n.
An electronic or computerized game played by manipulating images on a video display or television screen.
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video game |
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How is a video game made? |
Background
Video games are played at the arcade, at home on a television or personal computer, and as a handheld portable game. They are packaged in large consoles, game paks that can only be played on the same manufacturer's hardware (i.e. Nintendo, Sega Genesis, and Sony Playstation), and as CD-ROMs. Made up of a program that instructs the computer to display specific visual and audio effects, video games utilize cutting-edge technology in order to provide fast paced entertainment. Recent statistics show that 70% of all children in the United States have home video game systems. Over four billion dollars is spent on arcade video games annually.
History
A precursor to the video game, pinball machines were introduced during the 1930s and remained popular through the 1970s. In 1971, a video arcade game was produced called Computer Space. Invented by Nolan Bushnell and Ted Dabney, Computer Space was the first real coin-operated video game, but for various reasons, it never became popular. It did however, lay the groundwork for the next video game that Bushnell and Dabney introduced: the phenomenally successful arcade game Pong. Modeled after the game of ping pong, it was an electronic game in which players tried to hit a flashing dot passed their opponent's video paddle. With the success of Pong, Bushnell and Dabney started the Atari Company, and in 1975, they introduced a home version of Pong. In 1976, Warner Communication purchased Atari for $28 million and expanded its home line of video game cartridges.
At the same time Bushnell and Dabney were developing Pong, Ralph Baer, who was working for Sanders Associates, was designing a home video game system called The Odyssey. Developed in 1969, Baer's system was finally manufactured and distributed by Magnavox in 1972. The Odyssey was a package of 12 different plug-in games that were housed on circuit cards. Each game came with plastic overlays that, when placed over the television screen, simulated the appropriate background. For example, a plastic overlay of a hockey rink was included with the hockey game. The Odyssey also offered an electronic shooting gallery with four additional games and an electronic rifle. Eighty-five thousand systems were sold.
Rapid advances in electronics technology during the 1970s led to the development of more complicated games, such as Space Invaders and Pac-Man. Introduced in 1983 as a joint venture between the Namco Company of Japan and Midway of the United States, Pac-Man has sold hundreds of thousands of games and remains one of the most popular video games.
When personal computers became available, computer games were created. Many of these games were adaptations of arcade or home video game systems, however unique games were also developed. The computer game industry grew swiftly during the 1980s powered by various companies, especially the Nintendo Corporation. In the late 1980s, the CD-ROM was introduced. These disks could hold more information on them, and allowed the development of more sophisticated, interactive games. In 1995, digital video disks (DVDs) were first produced for home computers. Since they have a storage capacity over twenty times greater than CD-ROMs, they promise to revolutionize computer games.
Design
Design is the key aspect of making all video games. It is typically done by a team of skilled computer programmers, writers, artists, and other game designers. During this phase of development, they generate the game's specifications, which includes game type, objective, and graphics.
While creating a video game is rarely a step by step process, there are a variety of tasks that must be accomplished during the development phase. In the beginning, the type and objective of the game is determined. In general, games fall within six categories, or genres, including fighting, shooting, strategy, simulations, adventure, and run, jump and avoid (RJA). Fighting games require the players to battle with each other or the computer. Presently, they are the most popular and encompass such titles as Mortal Kombat and Street Fighter. Shooting games involve battles in which the player tries to destroy enemy tanks, ships, or planes. Strategy games include such classics as chess, bridge or checkers. Simulations are games, which reproduce real life situations such as flying or driving. Adventure games are computerized versions of role-playing fantasy games. The RJA games are those like the Super Mario games in which a character tries to reach a goal while being impeded by various obstacles.
The action of the game is dependent upon its intended venue. An arcade game must have immediate action. A home version usually includes various skill levels in order to keep the player interested over a longer period of time. A handheld version of a video game is simplified to be played in miniature.
Raw Materials
Although the most important raw material in creating a video game is imagination, a number of supplies are necessary to bring that imagination to life. Once the story has been created, characters and background are drawn on storyboards, then transferred to electronic format directly by an artist or via digitization. Lifelike action is captured on film and sound is recorded on digital audio tape (DAT).
