This document discusses the history of digital games and game design. It covers the prehistory of games, the earliest digital games from the 1950s and 1960s, and the evolution of the commercial video game industry in the 1970s with games like Pong, Space Invaders, and the emergence of game genres. It also discusses game design elements including formal elements like players, objectives, rules, and resources, as well as dramatic and dynamic elements.
CFC Gaming Session - Lecture 01 Game ExperienceEmma Westecott
The document discusses game worlds and level design. It provides definitions of games and notes they offer worlds to play in, whether abstract or fictional. Level design is discussed, noting it gives a sense of progress and was influenced by technical constraints. Game spaces aim to tell the player what to do through obstacles and barriers. Theme parks also influence design through environmental storytelling techniques. Finally, it discusses the divergence of game and narrative spaces but notes the future of transmedia storyworlds that move across media.
Empathy Games - playing for a better world by Felipe Barcellos (@elvexkidd)Felipe Barcellos
Empathy Games probably won't save the world but it can surely gives us a hand in the right direction on how we can reach realities and contexts that are alien to us, enhancing our empathy. This can lead us to a better understanding of the different realities we can experience as humans.
Presentation for a seminary on the post-graduation course of Electronic Games Development from Universidade do Estado do Amazonas (Manaus, Brazil).
Author: Felipe Barcellos
www.elvexkidd.com
This is the presentation that was delivered at the 2010 Game Developers Conference in San Francisco that outlined "The Art of Video Games" exhibition that we were developing. Note, this presentation only contains my portion of this joint presentation.
The 1970s introduced the first video games. Pong, created by Ralph Baer and released in 1972, was one of the earliest and most influential video games. It was a simple two-player tennis game that introduced players to basic video game concepts like controls and scoring. Space Invaders, released in 1978, was another influential early video game. It was one of the first "shooter" games and helped drive the popularity of arcade gaming. These early 1970s games laid the foundation for the evolution of video games.
This document discusses various topics related to games, art, and culture. It begins by defining epistemology and exploring knowledge domains. It then discusses the nature of entertainment, sport, and wrestling as spectacles. Brecht's epic theatre and liminal spaces are mentioned. The document examines what constitutes playing a game versus passive experiences. It also explores narrative, ceremonies, folklore, emotion and games. Various game designs, mechanics, and artists are summarized. In the end, the document questions whether games can be considered a form of art.
This document discusses the relationship between games, play, and art. It begins by defining games according to scholars like Roger Caillois and Bernard Suits, focusing on elements like rules, uncertainty, and fun. The document then examines game-like structures and playful approaches used by various art movements throughout history, such as Surrealism, Fluxus, and the Situationists. It discusses concepts like chance, playfulness, participation, and transforming everyday spaces. The document concludes by looking at contemporary artists who use games, gaming elements, and playful approaches in their work to create interactive and experiential art or critique society.
This document provides an overview of video games, including their history, components, and key concepts. It discusses that video games involve human interaction with an interface to generate visual feedback on a display device. Common game controllers are described, and the document outlines the evolution of early games from the 1940s through modern consoles. Various aspects of games such as genres, platforms, downloadable content, and theory are also summarized.
This document summarizes a game design workshop held in Gebze, Turkey in 2011. It introduces two game designers, Artur and Aleksander Sierżęga, and provides details about their game design experience and favorite games. It also discusses topics like prototyping games, what makes mobile games popular, different types of gamers, and developing game mechanics and aesthetics.
CFC Gaming Session - Lecture 01 Game ExperienceEmma Westecott
The document discusses game worlds and level design. It provides definitions of games and notes they offer worlds to play in, whether abstract or fictional. Level design is discussed, noting it gives a sense of progress and was influenced by technical constraints. Game spaces aim to tell the player what to do through obstacles and barriers. Theme parks also influence design through environmental storytelling techniques. Finally, it discusses the divergence of game and narrative spaces but notes the future of transmedia storyworlds that move across media.
Empathy Games - playing for a better world by Felipe Barcellos (@elvexkidd)Felipe Barcellos
Empathy Games probably won't save the world but it can surely gives us a hand in the right direction on how we can reach realities and contexts that are alien to us, enhancing our empathy. This can lead us to a better understanding of the different realities we can experience as humans.
Presentation for a seminary on the post-graduation course of Electronic Games Development from Universidade do Estado do Amazonas (Manaus, Brazil).
Author: Felipe Barcellos
www.elvexkidd.com
This is the presentation that was delivered at the 2010 Game Developers Conference in San Francisco that outlined "The Art of Video Games" exhibition that we were developing. Note, this presentation only contains my portion of this joint presentation.
The 1970s introduced the first video games. Pong, created by Ralph Baer and released in 1972, was one of the earliest and most influential video games. It was a simple two-player tennis game that introduced players to basic video game concepts like controls and scoring. Space Invaders, released in 1978, was another influential early video game. It was one of the first "shooter" games and helped drive the popularity of arcade gaming. These early 1970s games laid the foundation for the evolution of video games.
This document discusses various topics related to games, art, and culture. It begins by defining epistemology and exploring knowledge domains. It then discusses the nature of entertainment, sport, and wrestling as spectacles. Brecht's epic theatre and liminal spaces are mentioned. The document examines what constitutes playing a game versus passive experiences. It also explores narrative, ceremonies, folklore, emotion and games. Various game designs, mechanics, and artists are summarized. In the end, the document questions whether games can be considered a form of art.
This document discusses the relationship between games, play, and art. It begins by defining games according to scholars like Roger Caillois and Bernard Suits, focusing on elements like rules, uncertainty, and fun. The document then examines game-like structures and playful approaches used by various art movements throughout history, such as Surrealism, Fluxus, and the Situationists. It discusses concepts like chance, playfulness, participation, and transforming everyday spaces. The document concludes by looking at contemporary artists who use games, gaming elements, and playful approaches in their work to create interactive and experiential art or critique society.
This document provides an overview of video games, including their history, components, and key concepts. It discusses that video games involve human interaction with an interface to generate visual feedback on a display device. Common game controllers are described, and the document outlines the evolution of early games from the 1940s through modern consoles. Various aspects of games such as genres, platforms, downloadable content, and theory are also summarized.
This document summarizes a game design workshop held in Gebze, Turkey in 2011. It introduces two game designers, Artur and Aleksander Sierżęga, and provides details about their game design experience and favorite games. It also discusses topics like prototyping games, what makes mobile games popular, different types of gamers, and developing game mechanics and aesthetics.
Disempowerment Fantasies: How taking power away from players can create bette...Valentina Tamer
I've held this talk at Intel® Buzz Workshop Berlin 2018, on February 2nd 2018. The slides were designed as a visual supplement and summary of my talk. If you are interested in this subject matter, feel free to contact me.
-
Video games have often been regarded as power fantasies. Yet many releases contradict this assumption and center gameplay around powerlessness, like the survival horror genre. This talk seeks to deconstruct the role of power in video games, analyze the various mechanics of disempowerment and suggest how actively taking power from the player may serve as a tool for making better games.
The document provides a history of major video game consoles and companies from their origins in the late 1800s to the mid 2000s. It notes that Nintendo originally produced playing cards in 1889 while Sony started as an electronics company in 1947. Some of the earliest interactive games were developed in the 1950s-60s and the first home console was the Magnavox Odyssey in 1972. The document then highlights the introduction of iconic consoles like the Atari 2600, Intellivision, NES, Genesis, SNES, N64, PlayStation and others along with popular games and release details.
