...Videogames: A Consideration of Their History and Their Roles Videogames: A Consideration of Their History and Their Roles 3.A: Narrative Videogames 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 videogames. Furthermore, I have developed and retained an appreciation for the capacity that many well developed videogames 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 videogame passion has slowly but surely charmed me into learning much about the philosophy of videogames, their design and development, and especially the history of videogames. Despite my life-long passion with videogames, I began a true self-propelled academic investigation into the world of videogames only a few years ago. I remember quite vividly that this intellectual journey into the world of videogames was prompted by a friend of mine who was intrigued by the fact that I was often engulfed in the world of videogames. During those days I was much younger and consequentially much more immature than now. Not only did I enjoy videogames, 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 videogames in general...
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...To fully understand the importance of video games you need to take a look at all angles. Video games have been around for years and have impacted us more than you can imagine. From the very first prototype, to the futuristic simulations we have today, video games have changed the world as we know it. The video game industry is at an all time high. Video games are no longer a form of entertainment for few, but a world-wide phenomenon for people of all ages joining in on the fun. Consoles have a very long history; from the very start passionate people have been hard at work to make the industry what it is today. There are also guidelines that all video game companies must abide by as well, so it’s not all fun and games. A video game is defined as a game that involves direct input from a user to generate visual feedback on a device. The systems used to play video games are commonly known as platforms. These devices range from home consoles such as the PlayStation 3, Xbox 360, Wii to the personal computer, and all the way to the arcade system, where the video game was born. Video games were first made as a form of entertainment but have since evolved into a worldwide cult following. They are now used for entertainment, learning tools, and even training. The video game industry was first introduced as a commercial entertainment medium in 1971. This is where it all started. After the collapse of video games in 1983, there was a rebirth 2 years later which set in motion the events...
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...The console video game craze started off in November 1977, the year the Atari 2600 was released. It sold for 200 dollars and was an instant hit. The killer app for the system was the game Pong. This game consisted of a ball bouncing back and fourth on the screen, the player had to hit the ball with a paddle and the other player or computer would return the ball in the same manner. Atari offered many other games but none were as popular as Pong, until space invaders came along. Released in Japan in 1978 and 1979 in the US, Space Invaders became a world wide craze. According to an article found on http://retrogamer.merseyworld.com “kids stopped listing to music, playing sports or going to the movies, they played Space Invaders. Space Invaders Greatly increased the popularity of the Atari 2600, video games became the new hot thing. Everything was going great for Atari until 1984 when the Atari 5200 was released. The system was a flop and it seemed to kill the video game industry in the US. While the US video game craze seemed like it was over, a new craze was starting in Japan. In 1983 a little company named Nintendo released a console named, Famicom. The system sold for 100 dollars in Japan and was very popular; however it was not released in the US due to the video game crash of 1984. In late 1985 The Famicom was released in the US as the NES (Nintendo Entertainment System). By February 1986 the NES had already sold over 30 million. The original US set came with two controllers...
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...Skills Paper : “The importance of using Video/Photo Reference in 3D Animation” By: Jeremy Smith Using Video/Photo reference in 3D Animation is the most accurate way to produce high quality Animations. Getting up and actually physically acting out and recording a few scenes or taking pictures of yourself blocking out poses is very beneficial when animating. Being able to convey what you see in a video or in a photograph into a pose or a full-fledged animation is a great skill to have when animating. “Free handing” animations or animating without reference is not just tricky and hard to do, but is a poor way to animate. Not using reference when animating can lead to many problems and difficulties when making animations. Personally I extensively use reference when animating. The majority of the time I will actually get up and physically record myself walking around or doing certain poses in front of a camera. . Doing this is not just good reference, but allows you as the animator to kind of walk in the shoes of the character and get a certain feel for what the animation should look and feel like. Most of the time animations are done at a frame rate of 24 FPS (Frames Per Second). Lets say you are animating a simple walk cycle – having a character walk a distance – and say you want the walk cycle to be 3 seconds long, recording yourself doing the walk cycle will tell you the timing of the animation and what poses should be at what frames(the pose at second 1 of the recording...
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...The console video game craze started off in November 1977, the year the Atari 2600 was released. It sold for 200 dollars and was an instant hit. The killer app for the system was the game Pong. This game consisted of a ball bouncing back and fourth on the screen, the player had to hit the ball with a paddle and the other player or computer would return the ball in the same manner. Atari offered many other games but none were as popular as Pong, until space invaders came along. Released in Japan in 1978 and 1979 in the US, Space Invaders became a world wide craze. According to an article found on http://retrogamer.merseyworld.com “kids stoppedlisting to music, playing sports or going to the movies, they played Space Invaders. Space Invaders Greatly increased the popularity of the Atari 2600, video gamesbecame the new hot thing. Everything was going great for Atari until 1984 when the Atari 5200 was released. The system was a flop and it seemed to kill the video game industry in the US. While the US video game craze seemed like it was over, a new craze was starting in Japan. In 1983 a little company named Nintendo released a console named, Famicom. The system sold for 100 dollars in Japan and was very popular; however it was not released in the US due to the video game crash of 1984. In late 1985 The Famicom was released in the US as the NES (Nintendo Entertainment System). By February 1986 the NES had already sold over 30 million. The original US set came with two controllers...
