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Computers and Games BY CHRIS MANDZIEJEWICZ
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History of Games 1940s-1950s Nimatron Cathode ray tube amusement device A. S. Douglass creates OXO Hutspiel-U.S. military game Programs: Chess, Blackjack, Checkers
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History of Games 1960s Simulation of Total Atomic Global Exchange Ralph Baer: Idea of TV games First interactive media game: Spacewar Brown Box game system
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History of Games 1970s Magnavox Odyssey Atari’s Pong Microprocessors Programmable ROM cartridge based games
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History of Games 1980s Intellivision Commodore 64 3D games Nintendo Entertainment System Game Boy North American Video Game Crash
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North American Video Game Crash Too many poor quality games Too many consoles Home computer market boomed Low cost computers (Commodore 64)
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History of Games 1980s Computer games move to VGA graphics Computer mouse and high resolution bitmap Better graphical interfaces FM synthesis sound 3D polygonal graphics
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History of Games 1990s Sony PlayStation Nintendo 64 Dreamcast Entertainment Software Rating Board
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History of Games 1990s-2000s 3D console titles Interest in hardware accelerated 3D graphics DirectX and OpenGL CPU improvement and graphic cards
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History of Games 2000-Present Popularity and advancement continues Technological advancements Mobile gaming Virtual Reality
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Negative Impact on Society Violence and aggression Addiction Dissociation with reality Health problems
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Violence and Aggression Entertainment Software Rating Board Response to criticism of violent content Controversial video games Excessively violent or intense sexual situations
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Violence and Aggression Desensitize to real violence Rewarding acts of violence ESRB enforces industry-adopted advertising guidelines
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Addiction Many games constantly reward player Socially isolated Academic performance lessens
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Dissociation With Reality Ties with addition Fantasy world better than reality Confusion between fantasy and reality
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Health Problems Obesity Video induced seizures Carpal tunnel syndrome
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My Solutions Better parent judgement Help centers for game addition Therapy specializing in game addiction More research is needed Virtual reality ethical issues
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Will These Problems Change? Online game libraries Will society provide help? Problems will most likely stay Virtual reality could make it worse More realistic
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Sources http://playbrains.com/wp-content/uploads/2014/03/Mobile-Gaming-Advantages-of-Mobile-Gaming-blog- March-14-2014.jpg http://playbrains.com/wp-content/uploads/2014/03/Mobile-Gaming-Advantages-of-Mobile-Gaming-blog- March-14-2014.jpg http://www.museumofplay.org/icheg-game-history/timeline/ http://www.museumofplay.org/icheg-game-history/timeline/ http://electronics.howstuffworks.com/video-game2.htm http://electronics.howstuffworks.com/video-game2.htm http://content.time.com/time/interactive/0,31813,2029221,00.html http://content.time.com/time/interactive/0,31813,2029221,00.html http://www.video-game-addiction.org/physical-consequences.html http://www.video-game-addiction.org/physical-consequences.html https://www.esrb.org/about/ https://www.esrb.org/about/ http://www.bbc.com/news/technology-33960075 http://www.bbc.com/news/technology-33960075 http://www.apa.org/news/press/releases/2015/08/violent-video-games.aspx http://www.apa.org/news/press/releases/2015/08/violent-video-games.aspx
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Sources Kneer, Julia, et al. "Awareness Of Risk Factors For Digital Game Addiction: Interviewing Players And Counselors." International Journal Of Mental Health & Addiction 12.5 (2014): 585-599. Academic Search Complete. Web. 30 Jan. 2016. Ferguson, C. J. (2014). Is video game violence bad?. Psychologist, 27(5), 324-327.
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