Once design is complete, a variety of raw materials are used to produce video games. This includes the materials that go into making the storage medium, the accessories, and the packaging. The most common storage mediums are floppy disks and CDs. These are made with hard plastics such as polycarbonates. CDs have a thin layer of aluminum or silver coating. Additionally, they are coated with a protective, clear acrylic coating. Floppy disks are made with a thin plastic that is coated with a magnetic material. Plastics are also used to make the accessory pieces that some computer games require. In each of the plastics used, a variety of fillers and colorants are incorporated to modify its characteristics. Typically, computer games are packaged in highly decorated cardboard boxes.
The Manufacturing
Process
Creating a video game is a long, multifaceted process that can take up to one year to complete one game.
Creating the story
Capturing action with art
After the type of game and story are outlined, the game's format can be determined. The format refers to what the player sees when playing the game. A variety of formats exist including platform, top-down, scrolling, isometric, three dimension (3D), and text. Platform games are those that feature a side view of the player's character. Top-down games give a bird's eye view of the player's character. They are often used for war games. The isometric format is a top-down game, which uses perspective tricks to give the illusion of 3D. True 3D games are just now becoming a reality with the introduction of CDs and DVDs. These represent the future of computer game formats. Text game formats have limited graphics and are only used for interactive fiction. In general, all games may use one or more of these formats.
Recording dialogue and sound
effects
Writing the program
Testing
Burning the disks
Packaging the game
Quality Control
The process of transferring the computer game program to a compact disk, or DVD, must be done in a clean, dust-free environment. This is because dust particles are much larger than the pits carved in a disk, and a single particle can ruin a disk. Therefore, strict quality control measures are taken to control the environment around the disk-making process. Other visual inspections are done at various points during the disk manufacture. Random samples of finished disks are also tested to make sure the program is working properly. Beyond the checks involved in disk manufacture, the other components of the game are also checked to ensure they meet the required specifications. At the end of the manufacturing process, random samples of the finished product are checked to make sure it includes all of the necessary components.
The Future
Computer game programming continues to become more sophisticated as the available hardware improves. The most important recent advancement that promises to revolutionize gaming is the development of DVD technology. This will allow a much greater amount of information to be included in the game's program. This should improve many aspects of the game such as the artificial intelligence routines, the graphics, and the special effects. Things such as video clips will be included to make the games more interactive.
Where To Learn More
Books
Gruber, Diana. Action Arcade Adventure Set. Coriolis Group, 1994.
Katz, Arnie and Laurie Yates. Inside Electronic Game Design. Prima Publications, 1997.
Sawyer, Ben. The Ultimate Game Developers Sourcebook. Coriolis Group, 1997.
Periodicals
Bunn, Austin. "Joystick City." The Village Voice (December 30, 1997).
Wright, Maury. "DVD: Breathtaking Sight and Sound, Significant Challenges." EDN (August 15, 1997).
[Article by: Perry Romanowski]
McGraw-Hill Science & Technology Encyclopedia:
Video games |
Entertainment systems in which a computer is used to drive a video display and interact with players using a variety of input devices. Video games can be divided into arcade systems, home computers, and game consoles. The distinction between a home computer and a game console is that a computer can be used for a variety of other applications such as word processing and Internet access while a game console is specifically designed for entertainment purposes.
Arcade systems are typically built for a particular game or set of related games. Everything from the choice of controls to the design on the sides and face of the unit are geared toward the game itself. The display is typically larger than that on a home computer, providing a greater sense of immersion. In some cases, specialized optics are used to further increase the sense of breadth and depth. In some racing simulations, for example, multiple screens are arranged side by side in an arc around the player in order to give an even greater feeling of being “in” the game. A combination of conventional arcade games and specialized high-end systems involve virtual reality gear, large rear-projection screens, motion platforms, and sophisticated input devices. See also Simulation; Virtual reality.
A game console typically does not include its own display, but is hooked up to a television set. This provides only limited resolution. The input devices on game consoles are limited to simple multipurpose controllers that are included with the console. Most consoles come with two controllers in order to support two-player competitive games. Consoles are much less expensive than the average home computer system and often have specialized hardware for fast graphics and high-quality sound. The games are distributed either as cartridges (“carts”) or compact disks (CDs) that contain the game logic programmed into read-only memory (ROM). See also Compact disk.
Home computer systems have grown steadily more powerful to the point where they are more than capable of serving as game machines. Since they use an actual computer monitor rather than relying on a television set, the resolution and overall image quality is much higher than that of game consoles and often rivals or exceeds that of the arcade systems. A variety of controllers are available for the personal computer, ranging from simple analog joysticks to sophisticated input devices with full-force feedback. Production, packaging, and distribution costs for computer games are similar to those for game consoles that use CD-ROM. However, widespread Internet access allows game companies to make their games available for download. See also Computer graphics; Computer storage technology; Internet; Microprocessor.
