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Video Games

     CS6022
Jin XU & H. YANG
Content
�   Introduction
�   Characteristics of V-Games
�   General Issues
�   V-Games to the Society
1 Introduction
1.1 Definition
1.2 Timeline
1.3 General Trend
1.1 Intro- Definition
�   console
�   arcade
�   computer
�   mobile phone
1.1 Intro- Definition
1.1.1 Platform
    various kinds of games displayed on
  certain electronic devices, which are known
  as platforms
1.1 Intro- Definition
1.1.1 Platform
� console games
1.1 Intro- Definition
1.1.1 Platform           Nintendo: Wii console
� console games
e.g. Sony: PlayStation
  Portable
1.1 Intro- Definition
1.1.1 Platform
� console games

� arcade games
1.1 Intro- Definition
1.1.1 Platform
� console games

� arcade games

� computer games
1.1 Intro- Definition
1.1.1 Platform
1.1.2 Interaction
� there is always an avatar representing &
  controlled by the user (can be simple as a
  cursor)
1.1 Intro- Definition
1.1.1 Platform
1.1.2 Interaction
� there is always an avatar representing &
  controlled by the user
� interaction must take place between the
  avatar and the objects in the game world
1.1 Intro- Definition
1.1.1 Platform
1.1.2 Interaction
� there is always an avatar representing &
  controlled by the user
� interaction must take place between the
  avatar and the objects in the game world
� the user may interact with the device/
  platform or other users at different places
1.1 Intro- Definition
1.1.1 Platform
1.1.2 Interaction
1.1.3 Feedback
� user may receive visual, aural, textual, even
  tactile feedback on a display device
1.1 Intro- Definition
1.1.1 Platform
1.1.2 Interaction
1.1.3 Feedback
� user may receive visual, aural, textual, even
  tactile feedback on a display device
� the most important feedback received by the
  user concerns the state of the avatar- simple,
  easy, right away
1.1 Intro- Definition
�   "an electronic game that involves
    interaction with a user interface to generate
    visual feedback on a video device"
                                   ——wikipedia
1.2 Intro- Timeline
�   1952
1.2 Intro- Timeline
�   1954
1.2 Intro- Timeline
�   1961
1.2 Intro- Timeline
1970s
� golden age of video arcade games
1.2 Intro- Timeline
1970s
� golden age of video arcade
  games
- Computer Space, 1971
1.2 Intro- Timeline
1970s
� golden age of video arcade games

- Pong, 1972
1.2 Intro- Timeline
1970s
� golden age of video arcade games

� 1st generation consoles (1972- 1977)
1.2 Intro- Timeline
1970s
� golden age of video arcade games

� 1st generation consoles (1972- 1977)

                           - Odyssey, "brown
                             box", released 1972
1.2 Intro- Timeline
1970s
� golden age of video arcade games

� 1st generation consoles (1972- 1977)

� mainframe computers
1.2 Intro- Timeline
1970s
� golden age of video arcade games

� 1st generation consoles (1972- 1977)

� mainframe computers

� home computers
1.2 Intro- Timeline
1970s
� golden age of video arcade games

� 1st generation consoles (1972- 1977)

� mainframe computers

� home computers

� 2nd generation consoles (1977- 1983)
1.2 Intro- Timeline
1980s, dominated by Nintendo&Sega
� genre innovation

� gaming computers

� handheld LCD games

� video game crash of 1983

� 3rd generation consoles (1983- 1995)
1.2 Intro- Timeline
1990s, a decade marked innovation VG
� decline of arcades

� handhelds come of age

� mobile phone gaming

� 4th generation consoles (1989- 1999) 16-bit

� 5th generation consoles (1993- 2006) 32 &
  64-bit
� transition to 3D & CDs
1.2 Intro- Timeline
2000s, an increasingly competitive market for
  portable game systems
� mobile games

� 6th generation consoles (1998- 2004)

� online gaming's prominence

� rise of casual PC games

� 7th generation consoles (2004- present)

