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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 Videogames.
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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 Videogames • 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 Videogames • 1972: Nolan Bushnell incorporated Atari • 1975: Atari marketed Home Pong through Sears • 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 Videogames • 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 • Arcade games, handheld systems and home game consoles were joined by personal computer games beginning with the 1987 release of NEC’s hybrid PC/Console in Japan
A Short History of Computer and Videogames • In 1961 Steve Russell wrote the ultimate program Spacewar using toggle switches • A number of early pioneers had seen further than others. A game, Pong, set off the game revolution as Atari’s arcade ping pong game
Games and Their Players • Fifty percent of all Americans play video games • 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 • The average game player is 30 years old; 19% are over 50, 43% are female. • The average gamer spends 6.8 hours a week playing • Adult gamers have been playing an average of 12 years • 80% of all players play games with their children
Games and Their Players • 36% introduced their kids to games • 23% were introduced to playing by their children • The most frequently employed platforms are game consoles, computers and the Internet
Scope and Nature of Videogame Industry • Total US console, PC and hand held game Industry revenues for 2004 were $10 billion • Globally industry revenues exceeded $28 billion • Concentration and globalization are the rule in gaming • Game console sales are the province of Microsoft Xbox, Japan’s Nintendo and Sony (Play Station 2)
Trends and Convergence in the Videogame Industry • Most Internet Service providers provide some form of online interactive game playing • The X Box console provides a wide range of game and non-game functions such as playing DVD’s, burning music CD’s and Internet access with music and video streaming • Home computer users have flocked by the millions to massively multiplayer online role playing games (MMORPG) such as Ultima Online, Sims online, Ever Quest and Second Life
Trends and Convergence in the Videogame Industry • Games can be played: on cable television on dedicated console on hand-held games online through an ISP online from game developer’s website online through game console online through PDA or cell phone online through personal computer
Trends and Convergence in the Videogame Industry • The distinction between games and personal computers disappeared as more powerful microprocessors were developed • Hyper-commercialism The segmented demographics of video gamers have made videogames appealing vehicles for commercial and persuasive campaigns
Trends and Convergence in the Videogame Industry • Advertisers are 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 policies 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)