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
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
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.
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
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
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.
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
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.