Video games
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Video games Presentation Transcript

  • 1. video games rating based on Islamic values … also a part of children’s culture…
  • 2. Saeed Rashed Alrashedi
    • PRESENTED BY
  • 3. Mr. Ibrahim
    • Supervised by
  • 4. MEANING AND ITS EVOLUTION
    • Evolution from the simple computer graphics and game play of early titles like SPACEWAR!
    • PC games are developed by game developers and specialists like game artists
    • It often require specialized hardware to play the games such as Internet connection to play online or a specific generation of graphics processing units
    • Computer games were first developed in the year 1960
    Spacewar! , developed for the PDP-1 in 1961, is often credited as being the first ever computer game. The game consisted of two player-controlled spaceships maneuvering around a central star, each attempting to destroy the other.
  • 5. Development and usage
    • These games have become increasingly popular in the past 20 to 25 years.
    • computer games became a matter-of-course in the everyday life of young people.
    • schools have begun to use computers and teach pupils computer skills
    • Teaching children and young people things like violent behavior
  • 6.
    • Parents and teachers, usually want children to use a computer for more than playing computer games.
    • Boys play more often and more regularly than girls.
    • The favorite games of the boys were action and fighting games.
    • The favorite games of the girls, were platform games and think or puzzle games
    The use of video and computer games
  • 7. Computer games and other leisure activities
    • computer games have begun to substitute other leisure time activities.
    • Computer games do play an important role in situations when children are bored.
  • 8. Game classification
    • ratings are designed to provide concise and impartial information about the content in computer and video games so consumers, especially parents, can make an informed purchase decision.
    • rating symbols suggest age appropriateness for the game.
    • content descriptors indicate elements in a game that may have triggered a particular rating
  • 9. Samples of rating video games
  • 10. video games are rated on Islamic values
    • ESRA and Dubai World EXPO with Index holding and also Iran National Foundation they companied to do this thing to some of Islamic country's
  • 11. how popular different categories of games are
    • Fantasy violence - 32%
    • Sport - 29%
    • General Entertainment - 20%
    • Human Violence - 17%
    • Educational Games - 2%
  • 12. Positive or negative effects
    • Negative effects : promote aggressive behaviour (Provenzo, 1991) and gender stereotyping (Bryce & Rutter, 2002); addictive (Griffiths & Hunt, 1998)
    • Positive effects : highly engaging; support perceptual and cognitive skills (Green and Bavelier, 2006); games support learning, behaviour change, social outcomes
  • 13. COMPANIES DEVELOPING COMPUTER GAMES
    • Sega
    • Capcom
    • Snk
    • EA Games
    • NAMCO
    • SQUARE ENIX
    • Nintendo
    • Konami
    • UBISOFT
    • ATARI
    • Activision
    • Infogrames
    • SONY
    • MICROSOFT
  • 14. Conclusions
    • Playing computer games leads to diverse outcomes and impacts.
    • Useful to develop an organising framework to describe outcomes and impacts.
    • Some of the strongest evidence of the impact of games is in the area of “unintentional” outcomes.
    • Many of the features which make games engaging also support effective learning.
  • 15. Sources and references
    • www.WIKI.org
    • www.IGN.com
    • www.gamespot.com
    • www.studentvideogames.org
  • 16.