Thought Experiment: Teaching Normative Ethics with Digital Games by Sherry Jo...Sherry Jones
Aug. 2, 2018 - This is a presentation for the 2018 Colorado Learning and Teaching with Technology Conference (COLTT). The presentation showcased my method of using digital games to teach philosophy and ethics. One of the featured games is the survival simulation game, Fallout Shelter.
Video games originated in 1948 with a basic tennis game, though commercial success came later. In the 1970s, early consoles like the Magnavox Odyssey launched and portable games emerged. The 1980s saw hits like Space Invaders and the introduction of Nintendo with systems like the NES. Throughout the 1990s, 3D gaming became dominant as online multiplayer was introduced, expanding the industry.
Pong was a hugely successful early arcade video game released by Atari in 1972. It featured simple two-dimensional graphics where players controlled movable lines that bounced a square back and forth. This helped popularize home video game systems like the Magnavox Odyssey and Atari home Pong games. While crude by today's standards, Pong demonstrated gaming could be commercially viable and helped launch the multi-billion dollar industry.
The document discusses several existing video games related to disease outbreaks and horror themes:
- The Plague allows players to control a plague and spread diseases to kill as many people as possible. It was released in 2012 for iOS.
- Tom Clancy's The Division is set in a dystopian future New York City after a smallpox pandemic. Released in 2016, players work to contain the disease and rebuild society.
- Ninja Blade is set in Tokyo where unknown creatures attack. Released in 2009 for Xbox 360 and Windows, players battle fantasy creatures using swords and guns.
- Zombies Ate My Neighbours challenges players to rescue neighbors from horror movie monsters like zombies and werew
This document summarizes the history of home game consoles from 1968 to 2010. It describes the early prototypes in the late 1960s and key consoles of each decade such as the Magnavox Odyssey, Atari 2600, Nintendo NES, Super Nintendo, PlayStation, Nintendo 64, Dreamcast, GameCube, Xbox, PlayStation 3 and Wii. It highlights technological advances like improved graphics, sound, color and the introduction of cartridges. Major industry players like Nintendo, Sony and Microsoft are discussed as they released consoles in each generation battling for market share.
Evaluating Processing as a Platform for Game PrototypingDaniel Volk
This document discusses game prototyping and evaluating Processing as a platform for it. It begins by defining play and games, explaining that play involves imaginary worlds separate from reality with their own rules and goals. Games similarly involve rule-based competition with varying outcomes. Game prototyping is useful for testing game mechanics before full development. The document then introduces Processing as a programming language and environment that can be used for rapid game prototyping due to its simplicity. An example game prototype created in Processing is presented to demonstrate its capabilities for this purpose.
This document provides an overview of a module on women and video games. It discusses the history and evolution of video games, debates around how to study video games, and issues of gender representation within the video game industry and content. Specifically, it notes that women are underrepresented in the video game industry and discusses common tropes like the "damsel in distress" that reflect stereotypical gender roles. The goal of the module is to help students critically analyze video games and identify gender-related issues in their content, production, and the experiences of female gamers.
The history of video games began in the late 1940s with early missile defense systems that were later adapted into simple games. In the 1950s and 1960s, more computer games were developed on mainframe computers. In 1958, Tennis for Two was created using an oscilloscope and was one of the first electronic video games. Spacewar, created in 1961, was influential as one of the earliest computer games. In the 1970s, arcade video games became popular with the release of games like Computer Space and Galaxy Game. The golden age of arcade games began in the late 1970s with the success of Space Invaders. Early home consoles also emerged in this period including the Magnavox Odyssey and the Atari 2600.
This document traces the evolution of video games over eight generations from their origins in the 1940s to the present. It describes the key developments and major consoles within each generation, including early mainframe computer games in the 1960s and 1970s (1st generation), the rise of arcade and home console games like Space Invaders and Pac-Man in the late 1970s (2nd generation), and the increasing popularity and technological advancements within console and PC games through each subsequent generation up to current 8th generation consoles like the PS4 and Xbox One.
The document discusses the evolution of gaming from its origins in the 1950s to modern consoles. It describes some of the earliest games created for computers like "Noughts and Crosses" and "Tennis for Two". Major consoles like the Odyssey, Nintendo Entertainment System, Super Nintendo, PlayStation, and others are examined. Each new console brought improvements in technology, graphics, and games. Competition between companies like Nintendo and Sony drove further innovation and meeting consumer needs.
The document provides a history of video games from their origins in the 1940s through modern generations. It notes that while video games first emerged in the 1940s, they did not become mainstream until the 1970s and 1980s with the introduction of arcade, console, and home computer games. Since then, video gaming has become a global popular entertainment form. The document outlines the evolution of video games through eight generations of consoles and the key developments within each generation, such as the introduction of cartridges for ROM chips in the second generation and the transition to computer-based gaming in the third generation before consoles regained dominance.
This document discusses games culture and the concept of games as cultural representations. It addresses how games both reflect and can transform culture. Games are considered as cultural texts that can be interpreted. The concept of play culture is introduced, where play enhances social life and early culture had play-like qualities. Different views on games and media are presented, including how games can be seen as art forms through modding, machinima, and independent game development. The concept of the player character is discussed as the representation of player agency in games.
Curating new media in a gaming room, Transmediale 2003Isabelle Arvers
This conference was given at Transmediale in 2003 about Playtime, the gaming room of Villette Numerique, it explains why I confrontated video and computer games from the past from the present and created by artists.
This document provides an overview and introduction to a lecture on video game law:
- It discusses whether video games should be considered a form of "mass media" and how audience interactivity made the concept of mass media obsolete.
- It covers some of the innovations and firsts that video games have introduced, such as interactivity, voice control, online communities, and virtual reality.
- It references debates around whether virtual worlds like World of Warcraft constitute their own countries or jurisdictions, and how real-world laws may apply to virtual environments.
- It touches on issues like whether video games deserve legal recognition and protection as an art form, the limitations this recognition brings in terms of intellectual property law,
The document provides an overview of gaming basics, including its history, evolution over generations, basic requirements, types of games, how games are created, relevant technologies, and tools. It discusses how gaming originated in 1947 with early games requiring just keys/buttons, but has evolved significantly with each generation requiring more advanced hardware like graphical processors and memory. Games can now be classified in more categories beyond just educational, serious, and casual. Technologies involved include programming languages, artificial intelligence, and human interaction. Popular tools for creating games include Unity, UDK, XNA, and BlitzMax.
This document outlines an agenda for a GAMES+museums event discussing the history and trends of games in museums. The agenda includes introductions, overviews of notable exhibitions and events, and panels on curation, integrating games into exhibits, and wrap-up. Biographies are provided for three organizers and the agenda lists several past and current museum exhibitions focusing on video games and their increasing presence and recognition in art institutions. Emerging technologies like augmented reality, RFID, and mobile are discussed for their potential to enhance museum experiences. Types of play-focused installations like playgrounds and game installations are also outlined.
The first computer games go back to the 50s when a nought and crosses game was created using an EDSAC computer. An effort at MIT ten years later led to a the multiplayer Spacewar game developed in a PDP-1. Even though these games were primitive, a game industry was born with the first games available in special locations – arcades. Today’s games are produced with modest Hollywood budgets and some are selling more than box-office hits.
he Internet is becoming a practical platform for the games. The growth is in both on-line games and connectivity of games. A new genre of games has appeared – casual games. These are simple and short games that people can play for short sessions.
In this lecture we look at computer games and the gaming market. Also we cover the impact of gaming and the trends.