� cloud computing coming to games
1.3 Intro- General Trend
�   video games were designed on existing
    available technology
1.3 Intro- General Trend
�   video games were designed on existing
    available technology
1.3 Intro- General Trend
�   video games were designed on existing
    available technology
1.3 Intro- General Trend
�   video games were designed on existing
    available technology
�   rapid evolution in computer technology
    provide players increasingly powerful but
    affordable game devices
1.3 Intro- General Trend
�   video games were
    designed on existing
    available technology
�   rapid evolution in
    computer technology
    provide players
    increasingly powerful
    but affordable game     NES Nintendo
                            NES-
    devices                 Entertainment System
                            (1984)
1.3 Intro- General Trend
�   video games were designed on existing
    available technology
�   rapid evolution in computer technology
    provide players increasingly powerful but
    affordable game devices
�   an evolution of complex multiplayer &
    online gaming were enabled by increasing
    capacity & availability of Internet
    connections
2 Characteristics of V-Games
* multi-life
   multi-life show
2 Characteristics of V-Games
2.1 Interactivity
2 Characteristics of V-Games
2.1 Interactivity
2.2 Emotional Arousing
2 Characteristics of V-Games
2.1 Interactivity
2.2 Emotional Arousing
2.3 Storytelling?
2 Characteristics of V-Games
2.1 Interactivity
2.2 Emotional Arousing
2.3 Storytelling?- Video Games &
  Storytelling
2 Characteristics of V-Games
2.1 Interactivity
2.2 Emotional Arousing
2.3 Storytelling?
2.4 Attractiveness & Addiction
2 Characteristics of V-Games
2.1 Interactivity
2.2 Emotional Arousing
2.3 Storytelling?
2.4 Attractiveness & Addiction

     "What is the most attractive part?"
2.4 Char.- A&A
�   Exciting competition   �   Exquisite simulated
                               environment
2.4 Char.- A&A
�   Attractive Features
�   Challenges : Full of challenges in the virtual world
    which can invoke your will to fight
�   An Easy way to initiate a competition: you don’t
    need to find a pitch and call your friends to go
    there ,but you still can play football .
�   The sense of achievement : when you beat other
    plays or complete a task , you will feel very satisfied.
�   Open endings : Same game, different players,
    different rivals ,different scenes, different results.
2.4 Char.- A&A
�   No Boundaries in Games
3 General Issues
�   Gender- Video Games & Female Audience
�   Sex- Video Games & Sex
�   Controversies- Video Games & Controversy
�   Issue in Design- Video Games & the
    Uncanny Valley
3 General Issues
�   Civic potential of video games
Civic experiences of games make civic outcomes:
1. Helping or guiding other players
2. Playing games where one learns about a problem
   in society
3 General Issues
�   Civic potential of video games
Civic experiences of games make civic outcomes:
3. Playing games that explore a social issue the
   player cares about
4. Playing a game where the player has to think
   about moral or ethical issues.
5. Playing a game where the player helps make
   decisions about how a community, city or nation
   should be run.
6. Organizing game groups or guilds
3 General Issues
•Social contexts
3 General Issues
•Life in games

  Luv Plus
3 General Issues
                   �   Entertainments
 LIFE
                   �   Making friends
                   �   Emotional
                       Interference
                   �   Purchasing devices
                   �   Commercials
3 General Issues
                   �   Live show
Mutual Situation
                   �   Real Super Mario
3 General Issues

