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.