This document outlines the timeline of major developments in the gaming industry from 1958 to 2015. It begins with Willy Higinbotham creating the first "video game" in 1958. Major milestones include the creation of the first interactive computer game in 1961, the first arcade video game in 1971, the introduction of home video game consoles in 1972 with the Magnavox Odyssey and Atari's Pong, and the rise of Nintendo and Sony gaming platforms in the 1980s and beyond. The timeline traces the evolution of gaming from early computer and arcade games to modern consoles and the growth of mobile and social gaming.
David Gottlieb invented the first mass-produced arcade game called Baffle Ball in 1931, which was a precursor to pinball. Although pinball grew in popularity, it was banned in NYC in the 1930s as gambling. Gottlieb introduced new pinball games featuring multiple flippers in 1947 that skirted gambling laws and reignited the arcade industry. The earliest interactive video games emerged in the 1950s and 1960s on computers that filled entire rooms, and Spacewar in 1961 is considered the first interactive video game. Today video games span genres from mobile apps and social networking games to massively multiplayer online games played by millions.
Institute of Gaming and Animation_Mumbai_Architectural_ThesisAnas AnsARi
This document provides a summary of the history of game development and animation. It outlines major milestones and eras from the 1950s to present day. For game development, it discusses early computer games and the evolution of video games from arcades to consoles to online gaming. For animation, it outlines early techniques to depict motion and key developments from magic lanterns to hand-drawn animation to computer animation. Major studios and films are also mentioned to highlight the "Golden Age" of animation and advances in 3D CGI.
Disempowerment Fantasies: How taking power away from players can create bette...Valentina Tamer
I've held this talk at Intel® Buzz Workshop Berlin 2018, on February 2nd 2018. The slides were designed as a visual supplement and summary of my talk. If you are interested in this subject matter, feel free to contact me.
-
Video games have often been regarded as power fantasies. Yet many releases contradict this assumption and center gameplay around powerlessness, like the survival horror genre. This talk seeks to deconstruct the role of power in video games, analyze the various mechanics of disempowerment and suggest how actively taking power from the player may serve as a tool for making better games.
The document provides a history of major video game consoles and companies from their origins in the late 1800s to the mid 2000s. It notes that Nintendo originally produced playing cards in 1889 while Sony started as an electronics company in 1947. Some of the earliest interactive games were developed in the 1950s-60s and the first home console was the Magnavox Odyssey in 1972. The document then highlights the introduction of iconic consoles like the Atari 2600, Intellivision, NES, Genesis, SNES, N64, PlayStation and others along with popular games and release details.
Thought Experiment: Teaching Normative Ethics with Digital Games by Sherry Jo...Sherry Jones
Aug. 2, 2018 - This is a presentation for the 2018 Colorado Learning and Teaching with Technology Conference (COLTT). The presentation showcased my method of using digital games to teach philosophy and ethics. One of the featured games is the survival simulation game, Fallout Shelter.
Video games originated in 1948 with a basic tennis game, though commercial success came later. In the 1970s, early consoles like the Magnavox Odyssey launched and portable games emerged. The 1980s saw hits like Space Invaders and the introduction of Nintendo with systems like the NES. Throughout the 1990s, 3D gaming became dominant as online multiplayer was introduced, expanding the industry.
Pong was a hugely successful early arcade video game released by Atari in 1972. It featured simple two-dimensional graphics where players controlled movable lines that bounced a square back and forth. This helped popularize home video game systems like the Magnavox Odyssey and Atari home Pong games. While crude by today's standards, Pong demonstrated gaming could be commercially viable and helped launch the multi-billion dollar industry.
The document discusses several existing video games related to disease outbreaks and horror themes:
- The Plague allows players to control a plague and spread diseases to kill as many people as possible. It was released in 2012 for iOS.
- Tom Clancy's The Division is set in a dystopian future New York City after a smallpox pandemic. Released in 2016, players work to contain the disease and rebuild society.
- Ninja Blade is set in Tokyo where unknown creatures attack. Released in 2009 for Xbox 360 and Windows, players battle fantasy creatures using swords and guns.
- Zombies Ate My Neighbours challenges players to rescue neighbors from horror movie monsters like zombies and werew
This document summarizes the history of home game consoles from 1968 to 2010. It describes the early prototypes in the late 1960s and key consoles of each decade such as the Magnavox Odyssey, Atari 2600, Nintendo NES, Super Nintendo, PlayStation, Nintendo 64, Dreamcast, GameCube, Xbox, PlayStation 3 and Wii. It highlights technological advances like improved graphics, sound, color and the introduction of cartridges. Major industry players like Nintendo, Sony and Microsoft are discussed as they released consoles in each generation battling for market share.
Evaluating Processing as a Platform for Game PrototypingDaniel Volk
This document discusses game prototyping and evaluating Processing as a platform for it. It begins by defining play and games, explaining that play involves imaginary worlds separate from reality with their own rules and goals. Games similarly involve rule-based competition with varying outcomes. Game prototyping is useful for testing game mechanics before full development. The document then introduces Processing as a programming language and environment that can be used for rapid game prototyping due to its simplicity. An example game prototype created in Processing is presented to demonstrate its capabilities for this purpose.
This document provides an overview of a module on women and video games. It discusses the history and evolution of video games, debates around how to study video games, and issues of gender representation within the video game industry and content. Specifically, it notes that women are underrepresented in the video game industry and discusses common tropes like the "damsel in distress" that reflect stereotypical gender roles. The goal of the module is to help students critically analyze video games and identify gender-related issues in their content, production, and the experiences of female gamers.
The history of video games began in the late 1940s with early missile defense systems that were later adapted into simple games. In the 1950s and 1960s, more computer games were developed on mainframe computers. In 1958, Tennis for Two was created using an oscilloscope and was one of the first electronic video games. Spacewar, created in 1961, was influential as one of the earliest computer games. In the 1970s, arcade video games became popular with the release of games like Computer Space and Galaxy Game. The golden age of arcade games began in the late 1970s with the success of Space Invaders. Early home consoles also emerged in this period including the Magnavox Odyssey and the Atari 2600.
This document traces the evolution of video games over eight generations from their origins in the 1940s to the present. It describes the key developments and major consoles within each generation, including early mainframe computer games in the 1960s and 1970s (1st generation), the rise of arcade and home console games like Space Invaders and Pac-Man in the late 1970s (2nd generation), and the increasing popularity and technological advancements within console and PC games through each subsequent generation up to current 8th generation consoles like the PS4 and Xbox One.
The document discusses the evolution of gaming from its origins in the 1950s to modern consoles. It describes some of the earliest games created for computers like "Noughts and Crosses" and "Tennis for Two". Major consoles like the Odyssey, Nintendo Entertainment System, Super Nintendo, PlayStation, and others are examined. Each new console brought improvements in technology, graphics, and games. Competition between companies like Nintendo and Sony drove further innovation and meeting consumer needs.
The document provides a history of video games from their origins in the 1940s through modern generations. It notes that while video games first emerged in the 1940s, they did not become mainstream until the 1970s and 1980s with the introduction of arcade, console, and home computer games. Since then, video gaming has become a global popular entertainment form. The document outlines the evolution of video games through eight generations of consoles and the key developments within each generation, such as the introduction of cartridges for ROM chips in the second generation and the transition to computer-based gaming in the third generation before consoles regained dominance.
