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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. Early Play Simulated tool use Physical dexterity Coordination Muscle memory Brain-extremity pathway connectionsBrain-extremity pathway Motor skills and reflexesMotor skills Socializing
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© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Physical Competition Physical trial competitions as early gamesPhysical trial All have rules All have a game environmentgame environment All have a victory condition Olympic Games 100-yard dash Boxing Javelin throw
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© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Intellectual Competition Promotes mental acuitymental acuity 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, checkers, Royal Game of Ur, etc.Royal Game of Ur 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 The Royal Game of Ur is one of the earliest known board games (Reproduced under Creative Commons license)
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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 Tarot cards (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 playImmersive 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 violencedesensitization 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. 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 importantBalance
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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 stereotypesstereotypes 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 syndromecarpal 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. Video Game Beginnings First video game patent in January 1947patent 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 interfaceLight gun 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 successcommercial 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 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)ROM 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 processorsbit Nintendo Entertainment System (NES) Handheld game systems Nintendo Game BoyGame 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 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 Game Boy Advanced had backward compatibility with Game Boy gamesbackward compatibility 3D emulation, in some games, such as the game Doomemulation
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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- ROMCompetitive advantage 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 licensed the PlayStation source codesource code Allowed third-party provider game design companies to create gamesthird-party provider 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 7 Generation 7 started in the mid 2000sGeneration 7 Featured technology: Wii: innovative user interfaceWii 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. 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. 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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