Are games better than life?
�   Many people are           �   However, they become
    submerged into games          virtual zombies.
    and enjoy the life in     �   They doubt about real
    games .                       life and start being
�   They are good at              unsure and unable to
    living in the simulated       deal with real life
    world.                        situations.
3 General Issues
Other Negative effects
                            �     Pornography
�  Violence
                                - Pornography is also a big
 - Different dimensions
                                  problem in video
   of contexts of violent
                                  games ,which has bad
   stories: realism,
                                  effects on teenagers.
   involvement,
   excitement
3 General Issues
Negative effects
3 General Issues
Mental Health Problems
�   There are thousands of adolescents who are
    obsessed with playing video games.
�   Studies have been carried out to find out
    why some people are addicted into playing
    video games.
�   Video Games Causing Mental Disease In
    Kids?
3 General Issues
Regulations
�   Because of those negative aspects of video
    games, there are some regulations proposed for
    leading the youth to play them in a right way.
�   Examples:
�   Regulation which forbid some video games
    containing violent content being sold to
    juveniles.
�   Regulation which forbid opening Internet café
    in the area certain miles near a high school.
4 V-Games to the Society
�   Other Medium Industries
4 V-Games to the Society
�   Other Medium Industries
    TV Series: Lost
4 V-Games to the Society
�   Other Medium Industries
    TV Series: Lost
    Films: Tomb Raider, Silent Hill
4 V-Games to the Society
�   Other Medium Industries
�   Social Benefits
4 V-Games to the Society
General benefits
4 V-Games to the Society
“Edu-tainment”
 Edu-tainment”
�   Video games have great positive potential in
    addition to their entertainment value .

� Childhood education
� Inspire imagination

� Intelligence

� Used as research tools

Video Games & Learning
4 V-Games to the Society
A way for learning
�   Will video games change the way we learn?
�   Video games present players with simulated
    worlds which are not just about facts or
    isolated skills, but embody particular social
    practices. Video games thus make it
    possible for players to participate in valued
    communities of practice and as a result
    develop the ways of thinking that organize
    those practices.
4 V-Games to the Society
Skills
�   Normally in video games, you need to
    complete some tasks.
4 V-Games to the Society
Skills
4 V-Games to the Society
Special value
�   Video games have been
    used in medical
    treatments.
�   Video games can be
    studied to train disabled
    children to develop
    communication skills ,
    mathematics , problem-
    solving exercises.
4 V-Games to the Society
Health care
�   Physical treatment- wii-ad
�   Mental heath- Tetris May Help Treat PTSD
What games do you play?
References
                References
�   Jeffrey Goldstein ,violent video games
�   Mark Griffiths ,The Educational Benefits of
    videogames
�   David Williamson Shaffer Kurt R. Squire
    Richard Halverson James P. Gee ,Video games
    and the future of learning
�   Edward Castronova , Exodus to the Virtual
    World
�   Raph Koster ,A Theory of Fun for Game
    Design
References
                 References
�   Goldstein, J., “Violent Video Games”.
�   Griffiths, M. (2002) “The Educational Benefits
    of Videogames”. Educational and Health
    Journal, Vol. 20, No. 3, 2002.
�   Shaffer, D. W., Squire, K. R., Halverson, R.,
    and Gee, J. P. (2004) “Video Games and the
    Future of Learning”. University of Wisconsin-
    Madison and Academic Advanced Distributed
    Learning Co-Laboratory.
�   Castronova, E. (2007) “Exodus to the Virtual
    World”.
References
                  References
�   Koster, R. (2004) “A Theory of Fun for Game
    Design”.
�   Egenfeldt-Nielson, S., Smith, J. H., and Tosca,
    S. P. (2008) “Understanding Video Games:
    The Essential Introduction”. Taylor & Francis
    Group.
�   Jones, S. E. (2008) “The Meaning of Video
    Games: Gaming and Textual Strategies”.
    Taylor & Francis Group.
References
                  References
�   Garite, M., “The Ideology of Interactivity”.
    http://www.discoverproject.net/greece/images/t
    he%20ideology%20of%20interactivity.pdf
    2011/03/11.
�   Egenfeldt-Nielson, S. and Smith, J. H. (Oct. 23,
    2006) “Computer games, Media and
    Interactivity”. http://game-
    research.com/index.php/articles/computer-
    games-media-and-interactivity/ 2011/03/11.
References
                 References
�   Tavinor, G. (2009) “Videogames, Interactivity,
    and Art”. http://www.aesthetics-
    online.org/articles/index.php?articles_id=44
    2011/03/11.
�   Shirinian, A. “What is Good Video Game
    Interaction Design?”.
    http://shirinian.net/writings/games.html
    2011/03/11.