This document discusses games culture and the concept of games as cultural representations. It addresses how games both reflect and can transform culture. Games are considered as cultural texts that can be interpreted. The concept of play culture is introduced, where play enhances social life and early culture had play-like qualities. Different views on games and media are presented, including how games can be seen as art forms through modding, machinima, and independent game development. The concept of the player character is discussed as the representation of player agency in games.
Curating new media in a gaming room, Transmediale 2003Isabelle Arvers
This conference was given at Transmediale in 2003 about Playtime, the gaming room of Villette Numerique, it explains why I confrontated video and computer games from the past from the present and created by artists.
This document provides an overview and introduction to a lecture on video game law:
- It discusses whether video games should be considered a form of "mass media" and how audience interactivity made the concept of mass media obsolete.
- It covers some of the innovations and firsts that video games have introduced, such as interactivity, voice control, online communities, and virtual reality.
- It references debates around whether virtual worlds like World of Warcraft constitute their own countries or jurisdictions, and how real-world laws may apply to virtual environments.
- It touches on issues like whether video games deserve legal recognition and protection as an art form, the limitations this recognition brings in terms of intellectual property law,
The document provides an overview of gaming basics, including its history, evolution over generations, basic requirements, types of games, how games are created, relevant technologies, and tools. It discusses how gaming originated in 1947 with early games requiring just keys/buttons, but has evolved significantly with each generation requiring more advanced hardware like graphical processors and memory. Games can now be classified in more categories beyond just educational, serious, and casual. Technologies involved include programming languages, artificial intelligence, and human interaction. Popular tools for creating games include Unity, UDK, XNA, and BlitzMax.
This document outlines an agenda for a GAMES+museums event discussing the history and trends of games in museums. The agenda includes introductions, overviews of notable exhibitions and events, and panels on curation, integrating games into exhibits, and wrap-up. Biographies are provided for three organizers and the agenda lists several past and current museum exhibitions focusing on video games and their increasing presence and recognition in art institutions. Emerging technologies like augmented reality, RFID, and mobile are discussed for their potential to enhance museum experiences. Types of play-focused installations like playgrounds and game installations are also outlined.
The first computer games go back to the 50s when a nought and crosses game was created using an EDSAC computer. An effort at MIT ten years later led to a the multiplayer Spacewar game developed in a PDP-1. Even though these games were primitive, a game industry was born with the first games available in special locations – arcades. Today’s games are produced with modest Hollywood budgets and some are selling more than box-office hits.
he Internet is becoming a practical platform for the games. The growth is in both on-line games and connectivity of games. A new genre of games has appeared – casual games. These are simple and short games that people can play for short sessions.
In this lecture we look at computer games and the gaming market. Also we cover the impact of gaming and the trends.
This document outlines the timeline of major developments in the gaming industry from 1958 to 2015. It begins with Willy Higinbotham creating the first "video game" in 1958. Major milestones include the creation of the first interactive computer game in 1961, the first arcade video game in 1971, the introduction of home video game consoles in 1972 with the Magnavox Odyssey and Atari's Pong, and the rise of Nintendo and Sony gaming platforms in the 1980s and beyond. The timeline traces the evolution of gaming from early computer and arcade games to modern consoles and the growth of mobile and social gaming.
David Gottlieb invented the first mass-produced arcade game called Baffle Ball in 1931, which was a precursor to pinball. Although pinball grew in popularity, it was banned in NYC in the 1930s as gambling. Gottlieb introduced new pinball games featuring multiple flippers in 1947 that skirted gambling laws and reignited the arcade industry. The earliest interactive video games emerged in the 1950s and 1960s on computers that filled entire rooms, and Spacewar in 1961 is considered the first interactive video game. Today video games span genres from mobile apps and social networking games to massively multiplayer online games played by millions.
Institute of Gaming and Animation_Mumbai_Architectural_ThesisAnas AnsARi
This document provides a summary of the history of game development and animation. It outlines major milestones and eras from the 1950s to present day. For game development, it discusses early computer games and the evolution of video games from arcades to consoles to online gaming. For animation, it outlines early techniques to depict motion and key developments from magic lanterns to hand-drawn animation to computer animation. Major studios and films are also mentioned to highlight the "Golden Age" of animation and advances in 3D CGI.
Videogames and museums: fields in convergence Amy Hondsmerk, Nottingham Trent...Museums Computer Group
Museums+Tech 2020: Museums in a crisis
Videogames and museums: fields in convergence
Amy Hondsmerk, Nottingham Trent University
As museums and heritage sites consider the ways in which they can engage visitors in the digital age, a trend expedited by the COVID-19 pandemic, the sector has progressively looked to the videogame industry. Tapping into the ‘experience economy’ (Park and Gilmore 1999), this intersection has allowed museums to explore the role of play in understanding the past. This has taken various forms including collaborations with game companies, utilising existing games to reach gaming communities and broaden audiences, and developing new museum-based games. Yet, while many of these game-related initiatives have been successful, thus far the museum sector has mainly employed video games in a manner that has been limited, with museum games remaining primarily focused on educational or entertainment goals.
In the context of changing understanding about interpretation in museums and, specifically, of the recognition of the role of visitors as participants in the interpretative process (Hooper-Greenhill 2000, Staiff 2014), the convergence of museums and videogames is rich area to explore and consider how the sector could realise the full potential of museum video games.
This document provides a history of games from ancient to modern times. It discusses the oldest known games such as Royal Game of Ur and Senet from 3000 BC. Backgammon evolved from older "tables" games. Traditional game types include sports, board games, card games, dice games, and children's games. Video games originated in the 1940s and evolved from computer programs and arcade games in the 1970s to modern consoles and genres today. Key developments included the first graphical game in 1952, the first commercial arcade game in 1972, and the 1983 crash that buried many unsold cartridges due to low-quality games like E.T. The document outlines platforms, genres, abbreviations and provides a timeline of major events
This document discusses the current state of digital game preservation and analyzes questions around preserving digital games as cultural artifacts. It covers early efforts by theorists to understand what games reveal about society, challenges around preservation like intellectual property issues, and some initiatives underway like the KEEP Project and museums' efforts. However, it notes preservation work has been limited and a more coordinated approach is still needed to properly preserve the history of digital games.
The evolution of computer games and its impactnetty1053
This document discusses the evolution of video games from their inception in 1958 to their current state as a $54 billion global industry. It outlines key developments in gaming technology and competition between gaming companies. It defines gamers and different types, such as casual and hardcore gamers. The document also notes that as gaming has developed and become more addictive, some gamers have experienced issues with social behavior like withdrawing from social life and problems forming relationships. Massively multiplayer online games can enable social interaction through virtual communities but also contribute to addiction and isolation for some gamers.
Digra 2016 - Game Preservation within a Dutch Audiovisual Heritage InstitutionJesse de Vos
This document discusses game preservation efforts within a Dutch audiovisual heritage institution. It outlines a research project between game researchers, cultural heritage institutions, and the Dutch game industry to define, archive, preserve, and exhibit the history of Dutch digital games. The institution collects over a million hours of audiovisual media and seeks to also represent new media like games. User surveys found that accessibility, gameplay videos, and capturing games in play are important for preservation. Let's Play videos are discussed as a way to document and exhibit gameplay for older games. Questions are raised around understanding old games in contemporary contexts and adding new interpretive frames.
Similar to CFC Day 2 The game industry and game design (20)
The document provides an overview of a game design course. It discusses how games are a major form of entertainment in the 21st century and combines game worlds, rule sets, and player engagement. Students in the course will iteratively design, visualize, develop, document, and test unique game concepts. Effective game design operates within constraints like gameplay mechanics. The course also examines the relationship between artist, designer, and player. It introduces students to game design fundamentals and the discipline of designing games.
