105 GOT GAME Introduction Planet of the Rotting Minds? Computer Space 1970 Magnavox Odyssey 1972 Pong 1972 A Brief History of Video Games - Part 1 Death.

Slides:



Advertisements
Similar presentations
M y Opinion Violent Video games are not the cause of any rise in criminal activity of Minors (5-18 Year Olds) in today's society.
Advertisements

Mark Ferguson 10/18/09 Mrs. Pugh.  Computer and video games are rated by the Entertainment Software Rating Board(ESRB), whose system includes age recommendations.
The Motion Picture Association of America's (MPAA) film-rating system
Adam Thierer Progress & Freedom Foundation April
Did you know 2011 State of the literature Fragmented by multiple definitions (addiction vs. compulsion; Internet use vs. video games) Bias due to samples.
Internet Safety for Parents A Basic Primer. Topics to be Discussed: Setting safety parameters including permission levels Creating desktop shortcuts accessible.
1 Why Do People Play Video Games? Basic Concepts: Goals Stages Real-Time Interaction Facilitating Community.
Presentation by Doug Wilcox Com 546 – Evolution and Trends in Digital Media – December 6, 2005 Video Games: Pong to Present.
Chapter 1.2 Games and Society. 2 Why Do People Play Video Games? Goals Stages Real-Time Interaction Facilitating Community.
VIDEO GAMES Evolution, Development, Sales and Controversy.
Computer Science Computer Games1 Are you ready to produce?
Chapter 7.6 Content Regulation. 2 History of Censorship Legal source of American speech protection is the 1791 First Amendment to the U.S. Constitution:
Teens, Mobile & Games An Overview of Pew Internet Data Amanda Lenhart FTC Brownbag May 28, 2009.
The History of Video Games
December 1, The Beginnings! Video Games started to be developed as early as 1947! First patent was on January 25, The Game was Pong!
Gamer Generation: The Ill Effects of Violent Video Games on Today’s Youth Michelene Thompson.
Effectiveness of Video Game Violence By: Trenton McNabb.
Online Games and PR MT 8425 January 28, Teens and video games According to the Pew Internet and American Life Project: 77% of teens own a.
A discussion with: Mark Friedler, CEO Game DAILY Kate Thorp, CEO AKQA John Vail, Director Digital Media and Marketing, Pepsi Advertising to Gamers: What.
Electronic Gaming and the Media Playground
Questions and Answers for Chapter 3 Review!
Nintendo’s Recent Advances in the Video Game Market Ben Tarkany Suguru Minajima Benny Yiu Colton Schulte Stephanie Thomas.
Political Issues in the Video Game Industry: Violence and Gaming Alisdair Owens.
T E G R U O Y Presented by Crystal Rose E M A G N O Gaming in Public and Academic Libraries.
The Way Business Operates…  Since the mid-70s computer and video games industries have grown from focused markets to mainstream.  Video Games have generated.
How Computers Affect Our Children’s Minds For Better or Worse.
Modern technology. Video and computer games have made a large impact upon society’s youth.
Video Game Violence and Player Aggression: Should Parents Worry?
Addiction? Addiction – the state of being enslaved to a habit or practice or to something that is psychologically or physically habit- forming to such.
Video Game Design By Cameron. Table of Contents Video Games In History How Games Are Made Famous Designers Mario Sonic Link Ideas for a Designer’s Idea.
Jason Jeremy Haris. - Computer Addiction provides hours of enjoyment and entertainment individually and with others. Computers and the internet are the.
© 2012 The McGraw-Hill Companies, Inc. All rights reserved. Chapter 9 Video Games.
Team 2 Joe Rizo Julia Denisse Paula Vasquez Alma Martinez Internet Safety and Parental Controls Created a Wiki page
The Video Game Industry Week 10. THE RISE OF THE VIDEO GAME INDUSTRY As with other industries there are three main themes associated with the video game.
Marcus Gollahon. –WASHINGTON - Playing violent video games like Halo, World of Warcraft or Mortal Kombat can increase a person's aggressive thoughts,
© 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Game Art and Design Unit 1 Lesson 4 Game.
Media as a Context of Development. Media as a socializing agent Learn values, goals and belief system of society/culture Media represent a broad but also.
Tennis For Two by Willam Higinbotham and the Brookhaven National Laboratory William Higinbotham was a nuclear physicist on the Manhattan Project. The.
Do video games affect someone’s learning?
Chapter 14 Recreation and Leisure in Everyday Life.
Unit I: Game Ratings ERSB GAD. Ethics in Game Design GAD Ethics is applying a moral judgment of right and wrong, moral and immoral to something. Ethical.
». What is ESRB? 2 The Entertainment Software Rating Board (ESRB) is a voluntary organization concerned with rating video games. The ESRB was founded.
A Leap Worth Taking: A Brief Introduction to Video Gaming in Libraries Matthew Stephenson Friday, September 18, 2015.
Overseal Primary School E Safety Parent’s Meeting
Jason Jeremy Haris. - Computer Addiction provides hours of enjoyment and entertainment individually and with others. Computers and the internet are the.
Interactive Authoring Final Project
A History of Video Games. Interesting Facts Nintendo – established in 1889 as a playing card company Sony – started in 1947 as Tokyo Telecommunications.
Computers and Games BY CHRIS MANDZIEJEWICZ. History of Games 1940s-1950s  Nimatron  Cathode ray tube amusement device  A. S. Douglass creates OXO 
EirplayMedia (c) The Games Industry Eirplay Media ©
By: Joshua Maile. Back in the Day… Pong – a simulated ping pong game where players had to hit a “ball” with “paddles.”
By Nancy Ghattas S Integral part of children and adult lives Average amount of playing time is around 13 hrs per week Most popular games contains.
1 st Grade Internet & Technology Survey taken 4/17/15-4/23/15 by 125 GES 1 st grade students.
What is a video game? video game – an electronic game in which players control actions on a screen by using human interfaces to produce the game's narrative.
Gaming and Teens How libraries are utilizing video games and attracting teens!
Digital Gaming and the Media Playground Chapter 3.
Game Development Essentials An Introduction

