, games have become so advance that the visual game play is almost realistic, and with...
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...published June 22, 2005 Journal of Economic Geography (2005) Page 1 of 30 doi:10.1093/jeg/lbi001 Video games production networks: value capture, power relations and embeddedness Jennifer Johns* Abstract This paper has two main aims. Firstly to conceptualize the production networks of the video games industry through an examination of its evolution into a multi-million dollar industry. Secondly, to use the video games industry to demonstrate the utility of Global Production Network approaches to understanding the geographically uneven impacts of globalization processes. In particular, three key notions of value, power and embeddedness are used to reveal the most powerful actors in the production network, how they maintain and exercise their power, and how the organization of production is manipulated as a result. It is argued that while hardware production is organized by console manufacturers using truly global sourcing strategies, the production of software is far more complex. In fact, software production networks are bounded within three major economic regions: Western Europe, North America and Asia Pacific. This paper seeks to explain how and why this has occurred. Keywords: video games, global production networks, value, power, embeddedness JEL classifications: L14, L23, L82 Date submitted: 4 October 2004 Date accepted: 12 April 2005 1. Introduction The video games industry1 was born during the early 1960s and has rapidly, and almost continuously, grown in size and...
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...Generational Differences in Video Games The evolution of video games has seen a dramatic transformation over the course of the past few decades. When comparing Pong to Halo, or the Atari 2600 console to an Xbox, major differences are apparent. Advances in technology have resulted in changes to graphics and controllers, in addition to communication between characters and players. Generation X (those born between 1956-1976) experienced games with simple cursors that moved on screens to accomplish objectives. One of the earliest video games that exhibits this characteristic is the arcade classic Pong. Created in 1972, Pong is a tennis sport game that features two-dimensional graphics. Generation Y (those born between 1977-1994) grew up with more evolved consoles that kept practicality in mind. The Gameboy was the first handheld console to hit the market and was created in 1989 by Nintendo. This product revolutionized the industry by being the first console to allow for gaming on the go. Players no longer had to visit an arcade to get their gaming fix, effectively broadening the market by making it more accessible to a wider audience. While Generation X witnessed the creation of the first video game console (the Magnavox Odyssey, Atari 2600 and Nintendo Color), generation Y (also referred to among techies as the 6th generation era) released devices such as the Sega Dreamcast, Sony PlayStation 3, Nintendo GameCube, Nintendo Wii, and Microsoft Xbox. Graphics characteristic of...
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... THE ROLES OF CULTURE AND TECHNOLOGY ON THE FUTURE OF ENTERTAINMENT ——————————————————— Patience Madigan TABLE OF CONTENTS 1. INTRODUCTION ……………………………………………………………….. 4 THE ROLES OF CULTURE AND TECHNOLOGY IN THE FUTURE OF ENTERTAINMENT 1.1 OVERVIEW ……………………………………………………………… 4 1.2 OBJECTIVE ……………………………………………………………… 4 2. DISCUSSION …………………………………………………………………… 5 2.1 TECHNOLOGICAL FORCES ON ENTERTAINMENT INDUSTRY … 5 2.1.1 1950’s ……………………………………………………………… 5 2.1.2 1960’s ……………………………………………………………… 5 2.1.3 1970’s ……………………………………………………………… 5 2.1.4 1980’s ……………………………………………………………… 5 2.1.5 1990’s ……………………………………………………………… 5 2.1.6 2000’s ……………………………………………………………… 5 2.2 CULTURAL FORCES ON ENTERTAINMENT INDUSTRY …………. 5 2.2.1 1950’s Mass Culture ……………………………………………….. 6 2.2.2 1960’s Counter Culture …………………………………………….. 6 2.2.3 1970’s Punk Culture ………………………………………………... 6 2.2.4 1980’s Heavy Metal and Rap Culture ……………………………… 6 2.2.5 1990’s Grunge and Rave Culture ………………………………...… 6...
