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Arcade Game
A coin-operated video game placed in public establishments
Atari
The video game company that was responsible for the arcade game Pong and that led the home console market in the 1970s and 1980s
Home Console
A video game system designed to be attached to a television to simulate arcade video games
Game Cartridges
Interchangeable cartridges containing video games for use in home consoles
Video Game Crash of 1983
The economic failure of the video game industry in 1983, caused by an oversupply of games and waning demand
First-Person Shooter
A video game genre developed in the 1990s that puts the player in the perspective of a character who primarily uses guns to defeat enemies
Death Race
A 1978 arcade game that drew protest over its depiction of violence
Columbine High School Massacre
The 1999 high school shooting that many people connected with the first-person shooter genre of video games
Entertainment Software Rating Board (ESRB)
The organization that creates ratings for video games
Video Game Overuse
The term used in lieu of “video game addiction” by the American Medical Association while further research is conducted to determine the correct classification
Sandbox Game
A video game in which the player chooses among a number of different objectives
Server
A computer in a network that provides a service to other computers linked to it
Gold Farmers
Players in World of Warcraft who work to get virtual gold so that they can sell it for actual money
Development of Gaming
Nintendo dominated through the late 1980s with youth market
Sega Genesis branded for teen market
Nintendo countered with Super NES
Game content matured – role playing, social interaction
PC became a leading console
Added internet connectivity and mobility
“Geek”
Video games originally belonged on the margins of society
“____” image
First-person shooters changed that, but violence was kind of an issue
Hot-Button
The depiction of violence and the ability to simulate murder has always been a ___-______ issue for video games
Although designed for mature audiences, realistic games are played by minors
Many real-life tragedies have been “linked” to violent video games
Video game supporters say violent people are drawn to violent games
Video Games and Identity Discussions
52% men vs. 48% women gamers
Majority of gaming studios focusing on identity components
Only 69.3% of game protagonists are male
Newer games place gender at the center of their games, to varying degrees of success
Grand Theft Auto
First released in 1997
Players stole cars and committed other crimes: extreme violence was an audience draw
One of the first “sandbox games” in which players freely pursue their own objectives
GTA series has evolved over 10 years with increasing realism and explicit content
Call of Duty
First-person shooter game
$3 billion in sales in 2009 was record-breaking
Controversy over an option to shoot civilians
Calls to ban the game despite the Mature rating (M) (not appropriate for minors)
Video Games’ Influence on Culture
Mobile gaming
Streaming services have identified video games as the most important competitor -> Gaming = dominant mass media of the 2020s
Massive increase in sophistication of production: soundtracks, graphics, purpose -> Games becoming more and more immersive
Standardizing once marginal sub-cultures
1950s
Precursors to modern video games were created as early as the _____
Tic-Tac-Toe
1952 a computer simulation of ___-___-___ was developed for EDSAC, one of the first stored information computers
Tennis for Two
1958 a game called ______ ___ ___ was developed at Brookhaven National Laboratory as a way to entertain people coming through the laboratory on tours
Created an interfaced in which anyone with basic motor skills could use a complex computer
1970s
_____ saw the rise of video games as a cultural phenomenon
Spacewar!
Game developed in the 1960s at the Massachusetts Institute of Technology (MIT) that spread to other college campuses and computing centers
Very few people owned computers and most computer users worked or studied at university, business, or government facilities
Computer Space
First coin-operated arcade game; Fared poorly among the public because of difficult controls
Pong
1972 Table-tennis simulator that has come to symbolize early computer games was created by the fledgling company Atari and was immediately successful
Was initially placed in bars with pinball machines and other games of chance, but as video games grew in popularity, they were placed in any establishment that would take them
Space Invaders
International phenomenon that exceeded all expectations
In Japan, game was so popular that it caused a national coin shortage
Magnavox Odyssey
The first video game console designed for the home got started in the early 1970s
Created in 1972
Based on prototypes built by Ralph Behr in late 1960s
System included a Pong-type game (began to sell well when arcade version of Pong became popular)
Atari
Decided to produce a home version of Pong and released it in 1974
This system could only play one game; however, its graphics and controls were superior to the Odyssey
Sold through a major department store (Sears)
Because of these advantages, Atari home version of Pong sold well and a host of other companies began producing and selling their own versions of Pong
Space Invaders and Pac-Man
Atari’s 2600 console had upper hand because of company’s work on arcade games
