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© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Early Play Feature Think about an activity(sports, instrument, etc) that you are really good at performing How did practice help you get better? Which of the benefits of early play helped you develop the skills needed to perform your best? Share your answers with the class
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3 Evolution of the Game
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© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Discuss non-electronic games throughout history. Place electronic games on a timeline of development. Describe significant trends in game development over the past twenty years. Project possible developments in new generations of video games. Explain how play has been important in developing societies and cultures.
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© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Explain how play helps children and adults gain knowledge. Discuss how violence in video games affects children and adults. Discuss how video games affect behavior, cognitive development, and motor skills. Describe how video game content is regulated. Use terminology appropriate for communication in the video game industry.
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© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Define terminology used by gamers and online gaming communities. Explain player immersion. Describe what factors result in player immersion. Identify factors in current games that result in player immersion.
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© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Early Play Simulated tool use Physical dexterity Coordination Muscle memory Brain-extremity pathway connections Motor skills and reflexes Socializing
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© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Early Play Toys and games are used to build strong bodies
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© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Physical Competition Physical trial competitions as early games All have rules All have a game environment All have a victory condition
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© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Intellectual Competition Promotes mental accuracy Puzzles Wooden puzzles Single-player game No replay value after solution is found
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© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Intellectual Competition Puzzles have little or no replay value (Reproduced under Creative Commons license)
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© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Intellectual Competition Board games Chess and checkers Chance and competition keep games fresh Random-number generators Cubical or multifaceted dice Changes game each time played
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© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Intellectual Competition Dice are used as a random-number generator
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© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Intellectual Competition Card games Paper cards were inexpensive Many game variations with one deck Shuffling used as random generator (Reproduced under Creative Commons license)
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© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Intellectual Competition Themed board games Immersive play Play a fantasy role with token (avatar) Dice or cards used as random generator
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© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Game Immersion Pretending to be in the game world Play the role of game character Role-playing games (RPG) May have an effect of desensitization to violence May cause some players to lose touch with reality
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© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Game Immersion Role-playing games offer great immersion
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© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Games for Personal Development Behavioral development Cognitive (mental) development Motor skill (physical) development
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© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Behavioral Development Simulation training for real world Learn communication and teamwork Reward good behavior Punish bad behavior
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© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Behavioral Development Some games reverse good/bad behavior Grand Theft Auto Halo Resident Evil Cocooning Balance is important
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© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Cognitive Development Learning, remembering, and problem solving Educates player Trains for quick decisions May promote stereotypes Enemy characteristics should not translate to real life
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© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Motor Skills Development Game benefits Learned muscle movements Developed through practice Game issues Physical injury, such as carpal tunnel syndrome Lack of activity
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© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Motor Skills Development Many video games offer little in the way of physical activity, which can lead to being a couch potato or cocooning
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© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Exit Ticket: On a piece of paper: Think back to the past games we have created (you have created) name two techniques you struggled with to start out with but now you have a full understanding at this point. Explain what occurred over the last month and a half that has helped you with these techniques. List the what type of development category they would fall under Hand in before you leave
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© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Bell Ringer Write down the first video game you ever remember playing. Explain that game in detail (environment, objective, characters, did you enjoy it, controller, console). What are the big differences between that particular game and the games you play now?
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© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Video Game Beginnings First video game patent in January 1947 Pong Fired missiles at targets drawn on screen Tennis for Two Brookhaven National Laboratory in 1958 Too expensive to play
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© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Video Game Beginnings Television-projection game Invented in 1966 Light gun as user interface Only works on cathode ray tube (CRT) TVs Does not work on new televisions
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© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Generation 1 Generation 1 started in the 1970sGeneration 1 Beginning of widespread availability Coin-operated game consoles Spacewar! in 1971 Computer Space is first cabinet-based game Pong in 1972; first commercial success Video game arcades: Space Invaders, Pac-Man, Donkey Kong, etc.