1. The document discusses the concept of "dress-up play", which is a significant pattern of play for both children and adults, especially females, that involves roleplaying and assuming different identities through costumes.
2. Dress-up play has been largely ignored in traditional game studies but can involve both structured and unstructured forms of play. It is becoming more prominent in digital games through features like avatar customization.
3. Dress-up play serves important social and self-expressive functions for both children and adults, allowing people to explore different aspects of their identity and personality through performance and imagination.
WiG 2007 Situated Players - Dr Doris RuschEmma Westecott
This document discusses meaning-making in digital games and how games can change the world through abstraction and metaphor. It touches on translation, ideals versus reality, and embracing abstraction to get meaning across effectively in games.
Karen Wilkins-Mickey is the Diversity Staffing Program Manager at Microsoft. She discusses the lack of diversity in the gaming industry, with males making up 88.5% and females only 11.5% of the industry. She emphasizes the importance of accessibility through networking, accountability through diverse recruiting and retention, and the financial responsibility of building a diverse workforce.
WiG 2007 - Invited Presentation Kim Blake, Blitz GamesEmma Westecott
Kim Blake gives a presentation on why women would want to work in the video game industry. She notes that while women currently make up a small percentage of the industry, around 30% of gamers are women. The presentation discusses the variety of career opportunities available in game development and argues that passion for games is not necessary to enjoy making them. Blake emphasizes that jobs in game development allow one to engage in creative work, collaborative problem solving, and continuous learning while working with intelligent colleagues.
The document discusses controversies that arise from niche games involving mature subject matter like sex, suicide, and divinity. It explores how these controversies can spur spiritual innovation by expanding narratives to imagine the past, present and future. The concept of a "meganiche ecology" is introduced, referring to how niche game spaces evolve through iteration while balancing hope and action within globalized networks.
Alice Taylor
VP Digital Content
Games and Public Service Media: how game spaces can be used for public diplomacy,
democracy,
entertainment,
education and experimentation
BBC Worldwide
Katamari Damacy is a video game that involves rolling up objects into a large ball called a katamari. The game was developed by Namco and features colorful, surreal graphics with influences from Takashi Murakami and synergy between Disney and UWN. Players roll the katamari to collect different objects and grow the ball to complete each unique level.
Insight Out Wales is a 7-week business development program designed for creative people in Wales wanting to start new media businesses. The program provides fast-track training and mentoring from industry experts for early stage companies working in areas like music, gaming, film, and web technologies. Participants will receive £1,000 for completing the course and have their travel and accommodation costs covered if they do not live near Cardiff. Those who finish will also have the chance to pitch for up to £5,000 in startup funding. The application deadline is September 24th and the program runs from October 26th to December 12th.
WiG 2007 The Big Game - Shaun Lawson & Thomas ChesneyEmma Westecott
Shaun Lawson &
Thomas Chesney
Virtual pets: great for the games industry
but what’s really in it for the owners?
University of Lincoln & Nottingham University Business School
The document discusses game design workshop themes around play and performance in games. It covers how gameplay can be a performance and theater, with players taking on identities in a "as if" manner. References are made to scholars who viewed gameplay as a performance and play at the heart of performance. The workshop also aimed to explore design schemas, play together in teams, and develop game projects while learning from mistakes as Plato viewed life as play.
ciaran, patrizia and anakaisa's game conceptEmma Westecott
This document describes a proposed mobile game called "Marketing Ass" where the player takes on the role of a marketing executive trying to climb the corporate ladder at their company. The game would involve various levels simulating office politics and marketing meetings, requiring the player to schmooze colleagues, interrupt opponents, and keep rhythm to please the boss. While the game aims to be entertaining and humorous, the document notes it may be unacceptable in some countries or cultures and would require modifications to interaction and mechanics depending on the target audience.
The document proposes an interactive art work called "Power Pro+ 2007" that would force participants to confront themes of violence and social inequality through a game-like experience. The work would start with destroying cute toys like teddy bears and progress to harming and killing animals and humans, including babies. It aims to provoke discussion by transgressing norms through its disturbing subject matter and use of motion-controlled interfaces like the Wii remote to represent an axe and penis.
This document discusses how humans have a remarkable capacity for imagination and identification. We can identify with objects, representations of ourselves, and even digital data. With imagination and emerging technologies, our identities can consist of multiple layers that are both fixed and changeable over time. Game design could explore how players identify with different personas, viewpoints, and emotions within virtual environments and games.
The document discusses game design and performance. It covers several topics over multiple days including pleasure in games, games as performance art, and the play of identity. It discusses extending player expression and whether players see themselves as performers. It also covers the relationship between play, performance, and gameplay. Finally, it outlines some elements of improvisation including roles, tension, responsiveness, journey, restrictions, and poetics.
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Introduction
In the realm of entertainment, few names resonate as Orpah Winfrey Dwayne Johnson. Both figures have carved unique paths in the industry. achieving unparalleled success and becoming iconic symbols of perseverance, resilience, and inspiration. This article delves into the lives, careers. and enduring legacies of Orpah Winfrey Dwayne Johnson. exploring how their journeys intersect and what we can learn from their remarkable stories.
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Early Life and Backgrounds
Orpah Winfrey: From Humble Beginnings to Media Mogul
Orpah Winfrey, often known as Oprah due to a misspelling on her birth certificate. was born on January 29, 1954, in Kosciusko, Mississippi. Raised in poverty by her grandmother, Winfrey's early life was marked by hardship and adversity. Despite these challenges. she demonstrated a keen intellect and an early talent for public speaking.
Winfrey's journey to success began with a scholarship to Tennessee State University. where she studied communication. Her first job in media was as a co-anchor for the local evening news in Nashville. This role paved the way for her eventual transition to talk show hosting. where she found her true calling.
Dwayne Johnson: From Wrestling Royalty to Hollywood Superstar
Dwayne Johnson, also known by his ring name "The Rock," was born on May 2, 1972, in Hayward, California. He comes from a family of professional wrestlers, with both his father, Rocky Johnson. and his grandfather, Peter Maivia, being notable figures in the wrestling world. Johnson's early life was spent moving between New Zealand and the United States. experiencing a variety of cultural influences.
Before entering the world of professional wrestling. Johnson had aspirations of becoming a professional football player. He played college football at the University of Miami. where he was part of a national championship team. But, injuries curtailed his football career, leading him to follow in his family's footsteps and enter the wrestling ring.
Career Milestones
Orpah Winfrey: The Queen of All Media
Winfrey's career breakthrough came in 1986 when she launched "The Oprah Winfrey Show." The show became a cultural phenomenon. drawing millions of viewers daily and earning many awards. Winfrey's empathetic and candid interviewing style resonated with audiences. helping her tackle diverse and often challenging topics.
Beyond her talk show, Winfrey expanded her empire to include the creation of Harpo Productions. a multimedia production company. She also launched "O, The Oprah Magazine" and OWN: Oprah Winfrey Network, further solidifying her status as a media mogul.
Dwayne Johnson: From The Ring to The Big Screen
Dwayne Johnson's wrestling career took off in the late 1990s. when he became one of the most charismatic and popular figures in WWE. His larger-than-life persona and catchphrases endeared him to fans. making him a household name. But, Johnson had ambitions beyond the wrestling ring.