Regardless of the platform (home computer, game console, arcade system), there are a number of basic genres of game. Some of these genres are more common on one type of platform than another, mostly due to technical limitations. Action games are popular on all platforms. Adventure games are mostly popular on home computers, though some game consoles do support them. Simulation games usually involve operating some sort of vehicle, such as an aircraft or a high-performance race car. Simulators can also be found on all popular platforms. Strategy games are based on planning and anticipating future events. There are two subcategories: war games and system simulators. War games are often based on reenacting historic battles of land, sea, or air. System simulators work by simulating a system such as a city, an ant colony, or an entire planet. Strategy games are found mostly on home computers and are not seen in arcade systems.
Gale Encyclopedia of Children's Health:
Video Games |
Definition
Video games are electronic, interactive games known for their vibrant colors, sound effects, and complex graphics.
Description
First mass-marketed in the 1970s, video games are played by installing cartridges into a game box connected by wire to a television set. The child then manipulates a joystick or controller to control the actions of a character or series of characters as the characters face obstacles displayed on the screen. Video games, designed chiefly to appeal to children and adolescents, can also be played in arcades, on computers, and on small, hand-held screens.
As of 2004 nearly every home in the United States with children had one or more of the most popular game systems, for example, Nintendo GameCube, Sony Playstation2, or Microsoft Xbox. Few children have not been exposed to some form of video game, and access to the games is readily available to children from all walks of life.
Video games for home use proved popular from the start. Children are particularly attracted to them for a variety of reasons. Fantasy characters and situations appeal to young imaginations and provide an escape from everyday routine and the stresses presented by parents, friends, and school. In addition, the games give children a level of control that they do not experience in real life, as the characters on the screen respond to the children's commands. Players also receive immediate rewards for making the right moves. Most games can be played at a variety of skill levels so that every player can be challenged.
The popularity of video games has been matched by the controversy they have sparked among parents, psychologists, and educators. The most prevalent objection results from the violent themes and characters that dominate in most video games. A 1989 study by the National Coalition on Television Violence (NCTV) found that, of the 95 most popular home video games, 58 percent were war games and 83 percent featured violent themes. As technology has improved to allow the games to show situations and characters that are more realistic, debate has escalated about the potential effects of video games on children's behavior. One NCTV study that monitored the playground behavior of eight- to ten-year-olds immediately after playing a laser-weapon game found an 80 percent increase in fighting. There is also added concern that repeated exposure to violence desensitizes children to its effects. Other experts and video game manufacturers contend that negative effects have not been proven adequately, and, in fact, playing such games gives players an avenue for the harmless release of stress and aggression.
Public pressure prompted some video game manufacturers in the early 1990s to begin labeling games with warnings about violent or sexually explicit content. In 1994, in response to considerable political pressure and the possibility of a federal rating agency, the industry created its own rating system, overseen by the Entertainment Software Rating Board (ESRB). Ratings are assigned based on the games' suitability for various age groups. An "Early Childhood" designation on a game box indicates that the game is suitable for players ages three and older, and there is no violence, sexual content, or profanity. The designation "Everyone" indicates the game is for players ages six and older and may contain minimal violence or crude language. A "Teen" game for ages 13 and up may contain violence, profanity, and mild sexual themes. A "Mature" rating is considered suitable only for ages 17 and older and may include more intense violence, profanity, and mature sexual themes. "Adults Only" games are not intended for people under 18 and may include graphic depictions of sex and violence. The ratings system, however, is just a guide, and parents still need to oversee which video games their children buy and play.
In the past, the issue of gender bias in video games was another area of considerable debate. Not only were most video games male-oriented sports and combat games, female characters in the games were portrayed as victims to be rescued by the male hero or objects of violence or sexual desire. In the early 2000s, however, an increasing number of games had girl-oriented themes and an increasing number of gender neutral games became available.
