The Evolution of Video Games and
Its Impact on Social Behaviour
Lynette Salazar
u3030144
What is a video game?
A video game defined by the oxford dictionary is:
‘a game played by electronically manipulating
imag...
The first graphical video
game was created by
American physicist
William Higinbotham in
1958. The game was
called ‘Tennis ...
Since that time the video game industry has become
a lucrative global industry with an estimated revenue
of USD$54 billion...
Since 1958 there has been constant development in
gaming technology on computers as well as dedicated
gaming consoles. The...
What is a Gamer?
A gamer is a person who
plays video games as a
hobby and is a term of self-
identification used by
those ...
So what’s the problem?
Since the creation of this technology and
development of games, there has been an increase
in addic...
Otaku
Otaku is a Japanese term to
describe a person with an
obsessive interest. Typically
an Otaku is a lone male with
an ...
Otaku
A serious issue which has been related with Otaku
gamers and the influence that ultra-violent games
have are high-sc...
The End
For more on the behavioural issues that gaming
addiction has, please stay tuned for the final report.
Thank you.
References
• Bell, D., Loader, B.D., Pleace, N., & Schuler, D., (2004). Cyberculture: The Key
Concepts. London & New York:...
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The evolution of computer games and its impact

  1. 1. The Evolution of Video Games and Its Impact on Social Behaviour Lynette Salazar u3030144
  2. 2. What is a video game? A video game defined by the oxford dictionary is: ‘a game played by electronically manipulating images produced by a computer program on a television screen or display.’
  3. 3. The first graphical video game was created by American physicist William Higinbotham in 1958. The game was called ‘Tennis for Two’. Image of the game: ‘Tennis for Two’.
  4. 4. Since that time the video game industry has become a lucrative global industry with an estimated revenue of USD$54 billion in 2008. Year Game Industry (USD$) 2008 $54 billion 2007 $41.7 billion 2006 $31.6 billion 2005 $29 billion 2004 $25.4 billion - $31 billion 2002 $27 billion - $30 billion 2001 $20 billion 1999 $20 billion 1997 $18 billion 1993 $13 billion 1982 $1.5 billion - $2 billion 1981 $5 billion (Table retrieved from wikia.com)
  5. 5. Since 1958 there has been constant development in gaming technology on computers as well as dedicated gaming consoles. There has also been massive competition between gaming companies to create the most addictive and fun games for gamers. These include: Consoles Games
  6. 6. What is a Gamer? A gamer is a person who plays video games as a hobby and is a term of self- identification used by those who make heavy use of games (Bell, Loader, Pleace & Schuler, 2004, p. 89 ). There are two main categories of gamers, casual gamers and hardcore gamers.
  7. 7. So what’s the problem? Since the creation of this technology and development of games, there has been an increase in addiction by gamers and for some, it has led to issues in social behaviour. Like: - Withdrawing from social life - Lack of success in forming friendships and relationships with the opposite sex. - Becoming alienated and deviant - Depression - Problems with school or work
  8. 8. Otaku Otaku is a Japanese term to describe a person with an obsessive interest. Typically an Otaku is a lone male with an obsession with manga, anime, gaming and the internet. Their main form of social interaction is through Computer Mediated Communication (CMC).
  9. 9. Otaku A serious issue which has been related with Otaku gamers and the influence that ultra-violent games have are high-school massacres, like the Columbine shooting in 1999.
  10. 10. The End For more on the behavioural issues that gaming addiction has, please stay tuned for the final report. Thank you.
  11. 11. References • Bell, D., Loader, B.D., Pleace, N., & Schuler, D., (2004). Cyberculture: The Key Concepts. London & New York: Routledge • Wikia. (2010). Video Game Sales. Retrieved 7 November 2010, http://vgsales.wikia.com/wiki/Video_game_industry, on • Sector 24. (2003). The Different Types of Gamers. Retrieved 1 November 2010, from http://www.odstudios.com/article.php?anum=76. • Danger, D., (2008). The 10 Types of Gamers. Spike. Retrieved 1 November 2010, from http://www.spike.com/blog/10-types-of gamers/71321?page=1&numPerPage=1. • Media Culture. (n.d.). Computer Games – Addiction. Retrieved 1 November 2010, from http://wiki.media-culture.org.au/index.php/Computer_Games_-_Addiction. • Oxford Dictionary. (2010) <electronic version>. Retrieved 7 November 2010, from http://oxforddictionaries.com/?attempted=true.

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