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...Playstation 3: Game Over? Backgrounds: The origins of the modern video games was the proliferation of pinball machines and jukeboxes and other games at the same style in the 1930s and 1940s The electromechanical games were mostly based on physical activities like baseball, car racing and horse racing. The idea for playing video games on home television sets came in September 1966 from Ralph Bear. In 1972 the first home video game console, the Odyssey was launched whit 16 pre-programmed games and a retail price of $99 In 1972 another person realizing the commercial potential for the video games was Nolan Bushnell, and later in the 1970s, Bushnell and the company he helped to found, ATARI, would become major winners in the beginning of the game industry. Analysis SWOT: Strengths. - The game industry have a lot of innovation some always have a star products and a very good sales and whit a really huge market. Weaknesses.- For me the games industry is a very competitive business because have three powerful companies Sony, Microsoft and Nintendo and whit a little advantage one company can have a victory like Microsoft when launched the xbox360 a year before the other firms and whit that could get a lot of sales. Opportunities. - The evolution of the industry do not have limits like the wii and the kinect that this option of video games use a control that perceive the moves of the player and whit this innovation have a more and more clients of this new style of games and any company...
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...Part One Media in our society to day is mainly revolved around supply and demand. As a news director and knowing what will benefit the news television station and our ratings, given two stories, one about local city parks being closed down 3 days a week to save money or a major celebrities death. The story that I would chose to make the lead story would be “a major celebrities death”. Yes, both stories will be appealing to the audience and will have attention but one story is more appealing when it comes to ratings and what will benefit both the audience and the television station. In today’s society and media today, supply and demand plays a big role on what the media shows and what stories television stations cover. Begin a television news direct you have to chose what would beneficial to the ratings of the station and the audience. The audience is what makes the ratings happen so pleasing them is an advantage to you in the long run. Some time the right is wrong, which is a perfect example in this case. Even though the story concerning the closing of local park due to the fact of the city saving money might be considered important to the city and the people in the city, the story about the celebrity death will grab the attention of people to watch our television station which is something that we want as the media. Covering this sort of story will be an advantage of both traditional and non-traditional media, this goes for radio, newspaper, Internet and television. Its...
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...into the future. With the evolution of technology comes the evolution of ones understanding of technology. As more people understand technology, more products in the technological field are created for the everyday user. Simplicity and practicality of use is the focus for endorsement in the mainstream market. Music, Gaming, Computers and Television is what the majority of the technological enhancements for society are focused on. With the onset of technological advancements and the publics interest in technology comes the era of High Definition (HD) digital broadcasting. High Definition digital broadcasting is the new wave of broadcasting, overtaking the analog world. With the evolution of the digital world comes the evolution of advanced functionality within digital equipment. The progression of the newly developed HD Digital Radio is the base system for which I would like to see the advancements occur that have evolved for other digital equipment. High Definition TV’s hit the market like an earthquake. To watch a High Definition TV properly a person needs an HD digital cable receiver. As digital cable utilizing HD receivers came about the Digital Video Recorder (DVR) was born. The Digital Video Recorder (DVR) is a device that records video in a digital format to a disk drive or other memory medium within a device. The term includes stand-alone set-top boxes, portable media players (PMP) and software for personal computers which enables video capture and playback to and...
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...addiction to these games and 285 thousand children and 165 thousand adults were failure to consider the result of video games through the computer screen (Staff, 2000). So this study shows that game addiction is an important problem that face people in the world and especially in UAE. Key words: Games addiction, Internet gaming, computer gaming, PlayStation gamin, video games, gaming, addiction. Mind map:...
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...Video games have been and continue to be a great part of my life. Ever since the tender age of three I have been fascinated by the interactivity and the captivating graphics displayed by video games. I have developed and retained an appreciation for the capacity that many well developed video games have to blend competitiveness, the need for intellectual dexterity, and pure entertainment. I have long understood the task of producing a game with such comprehensive quality as both an art and a science. In any case, my video game passion has slowly but surely charmed me into learning much about the philosophy of video games, their design and development, and especially the history of video games. Despite my life-long passion with video games, I began a true self-propelled academic investigation into the world of video games only a few years ago. I remember quite vividly that this intellectual journey into the world of video games was prompted by a friend of mine who was intrigued by the fact that I was often engulfed in the world of video games. During those days I was younger and consequentially much more immature than now. Not only did I enjoy video games, I spent a great deal of the few funds which I had on purchasing new games, much of my free time playing games, and a lot of time also discussing video games in general. I was not officially addicted; I always knew when enough was enough and when I needed to spend time completing school work, saving, or spending money to make...
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