Besides the socialization concerns presented by video games, medical concerns were also raised in the early 1990s, when video games were linked to epileptic seizures experienced by some 50 children. About one third of the children had experienced previous seizures, and there were questions about whether the seizures they experienced were related to playing or watching a video game. Two large studies later reported that the children who experienced video game-related seizures (VGRS) were particularly sensitive to light and that video games with flashing lights merely precipitated, rather than caused, the seizures. Sitting too close to the screen could exacerbate the effects of the light sensitivity, as could the increasingly complex graphic technology featured in games. Individuals with epilepsy are not thought to be particularly susceptible to VGRS, and no lasting neurological damage had as of 2004 been linked to these seizures.
Despite the controversy surrounding video games, benefits have also been noted: development of hand-eye coordination, increases in concentration, logical thinking skills, and healthy competition among children, as well as socialization skills gained from sharing strategies and the heightened self-esteem resulting from successful performances. One research study even found that doctors who had played more video games had better surgical skills.
Toddlerhood
There are a number of specialized video and computer games that are designed to be educational for toddlers. Many use familiar characters to teach basic things such as shape matching, the alphabet, and counting.
Preschool
Children in preschool can be exposed to video and computer games that reinforce the basic skills that they are learning, such as phonetics, shapes, colors, and basic addition.
Elementary School
School-age children can be encouraged to play educational games that reinforce what they are learning in the classroom. Parents should research the games that their children want to buy to ensure appropriate content for the child's age group. In the early 2000s marketers have developed increasing numbers of educational games that are also adventurous and exciting. Children, especially young ones, should be encouraged to play these instead of more violent games.
Middle and High School
The effect of violent games on behavior and social development is an especially important concern for older children. These children often spend much of their time playing video games when their parents are not present to supervise the content. Also, many teens buy video games with money earned from allowances or part time jobs, making it harder for parents to control which titles are purchased.
Studies have begun to find significant correlations between violence in video games and violence in real life. One study done on eighth and ninth graders compared teens who generally had personalities considered non-aggressive but who played violent games to those teens who had aggressive personalities but did not play violent games. The researchers found that the non-aggressive, video game playing teens were actually more likely to get in physical fights than the teens considered aggressive but who did not play video games.
Some states are trying to pass laws that would make it illegal to sell video games with certain ratings to people under the age for which the games are intended. Even if laws are created to try to prevent underage sale of very violent video games, parents should still be alert to what their teen is playing. Making the teen play video games in a common area and not in his or her bedroom with the door closed can be an important first step in regulating game play and facilitating discussion.
Common Problems
Children often become very involved in video games and do not want to stop playing them. Setting concrete limits about the amount of time that can be spent playing games and then enforcing these limits is essential. Even educational games should not be played to excess, because playing video games is not a substitute for positive social interaction or traditional learning. Children can also be encouraged to play the games with other children, because discussing strategies and problem solving in a group is a positive social activity.
Parental Concerns
The amount and degree of violence in video games is an important concern for parents. Monitoring the games that a child buys or rents and plays is an important way to help deal with this problem. If a child plays a violent video game at an arcade or another child's house, it can be helpful to discuss the difference between games and reality and to discuss what the real life repercussions of the actions taken in the game would be.
When to Seek Help
If a child has violent or aggressive behavior or a tendency to mimic the negative actions taken by characters in a video game it may be helpful to consult a mental health professional to discuss possible solutions.
See also Television habits.
Resources
Books
Calvert, Sandra L., Amy B. Jordan, and Rodney R. Cocking, eds. Children in the Digital Age: Influences of Electronic Media on Development. Westport, CT: Praeger, 2002.
Gee, James Paul. What Video Games Have to Teach Us about Learning and Literacy. New York: Palgrave Macmillan, 2003.
Periodicals
Eisenman, Russell. "Video Games: Technology and Social Issues." Journal of Evolutionary Psychology 25 (August 2004): 170–75.
Levermore, Monique A. "Violent Media and Videogames, and Their Role in Creating Violent Youth." The Forensic Examiner 13 (Fall 2004): 38–42.
"Video Game Play May Increase Laparoscopic Proficiency." AORN Journal 80 (August 2004): 290.
[Article by: Tish Davidson, A.M. Mary Anne Klasen]
Gale Encyclopedia of US History:
Video Games |
Video Games encompass a range of electronic games, including coin-operated arcade games, console and cartridge games, various handheld electronics, and games on diskette and CD-ROM ranging in sophistication from simple geometric shapes to virtual reality programs with movielike qualities.