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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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...Introduction The first video game console created only cost $75 dollars. (Stahl, Ted. 2013). Video games are commonly recognized as a great source of entertainment, and according to some are better than television. Video games can be either expensive or inexpensive. They are viewed as having both negative and positive effects in our lives. For example, many parents blame video games for the increase in violence behavior amongst children and teens. They feel that violent games are the contributing factors as to why adolescents have develop more hostile feelings. On the contrary, there are those who view video games as an excellent educational tool. They feel that video games bring a different aspect of teaching that no human being can imitate. Whatever the reason video games are here to stay and are becoming more and more instrumental in our lives. The following report will provide readers with an overview of how pricing in the gaming industry has change over time, concentrating solely on the console system. The report will begin by introducing the different types of videos games that are available to us. Furthermore, the report will offer readers a brief history of the gaming industry. Moreover, the report will illustrate the effect both the life cycle and pricing wars have on overall pricing. Finally, the report will conclude by giving my opinion on the strategy of pricing in the gaming industry. The different types There are various types of video games available to...
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...Bringing Games to the Classroom by Emily Chiou WRTG101S What do you first think of when you're asked about video games? Most people instantly think of guns and explosions possibly with the added gore of flying body parts. But that's only one facet of games. Since the advent of video gaming, games have become more and more sophisticated; to the point of having surprising benefits. And what better place to pass those benefits on to the next generation but in the classroom, where we teach them? By adding video games to the school curriculum the school system will work with children by adding additional learning tools, encouraging social interactions, and creating an engaging learning environment. Even though most video games are played for recreation, they can be very effective learning tools. Professor Wainwright had immense success in his course History in Video Games by utilizing video games, primarily Sid Meir's Civilation IV, as “tool for teaching complex historical concepts to undergraduates and introducing even non-History majors to advanced theoretical arguments” (Wainwright 2014, p. 603) usually left to graduate courses. Civilization IV is a turn-based strategy games where you guide one nation from ancient times all the way to the modern era. The guidance involves what units, cities, and buildings to erect, what areas of science to research, and how to deal with foreign nations. All leaders of nations are based on actual historical figures like Ghandi, as are...
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...------------------------------------------------- Introduction ------------------------------------------------- The video game industry is powerful and incredibly profitable. Its $18 billion in annual sales, large workforce, and even larger consumer base makes it a lobby one would not want to attempt to regulate unduly. Yet, violence in America, especially among young people, is a known problem. Some research indicates that video games are a part of that problem. Indeed, playing video games may be linked to antisocial behavior and permissiveness about violent behavior. For this paper I highlight the importance of that issue - that violence and video gaming may be linked, and censoring gaming to reduce that link is politically problematic - but turn to a lesser know issue. Educational gaming, a form of gaming assumed to be without controversial content, can also be the subject of public censorship. ------------------------------------------------- Video Game Industry ------------------------------------------------- With over $18 billion in total sales and a workforce of more than 213,000 the video game industry has grown from a somewhat small portion of American entertainment to an industry that influences the leisure and livelihood of many people (O’Holleran, 2010). There is power in having that standing, an any attempt to curtail that power would likely encounter a great deal of resistance. That means censorship of the video game industry would pit the real and perceived First Amendment rights of commercial...
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...THE VIDEO GAME INDUSTRY By Team 1: Nintendo TABLE OF CONTENTS History of the Video Game Industry P. 3 - 7 Twenty-First Century Trends P. 7 - 8 United States Market P. 8 - 10 Regional Markets P. 10 Industry Players P. 10 - 13 Consumers P. 13 - 15 Regulations P. 15 - 16 Overall P. 16 Exhibits P. 17 - 19 Appendices P. 20 - 33 Endnotes P. 34 References P. 35 - 36 The video game industry includes a broad spectrum of operations including: gaming consoles, games made for consoles, and online games which make up the retail segment of the industry. The majority share of the market is the development and manufacturing of games, consoles and accessories. This report goes through a history of the video game industry; trends to look for in the 21st century; the United States markets and the four segments (games and software, consoles, online games and software, and accessories); regional markets by segment; the major competitors in the video game industry; consumers of the industry, and the minimal regulations that affect the industry. The Appendices provide profiles for the major companies in the video game industry including Nintendo Co. Ltd., Microsoft Corporation, Sony Corporation, Electronic Arts Inc., and GameStop Corp. History of the Video Game Industry Though the history of video games goes back to the 1950s with...