Atari capitalized off its arcade success by releasing games that were well known to a public that was frequenting arcades
_____ ______ ___ ___-___
Game Cartridges
In the late 1970s, a major step forward in the evolution of home video games was the development of ____ __________ that stored the games and could be interchanged in the console
Altair
Birth of the home computer market in the late 1970s paralleled the emergence of video game consoles
First computer designed and sold for the home consumer was the ______
First sold in 1975
Sold mainly to a hobbyist market
ET: The Extra Terrestrial
Similar mistakes made with game based on movie __: ___ _____ ___________
Gained notoriety as one of the worst games in Atari’s history
Piles of unsold ET game cartridges buried in the New Mexico desert under a veil of secrecy
Past Successes
Strengths eventually proved detrimental to the company and led to what is now known as the video game crash of 1983
Atari bet heavily on ____ _________ (released Pac-Man)
Did not translate well to the home console, leading to disappointed customers and lower-than-expected sales
Atari produced 10 million of Pac-Man games in its first run, despite total active consoles estimated at 10 million
1985
The video game market picked up again
Nintendo
Japanese card and novelty producer that had begun to produce electronic games in the 1970s, helped the industry recover
Responsible for successful arcade games like Donkey Kong in early 1980s
First home console, developed in 1984 for sale in Japan, tried to succeed where Atari had failed
________ system used newer, better microchips, bought in large quantities, to ensure high-quality graphics at a price consumers could afford
Games
Keeping console prices low meant Nintendo had to rely on _____ for most of its profits and maintain control of game production (something Atari failed to do)
Super Mario Bros
Game employed a narrative in the same manner as more complicated computer games, but its controls were accessible and its objectives simple
Game appealed to younger demographic (generally boys aged 8-14) which was different from the one targeted by Atari
Designer Shigeru Miyamoto looked to mimic the experiences of childhood adventures, creating a fantasy world not based on previous models of science fictions or other literary games
Gave Nintendo an iconic character who has been used in numerous other games, tv shows, and a movie
NES
Nintendo introduced its Nintendo Entertainment System (___) in the US in 1985
Game Super Mario Brothers released with the system
Sega Genesis
Sega Master System had failed to challenge the NES but with the release of its 16-bit system, ____ _______, the company pursued a new marketing strategy
Nintendo targeted 8–14-year-olds, Sega’s marketing plan targeted 15–17-year-olds making games that were more mature and advertising during programs such as the MTV Video Music Awards
Campaign successfully branded Sega as cooler than Nintendo and moved mainstream games into a more mature arena
Saturn
Sega released 32-bit ______ system in 1995 out of fear its system would become obsolete
System rushed into production and did not have enough games available to ensure its success
PlayStation
Sony stepped in with its ___________ console when Sega’s Saturn was floundering and before Nintendo’s 64-bit system had been released
System targeted 14-24-year-olds and made a large effect on the market
By March 2007 Sony had sold 102 million PlayStations
Niche
Computer games had avid players but were a _____ market in early 1990s
First-Person Shooter Game
First popularized by 1992 game Wolfenstein 3D
Doom (released in 1993) and Quake (released in 1996) used the increased processing power of personal computers to create vivid three-dimensional worlds that were impossible to fully replicate on video game consoles of the era
Games pushed realism to new heights and began attracting public attention for their graphic violence
Myst
Adventure game where the player walked around an island solving a mystery, drove sales of CD-ROM drives for computers
Nonviolent
__________ games appealed to people who did not generally play video games, increasing the form’s audience and expanding the types of information that video games put across
Internet Use
Major advance in game technology came with the increase in ________ ___ by the general public in 1990s
Major feature of Doom was ability to use multiplayer gaming through the internet
Strategy games (Command, Conquer, Total Annihilation) also included options where players could play each other over the internet
These games used internet as their platform, creating a space where individuals could play the game while socially interacting with one another
Game Boy
Nintendo released ____ ___ in 1989 using same principles that made NES dominate the handheld market throughout the 1990s; Unit’s simple design meant users could get 20 hours of playing time on a set of batteries, and this basic design was left essentially unaltered for most of the decade
Tetris
Game Boy released with the game ______ (using games popularity to drive purchases of the unit)
30%
Despite using technology almost a decade old, the Game Boy accounted for __% of Nintendo of America’s overall revenues at the end of the 1990s
Sony, Microsoft, Nintendo
By 2000s video games were firmly established in American culture and three huge corporations moved into the market: ____, _________, ________
PlayStation 2 (PS2)
Console released in 2000
Could function as a DVD player, expanding the role of the console into an entertainment device that did more than play video games