Massachusetts Institute of Technology student Steve Russell developed the first computer game, Spacewar, in 1962. Ralph Baer, an engineer at defense contractors Sanders and Associates, developed the first home video game console, the Magnavox Odyssey. The Odyssey connected to a regular television antenna terminal and was hardwired with twelve games, all variations of Ping-Pong. There was no sound or color, and each of the games required a different plastic overlay for the television screen, but 100,000 were sold by 1972. At the same time, another young entrepreneur, Nolan Bushnell, developed Pong and formed Atari. By 1974, 150,000 versions of home Pong had sold, and two years later there were over seventy companies making clones. The development of the game cartridge made hardwired consoles and tabletop games obsolete. Instead of buying a piece of hardware with a permanent set of games, consumer could buy one piece of hardware, the console, and as many games, or software, as companies could manufacture. By 1980 third-party companies such as Activision began producing games for other companies' consoles.
As PC technology advanced, so did gaming technology. In the early 1980s the market was dominated by Atari, Intellivision, and Coleco Vision, then in 1985 Nintendo released the Nintendo Entertainment System (NES), using an eight-bit processor. By the 1990s, Nintendo released the sixteen-bit Super Nintendo and was joined by Sega. With the proliferation of video games in the 1980s, arcades became standard in American malls. Teenagers dropped 20 billion quarters into games by 1981. The video game industry also benefited from the increasing power and decreasing cost of home computers and the Internet. The Internet provides a virtual arcade where players can challenge opponents from all over the world using the vast array of data transmission methods. A 2000 survey found that 61 percent of players are over age eighteen, with an average age of twenty-eight. The home console market, dominated by Nintendo, Sony, and Sega, has taken advantage of advances in computer technology to increase processor speed to sixty-four-bit and enable consoles to connect to the Internet.
As the popularity of video games grew, controversy developed over the addictiveness of the games and related health problems stemming from hours of stationary play. The violent nature of many games has also become an issue, as graphics technology allowed for increasingly realistic images. In 1993 a rating system, much like the system for rating movies, was put in place.
Bibliography
Herz, J. C. Joystick Nation. Boston: Little, Brown, 1997.
Kent, Steven L. The Ultimate History of Video Games. Roseville, Calif.: Prima, 2001.
Columbia Encyclopedia:
electronic game |
Bibliography
See S. L. Kent, The Ultimate History of Video Games (2001); M. J. P. Wolf, ed., The Medium of the Video Game (2002); R. DeMaria and J. L. Wilson, High Score!: The Illustrated History of Electronic Games (2d ed. 2003); E. Castronova, Synthetic Worlds: The Business and Culture of Online Games (2005); H. Chaplin and A. Ruby, Smartbomb: The Quest for Art, Entertainment, and Big Bucks in the Videogame Revolution (2005); J. Juul, Half-Real: Video Games between Real Rules and Fictional Worlds (2005); J. Raessens and J. Goldstein, ed., Handbook of Computer Game Studies (2005); T. L. Taylor, Play between Worlds (2006).
Random House Word Menu:
categories related to 'video game' |

Wikipedia on Answers.com:
Video game |
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A video game is an electronic game that involves human interaction with a user interface to generate visual feedback on a video device. The word video in video game traditionally referred to a raster display device,[1] but following popularization 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 and video game consoles. These platforms range from large mainframe computers to small handheld devices. Specialized video games such as arcade games, while previously common, have gradually declined in use. Video games have gone on to become an art form and industry.
The input device used to manipulate video games is called a game controller, and varies across platforms. For example, a controller might consist of only a button and a joystick, while another may feature a dozen buttons and one or more joysticks. Early personal computer games often needed a keyboard 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 require the player to use a keyboard and a mouse simultaneously. A few of the most common game controllers are gamepads, mice, keyboards, and joysticks.
Video games typically use additional means of providing interactivity and information to the player. Audio is almost universal, using sound reproduction devices, such as speakers and headphones. Other feedback may come via haptic peripherals, such as vibration or force feedback, with vibration sometimes used to simulate force feedback.
In the early days of cartridge consoles, they were sometimes called TV games, a term now often used for handheld TV games.