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VideoGames

  • 1. Video Games CS6022 Jin XU & H. YANG
  • 2. Content � Introduction � Characteristics of V-Games � General Issues � V-Games to the Society
  • 3. 1 Introduction 1.1 Definition 1.2 Timeline 1.3 General Trend
  • 4. 1.1 Intro- Definition � console � arcade � computer � mobile phone
  • 5. 1.1 Intro- Definition 1.1.1 Platform various kinds of games displayed on certain electronic devices, which are known as platforms
  • 6. 1.1 Intro- Definition 1.1.1 Platform � console games
  • 7. 1.1 Intro- Definition 1.1.1 Platform Nintendo: Wii console � console games e.g. Sony: PlayStation Portable
  • 8. 1.1 Intro- Definition 1.1.1 Platform � console games � arcade games
  • 9. 1.1 Intro- Definition 1.1.1 Platform � console games � arcade games � computer games
  • 10. 1.1 Intro- Definition 1.1.1 Platform 1.1.2 Interaction � there is always an avatar representing & controlled by the user (can be simple as a cursor)
  • 11. 1.1 Intro- Definition 1.1.1 Platform 1.1.2 Interaction � there is always an avatar representing & controlled by the user � interaction must take place between the avatar and the objects in the game world
  • 12. 1.1 Intro- Definition 1.1.1 Platform 1.1.2 Interaction � there is always an avatar representing & controlled by the user � interaction must take place between the avatar and the objects in the game world � the user may interact with the device/ platform or other users at different places
  • 13. 1.1 Intro- Definition 1.1.1 Platform 1.1.2 Interaction 1.1.3 Feedback � user may receive visual, aural, textual, even tactile feedback on a display device
  • 14. 1.1 Intro- Definition 1.1.1 Platform 1.1.2 Interaction 1.1.3 Feedback � user may receive visual, aural, textual, even tactile feedback on a display device � the most important feedback received by the user concerns the state of the avatar- simple, easy, right away
  • 15. 1.1 Intro- Definition � "an electronic game that involves interaction with a user interface to generate visual feedback on a video device" ——wikipedia
  • 19. 1.2 Intro- Timeline 1970s � golden age of video arcade games
  • 20. 1.2 Intro- Timeline 1970s � golden age of video arcade games - Computer Space, 1971
  • 21. 1.2 Intro- Timeline 1970s � golden age of video arcade games - Pong, 1972
  • 22. 1.2 Intro- Timeline 1970s � golden age of video arcade games � 1st generation consoles (1972- 1977)
  • 23. 1.2 Intro- Timeline 1970s � golden age of video arcade games � 1st generation consoles (1972- 1977) - Odyssey, "brown box", released 1972
  • 24. 1.2 Intro- Timeline 1970s � golden age of video arcade games � 1st generation consoles (1972- 1977) � mainframe computers
  • 25. 1.2 Intro- Timeline 1970s � golden age of video arcade games � 1st generation consoles (1972- 1977) � mainframe computers � home computers
  • 26. 1.2 Intro- Timeline 1970s � golden age of video arcade games � 1st generation consoles (1972- 1977) � mainframe computers � home computers � 2nd generation consoles (1977- 1983)
  • 27. 1.2 Intro- Timeline 1980s, dominated by Nintendo&Sega � genre innovation � gaming computers � handheld LCD games � video game crash of 1983 � 3rd generation consoles (1983- 1995)
  • 28. 1.2 Intro- Timeline 1990s, a decade marked innovation VG � decline of arcades � handhelds come of age � mobile phone gaming � 4th generation consoles (1989- 1999) 16-bit � 5th generation consoles (1993- 2006) 32 & 64-bit � transition to 3D & CDs
  • 29. 1.2 Intro- Timeline 2000s, an increasingly competitive market for portable game systems � mobile games � 6th generation consoles (1998- 2004) � online gaming's prominence � rise of casual PC games � 7th generation consoles (2004- present) � cloud computing coming to games
  • 30. 1.3 Intro- General Trend � video games were designed on existing available technology