Console incredibly successful (more than 106 million units sold by end of decade)
Xbox
Attempt by Microsoft to enter the market with a console that expanded on the functions of other game consoles
Unit had features similar to a PC, including a hard drive and an ethernet port for online play through its service, Xbox Live
Popularity of first-person shooter game Halo (an Xbox exclusive release) boosted sales as well
Xbox 360
Release of Microsoft’s ____ ___ in 2005
Featured expanded media capabilities and integrated access to Xbox Live, the online gaming service
GameCube
Did not offer DVD playback capabilities and chose to focus on gaming functions instead
PlayStation 3 (PS3)
Sony console released in 2006
Also featured enhanced online access as well as expanded multimedia functions, with the additional capacity to play Blu-ray discs
Wii
Nintendo released console: ___
Featured a motion-sensitive controller that departed from previous controllers and focused on accessible, often family-oriented games
Combination successfully brought in large numbers of new game players, including many older adults
Nintendo DS
Handheld console that featured two screens and Wi-Fi capabilities for online gaming
PlayStation Portable (PSP)
Sony device released in 2002
Featured Wi-Fi capabilities as well as a flexible platform that could be used to play other media such as MP3s
Mobile Games
Apple incorporate ______ _____ in its iPhones
2008 and 2009 alone, iPhone games generated $615 million in revenue
Games Themselves
Biggest advancement in electronic games throughout the 2010s was in the _____ __________
Became bigger, more detailed, and vastly more expensive to produce
Studios became devoted to successful titles and spent hundreds of millions to produce games like Grand Theft Auto V and Fortnite
Twitch
Online Streaming Device
______, particularly after being acquired by Amazon in 2014, brought about a large growth in ESports
______ allows participants to watch as well as play electronic games
36 million viewers watched the League of Legends World Championship surpassing viewership of some of the most popular athletic events in the world
Nintendo Switch
Released by Nintendo
A hybrid that blends mobile and console experiences
System allows players to take games like Legend of Zelda and Super Mario with them wherever they go
Death Race
(Arcade game released in 1976)
Encouraged drivers to run over stick figures, which then turned into Xs
Made national news even though the programmers claimed that the stick figures were not human
Stories that Relate to Video Game Violence
1999 Columbine High School Shooting
Quickly linked to teenage perpetrators’ enthusiasm for video games
Families of the victims brought a lawsuit against 25 video game companies claiming that if the games had not existed, the massacre would not have happened
2008 a 17-year-old boy shot his parents after they took away his video game system which killed his mother
2008, 6 teens were arrested for attempted carjacking and robbery, they stated that they were reenacting scenes from Grand Theft Auto
M Rating
(Mature; 17 and older; “may contain mature sexual themes, more intense violence, and/or strong language”)
AO Rating
(Adults Only; 18 and up; “may include graphic depictions of sex and/or violence”)
M and AO
Two most restrictive ratings
Adults; youth-oriented
Although many of the video games are designed for ______, the distribution system and culture surrounding video games is still largely _____-________
Video Game Addiction
Early 1990s many stories of people dropping out of college or getting divorced because of addiction to games
Heavy video gaming can result in painful repetitive stress injuries
Rare, but serious, causes of death resulting from video game overuse
Early 1980s two deaths were linked to video game Berzerk
Both in late teens, suffered fatal heart attacks while struggling to achieve top scores
Online Gamers Anonymous
Developed a 12-step program similar to Alcoholics Anonymous to help gamers deal with problems relating to game overuse
Run by former online gamers and family members of those affected by heavy game use
Jim Rossignol
Book titled This Gaming Life: Travels in Three Cities
Describes his job as a journalist for a financial company and his increasing involvement with Quake III (he trained a team of players to compete in virtual online tournaments, scheduling practices and spending the hours afterward analyzing strategies with his teammates)
“Gaming Disorder”
The World Health Organization
Added “______ ________” to 2018 version of its medical reference book
“Video Game Overuse”
American Medical Association (AMA) has not created an official diagnosis of video game addiction, citing the lack of long-term research
Instead uses term “_____ ____ _______” to describe video game use that begins to affect other aspects of an individual’s life (health, relationships)
Grand Theft Auto
Game had players stealing cars and committing a variety of crimes to achieve specific goals
Game's extreme violence made it popular with players in late 1990s, but true draw was the variety of options that players could employ in the game
Specific narratives and goals could be pursued, but if players wanted to drive around and explore the city, they could do so
Variety of cars (sports cars, tractor trailers) and the extreme levels of violence (steal cars, kill pedestrians, engage the police in a shoot-out)
First establishment released in 1997
Fortnite
Relatively recent in the world of electronic games (released in 2017) and developed by Epic Games