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Contents
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Early games used interactive electronic devices with various display formats. The earliest example is from 1947—a "Cathode ray tube Amusement Device" was filed for a patent on January 25, 1947, by Thomas T. Goldsmith Jr. 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:
Each game used different means of display: NIMROD used a panel of lights to play the game of Nim,[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 PDP-1's vector display to have two spaceships battle each other.[7]
In 1971, Computer Space, created by Nolan Bushnell and Ted Dabney, was the first commercially sold, coin-operated video game. It used a black-and-white television for its display, and the computer system was made of 74 series TTL chips.[8] The game was featured in the 1973 science fiction film Soylent Green. Computer Space was followed in 1972 by the Magnavox Odyssey, the first home console. Modeled after a late 1960s prototype console developed by Ralph H. Baer 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 that dramatically increased video game popularity.[10] The commercial success of Pong led numerous other companies to develop Pong clones and their own systems, spawning the video game industry.[11]
A flood of Pong clones eventually led to the video game crash of 1977, which came to an end with the mainstream success of Taito's 1978 shooter game Space Invaders,[12] marking the beginning of the golden age of arcade video games and inspiring dozens of manufacturers to enter the market.[12][13] The game inspired arcade machines to become prevalent in mainstream locations such as shopping malls, traditional storefronts, restaurants, and convenience stores.[14] The game also became the subject of numerous articles and stories on television and in newspapers and magazines, establishing video gaming as a rapidly growing mainstream hobby.[15][16] Space Invaders was soon licensed for the Atari VCS (later known as Atari 2600), becoming the first "killer app" and quadrupling the console's sales.[17] This helped Atari recover from their earlier losses,[18] and in turn the Atari VCS revived the home video game market during the second generation of consoles, up until the North American video game crash of 1983.[19] The home video game industry was revitalized shortly afterwards by the widespread success of the Nintendo Entertainment System,[20] which marked a shift in the dominance of the video game industry from the United States to Japan during the third generation of consoles.[21]
The term "platform" refers to the specific combination of electronic components or computer hardware which, in conjunction with software, allows a video game to operate.[22] 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 IBM PC compatible personal computer connected to a 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. In addition to personal computers, there are multiple other devices which have the ability to play games but are not dedicated video game machines, such as mobile phones, PDAs and graphing calculators.
With the advent of social networking and other online applications hubs, the term "platform" started being used to refer to the online service within which the game is played, regardless of the actual hardware on which it is executed. A game's platform could simply be "Facebook", whether it is played on a Windows PC, Mac, Smart TV, or smartphone.
A 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.
Casual 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, Vans Video Games 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 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. 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 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, such as VBS1 for training exercises,[23] as do a growing number of first responder roles (e.g., police, fire fighter, EMT).[24] 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[25] and businesses (e.g., IBM, Cisco Systems) for meetings and training.[26]
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.[27] For example, 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.[28]
On September 23, 2009, U.S. President Barack 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.[29][30] 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.[31][32] 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.[33] 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.
Video 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,[34] 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.[35] 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]
A newer phenomenon of withholding content from the game and then releasing it at a later date for additional funds not factored into the retail price began with digital video game distribution known as Downloadable Content (also known colloquially as 'DLC'). Studios may choose to utilize this to issue original content after the game is released, such as Rockstar Games with Grand Theft Auto IV, or Bethesda with Fallout 3, yet often opt instead to create content before the game is released to be intentionally withheld, such as Activision and Treyarch with Call of Duty (Despite knowing well public affection for a 'Zombies' game mode, it was shipped with only one map for this game mode, and periodically releases new ones with $10 DLC).[36][37][38]
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.[39] This allows for the kind of success seen by popular mods such as the Half-Life mod Counter-Strike.
Cheating in computer games may involve cheat codes and hidden spots implemented by the game developers,[40][41] modification of game code by third parties,[42][43] or players exploiting a software glitch. Modifications are facilitated by either cheat cartridge hardware or a software trainer.[42] 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.[41][42] Other cheats might give access to otherwise unplayable levels or provide unusual or amusing features, like altered game colors or other graphical appearances.
Software 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.
Easter eggs are hidden messages or jokes left in games by developers that are not part of the main game.
Although 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.[44] 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."[45] 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."[46] However, emergent behavior is not limited to sophisticated games. In general, 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.
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 in 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[47] (see Girl gamer).