In the early 20
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Leonardo DiCaprio House: Malibu Beachfront Retreat
A Prime Location
His Malibu beachfront house is one of the most famous properties in Leonardo DiCaprio's real estate portfolio. Situated in the exclusive Carbon Beach. also known as "Billionaire's Beach," this property boasts stunning ocean views and private beach access. The "Leonardo DiCaprio house" in Malibu is a testament to the actor's love for the sea and his penchant for luxurious living.
Architectural Highlights
The Malibu house features a modern design with clean lines, large windows. and open spaces blending indoor and outdoor living. The expansive deck and patio areas provide ample space for entertaining guests or enjoying a quiet sunset. The house has state-of-the-art amenities. including a gourmet kitchen, a home theatre, and many guest suites.
Sustainable Features
Leonardo DiCaprio is a well-known environmental activist. whose Malibu house reflects his commitment to sustainability. The property incorporates solar panels, energy-efficient appliances, and sustainable building materials. The landscaping around the house is also designed to be water-efficient. featuring drought-resistant plants and intelligent irrigation systems.
Leonardo DiCaprio House: Hollywood Hills Hideaway
Privacy and Seclusion
Another remarkable property in Leonardo DiCaprio's collection is his Hollywood Hills house. This secluded retreat offers privacy and tranquility. making it an ideal escape from the hustle and bustle of Los Angeles. The "Leonardo DiCaprio house" in Hollywood Hills nestled among lush greenery. and offers panoramic views of the city and surrounding landscapes.
Design and Amenities
The Hollywood Hills house is a mid-century modern gem characterized by its sleek design and floor-to-ceiling windows. The open-concept living space is perfect for entertaining. while the cozy bedrooms provide a comfortable retreat. The property also features a swimming pool, and outdoor dining area. and a spacious deck that overlooks the cityscape.
Environmental Initiatives
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The Origins of the Dwayne Johnson Kidnapping Saga
Dwayne Johnson: A Brief Background
Before discussing the specifics of the kidnapping. it is crucial to understand who Dwayne Johnson is and why his kidnapping would be so significant. Born May 2, 1972, Dwayne Douglas Johnson is an American actor, producer, businessman. and former professional wrestler. Known by his ring name, "The Rock," he gained fame in the World Wrestling Federation (WWF, now WWE) before transitioning to a successful career in Hollywood.
Johnson's filmography includes blockbuster hits such as "The Fast and the Furious" series, "Jumanji," "Moana," and "San Andreas." His charismatic personality, impressive physique. and action-star status have made him a beloved figure worldwide. Thus, the news of his kidnapping would send shockwaves across the globe.
Setting the Scene: The Day of the Kidnapping
The incident of Dwayne Johnson's kidnapping began on an ordinary day. Johnson was filming his latest high-octane action film set to break box office records. The location was a remote yet scenic area. chosen for its rugged terrain and breathtaking vistas. perfect for the film's climactic scenes.
But, beneath the veneer of normalcy, a sinister plot was unfolding. Unbeknownst to Johnson and his team, a group of criminals had planned his abduction. hoping to leverage his celebrity status for a hefty ransom. The stage was set for an event that would soon dominate worldwide headlines and social media feeds.
The Abduction: Unfolding the Dwayne Johnson Kidnapping
The Moment of Capture
On the day of the kidnapping, everything seemed to be proceeding as usual on set. Johnson and his co-stars and crew were engrossed in shooting a particularly demanding scene. As the day wore on, the production team took a short break. providing the kidnappers with the perfect opportunity to strike.
The abduction was executed with military precision. A group of masked men, armed and organized, infiltrated the set. They created chaos, taking advantage of the confusion to isolate Johnson. Johnson was outnumbered and caught off guard despite his formidable strength and fighting skills. The kidnappers overpowered him, bundled him into a waiting vehicle. and sped away, leaving everyone on set in a state of shock and disbelief.
The Immediate Aftermath
The immediate aftermath of the Dwayne Johnson kidnappin
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CFC Day 2 The game industry and game design
1. Friday, January 30, 2015 Emma Westecott 1
The Modern History of the Games Industry
Emma Westecott
Assistant Professor: Game Design, OCAD
ewestecott@faculty.ocad.ca
2. Friday, January 30, 2015 Emma Westecott Source: Mayra, F. (2008) “An Introduction to Game
Studies: Games in Culture”. Sage: London.
Friday, January 30, 2015 Emma Westecott 2
Prehistory of Games
• Games and play appear to be cultural
universals - they are found everywhere.
• Anthropologist Edward Tylor (1879) suggested
that dice games have their origin in divination.
• Sacred and profane use of games have existed
side-by-side.
• Warning tales about games’ power, and laws
regulating gambling and gameplay have been
recorded from multiple societies.
3. Friday, January 30, 2015 Emma Westecott Source: Mayra, F. (2008) “An Introduction to Game
Studies: Games in Culture”. Sage: London.
Friday, January 30, 2015 Emma Westecott 3
Games’ Holding Power
• Games are capable of capturing attention
and energy, and holding them for extended
periods of time.
• Societies have found it necessary to control
this power of games in multiple ways.
• The holding power of games is one of the
major research problems in Game Studies:
why do we play games?
4. Friday, January 30, 2015 Emma Westecott Source: Mayra, F. (2008) “An Introduction to Game
Studies: Games in Culture”. Sage: London.
Friday, January 30, 2015 Emma Westecott 4
Earliest Digital Games
• Impulse to ‘hack’, or play around with computers’
possibilities.
• Even in 1945, Alan Turing used chess playing as
an example of what computer could do.
• The first functional chess program was written in
1950.
• UNIVAC, the first commercial computer, had
construction costs close to one million dollars in
1951 - its use was extremely expensive and
controlled.
5. Friday, January 30, 2015 Emma Westecott Source: Mayra, F. (2008) “An Introduction to Game
Studies: Games in Culture”. Sage: London.
Tic-Tac-Toe (A. S.
Douglas,1952)
• Early demonstration of
computer game with
graphical user interface:
‘OXO’, a version of
tic-tac-toe for the British
EDSAC computer.
See:
http://www.youtube.com/watch?v=vCTRWD3DF
sA
Tic-Tac-Toe, created by A. S. Douglas, 1952. Image credit: Martin Campbell-
Kelly, Department of Computer Science,
University of Warwick.
6. Friday, January 30, 2015 Emma Westecott Source: Mayra, F. (2008) “An Introduction to Game
Studies: Games in Culture”. Sage: London.
Friday, January 30, 2015 Emma Westecott 6
Other Early Demonstrations
• In January 1947, a patent application for a
‘cathode-ray amusement device’ was recorded.
• The patent was granted to an electronic missile
firing game, designed by Thomas T. Goldsmith
Jr. and Estle Ray Mann.
• In 1958, Willy Higginbotham, working for
Brookhaven National Laboratory, implemented a
two-player tennis game using analogue
computer and an oscilloscope for display.
• See ‘Tennis for Two’ video:
http://www.youtube.com/watch?v=s2E9iSQfGdg
7. Friday, January 30, 2015 Emma Westecott Source: Mayra, F. (2008) “An Introduction to Game
Studies: Games in Culture”. Sage: London.
Friday, January 30, 2015 Emma Westecott 7
Early Commercial Video Games
• Commercial disputes surround the question
of who ‘invented’ video games.
• Electronic games appear to have been
implemented in various forms by multiple
groups and individuals.
• Engineer Ralph Baer developed a
commercial television game system in 1966-
1969.
• The system became known as Magnavox
Odyssey - it came packed with twelve games.