Game took advantage of time’s technology and avid user base
Most popular mode “Battle Royale” can put 100 players against one another in the usual fight for survival in a post-apocalyptic, zombie world
Game has free-form flexibility players expect
They can create their own game modes or congregate with friends and practice their skills
Micro-Purchases
Fortnite makes money from additional features which Epic charges for
Makes money from numerous _____-_________ rather than one large purchase
Parity
Epic offered ______ across multiple devices
No matter which device you use to play Fortnite, you will always be playing the same game and also play with your friends, who might be on a different service
Cross-Platform
Popularity of Fortnite pushed Sony to reverse its stance on _____-________ play and let PlayStation players join matches with Xbox owners for the first time
World of Warcraft
Released in 2004
Massively multiplayer, online role-playing game (MMORPG) loosely based on Warcraft strategy franchise of the 1990s
Game is conducted entirely online though it is accessed through purchased software and players purchase playing time
Each player chooses an avatar that belongs to one of the several races
Characters spend their time on the game by completing quests, learning trades, or interacting with other characters
As characters gain experience, they obtain skills and earn virtual money
Guilds
Various organizations like ______ (groups that ascribe to specific codes of conduct and work together to complete tasks that are cannot be accomplished by a lone individual) have emerged in WoW
______ organized by the players and they use voice communication technology to speak to each other
Call of Duty
Series of first-person shooter games notable for its record breaking success, with billions of dollars in sales, but also for unabashed commitment to violence and killing
Released in 2003 (game first focused on plots set in WWII)
Modern Warfare 2 (2009) achieved success and controversy
Game included a 5-minute sequence in which the player takes part in a massacre of innocent civilians
Player not required to shoot civilians and could skip sequence if desired
Published by Activision
Continued to vary its setting from Cold War politics to outer space but the foundation remains shooting down bad guys
Has Mature rating
Wii Sports and Wii Fit
Nintendo Wii, with its dedicated motion-sensitive controller, was sold starting in 2006
Wii’s simple design was combined with basic games like Wii Sports to appeal to previously untapped audiences
Wii Sports
Included with the purchase of the Wii console and served as a means to demonstrate the new technology
Included five games
Baseball, bowling, boxing, tennis, and golf
Nothing objectional about it and just a game for people to enjoy
Wii Fit
Combined previously incompatible terms “fitness” and “video games”
Used touch sensitive platform, players could do aerobics, strength training, and yoga
Game kept track of weights and acted as a virtual trainer
Used potential of video games to create an interactive version of an exercise machine, replacing workout videos and other forms of fitness that had never before considered Nintendo a competitor
What Makes a Good Video Game
Studies found that “one of the main overall findings was the importance of a high degree of realism (sounds, graphics, and setting). Other important characteristics included a rapid absorption rate, character development, the ability to customize the game, and multiplayer features”
Video Game
Netflix CEO Reed Hastings said that the biggest threat to Netflix’s continued dominance in entertainment was a _____ ____: Fortnite
Egames
The future of electronic games in the 2020s: ______ might become the dominant medium in American culture life
2.7 billion
More than _._ _______ people (one third of global population) are gamers
Virtual Reality
For years, people have predicted that _______ _______ (VR) would be the future of gaming
But VR technology is 2020s is terrible (hardware is expensive, specialized, and involves strapping heavy, thick goggles to your face that block out real world and leave you exhausted after 30 minutes
VR is a solitary experience and not one to enjoy with friends or 100 other players
VR and AR
Forbes suggests blend of __ and augmented reality (__) has potential
Might get sensation of touching ammo as they pick it up in a shooter game or holding the wheel of a racing car
NPCs
Usually AI drives “non-player characters” (____)
In 2020s, NPCs will become more advanced
Rather than just an either-or reaction (either live or die), NPCs might become more creative, adding to the complexity of the games
5G
Much hyped and long-awaited __ technology could be a gamechanger
For now, games are mostly still slow
Although cell phone producers are offering phones with capability, the phone companies are finding it difficult to offer widespread access to __
With __, smartphones can stream content much faster
Designers will be able to create more powerful games and players will be able to engage immediately
The slow building __ breakthrough will not only make mobile gaming better, it will likely create a network effect in which more and more people get into mobile gaming and gaming in general
Gaming on Cellphones
Electronic games are increasingly streamed on cellphones
The rich, detailed, immersive content that makes games so powerful also makes them lag and buffer and crawl as they stream
Reason is not the game or the phone but the internet speed