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. The Entertainment Software Association (ESA) provides the following summary for 2011 based on a study of almost 1,200 American households carried out by Ipsos MediaCT:[48]
A 2006 academic study, based on a survey answered by 10.000 gamers, identified the gaymers (gamers that identify as LGBT) as a significant demographic group. [49] [50][51] A followup survey in 2009 studied the purchase habits and content preferences of people in the group.[52][53][54]
Based on the study by NPD group in 2011, about 91 percent of kids aged 2-17 play games.[55]
Video 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 12 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.[56]
It 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.[57] 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.[58] Some research suggests video games may even increase players' attention capacities.[59]
Learning principles found in video games have been identified as possible techniques with which to reform the U.S. education system.[60] 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.[61] Students are found to be "learning by doing" while playing video games while fostering creative thinking.[62]
The U.S. Army has deployed machines such as the PackBot and UAV vehicles, which make use of a game-style hand controller to make it more familiar for young people.[63]
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.[64]
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".[65]
Like 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. 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. Not all ratings are considered accurate. Organizations such as What They Play and Common Sense Media aim to provide guidance and advice for parents.[66]
The Entertainment Software Rating Board (ESRB) gives videogames maturity ratings based on their content. For example, a game might be rated T for Teen if the game contained obscene words or violence. If a game contains explicit violence or sexual themes, it is likely to receive an M for Mature rating, which means that no one under 17 should play it. There is a rated "A/O" games for "Adults Only" these games have massive violence or nudity. There are no laws that prohibit children from purchasing "M" rated games in the United States. Laws attempting to prohibit minors from purchasing "M" rated games were established in California, Illinois, Michigan, Minnesota, and Louisiana, but all were overturned on the grounds that the establishment of such laws were in violation of a child's First Amendment rights[citation needed]. However, many stores have opted to not sell such games to children anyway. Of course, video game laws vary from country to country. One of the most controversial games of all time, Manhunt 2 by Rockstar Studios, was denied a rating by the ESRB until Rockstar could make the content more suitable for a mature audience.
Video game manufacturers usually exercise tight control over the games that are made available on their systems, so unusual or special-interest games are more likely to appear as PC games. Free, casual, and browser-based games are usually played on available computers, mobile phones, or PDAs.
Pan European Game Information (PEGI) is a system that was developed to standardize the game ratings in all of Europe (not just European Union, although the majority are EU members), the current members are: all EU members, except Germany and the 10 accession states; Norway; Switzerland. Iceland is expected to join soon, as are the 10 EU accession states. For all PEGI members, they use it as their sole system, with the exception of the UK, where if a game contains certain material[67] , it must be rated by BBFC. The PEGI ratings are legally binding in Vienna and it is a criminal offence to sell a game to someone if it is rated above their age.[68]
Stricter game rating laws mean that Germany does not operate within the PEGI. Instead, they adopt their own system of certification which is required by law. The Unterhaltungssoftware Selbstkontrolle (USK or Voluntary Certification of Entertainment Software) checks every game before release and assigns an age rating to it - either none (white), 6 years of age (yellow), 12 years of age (green), 16 years of age (blue) or 18 years of age (red). It is forbidden for anyone, retailers, friends or parents alike, to allow a child access to a game for which he or she is underage. If a game is particularly violent, it may be referred to the BPjM (Bundesprüfstelle für jugendgefährdende Medien - Federal Verification Office for Child-Endangering Media) who may opt to place it on the Index upon which the game may not be sold openly or advertised in the open media. Unofficially, the titles are not "banned" - adult gamers are still technically free to obtain the titles by other means, although it is still considered a felony to supply these titles to a child.
The 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.[69] 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.[70]
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:
PC games that are digitally distributed either directly or by networks such as Steam are not tracked by the NPD, and Valve does not list sales numbers for games downloaded through their service. Unauthorized distribution is also rampant on the PC.[73]
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.
The global market for console games has seen an average of 6.9 percent compound annual growth rate and is expected to become a $34.7 billion market in 2012.Online game sales are expected to grow at a larger rate of 16.9 percent, escalating from $6.6 billion in 2008 to $14.4 billion by 2012. The largest channel for growth, however, is in mobile gaming with a growth rate of 19 percent; growing from $5.6 billion to $13.5 billion in four years.[74]
Video games have the problem of regional lockout. In Australia, while most DVD players are sold region-free to accommodate local consumer rights legislation,[75] video game consoles are still sold fully region protected. Some effort has been made to increase awareness of the issue, specifically to Nintendo of Australia,[76] in the form of a formal report outlining the issues, published by Aaron Rex Davies.[77] The report has gone on to gain a lot of attention in the public media.[78]
There are many video game museums around the world, for example Museum of Soviet Arcade Machines in Moscow[79] or Computer Game Museum in Berlin.[80]
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