8. Friday, January 30, 2015 Emma Westecott Source: Mayra, F. (2008) “An Introduction to Game
Studies: Games in Culture”. Sage: London.
Games of Magnavox Odyssey
Source: http://www.pong-story.com/odyssey.htm
9. Friday, January 30, 2015 Emma Westecott Source: Mayra, F. (2008) “An Introduction to Game
Studies: Games in Culture”. Sage: London.
Friday, January 30, 2015 Emma Westecott 9
From Spacewar! (1962) to Atari
• Stephen ‘Slug’ Russell, with fellow students, implemented
an early ‘space shooter’ game for DEC Digital PDP-1
computer.
• Nolan Bushnell, with Ted Dabney, developed coin-
operated arcade game Computer Space, released by
Nutting Associates in 1971.
• Bushnell and Dabney founded Atari, Inc. in 1972, and
released their tennis game, PONG, developed by engineer
Al Alcorn.
• Sanders/Magnavox sued Atari, which settled out of court
and paid licence fees to produce electronic ping-pong
games – the video game industry had been born.
10. Friday, January 30, 2015 Emma Westecott Source: Mayra, F. (2008) “An Introduction to Game
Studies: Games in Culture”. Sage: London.
Friday, January 30, 2015 Emma Westecott 10
Multi-Layered Meaning Making
• Behind their digital surface, many games are
‘remediated’ versions of old games.
• Digital information technology adds a specific
layer of meaning to digital games.
• Each generation of digital games has been
visually different from the previous - they
demonstrate the powers of latest technology.
• Core gameplay is an embedded shell, which
extends beyond games’ graphics to the
significance of gaming hardware itself.
• This lesson involves playing two old games
online.
11. Friday, January 30, 2015 Emma Westecott Source: Mayra, F. (2008) “An Introduction to Game
Studies: Games in Culture”. Sage: London.
Friday, January 30, 2015 Emma Westecott 11
Games at the Forefront of
Computing
• Representatives of the games industry have
emphasised the role of games in the evolution of
computing.
• Non-keyboard interfaces, immersive alternative
realities and anthropomorphic characters were
introduced by games (Bushnell, 1996).
• Games demonstrate how computer software can
be designed to be highly usable and enjoyable.
• According to this view, games lead the way into
an information society where most people are
‘computer literate’.
12. Friday, January 30, 2015 Emma Westecott Source: Mayra, F. (2008) “An Introduction to Game
Studies: Games in Culture”. Sage: London.
Friday, January 30, 2015 Emma Westecott 12
Game ‘Classics’
• The concept of ‘classic’ relates to a ‘standard of
excellence’, which is referred to in discussions
that compare, contextualise and make sense of
different (artistic) phenomena.
• ‘Canon’ refers to a body of ‘great works’ that a
civilised person is supposed to know.
• This textbook introduces a certain group of
‘classic games’ but many alternative ‘canons of
digital games’ can be created.
13. Friday, January 30, 2015 Emma Westecott Source: Mayra, F. (2008) “An Introduction to Game
Studies: Games in Culture”. Sage: London.
Friday, January 30, 2015 Emma Westecott 13
Three Decades of Digital Games
• The focus is on three decades: 1970s, 1980s
and 1990s.
• There is no agreement of the exact periods in
games’ historiography.
• The ‘golden age of video games’ can, in different
sources, refer to e.g. the years 1978–1981,
1978–1985, 1971–1983 or 1971–1984.
• The early period is generally seen as more
influential, original and important for game
development than the years from late-1980s
onwards.
14. Friday, January 30, 2015 Emma Westecott Source: Mayra, F. (2008) “An Introduction to Game
Studies: Games in Culture”. Sage: London.
Friday, January 30, 2015 Emma Westecott 14
Games in the Information
Society
• Several thinkers have written about transition
into an ‘information society’, where the main
emphasis is on knowledge and information in
various forms.
• The instability of the games industry has
displayed the risks of an information economy.
• History includes the video game crash of 1977,
then 1983, and the ‘dot-com crash’ of 2000-
2002.
• Despite this, the trend appears to be moving
towards ‘experience economy’ or ‘media
society’.
15. Friday, January 30, 2015 Emma Westecott Source: Mayra, F. (2008) “An Introduction to Game
Studies: Games in Culture”. Sage: London.
Friday, January 30, 2015 Emma Westecott 15
1970s: Learning the Lexicon
• The 1970s introduced the first video games,
both in arcades and into homes.
• 1970s’ digital games can appear primitive by
modern standards.
• The earliest digital games relied on
experiences people had from other games.
• Growing gradually more complex, the early
games introduced players with the evolving
‘grammar and lexicon’ (sets of key
conventions) of gaming.
16. Friday, January 30, 2015 Emma Westecott Source: Mayra, F. (2008) “An Introduction to Game
Studies: Games in Culture”. Sage: London.
Friday, January 30, 2015 Emma Westecott 16
PONG (1972): Popular and
Simple
• Watch video of original arcade PONG gameplay:
http://uk.youtube.com/watch?v=LPkUvfL8T1I&NR=1
• Play a simple, single-player version of PONG:
http://www.corporatedump.com/oldpong.html
• More PONG remakes: http://www.pong-story.com/pcpong.htm
Image credits: Wikipedia; http://en.wikipedia.org/wiki/Image:Pong.png
17. Friday, January 30, 2015 Emma Westecott Source: Mayra, F. (2008) “An Introduction to Game
Studies: Games in Culture”. Sage: London.
Friday, January 30, 2015 Emma Westecott 17
History of Gaming Devices
• The physical and electronic characteristics of
gaming devices matter considerably for most
gamers.
• The earliest digital games were often created
with ‘mainframe’ computers in research
laboratories and universities.
• Four main routes of mainstream game evolution:
– arcade gaming consoles (‘arcade video games’)
– home video game consoles (‘video games’)
– home computers (‘computer games’)
– handheld consoles (‘electronic games’).
18. Friday, January 30, 2015 Emma Westecott Source: Mayra, F. (2008) “An Introduction to Game
Studies: Games in Culture”. Sage: London.
• There have been many
kinds of special controllers
developed for digital play.
• Sometimes a good
controller has provided a
particular system with the
necessary competitive
edge.
Evolution of Controllers
Above Atari VSC/Atari 2600
(1977); below, Nintendo
Famicom/NES (1983)
Image credits: Wikipedia, www.wikipedia.org
19. Friday, January 30, 2015 Emma Westecott Source: Mayra, F. (2008) “An Introduction to Game
Studies: Games in Culture”. Sage: London.
Friday, January 30, 2015 Emma Westecott 19
Shooter Game: Space Invaders (1978)
• Shooting galleries were popular
as fairground attractions.
• Different kinds of digital
‘shooters’ have become one of
the most popular kinds of action
games.
• Space Invaders by Japanese
Taito appeared as a “mixture
between pinball and a Marvel
comic”. (Sellers, 2001)
• Introduced ‘high score’ which
contributed to the social playability
of the game. Image credits: The International Arcade Museum, www.klov.com;
The History of Computing Project, www.thocp.net
20. Friday, January 30, 2015 Emma Westecott Source: Mayra, F. (2008) “An Introduction to Game
Studies: Games in Culture”. Sage: London.
Friday, January 30, 2015 Emma Westecott 20
Establishing Game Genres
• Simultaneous navigation and shooting is a test
of accuracy and hand-eye coordination skills.
• This style of core gameplay was one of the
earliest conventions to become established in
digital games.