  • 31. 1.3 Intro- General Trend � video games were designed on existing available technology
  • 32. 1.3 Intro- General Trend � video games were designed on existing available technology
  • 33. 1.3 Intro- General Trend � video games were designed on existing available technology � rapid evolution in computer technology provide players increasingly powerful but affordable game devices
  • 34. 1.3 Intro- General Trend � video games were designed on existing available technology � rapid evolution in computer technology provide players increasingly powerful but affordable game NES Nintendo NES- devices Entertainment System (1984)
  • 35. 1.3 Intro- General Trend � video games were designed on existing available technology � rapid evolution in computer technology provide players increasingly powerful but affordable game devices � an evolution of complex multiplayer & online gaming were enabled by increasing capacity & availability of Internet connections
  • 36. 2 Characteristics of V-Games * multi-life multi-life show
  • 37. 2 Characteristics of V-Games 2.1 Interactivity
  • 38. 2 Characteristics of V-Games 2.1 Interactivity 2.2 Emotional Arousing
  • 39. 2 Characteristics of V-Games 2.1 Interactivity 2.2 Emotional Arousing 2.3 Storytelling?
  • 40. 2 Characteristics of V-Games 2.1 Interactivity 2.2 Emotional Arousing 2.3 Storytelling?- Video Games & Storytelling
  • 41. 2 Characteristics of V-Games 2.1 Interactivity 2.2 Emotional Arousing 2.3 Storytelling? 2.4 Attractiveness & Addiction
  • 42. 2 Characteristics of V-Games 2.1 Interactivity 2.2 Emotional Arousing 2.3 Storytelling? 2.4 Attractiveness & Addiction "What is the most attractive part?"
  • 43. 2.4 Char.- A&A � Exciting competition � Exquisite simulated environment
  • 44. 2.4 Char.- A&A � Attractive Features � Challenges : Full of challenges in the virtual world which can invoke your will to fight � An Easy way to initiate a competition: you don’t need to find a pitch and call your friends to go there ,but you still can play football . � The sense of achievement : when you beat other plays or complete a task , you will feel very satisfied. � Open endings : Same game, different players, different rivals ,different scenes, different results.
  • 45. 2.4 Char.- A&A � No Boundaries in Games
  • 46. 3 General Issues � Gender- Video Games & Female Audience � Sex- Video Games & Sex � Controversies- Video Games & Controversy � Issue in Design- Video Games & the Uncanny Valley
  • 47. 3 General Issues � Civic potential of video games Civic experiences of games make civic outcomes: 1. Helping or guiding other players 2. Playing games where one learns about a problem in society
  • 48. 3 General Issues � Civic potential of video games Civic experiences of games make civic outcomes: 3. Playing games that explore a social issue the player cares about 4. Playing a game where the player has to think about moral or ethical issues. 5. Playing a game where the player helps make decisions about how a community, city or nation should be run. 6. Organizing game groups or guilds
  • 50. 3 General Issues •Life in games Luv Plus
  • 51. 3 General Issues � Entertainments LIFE � Making friends � Emotional Interference � Purchasing devices � Commercials
  • 52. 3 General Issues � Live show Mutual Situation � Real Super Mario
  • 53. 3 General Issues Are games better than life? � Many people are � However, they become submerged into games virtual zombies. and enjoy the life in � They doubt about real games . life and start being � They are good at unsure and unable to living in the simulated deal with real life world. situations.
  • 54. 3 General Issues Other Negative effects � Pornography � Violence - Pornography is also a big - Different dimensions problem in video of contexts of violent games ,which has bad stories: realism, effects on teenagers. involvement, excitement