Jon Radoff, CEO, GamerDNA GDC Austin 2009
Chapter 3 evolution of the Game
CST 320: Intro to Digital Games
Video Games Add pics. Then And Now SabrinaBoulay.
History of G1-G8 Games and Video Game Ratings Chapter 3 Pages
Name of game, student Name, Class period, and Date
Game Development Essentials An Introduction
The Industry & The Player
Game Development Essentials An Introduction
Digital Gaming and the Media Playground
Chapter 16: Influences Beyond the Family
Presentation transcript:

105 GOT GAME Introduction Planet of the Rotting Minds? Computer Space 1970 Magnavox Odyssey 1972 Pong 1972 A Brief History of Video Games - Part 1 Death Race 1976 Atari Space Invaders 1978 Asteroids 1979 Pac-Man 1980 Donkey Kong 1981 Vectrex D Imager 1983

106 GOT GAME Introduction Planet of the Rotting Minds? Nintendo NES 1985 Nintendo GameBoy 1989 Mortal Kombat 1991 A Brief History of Video Games - Part 2 Doom 1993 Entertainment Software Rating Board 1994 Sony PlayStation 1994 Pokémon 1996 The Sims 2000 Grand Theft Auto 1998 Nintendo VirtualBoy 1994 Sony PS2 2000

107 GOT GAME Introduction Planet of the Rotting Minds? A Brief History of Video Games - Part 3 Metroid Prime 2002 Microsoft Xbox 2001 Halo 2001 Guitar Hero 2005 Nintendo DS 2004 Sony PSP 2005 Microsoft Xbox Sony PS Nintendo Wii 2006 Bioshock 2007 Worlds of Warcraft 2001

108 GOT GAME Introduction Planet of the Rotting Minds? Do Video Games Rot The Mind? The Mind-Rotting School of Thought Video games... Confine children to game rules that deprive children of independent thought and experimentation Promote social isolation Divert attention from more productive activities, such as studying, exercise, and work An Alternative Interpretation

109 GOT GAME Chapter One Space Invader Who Plays Video Games?

110 GOT GAME Chapter Two Sex, Violence, and Stereotypes Game Violence Does violence in games cause violence in real life? Concern is expressed… The game industry responds… 1993: Congressional hearings decry the graphic violence in video games like “Night Trap” and “Mortal Kombat”, with threats to impose federal regulations on the industry. 1994: The self-regulatory Entertainment Software Ratings Board is set up to apply and enforce ratings, advertising guidelines, and on-line privacy principles. Video game revenue has doubled in the past decade, demonstrating the pervasive influence of games. Violent juvenile crime has decreased by half during that same time interval. Federal, state, and local attempts to regulate video game access have greatly increased in recent years. Courts have overwhelmingly ruled that such regulation violates free speech & lacks supporting evidence.

