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9. Videogames. Games and Gaming. A Short History of Computer and Video Games Games and Their Players Scope and Nature of the Videogame Industry Trends and Convergence in the Videogame Industry Developing Media Literacy Skills Chapter Review. A Short History of Computer and Video Games.
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9 Videogames
Games and Gaming • A Short History of Computer and Video Games • Games and Their Players • Scope and Nature of the Videogame Industry • Trends and Convergence in the Videogame Industry • Developing Media Literacy Skills • Chapter Review
A Short History of Computer and Video Games • 1931: Carnival man David Gottlieb invented Baffle Ball, the first mass produced arcade game • 1933: Engineer Harry Williams invented Contact, the first electric pinball game • 1961: Steve Russell, a member of MIT’s Tech Model Railroad Club (TMRC), completed Spacewar, the first interactive computer game
A Short History of Computer and Video Games • 1972: Nolan Bushnell incorporated Atari • 1975: Atari marketed Home Pong through Sear • 1977: Mattel Toys’ titles such as Missile Attack, Auto Race, and Football played on handheld calculator-sized LED, or light-emitting diode, and LCD, or liquid crystal display, screens
A Short History of Computer and Video Games • Two Japanese arcade imports, Namco’s Pac-Man in 1980, and Nintendo’s Donkey Kong in 1981 became instant classics and all-time best sellers • 1993: Doom could be played over LANs, or local area networks and was the first first-person perspective shooting game
Games and Their Players • A game is a videogame when the action of the game takes place interactively on-screen • An online text-based game such as a MUD, multi-user dimension, is a videogame, but the home version of Trivial Pursuit is not
Games and Their Players • A videogame is a game when a player has direct involvement in the on-screen action to produce some desired outcome • Mario Teaches Typing, a cartridge-based learning aid, is a game because it has game-like features
Games and Their Players • Who Plays Video Games? • 145 million videogame players • Half of all Americans aged 6 and older play videogames • Average game player in 29-years old; 17% are over 50 • 39% of all gamers are female • Average gamer spends 6.5 hours a week playing • 52% of gamers spend less time with television as a result of games; 47% go to the movies less often
Scope and Nature of the Videogame Industry • Total U.S. console, PC, and hand-held industry revenues for 2003 were $10 billion • Globally, industry revenues exceeded $25 billion not including online gaming and wireless (or mobile) gaming
Scope and Nature of the Videogame Industry • Concentration and globalization are the rule in gaming • Game consoles sales are the sole province of three companies Microsoft (Xbox), Japan’s Nintendo (GameCube), and Sony (PlayStation2) • Third-party publishers create games for existing systems
Trends and Convergence in the Videogame Industry • Most Internet Service Providers provide some form of online interactive game playing • Millions of players access their games on PDAs and cell phones • Home computer users flocked by the millions to massively multiplayer online role-playing games (MMORPG) such as Ultima Online and Sims Online
Trends and Convergence in the Videogame Industry • Games can be played: • On cable television • On dedicated console • On hand-held game • Online through an ISP • Online from game developer’s Web site • Online through game console • Online through PDA or cell phone • Online through personal computer
Trends and Convergence in the Videogame Industry • Distinction between games and personal computers began to disappear with development of faster and more powerful microprocessors • Players’ willingness to play games on different platforms grew as distinction between technologies on which games are played diminished
Trends and Convergence in the Videogame Industry • Videogames attractive vehicles for many types of commercial and other persuasive campaigns • Advertisers attracted to online games because they are sticky • Advertisers and game makers frequently engage in cross-promotion • In advergames brands have become the games themselves • Advocacy games encourage users to interact with politics and other issues
Developing Media Literacy Skills • 1994: Industry established Entertainment Software Ratings Board (ESRB) rating system • EC Early Childhood (ages 3 and up) • E Everyone (ages 6 and up) • T Teen (ages 13 and up) • M Mature (ages 17 and up) • AO Adults Only (ages 18 and up)
Chapter Review • Videogames are product of convergence of pinball and military computer simulation games • More than 145 million game players in the U.S. span all demographics and average about 6.5 hours a week playing • The game industry characterized by concentration and globalization
Chapter Review • Hypercommercialization exists primarily in the form of product placement, different types of advergaming, and advocacy gaming • Games are sticky, have well-segmented markets, and interest those who want to sell products or advance ideas • ESRB ratings are the game industry’s self-regulatory system