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© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Generation 1 Computer Space was the first cabinet-based, coin-operated game
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© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Generation 1 Pong was the first commercially successful video game
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© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Generation 1 Video arcades began to appear in the late 1970s and early 1980s
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© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Generation 2 Generation 2 started in late 1970s and early 1980sGeneration 2 Home video game console Interchangeable cartridge technology Magnavox Odyssey Atari 2600 ROM cartridge (read-only memory cartridge)
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© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Generation 2 The Atari 2600 was a popular cartridge-based home game console
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© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Generation 2 ROM cartridges had the game stored on a computer chip
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© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Generation 3 Generation 3 started in the mid 1980sGeneration 3 8-bit processors Nintendo Entertainment System (NES) Handheld game systems Nintendo Game Boy Game Boy Pocket Game Boy Color
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© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Generation 3 The original NES was an 8-bit system
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© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Generation 3 Generation 3 games still had 2D graphics (Reproduced under Creative Commons license)
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© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Generation 3 The handheld Game Boy was the next big step forward in Generation 3
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© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Generation 4 Generation 4 started in the late 1980sGeneration 4 16-bit processors Sega Genesis Super Nintendo Game Boy Advanced
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© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Generation 4 The Super NES was a 16-bit system
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© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Generation 4 Game Boy Advanced had backward compatibility with Game Boy games 3D emulation, in some games, such as the game Doom
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© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Generation 5 Generation 5 started in the mid 1990sGeneration 5 Featured technology: CD-ROM disc (cost less than ROM cartridges) True 3D graphics with 32- and 64-bit systems Sony PlayStation (32 bit) Used CD-ROM discs instead of ROM cartridges Competitive advantage: lower game cost to consumer due to CD- ROM Nintendo 64 (64 bit) Sega (32 bit)
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© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Generation 5 Sony PlayStation had a competitive advantage because it used CD-ROM technology instead of ROM cartridges
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© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Generation 5 Sony licensed the PlayStation source code Allowed third-party provider game design companies to create games Resulted in more game options for consumers
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© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Generation 6 Generation 6 started in the early 2000sGeneration 6 Featured technology: DVD-ROM disc (more storage than CD-ROM) 128-bit systems Realistic 3D movement Porting Nintendo Game Cube Xbox PlayStation 2
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© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Generation 6 Nintendo Game Cube used optical disc technology, which is similar to DVD
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© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Generation 6 Xbox was Microsoft’s entry into gaming systems
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© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Generation 7 Generation 7 started in the mid 2000sGeneration 7 Featured technology: Wii: innovative user interface PlayStation 3: fast processor; great graphics Xbox 360: fast processor; great graphics Online play LAN parties Motion-based controllers Game-specific controllers
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© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Generation 7 Nintendo Wii has motion-based controllers
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© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Generation 7 Sony PlayStation 3 has a very fast processor and can display exceptional graphics
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© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Generation 7 Microsoft Xbox 360 also has a very fast processor and can display exceptional graphics
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© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Generation 8 Next generation technology PS-Move Project Natal More immersion Virtual reality
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© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Generation 8 Will generation 8 include virtual reality technology
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© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Exit Ticket Go online and find a new game (generation 8) that has recently been created or is coming out later this year. Explain any new technologies this new game will entail. Hand in before you leave.
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© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Bell-Ringer Using the index card you were given at the door find the (Generation #) and the video game or console that you would match with based on when it was created. Example. Generation 1-Pong Once you have found your match; with your partner 1) Write down the time period 2) Write down all the new technologies and historical moments that occurred during that time period
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© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Game Licensing Licensing agreement Third-party providers Source code from system manufacturer System-exclusive games Proprietary games Porting
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© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Game Licensing This game has been ported to both Xbox 360 and the PSP
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© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. How Computers Changed the Game Game world created Virtual game world; fantasy can occur Strict rule enforcement Virtual gameplay Total immersion Realistic 3D graphics Realistic motion controllers Online playing communities
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© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. How Computers Changed the Game Computers have allowed games with rich graphics and fantasy worlds
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© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Video Game Ratings Entertainment Software Rating Board (ESRB) Self-regulatory body for gaming industry Guidelines age-appropriate content Rating symbols Content descriptors
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© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Video Game Ratings This rating symbol indicates appropriate for early childhood, ages 3 and over
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© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Video Game Ratings This rating symbol indicates appropriate for everyone, ages 6 and over
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© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Video Game Ratings This rating symbol indicates appropriate for everyone, ages 10 and over
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© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Video Game Ratings This rating symbol indicates appropriate for teens, ages 13 and over
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© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Video Game Ratings This rating symbol indicates appropriate for mature audiences, ages 17 and over
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© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Video Game Ratings This rating symbol indicates appropriate for adults only, ages 18 and over
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