111 GOT GAME Chapter Two Sex, Violence, and Stereotypes The ESRB Ratings EARLY CHILDHOOD (EC) Titles rated EC have content that may be suitable for ages 3 and older. Contains no material that parents would find inappropriate. EVERYONE (E) Titles rated E have content that may be suitable for ages 6 and older. Titles in this category may contain minimal cartoon, fantasy or mild violence and/or infrequent use of mild language. EVERYONE 10+ (E10+ Titles rated E10 have content that may be suitable for ages 10 and older. Titles in this category may contain more cartoon, fantasy or mild violence, mild language and/or minimal suggestive themes. TEEN (T) Titles rated T have content that may be suitable for ages 13 and older. Titles in this category may contain violence, suggestive themes, crude humor, minimal blood, simulated gambling, and/or infrequent use of strong language. MATURE Titles rated M (Mature) have content that may be suitable for persons ages 17 and older. Titles in this category may contain intense violence, blood and gore, sexual content and/or strong language. ADULTS ONLY Titles rated AO (Adults Only) have content that should only be played by persons 18 years and older. Titles in this category may include prolonged scenes of intense violence and/or graphic sexual content and nudity.

112 GOT GAME Chapter Two Sex, Violence, and Stereotypes Game Addiction What is the distinction between excess, dependence, and addiction? Excess: Playing games beyond a reasonable limit (e.g., late night marathon sessions) Dependence: Continuing to play despite clear detrimental effects (e.g., falling grades, missing work) Addiction: Physiological craving that goes beyond mental or psychological dependence

113 GOT GAME Chapter Two Sex, Violence, and Stereotypes Game Diversity: Who Makes The Games?

114 GOT GAME Chapter Two Sex, Violence, and Stereotypes Game Diversity: Who Are The Game Characters?

115 GOT GAME Chapter Two Sex, Violence, and Stereotypes International Censorship Some countries are more restrictive than others, banning certain games. Australia Any game that cannot receive a rating of MA15+ or lower is banned. Violence and sexual explicitness are the principal problems. Banned games have included all Grand Theft Auto versions. China The lack of computer ownership makes online gaming at Internet cafes popular. The government restricts gamers to three hours of consecutive play, followed by five hour breaks. Germany The “Federal Department for Media Harmful to Young People” reviews games for indecent, violent, crime-inducing, or racist content and restricts or bans their sale. Japan Objections are raised about violent games with no ethical rationale. Recently, the main problem has been games that depict violent sexual acts.

116 GOT GAME Chapter Three Not The Real World What Needs Do Video Games Satisfy? Physiological Safety Social Esteem Fulfillment A recent medical study (Archives of Surgery, 2/2007) indicates that surgeons who played video games in excess of 3 hours per week made 37% fewer errors and were 27% faster in laparoscopic surgeries. A recent psychology study (Psychological Science, 10/2007) indicates that females who played action video games in excess of 4 hours per week significantly closed the gap with males with respect to spatial cognition skills (such as the mental rotation task above).

117 GOT GAME Chapter Four Want ‘Tude With That? Game Genres Action Games Known as “twitch games” because the skills that are tested are reaction time and hand-eye coordination under pressure, they include shooters as well as such non-shooter games as Pac-Man, Sonic The Hedgehog, and Frogger. Strategy Games Offshoots of traditional board games, strategy games tend to be turn-based and to have a set of straightforward rules. Adventure Games An adventure game is an interactive story about a character who is controlled by the player.

118 GOT GAME Chapter Four Want ‘Tude With That? Abstract Games By using abstract geometric shapes, some games permit the user to escape reality completely, rather than entering a virtual reality that is analogous to the real world.

119 GOT GAME Chapter Four Want ‘Tude With That? Casual Gamers Vs. Core Gamers What distinguishes the casual gamer from the core gamer? As the core game market becomes saturated, game companies have begun to look beyond their traditional audiences and to target casual gamers.

120 GOT GAME Chapter Four Want ‘Tude With That? Gamer Attention Span