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Mass Media and Society
Chapter 10: Electronic Games
Feb. 24, 2014
Chapter 10:
Electronic Games
• The evolution of electronic
games
• Influential contemporary
games
• Games’ impact on culture
• Controversial issues
Game evolution
• Pong: 1972
• Arcade games: coinoperated in public
establishments
• Consoles arrive in 1972:
Magnavox Odyssey; Atari
2600 first big success
• Cartridges developed
Crash and evolution
• 1983: Video game market
crashes thanks to
lackluster “Pac-Man,”
“E.T.”
• Nintendo Entertainment
System and “Super Mario
Brothers” revolutionize
console gaming
Innovation in 1990s
• Sega Genesis challenges
NES
• “Mortal Combat,” “Street
Fighter” establish higher
levels of violence
• March 2007: Sony sells
102 million PlayStations
Shooters and
online gaming
• First-person shooters like
“Doom” prove popular and
controversial
• MMORPG (Massively
Multiplayer Online RolePlaying Games) genre
established (“World of
Warcraft”)
st-century
21

games

• PlayStation 2 (2000) and
Xbox (2001) ramp up
console wars
• Portable gaming
(GameBoy) grows in
popularity
• Late 2000s: Market for
video games is steadily
increasing
Home consoles
• PlayStation 3 (2006),
Xbox 360 (2005), and Wii
(2006) give way to today’s
PS4 and Xbox One
• Wii pioneered motionsensitive systems; other
platforms follow
Influential games
• “Grand Theft Auto”:
violent, satirical “sandbox”
(open-world) game;
hugely popular
• “World of Warcraft”:
MMORPG pioneers social
gaming, economics within
game
Influential games
• “Madden,” “FIFA”: big
sellers, niche games;
popular among athletes
and sports fans;
dedicated online
communities
• “Call of Duty”: big sellers;
pushes envelope on
violence
Impact on culture
• 2007: 72 percent of U.S.
population played a video
game that year
• Gaming culture:
competition, immersion
• “The fifth network”: video
game influence rivals TV
networks
Music, education
• “Rock Band” and “Guitar
Hero”: participatory and
focus on artists
• Video games used in
classrooms, learning
settings
• U.S. Army uses video
games for recruitment
Controversies
• Violence: Entertainment
Software Rating Board
(ESRB) rates content
• Phenomenon of video
game overuse or
addiction
• Sexism: Women less than
12 percent of industry
Mobile games
• Angry Birds, Candy Crush
Saga; tend to peak and
fall quickly
• Industry has seen major
growth tied to increase in
smartphone use
• Expected to reach $24
billion in 2016 (up from
$12 billion in 2013)

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Mass Media and Society Chapter 10: Electronic Games

  • 1. Mass Media and Society Chapter 10: Electronic Games Feb. 24, 2014
  • 2. Chapter 10: Electronic Games • The evolution of electronic games • Influential contemporary games • Games’ impact on culture • Controversial issues
  • 3. Game evolution • Pong: 1972 • Arcade games: coinoperated in public establishments • Consoles arrive in 1972: Magnavox Odyssey; Atari 2600 first big success • Cartridges developed
  • 4. Crash and evolution • 1983: Video game market crashes thanks to lackluster “Pac-Man,” “E.T.” • Nintendo Entertainment System and “Super Mario Brothers” revolutionize console gaming
  • 5. Innovation in 1990s • Sega Genesis challenges NES • “Mortal Combat,” “Street Fighter” establish higher levels of violence • March 2007: Sony sells 102 million PlayStations
  • 6. Shooters and online gaming • First-person shooters like “Doom” prove popular and controversial • MMORPG (Massively Multiplayer Online RolePlaying Games) genre established (“World of Warcraft”)
  • 7. st-century 21 games • PlayStation 2 (2000) and Xbox (2001) ramp up console wars • Portable gaming (GameBoy) grows in popularity • Late 2000s: Market for video games is steadily increasing
  • 8. Home consoles • PlayStation 3 (2006), Xbox 360 (2005), and Wii (2006) give way to today’s PS4 and Xbox One • Wii pioneered motionsensitive systems; other platforms follow
  • 9. Influential games • “Grand Theft Auto”: violent, satirical “sandbox” (open-world) game; hugely popular • “World of Warcraft”: MMORPG pioneers social gaming, economics within game
  • 10. Influential games • “Madden,” “FIFA”: big sellers, niche games; popular among athletes and sports fans; dedicated online communities • “Call of Duty”: big sellers; pushes envelope on violence
  • 11. Impact on culture • 2007: 72 percent of U.S. population played a video game that year • Gaming culture: competition, immersion • “The fifth network”: video game influence rivals TV networks
  • 12. Music, education • “Rock Band” and “Guitar Hero”: participatory and focus on artists • Video games used in classrooms, learning settings • U.S. Army uses video games for recruitment
  • 13. Controversies • Violence: Entertainment Software Rating Board (ESRB) rates content • Phenomenon of video game overuse or addiction • Sexism: Women less than 12 percent of industry
  • 14. Mobile games • Angry Birds, Candy Crush Saga; tend to peak and fall quickly • Industry has seen major growth tied to increase in smartphone use • Expected to reach $24 billion in 2016 (up from $12 billion in 2013)