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...Nelson Bryant & amp; Stratton Introduction I want to introduce you to the world of video games and the power that it seems to possess. I will explore effects of violent video games, the addictive behavior it may cause, and how these behaviors have affected the youth of today. Then there are those who find video games to be a form of great entertainment. One professor states, ''Art has always been dangerous. It's not supposed to just reinforce happy ideals. It's supposed to be challenging.'' (Bogost, 2007, ¶ 14). History The history of video games in this country goes beyond what we as society could have imagined. I remember as child in 1988, begging my sister to let me play Pac-Man on her Atari Game System. The feeling of playing this game with colors and artistic structure that I had never encountered. Many years later I was introduced to a more futuristic video game system Nintendo. This gaming system offered educational and interactive cartridges that offered you a sense of control. But this is what video games have offered us since its patent in 1947. From a social aspect the controversy that surrounds games was developed due to censorship, violence, sexual refrains, profanity and drug distribution. Let’s explore the positives and the negatives of video games. Affirmative In 2003, video teaching systems were developed and referred to as serious games. These games were used by teachers to educate and give instruction to what is called the “Net Generation”...
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...Benefits of Video Games English 223 D 12/5/2012 Intro I have played video games since I was five years old, they have been a huge part of my life. They have made me the person I am today for better or worse, but I believe for the better. They have helped me significantly in my social life. They helped me make friends, and have allowed me to have a common ground with people I would other wise never have anything in common with. It allows me to meet new people and keep in touch with friends in far off places. The challenges that video games have presented me have taught me how to analyze the situation quickly so I can react just as fast. Also I have learned a lot of random facts from video games about the real world. Many of the situations in video games have connections to the real world and thanks to the simulations of real life in video games I know how to react to certain situations or perform certain task appropriately with out actually ever doing them before. I believe video games have many benefits to offer everyone, they have been great to me and I am sure they can help everyone. Video games are deemed as toys with no apparent value but to waste time. This is very untrue, video games can be very beneficial if used properly. They can increase analysis and problem solving skills, they allow people the ability to keep in touch with their friends from all around the world and even make new ones because they have a shared interest, and they can...
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...“Violence in Video Games” Video Games are something that are on the rise in today’s world. They are increasing economically and politically. Video games are something that can be enjoyed by all ages. They are a fun, fantasy TV station you get to create for yourself. Even though they are for everybody, they are targeted more towards teens. The most popular games out today are shooting and fighting games, which incorporate violence. The definition of violence is behavior involving physical force intended to hurt, damage, or kill someone or something. People may say that these video games incorporate this term called “violence”. Sometimes they do, sometimes they don’t. Violence is visible in Video Games, but may not fuel teens to be violent in reality. First, Violence is something that has been in this world a long time. It is something that, no matter what, will continue to happen in this world we live in. Like before, violence is a behavior involving physical force intended to hurt, damage, or kill someone or something. There have been a lot of instances of violence in history. Not just any kind of violence, but violence that people could not imagine happening. The Columbine Shooting is a great example of this so-called “violence”. This horrific event involved two young teens that had previously been bullied in school. The bullying they went through caused a built up anger that they eventually had to release. These two teens unleashed their built up frustration...
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...entertainment become more advanced as well. After a long hard day at work or school, people like to come home to relax and just lose their mind in meaningless entertainment, be it television or even a video game. Video games provide an escape into a virtual world, where you can forget about everything that is happening in real life and just enjoy yourself, even play with your friends in a multiplayer game. In the past, for a group of video game players to play multiplayer games, it was necessary for them to all be together and all their computers or Xboxes connected to one another. Not only were they just playing a game, they were interacting on a personal level. Now with online gaming becoming a component of most every video game on the market today, it is possible for gamers to have this same multiplayer action in the privacy of their own home. This anonymity comes with a cost however, and it is becoming increasingly common that both the social aspect of gaming and the gamers' social skills themselves are degrading as online gaming becomes more prevalent. One of the dangers that society faces from video games is their anti-social ability to suck players in and not let them go for hours, even days at a time. Such an example of this is World of Warcraft, a massively multiplayer online game where a player's character exists in a worldwide virtual land. This fantasy land has its own economy, politics, and jobs for you to do once you are in, and it is because of the sheer number of things...
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...Technology...I`m game if u r. More and more, in the 21st Century, people worry about technology; gaming, SMS speak, screens everywhere...is there a problem?Youssef Radwan reports... Nearly 2/3 of all Australians have a smart phone where we can access the internet or social media. We all interact with technology every day, from our phones and computers to smart riders in train stations. We can't escape technology. But could we be misusing it? "Who's not excited about the latest iPhone that's feature packed and where you can do amazing things on such a little device?" expressed Jared, a year 10 high school student. Later that day Jared explained to me that his parents buy him the latest technology as soon as it is on the market. Although most parents believe that they are supporting their children by supplying the latest technology, there is a suggestion that it might have a negative impact on our teenagers. Technology is one of humanity`s most useful creations. We are now able to communicate around the world in less than a second. We can also access so much information through the internet which can boost general knowledge if used efficiently. The American Academy of Pediatrics recommends that, ''teenagers spend no more than 1-2 hours a day in front of a technological screen whether it’s a phone, computer or a TV.'' Although playing video games can be a learning and a fun experience, it may also be harmful as some games reward violence...
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