  • 56. 3 General Issues Mental Health Problems � There are thousands of adolescents who are obsessed with playing video games. � Studies have been carried out to find out why some people are addicted into playing video games. � Video Games Causing Mental Disease In Kids?
  • 57. 3 General Issues Regulations � Because of those negative aspects of video games, there are some regulations proposed for leading the youth to play them in a right way. � Examples: � Regulation which forbid some video games containing violent content being sold to juveniles. � Regulation which forbid opening Internet café in the area certain miles near a high school.
  • 58. 4 V-Games to the Society � Other Medium Industries
  • 59. 4 V-Games to the Society � Other Medium Industries TV Series: Lost
  • 60. 4 V-Games to the Society � Other Medium Industries TV Series: Lost Films: Tomb Raider, Silent Hill
  • 61. 4 V-Games to the Society � Other Medium Industries � Social Benefits
  • 62. 4 V-Games to the Society General benefits
  • 63. 4 V-Games to the Society “Edu-tainment” Edu-tainment” � Video games have great positive potential in addition to their entertainment value . � Childhood education � Inspire imagination � Intelligence � Used as research tools Video Games & Learning
  • 64. 4 V-Games to the Society A way for learning � Will video games change the way we learn? � Video games present players with simulated worlds which are not just about facts or isolated skills, but embody particular social practices. Video games thus make it possible for players to participate in valued communities of practice and as a result develop the ways of thinking that organize those practices.
  • 65. 4 V-Games to the Society Skills � Normally in video games, you need to complete some tasks.
  • 66. 4 V-Games to the Society Skills
  • 67. 4 V-Games to the Society Special value � Video games have been used in medical treatments. � Video games can be studied to train disabled children to develop communication skills , mathematics , problem- solving exercises.
  • 68. 4 V-Games to the Society Health care � Physical treatment- wii-ad � Mental heath- Tetris May Help Treat PTSD
  • 69. What games do you play?
  • 70. References References � Jeffrey Goldstein ,violent video games � Mark Griffiths ,The Educational Benefits of videogames � David Williamson Shaffer Kurt R. Squire Richard Halverson James P. Gee ,Video games and the future of learning � Edward Castronova , Exodus to the Virtual World � Raph Koster ,A Theory of Fun for Game Design
  • 71. References References � Goldstein, J., “Violent Video Games”. � Griffiths, M. (2002) “The Educational Benefits of Videogames”. Educational and Health Journal, Vol. 20, No. 3, 2002. � Shaffer, D. W., Squire, K. R., Halverson, R., and Gee, J. P. (2004) “Video Games and the Future of Learning”. University of Wisconsin- Madison and Academic Advanced Distributed Learning Co-Laboratory. � Castronova, E. (2007) “Exodus to the Virtual World”.
  • 72. References References � Koster, R. (2004) “A Theory of Fun for Game Design”. � Egenfeldt-Nielson, S., Smith, J. H., and Tosca, S. P. (2008) “Understanding Video Games: The Essential Introduction”. Taylor & Francis Group. � Jones, S. E. (2008) “The Meaning of Video Games: Gaming and Textual Strategies”. Taylor & Francis Group.
  • 73. References References � Garite, M., “The Ideology of Interactivity”. http://www.discoverproject.net/greece/images/t he%20ideology%20of%20interactivity.pdf 2011/03/11. � Egenfeldt-Nielson, S. and Smith, J. H. (Oct. 23, 2006) “Computer games, Media and Interactivity”. http://game- research.com/index.php/articles/computer- games-media-and-interactivity/ 2011/03/11.
  • 74. References References � Tavinor, G. (2009) “Videogames, Interactivity, and Art”. http://www.aesthetics- online.org/articles/index.php?articles_id=44 2011/03/11. � Shirinian, A. “What is Good Video Game Interaction Design?”. http://shirinian.net/writings/games.html 2011/03/11.