Adrienne Shaw, Video Games. Encyclopedia of Media and Communication (dragged)
Vaudeville
Vaudeville was a type of variety entertainment popular before the rise of film.
Notable figures:
Charlie Chaplin
Marx Brothers
Mae West
W.C. Fields
Transition to film:
Attempts to merge vaudeville acts with films were made, but ultimately, film became the dominant form of entertainment.
Video
Definition:
Video refers to any system for recording or broadcasting visual images electronically.
Can include movies on videotape, music videos, and any visual art that tells a story.
Advancements:
The rise of digital cameras has democratized video creation, allowing amateurs to produce and share content online.
The term "video-verse" describes the expansive influence of video in contemporary society.
Impact on culture:
Music videos became prominent with MTV in the 1980s, significantly influencing popular culture and advertising.
Video jockeys (VJs) emerged as hosts who introduce and comment on music videos.
YouTube's introduction in 2005 revolutionized video sharing, allowing quick uploads that could reach vast audiences.
Video Games
Definition:
The terms video game, computer game, and digital game are used interchangeably, referring to games played on various platforms including consoles and computers.
Market focus:
The discussion mainly emphasizes console-based video games, which constitute a significant portion of the software sales market.
History of Video Games
Origin debates:
Early candidates for the first video game include:
1947 Cathode ray tube game by Thomas T. Goldsmith Jr. and Estle Ray Mann.
1952 tic-tac-toe by Alexander Douglas.
1958 "Tennis for Two" created by William Higginbotham.
Key developments:
1972: Magnavox Odyssey, the first commercially sold home system.
1972: Atari's Pong popularizes video games.
1977: Release of Atari 2600, achieving significant commercial success.
1983: The video game crash leads to a shift in dominance to the Japanese gaming industry.
Nintendo releases NES (1983), followed by SEGA's Master System (1985) and Genesis (1989).
Character branding (Mario for Nintendo and Sonic for SEGA) becomes crucial.
Genre of Video Games
Common game genres include:
Platform: Jumping and navigating through platforms (e.g., Mario Bros).
Adventure: Puzzle-solving and exploration (e.g., Myst).
Role-playing Games (RPGs): Character development and quests (e.g., Final Fantasy).
Sports: Simulates traditional sports (e.g., Madden NFL).
Racing: Involves racing vehicles (e.g., NASCAR series).
Action: Fast-paced gameplay emphasizing violence (e.g., Mortal Kombat).
First Person Shooters (FPS): Players view through the character's eyes (e.g., Doom).
Puzzle: Logic and strategy-focused gameplay (e.g., Tetris).
Simulation: Emphasizes realistic scenarios (e.g., The Sims).
Strategy: Requires significant decision-making (e.g., Civilization).
Demographics and Themes
Sales Statistics:
Video games generated $6.1 billion in sales in 2005.
69% of American heads of households played video games.
44% of players were aged 18-49, with 38% female gamers.
Themes in Video Game Literature:
Violence: Concerns about violent content's impact, especially after tragedies like Columbine.
Social Impact: Games can be social rather than isolating, with many gamers engaging in multiplayer experiences.
Representation: Concern about gender and racial representation in video games.
Learning: Studies suggest video games can enhance problem-solving skills, but research is mixed on their overall educational benefits.