• Game genres were based on groups of
conventions related to e.g. interaction available
for the players and to the game screen elements
(the ‘interface’) and game controllers.
• Important for the grammar and syntax of digital
games (gameplay lexicon) to develop further.
21. Friday, January 30, 2015 Emma Westecott Source: Mayra, F. (2008) “An Introduction to Game
Studies: Games in Culture”. Sage: London.
Friday, January 30, 2015 Emma Westecott 21
List of Best-Selling Games
The 20 best-selling console/handheld games, not
originally bundled.
1. Wii Play (Wii – 26.71 million)[70]
2. Wii Fit (Wii – 22.56 million)[70]
3. Nintendogs (DS – 22.27 million, all five versions combined)[71]
4. New Super Mario Bros. (DS – 21.39 million)[70]
5. Mario Kart Wii (Wii – 21.22 million)[70]
6. Pokémon Red, Blue, and Green (Game Boy – 20.08 million approximately: 10.23 million in Japan,[46] 9.85 million in US)[19]
7. Brain Age: Train Your Brain in Minutes a Day! (DS – 18.59 million)[70]
8. Super Mario Bros. 3 (NES – 18 million)[107]
9. Pokémon Diamond and Pearl (DS – 17.39 million)[72]
10. Grand Theft Auto: San Andreas (PS2 - 17.33 million)[115]
11. Mario Kart DS (DS – 17.28 million)[70]
12. Gran Turismo 3: A-Spec (PS2 – 14.89 million shipped)[104]
13. Pokémon Gold and Silver (Game Boy Color – 14.51 million approximately: 7.6 million in US,[19] 6.91 million in Japan)[46]
14. Super Mario Land (Game Boy – 14 million)[107]
15. Brain Age 2: More Training in Minutes a Day! (DS – 13.71 million)[71]
16. Wii Sports Resort (Wii – 13.58 million)[70]
17. Pokémon Ruby and Sapphire (GBA – 13 million)[79]
18. Pokémon FireRed and LeafGreen (GBA – 11.82 million)[72]
19. Super Mario 64 (N64 – 11 million)[107]
20. Gran Turismo (PS1 – 10.85 million shipped)[104][105]
Source: www.wikipedia.org
22. Friday, January 30, 2015 Emma Westecott 22
Game Design
Emma Westecott
Assistant Professor: Game Design, OCAD
ewestecott@faculty.ocad.ca
23. Friday, January 30, 2015 Emma Westecott Source: Mayra, F. (2008) “An Introduction to Game
Studies: Games in Culture”. Sage: London.
Friday, January 30, 2015 Emma Westecott 23
Tracy Fullerton’s game design
elements
• Formal
• Dramatic
• Dynamic
24. Friday, January 30, 2015 Emma Westecott Source: Mayra, F. (2008) “An Introduction to Game
Studies: Games in Culture”. Sage: London.
Friday, January 30, 2015 Emma Westecott 24
Formal game elements
• Players (interaction patterns)
• Objectives (capture, chase, race, alignment,
rescue/escape, forbidden act, construction,
exploration, solution, outwit)
• Procedures (starting action, progression, special action
& resolving action)
• Rules (defining, restricting, effects)
• Resources (lives, units, health, currency, action,
power-ups, inventory, terrain, time)
• Conflict (obstacles, opponents, dilemmas)
• Boundaries
• Outcome
25. Friday, January 30, 2015 Emma Westecott Source: Mayra, F. (2008) “An Introduction to Game
Studies: Games in Culture”. Sage: London.
Friday, January 30, 2015 Emma Westecott 25
Formal game elements
• The formal elements are the underlying system and
mechanics of the game. Your initial concept might
include some formal elements but as you move
forward you need to fill in that system more and more.
These are some questions to ask yourself:
– What is the conflict in my game?
– What are the rules and procedures?
– What actions do the players take and when?
– Are there turns? How do they work?
– How many players can play?
– How long does the game take to resolve?
26. Friday, January 30, 2015 Emma Westecott Source: Mayra, F. (2008) “An Introduction to Game
Studies: Games in Culture”. Sage: London.
Friday, January 30, 2015 Emma Westecott 26
Formal game elements
To flesh out the game structure consider the following:
• Define each player’s goal
• What does a player need to do to win?
• Write down the single most important type of player action in the
game
• Describe how this functions
• Write down the procedures and rules in outline format
• Only focus on the most critical rules
• Leave all other rules until later
• Map out how a typical turn works. Using a flowchart is the most
effective way to do this.
• Define how many players can play
• How do these players interact with one another?
27. Friday, January 30, 2015 Emma Westecott Source: Mayra, F. (2008) “An Introduction to Game
Studies: Games in Culture”. Sage: London.
Friday, January 30, 2015 Emma Westecott 27
Matt Allmer’s 13 Basic Principles
(Gamasutra)
• Direction (leading and directing player
experience)
– Focal point (provide primary focus through clear
lines of sight, defined plot points & objectives)
– Anticipation (signify that something is about to
happen)
– Announce change (communicate changes,
especially if rare)
28. Friday, January 30, 2015 Emma Westecott Source: Mayra, F. (2008) “An Introduction to Game
Studies: Games in Culture”. Sage: London.
Friday, January 30, 2015 Emma Westecott 28
Matt Allmer’s 13 Basic Principles
(Gamasutra)
• Behaviour
– Believable events and behaviour must occur
according to the logic and expectations of the player
– Overlapping events and behaviour (discover the
right amount of events to occur at any given
moment of time)
– Physics (keep in mind gravity, weight, mass,
density, etc. don’t be limited by it)
– Sound
29. Friday, January 30, 2015 Emma Westecott Source: Mayra, F. (2008) “An Introduction to Game
Studies: Games in Culture”. Sage: London.
Friday, January 30, 2015 Emma Westecott 29
Matt Allmer’s 13 Basic Principles
(Gamasutra)
• Progression
– Pacing (keep in mind a desired sense of urgency,
the rate in which events occur, the level of
concentration required and how often events are
being repeated. Spread out the moments of high
concentration.)
30. Friday, January 30, 2015 Emma Westecott Source: Mayra, F. (2008) “An Introduction to Game
Studies: Games in Culture”. Sage: London.
Friday, January 30, 2015 Emma Westecott 30
Matt Allmer’s 13 Basic Principles
(Gamasutra)
• Environment
– Spacing (understand how much space is available
on screen and in world, recognise the spatial
relationship between elements)
31. Friday, January 30, 2015 Emma Westecott Source: Mayra, F. (2008) “An Introduction to Game
Studies: Games in Culture”. Sage: London.
Friday, January 30, 2015 Emma Westecott 31
Matt Allmer’s 13 Basic Principles
(Gamasutra)
• Method
– Linear design vs component breakdown
32. Friday, January 30, 2015 Emma Westecott Source: Mayra, F. (2008) “An Introduction to Game
Studies: Games in Culture”. Sage: London.
Friday, January 30, 2015 Emma Westecott 32
Matt Allmer’s 13 Basic Principles
(Gamasutra)
• Foundation
– Player
– Communication
– Appeal
33. Friday, January 30, 2015 Emma Westecott Source: Mayra, F. (2008) “An Introduction to Game
Studies: Games in Culture”. Sage: London.
Friday, January 30, 2015 Emma Westecott 33
34. Friday, January 30, 2015 Emma Westecott Source: Mayra, F. (2008) “An Introduction to Game
Studies: Games in Culture”. Sage: London.
Friday, January 30, 2015 Emma Westecott 34